Oblivion Override

Oblivion Override

View Stats:
Another post about the countering abilities
Since it still hasn't been addressed, I would like to ask the other community members: How many of you are fine with the amount of active frames for the Blink Katana and Shoryuken skills? I personally am not. They are way too tight, especially since the timing of enemy attacks is very widely different and the parry has to be pretty much frame-perfect unless the player upgrades the Shoryuken's active frame amount (in the zone Evolution). I'm not asking much, 3-5 active frames more should suffice. Thoughts/opinions?
< >
Showing 1-15 of 21 comments
it would be okay to increase them a little, maybe 25% of what it is now

You still taking a lot of risk staying put, which is not really an option in most cases so

Not sure if the healing on parry would get OP though, but probably not
The nameless Gamer Jun 20, 2023 @ 10:17am 
So far, they're mostly useful against bosses and enemies with super-armor when you isolate them. In a crowded battle room, not really.
MrSmiley Jun 20, 2023 @ 10:25am 
Originally posted by American Dove Mitten:
it would be okay to increase them a little, maybe 25% of what it is now

You still taking a lot of risk staying put, which is not really an option in most cases so

Not sure if the healing on parry would get OP though, but probably not
Parry has full invuln on the attack sequence, can be dash cancelled, and has the heal. Its already pretty op on bosses
The nameless Gamer Jun 20, 2023 @ 10:36am 
Originally posted by MrSmiley:
Originally posted by American Dove Mitten:
it would be okay to increase them a little, maybe 25% of what it is now

You still taking a lot of risk staying put, which is not really an option in most cases so

Not sure if the healing on parry would get OP though, but probably not
Parry has full invuln on the attack sequence, can be dash cancelled, and has the heal. Its already pretty op on bosses

Assuming you can land it. I'd prefer it to lose the heal for a few more active frames.
Originally posted by MrSmiley:
Originally posted by American Dove Mitten:
it would be okay to increase them a little, maybe 25% of what it is now

You still taking a lot of risk staying put, which is not really an option in most cases so

Not sure if the healing on parry would get OP though, but probably not
Parry has full invuln on the attack sequence, can be dash cancelled, and has the heal. Its already pretty op on bosses

Not taking a risk getting hit in a first place is more OP though
Tyrian Mollusk Jun 20, 2023 @ 4:18pm 
I don't know because the damage enemies deal and the annoying infrequency of being allowed to play a counter-using game have not mixed well so far.

I do know it's a terrible idea to change the counter frames on an upgrade. The player needs to know and feel that counter window, not have it changing from run to run and from one part of a run to another.
MPN64 Jun 20, 2023 @ 10:30pm 
On alert levels I have a hard time using it. Skill issue :steamfacepalm:
Ususally I love parry in games, In this game I skip it if possible!
Last run it was offered more than 10 times. never got anything else!
RNG hate it at times!
Phara Jun 21, 2023 @ 12:42am 
Parry with the 0,1 bonus is a must have. I dont pick any other mech skill since its damn over powered. You can cheese most bosses with that. I mean you can parry ANYTHING.
Makes not wanna play with Lee at all compared to his skills. So better crank up Lee and leave Parry alone :O
MrSmiley Jun 21, 2023 @ 9:29am 
Originally posted by Phara:
Parry with the 0,1 bonus is a must have. I dont pick any other mech skill since its damn over powered. You can cheese most bosses with that. I mean you can parry ANYTHING.
Makes not wanna play with Lee at all compared to his skills. So better crank up Lee and leave Parry alone :O
Yea everything feels so much harder for me without shoryuken, so many boss windows are small but with shoryuken you can swing + parry and get damage out a lot faster, or turn keep away mechanics into free damage.
After my most recent run, I think I changed my mind. As soon as the 0,1 bonus drops, the Shoryuken becomes incredibly powerful. But using it before getting that upgrade is an invitation to take damage. Though I would digress that it's the ONLY useful mecha skill now. Smashing Fist also has a heal effect and has become exponentially more useful assuming it is correctly timed. The only remaining sub-par skill is Tyrannosaurus. The Blink Katana's parry however should get more active frames.
Phara Jun 21, 2023 @ 10:41am 
Originally posted by The nameless Commander:
After my most recent run, I think I changed my mind. As soon as the 0,1 bonus drops, the Shoryuken becomes incredibly powerful. But using it before getting that upgrade is an invitation to take damage. Though I would digress that it's the ONLY useful mecha skill now. Smashing Fist also has a heal effect and has become exponentially more useful assuming it is correctly timed. The only remaining sub-par skill is Tyrannosaurus. The Blink Katana's parry however should get more active frames.
Dont you mean the Sanguin Blade, which also has parry? Blink Katana was the purple one that teleportet behind the enemy? Not sure anymore. But the weapon has also a 0,1 second perc that can be reforged.

The Problem with Tyrannosaurus is the button layout, at first i rebind my mech skill button to R1 for constantly charging it. But it gets confusing if you use the original layout (ps controller). So i just skip that skill.
The nameless Gamer Jun 21, 2023 @ 10:52am 
Originally posted by Phara:
Originally posted by The nameless Commander:
After my most recent run, I think I changed my mind. As soon as the 0,1 bonus drops, the Shoryuken becomes incredibly powerful. But using it before getting that upgrade is an invitation to take damage. Though I would digress that it's the ONLY useful mecha skill now. Smashing Fist also has a heal effect and has become exponentially more useful assuming it is correctly timed. The only remaining sub-par skill is Tyrannosaurus. The Blink Katana's parry however should get more active frames.
Dont you mean the Sanguin Blade, which also has parry? Blink Katana was the purple one that teleportet behind the enemy? Not sure anymore. But the weapon has also a 0,1 second perc that can be reforged.

The Problem with Tyrannosaurus is the button layout, at first i rebind my mech skill button to R1 for constantly charging it. But it gets confusing if you use the original layout (ps controller). So i just skip that skill.

I mean the red sword, probably misnamed it. Well, that solves the active frames issue then.
I play on keyboard, so the mapping isn't the problem. Tyrannosaurus can't be used whatsoever unless you unlock being able to move while charging. And it's one out of 3 skills without HP restoration on hit. Smashing Fist is actually the best in that department.
Danger_Close Jun 21, 2023 @ 3:58pm 
I found them both to be pretty easy to use, and almost unfair with the window extension. Shoryuken makes Gladys in particular an absolute joke, but all bosses become much easier with it. IMO enemy density and SFX overload make it difficult to use effectively; being able to concentrate on a small handful of elites or just a single boss makes using it very easy.
Zhurtek Jun 22, 2023 @ 2:00pm 
Where do the sanguine blade and the blink katana drop? I think those are the only two weapons I'm missing
The Blink Katana (red blade) is dropped by Luong, the big mech meditating at the start of zone 2 once you beat Nepthys once. The Violet Dagger... I can't remember.
< >
Showing 1-15 of 21 comments
Per page: 1530 50

Date Posted: Jun 20, 2023 @ 9:38am
Posts: 21