Her Attack speed is really so slow she need better speed on her light attack (top light is really useless).(exp player can easy parry every her attacks)
Twin kicks need to be canceled or increase recovery time from this because vs other heroes like Warden/Conq/LB/Warlord/Valkyria need too be in chain so you can get too easy puhished for using.Hidden stance entering need to be faster right now its so slow and with her slow attack is almost useless to using vs exp player.Better dodge(after assasins need have second best dodge) she dont have any armor but have same dodge as LB with full plate armor LOL???????? Naginata warrios was be very agile fast deadly warriors what prefer Speed-Range not big protection but i bet Devs never see any real weapons/amor in action when is plate knight faster that samurai with almost no armor(Warden bash vs nobushi kicks is big joke).If i parry i cannot GB or attack with heavy most of heroes because im to away from them i can only side light attack but this will hit in 50/50 so as nobushi parry is useless vs many heroes and risk vs reward is too small for use it(only good agains unblockable attacks.
Faster guard stance (she got second slowest guard stance in game) PK-Bers-Orochi can easy win only to spam attack on all directions.
Naginata in EXP HANDS IS FAST DEADLY WEAPON BUT IN THIS GAME IS LIKE TRUCK.
That's because it may seem that because of the animation. Side attacks are quite fast. Top is a little bit slower and thus prone to parry if someone is good enough. I play mainly Nobushi and I don't know if there is anything that should be really buffed because it would lead to OP. The only real problem I have is Conq - I just don't know how to deal with his ability to interrupt even heavy attacks by just blocking them. Other problems I get are related to my level of gameplay and playstyle.
Well, to summarize quickly: Fast sides are the fastest of Nobushis set, you can parry those, but it is hard. Overall blocking is very easy though. Top light is relatively easy to parry, it is extremely easy to block. Dash lights are easy to block, not hard to parry. Dash heavys - if you are used to the inverse direction - are not only easy to block, but incredibly easy to parry too due to a seemingly pretty long parry window. Experienced players know the Nobushi does have some range so often going for a guardbreak is asking to get guardbroken (noob-mistake, honestly). However, the parry enables a lot of classes to start some cheese - like shieldbashing you won't avoid for example. The kick .. ah well, it is the easiest to avoid and least effective of all these attacks and still costs a lot of stamina, specially outta hidden stance. Even if you got hit before, you can easily dodge the kick afterwards on the visual indicator alone. Advice though: don't dodge in anticipation, wait for the indicator. The kick has some aiming, so a said dodge on the visual indicator will get you safe for sure, but do so to early and you will get hit.
So, what else is there. Attacking out of hidden stance, aye. Well, your best approach here: relax. Recover your stam, move backward or with full stam and swift attacks: go for it. Valk for example has frame advantage on every attack. So valk can just spam a light and will hit first. When the Nobushi tries a light - the indicator makes blocking easy - you still can parry these attacks though! A heavy? Cmon, you can block, parry, feel free. Plenty of time. Dodge into sidestep attack? - You might already see where this is going. Nobushi has many options available, but nothing is hard to react to. I mean literally nothing. Most Nobushi land their hits while being defensive or having range advantage. Outsmarting their opponents. Best example are stupid shoulderbashing wardens that aren't even in range yet. But even those can kill you if they just parry your top attack and close in.
Anyway, i am in for some slight Nobushi tuning. The char is fun and versatile, but doesn't have a real strength beside range. And range is hard to fully utilize in this game.
Hm...Ok. I can agree with that.
Based on your review I would propose speeding light top to match sides and make kick cancelable/feintable like some people suggested before. I think those I minor tweaks that won't make Nobushi OP but will gave more options to play with.
I like dodge attacks (both heavy and light) because they start as a normal dodge so you can use them this way - dodge often and attack from time to time. What I'd reconsider is end animation of heavy version. Being very long I always wonder if I gonna have time to make anything before opponent will hit me and to be honest I don't know when is the moment to continue with followups.
Make guard changing speeds universal (we'll see on that).
Kick needs to be faster and uninterruptible. Nobushi has no escape when someone has closed the distance. Speeding up the kick and making it uninterruptible allows for a chance of escape. This may seem like it will make her OP but many other classes have a very similar feature and/or attacks that prevent HS to work properly (but that is a different story). Also in order for it to work you'll have to use HS first using up a lot of stamina. Punishment for letting them close in in the first place.
Top lights same as sides.
Just some ideas
Fixing the guard change speed disparity is, for me, the main issue that I have with Nobushi (ditto for Raider and Lawbro).Originally Posted by ODP48 Go to original post