I think this was in reference to Centurion not shinobi.Originally Posted by CandleInTheDark Go to original post
It is not easy to say with low fps gif, but it seems that after first jab he did a light not a heavy jab combo, and you dodged his next attack.Originally Posted by Gray360UK Go to original post
Edit: I just went through it, and you definitely did not dodge a jab after a charged heavy, you dodged an attack that follows an either a noncharged heavy or a light.
This is not the exploit I mentioned it goes like that; wall splat > charged heavy > jab > charged heavy > jab
your gif is not that, probably a noob centurion who doesn't know how to exploit his class yet![]()
Originally Posted by CandleInTheDark Go to original post
Guess what
That doesn't make him balanced
Haha fair enough. Will be interesting to see what happens when there are no noob Centurions (and Shinobis) anymore, and they all know what they are doing / how to exploit moves like you describe. And when I say interesting, I mean painful.Originally Posted by Mynban Go to original post
To make Shinobi a little more balanced...I propose the following.
1) increase the health pool by at least 1 bar So we can at least be a wet cardboard box than a wet paper bag...I mean if a sergeant in skirmish can take 25% of your health then something is wrong.
2) Lower the speed of light attacks a bit...Its like Pk 2.0 prenerf speed...It needs to be toned down a little, Not to much, just a little.
3) Ranged GB should give a free heavy if it connects, they can block BOTH heavy and light attacks right now...Its not even worth using.
4) the last hit and bleed of the Heavy Heavy Light Light Light is a joke and needs to be increased just a bit, because right now the first light attack hits harder than the last and the poison doesn't do a thing.
5) The bleed effect on a deflect is not worth the risk, it does nothing really...
6) We cant really block...It goes away in less than a second.
I haven't played him myself yet. plan to later today since I got a good hang on the cent. he's almost rep 2. But in my opinion from watching play and fighting him a lot the ONLY change i'd like made is that his heavy after landing a kick be brought from 25 damage to 20. I feel like the rest of the kit is strong enough and diverse enough (especially considering he's got light light ni any direction which can also come from some mix ups) that he doesn't need that much guarenteed damage on a kick. Console currently has a bug where you don't get a free heavy off of a landed ranged GB. which needs to be fixed.
the only opener with shinobi is the double dodge kick heavy attack, it has good tracking but the enemy can get in a heavy whilst your doing the kick. no one uses the charged attack/GB because its too punishable and predictable, i only use that in a chain. Shinobi is not viable for 4v4 in my opinion.
Unless they tone the heavies down they can't really increase that damage or there will be a lot of backlash for one chain kill. In the current state, if you enter sickle rain from spider silk whip and forward roll crush, instead of from heavy heacy you take nearly an entire life bar. Probably does one chain kill a shinobi as it is since I got a warden to critical.Originally Posted by Tobias96716 Go to original post
--Edit--
Actually that raises a good question,is spider silk whip intended to chain into forward roll crush? Forward roll crush has a specific combination attached to it, I found out you could go into it from spider silk web entirely by accident.
Uhm, I run PK mainly and I've gotten out of a trio Of Cents spamming charges at me. Timing is key.Originally Posted by Mynban Go to original post