So as we all know, Aramusha is kinda weak, and if i was you, Aramusha mains, i wouldn't invest in him, he is slow, he can't open, and he is not smooth.
Well, Aramusha mains, i am here with my basic knowledge about to point out some bad stuff and how to improve them.
Blockade
Blockade will last 30% longer, and if no attack is inputed you will be able to counter guardbreak. Also the delay of guard switches that prevents blockade to happen is now shorten by 70%, make it more easily to use.
Delay/Side Unblockable From Blockade
Blockade attacks can now be delayed by 30% more, so slower players, or players that are not expecting a blockade to work, will have enough time to react and use an attack.
Side Unblockable, can now be feinted and used by pressing blockade and attacking in any direction, adding a new Top Unblockable that deals 40 damage and is 800 MS. The normal blockade block top heavy is not removed.
Kick/Opener
Kick can now be used by entering blockade and inputing Guardbreak. It will be 10% faster than the blockade one and both will now deal 10 damage, and will have hyperarmor, also counting as a chain starter.
Finishers
Finishers will now have a stunning propriety and will deplete 15 stamina from the enemy, also the soft-feint from it has hyper armor all the way.
Blockade Ring The Bell
Works the same, dealing 15 damage while stunning the opponent, but will now count as a chain starter
Soft-feint Kick
Finishers can now be soft-feinted into the 20% faster kick by inputing guardbreak, just as deadly feints. Will count as a chain started and will deal 10 damage.
Side Dodges
Side dodges are added, inputing heavy attack and dodge to a side you will do a 800 MS attack that deals 35 damage and will count as a chain starter.
Dodges
His dodges now have a blocking propriety, same with Kensei and Conqueror, being able to guardbreak after block while dodging.
Deadly Feints
Ring The Bell can be used from a finisher feint having a 500 MS grab animation dealing 15 damage, Also from a finisher a heavy can be done that will catch any side/back/front dodges, yet it wont catch rolls.
Stamina
His stamina is increased by 20 and his stamina regeneration by 10% allowing Aramusha to be more aggressive.
BB is a momentary move not a stationary all block. I think it's duration is already fine enough. You can even do a technique in which you go for a parry then cancel it if it is not a light and go direcily into BB. The window it lasts is also already generous. What is an issue with BB is the recovery after a whiff. That last arguably too long and could be shortened a bit.Originally Posted by Okt0g00N Go to original post
Sry, this won't help in the slightest - it would make it in fact worse. Twin Vipers is already absolutely easy to parry and not a viable move to go for. It can be used just situationally (vs a gank perhaps if you target swap or if you BB a high recovery attack or against sb at beginning of their chain). Delaying it will do ZERO other than the opponent having even more time to shake off his/her surprise and back off or prepare to parry. If any Twin Vipers have to be made faster and get a wider attacking radius and possibly more reach to be more viable as a antigank tool.Originally Posted by Okt0g00N Go to original post
Also removing Fury Unleashed (top heavy) would gut aramusha from a decent nice punish he had which consitantly works on heavy, but unfortunately very inconsistantly on lights atm. Either way it has 30 dmg potential and therefore is a better to go for than a heavy parry.
congrats you blockaded your opponent and kicked your opponent. 10% faster than before. Now what? The issue with the kick is that it does not have a followup.Originally Posted by Okt0g00N Go to original post
If you meant it as a softfeint option by entering the command for BB and enter the allguard and then go into kick by pressing guardbreak without blocking an attack before then ok. Good idea. However, not viable. Why? Again: the kick has no follow up atm. Secondly even if it had one preparing and escaping this softfeint would be a piece of cake. Nothing there to bind you on your position. You see an aramusha going for BB right in front of you without anything thrown? Go dodge. And voila threat eliminated and free gb punish incoming.
No-no. Where you need the softfeint cancel into the kick would be at a position where you are attacking the opponent. a good point of the current kit would be either on the heavy chain finisher (would be also suiting with the animation) or on Rushing Wind Alternate (side heavy dash forward). I would prefer on RWA since I would like to see a softfeint cancel out of heavy chain finishers with a dodge to implement RWA and RW more into the kit as dodge /roll punishes and pressure continuation tools.
Interesting thought. Hyper armor on the softfeint (deadly feint) is not necessary however. You don't trade with it. If you gave it undodgable properties it would serve as an easy tool to punish side dodge attack attempts on heavy chain finisher timing. But it is not strictly necessary as a hard read with a cancel too parry would be also still an option to punish that behavior.Originally Posted by Okt0g00N Go to original post
Why slow this down? Why give it a wall splat? cant alter the wall splat timing. Is it that you want to remove the kick from BB with your suggestion above and have ring the bell kinda serve in its place? This wouldn't work however. Sounds either way overpowered to me. Min. 40 dmg near a wall and blinding for even more potential damage.Originally Posted by Okt0g00N Go to original post
So, first- i didn't mean to sound like wanting to remove the kick, same with the blockade top heavy, The unblockable top heavy is by just inputing blockade and then doing a top heavy, not by blocking and then top heavy, i made a few changes based on your feedback, im clearly not as skilled as you aramusha mains, but some stuff i don't know and feedback is really appreciated.
Thank you for this post, you know some of what's really going on with this character. I main aramusha, and I can't give the character up, because I see how much potential he has. I agree with what you suggested, however, he needs simple fixes. He needs the kick and ring the bell as openers/ similar to wardens shoulder bash. The blockade should only have twin viper from the left, right, and top. Also, his feint system needs more of an intense mix-up style. His stamina needs to be increased a little bit, and he needs a side dodge attack. His speed should be increased slightly as well. With these changes, he would be able to effectively go against any character in the game. The toughest opponents to go against as aramusha are turtle style players. Players that don't attack and block and counter are nearly impossible to beat while using aramusha.
So sorry for the late respounce, now i see, so he needs a stamina buff, his kick is already a opener but a chain starter, his speed wont need to be changed, but who am i, not an Aramusha main for sure but i want to, so his attacks should be faster, a side dodging attack and some feint systems i'll figure outOriginally Posted by GHOST202223 Go to original post