A lot of ideas and discourse went back and forth with discussions concerning the Nobushi and her Hidden Stance, so I thought it might be a good idea to return to the most fundamental question of them all -- "Why should we use HS at all in the first place?"
As we all know, HS "feeds" off almost identical timing to most parries... and just as assassin class users ask a similar question -- [i]"Why should we use deflect mechanics at all, when parry wields better results?"[i] -- the same question holds valid for the HS. Yes, indeed, WHY should the Nobushi use the HS?
When you compare them side by side it becomes pretty evident that parry Hidden Stance doesn't offer all that much over parry when used as a defensive tool.
Parry
● absolutely stops enemy attack in a "superior" manner, disrupts flow of enemy attack and retakes initiative
● failed attempt could result to being hit, but as much, could result in just a block, or even an unexpected hit
● costs no stamina
● guaranteed damage in many forms, often heavy
● helpless against UB/UP skills that don't have designated attack direction
Hidden Stance
● evades opponent attack, cannot disrupt enemy assault, cannot regain initiative unless counter attack from HS succeeds
● failed attempt almost certainly leads to being hit
● costs hefty amounts of stamina
● no guaranteed damage
● evades most -- if not all -- forms of attacks, including UB/UP
If you directly compare it this way it offers a lot of insight into problems with HS.
Problem 1.It becomes pretty much evident that the only redeeming factor for HS that justifies the heavy stamina usage is with the fact that it can evade (probably) everything. However, this fact is often made null and void in certain timings -- particularly when you are in hit or block recovery frames where HS does not queue up and respond -- that HS becomes impossible to use. For example, when you are hit by the first attack of the light-light combo from most classes, HS fails to activate during hit recovery and your only option is to block. In many similar cases this becomes a problem when certain combos or attack patterns coming from an enemy, or MULTIPLE enemies, keep putting you into recovery frames either from hit or block, HS is effectively shut out from use.
Problem 2. Without a guaranteed attack, it's use as a defense move+counter attack move is extremely limited. Not only is it more dangerous to use than parry -- degrading its worth over a move which every class has as a basic skill -- there's really no point to use it at all unless you're facing heavy amounts of "in your face" UB spams. If you can HS the incoming move, then parrying it to stop opponent attacks, regain initiative yourself, and even land a hefty punish is much more rewarding and easier.
Then by default, I believe addressing the above two points would be what's needed for HS on a fundamental level, with the following pointers in mind:
1. The stamina use needs to be kept same
There is literally nothing more I would want than being able to follow up every single one of my attacks with HS to force the opponent to give pause to an opponent and make them feel uncomfortable by hiding the attack setup direction for my next move, to my heart's content. But evidently the DEFINING trait of HS is that it evades EVERYTHING. Everymove in game except for GBs, it grants you immunity.Therefore, unlike parry, the only trait for HS that is superior to parry should be a reminder to justify the stamina usage.
2. The use must be easier, more lenient
For many reasons currently HS is more difficulty to use than it should be. The unresponsive timing during gaurdswitch frames, the unresponsive timing during hit/block recoveries and etc. In short, if a block/parry can take a hit from a light and then defend yourself from a 2nd incoming light from a chain, then so must it be the same for HS. IT NEEDS to respond to any defensive situation as equally as any other defense skill.
3. Needs a guaranteed attack
It needs some form of guaranteed hit on a successful evade, while not large, or particularly damaging, something that makes it worthwhile, justifiable to use that big chunk of stamina to attempt a potentially more dangerous evasion move. It doesn't make sense to use up that much stamina and not be able to get any reliable results, because even if one evasion succeeds, unlike parry, the enemy attack will not stop. Then why in the world did we just evade that attack with HS and not just block or parry it?
Suggested Improvements
Addressing "Problem 1: Difficult of usage
● HS needs to be usable regardless of guardswitch frames -- cancel out guardswitching animation and immediately go into action
● HS needs to be able to queue up during hit/block recovery, and imemediately activate off when available
● HS needs to be able to canceled into a dodge
The first suggestion is for increased responsiveness in activation and absolutely crucial. The second is again, for increased response time during urgency. The third is to improve mobility at least up to a reasonable point to increase variety of options during both offensive and defensive use -- for example when fighting in 1v2 situation, evading 1st attack with HS, but it looks like you don't have a counter attack opportunity because 2nd opponent is incoming with attacks, hence skip into a dodge to evade the 2nd attack while parting distance from the 1st opponent... for example in attack situations, tricking the opponent to focus on the HS, and then skipping into a side dodge for a side-dodge attack.
Addressing "Problem 2: Need of guaranteed attacks"
● switch out the "jump kick" into the "spin kick" the Nobushi already has in her moveset
This one is tricky. How do you make a guaranteed attack move that is useful, but at the same time without making it as OP as other classes that have such moves -- for example the Shinobi kick that everyone hates so much? To this problem my suggestion is utilizing (a much cooler and appropriate) move from an animation sequence that already exists with the Nobushi. During a non-targeted heavy-heavy-heavy attack sequence against minions, the Nobushi whips out a fast and furious spin kick as a finisher against a minion.
My suggestion is only use the "jumpkick" move during normal chain combos such as heavy-jumpkick, but when it's a "kick" move used from HS, it uses this special attack animation. This is because a jump kick makes sense when during in normal attack chains where the opponent is at a certain distance from you, due to the long reach of the naginata -- however when using HS the opponent is attacking you, you are evading that attack in a split-second timing, and the ranges are much closer. In this case the jumpkick, even though a UB+UP move, is too slow and leisurely an action despite the urgency of the situation. In other words, when you evade an attack by the breadth of a hair with the HS, the jumpkick doesn't fit the situation.
What you need is a fast, immediate move to counter attack the opponent as soon as you evade the attack.
Therefore I am proposing the spin kick. It should be conceptually and animation-wise very similar to a GB-directional move the Shinobi has, as the shinobi uses that spin kick to hit someone and move him to the side he wants. Much similarly, When directly using the "kick" move from HS, the Nobushi will not do a jump kick, but instead a spin kick that is at the slowest 600ms, is UB+UP, and gains UI on top of it. It also stuns the opponent, causing a white-out briefly like other stuns, but in turn DOES NOT HAVE A GUARANTEED ATTACK as a follow up and has no damage.
Up to this point it may sound like the centurion legion kick, and some may think it might be OP, but I beg to differ.
Unlike the cent legion kick, this spinning kick requires a pre-setup in the form of HS, and therefore telegraphed much easier if you try to use it as an offensive move. Instead, at heart, it is a defensive counter attack. If you have evaded an attack from a long and slow heavy, you might have time to land a light attack as a counter attack... but what if the opponent like a shinobi or PK just deals in fast light-light attack? HS as we have it, becomes useless against such situations currently.
This, is what the "spin kick" suggestion is for. It is a defensive move against fast attackers that are overly aggressive and decide to keep approaching and overwhelm you with fast number of attacks. When the opponent overextends oneself like that, a successful HS-spin kick will be a reliable, immediate counter attack tool that takes a swipe at the opponent's head, stuns him, and pushes him back to prevent him from overwhelming you with light spams or UB spams (like the centurion) or such.
These are the most current incarnation of suggestions I can make for the Nobush and her Hidden Stance.
(ps) New forum account. Old one ran into a nasty spam filter problem which even the mods couldn't clear
- As a feint for her light attacks and to some extent the heaviesOriginally Posted by kweassa1 Go to original post
- to dodge heavies
- to dodge unblockables
- to dodge where dodging wouldn't be possible (corners, walls)
- as part of her chain/mix-up cancel recoveries.
And yes, it needs some tweaking to do those things properly.
Right now it consumes more stamina than a light and heavy combined, and pause stamina regen for about 4 seconds. I think this is too much. It shouldn't be free like a normal dodge, but the penalties for using it outstrip it's usefulness. Especially considering many classes have a strong stamina punish and the devs are thinking of bringing even more of that into the game, I think it's not unreasonable to lessen HS stamina costs.Originally Posted by kweassa1 Go to original post
Very much agreed. I hope the coming guardchange buff will help out a lot.Originally Posted by kweassa1 Go to original post
I think I get where you're coming from, and why that would justify the stamina cost. But when I use Hidden Stance successfully, especially after dodging heavies or unblockables, the damage is almost guaranteed anyway.Originally Posted by kweassa1 Go to original post
Suggested Improvements
We'll have to see how the guardchange buff works out, but I agree in principle that it should be immediate.Originally Posted by kweassa1 Go to original post
HS is already 'cancable' into a dodge though, or at least it can be immediately followed up by one.
Many people have asked for the kick to be made a little bit faster. I don't think it needs to be guaranteed, because if it hits, a Cobra Strike is already guaranteed after that.Originally Posted by kweassa1 Go to original post
It sounds like you want a deflect-like move. And people have suggested something like that for the Swift Recoil. I'm not saying it's a bad idea, but thing is, a well timed Hidden Stance already almost guarantees the damage of two lights and puts a bleed in. We just need, as you said, to have that timing more lenient and consistent.Originally Posted by kweassa1 Go to original post
Perhaps we could continue the discussion in this thread? So to keep all suggestions nice and organized?
Here is a list of the times in which you should use Hidden Stance that I put together on the competitive for honor reddit.
https://www.reddit.com/r/Competitive...hidden_stance/
Hidden Stance is not just used to dodge attacks, but also abilities such as shield bash, shoulder bash and kicks etc etc...
It's why my opinion on the HS and its 'defining characteristic' is that it evades everything, be it UB, UP ,UI, whatever... hence my reasoning for (though it pains me so) the stamina cost to remain untouched.Originally Posted by LordKracen Go to original post
Thanks for the wonderful write up,. We surely need more good stuff like these. Too many people whining about too many things without ever reaching out for better info that could help them win!
(ps) I think the only thing HS can't evade is Demon's Embrace -- anyone try evading DemE??
I have to say im a bit surprised you guys didnt talk that much about lights cancel/feint by HS. Hidden stance is imo essential against defensive opponent that only want to react/parry your lights.
If someone try to parry every lights you can bait them with HS.
- Light into Hs into nothing (try to understand the habbit of your opponent and how they react)
- Light into HS into 2 lights, if your opponent try to parry the 1st one he will be caught by the 2nd and 3rd hits.
Once they got caught they will be carefull and wait for the 2nd attacks, time to mix. Since Nobushi lights are slow you have to be creative.
Usually once they got caught a few times they will hesitate to parry , use normal lights attacks no cancel (just one poke)
- Light into HS into 2 lights in a different direction
- Light into HS into dash/sidestep (various followup after the dash)
And once they are really focused on where you are going to attack you can even try a kick. (you be surprised how many times it work, even against people who usually dodge it on reaction)
Thats for the fighting a defensive player part, and how to use it on offense.
You ask a good question "why use it instead of parry? "
As mentionned before it varry from match up to match up.
Its very effective against 50/50 (warden shoulder bash, valk sweep/gb, warlord headbutt/gb)
Those move cant be parried, and if you guess wrong and sidestep they have a free gb. HS allow us to both dodge the move and counter a gb. (at the cost of stamina, and regen penalty)
HS give the opportunity to punish some move with 2 lights( + bleed) wich is usually better than a top heavy. its actually the same dmg but 2 lights give you a bleed wich increase the damage the enemy will take.
Quick exemple:
A shinobi throw a random double dash kick at you (very uncommon i know)
Hidden stance double lights, most of the shinobi with their low health will be surprised their kick didnt connect and got hits instead, then react by dashing even more. One more gb top heavy (+ bleed) and you're one lights attack away from your win.
Imo an important part of the hidden stance is the moral impact on your opponent when they tried a few moves that got dodged.
Back to the topic, HS is useless defensively against assassins (except shinobi because of the kick, slide)
And the reason is simple if they spam lights attack you will dodge the 1st one and get hits by the seconds.
Imo if ubi do not change the speed of nobushi's lights attack we will have to rely more on hidden stance feint. So a buff on the stamina cost is probably the best idea.
A few more invincibility frames would be usefull too, some move with long actives frames can be hard to dodge if not timed perfectly (orochi zone attack for exemple) how many time i got caught dodging it only to get hit by the zone attack during the end of the animation.
Sorry for the many repetition, i lack vocabulary english isnt my native language.
Well, I did mention itOriginally Posted by chojja-san Go to original post
But you're right, Nobushi is one of the few classes that gets to feint light attacks. And while it's a great benefit, what we've been discussing in the other thread is that there are a few problems with it.
- Attacks out of Hidden Stance are the second of a chain, and not any faster than normal attacks. A good turtle can still block everything coming out of HS.
- Toplights are slower than sidelights, also after HS, and that limits the options for the follow-ups.
- Timing is crucial, because sometimes the heavy they throw as parry can connect before the light-attack out of HS can. Some characters can even cancel the heavy and connect a light (some even a heavy) before the Nobushi connects with a light.
I struggle a lot with HSing the zone-attacks of Warden, Warlord and Orochi, mainly because of their speed but also of the flicker which messes up my guardstance. Same with the heavy-into-toplight stuntap of Raiders and other feinters with quick follow-ups. Hidden Stance doesn't come out in time because of guardswitch, or I get hit because I've ran out of iframes.
I believe that's why the consensus is that HS needs to initiate a lot faster (even immediately), have a few more iframes, have the stamina penalty reduced and possibly speed up the attack coming out if it.
And on Demons Embrace; I believe I have evaded it with Hidden Stance once or twice, but the timing seems very, very strict, and I was already a bit to the side when it happened.
Why would you HS a Warden Zone, you get a free GB just for blocking it. Warlord is good to HS against as he is near impossible to open up otherwise, and Orochi hard counters Nobushi and because of the flicker makes it near impossible to react properly, so I wouldn't risk HS there as that flicker could easily be a heavy feint to top light which will hit you if you try HS it.Originally Posted by Y_Shrewditch Go to original post
Style-points? But you're right, blocking is better, or, in my case, attempt toOriginally Posted by LordKracen Go to original post
True, and I think I didn't elaborate enough on this point.Originally Posted by LordKracen Go to original post
HS doesn't do well against a light-chain, the follow-up in the chain tends to be faster than we can pull out our light out of HS. Those zone-attacks are even faster and usually catch me going into HS, unless I successfully anticipated the attack. Same as with a feint followed by a quick attack, or when it catches me when the iframes ran out.
I'm not suggesting to make HS a get-out-of-jail-everytime-move, and I'm anxious to see what the guardchange buff will do. But to me this illustrates the issues I have with the initiation speed and number of iframes of Hidden Stance, and why they need a little tweaking.
...which is exactly why I'm wanting a fast, defensive UB+UP+UI "pushback/stun" type of skill. If it spends that much stamina to risk a defensive that might fail, rather than just attempt a standard block or parry, then at least it should be rewarded with a considerable perk on success.Originally Posted by Y_Shrewditch Go to original post
https://www.youtube.com/watch?v=p6PkVFuWTgY
3:00...is that the kick...cause if so that is way faster and would be much better to counter light spammers and add another fast option out of HS...i am tired of getting my lights parried out of hidden stance...talk about stamina drain