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  1. #51
    Originally Posted by MCBooma16 Go to original post
    I understand. I think trading with charged bashes is less of an issue now that Gryphon can't delay, and Gryphons will really have to commit to their dodge attack if they want to dodge early. If a charge bash hero expects this, they're lucky to be able to feint and parry. There isn't really much that can be done about this, as the nature of the dodge with its speed and i-frames is what really causes this and just requires some slight extra reading.

    Besides, almost every character's UB pressure and charged bash pressure can be countered by a simple light if you've been light hitstunned, so this isn't too crazy of an issue. Besides, that's also a slight level of reading that has to happen. If I had to play a character's game just because they hit me with a light, this game would be much less enjoyable for me. Sometimes I make a read and simply interupt with a light. Sometimes I try to interupt and get smacked with a non charged bash instead.

    I think hitting the opponent with a harder attack should warrent the possibility of a strong followup, if that makes any sense.

    Gryphon doesn't really have to follow this because he has his double light into his kick, and subsequent options as well.
    Let me try to rephrase. The whole point of removing the delay window was to make the Gryphon have to respect more mix ups. I'm saying he doesn't really have to despite the change. The only thing different from then to now is he can't delay to punish full bashes on light hit stun on early dodge. He'll have to dodge when he sees the UB symbol instead of just orange to punish. He can still dodge attack on orange from a medium hitstun and avoid the bash to punish it.

    The way we fix this for him and other heros (aside from tiandi and JJ) is we give the dodge attacks an input window of 200-400ms into the dodge. Then once the input has happened the person loses their I frames. This is already in the game to some capacity for some heros. The window exists so someone can "dodge" on a read. but be caught by GB if making a wrong read (by making dodge attacks have 233ms gb vulnerability,) We make the I frames go away by turning every dodge attack into what's considered a recovery cancel.


    Basically all but two regular dodge attacks become recovery cancels that reward a heavy parry if parried and are slightly more GB vulnerable. This forces people who have dodge attacks to make a read on wether they want to dodge attack or not. And having an input window assures we won't have clunky feeling moves. side dodge bashes would get the same treatement but a window of 300-600ms instead.
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  2. #52
    MrBdur's Avatar Senior Member
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    Feb 2018
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    I was playing Gryphon drunk last night and my god did I ever crush people.

    The bash is hilarious.

    I literally had a guy so panicked last night that I had him at crit health and I landed 3 bashes without followups in a row. Every bash would have given the finishing hit but I let it go cuz why not.

    I then executed them instead.

    LOL

    He is still too strong in my personal opinion, at least when I play him.

    One guy picked Gryph after I beat him. Guess he thought he'd "show me" how to play him.

    He lost. Badly.
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