The problem with riptide is the back step does not dodge all attacks, furthermore if you riptide and they feint the attack, you are committing to one of the slowest recovery time moves in the game. If they bait a riptide, because it cannot be feinted, you are getting parried, or dodged and GBed, or blocked and GBed or any other punish you can imagine. Your second point about the defensive meta is most in line with the issues, how do you counter attack someone who doesnt attack? The fact of the matter is orochi does not have any opening moves. He is great against bad players and can be used effectively at mid level. But at higher levels he is simple a handicap and has nothing that other characters can't do more effectively. He has no niche play style. PK has faster lights and faster zone, has a bigger wall punish, more damaging GB. Berserker gets a free GB out of deflects which is much more viable than orochis minimal guaranteed deflect damaged. Zerk Gb can be used for wall punish (more damaging than orochi) or the really open up an opponent to punish after an attack. Orochis best counter attack? a parry into GB top heavy... which i think can be used on heavy parries and does about 36 damage which is nice.Originally Posted by CandleInTheDark Go to original post
TLR i think orochi needs to be slightly changed, not buffed. changed in a way that allows an easier engage mechanic, maybe at the cost of a free gb off any move into heavy?
Don't you ever feint the Zephyr into a gb? Works often.Originally Posted by surr3a1 Go to original post
I agree with this. I think the only way Ubisoft will let offense have any chance at all is with a 50/50 of some sort like Warden's Vortex. Beta Strom Rush would probably be the closest thing to a true 50/50 but even then you could still block the hit or GBC on reaction. A cancelable Riptide would probably be a better option since it's more punishable but Ubisoft doesn't look like they'll change move properties outside of making them faster, slower or tweaking their recovery. At this point, I'd settle for upping the ZA damage to 25 from 22 just so it can take that last regenerating health bar.Originally Posted by AnxiousOmar Go to original post
Can some one explain to me the point of cancelling Deflect Heavy into GB? It does get a lot of people who don't know to expect it but is it a true 50/50? Wouldn't a light attack hit you out of the heavy AND hit you out of GB?
Your gonna get to the high end fighting point where you realize that if your not 90% on par with all your blocks and attacks your ****ed as orochi. People mainly heavies who play the defend first meta will win in those minor attack break through fights. Orochi is counter attacker ofcourse so people will blah blah on that, orochi high end fights that are even match up coming down to latency wins first is the meta you will learn to hate while also knowing that the games mechanics are still under balance and block indicators are still glitched as stated by devs.
I tried playing the game without my freesync tech on the monitor i got owned so let that thought play with you for a little bit.
If anything my point is that as the orochi counter attacker there is no room for errors in a fight because you will die first. Anyhow orochi's unblockable attack is not worth the risk. Devs refuse to say anything about the orochi because its a tough character to balance and they wanna wait to see what happens.
The latest dev news was that they want to fix the defensive meta first and then look into the orochi because looking into him before that might break things.
One fix that I'd like to see is to reduce the recovery time of the Rpitide by few hundred ms or make it possible to feint it (which is probably never going to happen).
Right now it seems like the top light and ZA are the only real tools to win a fight and I have to admit that I hate that approach... it feels stupid to me but I have to use it to win.
Just wanted to add some insights Ive stumbled on over the weekend. I'm still in the process of transitioning from an offensive into a defensive Orochi so I'm still learning. With regards to Heavies, don't worry about trading hits with them too much. Abuse that last magic regenerating health bar for all it's worth. I've come back from a sliver of health. Backdash mercilessly until it regenerates then come back and continue the fight. So long as you're aware of the slow heavy attacks you can dash back and regenerate health. Heavies are too slow to chase after you but if you get them down they can't escape. I've won rounds going from almost being perfected because of that magic health bar.Originally Posted by Tozens.Avenger Go to original post
Also yes blocking is key but it's actually really easy with Orochi if you foregoe trying to parry. I used to never get to the point where I would max my revenge bar but now I can get it once a match.
One final thing that has improved my game is the ZA/Parry option select. If you attempt a parry, you just press Zone Attack. If they commit to the attack, you get a parry. If they try to feint out of it, your Zone Attack comes out and hits them out of whatever they were trying to do.
I'm slowly but surely forcing my beloved Orochi into viability.
That is PK's signature move, not Orochi'sOriginally Posted by IAstarothI Go to original post
Is it just me or does it feel for you guys that Orochi has become cannon fodder for Berserk since the recent patch? I play on PS4, and I must say I have a very hard time playing against berserkers now, used that I got the chance to dodge them (they already dodged faster tham Orochi) or utilize storm rush, one of the times it could be used counter-attacking... Now it seems all they must do is constantly spam their infinite combo with hyper armor, and you are screwed.
It feels like Orochi is even more like a joke now.