I know this sounds stupid, but if u try it you will notice that for example a big chunk of Orochi players will only use top light + zone, a lot of Peacekeeper will just spam lights and guardbreak, wardens will use bash + attack -> bash to guardbreak, if you start paying attention to that aspect of the game you will recognize patterns in classes, no matter who is playing them. And of course this is not for all players correct, but at least more than the half players you will meet.Originally Posted by Duskmare Go to original post
Again sorry for being harsh/rude but i rly enjoy FH, so yes i have to admit that i get sometimes emotional too when i discuss about it
Offtopic: you can look up other players profiles on fhtracker, its not 100% accurate, but it gives you a little view of opponents.
Away with the hate, have a nice day and enjoy the game
so far
Hey, thanks for the apology. All is forgiven.Originally Posted by Sm0k3alot Go to original post![]()
Yeah, we're all on here arguing because we love the game and don't want to see it die. We just have to remember that at the end of the day we all want to see the game at it's best, we just have different opinions on how that should happen.
I see what you mean by 'reading your opponent' now. However, I still think it's a bad way to have to play. My reasoning is that if you're forced to anticipate attacks and have your guard ready before the enemy launches them in order to block them then the attacks are too difficult to react to normally.
I think the PK and the warden are different because the warden can be countered by a dodge attack or dodged by rolling away. The PK is fast but not so fast that you can't react to it and their gaurdbreak bleed attacks aren't as damning as they used to be.
Wow! I love that FHtracker! It seems to think I'm god-tier, hahaha. Top 3% for conqs? Yes please!![]()
Now I know why you changed your tune so quickly, hahaha. :P
Anyway, thanks again for the apology. It's always nice when people put aside the hate.![]()
You have a good day too!
Ps. "So far"?
can I ask you a very important question? what platform are you playing on? and if PC what kind of performance are you getting out of the game and what monitor are you using,
the only reason I can assume that your having trouble reacting too orochi's lights is that your PC setup is not optimal for a fighting game or you are playing on console, I assure you that the orochi kit is reactable too most mid tier players, i'm a fighting game vet, been playing them competitively for almost a decade, and the one thing I try too do is not let my ego get in the way of enjoying a game the key word being "try", and I always like too say that just because I cant do something doesn't mean it is possible or even plausible and while developers always listen too their fans they should alos know when not too listen, I have seen many fighting games ruined because of community pressure, people need too be responsible with their feedback and make thoughtful and constructive suggestions
Orochi sucks, maybe not the very worst hero but close enough. All of his moves are so dangerous to perform, and basically just guessing if you can land them. Because they take such a long time to complete and he is basically open to attack throughout all of this. Probably the most limited character in the game in terms of useable moves. Dodge side lights are a joke.
I think he needs a buff tbh, probably to his moveset, like give him a new move or two, maybe buff the side light dodge a tad. Not my main, second or third character I play either, just tried him for a rep or two and really wasnt impressed.
Listen i main orochi because i love the character. But lets be real he is not over powered. He can only attack from two directions. But here are some fixes i think would help balance him.
1.reflex guard is buggy i know you know this ubisoft and its probably a difficuly fix but if needs to happen.
2.top lights are over powered. Id say nerf the damage to 20 and speed up other lights to be as fast as top lights and make it to where he gets 2 hits from any direction that way he cant take a bar and a half off one move. the first hit should do 15dmg and the second 5dmg.
3. Speed up heavies he is an assasin all heavies should do be at least 700ms but make them do 30dmg on first and 25 on second dmg instead of 35 on top. And lighting strikes twice should be faster also
4. Destroy zone flicker its bs and give him more stamina. I shouldnt run out of stamina after fienting and doing a zone. Also off topic why is the wardens zone just as fast as an assassins?
5. Storm rush needs to be faster on startup and release. A warden thats right in front of me will beat me with a side heavy if i storm rush at the same time. When im closer it should take about 600ms to hit and 700 when im father away. It should have less frames on start up also. And should do 35dmg and cancelable later. now if parried it should be punished much harder like shinobis grab. If they parry they should get a free heavy and a light (unless its lawbringer top heavy and light). It should also start a chain it is a heavy after all. So lightning strikes should not be guarunteed but double lights should be if i attack from the right direction and seeing as how they are only 20dmg it would be a good combo but not op.
6.Rip tide strike is useless. Id rather throw out a random top heavy its safer and doesnt use as much stamina. It should be able to be held for more damage or cancelable. It should aslo be speed up on start up frames and given hyper armor. Or held for more dmg and speed up on start up frames. Just make it usable tbh.
7. Last his costumes are boring he looks the same all the time and his executions are boring. Knights have fire coming out of their *** vikings have lightning the warlord WWE'S people with his shield and orochi just cuts heads off pretty much.
These are very good suggestions for the most part. I agree with pretty much all of them.Originally Posted by kdizil Go to original post
I would make a tweak to the 'give more stamina' point though. Perhaps just reduce the stamina cost of the feint since his stamina is fairly balanced otherwise. (I don't know exactly how the stamina loss works with feints... If it removes the stamina as the heavy attack is started then removes more when the feint is initiated then reduce the feint cost. If it's just the heavy cost and the feint is free then maybe a feint should recover a bit of the cost, since you're not following through on a full attack after all.)
I especially agree with riptide strike being given hyper armour, or a faster start-up time and the ability to hold it for a bit, since it is often interrupted by another person's attack since it has pretty short range and you rely on the other person attacking or moving toward you while you use it. The slightest mistake with distancing can cost you dearly and it just makes this move too risky.