So, assassin reflex blocking has been screwed since two patches ago.
Everyone has complained about it on here on all platforms.
It barely ever registers.
I'm just at a total loss with Highlander playing as Orochi.
I can not dodge out of range.
I can not Riptide Strike out of range.
The only thing I can possibly do is get a deflect.
It seems just way unfair that I have no other defense for this guy.
No matter what, I can not finish him with Orochi.
If I get the jump on him, and slice him up, it makes no difference.
With the hyper armor he just swings around into motion.
And literally kills me with 3 blows.
Am I missing something here?
Or does this need to be addressed.
I can't think of anything else I can do.
Well, I'm a bit confused now.
Because, I've seen a lot of people on here in agreement that assassin reflex blocking has been messed up for 2 patches.
But I've made some friends I see who play amazing defense with Orochi and asked them if they have noticed this issue and they say no.
So, I guess my defense just bites maybe.
I don't know.
I've been playing alot of HL lately and you're right. Every Orochi I've fought, I brutalised. I only needed lights to do it. When I do decide to parry I get massive damage off of lights, it only takes 3 hits total. I honestly cant suggest an answer, as there is yet to be an Orochi to beat me. But I can tell you that you can get a free GB when he's in OS, maybe that'll help.
Lol, I just came back to say I'm good now.
I finally figured out my problem with blocking / parrys.
I have a Nacon Revolution Pro controller.
You can remap buttons and adjust stick sensitivity, dead zone, and the dead zone of the back trigger buttons as well.
Has extra inner handle buttons as well, which is really nice, I like holding the inner left button to lock my target rather than L2, less tiring on my finger.
But I finally figured out after months that I couldn't block or parry well at all because I had adjusted my back trigger dead zone from the default 10% down to 0%.
You would think faster input would be good.
Wrong, I put it back to the default 10% and now I can block and parry with the best of them.
My God, but all this time I had been learning to play with Orochi using all offense, dodging and attacking.
Now I am finally mixing in some nice blocks and parries.
I parried a Highlander today for the first time!
Yaay!
I still hate how much damage he can do and how he can swing into it while you are hitting him because of the hyper armor, and take you down with three strikes.
Still feels a bit unbalanced, but...
I'm pretty happy I finally have a tool to give me a chance to stop him.
Well, since I fixed this problem, I've been putting up better fights against Highlander today.
Got some parries sometimes, but even then its hard to finish him off, the health pool and damage dealt between these too characters is just way unbalanced.
I mentioned in another thread on this page a guy made about Orochi.
http://forums.ubi.com/showthread.php...ash-tier-story
Improving Orochi's smaller health pool compared to most from what I understand, and improving his Riptide Strike and speeding up his Storm rush a touch would be helpful.
This was my idea on improving the Riptide Strike...
Be able to cancel out of it early like the Storm Rush.
Would also like it to pull back a little further if you hold R2 longer.
A short window where if you press R2 fast it performs as it is now.
If you hold R2 it pulls A LITTLE BIT further back before striking foward.
And a short window in between where releasing R2 strikes forward.
Not saying you can hold it like Storm Rush though.
If you hold R2 it just pulls A LITTLE BIT further back to a maximum point and strikes forward.
And a very small window in between you can choose to strike forward.
Two minor moveset improvements, and a more fair health pool I think is pretty fair to ask for.
And lastly, either give him a moveset that is useful for opening up turtles, or get out the defensive meta patch!
Because his moveset is the most limited, and easily defended, predictable for a turtling defender right now.
Basically, you have to use the Zone attack glitch, which doesn't lead into a combination and drains stamina...
Until they catch on, then play guessing games, or feint and what not.
He should have a useful moveset for opening up turtles.
I really hope this kind of minor improvements for some of these original characters can be addressed before Season 4.
I really hope these characters aren't just left in the dust, and we have to deal with another higher powered addition with no balancing improvement.
It took me a while to realize I could get a fair shake against a Centurion one on one with debuff resistance, and perhaps I'll find a way to do the same with Highlander.
But I'm sure in a 4v4 setting, they would both continue to be a cancer without balance improvements.