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  1. #1

    Thanks Ubi, you make me comeback on the game :)

    I left the game at season 3 because I got bored of my main (and only) character Orochi.
    Top light-Zone gameplay was so much boring I really appreciate the fact you did a rework on this character. It took almost 1 year but I guess, it's kinda worth it.

    YES I HAVE WAITED FOR 1 YEAR FOR THIS REWORK (I'm stubborn haha)

    So, thanks to the Devs, I'm happy to come back now

    The old Orochi was super unfun and bad, now he's very enjoyable to play. The Orochi strongest tool are now his chains, tri direction 400ms lights after a confirmed light or heavy/blocked heavy/Storm rush etc are a good pressure and a kinda decent "opener"-like. Now while being good, they are far to be too strong and a good Turtle can block everything (except the second delayed 400 ms light) for days

    I'm aware it could be an issue on consoles because of the input delay + 30 fps, but on PC you can react to the first and the third light.
    While being not very good myself, I'm on a Discord server that allows me to have the chance to play with Tournament players, and they have no problems to block/parry all my attack attempts.

    So his light attacks are obviously good but far away from being too strong, and 400ms hyper armor light attacks from Zerker are way better for example
    You can't remove his fast attacks because he would be in the last tiers again just like before.

    Orochi had to rely on his chains because his 2 others moves, Storm Rush and Ritpide, are still relatively weak according to competitive players like Skorbrand (https://docs.google.com/spreadsheets...gaY/edit#gid=0)

    Storm Rush Issue :

    • can be block and parry on reaction

    you have to put your guard on left(fastest side) and react to any indicator changes. With some practice you'll always block the fastest side and parry the others. You can test it yourself in the training area against Orochi bot with the Storm Rush mixup preset.
    I can even provide a video of me doing it if you want.
    Relatively simple with a standard guard. And I don't even talk about the full blockstance from Conq
    Every good players will block/parry the right and the top side most of the time.

    • can be interrupted EASILY by a simple light and even some Heavies.


    I know you can hard-feinting and come back to neutral but it implies most of the time you never land it.

    " Combined with the low damage of 17, it just isn’t worth going for against skilled players, especially with many characters possessing strong punishes from heavy parries (Lawbringer), heavy riposte (Conq/Warlord), or hyper-armored trades (Highlander/Berserker) " undercoverpanda1211




    So as you can see, SR is not a good opener since it can be shut down easily by attacks + by reacting from neutral.
    After reading several suggestions from the Competitive Subreddit, I would suggest to :

    • Increase the damage from 17 to 20
    • left and right side has the same speed

    I think that simply block one side and react is kinda stupid so with the left and right side SR both the same speed,you would be forced to guess the direction, or dodge, or attack into it. in 2 words : MIND GAMES
    I also think that SR doesn't really need Hyper Armor, so with 20 damage followed by the chain light for 12 = 32 damage which is pretty fair IMHO

    Riptide Issue

    • gets guard-broken mid animation despite being a dodge light attack
    • blocking it completely negates his access to his 2nd 400ms lights
    • cannot be used to combo out of whiff or block

    Honestly, I can't understand why you can be GB during your Riptide attempt, it doesn't make any sense since it's a dodge light atk. It's the first thing that should be fixed. And even after whiffing, Orochi should be able to combo into his 2nd attack
    That being said, I can't find a situation when it's better to use Riptide instead of a simple dodge side atk because with side dodges you can delay transform them into atk or even rolls ! So most of the time, it's safer to go for delayed dodge side atk instead of Riptide.
    I have not precise ideas but I would suggest to increase dmg to 35 and make his following heavy unblockable. That way it would be still risky to use it but it would bring interesting mix-ups

    I would also say that Orochi need a real oponer, like a kick :
    "That kick could be 500 ms with a similar whiff time to the storm rush left and right attacks. Input would be holding the GB button when getting close in order to commit to the kick, so there isn't any worry of it not triggering at the right time due to spacing. IMO, if there was a kick mix-up, the kick itself should be the only thing that has hyper" Bleach-Medecine

    A word on deflects. I think that wind gust is decent but Hurricane blast is still meh. I have no real ideas to improve them but dmg should be stay the same. (in comparison Shinobi - 50 damage and breaks armor; Valk - 42 damage)

    I know that some people say "oh come on, Orochi has already got his rework i still waiting the rework for my blablablabla".
    I know, but the thing is, I think that EVERY CHAR deserve a proper rework.
    To my mind the best rework so far is Kensei, he's strong, have good mixups without being OP (maybe range is a little bit too much).
    So every char should deserve the same quality rework than Kensei

    Thank you for reading me and i'm sorry for my english
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  2. #2
    I would slow down his second light attack by 50ms, 100ms or somewhere in-between to kill the light spam. However, I agree with everything else. My take on the Orochi can be found here:

    https://forums.ubi.com/showthread.ph...ce-Suggestions

    If you can't see it for some reason, let me know. I've been told they can't see it or it's 'hidden.'
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