Like most Orochi players I want the character to have more ways to open up players. I don't think that's happening. Ubi wants Orochi to be a counter attacker so I was thinking about how to make him a better counter attacker.
The signature move for Orochi is Storm Rush and Orochi still has a benefit to throwing it out there on occasion even though he mostly uses top lights and ZAs. So I figured why not give Storm Rush a split second hyper armor window? The move is still easy to parry. All this does it make it so you don't get hit out of it so much that it's almost never worth doing. You'd still be able to be parried after a feint for example. It's also more balanced than giving i-frames since you can take damage. Since it's only a half second you also won't see people just charging the Storm Rush.
I thought this would make Orochi more not so one dimensional without making him too powerful. Thoughts?
I would prefer longer feint window so u can use it to aproach , pass through or even get a deflect. Hyperarmor gives nothing to the storm rush, it still is a telegraphied move. I think there's no sense in make Orochi a counter char because there's plenty of heroes far better than orochi for that: Conqueror, warlord, valkirie, lawbringer... all of the have counters with better options.
In paper, Orochi has the ability to initiate chains with their counters, but in real, all character can do that, almost all of them without parry.
I think we need a change in deflect or in parry to make them in different abilitie.
Maybe the best would be parry cost stamina, block let some damage go through (maybe 1% of total damage) a deflect without change. That way if you only block you'll finally die, if u parry it's almost the same as attack and deflect it's an option for light char to not get damaged with blocks.
All of this only for an idea about a quick and cheap fix.
Let me just say that I am not bias just because I'm a rep 30 bushido Musashi Orochi Senpai.
1-SR needs to be faster.
2-SR needs to have a longer chance to cancel and / or change into gb.
3-SR needs to have its attack cursor hidden or shown at the moment of impact.
4-Riptide needs to be an unblockable and cancelable attack and maybe make it a tad longer to execute.
5-Top lights 3rd side attack has to be sped up x 2.
6-Side lights attacks have to be sped up x 2.
Now THAT is how we become viable.
I think could be enough with pints 2 and 3. To Riptide maybe cancelable or with super armor could be (to make its counter function properly) but more would be too much.
And for God Shake, make Hurricane blast activate executions, please!! (it's a bit useless, but at least it would looks great to kill someone with it and then and execution....)
My entire purpose for this suggestion is to make a better version of current Orochi. I do want a later cancel window to Stormrush but that would fundamentally change how Orochi would be played. The move is intended to be a counterattack move so I would settle for a few tweaks to make it a viable counterattack. I also don't think Ubisoft wants to give Orochi more openers.
In theory though top light, ZA and a Stormrush mixup is more than enough for Orochi. Add the unblockable Hurricaine Blast and Orochi now has a full kit to work with. The problem with SR is you always get hit out of it. Even with the currently have meh version I'm still able to mix it in every once in a while. Since it's still easy to parry you would never abuse it. I really feel like making to faster and giving it invincibility or some way to trade hits would be enough for Orochi without completely changing him or making him too dangerous.
Removing the Storm Rush into Top Light would be a bad idea. Fighting Orochi is already monotonous with everyone using the same two moves. Taking the incentive to do Stormrush would make the matchup even worse. The goal was to incentivize using Stormrush not remove it. It's already not guaranteed and if you're blocking high, as most people block against Orochi, you'll block it.