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  1. #1

    Give Goki Some Shugga!

    Everyone's favorite fat man, Shugoki. Often referred to as "For Honor's Tachanka" for the fact he is a walking meme and utter crap when compared to the rest of the roster. As it stands, he has a passive hyper armor that is good for 1 trade, goes away when guardbroken regardless if you countered or not, only 2 chains, 1 mixup, and a 1 shot that takes so long to let loose and finish that you will be killed before you finish half the time. His kit is a barren wasteland and despite that, he is still fun. Shugoki crumbles against someone who knows half his kit and only stomps noobs and the situationally unaware. Promised a rework some 5 months ago, we have patiently waited to see Goki get the same treatment that kensei got and conq did....and nothing....no word or even a tease of any inkling of an idea, just a "we are going to do it". Well time to throw my hat into the ring to show what i would do to rework the jolly japanese giant while staying true to what he is.

    New Chains
    Starting off is giving goki more than 2 combos he can do, this will allow shugoki more mindgames than just throwing a light every now and then hoping your opponent forgets to block:
    L,L
    H,L

    I wanted to avoid giving goki the blanket "can do any 3 hit combination of lights and heavies and instead still limited him to 2 because of him being a hard tank at core.

    Charge of the Oni Changes
    Remember when this move was good? Remember the tournament that nerfed it dead? For those who don't, this move used to knock down enemies when hit and could be canceled with feint. But then 2 shugo mains made it to the finals of a well known For Honor tournament and spent the whole time spamming it for free hits, because it was "safe" Now it only knocks aside people, does no stamina damage, takes half a bar to use fully, and has no follow up on the part of goki.
    Change: Charge of the oni now causes stamina damage, knocks down opponents out of stamina or everyone if in revenge, and can now be used to the full extent of goki's stamina.

    I wanted this move to have a use without being op. It still costs tons of stamina to use and doesn't guarantee any attack from shugoki unless used as a punish for revenge or exhaustion. Plus it gives goki the means to escape if say the entire enemy team gangs up on you like they always do.

    Headbutt Changes
    Possibly one of the best things in goki's kit, the headbut stops cold any combos an opponent throws. While keeping this good, i wanted to give it slight utility in light of more combos.
    Change: Goki's headbutt can now be initiated after any attack, including finishers, exempting charge attack.
    It is obnoxious that a goki has to choose between doing some damage and stunning the opponent out of range, and made it so he could do nothing but basic attack poke because if he followed up the attack, he couldnt headbutt.

    Hyper Armor Changes
    The most difficult to balance part of goki's kit, passive hyper armor is tricky to fix. Too much one way and it is worthless, too much the other and it makes him unstoppable. But a few things are universally agreed upon and some others of my own idea might make it more than just a joke to circumvent.
    Changes: Hyperarmor no longer lost on guardbreaks unless successful. Loss of hyper armor no longer makes goki take more damage. Successfully parrying or counter-guardbreaking instantly replenishes goki's hyperarmor and makes it immune to being broken again for (a time, maybe like 1 second....1.5....nothing huge). If an attack is initiated with hyper armor active (within a certain window) hyper armor is retained until after attack is let lose, even if goki was hit more than once.

    Goki's hyperarmor is a walking joke right now, but i wanted to change it to have some utility. In a 2v1 or greater, or if your opponent guardbreaks, it is worthless. With these changes, it will make it much harder to just remove without playing skillfully and goki can still come back and serve his purpose as a disruptor by gaining it off parrys. plus the capability to keep the trade going regardless of how many times hit ensures goki cant be out speeded even if he traded right and is a bit of a double edged sword, being that you could be eaten alive by enemy blades throwing that fully charged heavy even though you still timed it right.

    Demon's Embrace Changes
    Nothing much here, just tweak the hitbox to make it so you stop sliding off of your opponent and make it able to grab out of light stuns, like getting hit, or maybe allow it to grab all the time, just so less times it is thrown and slides around your opponent, killing you.

    Other possible changes
    Not everything NEEDS to be done, so here are a few ideas that might not even be needed:

    Parry Counter Slap
    Stolen from another post, a parry counter where you slap the opponent, either upside the head like the kimarite execution or on the chest much like slaps used in sumo wrestling. Something that drains a small ammount of stamina and shoves the opponent back with the capability to ledge/wallsplat.

    Charged Finishers
    A neat idea would be finishers that could be charged, the would be faster than the neutral charged one and do less damage, but give goki some mixup potential.

    Guardbreaks Chain into Demon's Embrace
    Calm down, I'm not serious. This one is just a meme.

    Thank you if you made it this far, and thank you for reading. Hopefully something happens to shugoki soon so he can finally protect his swamp. Let me know what you think of this and any ideas you may have had. Or just call me stupid in the comments for wanting a shugoki rework, whatever floats your goat.
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  2. #2
    Hey, if a mod sees this: I have seen a lot of rework suggestion posts in general discussion so if this is in the wrong location please move it if possible. I don't know if I posted it in the right area anymore.
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