Just a reminder not to flame other people who disagree with you. Just calmly explain your side of things. People always have different opinions in balance discussions.
Re: the second and third points, "disengaging" (back-rolling/dodging/walking) is being looked at by the team as a broad problem that needs addressing.Originally Posted by Liduras Go to original post
Hitori is one of the most op chars ingame LOL, best kit ever. Everyone cries that "omg omg, it's slow and reactable". No it's not, not when your kit is the best overall with the most op hyperarmors, best feints combo and best delayed attacks ingame. Did i mentioned the most ridiculous lvl 4 feat ?)
I'll trade anything for better movesets. AFTER ALL THAT"S WHAT MATTERS IN THIS GAME ! The tools to trade and overall strength... but noobs can't comprehend this![]()
She's not the most OP character by a long shot, B-tier at best. As has been mentioned several times in this thread and others about Hitokiri, she has no feint combo, no pressure or openers. Everything can be back-dodged, if need be, rolled out of. Her roll catcher is so slow it can be parried after a roll of the opponent reacted accordingly and to add insult to injury she has to feint her attacks when the opponent backdodges as letting anything fly will give the opponent a guaranteed guardbreak. The only thing good about her is her hyperarmour, but 30-45 damage on a trade is on the extremely low side as many of the cast can out damage this or trade equally with her hyperarmour.Originally Posted by MuscleTech12018 Go to original post
She is slow, she is reactable, she has no opener/pressure tool, a horrible case of Aramusha-Syndrome and too low damage to continiously trade effectively. I'm sure that if you'd mention your main it'd quickly become apparant why you're having so many issues with her as the only thing that's slightly hard to do against her is aggressive play.
Have you perhaps considered that so many people defned hitokiri cause she is in point of fact surprisingly weak? And yeah i get you have to learn to handle her, but seriously she has some glaring weaknesses. Take the time to learn her and you will very easily start to see them and shut her down.Originally Posted by aibanatpemata Go to original post
I can relate to that. I currently concentrate since last season solely on Aramusha and even if I outplay my new hitokiri opponents often times in the first rounds they can easily come back by just destroying my mixups by throwing out midcombo a heavy with instant hyper armor and start their offense. Cannot bait it out atm due to move duration times, recovery times and the time until you can actually cancel of my character so that I don't get back to neutral in time. So factually hitokiri can easily obliterate my entire gameplay without much effort and force me to turtle. I don't have these issues if I pick heroes with a bash (naturally). These are then usually much more ok/enjoyable encounter with hitokiri.Originally Posted by The_B0G_ Go to original post
The cancel from kick or sweep into guardbreak is also incredible effective and does not follow the same recovery rules as warden's version and hence is much more effective and reliable (although I read some rules now on when you have to input your dodge so maybe I just still have to learn how to handle it myself).
I also find 18 dmg on every single light is a bit too much. Others with those kind of damage have to do a double light and pay at least some stamina price for that (and they don't have this kind of dmg on every single other light). With the top light I have the feeling so far that the animation might be off. I seemingly get hit before the animation reaches me, making this attack odd for me to parry or defend against. Need more testing on that though to be sure.
I would like to see that the devs get those things more in line and actually add more depth to the character's moveset by adding more new moves and options. Hyperarmor on heavies for instant trades on demand was not a good idea.
Her kick into sweep, or cancel into GB can entirely be avoided by a back dodge, just as your Aramusha combos. You should be familiar with it since it seems like you mentioned playing Aramusha recently. If you time it well you'll even get a free GB if she let's it fly. Both her lights are just 500ms with her combo one being extremely overly well telegraphed with the jump. They're both pretty much parry bait so 18dmg is fine imo.Originally Posted by Klingentaenz3r Go to original post
Parry bait 500 ms lights? I'm guessing you're on PC...Originally Posted by Cyroy95 Go to original post