Update 20/12/2020: As we are now in Y4S4, I have updated this thread to easily highlight and explain my suggestions on how the hero, Shinobi, can be redesigned/reworked. This new revision of my ideas is intended to provide the developers with a new insight into the current state of the Shinobi in-game and the areas in which he can be improved.
Thank you so much to everyone supporting this thread. Please take all the time you need to read through the post and share your thoughts!
#PleaseReadUbisoft
#BuffShinobi
#ForHonorGame
@Ubisoft
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CONTENTS
= Introduction
= Current Design Flaws
= Current Moveset Values
= Speculation
= Purpose
= Feat Redesign
= Moveset Changes
= Feedback Request
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INTRODUCTION
The current state of the Shinobi in-game has been considered by members of the For Honor community to be "unviable", "unusable" and "broken".
When I originally made this forum thread, it was Y3S4. The reveal for Y4S4 recently went live today, and for some players out there, we were surprised to see that Shinobi wouldn't be receiving any changes in the coming season. Some players, to this day, still believe that Shinobi should be "removed from the game" or that it "doesn't make sense" for a hero with his character design to be included in the game.
In the following, I have made it my mission to ensure that Shinobi has a place in For Honor by suggesting my own ideas for how the hero can be reworked. It is with much passion and pain that I have come to eventually write this in the hopes my motivation and hope will bring this beloved warrior of the shadows to finally land back on their feet.
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CURRENT DESIGN FLAWS
In general, members of the For Honor community believe that the Shinobi:
- has a predictable moveset (too few attack options)
- is punished too harshly for typically safe moves (Grab/Ranged Guardbreak counter)
- above-average damage currently compensates for inefficient hero design, demands rework for balancing and fairness
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CURRENT MOVESET VALUES
The information below is a representation of the Shinobi's current moveset attack speeds and damage model (for reference, please see a For Honor Spreadsheet detailing the full, up-to-date moveset models):
Shadow Dancer (Chain)
Light Opener: 500ms, 12 | Light Finisher: ----ms, 4 (guaranteed)
Light Opener: 500ms, 12 | Light Finisher: 500ms, 15 (alternate direction)
Ghoul's Rage (Chain)
Heavy Opener: 900ms, 24 | Light Finisher: ----ms, 4 (guaranteed)
Heavy Opener: 900ms, 24 | Light Finisher: 500ms, 15 (alternate direction)
Sickle Rain (Chain)
Heavy Opener: 900ms, 24 | Heavy Finisher: 700ms, 24 | Light Combo & Bleed: L1 = 1 (+3×2 Bleed), L2 = 1+1(+3×3 Bleed), L3 = 1+1+1(+3×4 Bleed)
Spider Silk Whip (Chain)
Heavy Opener: 600ms, 20 | Heavy Finisher: 800ms, 20
Shadow Strike (Parry Counter)
Parry | Light Finisher: ----ms, 6 (+3×4 Bleed)
Teleport Light Attack (Deflect Punish)
Deflect: ----ms, (+4 Bleed) | Light Finisher: ----ms, 10
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SPECULATION
It is possible that Ubisoft has intentionally left Shinobi in this state to discourage players from using the hero until they can officially produce a suitable rework.
The Shinobi was originally designed to be a mobile counter-attacker, however this first became problematic when Ubisoft identified that heroes required back-dodge standardisation to encourage fighting. This was addressed in Patch 2.11.0. This is the first of many changes that have made it quite clear that the concept of mobility needs to be seriously revised.
Shinobi, by design, was meant to be able to easily escape and manuver during combat back in Y1S2. That is why he was equipped with a variety of dodge-oriented moves such as the forward roll and the back flip. Being able to attack from range and escape easily meant they could effectively provide offensive support for their team in 2v1 and similar fight situations and avoid being targeted. This was later deemed to be unfair on opponents because it favours the Shinobi's survivability too strongly with minimal risk for significant reward.
However, since evasion and manuvers are a core part of Shinobi's design, unlike other heroes, this should have indicated that the hero needs to be repurposed. This is probably something that Ubisoft was not prepared to do, given their focus on other balancing issues at the time, new heroes being released and the production of future content. Given their priorities, Ubisoft has no doubt put the Shinobi rework into their queue for who needs rebalancing, but that's been a long list of heroes and so far Shinobi has not received any significant improvements.
The following link, although a year outdated, leads to another forum thread that consists of a detailed, well annotated analysis of Shinobi's changes recorded in previous Patch Notes (pg.1) plus a highlighting of vulnerability and typical punishes (pg.3):
https://forums.ubisoft.com/showthrea...-broke-Shinobi
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PURPOSE
In the absence of any indication that Ubisoft will be making any significant improvements to Shinobi any time soon, we as a community are left with the opportunity to make our suggestions on how the Shinobi should be evolve.
The key to successful hero design is how their Roles are influenced by their Moveset and Feats.
Currently, as an Assassin character, Shinobi gains renown from hero kills and killstreaks. However, with the current moveset and feats, the hero is more suited towards "backcapping objectives" using high mobility and supporting teammates with ranged attacks. This means the Shinobi's main roles are Offensive Support and Objective Control.
Yet, these roles are tailored towards hero kill assists, as well as capturing/boosting objectives. This means the Shinobi is likely to spend more time earning less renown than other heroes because the moveset doesn't suit the in-game roles. This means the Shinobi will generally have a difficult time unlocking feats, which makes them less effective in battle.
For this reason, the Shinobi should be redefined as a Versatile hero to gain a balanced amount of renown from all activities, as their roles are best suited to a variety of tasks besides hero kills and killstreaks.
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FEAT REDESIGN
Repurposing the Role of Shinobi
• Disruptor/Saboteur
The traditional themes of the Shinobi, in reality, focus on highly skilled infiltration units trained to conduct special operations, usually in the forms of sabotage and espionage. Not necessarily combat and assassination, however For Honor could take inspiration from a collection of these ideas to make the Shinobi's feats truly unique and semi-authentic.
If Ubisoft is willing to produce entirely new feats for the reworked Shinobi, my suggestions here will enable them with a spark of new ideas. These mainly revolve around the concepts of defensive interference (reducing the opponent's ability to capture objectives) and enhanced stealth. This is more suitable than the current set of feats as it enables the Shinobi to fulfill the current roles of Offensive Support and Objective Control more effectively.
Elusive Shadows
Active Feat
Tier 1
Replaces Kiai
Become invisible. Gain stealth, unlockable and move slightly faster for a short time. Your next attack deals 20% more damage and ends the effect.
• Short cooldown period
• 2 seconds to activate feat, can be interrupted.
Design Notes:
Elusive Shadows will enable the Shinobi to perform ambushes on unsuspecting enemies for a single, decisive hit unless revealed by the Scout feat debuff. The invisibility effect wouldn't work if you're carrying a Banner or Offering, as this would highlight your position clearly to all players.
It should take at least two seconds to apply this feat, otherwise it might be used to escape fights easily and leave opponents feeling unfulfilled. This would give greater meaning to Early Reaper and/or Crush Them, as these perks grant an additional 30% damage bonus (although, at the moment Shinobi only has the Crush Them perk).
Venomous Mine
Active Feat
Tier 2
Replaces Shooting Stars or Revenge Attacks
Place a trap that slows objective capture rate/banner secure rate and stamina recovery.
• Relatively slow cooldown period
• Places in 1 second
• Arms after 2 more seconds
Unnerving Taunt
Active Feat
Tier 2/3
Replaces Sharpen Blade
Slows target's objective capture rate/banner secure rate and stamina recovery.
• [Relatively] slow cooldown period
• Debuff effective immediately
• Lock-on to opponents directly
• Cannot lock-on to enemies with Stealth feat
Design Notes:
The purpose of these feats is to slightly reduce the opponent's offensive capabilities in combat, while debilitating their ability to secure objectives for a while. The idea is to debuff opponents running towards captured zones or place the traps at choke points between or near captured objectives where they're likely to pass through on their way to a captured objective zone. The Shinobi's ability to reposition will play a key role in intercepting opponents and will help them take advantage of the debuff while it lasts.
This can be highly versatile so that, if used wisely, can be applied strategically in game modes like Breach or Tribute. If placed near a captured Healing Zone, it'll potentially prevent an opponent from being able to heal for just a little bit longer. Just long enough for the Shinobi to dash in and contest the area. Similarly, if used on a fleeing opponent carrying a banner, it'll take just a moment longer for them to secure it which means they'll be vulnerable for longer just a couple seconds longer. Just long enough for someone to potentially run in and disrupt them with an attack.
Hibiscus Surge
Active Feat
Tier 4
Replaces Arrow Storm
Negates revenge and resets revenge gained.
Prevents revenge gain for a very short delay.
Design Notes:
Either functions as a thrown grenade or an AoE centered on a point/the hero (to be decided).
Though powerful, there's potential to cause harm to teammates and it would have an even longer cooldown time. This calming blast should impose a balancing effect to all caught within the blast in an effort to change the tide of battle in one's favour. Requires careful timing and group synergy to be effective. Deals no damage, but it will remove the temporary health shield gained when activating revenge mode.
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MOVESET CHANGES
In this category I will be listing several suggestions with regards to general improvements that can be made to Shinobi's moveset, including changes to traits and entirely new moves.
• Suggestion 1
Redesign the Ranged Combat (pt.1)
Neutral Form and Ranged Form
Alternatively called Penumbra (Neutral) and Umbra (Ranged)
Hold RT to enter Ranged Form.
Continue to Hold RT to remain in Ranged Form.
Ranged Form persists until hit.
Cancel Ranged Form with B.
Design Notes:
Consider Highlander's Offensive Form: he has a neutral guard stance that leaves him vulnerable. However, when opponents try to hit him, they have to get closer. Highlander sustains his range by launching melee, rapid light attacks and unblockable heavy attacks. Alternatively, he can dodge to avoid being hit.
Currently, the Shinobi can attack their opponent at range, but it loses viability once an enemy closes in. They can still try to use ranged heavies, dodge, deflect and launch dodge-attacks but unless they cancel their charge they cannot perform a parry in defense. Additionally, they may have to react to a guardbreak attempt.
This should be improved to enable Shinobi to have more viable options when fighting at range. The following suggestions are about how simple it is to achieve this.
Redesign the Ranged Combat (pt.2)
Springing Talon
(Renamed from Spider Silk Whip)
Hold/Release RT, RT
(In Ranged Form)
Unblockable Ranged Heavy Attack Opener
Can feint
Can soft-feint to ranged guardbreak
Continue to Hold RT to remain in Ranged Form.
(Either 500ms or 566ms ?)
(Either 12, 13, 14 or 15 damage?)
Design Notes:
Unblockable attacks bait parries and equip counter-attackers with offensive tools to engage their opponents. A ranged unblockable attack will force opponents to dodge or parry more, which enables the Shinobi to play the Grab/Ranged Guardbreak more effectively through soft-feinting.
When parried, the Shinobi should be pulled into the opponent's attacking range with a frame disadvantage. Since assassins have less viable defensive tools (Reflex Guard), this will enable opponents to apply pressure to the Shinobi they caught at long-range via parry.
In 2v1/similar situations, this can harrass an opponent if used sparingly. However, in excess it will still feed an opponent's revenge gain if they're unable to adequately defend themselves from the attack. Alternatively, it can provide a threatening indicator when feinted that can distract or disrupt opponents which enables the Shinobi to play into an Offensive Support role more proactively.
Redesign the Ranged Combat (pt.3)
Seizing Fate
(Renamed from Grab, the Ranged Guardbreak)
Hold RT, X
(In Ranged Form)
If reversed by an opponent you will be unbalanced.
Can be soft-feinted into via Springing Talon.
Design Notes:
As previously mentioned with Springing Talon gaining the unblockable trait, the Grab should be able to target dodging players more effectively. However, Shinobi should still be Unbalanced if it's countered as a guardbreak offers the potential for significantly high damage in group fights. Technically, the Grab is a high-risk, high-reward manuver but in 1v1s it's easily countered/blunders easily.
• Suggestion 2
Redistribute Damage Application
Shadow Dancer
RB, RB
Spectral Slash
(Renamed from Ghoul's Rage)
RT, RB
Light Finishers
When landing an opener, hitting with a light finisher in the same guard direction is guaranteed.
(Left then Left OR Top then Top, OR Right then Right)
Light Finisher Alternate
When landing an opener, hitting with a light finisher in an alternate guard direction also applies bleed.
(Left then Top or Right OR Top then Left or Right OR Right then Left or Top)
Design Notes:
The current game design allows two basic options for the Shinobi. Deal additional guaranteed damage or attempt a second light in an alternate direction for extra damage and risk being blocked/parried.
This choice could be expanded to include picking between dealing guaranteed damage or dealing damage with bonus bleed damage at the risk of being blocked/parried.
The damage values should receive proper testing to find a good balance, but ideally the bleed damage should be adequate enough to pressure the opponent a little.
• Suggestion 3
NEW MOVES
Sickle Rain
RB, RT, RB, RB, RB
Sickle Storm (Renamed from Sickle Rain)
RT, RT, RB, RB, RB
The current state of Shinobi's Sickle Rain is highly telegraphed as it always requires a heavy attack opener to start the chain. The Shinobi only has two close-quarters attack chains besides Sickle Rain (Shadow Dancer's Light-Light and Ghoul Rage's Heavy-Light), which means Shinobi players only have three separate chain combos in total for dealing direct damage.
Most high level opponents can wait for parries simply because any move besides Shadow Dancer is easily read. Even then, the Shinobi becomes predictable if they must rely on Shadow Dancer as light spamming is predictable and frustrating, but also unsafe as the hero's chain light finisher always leaves the Shinobi at a frame disadvantage.
In the past, heroes such as Conqueror had a difficult time making use of their infinite light attack chain as the chain combos were too slow (600ms) and each strike only dealt low damage. Ubisoft believed this was discouraging players from continuing the chain, so they made his moves faster to ensure everything in his kit could be used.
If Ubisoft believes in making changes when players feel discouraged from using entire moves, it should be an obvious choice to introduce new attack chains that offer more flexibility.
I think there may have been a few people who have recommended that the Shinobi should have a Light-Heavy attack chain, which can branch into the unique Sickle Rain triple-light bleed combo. This would make Shinobi's Shadow Dancer/Ghoul's Rage second light attack less predictable to counters.
• Suggestion 4
Cutting Edge
LS Left or Right + A, RB
Shrieking Piercer
LS Left or Right + A, RT
Vulnerable to Guardbreak 0ms to 100ms
Interrupts Guardbreak from 100ms to 600ms/666ms
Extended dodge length
Can be feinted
Can be soft-feinted into guardbreak
Design Notes:
Single dodge light and heavy attack openers. These should enable the Shinobi with alternative dodge-based counterattack options.
Current double-dodge attacks aren't effective counters because the Shinobi's can be guard-broken mid-dodge before the attack startup. Since there are no alternatives, this Assassin hero must rely even more on deflects than any other hero.
Meanwhile, most heroes with single-dodge attacks, such as Kensei and Peacekeeper, don't have this issue because their attack startup interrupts guardbreak attempts.
By giving these moves to the Shinobi, they can counter opponents expecting a double-dodge by interrupting their guardbreak with a hit. This will reduce players attempting to guardbreak Shinobi during dodges, opening up more opportunities for more successful double-dodge attacks.
• Suggestion 5
Hailing Slash
(Renamed from Double Dodge Light Attack)
A, A, RB
Light Attack Opener
Whistling Thorns
(Renamed from Double Dodge Heavy Attack)
A, A, RT
Heavy Attack Opener
Gains Undodgeable after feint window.
Can be Feinted
Design Notes:
As a counter to dodging/rolling/escaping enemies, Whistling Thorns should allow Shinobi to catch up and continue the fight.
Whistling Thorns is intended to give Shinobi an alternative option to closing-range besides the zone attack. Players typically block the zone attack to prevent Shinobi from closing range or defend their escape. By being able to continue the attack chain, an opponent will have to react or defend themselves or risk being hit.
Hailing Slash is alternate option to Whistling Thorns, and doesn't necessarily require any changes.
Lunging Sickle Rain
(Renamed from Crushing Front Roll)
Hold/Release RT, A, RT
Chains into Sickle Rain from Heavy Finisher
Can be feinted
Either
Undodgeable on Heavy Finisher
or
Unblockable on Heavy Finisher
Design Notes:
As an alternative counter to dodging/rolling/escaping opponents, Lunging Sickle Rain allows the Shinobi to catch up and continue the fight using an undodgeable heavy attack finisher. Alternatively, if it is given the Unblockable trait then it can be used more reliably to execute opponents.
• Suggestion 6
Remove Back Flip
Remove Crushing Back Flip
Remove Back Flip Grab
When escape standardisation forced all heroes to have a limited range when dodging backwards, it was the beginning of Shinobi's fall from grace. It now needs to be called into question whether or not the Shinobi needs these moves any more.
Satisfying combat arises when both players are actively engaging in combat, as opposed to avoiding fights and trying to escape. Removing these back-dodge combo chains will keep the Shinobi in fighting range and give incentive to stay in the fight.
Forward Roll
(Renamed from Front Roll)
Hold/Release RT, A
Acrobatic Kick
(Renamed from Front Roll Kick)
Hold/Release RT, A, X
Letting Shinobi retain the Forward Roll, Acrobatic Kick and Lunging Sickle Rain moves will ensure Shinobi continues to have forward momentum during fights. Keeping the Acrobatic Kick will allow Shinobi to potentially isolate opponents during group fights and perform ledge kills.
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FEEDBACK REQUEST
If you have any feedback that you would like to share, please give your comments below. I'll happily answer any questions and discuss the potential of any of these ideas.
Thanks!
Shady Wulf
I have recently picked up my Shinobi again to figure out what he needs, and what made me stop playing him in the first place.
So let's start with the minor things that make it uncomfortable to play him:
1. All his actions need to be queued extremely early, which makes him less intuitive and way less reactive to play.
The obvious solution was to increase the timeframe for queuing actions - which would only really have an impact on how you play against him if it were applied to the 2nd dodge, but for the
Shinobi himself controlling his actions would be much easier.
2. His zone attack feint, though, cannot really be queued, which made me follow through with the 3rd hit involuntarily at many occasions.
It should hence follow suit and the decision to feint it should get a larger window to be made in.
3. His backflip has no range, especially with the new/reworked heroes gaining longer tracking and jump distances on their attacks.
This issue could be resolved by making his backflip "invulnerable" in the meaning of what e.g. the Kensei's dodge attack has. With that, it would not need extreme range, but just enough to
let the enemy miss his attack if he decides to attack. Also with low recovery, deflecting a jump attack right after the backflip would be an option.
4. For the same reasons as the last point, his ranged attacks are no longer up to date as many attacks plain outrange them AND are faster than them/have armour.
This means the Shinobi either loses a trade or just gets plain punished when using them in most cases. If he were able to feint the first ranged heavy with a low recovery, though, or even
soft-feint it with a dodge move, he could use that weakness as a bait. Which fits in well with his lack of openers.
And the most important point to be made here, perhaps the one major point that breaks him:
5. The Shinobi has no opener.
I understand that the concept of lightspam is viable and very meta, and that the Shinobi is thought to be good with it. But very frankly it is just too predictable, with the slow speed of his heavy
attacks leaving no room for errors when parrying for a Shinobi's light attack, even not knowing what attack it is actually going to be.
Now since I did not want to copy the Hitokiri on this, I came up with an own concept for his opener.
Of course I was going to give the Shinobi a kick here. A raw back+GB kick that is relatively fast (Which does not mean the dodge timing should be impossible. It should be able to interrupt most
initial heavy attacks though.) that can then be combo'd into a mixup similar to the one he gets after rolling in on the enemy.
This mixup should consist of the undodgeable heavy finisher and another kick, which the Shinobi can hold down to charge it and change the dodge timing slightly. This kick should not be
feintable, and should move the enemy a small distance away, comboing into a ranged heavy.
The secondary kick should not be punishable with a guardbreak, but the heavy finisher should if it goes through and gets deflected. Since that is just the higher damage variant.
And of course the Shinobi should be able to deflect an enemy dodge attack after the first, initial kick, so as to force the enemy into the mixup.
At first glance many of these changes seem relatively easy to implement as they are no new, groundbreaking concepts. And they'd be a gigantic step in the direction of making the Shinobi more viable, or as it tends to be phrased: "picking him back out of the trash can".
I like both Suggestion #1 and Suggestion #2; it would be good if the Shinobi could initiate Sickle Rain within a viable combo; the current state of Sickle Rain is absurdly easy to prevent since the heavy attack is too slow and the ranged GB is too easy to counter in 1v1. Considering the fact that the Shinobi's primary attack are Sickles, it makes a lot of sense for this hero to be focused more on bleed damage as well.Originally Posted by Shady_Wulf Go to original post
Completely agree, most of the Shinobi's movesets are highly telegraphed and therefore incredibly easy for opponents to react to.Originally Posted by Gunthaarr Go to original post
The range on the backflip has been nerfed to near-zero, which actually helps the opponent more than anything because they many heroes can often launch a lunging attack before the Shinobi has even had time to recover from the flip fast enough to block it. Like many of the SHinobi's movesets, the current Backflip works against him in many situations, especially on hills.Originally Posted by Gunthaarr
The Shinobi's opener used to be the Kick, before they made it useless in Patch 2.11 so that now any regular attack can preemptively slap him out of the kick mid-air without even trying. This is something that many players don't understand, the Shinobi is one of the only heroes in the game that basically has no openers at all and that is why many players who use this hero are forced to rely on hit-and-run tactics.Originally Posted by Gunthaarr
In light of recent updates enhancing offensive meta, the issue with Shinobi's flawed moveset is becoming much more relevant and problematic. He is very easily read and his poor lack of openers continues to leave him as one of the most ineffective hero picks of the entire game. He is so irrelevant in group game modes, simply because the only ability he brings to the battle is rapid objective back-captures (Dominion) or external ranged offense in group fights (that usually just rewards the opposition with Revenge).
Please @Ubisoft, this hero is in desperate need of a rework/overhaul.
I completely agree, we have been explaining the current issues with the Shinobi since at least August, 2019.Originally Posted by Shady_Wulf Go to original post
It has now been over SEVEN months and they still have not done a single thing to make this hero more viable, I have completely lost faith in this developer team and stopped playing the game months ago entirely because of how they have been neglecting to fix the one hero that I actually play.
The weapon choice for the character is the problem not the chain attacks and stupid avoiding mechanics when you think of a shinobi you think of a tanto or dual wielded swords or a dual blade sword not sickles so change the weapons just remaster this character and while your at it bring back the onin the one you replaced the orochi with
Changing the weapons is an oversimplification, this hero is too easy to kill because his backflip has been nerfed to zero; he has a low health pool; he has no hyper armor; he has no dodge attack; his kick is slow and reactable; his top heavy attack is too slow and telegraphed; his slide tackle is pathetic; and his long-ranged attacks are practically useless in a 1v1 fight because it just makes him more vulnerable.Originally Posted by Frostbite1200 Go to original post
Ubisoft has handicapped this hero into this dust with repeated their nerfs and stupid changes with a total lack of proper testing; they completely killed my desire to play this game. And a lot of the nerfs were not even documented in their patch notes, which is just plain incompetent.
After seeing the livestream for Y4S4 Mayhem, featuring the new Hero Gryphon and the testing grounds adjustments to Warden, Peacekeeper, Nobushi and Shugoki (targeting gameplay roles and player frustration), I am very disappointed that they have still left us in the dark about whether or not they're going to even think about addressing this issue.
After seeing a great deal of effort R6S developers made to ensuring Tachanka has a viable place in that game, I have been painfully waiting for the chance to see similar buffs, tweaks, upgrades, anything to ensure Shinobi receives the same treatment.
To this day, my hope continuously dwindles, and for every Breach match I continue to play as Shinobi in the hopes of levelling up through a battle pass, I witness that this hero has become so abysmally weak that you cannot even kill a soldier with two long ranged heavies... and risk a lot of damage in any close-range effort to eliminate them and clear the zone.
Worse still, but Sickle Rain is still pointless for damage in spite of the difficulty landing that hit... while Shaman gets a bleed bite, Centurion gets a ground stab, Jormungandr gets a hammer slam and Valkyrie gets a trip to spear-jab - ALL of which deal significant damage.
Shinobi doesn't function as a SUPPORT hero, and this needs to change. The role of a Shinobi must become more independent, more survivable and more successful. This needs to happen, please, @Ubisoft
À l’heure actuelle Shinobi reste le personnage nécessitant le plus d’attention lorsqu’on le joue, il n’y a pas le droit à l’erreur, les opportunités sont faibles, et le risque pris est misérablement récompensé.
C’est pourquoi il lui faut quelques petites modifications, et voici mes propositions.
Tout d’abord, il faut lui apporter plus de chaînes de combo. Comment ?! par quelle magie ? Il faut simplement lui ajouter la même attaque lourde qui suit l’attaque lourde en opener après une double attaque faible ou une attaque faible.
En parlant de cette attaque lourde ! Il faut la mettre en attaque imblocable pour pouvoir mettre plus de pression, et mieux enchaîner.
Et enfin pour finir nous allons parler de la deuxième attaque lourde au distance qui est actuellement feintable mais inutilisable. Comme selon l’idée de je ne sais plus qui, il faut le rendre imblocables pour pouvoir l’utiliser, elle restera feintable mais recevra aussi une soft feint en grab pour amener à l’attaque lourde qui met à genoux. Mais comment ?! Le shinobi a bien deux bras non ? Il lui faut juste simplement lancer l’attaque lourde dans on combo avec son bras droit et feinter en n’atteignant pas l’adversaire avec une grab, l’indicateur de l’attaque sera visible comme si l’attaque allait être lancée mais non.
Je ne demande pas la lune, je ne demande pas le retour du quad-dash ni d’un buff des HP max, je demande juste une imblocable sur l’attaque lourde en finisher et des combos viables qui permettront de punir un ennemi à court d’endurance autre qu’avec un misérable 28 dgts et 36 si on a de la chance.
Faites un effort s’il vous plaît, vous avez bien ajouter des imblocables sur les côtés pour Sentinelle (Warden) alors s’il vous plaiiiiiit ajoutez cette maudite imblocables pour Shinobiiiiiiiii !!!!!!