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  1. #1

    Some hero improvement suggestions

    Unlike typical rework threads where one hero is focused on in great detail this one is going to be a grouping of suggestions to improve kits. These suggestions are either ones of my own or some interesting ones i've found. Don't mistake all the changes/suggestions that will be listed as a group for one rework. They are merely ideas that can be taken to be put in individually or with a combination of some of them. One could look at it as using said suggestions as a template for a rework of their own.



    Zhanhu:

    -all dodge recovery cancels are now 300ms
    -can dodge soft feint out of UB heavy
    -can dodge cancel recovery after light finisher
    -removal of SB property on dodges in favor of getting his bash on side dodge. Has variable input window and doesn't confirm damage naturally.
    -Enhance property on dodge attacks that come from canceling a recovery.
    -can input side dodge attacks from 100-400ms into the dodge.
    -can soft feint UB heavy finisher into a chain starting 400ms light.
    -zone direction changes based on recovery cancels.



    Orochi:

    -Dodge canceling his finisher recoveries and dodge soft feinting out of his heavy attacks makes his dodge attacks enhanced.
    -Riptide now has proper I frames, can be charged slightly into an unblockable light, and if whiffed can have it's recovery dodge canceled.
    -Can do riptide input during the rush of storm rush. Is considered a heavy that can execute.
    -Storm rush gets a GB input that follows after SR only. is a minor blind based bash that doesn't confirm damage.
    -Storm rush sides are both 300ms. Light after SR is undodgable.




    Shaolin:

    -Side dodge attacks are now chain starters and can flow into qi.
    -Holding heavy input when mid chain now flows directly into qi instead of tossing out a heavy first. (can still throw a raw heavy and hold after to enter qi that way.)
    -Qi lights flow back into the infinite combo.
    -Sun kick sweep can now come out raw via back GB input in addition to after a kick. Sweep is treated like valks. Meaning only trips enemy and has a heavy combo finisher input that is guaranteed.
    -First and second hit of zone can be held to flow into qi with either held light or heavy. Third hit chains back into infinite.



    Hitokiri:

    -fully charged heavy opener still links into her "stance" aka chains.
    -Armor now exists on chained heavies.
    -Unblockable portion of chained heavies can be soft feinted into raw kick.
    -Chained heavy finishers can be followed up with sweep via standard GB input.
    -Zone and dodge forward heavy now link into chain.



    Aramusha:

    -Removal of twin vipers and furty unleashed from BB. Twin vipers is the new heavy finisher animation unblockable included.
    -Ring the bell and kick now count as chain starters allowing you to flow directly into deadly feint mix ups.
    -Can soft feint heavy openers into opposite side lights or heavies.
    -Chained heavies can soft feint into kick.
    -Zone attack is now target swappable.
    -Dodging after BB cuts it's recovery short.



    Annnd that's it for now. Thanks for reading!
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  2. #2
    Originally Posted by Knight_Raime Go to original post
    Aramusha:

    -Removal of twin vipers and furty unleashed from BB. Twin vipers is the new heavy finisher animation unblockable included.
    -Ring the bell and kick now count as chain starters allowing you to flow directly into deadly feint mix ups.
    -Can soft feint heavy openers into opposite side lights or heavies.
    -Chained heavies can soft feint into kick.
    -Zone attack is now target swappable.
    -Dodging after BB cuts it's recovery short.



    Annnd that's it for now. Thanks for reading!
    I like the Aramusha changes. A couple of additions I would add are,

    -Rushing wind alternative is now activated on side dodge instead of forward dodge.

    -Zone is now deadly feintable.

    Your changes with these two additions and Aramusha is now my main again.
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  3. #3
    Originally Posted by LightUpTheEyes Go to original post
    I like the Aramusha changes. A couple of additions I would add are,

    -Rushing wind alternative is now activated on side dodge instead of forward dodge.

    -Zone is now deadly feintable.

    Your changes with these two additions and Aramusha is now my main again.
    Those are both actually fairly common suggestions i've seen with Mushu. Could've included them but I wanted to try and spotlight new ideas just to get other people's gears going on potential ideas. Not bad suggestions though (:
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