JJ and Tiandi:
Have capability to turn any 50/50s offence or combo into counter-attack that requires the attacker to guess.
Every attack I make turns into f?cking counter-attack where I have to guess what they will do during their dodge attack. Every time, I play against them, I just stand still and play the game of what will I do more: parry or eat their light. Cause is there any other point? As HL/aramusha main, after any combo/unblockable fients, all they do is just go into dodge mode where they can i-frame everything. So, doesn't matter if I delay or cancel, cause I still have to guess what will they do.
Compare it to fair dodge attack like Kensei/orochi: yeah, they can dodge my 50/50s, but I can cancel my heavy unblockable and parry them. They guessed wrong. I went on an offensive and managed to trick my opponent by mixing things up. After they get hit, it's reset, now it's against who will start their offence and force a reaction. With JJ and Tiandi it's nothing like that. It's just me forcing them to dodge attack and then guessing.
Jormugandr
He's bad against top tier players, I guess, but with TG changes.. I have hard time winning against them on live, since one mix up eats half of my stamina. then I have to block and dodge everything correctly or I am about to eat 50-80 damage. What's bad about them is that after one offence (failed or not), I HAVE TO take a break and be defensive. Misstimed dodge? good, stay still again or fish out parry, until you're back to full. Whereas they can just feint and punch no problem.
Am i just being biased here? anyone else thinks the way I am? I just can't help but get frustrated with those characters.
IT WAS ME.
Just kidding.
For JJ and Tiandi, I think feint > GB is the answer for dodge-happy opponents. Not always looking to block or parry whichever dodge attack they choose.
Jorm is interesting because some people in the community initially thought the Testing Grounds would kill him. Seems like that's not the case since it's harder to react to his direct stamina damage stuff, so it's something we'll monitor for sure.
Their ability to go into dodge-attack is too fast for gb. At least, I couldn't do that with Highlander, unless they delay the dodge-attack for some reason.UbiInsulin
IT WAS ME.
Just kidding.
For JJ and Tiandi, I think feint > GB is the answer for dodge-happy opponents. Not always looking to block or parry whichever dodge attack they choose.
Jorm is interesting because some people in the community initially thought the Testing Grounds would kill him. Seems like that's not the case since it's harder to react to his direct stamina damage stuff, so it's something we'll monitor for sure.
His style is unique and interesting, but I think his own stamina consumption allows him to be too aggressive for my own taste. This allows him to bully people with worse than ideal reaction like me, who relies more on reading people rather than reacting. On higher levels, from what I've seen on youtube, he lacks an opener. So, if people won't be able to parry him properly in TG, then he should be fine.Jorm is interesting because some people in the community initially thought the Testing Grounds would kill him. Seems like that's not the case since it's harder to react to his direct stamina damage stuff, so it's something we'll monitor for sure.
P.S. His damage is still frustrating. 80 or 70 damage on knockdown is too much.
I feel the frustration against JJ and tiandi. I cannot state for certain but it feels like the window to GB them out of their dodge heavies has been shortened. So yeah them dodging constantly and doing soft feint mix ups can be obnoxious. But I feel that's kinda the goal design for the heros. It doesn't work on live but it does sort of work in TG. I feel like both are fringe cases though. In that they a long with some other heros will likely fall back down a bit once people get used to delayed animations.
As far as jorge goes he's 100% busted with TG changes. He's actually banned for tournies that use TG changes right now. Even if his parry counter wasn't doing a boat load of stamina damage now he still has one of the hardest hitting damage profiles. This along with his heal on bash feat and shield on slam feat make trying to kill him even more difficult than on live. Even though they're nerfing his slam to 40 damage it's still far too strong.
they'll need to nerf his feats and maybe his slam a bit more to rein him in.
As far as the rest of TG changes goes his mid chain mix up (heavy blocked/landed) is properly unreactable now. And because his lights cause a medium hit reaction you cannot dodge out of his chain or retaliate after a light finisher with you're own light. These are nice things for him but are not the main reasons he's considered busted on TG.
Yeah, Jorm has fair mechanics, but the fact that i gotta work so hard to get him to half hp and he just needs to get be down once to make it equal, is annoying. Especially, in TG when it's so much harder to parry/dodge him + he has undodgable. If they decrease damage on slam a bit more, then he should be fine.
That's what I am saying, that their design choice makes some heroes less capable of being aggressive. In TG, I can't even Offensive light as Highlander to keep them from dodging and tricking into kick (sometimes it works 0_o). Because of recovery change, they can just dodge after first light and hit me.Knight_Raime
I feel the frustration against JJ and tiandi. I cannot state for certain but it feels like the window to GB them out of their dodge heavies has been shortened. So yeah them dodging constantly and doing soft feint mix ups can be obnoxious. But I feel that's kinda the goal design for the heros. It doesn't work on live but it does sort of work in TG. I feel like both are fringe cases though. In that they a long with some other heros will likely fall back down a bit once people get used to delayed animations.
And it does work on live for Tiandi (JJ is still parriable). If I do any of my mix ups as Highlander, he can just do that longer dodge avoid all of it and then I have the choice of deciding what he will do: kick, heavy, continue dodging, go into unblockable light. He basically pins you down in one place. Sometimes I can trade with HA heavy, but more often than not, he just dodges out of it and punishes me.
P.S. For the life of me, I can't parry Tiandi on TG.
Hm. Maybe my friend just has awful reactions. Will triple check later.Originally Posted by KitingFatKidsEZ Go to original post
Nerfing his slam more is a good idea. but the shield he gets from slamming also needs to be nerfed. Heal on bash could maybe stay as is if the other two things got nerfed.Originally Posted by No0ne_- Go to original post
I can react block rather consistently (and sometimes parry even) both of tiandi's and JJ's dodge attack mix ups on live. I cannot on TG due to the max delayed visuals they've added to the moves. What used to be a simple react on indicator change to block JJ's soft feint opposite side light is no longer a reaction for me. And I can't consistently block Tiandi's light finishers now. So what I meant by it not working on live is I was capable of reaction dealing with them on live. But not on TG.
On live, I can block them, but that's about all i can do. Basically, I feint and block, until I learn their pattern. On TG, I eat most of the lights and miss most of my attacks after all the feints.Nerfing his slam more is a good idea. but the shield he gets from slamming also needs to be nerfed. Heal on bash could maybe stay as is if the other two things got nerfed.
I can react block rather consistently (and sometimes parry even) both of tiandi's and JJ's dodge attack mix ups on live. I cannot on TG due to the max delayed visuals they've added to the moves. What used to be a simple react on indicator change to block JJ's soft feint opposite side light is no longer a reaction for me. And I can't consistently block Tiandi's light finishers now. So what I meant by it not working on live is I was capable of reaction dealing with them on live. But not on TG.
UBISOFT, PLEASE, GIVE ******G UNDODGABLE TO HIGHLANDER
this is ridiculous. I fought JJ and Tiandi so much as Highlander and I switch things up all the time, lights, grabs, etc. Yeah, I land attacks, but most of the time they just dodge everything by just going into that ridiculous "I-am-home-I-am-safe" dodge mode. In TG it's even worse, cause half of the time I can't even block, nevermind parry.
I will tell you what I do to kill enemies:
1) dodge attacks/wait for them to whiff an attack to punish them:
Tiandi: cancels everything into undodgeable, and because of changes to OS cancel, I often can't even cancel in time to block. On TG only my brain reacts, my body doesn't give a f*ck.
JJ: missed unblockable heavy that hits like a truck? NEVERMIND, I will just cancel recovery by dodge. Oh, you decided to counter that by dodging my UNBLOCKABLE HEAVY and did kick-grab mix up? HA-HA he just does that back-step into i-frame dodge. You dodged first light? Decide what's next: super fast light, heavy with good tracking or i-frame dodge attack that can be soft feinted.
2) Bait dodge-attacks:
Tiandi: same sh/t.
JJ: goes into dodge mode, what I do to catch them: a) fish for parry ==> they can soft-feint/cancel b) time by HA heavy to land when he's about to hit me ==> cancel dodge into next dodge-move.
3) Mix up various timings of heavy-grab, heavy-kick, heavy-kick-grab, celtic curse into side delayed:
Tiandi: i-frame dodge
JJ: i-frame dodge.
4) Do heavy-cancel-gb?
Tiandi and JJ are too fast and by heavy cancel is too slow to grab them.
Monk is somewhere there, but his cancel-able dodge-attack a bit easier to deal with. Oh, yeah, he has undodgable dodge-side.
I just don't get the design logic in this. Highlander is already difficult to play and it requires me to do a lot to win. ESPECIALLY IN TG, cause I can't react to feints and I can't trade with lights and HA comes out too late. So, I try to be aggressive and all. However, even beating rep1-5 JJ, Tiandi, Monk and Berserker is already a struggle. I win by simply capitalising on them not knowing that their characters can do.
You want the game to be fast paced and more aggressive,
but heroes like Aramusha and Highlander after landing one attack has to just play a game of block/parry against heroes who can just cancel their i-frame dodge attacks. The are other heroes, but I don't play them, so I don't know how much their struggle. But these two... it takes several times more effort to win against JJ, Tiandi and Monk.