Originally Posted by
mrmistark
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....hmm.....erm.....yeah.....
This is one of those moments where I think: “WOW that would be an awesome and viable addition”.....
But then at the same time.... “but parry is a very basic core mechanic that I’m not sure should be excluded from some of the most damaging moves in the game”....
But then....”but these moves are SOOO hard to pull off otherwise and we can’t afford to destroy the characters identities with any faster speeds or over armoring ever character. And ugggg.....the amount of unneeded HA this game already has...we can’t be giving HA to every single character”
As you can see, I don’t really know how I feel. I agree that any other attempts to change the characters have a good chance of ruining them and their identity. These hard hitting attacks are very rare to hit, but an attack that damaging kind of should be..? But this also, especially in this rediculously aggressive meta, means a big portion of their kit has a much lower viability than everyone else, which, ALSO in a time of having multiple options with your kit for any given situation, is a serious handicap that can’t be forgiven through speed, UB or HA on almost all attacks, again like others.
Overall I agree with most of what you said, but don’t know if I think this solution is a good direction to go.
I’ve said it in other threads: after the parry changes, Raider went from good to bottom tier, because all he had to do was parry and carry, them UB zone mindgames. Now everyone just blocks everything but zone and to go into tap is so predictable. Shugoki is better off, I was part of the ideas shared previously,so that’s generally how I feel about him. Lawbringer is also not in a great spot either, but has a good property of block shove mixups.
Anyways, i DONT DISAGREE per se.....but I’d rather a non parryable attack more rather than doing an input after someone parried. Don’t let it work on UB, but all other heavies.
This would do multiple very important things: it would make a parry the punish it needs to be. By this I mean that if you parry, you PARRY. You don’t have to worry about performing a basic move in the game. If you parry there shouldn’t be a “HAH GOTCHA!” Counter. A parry is a counter in its own right. Instead I propose that we keep the track of your idea but give this different mechanic a new color, purple? Darker green maybe? Who cares. Anyways, this would give the indication that the move can’t be parried and will give enough preparation for your opponent to try to react. They can eat the chip damage or risk the dodge which they can fient for GB. This would make block damage super prevelant for these guys too.
Basically same concept but 1. It adds better mind games especially if we rank up the chip damage for heavier hitters cause they won’t want to take that damage but dodging is slightly riskier 2. Gives enough warning to be fair, and continuing into fairness 3. Won’t force the “so I’m getting punished for punishing you?!?” Salt that your version would propose if they had parried.
I’d also say that the only exceptions should be revenge activations or those moments when in a 1v2+ situation that you parry an attack and get the parry off a separate attack within the first parry animation. Basically when you get those double parries, if this attack would be one of those, it can be parried within the parry animation, if that makes sense, that way it doesn’t make getting ganked an even more problem than it already is. It’s also important to note I think the bigger boys all could use a little more health in general.