thats the point dude, blocking and parrying all is still meta, and if you have problem as him which is a very fast class, you won't have a chance with most of the original guys.Originally Posted by Bear-K Go to original post
Ow yes zerker all over again i mained himOriginally Posted by PDXGorechild Go to original post
Hmmmm.....what....
Ok, I think we all can agree that he isn’t super powerful as far as his move set goes. He’s a one track kind of guy, but make no mistake OP: he has a lot of mix ups tbh.
I think most people don’t understand his chains. As long as if you do a side light/heavy, dont Throw out a side heavy unless you want the chain finisher, and alternate between top and sides, the chain will keep going. Same for the top. That being said, now that we are all on the same track as far as how his chains work just in case anyone was still confused:
Aramusha can infinite chain lights, heavies, and an interchange of both. People don’t understand how powerful this really is or the fact that a soft feint into light after chain finisher starts a new infinite chain. This makes it very hard for your opponent to react IF YOU KNOW what chain you’re on, what you can do and can think quick enough to do so.
Let me give you the number of possibilities off of a quick 5 string of his infinite chain:
5 from side to top or vice verse, interchanged lights, you can implement a heavy instead of a light anywhere to go into alternating direction heavy-> light, or into all interchanged heavies. The chain finisher can be implemented after the second attack which can be feinted into a light to continue the infinite. You can also heavy feint all heavies into a GB or for full block stance punish, or the zone which again starts the chain, or a simply parry to put them oos. that’s 3 hard feint possibilities, I’m not saying other characters don’t have this many too, but to further my point, but we won’t count these as I said specifically for just infinite chain. And the number of possibilities is....
30 including soft feint but no heavy cancels, and that’s with specifically a 5 chain, not canceling before then. I’d list them all, but frankly that’d take way too much time and if you understand the chain at all would be pointless anyways.
***EDIT: it’s actually somewhere in the 40s-50s, forgot about being able to go from heavy light interchange back to all lights interchanging direction from side to top, and then also can go into chain finisher or a heavy at any point of this which adds way more. It’d like to see what damage max block damage would do on this guy.
If you still think he has no mix up game then I’d assume you don’t understand even still, exactly what his chain is trying to accomplish. If anything he could use HA on chain finishers only. That would be my one change.
I will say, his weakness comes in the form of his main defense, his full block sword blockade nonsense is really lacking. Unlike what you said in the OP, we do have another hero who doesn’t get a heavy on gb: highlander. The thing about HL though is it benefits the player by allowing him to flow into OS for 50/50s and he also has superior lights. The problem with aramusha is he doesn’t have a viable punish. You get ring the bell for a guaranteed light damage and reset play, a kick that can be very good situationally but can dodged, follup attacks that can parried or dodged: really nothing appealing other than “hey guess which one I’m going to do?” but it still doesn’t make your opponent think much on a reaction. If it isn’t ring the bell for next to no damage, then get ready to dodge basically. Punish is trash. I understand the Gb at least a little, because from the light at least you can go into his main attack infinite chain, but the full block serves next to no purpose. If accept the ****iness if it didn’t have the Block properties of the worst assassins Block stance.
I have thought about his BB and its useless right now it needs change. People are already baiting it 90% of the time for a GB punish. We need to or be able to CGB or if we get feinted have a new attack that gives a quick UB light out of AB activation to punish baiting.Originally Posted by mrmistark Go to original post
You're right in saying he's much better than kensei, His infinite light chain is ridiculous at the min. If the first light hits, you can't actually parry any of the following hits, you just have to just block. Not sure if it's intended, or if it can actually be parried but it is very inconsistant, but it's pretty crazy. Not only that, the infinite light chain can be ended by a heavy at any time, which can be feinted back into a light. At the moment people are just treating him like PK 2.0 and I ****ing hate that. He doesn't have the best kit, but he has some interesting mix up potential yet people are just doing the same light spam constantly. Would be nice to see some actual use of his kit.
I haven’t had a problem parrying his chain finisher at all when I go for it tbh, though I typically don’t. I’d just block the finisher and try to parry the mid chain heavies as the are the ones that can’t be soft feinted.
I also hate that people aren’t even attempting to utilize his actual skills but rather exploiting his relitvely quick lights. To be fair, the must use the side into top combination so I always just block top instinctively now rather then worrying about the sides.
im glad you at least see that he needs improvments. but you made some moves sound stronger than they are.Originally Posted by Knight_Raime Go to original post
rushing wind can not change direction during forward dash. you would think that it should becasue of the way the movement list shows it. but it cant be changed (maybe thats a bug?). that maks 1 of his 3 moves pretty much useless.
and if you already compare it to wildcats rage you should have noticed that wildcats rage is waaaay faster and has waaaaaay better distance.
fullblock guarantees you 10 damage. everything else is extremely inconsistent. kick to wallsplat will only give you 25 + 3 damage (most other characters get from a wallsplat 40+ damage).
furthermore his fullblock only lasts 400 ms after wich he goes into a 500 ms recovery. why would you drop your pants infront of an enemy for only 10 damage?
take a look at warlords fullblock becasue he has no recovery after he lets go of the fullblock. and he can keep it up as long as he wants.
or if you want to compare it to hidden stance since its more of a reaction tool: hidden stance has longer invincibilty AND it can dodge most of those melee hits. AND it can CGB. AND it can just go into second light + bleed.
if you compare all those things you will notice that his second out of his 3 moves is pretty much useless because the risk is higher than the reward you get out of it.
and i dont see how you can pressure someone with a predetermined chain that also lacks damage. especially against things like congq or lawbringer.
if he could softfeint his regular heavys then i see him becoming a little stronger. but as of now getting to the heavy finisher will most likly be interupted.
another thing to add when compared to zerker is the oos punishment or the revenge unblance punishment. just look at the number there is no denying that zerker has the superior chain.
another thing to add: all of the dlc characters have gotten some kind of dedicated opener. you know something where they get basically free damage with. for some reason Aramusha didnt get anything like that. wich is weird because i thought that was pretty much the direction the game was going (i am pretty sure the new kensei move is going to be something like that as well).
he certainly doesnt feel like the "tank hybrid" the he is supposed to be with just the assain hp. but he doesnt qualify as an assin as well since he has not even a dodge attack and cant even dodge out of a flashbang becaue his dodge distance is abysmall.
at any rate he needs a big help if he is supposed to keep up with the upper tier fighters.
A thing I practice for a long time that may help you struggling with him is cut out the normal infinite chain and practice doing a continuos circle of:
Left light-> right heavy finisher-> soft feint top light-> top heavy finisher-> soft feint into right light-> left side heavy finisher Ect.
Then practice starting on each side. So your muscle memory gets used to starting different places.
Next start alternating in a normal heavy in chain (if you attacked with a side light, top heavy, top light do a side heavy) while going back into your soft feint cycle.
Once you mast this it will increase your success exponentially.
The trick is to be conscious about throwing in random heavies, knowing to hard feint sometimes to go for gb or bait for your blade blockade-> kick (careful as it is dodgeable) near hazards OOS or walls and letting the chain finisher go sometimes. Playing aramusha takes a lot of brain power, concentration and not getting excited in the heat of battle, which is all pretty hard.
It’s a real pain to get down and took me a few hours to get down against lv 0 bot, then another few hours to get used to using it in combat against actual attacks and I’m still mess up a lot I won’t lie, but it’s progress and I’m getting better each time.
Oh yeah, and I still stand by the blade blockade being trash. Only decent one is the kick if it doesn’t get dodged, the rest you’re better off parrying into a light-> infinite combo instead of anticipating and using a very touchy defense system that nets you the same or worse guaranteed damage and less stamina drain. Kick is probably the best of all the follow ups from blade blockade, that is if the opponent doesn’t dodge it.
If "rushing wind" is where you dodge forward and you do a smoke poof during this for either left or right attack but do a hyper armor top attack then yes you CAN change it mid dodge. I really don't know what to tell you if you're not pulling it off. All you need to do is input the dodge forward and during that you change your guard stance and then hit heavy. I'm pretty sure this is even stated in the moveset on the left side. However if this isn't the move i'm thinking of I apologize I don't have the move names memorized yet. I can absolutely go make a clip if you still refuse to believe it's possible.Originally Posted by SenBotsu893 Go to original post
I wasn't comparing for usefulness sake. Just saying that like wildcats rage you can switch the direction mid dodge. That's it. Nothing about bladeblockade is inconsistent. Kick+splat is always side heavy top light for 28 damage. Light is always 10 damage. unblockable side heavies are always guaranteed on low recovery attacks (warden zone, valk/glad dash and dodge attacks) and top heavy is always guaranteed on standard guard heros unless they were already blocking top. For reflex characters it's only guaranteed for heavies you BBed. Each option exists for a specific scenario. That being said i'd be fine with them letting you get the unblockable side heavies if your kick splats someone and top heavy was guaranteed on everyone regardless of what attack was BBed as long as it lost some damage to compensate for the buff.
The amount of switching and feinting+ the speed of my attacks is what's kept people pressured. Conq and LB are going to be exceptions because they both have easy access to stopping combos. I haven't fought either of them enough to say if they are truly bad matchups for Ara but it seems like that way at first glance. Which is fine. I think having unfavorable match ups is key to diversity in a fighter. I think allowing him to soft feint any heavy or do the chain with no requirements would make him too strong. Instead i'd just rather chain finisher heavies be considered unblockable. Which forces a reaction.
Zerks OOS punishment is a black sheep compared to the entire cast. Ara's max OOS punishment is 70 damage. That's good enough. zerks 90 is just overkill. I can't look at revenge because I only really duel. I only speak from a duelist perspective. Centurion doesn't have a reliable opener. Glad's bashes don't give any free damage. So he doesn't have an opener either unless you really want to count his zone as an opener. Shin has slide or kick so sure. You got me there. I won't count highlander's celtic curse mix up as an opener because someone can just stand and parry or block. Shaman does with pounce. So yeah. 2 of the 6 dlc heros.
I don't think he needs "big" help. Just a few minor changes.