I think the big issue with PK is her light spam is basically a better version of Zerker’s infinte chain. I see a lot of talk about PK having easy to punish gap closers but I personally don’t see that as a drawback at all. Walk up and block is pretty effective when you’re probably gonna have a faster move speed than your opponent unless they are also playing assasin. Get in range and it’s r1r1r1r1r1 city until you get bored or the person guessed right on the parry. Which in itself wouldn’t be a problem if running out of stamina actually mattered. She can walk up to you, spam her lights, if you’re one of the characters with slow guard speeds put you in a guessing game and then backdash to safety when she runs out of stamina. Granted playing mainly Shugoki has no doubt colored my impression. Not only can my fat ass not block her pseudo chain I can’t catch to her when she runs away.
Most effective way I have dealt with it spamming backdash bait out a top lunge so I can parry it and take off half her HP, though really that is just the usual PK FOTM player being bad than a legitimate strategy.
Also the guard swappng bug stopping knock down when GB when exhausted is some shit I tell you hwhat
I’m not sure how I feel about conqueror. I like how well his design and playstyle mesh but I’m not sold on allblock being a good mechanic on top of his already there superior block. I wonder if less people would take issue with him if the game took life leads into account for deciding who wins a round. That way forcing a turtling conq to do something dumb to avoid a TO would be viable.
I mean the same thing specificly. Orochi AoE attack is fast, Warden’s too. You won’t be able to switch guard either way.
Naah. Zerker can dish out damage more efficiently and can go in (if you made a mistake) for free.
PK have the speed and her 2nd attack is unblockable sometimes but she gives you free revenge gauge with spam and can’t trade hits.
I played against some good Shugoki’s that just trade the living shit out of me with their armor and stuff.
Also about the bug: is it a thing that thing when you should fall over you just swap guard and game forgets that you should fall over?
12 frames still too much for the half of the cast. And 8 frames is too much for the 2/3 of the cast. So why PK’s aoe is so special?
Maybe we should fix the guard swithching to 5 (PK, Zerk, weaboo) 10 (Warden, Kensei, Raider, Lawbringer) 15 (Beardlord, Vankyrie, Nobushi, Shugoki, Conqeror)
And do not touch AoE timings (you can rest guard for 10 framers and 15 framers have 360 guard and armor to deal with stuff)
I assume you’re not English native but I have no idea what you mean, only 3 classes have these extremely fast zone attacks. They’re the imbalance, everyone else has pretty average start-up. Warlord is like 17f, I think the Berserker might be 14f.
I mean that UBI should not touch the fast AoE attacks. It will make the game even more defense oriented.
Right now problem is with guard switching timings. They are all over the place.
They should definitely touch the zone attacks, 8f is not reactable by any means. The Peacekeeper currently has what is essentially an unblockable, it’s terribly balanced.
Maybe 12 frames would be OK. But stamina cost should be reduced. It is not ok to pay 2/3 of stamina for a bad opener.
But it wont solve a problem for anyone except Warden, Kensei and Warlord.
They’re more than openers and the zone attacks of the Warden and Orochi can kill you at low HP levels free.
13/14f is acceptable IMO. You can’t build a system that focuses on reaction time and then fuck your playerbase not only with P2P matchmaking but also making attacks that are beyond what humans can react to. We’re not all world record holders, this shit is a guess not a reaction. You can make attacks fast to a point where they’re hard to block and incredibly difficult to parry without forethought. Not just impossible to block.
PK doesn’t need to make you make a mistake to do damage is the thing. Berzerker is very linear and his chain and enders are risky. PK gets the same kind of block pressure with her light spam but it’s safer than zerker’s and depending on her opponent’s class is a true top/left/right mix up even if they block the initial light. Compound this with the life difference between classes will be at most 1 light attack unless you’re up against shoguki and I don’t see any way in which PK isn’t outright the best assassin and one of the best characters in the game easily. Revenge gauge build up doesn’t matter because PK is also among the fastest characters in the game and can just backdash bunny hop away until the gauge empties. She’s everywhere in duels, she’s everywhere in 4v4, and she’s everywhere in tournaments along with warlord because she’s easy to play and does everything better than any other character in her archetype. She’s Cammy if they made Cammy’s block strings also left/right mix ups.
Honestly I don’t think that changing the timing of AoE attacks will help.
You need [guard switch frames]+[frames to react]+[possible lag] so 13-14 is not enough for characters with guard switch with 13-14 frames.
guard switch timing must be adjusted in the first place. Then fast AoE attacks should be adjusted if needed.
I’m pretty certain guard switch timing is being addressed as it creates massive imbalances for characters with the worst of it like Raider, Shugoki etc.
Against stuff like that, I just preemptively guard where I can’t react so I’m “ready” if they go for it. I treat like Tekken, sort of… “block high, react low.”
Just because you can’t block it on reaction doesn’t make it broken. That’s a term that’s grossly overused in the FGC. Unless I’m missing something, there are ways to deal with it.
Top light as Orochi. Top light feint cancel into zone. Top/right mix-up, not possible to react to due to how your mind processes the red highlights on reaction. Good luck pre-emptively blocking that buddy, good luck blocking it at all. It’s broken. Probably the most broken thing I’ve seen in a competitive game I’ve owned as of recent as it literally defies what the game is built around.
I think they need to tighten up the system before then nerf the shit out of defense. Remove guard swap speed entirely (so no bloody lag there), make stuff that says “during startup” actually during startup as opposed to a few frames in, that sort of thing. Then you have indicators come later, guard breaks not as techable on reaction, dodges lose most invincibility frames, stamina being a limiter on defense rather than offense, standardize parry rewards, that sort of thing.
Sooooo… it’s a mind game/mix up that you get put in if the Orochi manages to get a clean hit on you? Doesn’t sound much different than fighters. Sometimes you just gotta guess… It is what it is. Those zone attacks also take a lot of stamina, so it’s not like they’re gonna be thrown out every second.
I play both Peacekeeper and Orochi. Rarely do I lose against them unless I get bored and get tunnel vision. The really good ones give me some trouble, but I know how to deal with their shit. What I noticed other people doing to avoid my mix up is just rolling away. Blocking isn’t the only option. If they start doing that feint/guess bullshit, I just swing. Freezing up is the last thing you wanna do.
I don’t get why failed guard breaks break shugoki’s armor. Yay I teched your GB now you can bully me all you want
Why not have his armor break when you parry stuff too
Aside from that the more I play him the more I think shugoki is really really strong, at least against characters that don’t have quick 1 2 punch chains. Even if they take away his unblockable parry glitch, charge of the oni cancels into heavies is stupidly good damage from very little risk. If they normalize block speeds I expect to see him everywhere.
It’s not broken because you have to guess, it’s broken because outside of a a couple of characters, namely the ones you play, no one else has access to anything comparably powerful and risk free. Stamina is a non issue. They get to keep their unreactable shit while at the same time other characters actively get their guessing games nerfed. They took away kensei’s side doge into unblockable mix up, they made shugoki’s charge/grab mix up worse, and the leave the zone cancel BS that pk and roach can do untouched. It promotes a degenrate play style because either you play them, or you play warlord or warden, or you pick any of the other characters that are categorically worse because they have to really on feints solely. And you see it effective what little “competitive” scene there it already. Who gets played? PK, Warden, Warlord, sometimes roach, sometimes valk and Conq as the odd one out, only being there because Allblock negates the guessing game everyone else has to deal with. A fourth of the roster is playing by a different set of rules and shockingly they are the best characters in the game.
It becomes even more egregious when those characters, without access to their guessing games, would still have as strong offensive tools as everyone else. There is no trade off, the characters aren’t balanced around having access to unreactable stuff, they just have it as a bonus in addition to their class gimmicks. Dodge valk’s shoulder ram? GB. Block warden’s stupid fast zone? GB. Guess right on PK’s shit and she’ll just do it again and you die or she runs out of stamina, at which point she backdashes to safety
And then you look at lawbringer, who’s “mixups”, such as they are, are all reactable, and you have to wonder, what was ubisoft thinking. The most straight forward is that didn’t intend for some of these classes to have guessing games at all.
Also can we talk about the serious lack of any tech that actually written down about this game? It’s all like 10 minute long youtube vids. At least put a write up or a link to pastebin in your vid description, I don’t want to watch half an hour of you shilling your channel to get to the 3 minute nugget of information hidden in your student film.