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  1. #1

    I don't like Orochi at the moment

    I've played FH since beta, and have always mained them since. I've taken breaks from playing them, but I am rep 68 with them at the moment. I don't think just making them faster was all they needed. It made them better, but I would trade those fast lights for a unblockable any day. I have a few ideas. Also I'm gonna refer to Orochi as him because mine is male and I'm use to calling Orochi a him, so be warned.

    Idea 1:
    Orochi performs his heavy deflect move if he inputs a left heavy as a chain finisher (the move would do 33 to 39 damage).
    It is not parryable which would help in team fights but is slow and can only hit one target. I would rather have it be parryable but than ubi would have to make a new animation. It would be 800 to 900 ms. He could have hyper armor, but I don't think he would need it. He could soft feint into GB or dodge from it and could execute off of it. I guess that requires a new animation but I think it could work. Now this is something I think a game designer could balance or change because my idea is more of a starting point. This unblockable would allow Orochi to have a team fight tool while still maintaining his character.

    Idea 2:
    After ANY light or heavy Orochi can perform a 700 ms kick/strike (if they make it a strike than they can use his "kiai" animation) that confirms his 400 ms light. Now you can in theory infinitely chain this like Warden, but if he holds it he gains hyper armor and does a strike/kick (the inverse of the first option) he knocks down the opponent for a short time. He doesn't get anything from this but the opponent becomes dazed. This can be used in team fights and is similar to Tiandi but is unique for Orochi. Orochi can't faint this move (only soft feint). If dodged Orochi will be able to counter gb before the opponent is able to gb him. If they dodge the lvl 1 kick/strike he can be gb, but he can also throw out the 400 ms light from HIS right side, or a heavy (but heavy can be gb if done right away).

    I would only like to see one of these two options come in if they decided to add my changes. I would prefer Option 1 because I don't like bashes and Orochi is more of a sword only guy/gal.

    Here are some minor changes that I think Orochi doesn't need but will help him use his kit.

    1: While sprinting in Storm rush Orochi will have full guard. If hit by an attack that isn't unblockable, he will deflect it. The full guard will end when Orochi starts to attack. So players must take part in his mix up. Players can also use an unblockable to counter Orochi but must obviously be timed well. Finally, since the full block ends a well timed attack can still hit Orochi.

    1.5: If number one doesn't work than allow Orochi to soft feint into guard break. I do understand why they removed it but I think adding it back would be fine. When Orochi guard breaks out of Storm rush he has great forward movement/tracking. This could catch rollers who roll when he steps back to perform Storm rush.

    2: Allow Orochi to perform Storm rush when dodging to any side. This allows for more creativity for Orochi and the forward dodge would be a GREAT chase down tool.

    3: Orochi can combo from his zone, but the combo would be a chain finisher.

    4: Orochi can hold his Riptide strike to throw off opponents. Just a good mixup tool.

    All these changes to are an attempt to give Orochi the small boost he needs to become a more fun hero. I did have the testing ground. Changes in mind when thinking of these and I think they would make fighting Orochi a little more engaging than just block and allow Orochi players to have more fun.
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  2. #2
    So, you want to rip off Shinobi, Conqueror, an AoE deflect, something no one has, more cancerous skills that have differential timing (yes, we all love warden and Hito for it - give it to more people), stealing Zhanhu's combos, and make him go from viable to busted.

    Orochi is fine assuming you do not just spam lights.
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  3. #3
    Rep 70 Katana-boi here.

    I wanna start with saying that even if the Testing Ground changes go live Orochi will still need improvements regarding his playstyle.While the changes are sure nice all it does is allow everyone to attack and use their kit more effectively but that doesnt mean it will be fun to use that kit.

    Ubi said in a past Warrior's Den QnA stream that they view both Orochi and Peacekeeper as a 1v1 hero and knowing Ubi its very unlikely they will go back on their words and give them both external pressure tools in teamfights.
    The only compromise I can see happening is if they do give Orochi an unblockable but only at the end of his chain as a recovery cancel to make it harder for him to access and not be a huge external threat.

    I too like the idea of incorporating his Kiai feat animation into his moveset as a bash. I've also seen the idea of him being able to flow into his heavy deflect thrown around a lot along with the idea of giving him Tozen's kick as a bash which I also like.

    If Ubi goes ahead and does give him a bash I would like for it to possess a different kind of risk for both the opponent and Orochi than his other recovery cancel moves.

    Were it up to me I'd make it an unfeintable sweep or atleast a bash that guarantees a heavy, most likely his top heavy because thats the fastest and doesnt hit as hard as his side heavies if we go with the Testing Ground numbers.
    I would also make it so his block recovery after the missed bash would be slower than his recovery to be able to counter guardbreaks, meaning if you dodge the bash on prediction you could punish him with a light attack and start your own offense instead of punishing him with a guardbreak into heavy.

    The lack of use for the undodgeable property on his dodge attacks always bothered me since he lacked a pressure tool to make opponents dodge.
    This change would give meaning to Orochi's undodgeable recovery cancel attacks as a mixup at the end of his chain where he could commit to the bash (relatively safe but not without risking to lose offensive momentum) and pressure opponents for a dodge then once conditioned, use his dodge attacks to catch a dodging opponent.
    In turn I would nerf his top heavy damage from 25 (Testing Ground Value) to 22 or 20.

    I also like your suggestion for Stormrush where you want the soft-feint to GB back and for Orochi to be able to perform the move from a forward dodge as well but I do have to disagree with the part where you suggest to put full-block on the runnig portion of the attack.
    His Stormrush will be a lot more potent after the TG changes so he will not need such an overkill property on it, you will still be able to feint the running portion anytime before the attack and feinting out of Stormrush has basically 0 recovery meaning if the enemy tries to poke you out early you can react to their move and deflect into or parry their attack.
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