tl;dr: Hurricane Blast is completely countered by any class, by simply double dashing into roll backwards. That's it. You can't cancel into GB because their roll begins as it connects, you can't let it go because they're out of range, and dashing out of it turns it into no attack at all. You can cancel it into Wind Gust, but why would I take 25 damage over the 35 damage from a parry? The only times its ever useful now are against extremely high recovery attacks, like Warden's Zone, which is hard enough to deflect as is.
The one cool thing Orochi can do is completely countered by mashing dodge backwards on any class, even the slowest dashers like WL and Shugoki. Feel like that really needs a change.
that's the point of the dodge roll. it's a hard reset to neutral in almost every situation. that's why it costs so much stamina. you use it when you need a breather or to get out of a combo ,etc. that's' why you have the light on deflect. you either go for the guaranteed small damage, or take a bigger risk for bigger damage.
1) "by simply double dashing into roll backwords.." that counters everything in the game. No point in mentioning it.
2) "can't cancel into GB because their roll begins as it connects..." i'm assuming you're still on the double dash for a roll here. again no point in mentioning it. and that's 2 points talking about the same thing which imo screams trying to fluff the argument.
3) "can't let it go because they're out of range.." are you referring to waiting slightly to see what they do before you try to GB? because orochi will literally follow and GB someone who back dashes if the timing is proper and the game decides orochi actually GBed him. I don't know if this happens on pc. But it does on console quite frequently.
4) "dashing out of it turns it into no attack at all..." I assume you're refering to a single dash to any side or back? again if the timing is right the GB will track and nab them.
5) "you can cancel it into wind gust but why would I take 25 damage or 35 from a parry?" same reason other mix ups exist in the game. As an option. Even though parrying is easier to do than deflecting no one is ever going to parry everything all the time. sometimes an attack will come out that you didn't see and a dodge to try and evade damage could turn into a deflect where you end up getting damage on them.
Also if people go to dash attack as a response canceling into wind gust will track them and hit them before they hit you.
This has been my issue with you since I came across you in DS3. you make really ham fisted statements and speak in absolutes. I'm not exactly sure what experience you have on fighting games outside this one and pvp in the souls series. but the way you choose to view things is just flawed imo. If we all were at top tier in for honor and we all fought a turtle god your arguments would make more sense. But for a lot of players out there the buff hurricane blast got gives players another option to take against decent/average players. Hell The people I generally fight are above average players and they are not used to deflect and what I can do with it. so some of it works.
So yeah. While rolling away counters everything that doesn't really matter. And while you could hypothetically counter most of what comes from the mix up with hurricane blast it doesn't mean people are going to always be able to. It doesn't need to be ground breaking to be useful. Nor does it need to work often. It just needs to be a semi viable option. His zone isn't something you can throw out against skilled players willy nilly. same with top lights. But those are still regarded as "good." even though you can write situations that would show just how counterable they are.
The new Hurricane Blast is designed to be used much like the raider's unblockable. You cancel it into something else (usually the gb since it's guaranteed if they dodge) most of the time then, when they don't expect it, you just let it go and it straight up murders them.
And yes, they can disengage with a roll, but you could say that for almost anything.