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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