I think Hitokiri is broken and horribly designed in general. He is one of the only heroes who can thrown an unblockable from neutral. Yes HL can but you have to get into offensive stance, and Conq can as well, but the windup is fairly slow and there is no hyper armor on it. (I might be missing some others.) All players have to do in ganks and just spam unblockables out the wazoo. The startup to it has hyper armor too so you cant hit them out of it unless you randomly time it or have a really fast light attack. The tracking on it is also broken because I have witnessed Raiders almost fully dodge twice and Hito just spins around in a circle on the ground. The endless heavy into bash is broken as well because unless you have a quick dodge attack, I dont really see how you can counter someone feinting the bash into a guardbreak which gives them a free heavy and the potential to just do it all over again and again and again. In duals, Hito is pretty easy to manage, but once one comes storming into a gank in 4s, its all over. Plus the rang they have on their heavy is absurd for a heavy imo. I have rolled back to avoid attacks and still get nailed by a heavy. Not to mention Hito has those weird timed heavies where you can swear you parried at the correct time but they just go through anyways. Similar to Centurion I find. The issue is, I dont really see any other way of nerfing or just changing things with Hito. The only thing I can think of is reducing the tracking on the heavies so you cant just swing the axe across a wave of minions and still land the hit. Also changing the feint proporties on the bash perhaps? I think you should only get a heavy from the sweep and not the kick since its more difficult to land the sweep. It would be more difficult to perform the endless chain of bash heavies if that was the case.
Oh good lord okay. Can we please use paragraphs next time? My only requestOriginally Posted by bLACK.bEACH Go to original post
Anyway down to business.
First off, hito, shug, and raider ( kinda BP,) are the only characters that have quick access to an unblockable attack from a neutralish state.
Even then hito and shug have to charge their heavies which are often backwalked, dodged, rolled to avoid pressure when they reach unblockable status.
You have a few options to deal with the unblockable, either zone option select, space and dodge, make a read and light/ GB on charge up. You can hit them out of their initial charge, however once the armor kicks it later, this can’t be used. This is part of the read you have to make.
Hito side heavies have a good amount of tracking, and it should also be known ( in your example raider) his I frames will end once he starts storming tap, even then if he did it late, the armor will eat the light.
Perhaps watch Freeze’s video on countering hito’s kick mixup.
She can let the kick fly, feint to Gb or let the sweep slide. Several characters can backstep attack to avoid kick and GB mixup. This and while punishing the sweep. However hito has to follow through for these attacks to work.
( in my opinion, I think whiffing is a good thing, but I don’t think it should physically move your character back, it’s too safe in general and gives hito too much of a problem anyway)
A lot of heavies in the game have some decent range, if she didn’t then her offense would be worse off. The chargeable heavies are a very important part of her kit that let her initiate. If the attack is going through your guard/ parry then either you missed your parry timing or check your latency.
I’ve seen the argument to move the heavy to the sweep but I remember that it could make the sweep too strong, I forgot how that argument goes however.
It should be stated as well that dodging the kick or sweep nets you a GB. That’s why she can feint like she can, it’s very similar to wardens mixup. Simple reversed and has less range.