After a lot of matches and a lot of ******** i had in these matches I decided to make this post..
I see what guardbreak is for.. against someone who's blocking the whole time... something to break that blocking... but why is it hitting me when I step backwards or to the side..?
when I dodge backward I try to not get hit... but what happens when someone tries to guardbreak you ? yes he jumps the 2-3 meters after you and gets it... and you cant counter it then which is kind ********.. Guardbreak is made to get through the defense of a enemy but when you're dodging you're not defending with your weapon so i dont see why it should hit you?
let me hear what u think.?
As it stands now, guard breaking while someone is starting their dodge is actually the only fool proof way to succeed in a guard break, next to guard breaking after a parry. In literally EVERY other scenario, guard breaks will get cancelled. I dont know why you should want to change this, because its one of the few ways to actually counter non stop side dashing assassins.
TS is probably a orochi or pk player. Right now GB while people dodge is one of the few ways to counter orochi's who dodge around, spam light attacks till their stamina is drained and roll away. Same goes for pk players who keep away at a distance and constantly go for bleeds.
Guardbreaking is incredibly unstable and works POSSIBLY HALF of the time. It's a russian-roulette when you use it.Originally Posted by Fragdoge Go to original post
You try to land a GB > Enemy is at the same exact time throwing a hit out > GB is negated. Same thing happens the other way around.
Where it should DEFINETELY HIT:
Lawbringer/any other heavy doing a out of stamina heavy hit? > You cast GB against it, you can't land it, his Heavy hit is prio1. This is wrong. Should NOT be like that. You're OUT OF STAMINA, ANY LITTLE ATTACK SHOULD INTERUPT A HUGE HEAVY ATTACK.
GB should NOT HIT:
When a a player is in the middle of a dodge, or even 0.5 sec into it. It just SHOULD NOT. It's not a guard being broken, YOU'RE AVOIDING HITS and GB is a form of hit. Try grabbing someone IRL who's spinning around.
it feels weird, true but its part of the rock paper scissors principle:
attack > guardbreak
guardbreak > dodge
dodge > attack
dont dodge so much... many people started dodging a LOT during the betas because none could handle it, but now, dodging is mostly only for avoiding unblockables (like shoulder-bash etc) and for deflects.
did you played against some assassion classes? they can play defense like dodging all the time, so when you can not hit them with your attacks and they also would dodge the giard break with a side step, you would never get them.Originally Posted by Himura..Kenshin Go to original post
you can side step backwards to avoid a guard break, that works at least in my experience, but when you go back even with the assasin you dont get the chance to land a hit so easy.
I cannot agree. There are characters in this game who can spam dodge infinitely and the game doesn't give a crap about their timing.
Against slower characters like Raider/Conqueror/etc these characters dodge repeatedly and get guaranteed counter hits.
If you've ever used a heavy-ish character against an Assassin class you would understand the sheer amount of cheese you get from them.
Guard breaking these individuals mid-dodge is the only way to land a hit on them.
What I will agree with is that dodging backwards should be safe from guard breaking.
i play orochi too, and i agree with you. guard break is a counter to dodge and it SHOULD be a counter to dodge.Originally Posted by B3NNS Go to original post
It should hit, so should any other attack that touches your model during the dodge. Dodging should not make you invulnerable during the animation. It should move you out of the way (and duck you so you can avoid some side attacks). If an attack still hits you you get hit and take the damage or guard break.Originally Posted by Gurkburk92 Go to original post
On a related note, dodging or rolling into a wall/other obstacle should not provide any defensive benefit. It should cancel the move and prevent you from getting off a deflect or any attack from the dodge. Because you literally ran into a wall. It's so annoying when someone dodge into a wall and somehow avoids an attack that passes through their model and then getting a free hit as a result.