Indeed i do. Found Orochi more and more boring. U can only spam top light and ZA. U haven't good chains nor opener nor aproaching skills. It's a total defensive character but with poor defense, after all you loose one cover after a while.Maybe with "heavy counter" like finisher we can do more things (it has a lot of cancel for playing with it)... but you can`t face other heroes rather than assains. Perhaps the problem is the game is too defensive, too much reward for defending and very little for attacking, don´t know.
Now i have some time, i'll try to explain better myself.
I like Orochi. I like his background and style of play, but above rep 5 he feels more and more... short.
Deflect it's cool, but it's very hard and i can do the same or better with a parry, and if i fail a parry i get hit, but if i fail a deflect i get gb and killed.
I thought i could use hurricane blast for chaining it into gb or similar, but again, i can do the same with parry.
And attacking it's impossible with turtle. They know ur only possible attack it's a gb and just wait, with assasins i can't equals their attack speed. With vanguards and hybrids i can play a bit, but i find they have a lot more skills to mindplay than me.
Thats's the reason i'm asking. I want to know if there is any special move i can use with orochi to play aggresive without die doing it
Not going to lie I only play Orochi and I too came to the conclusion that top light combo and ZA were his one true offensive mixup that you could rely on. I used to be very offensive and was actually really good but when I fought people that could parry I found nothing I did worked. So I unlearned everything and tried to be very defensive and rely on top light combo and ZA.
What I learned actually is that if you focus on fundamentals like blocking and can CGB almost all the time, you can play a bulldog in your face aggressive style. Top light and ZA are almost impossible to react to and if you block well, you can just get in their face and go all out on safe pressure. Throw out Storm Rushes at the ideal spacing and it's free damage if they take the bait. I used to hate how I was forced to unlearn everything but this new style is actually really fun. If I want to old offensive style I just play Dominion.
Well I can confirm the same.
Yesterday I had few brawls against another orochi and a lawbringer. The orochi I just run over since there is nothing that can surprise me there as long as I don't let him kill me with ZA only.
The lawb was something completely different. He never attacked, EVER! Just push, gb, side light, top light. These are extremely fast and I really wouldn't try parrying them. Everything 'usual' that I did was parried most of the time and this is how he beat me.
I think that I won the first brawl and then he won the 2nd and the third (I really don't count the orochi). The attack that got me to loose the round was the Zephyr which he parried 100% of the time. This attack is ******ed against anyone who is not a noob. It is so long, it comes from the same side every time and the problem was that he would do something to which I would counter with it and he will have enough time to recover from his move and parry - that is what got me pissed since I wouldn't do it as an initiation.
Anyways on the positive and the moves that got me the victories:
- stormrush 2 steps into cancel into GB - that worked few times and got me some victories (please, do not do it few times in a row like me - they will learn it)
- stormrush 2 steps into cancel into top light
- stormrush 2 steps into calcel into ZA
- top light (1) into GB or ZA (ppl always expect 2 of them)
I would say that these are THE best combo-s that orochi has since they are extremely fast and if you mix them up it is impossible to guess which one you'll do provided that you don't mess up yourself. You execute them from safe distance and you are into his face extremely fast.
Now, good players will immediately guard right at the moment you are within ZA range of them so then go for the top. After 1 or two successful top lights they will probably start guarding top by default and then it is time for ZA.
As I said earlier, I failed because of the zephyr since I am used to do it against lower skill players and of course it punishes someone who does fwd dash into GB because my side hit cancels the GB (I did punish him few times with that but not enough).
You can wait indefinitely in the 'ready' position and you can cancel:
1. while waiting you just cancel
2. you release heavy attack and cancel, which results in your char making 2 steps and stopping
Now you just made two steps and if you are within another step of the enemy you can GB. That translates to roughly 3 steps away GB.
If it is indeed 2 steps I don't really know - it is kind of assumption.
So lets try and summarize: you are away from the enemy at a distance which is quite safe. You can close the gap extremely fast w/o doing an expected attack but instead doing something different each time. All you have to practice is that distance at which you can engage because if it is too long you will cancel and he will be too far for you to hit him with anything.
Btw I am on PC so if you can/want just add me in Uplay and we can practice all you want, I don't mind at all. My nick is the same as here.
Cheers!
I can cancel in ready position, but since beta i can't cancel beyond that. I realized i can do that yesterday, but before i couldn't cancel once run started. I'm very bad with distances (that's what i can't do a good job with PK), i'll practice that, thanks!!
That's a perfect exaple of constructive answer
My alias in play is the same as here, too.
Storm Rush shenanigans are a secondary tactic that I resort. In surr3a1's example he was playing a defensive Lawbringer so feinting and offensive mindgames are very effective. If his opponent were offensive, you could get hit out of those Storm Rush feints. That's why my foundation is a focus on defense and pressure based on top light and ZA. It works on offensive and defensive characters. Storm Rush is my changeup once I figure out how my opponent likes to play. If he's offensive, I bait attacks and counter with Storm Rush. If I sense he's defensive, I do feints and SR cancels. Actually pressuring with the Orochi mixup often forces offensive opponents to play a lot more defensively a lot of the time since they can't counter the pressure. This opens up options too.
Orochi is listed as agile and counter attacker. To me this means that two main moves, riptide strike and storm rush, are strong counter attacking moves and I believe (this is coming from videos, I haven't used him) riptide strike, when used right, is the strongest punisher in the game, a top heavy that is sent out after the opponent has committed to a move and missed. Storm rush is also a heavy but most people at lower level play telegraph it so hard they are begging for a parry or a peacekeeper deflect to bleed.
Mind you, as i said,I haven't actually played him and I suspect in the current defensive meta it is harderto use those properly,though he is the only assassin or assassin hybrid I haven't used,I might fix that sooner or later. I do believe this was the intention, how practical or not it is is harder to say.