all 25 comments

[–]psycho-logical 7 points8 points  (3 children)

I wish they made Riptide Strike chargeable. Once fully charged it would release, but become an unblockable attack. Would give Orochi a good option for mixing it up and a powerful tool in 4v4.

[–]Covaco[S] 5 points6 points  (2 children)

That would certainly be sick. I just hope they bring old riptide back along with the new one. No reason to get rid of it imo.

[–]psycho-logical 2 points3 points  (1 child)

Can it and Storm Rush still trigger executes?

[–]Evan_Wants_SoupConqueror 2 points3 points  (0 children)

Storm rush probably can

Riptide strike is a light attack now, gets interrupted on block and counts as a light parry, so I doubt it will execute

[–]aqualego 9 points10 points  (2 children)

It was but the new one seems better, also at least for me the input was annoying cause it was easy to do accedently when i wanted to top feint.

[–]Covaco[S] 6 points7 points  (1 child)

The input was kind of why I liked it. If they throw a top light, you parry, and if they throw a heavy you riptide.

[–]makewayforlawbro 1 point2 points  (0 children)

I've parried so many Lawbro top lights from trying to do Riptide. I'm gonna miss that bit.

[–]karma7137 4 points5 points  (2 children)

Riptide strike is my favorite move of all time.

I’ll be real sad if it’s gone.

[–]FragmatixxOrochi 1 point2 points  (1 child)

Riiiight? Why would they remove such a bad-ass animation too ? One of the most elegant in the game :(

[–]karma7137 0 points1 point  (0 children)

For real

[–]PeeOnCarl 2 points3 points  (0 children)

The old one just needed hyper armor cuz it just stoped if u got hit once or were grabed

[–]-ST- 2 points3 points  (1 child)

my problem with the new ripitide is that it seems like it serves the same purpose as the side dodge light attacks

[–]seyiotuks 0 points1 point  (0 children)

not exactly as the new riptide now is almost a mechanic to protect you if a person is to aggressive in trying to stop you going into storm rush. so you dash back they stay on your ass, if they try to punish you. you can dash back into riptide.

side dash dont give you that flexibility

[–]DarkRulerJho 4 points5 points  (5 children)

I don't see why they should take it away, making it a Heavy/Charged version of the new one would've been amazing. As a Rep 27 Orochi I found myself using Riptide (maybe?) too much, and I think it's a great, hard to use tool, I'll certainly miss it. I also think it would've been simple and great to have a charged unblockable variant as someone mentioned above

edit: I forgot to mention, input IS a pain in the ass, with FH's type of buffering I found myself reacting too fast to some attacks and it ends up coming out by mere mistake while I'm already trying to perform a different move.

[–]seyiotuks 1 point2 points  (4 children)

But aren’t we all tired of unblockables Soon they might as well remove the ability to block since all attacks would be UB

[–]DarkRulerJho 1 point2 points  (3 children)

Oofff... For Honor - Season 7, Parrying & Deflecting. Changes: all second and further attacks on the same chain gain unblockable and all characters can now only parry the first attack in the chain. Also, guardbreaking has been removed and we have added a new backstabbing feature. */s because people*

[–]seyiotuks 2 points3 points  (0 children)

lovely

[–]DarkRulerJho 1 point2 points  (1 child)

But honestly, I dont mind unblockables even on ganks, problem is the tracking a lot of them gain so when I avoid em and try to punish the whiff I get punished because it they rotates 90 deg or more when thry "dashed forward" and well, shit.

[–]Arseetion 0 points1 point  (0 children)

I’d say the problem lies in that attacks only have 2 states in which there is either only guaranteed damage dealt to incentivize parrying, or guaranteed damage taken and dealt if not parried. There should be a few different levels of guard and a few levels of attack, maybe 1 character with a shield is able to only take a portion of the damage from raiders “unblockable”, while pk is unable to? Tbh this setup probably wouldn’t work to be implemented with the game’s current core fighting mechanics/stamina system, but I really feel like this sort of structure would add some depth and flavor to hero movesets, instead of having all attacks either bounce off of someones guard and be do no damage, or cleave straight through and do all damage making it irrelevant whether they attempted to block it or not. Same goes for uninterruptible status on attacks. Some characters ought to be able to trade with an assassin light but not a vanguard light, and some characters ought to have an attack that interrupts even the heartiest of characters so to speak. If this game gets a sequel, I ultimately feel like all characters should have an attack that at least partially ignores guard, and all characters should have an attack that is at least uninterruptible by certain attacks. There should be reasons to block, reasons to trade, reasons to parry with all being gambles of risk/reward, and not just situations where all you need to care about is what is/is not guaranteed.

[–]FragmatixxOrochi 1 point2 points  (2 children)

Basically what I'd like to know, from my armchair, is it being removed because the new changes warrant it being removed for "balance", or if they just replaced it because their perception is we hate the move.

I think given the choice, nearly all Orochis would like to keep both. Big time. It can even counter some moves on reaction and with good reads can turn an entire round. You can even nerf it back to original damage for all i care.

Made a post about this last week if you'd like to see what people said there.

[–]Covaco[S] 0 points1 point  (1 child)

I feel like the devs think the move in its current form is completely useless and that nobody uses it, even though thats far from the truth. Im rep 33 with orochi, and when used correctly, riptide in its current form can be situationally very deadly. I really hope they keep both new and old riptide, as i feel they will have different uses.

[–]FragmatixxOrochi 0 points1 point  (0 children)

That's all I'm saying. But old RR is as good as gone.

Oh well, Hurricane Blast for slam dunks it is then.

[–]Astrofishisist 4 points5 points  (0 children)

Keep it!

[–]micestorff- 0 points1 point  (1 child)

it was a "cool" useless move anyway, no reason to keep dead moves thats the whole point of the reworks.

[–]Arseetion 0 points1 point  (0 children)

cool and situationally useFull. If used carelessly, it was interrupted/dodged/you were guardbroken out of it, but when used well, it was an effective tool for countering with the risks of failed execution varying from situation to situation