Hitokiri/sakura was meant to trade, they said it multiple times In stream, Hitokiri/sakura identity is uninterruptible stance and Relentless executioner with multiple mix-ups
but take away uninterruptible stance from Hitokiri/sakura was insane compete destroy Hitokiri/sakura identity but nerf Senbonzakura was really dumb what about spear storm fire flask nail bomb and Catapult can kill whole enemy group
hitokiri/sakura heavy damage its compete joke deal 24 damage
i really disappointment devs team lies about Hitokiri/sakura identity in stream for 1 year ago
hitokiri/sakura Rework
increanse hitpoint hitokiri/sakura 140 to 145
Mangetsu buff uninterruptible stance start at 100 ms
while charged heavy give you uninterruptible stance start at 0 ms
Rei sweep uninterruptible stance start at 800 ms from 1000 ms
sankotsu become undodgeable attack
zone attack uninterruptible stance start at 400 ms
Endless Myriad uninterruptible stance start at 100 ms
feats replace/Buff
Spirit Shroud increase 15% up to 20%
bloodlust replace with flash wound
Regenerate replace with Uninterruptible
enemy cant no longer parry Senbonzakura/commander and guardian will now parry Senbonzakura always
thank you for read and please respond my post Devs team and Poeple
#SupportBuff.hitokiri/sakura
Hyper armour 100ms in to the move will just cause heavy on red issue we had on release.
Hyper armour on heavy can only start at 500ms in to the move, neutral lights don’t get hyper armour and only finisher.
Interesting try but overall you would just create a flawed rework with this
While it is true that the developers initially designed her around trading I think the more apparent design of the hero is her potential to be a vortex hero. For those unaware of what a vortex is I shall explain.
Essentially a vortex is a situation in which the person is in an oki state (oki meaning on the ground,) and is forced to make the same read repeatedly. And regardless of the outcome of said read it will lead back into itself and force you to make the same read again.
However For honor is a non traditional fighting game. In other fighters you typically have a knock down state. FH doesn't have this as a universal mechanic. Also even vortex heros have more tools in their kit. In FH kits live and die by their gimmicks. Hitokiri's issue and why I don't personally consider her a vortex hero is because blocking her heavy allows most of the heros in the game to nullify most or all of her mix up. Not only that but if she leads into her mix up with a light attack you can roll away from the mix up entirely.
So I think going forward instead of trying to find some way to make armor work in her kit by changing the timing/adding more armor like you're suggesting that we find ways to make this Vortex more usable. I shall offer some suggestions:
-Zone and forward dodge heavy both lead into the mugen-ryu state. Meaning they're chain starters now for kick and sweep specifically. Not heavies or lights.
-Fully charged unblockables now lead into the mugen-ryu state. meaning you can chain back into kick and sweep.
-You can now soft feint charged heavies into uncharged kick.
-You can now input sweep after a heavy with back plus GB.
-Charging the kick doesn't lead into sweep anymore and instead serves as to catch eager dodges. It's range and tracking is improved to deal with people who back walk after heavies.
-Sweep now also gives heavy as a reward for Hitokiri.
This is of course rough draw up of the kit. It doesn't include the numbers for damage or recoveries or even speeds of the bashes. The general idea again is to further bolster the idea that she's all about that vortex. Giving her more options to not only initiate into it but to continue it. Essentially all of her neutral attacks lead into her vortex. Sweep is only available in chain to encourage more use out of her chain heavies. This is done because sweep would be a different timing compared to her kick. And sweep has armor since it still has armor in her current kit. The armor would in theory let her perform her vortex even in a team fight situation since she wouldn't be interrupted by attacks.
Her sweep also only existing in chain means neutral is more easy to understand.
hitokiri/sakura was supposed to get easy execution on heavy attack with trade enemyOriginally Posted by Gaser. Go to original post
it why hes heavy heroes to trade enemy attack and identity
thank you for read my post and give suggestion to hitokiri/sakura but,Originally Posted by Knight_Raime Go to original post
i just like hitokiri/sakura get super uninterruptible stance on heavy attack
hitokiri/sakura was identity to trade enemy with heavy attack to get easy execution
but i do think hitokiri/sakura feats need to replace with flash wound and Uninterruptible
I understand why people enjoyed trading with her. It (albeit rather clumsily,) enabled the vortex to some degree.Originally Posted by HyperArmorSalt Go to original post
However i'd suggest if trading is what you want gameplay wise you're better off going to Shugoki. He's designed around trading 100%. Nothing else in his kit to really suggest otherwise unlike hitokiri.
On my end I still manage to make trades with Hitokiri rather often due to her unblockable charged heavies having armor. Though because it doesn't flow back into her stance it's basically the same issue people had before (where she'd just trade from neutral and not do anything else) but worse. And that's not particularly fun.
Feat wise they could replace the righteous deflection with Juggernaut. But imo that's open for a lot of abuse so I don't see that happening. By flash wound I assume you mean thick skin. I could see them replacing the same feat with that. Would be less open to abuse since it has a cooldown on it. In my opinion though Hitokiri already has a good selection of feats to play around with. Her T1 unique is good enough in niche scenarios and fast recovery is really beneficial for this current version of the game.
T2 unique is good in a coordinated teaam and blood lust is great as a solo que. Deflection is just as situational as blood lust so it's also good. But it's reliant on landing a parry. By replacing it with thick skin you're removing the parry requirement but having less damage reduction. I think they chose to have deflection here instead because we already have passive damage reduction with her unique T3. And it might be confusing to constantly deal with 2 different damage received values every 5 seconds compared to parrying DR to be more deliberate and understandable by both the player and the opponent.
T3 unique is passive DR until death which is nice. But it also has nukekubi. Which now works with bashes as well as feats. So it's a decent pick for a character that's relentlessly attacking.
And her T4 situation has her unique which even in it's nerfed state is still usable if you have someone to set it up for you or if you knock someone down with revenge/oos parry. Or fear itself which just lets Kiri nuke harder. If I had to do any feat changes at all i'd make it so her unique T4 is feintable and sets it's cooldown on half instead of starting over. and also make it not effected by DR. So it retains it's consistent lethality but is still parried by normal parries and revenge. Which is what the devs aimed to solve by making it parryable.
I feel hito is better of removed from game and have pieces of there kit given to shugo instead as many of hitos moveset wouod suite shugo better character wise, such as the infinite heavy chains and instead of a kick give shugo a chargable headbut in chain that does a small amount of dmg on the bash itself plus stun and let charged bash do heavier stun/stam dmg plus garanteed light,
Hito atm is now just a cent clone with a few tweeks with nothing original in her kit now,better to remove her
It’s a flawed identity if it is only build around hyper armour 100ms in to the move.Originally Posted by HyperArmorSalt Go to original post
100ms hyperarmor is obviously a stupid idea. If I were to rework Hito, I think I would buff the Mugen Ryuu something like this:
1. Mugen-ryuu heavies get hyperarmor 400ms into the move.
2. Mugen-ryuu heavies deal increased chip damage (7 is okay) and on block, refund 4 stamina.
3. Zone is undodgeable, and starts Mugen-ryuu. It can also used during Mugen-ryuu for 12 stamina.
4. After a Heavy feint, you can follow up with an enchanced combo light (6 stamina).
5. Kick can't be punished with a guardbreak, but only guarantees a light opener or Mugen-ryuu zone.
6. Sweep chains into a heavy on contact.
7. Dodge heavy starts Mugen-ryuu.