Question about sohei chain lights
I played a match against a rep 90 zhanhu and every time id throw a light after a chain zone he'd parry it and just wouldnt react to my unblockables, was he reacting to my offense or was i just being predictable?
I played a match against a rep 90 zhanhu and every time id throw a light after a chain zone he'd parry it and just wouldnt react to my unblockables, was he reacting to my offense or was i just being predictable?
I’m rep 15 and I play warmonger, im decent at feint mix ups and parry timings and do pretty well in 1s however my biggest weakness is delayed attacks.
My friend plays hitokiri and we often 1v1 and as I’m sure many of u can relate we try and beat eachother however I keep losing to this one thing he does.
He will do his infinite heavy chain then randomly through in a charged heavy at any time and as I’m not expecting it I treat it like a normal heavy, try and parry too early then get hit, also the other move which is annoying is the sweep as it’s delayed and I end up dodging too early.
What’s a way of dealing with this and just delayed attacks in general for that matter.
He has no openers, no bashes, his feint lights are so slow, he loses hyper armor heavy trades, the 130 hp buff did nothing. If you play against a reactard, you are a sitting duck.
95% of the roster has a bash that can cancel your chain mixups.
And no he does not have the best deflect in the game, shinobi and gladiator that are already overtuned btw, have a much better punish. Plus deflects are useless and you rarely use them.
Shouldn’t they make it so her deflect bash procs tier 2? I know the intention was just for fear and fury follow-ups but so many characters get hyper armor you can have entire matches where forced to deflect bash
Ever since her release, I don't think I've ever lost to one. If I have it is extremely rare. Is she actually bad? I kind of have a general base knowledge of her kit because she's been in the game a while but I don't fully understand her kit. She seems fun to play but the closest anyone ever got to beating me in a duel was the other day which I recorded and it honestly made me want to pick her up.
She seems to be all over the place in tier lists too. Her deflect gimmick seems cool but seems really easy to shut down by just dodging and blocking or guardbreaking.
I'm not claiming to be some for honor God but it seems odd that I never seem to lose to this character and was wondering if one of you wizard sweats has some insight that I may be missing. What are her strengths or weaknesses that set her apart either for upwards or downwards?
Speaking from a 1v1 perspective where hitbox for externals don't matter, which undodgeable from Warlord's full-block/all-guard is better to use?
The zone does less damage and takes much more stamina but I find a lot of Warlord players I face prefer to use the zone from full-block instead of the heavy.
In what circumstances would it be better to use the heavy versus the zone from full-block, and vice versa?
From the perspective of someone who has never played Warlord, in a duel scenario it seems like from his full-block the heavy is more enticing than the zone, unless we consider GB vulnerability maybe?
Looking for some insight as to when one is better than the other, considering the large difference in damage and stamina cost, despite them coming from the same direction.
Thank you.
When i play, there's something that keeps happening. For example, i'm in someone's chain, and i read that they're gonna feint to GB, so i buffer a forward dodge bash.
The animation of the bash comes out, the indicator comes out too, but i get GBd. It also happens when instead of a bash i do a light. I keep getting GBd out of these moves that are not GB vulnerable.
I also keep getting GBd on feints for some reason too. Can someone explain how this works? Maybe i'm just unbelievably unlucky, because when I try the same it just does not work.
This is not a simple question, i'm genuinelly wanting to learn about it
Could anyone give the most recent pro 4v4 tier list? Or give me an idea on who’s hard meta and not in the absolute highest level of play?
Been gone for a year or so and just returning. Was wondering if devs had ever said about adding a ranked mode back in, or a competitive mode with rewards? It would do a lot of good for veteran players in my opinion.
I have been thinking about how much a setup limits the player capacity, I first played on my Xbox One and an old TV where even a 600ms zone was completely unreactable, then I changed to Xbox Series S (still on the old TV), and lights were still my nemesis
Now I play on my laptop where I play at 160fps, lights are extremely easy to block or parry, and some "slow" bashes are also reactable, though I can't react to them all the time
Buuuuuut, 400ms lights are 500ms bashes are completely unreactable to me, I think the only times I countered those, is because I got lucky
But now here's the thing: I play with all configs on low, I use dlss to buff my fps and it adds input delay, so now I have a question, would I be able to play better if I played with max configs which would give me a clear vision of the animations, without the use of configs that add input delay, and with a good resolution (1080p/1440p)?
I always hear how a lot of hero’s movesets are reactable by top players and I am wondering how they are actually reacting? Do they go mainly off of animation or do they go off of indicators? ex: parry flash or dodging as soon as they see orange to avoid a bash
As a pk how should you play when a gryphon or highlander pops champions aura, it feels like my kit basically doesnt exist until the feats active time ends and I dont know what i should be doing in the mean time
Its a 700ms attack with hyper armor, i was wondering if with that kinda speed it could be used in hitstun to get your turn back?
Shinobi's shotgun has plagued the game since its release. It is completely banned from competitive play. Ubisoft attempted to solve the issue by reworking Shinobi's feats in a Testing Ground back in Y9S3 where the feat was scrapped completely and its assets were reused for a new T4 feat.
I find this change too radical and suggest increasing the activation speed of Shooting Stars from 300ms up to 400ms. This would match the activation speed of Orochi's Kunai and should reduce the number of instances where it can be used to interrupt an opponent's attack chain and, most importantly, the chance of getting "shotgunned" for up to 100 damage. If this does not suffice it could be increased further to 433ms or 466ms but I doubt that will even be necessary.
On a side note, the same could also be done for Centurion's Vainglorious Pugio.
Please share your thoughts on this.
I'm trying to play ranked, and I know I'm well enough for plat. But, I get squashed by shit like Aramusha mix or something like machine gun lights from high lander. I know I should be countering it, but I just don't and I feel stuck. Help? I know my latency often sucks but I can't blame it on all of that
Hey! I'm looking to get back into highlander after a long period of time, so i'm not used to his post-rework state.
What I do generally remember is that he has a lot of interesting techs and tricks compared to some of the other heroes on the roster, so i'm wondering if there's anything important to know to get the most out of him?
Thanks in advance to everyone who can help!
been thinking of getting him lately, im a pretty new player rep 38 or so
i also wanted to ask if he have good defensive playstyle or if i should play him all offense
if you have any more tips after answering those previous 2 questions please do say
Medjay is in a pretty bad place at the moment and I wanted to suggest some number/property changes for him as someone who used to play him up until just recently, when he got power creeped out of even MM dominion. He honestly has the potential to be pretty interesting, but is held back by an uninspired moveset and bad numbers across the board, especially in axe stance. I'm not saying these will fix him, or are perfect changes, but I think they would make the character more viable, more fun to play, give him more of an interesting identity, and a higher skill ceiling as well.
#Axe stance
Neutral lights are now enhanced
Chain lights now deal 10 damage (from 9)
Chain heavies are now 700ms (from 800ms)
Chain heavies hitbox and tracking improved to track empty dodges and hit externally in front of him
Light finishers now deal 16 damage (from 14)
Chain bash recoveries reduced to match LB/BP chain bash
Can now chain after a whiffed bash (chain or neutral)
These are all aimed at making his bash mixup more threatening. The risk/reward still isn't great for Medjay, but it's better and the mixup is safer to use overall and much easier to get into. Enhanced neutral lights and 700ms chain heavies both give Medjay a better ability to stress reactions and apply mental stack, resulting in him baiting more parries from neutral as well as baiting more dodge attacks on his in chain bash. Reducing the block and GB recoveries on the chain bash and letting Medjay chain after also encourages opponents to dodge attack sooner and more often. Why his chain heavies were ever 800ms in the first place I'll never understand.
Axe to Staff chain zone attack damage increased to 15 (from 12)
Axe to Staff chain zone attack now has 100ms hyperarmor startup, EXCEPT after a whiffed bash
Axe to Staff chain zone attack hitbox improved to hit further to the right and more widely in front
These changes give the kind of useless chain zone attack (outside of a bash punish) much more utility, allowing Medjay to trade with dodge attacks on his (non-bash) chain in 1v1s, and more importantly allows him to use his axe stance more often in teamfights, as he can trade with and interrupt opponents trying to peel him. It also gives him a higher damage bash punish, again making the bash mixup more viable, and the bash itself is now safer to use in teamfights as well thanks to the fast hyperarmor punish. Obviously he shouldn't have this after a whiffed bash.
Medjay's target swapped axe bash is basically useless right now, it has what feels like negative range almost. It doesn't need to be as good as Orochi's bash, but it should be usable. This makes it quite a decent bash in teamfights as he now has an unpeelable 15 damage punish off of it. The chain bash could possibly also use this buff, but mainly the neutral bash.
Pretty self explanatory, these have no external hitbox at all, even if the person you're externalling is standing directly in front of you. The extra tracking lets you punish people trying to avoid your 400ms chain lights after a neutral or chain heavy. The unblockables are already safe from GB thanks to Medjay's stance swap recovery cancel so for now probably don't need much more buffing.
#Staff stance
Honestly, this stance is much harder to buff than axe without making it overtuned. I'm hoping that the axe changes can help close the gap a bit. That said, Medjay's heavies are currently OK but really quite slow, which makes it hard for him to trade. Buffing their speed will allow him to land damage more often and make his staff stance more threatening.
Medjay can't use his opener or chain lights to peel right now without getting peeled himself, even at 900ms his heavies are likely still too slow to punish most characters when trying to punish or interrupt his chain (900ms is the same speed as Sohei chain zone.) Yes he can kind of use his finisher lights' insane hitboxes right now to pre-peel for himself in some cases, but all it takes is hitting him before his light hits you, which mostly depends on positioning and is inconsistent for Medjay. Giving them the hyperarmor back allows Medjay to use his chain more safely again, as he can use them more reactively to punish peel attempts, making him a little bit more viable vs. top characters.
Staff to axe chain zone attack damage increased to 15 (from 12)
Chain link from staff to axe chain zone attack to axe chain light reduced to make axe chain light undodgeable on chain zone hit/block
This is meant to be similar to Ocelotl's bash/light mixup, and hopefully gives Medjay's staff to axe chain zone more utility in teamfights as it's honestly a completely useless move currently. Since he can chain directly into a bash after the zone, making the axe chain lights undodgeable after a hit/block creates a low damage mixup (10/15) that Medjay can apply on blockstun, letting him lock down opponents in teamfights - forcing them to make a read on a 400ms light or a bash, allowing him to potentially confirm damage for his teammates. It also makes his unblockable mixup after the zone indirectly more viable as early dodging is more punishable (still won't do much vs. external dodging though.) It's not a great mixup and is still highly punishable if externalling Medjay, but it gives him an extra tool to use that comes out quite quickly, helping Medjay apply more mental pressure on his opponents.
The hitbox nerfs he got a few years ago were definitely warranted but this one really did him dirty. Medjay no longer has hyperarmor on the light following this, so the zone is consistently punishable by dodge attacks. The bigger hitbox lets him peel for himself while in staff mode, making it easier to get into his chain, and also lets him clear minion lane a bit faster which is a nice bonus.
These changes won't make him S tier in any mode, especially as long as Pirate/VG/Orochi/Nobu continue to exist, but I think they give him some of the versatility he was always advertised as having, and makes both of his stances synergize pretty well with each other through the unique chain zones. It also, honestly, just lets him press more buttons and makes him more fun.
Let me know what you think, I'm sure I've overlooked something here and I'm interested in hearing your thoughts.
Edit: removed change to neutral bash GB recovery as it's unnecessary on top of chaining after the bash