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  • Knight_Raime
    Original poster 82 posts

    With the recent update to the game the devs did a number of number changes, some bug fixes, and one hitbox change. I believe this has created a chance to give more focused feedback on his deeper kit issues. I will list the changes in a short bit (along with some other adjustments/bugs that still need to happen,) but since this is a new forum i'll have to briefly go over the deeper kit issues again so others can understand and make suggestions of their own.

    So the two primary problems that hold Kyoshin back are his stance and his follow ups from said stance. His stance now has good flow. But it's still too stamina intensive especially when considering his follow ups. His stance despite having superior block easily accessed is still quite easy to interrupt. Adding to the fact that his stance has no answer to unblockables of any kind. Meaning someone can make an easy enough read and bash you out of your stance or hit you with an external unblockable heavy. Considering how frequent he's meant to be using his stance this is problematic. Finally in regards to his follow ups. You can currently GB Kyoshin on reaction to his cuts. It doesn't matter if Fujin force gets input during the cuts you'll still be GBed. Considering fujin cuts ends his pressure and he needs to land all hits to do any considerable damage to his opponent the risk/reward isn't there.

    Fujin force itself is problematic for a few reasons. For one it's a 600ms heavy that can't be feinted. Even if it does land his offense stops. You can fast flow into your stance again but his stance options are not that great and just prolongs the inevitable to where you're right back where you were. Kyoshin is a hero that's meant to be a hero that survives and thrives when outnumbered. He currently doesn't do this. Here are some suggestions to make this more possible:

    Suggestions:


    • Kyoshin can now dodge out of his stance (same window as his ability to buffer input his stance attack. meaning 200ms into his stance he can dodge out of it.)
    • Kaze stance no longer costs stamina to block. Instead Kyoshin drains stamina to sit inside his stance.
    • Kaze stance riposts (aka the CC moves) have armor when inputted. (think Aramusha.)
    • Reduce gb vulnerability of fujin cuts
    • Kaze stance zone is now undodgable
    • Fujin force now chains into mid chain bash and chain heavy finisher
    • Fujin force has more active CC frames


    Needed fixes:



    • Combo heavy still bugs the camera out occasionally
    • Kyoshin has a 400ms parry window after superior blocking an attack (not the only hero capable of doing so that has full block. Bringing it up since Kyoshin is new and there for relevant.)
    • Taking an unblockable heavy in stance drains stamina as if it was superior blocked. (follows the same rules stamina cost wise if it was a normal SB so deffo bug.)
    • Fujin force, Kaze stance CC light need better hitboxes (trajectories)
    • Kaze stance CC light needs more range. Some characters can be CCed and the light won't reach
    • Dash forward heavy needs more range/tracking. Too easy to avoid if you buffer the heavy input.
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    Contrary to popular belief, Lorem Ipsum is not simply random text. It has roots in a piece of classical Latin literature from 45 BC, making it over 2000 years old. Richard McClintock, a Latin professor at Hampden-Sydney College in Virginia, looked up one of the more obscure Latin words, consectetur, from a Lorem Ipsum passage, and going through the cites of the word in classical literature, discovered the undoubtable source. Lorem Ipsum comes from sections 1.10.32 and 1.10.33 of "de Finibus Bonorum et Malorum" (The Extremes of Good and Evil) by Cicero, written in 45 BC. This book is a treatise on the theory of ethics, very popular during the Renaissance. The first line of Lorem Ipsum, "Lorem ipsum dolor sit amet..", comes from a line in section 1.10.32.

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