An extra point i'd like to make about the zone attack: it's a great distance closer. The fat man heaves his waddling bulk forwards at comparative superspeed with the first hit, and it's not stupendously stamina intensive if you cancel before the second.
Also, with the demonball guessing game, i've found a few more tools for the mixup party:
1: The attack (Crashing thunder?). Unfortunately for my fat man, most of my opponents have learned that rolling away from a sprinting Shug is the safest way to avoid the mixup altogether. Sometimes the attack will land some damage. Useful if you've trained someone with the regular charge/gb mixup.
2: Don't do anything: I've found that simply stopping in front of an enemy and making uncomfortable eye contact will sometimes lead to a panicked reaction, if they are expecting to either dodge or CGB. Sometimes you can provoke an ill-advised action that way.
3. Start then cancel the charge early. It can be tricky to pull off due to the recovery time, but sometimes you can provoke a dodge with the charge then get in a light or a GB after cancelling instead. Even if it doesn't work, you can sew the seeds of confusion.
the Shugoki is so extremly op, its breaking the game and really needs a nerf.
hard hitting and deals to mutch dmg, has to mutch hp and its passive armor? cmon... and before you start with " lol, l2p " etc, you're just fanboys of a op hero. any match that has one Shugoki usually wins, a team with two or three, is just impossible and isnt worth even wasting time at.
Lets talk about why youre not good at this game if you think shugoki is broken.Originally Posted by T1brys Go to original post
1: Every assassin and the warden flat out counter the shugoki. In case youre bad at fractions thats 1/3 of the entire roster that counters this character.
2: if youre not parrying, dodging, or deflecting then thats your own damn fault. You cant say he's op if you lack fundamentals
3: warlord, conqueror and Valkyrie have the potential to **** on shugoki because hes guard is slow and warlord has guaranteed second hit (in case you dont get it, guaranteed second hits counter shugoki), conquerors have an infinite and the shugokis guard isnt that fast, and Valkyrie has more mix ups than a bag of trail mix. So thats over half the damn roster that does work on shugoki if youre not an idiot.
4: Shugoki counters shugoki so thats 8 of the 12 characters who do work on shugoki
5: if you cant stop people from guardbreaking youll lose regardless of the charecter. And if youre getting hit with demons embrace outside of guardbreak, you deserve to die because you dont know how to dodge.
Git Gud
I use the zone attack to quickly close on enemies a lot. Zone then cancel into guardbreak will often catch enemies by suprise at how quickly you're on top of them.Originally Posted by Kiiyor Go to original post
Do you have consistent sucess doing this?Originally Posted by RenfieldX Go to original post
Like most attacks, It's punishable if you use it too often, or as an opener (i.e. in a staring contest), as it will usually be on a player's mind and is therefore easy to punish. Usually I will find that it will be blocked the first time, and parried after that. Mixups are some of the most powerful tools a player has, so any decent player you face will look to identify the way you use yours as a matter or priority. As the zone has a comparatively large stamina cost, being parried can put you on your fat back foot faster than the Shug can put away a burger.Originally Posted by SwiftDovah Go to original post
I like to use it if I've managed to land a light and headbutt someone away, as it's an aggressive followup that gives them little time to prepare for - just be careful that you try and save it for opponents that are lower on stamina, as it drains a LOT of yours when you combine the first half of the zone and a GB. Practice it on bots or a level 0 in practice to get an idea of what you can get away with stamina wise.
You can also train the enemy not to expect it. I like to soften a tricky enemy up by using the sprint and charge mixup a lot - back off a few steps, dodge back, then charge forwards. Even in super high level play, the charge/GB mixup is extremely powerful, and if spammed, can make even the most aggressive players fallback completely onto defence, and can narrow their focus considerably. Once you've trained them to prepare for the charge, the zone can work - but usually only once or twice.
In my experience anyways.
Heh. Truth.Originally Posted by SwiftDovah Go to original post
Like Kiiyor said, it can be punished if you use it too often, but as part of your repertoire it's very useful. I find that it works more often than it should, as long as you vary your attacks. You can also cancel and light attack/headbutt, or just cancel and just get in their face. In dominion and skirmish, it can be a great way to close on a running enemy or someone distracted by another player who assumes that they have a bit of time before fat boy can close on them.Originally Posted by SwiftDovah Go to original post