Centurion rework suggestion
The rework suggestion is supposed to improve centurion while also taking away the annoying part of this character.
1. If Charged heavy in the 1st chain hits, it guarantees a short jab, the charged heavy can also be soft fainted into a jab but cannot soft faint into a guard break (the reason behind it is to give centurion a proper opener and also make the charged heavy in the 1st chain not be so punishing)
2. Top finisher instantly starts as an unblockable and can be soft fainted into a guard break or soft fainted into an egles fury (forward dodge heavy). If the unblockable lands, it guarantees a fully charged jab.
3. Side heavy finishers can be let go as a normal heavy or charged. The charged heavy is still blockable but can be soft fainted into a jab. (The reason for this is to give centurion multiple options while not making him to strong. That way he has a mix up and can fluenlty continue the chain and applie pressure to the opponent, since centurion is meant to be a pressuring character.)
4. Eagles talon gets its damage reduced to 20 dmg, but now also applies a special stamina debuff. The debuff takes a percentage of the opponents and makes it unavailable to him, its marked on the stamina bar with a purple bar e.g.
When the debuff is applied, it last e.g. 15 seconds and starts with 5% of the opponents stamina reduced, while the debuff is active, each time centurion kick or jabs the opponent, it adds more % to the overall reduction of the stamina, the timer doesnt stop though, it doesnt get paused. If the the opponent gets eagle taloned while the debuff is still active, then the debuff timer is reset but the stack stays. (This adds a special mechanic to centurion that fits the themenor pressuring and draining the stamina of the opponent, the timer and percentage can be changed, but I think that it would be a very interresting addition to centurion.)
5. When centurion throws the opponent into a wall, he can initiate a special attack with the heavy attack input that pins the opponent for 30 dmg and does a punch animation which also applies the stamina debuff. This move counts a finisher, so he cannot follow up with an instant attack. (This is to prevent the annoyance of centurion getting so much of a wall pin compared to other characters in the game and also giving him another option to applie the stamina debuff.
6. The parry kick follow up doesnt drain stamina (the kick shouldnt drain stamina as it would be abusable and too powerful when the opponent has the stamina debuff, the kick would still be usefull since it can wallsplat an opponent which can be followed up by the wall pin attack.)
All the jabs that are not listed as confirmed are dodgable, so the opponent would be in an constant loop of confirmed free damage.
All the damage and stamina numbers and percentages can be changed to balance it out of cours, but this would be my suggestion tohow the character could be reworked in a different way, I hope I can get some feedback from Ubisoft. I hope you find inspiration from this suggestion.
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