Unblockable bash attacks are op - here is how to fix them
EDIT: For these 100 people on the forum currently complaining about unblockable bash attacks tracking them after they dodged:
Your dodge was poorly timed, you dodged too early, then the attack tracks you down even though you dodged. The timing window for a correct dodge is small.
This is an issue that has become particularly apparent with the addition of the new characters.
Unblockable push attacks are generally unbalanced in terms of how difficult it is to avoid them. This includes kicks and shoulder bashes, headbutts and so on. The degree to which they are op depends on the attack and will be dealt with last. But they are all significantly harder to deal with than all other gameplay mechanics in for honor.
The dodge timing for these types of attacks is very specific, get it slightly wrong and you will get hit anyway because the bash just arcs into your face(too early) or get hit because you are too late.
The timing window that the dodge actually works is comparable to gb techs or parries. But they are completely different in terms of how the game tells you when to respond.
With parries you get a red glowing marker. Very simple, you pressed too early , you can see exactly why and what the right timing would have been.
With guard breaks it is a bit more tricky since just like unblockable bash attacks they dont have a "press to break now" indicator HOWEVER with guard breaks they ALL have an extremely consistent timing and animation! ALL vanilla characters look pretty much exactly the same when guard breaking so the timing is VERY EASY to reproduce and gives plenty of opportunity for practice!.
With unblockable bash attacks however, you dont get any of that AND the animations and timings are inconsistent which makes the timing window for a successfull dodge significantly harder to learn.
This issue is worsened by the fact that there is no training mode where you can have an AI opponent repeat the same move over and over so you can get used to the timing. So even if you would like to practice, the game currently doesnt even offer an option to do so.
now the extent to which these attacks are "op" is very different. The warlord headbutt for example offers very little reward even though the move itself is pretty good.
Some others are really good but also really easy to avoid like shugokis grab (that also punishes himself a lot for missing) or the lawbringers flip.
The lawbringers shove is a core tool off block but is still really hard to avoid even if its not guaranteed however the followup damage is small or you have to go for a mixup. It still is really damn good!
The recently added shinobi and centurion in particular get big payoffs for their bash attacks, so does valkyrie,nobushi and Warden. Wardens shoulder bash in particular is insane because not only is it hard to learn but it can also be charged so the warden can mix up the timing of the push and it can also be canceled.
Solutions:
I suggest either introducing an indicator / let the unblockable symbol flash when the character is expected to dodge (although i can see how that would be difficult considering distance to targets may vary).
Make the dodge timing more lenient so you can dodge earlier and not have the other guy turn into a seeker missile mid motion
Or at least give the option to train against AI characters that repeat any move that you want over and over. (ideally as: let us record an input which is then repeated over and over by the bot)
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