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  1. #1

    What if a missed Shinobi kick had large stamina penalty.

    The other day I dueled a Shinobi with my Centurion, and every time I dodged one of his kicks I was able to get off a quick side heavy. Not a charged heavy mind you, but one of the really quick side heavy attacks. It is a reasonable strategy to punish a dodged kick.

    I did this a few times from either side, and once it became apparent that this was my strategy, the Shinobi player began his new sequence...

    Double-dodge >> Kick (miss) >> Immediate Double Doge (my heavy misses)...

    The Shinobi had about half of his stamina left after this exchange, and could then recharge at a safe distance and repeat.

    The Shinobi essentially has TWO KICKS. He has his Double-dodge into kick which is the one most people take issue with, and the other is triggered after a HEAVY RANGED into the ROLL, which not only drains stamina but sets up attacks from any of the three guard sides or a GB attempt.

    To balm this issue, the Shinobi double-dodge kick could have a large stamina penalty if missed - similar to that of the health penalty the Shigoki incurs when he misses his Charge of the Oni. I don't want him to go into exhaustion recovery from one missed kick, but it should be right at the cusp so that any flailed attempt at an attack would be a dangerous notion.

    Because of the small health pool of the Shinobi any health penalty would swing the pendulum too far the other way, but if there was a stamina penalty for a missed kick it would still allow Shinobi players to attack, block, parry, deflect, bail-out, etc...

    But it would also hinder them from using the missed kick as an opportunity to close the distance and continue an extremely large barrage of lightening fast light attacks or chain into sickle rain without running out of stamina before/during activation.

    This would also leave damage, health, and all of the animations of the Shinobi intact. This would make Ubisoft's job a little easier with the balancing rather than having to change animations or take away an interesting part of the Shinobi moveset.

    It has become apparent that the Shinobi-player rallying cry of, "JUST DODGE!" is actually meant for their Ninjitsu confederates rather than opposing players. "Missed your first kick? JUST DODGE!"
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  2. #2
    A Centurion who cry about stamia :|
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  3. #3
    Originally Posted by Ggshadow Go to original post
    A Centurion who cry about stamia :|
    I have both Shinobi and Centurion to Rep 2... ergo, I can be objective with my suggestions.

    My other toons are even higher so...

    Do you have a constructive point to make, or a useful comment? Or are you just a basic, limited troll?
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  4. #4
    I just want his recovery from getting up or getting thrown to be more in line with everyone else. He can kick me as a Warlord 10+ feet, but when I try to throw him he recovers and dodges away before he's gone 3 feet. . . If anything it should be the opposite. Kicking a Warlord, Shugoki or Lawbro should barely make them take a step back. If that. While those same characters throwing a Shinobi should send it flying.
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  5. #5
    Originally Posted by SirCorrino Go to original post
    I just want his recovery from getting up or getting thrown to be more in line with everyone else. He can kick me as a Warlord 10+ feet, but when I try to throw him he recovers and dodges away before he's gone 3 feet. . . If anything it should be the opposite. Kicking a Warlord, Shugoki or Lawbro should barely make them take a step back. If that. While those same characters throwing a Shinobi should send it flying.
    I like this idea. It would make far more sense for knock-backs to be determined by a character's weight. So light assassin characters should be more susceptible to throwing and being bashed around than heavies or vanguards. Same the other way around. A tiny light peacekeeper shouldn't be able to kick a shugoki the same distance as they can kick a shinobi.
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