I agree with most of your points. Nice list you've put there in Suggestions & Feedback. I had actually suggested the same things under another thread yesterday, but immediately got jumped on by people who play Cent. Difference is:
- I had also suggested to remove his fully charged jab from his kit, and replace it with something that smoothens transition in-between moves, to enhance kit flow..
- I had suggested to remove his triple punch on GB as well. Make it at most 2 punches and can follow up with a throw for a side heavy, or wallsplat in case of a wall and charged heavy. This acts as a light parry counter. Would be different from the heavy parry counter (knee to the face + able to land a light).
He also needs to be able to hard-feint his charged heavies within a certain threshold
Great posts. I think Ubisoft should make a serious decision about being knocked down/held across all characters that can do it. In my opinion, it’s only something that should happen when OOS, and should function like shamans bite(knocked out of the animation when stuck by anyone, teammates included).
On that note, I agree with charged jab removal.
I need to make some adjustments to it per feedback i've gotten elsewhere. But I appreciate you taking the time to read it.Originally Posted by Fady117 Go to original post
And I think I know who you're talking about. aha.
I'm not sure on the removal of the final smack though. can you try to explain why you'd like that gone?
I mean are you saying the window needs to be before it can go unblockable (if heavy finisher?)
Because I don't know if I can agree to that.
I think beyond centurions jab conq's shield tackle is the only other move that knocks you on the ground wether you're OOS or not.Originally Posted by brashtralas Go to original post
and while grab attacks like shaman's bite, LB's long arm, and goki's hug all end up with you on the ground they are essentially grab attacks. And those, in my opinion, feel more natural to be knocked down for. Not saying each move is fine as is. Just stating that the act of them putting you on the ground feels more okay to me than centurions jab knocking you down when not OOS.
You mean the triple punch on GB? I feel the third one is unnecessary and is a little too high of a stamina drain for just being a light parry counter (as per my suggestion). Basically, no character should be able to just drain your precious juice just from one parry counter. (We're talking parry counters; moves like Raider's Stampede Charge aren't parry counters so those must be addressed differently).Originally Posted by Knight_Raime Go to original post
Hmm. So how would you initiate this new parry counter input wise?Originally Posted by Fady117 Go to original post
and would his pommel smacks be gone now from a standard GB?
if so he'd have to not do the second smack if he wanted to throw the person into a wall. And at that point i'd ask why have the smacks at all off of a standard GB. As a parry counter (his current) would be far more rewarding in nearly any instance I can think of. Since his knee can also splat.
On light parry: light parry counter input: GB into two punches, can be chained with a side heavy, or if there's a wall, GB into 2 punches, can be chained into a throw (pressing "punch" again after the 2nd punch) and then wallsplat > charged heavy. Damage input is in-line with other light parry punishes (considering we also buff the damage of his normal heavies). And stamina drain remains not too unfair.Originally Posted by Knight_Raime Go to original post
On heavy parry: heavy parry counter input: GB into face-knee into light. Is in-line with other heavy parry punishes, with added stamina drain / stun. Can wallsplat if near a wall for added punish.
On normal GB: cannot punch nor face-knee, and can either:
- side heavy
- throw > light
- throw > LK > light
- if there's a wall, throw > wallsplat > both side heavy and charged heavy can work.
No more fully charged jab for free Eagle Talon. He'll have to earn Eagle Talon through knockdown that pertains to the core combat system rules. Or, he can put the opponent OOS, and his normal jab can then knockdown if it lands, akin to how Glad's toestab works. Normal jab also cannot be launched from neutral, he'll have to work a combo/mixup to land it.
Just saying, the limit would be 2 punches instead of 3. I just feel 3 punches is a bit too rewarding for Cent. I'm just not entirely sure how this would work input-wise, seeing as the required triggers for these specific actions are the same buttons, only, initiated from either normal GB, heavy parry, or light parry, which would alter the command output into different animations/counters.
So basically, he has the same parry punishes as other heroes, but in his case he can also drain stamina with punches / face-knee (unless it's a normal GB, not after a parry). And both his parry punishes can result in wallsplat.
Ah I see. so a seperate parry counter for the type of parry. I am not sure if that's actually possible. I didn't code the game.Originally Posted by Fady117 Go to original post
But I think to make your idea easier input wise you can just have normal parry counter be as Parry+gb immediately. and then for your new parry counter your guy holds GB after the parry. the 2 smacks are done for you and then you press GB manually with the direction you'd want to throw him.
My problem with this is that the reason why centurions mix up game (heavy soft feint into GB) is only really threatening because he can do good stamina damage and/or wall splat for his combo. Granted with my suggestions his pressure across the board would be better. I'm just not so sure about killing the benefits of wall splats is a good idea. Especially if we are nerfing both methods he uses to drain stamina (my nerf to his parry counter and your removal of smacks from a standard GB)
I'm not saying I flat out disagree with you. I'm just having a hard time seeing how these changes would play with my suggestions. It's easier for me to look at how they'd effect current centurion. and that's primarily why i'm so hesitant to these suggestions. You skipped over something though. I asked you to talk more about your suggestion of "able to hard-feint his charged heavies within a certain threshold."