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  1. #1

    Shinobi kicks needs to be looked into

    Let me start by saying I don't have any issues dodging the shinobi kick, I'll dodge it like 9/10 times. My issue with the kick is the fact that there doesn't seem to be any punish for dodging it unless the shinobi does an heavy afterwards that you parry. The most viable strategy with shinobi currently is to throw kicks, sometimes gbs to catch premature dodges and get free heavy. If you get dodged you just go back to neutrall and repeat.

    I think it would be adequate if there was a 200ms(ish) window after you dodge where you can throw a light attack that can't be reacted to. A free gb on dodge would be too much as shinobi only has 90hp and would make the kick extremely dangerous to throw but a single light would be a good balance point.
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  2. #2
    the point that u say, "Let me start by saying I don't have any issues dodging the shinobi kick, I'll dodge it like 9/10 times." Then why is it a problem? Maybe my kick was a diversion or just used to close the gap for my real intent, which was/is the attack. I have competed in martial art tournaments, and I can only begin to tell you how big of a headache I had, after my opponent followed up a rounhouse kick (that missed me) with a follow up backhand that landed and knocked my *** out. But in your instance your saying, he should have had to pause xMS before he could be able to through any follow up.... I wish gamers would stop wanting stuff to be so easy, and publishers giving it to them calling it balancing. Learn your art! Learn your and your opponents strengths and weaknesses! PEACE!
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  3. #3
    Well, my only problem with the kick is the uninterruptible status on it. And to make a visual representation of that: if Shino kicks you and you Shield bash him/her with Conq, Shino's kick will win the little showdown. While it was funny at the first occurance, it isn't realy realistic (and tbh, it looks stupid too). So, in my opinion, without the hyperarmor, the kick is balanced, it's still fast enough to land it with a high succes rate, but then most of the other heroes can deal with it (by interrupting it with a light, or even with a heavy).
    Still, i'm intrested in other opinions too, what do you think, which aspect of the kick is the real problem?
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  4. #4
    Dodge kick BLOCK HEAVY (don't parry) free GB easy . I did post on the forums about this.
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  5. #5
    You can't block a heavy that they don't throw at you. Shinobi can just dash in kick, roll back, repeat.
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  6. #6
    Originally Posted by ShonM93 Go to original post
    Well, my only problem with the kick is the uninterruptible status on it. And to make a visual representation of that: if Shino kicks you and you Shield bash him/her with Conq, Shino's kick will win the little showdown. While it was funny at the first occurance, it isn't realy realistic (and tbh, it looks stupid too). So, in my opinion, without the hyperarmor, the kick is balanced, it's still fast enough to land it with a high succes rate, but then most of the other heroes can deal with it (by interrupting it with a light, or even with a heavy).
    Still, i'm intrested in other opinions too, what do you think, which aspect of the kick is the real problem?
    Realize that he has 90 HP. If they take the uninterruptible part from his kick, he'll be killed very often. No one complains about the uninteruptible stance on a Lawbringer who has way more HP, why can't Shinobi have the same thing? You really want someone to be that weak and that unprotected? In the sake of fairness. As a Shinobi, I have to heavy attack someone 4-5 times before they get into the danger zone.

    And you shouldn't hold too tight on the realism on the game. It's not realistic that characters can use feats to revive themsevles or call forth a near-instant catapult one-shot on their opponents. This game isn't trying to be real life accurate. Shinobi disappears into smoke... Have I proven my point?

    I don't get why people want more ways to punish a character that has 2 heavies worth of HP. He's not like the other heroes for that exact reason. Not to mention, he can barely hold any guard stance which is why most Shinobis retreat.
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  7. #7
    UbiJurassic's Avatar Community Manager
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    We've definitely been hearing a lot on the Shinobi's kicks being a problem for players. So much so, that it was even brought up on our livestream on Thursday. We're looking into it, but since the hereos were only just introduced, expect there to be a reasonable amount time before any major changes are made.
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  8. #8
    Originally Posted by UbiJurassic Go to original post
    We've definitely been hearing a lot on the Shinobi's kicks being a problem for players. So much so, that it was even brought up on our livestream on Thursday. We're looking into it, but since the hereos were only just introduced, expect there to be a reasonable amount time before any major changes are made.
    Whatever you do, don't remove it's uninterruptible status - it will destroy an already super squishy Shinobi. They want to increase the amount of punishment for Shinobi when I already get punished enough. Shinobi can only take so much punishment due to his poor block capabilities and low healthpool.
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  9. #9
    UbiJurassic's Avatar Community Manager
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    Originally Posted by King_Duncan_VII Go to original post
    Whatever you do, don't remove it's uninterruptible status - it will destroy an already super squishy Shinobi. They want to increase the amount of punishment for Shinobi when I already get punished enough. Shinobi can only take so much punishment due to his poor block capabilities and low healthpool.
    Unless I'm mistaken, all kicks in the game are unblockable, so we can probably assume that aspect will remain.
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  10. #10
    Originally Posted by UbiJurassic Go to original post
    Unless I'm mistaken, all kicks in the game are unblockable, so we can probably assume that aspect will remain.
    I think he's talking about the Hyper Armor on the kick. Most other such moves can be stopped by attacking the player, but the Shinobi kick just powers through any hits and kicks you anyway.

    My preferred fix to it would be to increase the stamina cost, reduce the stamina drain and add ~200 ms recovery time if it misses compared to what it has now. That way it's less spammable and you have some counter-play if you dodge it without making it easier to dodge.
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