For Honor

For Honor

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JKArtorias 2019 年 10 月 2 日 下午 10:02
Orochi Rework By An Orochi Main
My point with this will be to show you what i think Orochi should be.

Storm Rush

Input is now the same as a fullblock.

Can now be initiated at any time in a combo, has a 200 ms activation timer.

Right side heavy: 333 ms from 300. It is also treated as a zone heavy, not guaranteeing an execution. Damage: 18

Left side heavy 433 ms from 400. Also gains HA 300 ms into the heavy. Damage: 23

At any time before the heavies attacks start he can soft feint with dodges.

Top light damage: 25

Storm Rush now has side lights. The animations would be far single dashes instead of running at the enemy. If the enemy is within the range of its distance, when used they'll stop immediately behind the enemy.

They are both 400 ms and deal 18 damage. Both lights are enhanced and if blocked or a successful hit. They can be chained into a new attack.

The attack is a 700 ms top unblockable with hyper armor 400 ms into the attack. It deals 30 damage.

Deflect Changes

Light deflect now deals 25 damage, interrupts HA, has Iframes on start up and can be chained into the 700 ms unblockable from above. It can also be immediately followed up by a light finisher.

Heavy deflect now deals 40 damage, interrupts HA, has Iframes on start up. Can be soft feinted into Zone attack

Basic Changes

Neutral changes:

Side heavies are now 766 ms and deal 35 damage. Top heavy remains 700 ms and deals 32 damage.

Neutral side lights remain 500 ms and now deal 17 damage. Top light remains 466 ms but deals 17 damage and loses its immediate follow up light.

2nd Combo Changes:

Side heavies are 733 ms and deal 33 damage. Top heavy becomes 666 ms and deals 35 damage.

Side lights are 450 ms and deal 16 damage. Top light remains 400 ms and does 14 damage.

Chain Finisher Changes:

Side lights are 400 ms and deal 20 damage. Top light is now 366 ms and deals 17 damage.

Side heavies are 666 ms and deal 35 damage. They have 366 ms HA. Top Heavy is 700 ms and deals 30 damage. As well as now being undodgeable.

Combo Changes:

Heavy Heavy Heavy, Light Light Light, Light Light Heavy, Light Heavy Heavy, Heavy Light Light, Heavy Heavy Light. Heavy Light Heavy.

Miscellaneous Changes

Zone can now be used any where in a combo. If blocked it guarantees a 2nd combo side light. As well as having dodge recovery cancel on whiff.

Side dodges are now heavy input but remain 600 ms. They deal 20 damage.

Forward dodge is now 500 ms and deals 15 damage. But remains a light and becomes enhanced.

Riptide Strike is now 500 ms and interrupts HA. It counts as a chain starter. Deals 20 damage.

Now has forward dodge gb and after any heavy in a combo they can dodge.

Special Change

If all attacks before the finisher make contact with the enemy aka Blocked or not. Side heavy finishers become 700 ms unblockables. While top heavy becomes a 600 ms heavy with 300 ms HA.

Side heavy deals 30 while top heavy deals 35.

There you go, i saw a terrible Orochi rework idea earlier and as an Orochi main. Light spam is not what i want. This is :)
最後修改者:JKArtorias; 2019 年 10 月 3 日 下午 4:22
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目前顯示第 1-10 則留言,共 10
BigJ 2019 年 10 月 2 日 下午 10:41 
Lacks preassure in group fights, storm rush still looses to poking.
JKArtorias 2019 年 10 月 2 日 下午 10:43 
引用自 ۞Big J۞
Lacks preassure in group fights, storm rush still looses to poking.
Ya but group fight preassure is wide unblockables and bashes. I don't want that on Oro.
BigJ 2019 年 10 月 3 日 上午 6:56 
引用自 God Of Conquest
引用自 ۞Big J۞
Lacks preassure in group fights, storm rush still looses to poking.
Ya but group fight preassure is wide unblockables and bashes. I don't want that on Oro.
Wat about a kick?
JKArtorias 2019 年 10 月 3 日 下午 12:55 
引用自 ۞Big J۞
引用自 God Of Conquest
Ya but group fight preassure is wide unblockables and bashes. I don't want that on Oro.
Wat about a kick?
Any type of bash is a no to me on Orochi.
AR-NewRecruit 2019 年 10 月 3 日 下午 4:17 
There are a lot of values you throw in that don't work due to the nature of how the game calculates stuff on steps with frames; basically, you can only do steps of 33ms, not in between to your liking. For example, 33ms, 66ms, and 100ms are the values you can tweak around with, so anything like 350ms is rounded out to 366ms.

You need to go through and fix up those values before valid conclusions can be brought up.
JKArtorias 2019 年 10 月 3 日 下午 4:22 
引用自 AR-NewRecruit
There are a lot of values you throw in that don't work due to the nature of how the game calculates stuff on steps with frames; basically, you can only do steps of 33ms, not in between to your liking. For example, 33ms, 66ms, and 100ms are the values you can tweak around with, so anything like 350ms is rounded out to 366ms.

You need to go through and fix up those values before valid conclusions can be brought up.
There you go.
AR-NewRecruit 2019 年 10 月 3 日 下午 5:23 
引用自 God Of Conquest

Storm Rush

Right side heavy: 333 ms from 300. It is also treated as a zone heavy

Left side heavy 433 ms from 400.
Correction on some of these values, the right side Storm Rush is technically 500ms, but its indicators are hidden for 233ms, making it behave like a 266ms attack. Left side is 600ms and behaves like a 366ms attack, while top is 700ms and behaves like 466ms. Are you changing the speed of the attacks themselves? Or the indicators? It's important to understand the distinction of which value you're looking at.

引用自 God Of Conquest
Deflect Changes

Light deflect... has Iframes on start up

Heavy deflect... has Iframes on start up.
How would this I-frame interaction work? It seems a bit tedious to implement and would definitely be a bit jarring to look at depending on the duration of said I-frames.

引用自 God Of Conquest
Basic Changes

2nd Combo Changes:

Side lights are 450 ms and deal 16 damage.

Miscellaneous Changes

Zone... If blocked it guarantees a 2nd combo side light.
One more value needs to be corrected, and the Zone change is definitely something the Devs would never implement. It's because nothing teaches a new player that blocking the zone would confirm a side light irregardless of their capacity to block it.

引用自 God Of Conquest
Special Change

If all attacks before the finisher make contact with the enemy aka Blocked or not...
Why don't the chain finishers just have those properties then?...
Saint_Laus_369 2019 年 10 月 3 日 下午 5:32 
引用自 God Of Conquest
My point with this will be to show you what i think Orochi should be.

Storm Rush

Input is now the same as a fullblock.

Can now be initiated at any time in a combo, has a 200 ms activation timer.

Right side heavy: 333 ms from 300. It is also treated as a zone heavy, not guaranteeing an execution. Damage: 18

Left side heavy 433 ms from 400. Also gains HA 300 ms into the heavy. Damage: 23

At any time before the heavies attacks start he can soft feint with dodges.

Top light damage: 25

Storm Rush now has side lights. The animations would be far single dashes instead of running at the enemy. If the enemy is within the range of its distance, when used they'll stop immediately behind the enemy.

They are both 400 ms and deal 18 damage. Both lights are enhanced and if blocked or a successful hit. They can be chained into a new attack.

The attack is a 700 ms top unblockable with hyper armor 400 ms into the attack. It deals 30 damage.

Deflect Changes

Light deflect now deals 25 damage, interrupts HA, has Iframes on start up and can be chained into the 700 ms unblockable from above. It can also be immediately followed up by a light finisher.

Heavy deflect now deals 40 damage, interrupts HA, has Iframes on start up. Can be soft feinted into Zone attack

Basic Changes

Neutral changes:

Side heavies are now 766 ms and deal 35 damage. Top heavy remains 700 ms and deals 32 damage.

Neutral side lights remain 500 ms and now deal 17 damage. Top light remains 466 ms but deals 17 damage and loses its immediate follow up light.

2nd Combo Changes:

Side heavies are 733 ms and deal 33 damage. Top heavy becomes 666 ms and deals 35 damage.

Side lights are 450 ms and deal 16 damage. Top light remains 400 ms and does 14 damage.

Chain Finisher Changes:

Side lights are 400 ms and deal 20 damage. Top light is now 366 ms and deals 17 damage.

Side heavies are 666 ms and deal 35 damage. They have 366 ms HA. Top Heavy is 700 ms and deals 30 damage. As well as now being undodgeable.

Combo Changes:

Heavy Heavy Heavy, Light Light Light, Light Light Heavy, Light Heavy Heavy, Heavy Light Light, Heavy Heavy Light. Heavy Light Heavy.

Miscellaneous Changes

Zone can now be used any where in a combo. If blocked it guarantees a 2nd combo side light. As well as having dodge recovery cancel on whiff.

Side dodges are now heavy input but remain 600 ms. They deal 20 damage.

Forward dodge is now 500 ms and deals 15 damage. But remains a light and becomes enhanced.

Riptide Strike is now 500 ms and interrupts HA. It counts as a chain starter. Deals 20 damage.

Now has forward dodge gb and after any heavy in a combo they can dodge.

Special Change

If all attacks before the finisher make contact with the enemy aka Blocked or not. Side heavy finishers become 700 ms unblockables. While top heavy becomes a 600 ms heavy with 300 ms HA.

Side heavy deals 30 while top heavy deals 35.

There you go, i saw a terrible Orochi rework idea earlier and as an Orochi main. Light spam is not what i want. This is :)
CJ once said, ''oh ♥♥♥♥, here we go again.'' lol
JKArtorias 2019 年 10 月 3 日 下午 5:41 
引用自 AR-NewRecruit
引用自 God Of Conquest

Storm Rush

Right side heavy: 333 ms from 300. It is also treated as a zone heavy

Left side heavy 433 ms from 400.
Correction on some of these values, the right side Storm Rush is technically 500ms, but its indicators are hidden for 233ms, making it behave like a 266ms attack. Left side is 600ms and behaves like a 366ms attack, while top is 700ms and behaves like 466ms. Are you changing the speed of the attacks themselves? Or the indicators? It's important to understand the distinction of which value you're looking at.

引用自 God Of Conquest
Deflect Changes

Light deflect... has Iframes on start up

Heavy deflect... has Iframes on start up.
How would this I-frame interaction work? It seems a bit tedious to implement and would definitely be a bit jarring to look at depending on the duration of said I-frames.

引用自 God Of Conquest
Basic Changes

2nd Combo Changes:

Side lights are 450 ms and deal 16 damage.

Miscellaneous Changes

Zone... If blocked it guarantees a 2nd combo side light.
One more value needs to be corrected, and the Zone change is definitely something the Devs would never implement. It's because nothing teaches a new player that blocking the zone would confirm a side light irregardless of their capacity to block it.

引用自 God Of Conquest
Special Change

If all attacks before the finisher make contact with the enemy aka Blocked or not...
Why don't the chain finishers just have those properties then?...
The attacks themselves.

By Iframes i mean anything you do will just phase through them. You know, like how Hidden Stance dodging works.

Think of blocking the zone as similar to a bash but parryable, deflectable, and blockable. New players are not my main concern. They'll learn eventually. Like how nothing teaches us that unblockables aren't blockable. Other than reading.

The reasons the finishers don't have those things normally is cause i don't want a whiff battle.
AR-NewRecruit 2019 年 10 月 3 日 下午 6:19 
引用自 God Of Conquest
The attacks themselves.
Keep in mind then that you will be turning said 500ms/600ms attacks into 333ms/433ms moves respectively, but with animations built for the former. I have no doubts that frame skipping and lagging animations will occur heavily in this case.

引用自 God Of Conquest
By Iframes i mean anything you do will just phase through them. You know, like how Hidden Stance dodging works.
Unlike Hidden Stance though, Wind Gust is a 300ms move. What's the I-frame startup? What is its duration? Does it even need it when it could be much better with a dodge cancel instead? Etc... Hurricane Blast getting I-frames also needs specific frame data especially considering it's also HA.

But a similar issue is seen in both getting I-frames, they're stationary attacks that aren't inherently built like HS to have I-frames in line with the animations. It'd be very counter-intuitive visually and is not a property the deflects need in the first place.

引用自 God Of Conquest
Think of blocking the zone as similar to a bash but parryable, deflectable, and blockable. New players are not my main concern.
They are for the Developers. That's why if you wanna have a convincing argument to implement said move, it needs information that can be conveyed for everyone. The Devs opted to take away these types of things instead of expand upon them, so what's your idea to implement it seamlessly?

引用自 God Of Conquest
The reasons the finishers don't have those things normally is cause i don't want a whiff battle.
That's not a very good reason, but to each their own then.
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張貼日期: 2019 年 10 月 2 日 下午 10:02
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