Proposed Shugoki rework
I've been thinking a lot about(and playing a lot of) Shugoki and how utterly useless he is in the current game. All of his attacks, even lights, just scream 'Parry me!', his poise/hyper armor is inconsistent at best, his attacks all have terrible tracking, and he runs out of stamina far too quickly. So here are my ideas:
- Unblockable heavy attack stance. This is the biggest one. It would be similar in concept to the Highlander's offensive stance or the Orochi/Shaman's crouching stances. He would stand there, knees bent, kanabo up on his shoulder, ready for an attack. He can't move during this stance, but he can perform a wide dodge(that doesn't open into any attacks, unlike most Assassins or the Kensei). His stance is hidden in this state, and he never changes position to visually indicate it, similar to the Shinobi's chain-swinging. Also similar to the Shinobi's chain-swinging, he slowly drains stamina in this stance-- if you need a lore/logical explanation, perhaps he's holding his breath in order to release a mighty warcry. From this stance, he can launch heavy unblockables that are considerably faster than his normal ones(but still not too fast to parry-- roughly about the same speed as Highlander's, perhaps faster since he can't move in his offensive mode unlike Highlander), a very quick light where he jabs you with the pommel of his kanabo for slight damage(this doesn't break the stance) or a grab. This grab has him reach forward with his free hand, pull the opponent close, headbutt them for a daze and stamina drain, then throw them, in the same way as the post-guard-break throw. Hence, if the headbutt brought their stamina to zero, they'll stumble and fall.
- A stumble punish. The fact that a Shugoki can stumble someone and his attacks are still too slow to get a punish-- it seems like sometimes they recover fast enough to block a light, even!-- is ridiculous. This would be my answer to this, something of a combination of his GB-swing and the Centurion's knock-down-jump-attack-punish. When his opponent is down, he can stand in front of them and perform a side heavy to smash his kanabo into them to send them flying in the direction his attack was going, like a golf ball. An appropriate punishment for getting stumbled by the slowest class in the game.
- More hyper armor. In the game's current state, his hyper armor is worthless against all but the hardest of reads. Certain classes are able to get through it no matter what. During his normal unblockable heavies, he should be uninterruptible by anything at all, period. Your only option is to parry or dodge. In addition, dodging them should be much harder. His side-heavies are these massive sweeping attacks, but yet dodging to either side lets most characters magically phase through them. His top-heavy utilizes the full length of his massive kanabo, yet a back dodge allows you to escape it easily. Neither of these should be true. A back dodge should be the only way out of a side heavy, and vice versa. In a game so reliant on mixing up your opponents and punishing their failure to read, the Shugoki's hardest-hitting attack is far too forgiving.
- Make Oni Charge useful. It's a completely worthless stamina drain right now. You barely flinch your opponent when it makes contact and you charge right past them before you can capitalize, now going into a basically fresh fight missing half of your stamina. There are several ways to make it useful, but I would personally make it something of a way to punish people for trying to run away. Make it so that when you make contact, you grab onto them and carry them the full length of the charge before throwing them(again, much like a GB throw) in front of you at the end of it, confirming a light, or a heavy if you hit them against a wall.
- And now, a slight nerf(but a buff in another way): Demon's Embrace. I know, the tier list says "without Demon's Embrace, Shugoki has nothing" but this is a new Shugoki. In this proposed situation, aside from being completely uninterruptible because of his new Hyper Armor, Demon's Embrace would act much the same, except for one simple change-- a flat damage, and a flat heal. No more letting people get you down to low health just to Embrace them and instant-kill them for a near-full heal. The only exception to the heal amount is that is also heals you any damage taken during the Embrace, thus making it an effective 'cure' for bleed/poison in duels, and removing its tendency to be a free 'please attack me' window in team fights. I would also make it so it drops the opponent in front of you, so you can get a light while they're down. The golf-ball-swing is not available on an opponent knocked down by Demon's Embrace.
- The biggest nerf I would offer would be a slight reduction to damage almost across the board. I think I've given him some decent mixup potential, so the amount of damage he currently deals per attack would be somewhat unfair. I would make the stance heavies deal only about 3/4 of the damage the regular unblockable heavies deal, and reduce his regular unblockable heavies by about 10-15%. 5-10% for Demon Ball and the golf-swing equivalent.
TL:DR give him a special stance from which to launch quicker unblockables from a hidden direction so that his moves aren't all parry-bait, make him able to punish stumbles with a move like Demon Ball, give him a lot more hyper armor so trading with him simply isn't an option, make Oni Charge useful, make Demon's Embrace more fair for both parties, and reduce damage since now he can actually hit people.
Thoughts? Suggestions to add onto this?
Posted Jun 28, 2018, 7:31 AM UTC · edited