Honestly wouldn't be a problem on sohei if his move set wasn't 1/4 of a skeleton lol. This shit isn't really even that low and would be insane with the combos and even if hes low B tier due to hitbox he'd just feel fun to beat the shit out of people like an upgraded cent
here's some brainstormed ideas for feats, feel free to balance them. - the muhammed ali shuffle, can be used as a reaction feat, kind of like apheera's first feat but on the defensive end. it'd function kinda like BP's bulwark block, where if an enemy attacks into it for the first 500ms or so after being used, you'd dodge the attack and go for 2 straight punches to the face, dealing ~18 damage. if someone attacks into the stance, the cooldown is reduced. - pocket sand: blind enemies for a short period of time (it'd be funny) - defensive stance, all openers get hyper armor after 100 ms, including bashes. i feel other heroes' specific feats would also work well, like shugoki's knockdown on heavies and sohei's defense down.
We literally have a character that spins a sword around to block any attack and a character who has souls trapped in his weapons. I wouldn’t say grabbing a sword is too crazy.
The only thing I see this being good is with a hero who changes stances like Highlander and his stance where he has no weapons he can't parry or block but has insane doge recoveries and combos and a deflect
Without watching the video first I’m glad that other people are showing their craving for a hand to hand character besides the community. It makes the chances that much higher for it to happen. I’ve been working on my own version of this hero called “The Pugilist” and I’ve been stuck on the weapon they should have part of me thinks a type of push dagger would make the most sense but at the same time a type of caestus would work better for my vision of the hero.
makes me think of glads original reflex guard animations, i loved how he moved and flowed like a boxer. kind of sad those animations are gone, but glad not to have reflex guard anymore
Absolutely love this, I would love for this hero to get the nobushi dodge treatment where you can basically chain dodge into dodge while being very vulnerable to guardbreaks and not giving many viable offensive options (10 dmg light is the only viable one with an alternative of either a slow light parriable dodge heavy or a 1 sec unblockable a la warmonger) so i think his feats should compliment this hit and run, bob and weave, dip, duck and dodge playstyle. T1: Stimulating Weaves = After landing a deflect the Martial artist is healed 8 hp. [As i said, bob and weave. The hero's survivability should not come from heavy cc or particular properties, instead by playing vulnerably towards guardbreaks and undodgeables you can try and heal. Maybe 8 hp is too much but since shaolin had invigorate on even blocked qi stance hits and deflects are harder to pull off this might be balanced. Note btw that it happens on deflecting and not punishing, making it slightly more useful in anti gank situations.] T2: Liver shot = The martial artist throws a debilitating punch to the enemy's lower organs. This move does 5 damage, stuns, wallsplats (on the same range as forward throw from guardbreak), depletes 25 stamina (does not pause regeneration) and guarantees a light chain starter. Cooldown of 30 seconds. [Okay. This might sound like a lot, but consider: In total the guaranteed damage would be 15 , same as kunai, just like the cooldown. The stamina depletion not causing pause makes it only really viable when the opponent is nearly out of stamina and that's the point. Let them tire themselves out running after the butterfly while the bee waits patiently at the end of their 80 stamina chain. The stun is only supposed to give a very slight advantage when continuing the chain after the light.] T3: Channeling Manoeuvres = When dodging or deflecting an attack the martial artist gains a stacking attack buff for their next attack. The buff stacks up to 4 and each tier adds 10% damage to the next attack. All tiers are depleted on landing the attack or getting parried. 2 tiers are depleted when an attack is blocked. 2 second cooldown after tier depletion. [Tier 3 and a lot of pain. Once again dodging without always attacking is rewarded and waiting for an opening for that juicy, juicy 36 or so damage unblockable haymaker *muah*. Didn't want to make it too oppressive but i also wanted to give them a true high risk high reward option since getting parried by any means stops you in your tracks. This is a kind of ability i would love to see more of in for honor, ergo abilities that charge up and down on different conditions may they be time, landed or blocked attacks or similar.] T4: Break Them = When landing a deflect, guardbreak or back-guardbreak grab, the martial artist can choose to forego the normal punish to temporarily nullify the enemy's strength and will to fight. They grab the opponent and twist and crack their limbs hindering their movement. This move deals 35 damage, pins the enemy for some time (maybe like shaman's bite?) gives them both a 25% debuff to stamina usage and a 20% debuff to defense and halves their stamina regeneration rate for 30 seconds. Cooldown of 90 seconds. [With this 4th and last feat, the martial artist secures their dominance over battlefield control. The enemy is completely hindered in their fighting ability and is forced to either fight at a massive disadvantage against an uncatchable martial artist or give them free reign over the offense while they sit still and are forced to bear the barrages of, very probably, both the MA and the rest of their team.] Alright, that took a lot longer than i would have wanted. Numbers are experimental, so are the names and the concepts.
Mui Thai would be a great reference for this character. A flying knee could be great for a forward dash. Repositioning for hits is very common in boxing, its about creating new angles. So side step lights. A light jab could be a chain as lo g as it came from different directions, but you could end a light chain with a heavy, upper being a knock back, sides being a stun. Side dodge heavies would be heavy round house kicks Back guard can be a step back like nabushi, with a guard throw back tossing the character over them like in judo. The zone could be a two punch then round house kick, the kick being undodgable.
yo another hero concept after just one week? you're on fire, amazing. As a martial artis myself, I thought about this for ages. I don't think that the attacks could be a problem, beyond being boxing style there could be some really cool sequences. In my opinion the main problem with a character without a weapon would be parries: imagine parrying an hitokiri finisher with just hands. Even the shaolin forearm parry seems stupid to me, I really can't think about a serious way to parry hits with bare hands. It could have just deflects. I don't know, but very cool video!
Its a vidya game my boy and a very unrealistic one at that already. I think we should try to tread the realism line but sometimes its just fun to have a cool character like this even if its unrealistic in the real, boring world.
the animation could easily be the character grabbing around the weapon and the character ducks down while pushing the weapon aside. more like manoeuvring the weapon away rather than outright stopping it in its tracks
Can't remember if I commented on this one or the other one, but a pirate, a rapier, and a bare fisted brawler have been on my mind since year 1. The pirate mildly disappointed me honestly. But other ppl bringing the idea of these heros to light where I can't really means allot to me man. Been playing since beta and these 2 potentially coming to the game are the only thing keeping me logging in.
I really love this concept and have been fantasising it about it for a while. The only thing that I can find to be a problem is how to differentiate logic between what’s a bash and what’s an attack. It might just feel like buffed haymaker feat
A karateka/kobudoka fighter who uses the sai in the reverse sai grip and sometimes switches to other grips would be one of the most awesome heroes in the game.
I feel like a lot of these are more unique simply for the potential animations of a boxer which we do sort of have with Glad already, but not enough uniqueness when it comes to their kit. An idea ive wanted for a boxer style hero is a stance similar to Nobus Hidden Stance but instead of just holding down for the stance, you would use it in the direction of the attack, giving basically an anti-sup block on dodge where it blocks every side but the direction you bob and weave into, granting a punish after dodging (like the sidestep uppercut you showed in here). Making it a heavily mobile hero would be a must as they would have the lowest range of any char ever in this game, but having the stance work like previously mentioned means you wouldnt have to necessarily rely on dodge attacks in the mix, and just getting little punishes on people over time with your stance.
Worst part about being first, is there's no comments to read about feat ideas guess I could give it a shot. I'm thinking the apply bleed feat 3 would be interesting, as well as haymaker like cent and glad. He would also benefit greatly from feats like winners advantage and tireless, such a cool concept though. He would also be good with shino feats Nukekubi (stamina on hit) and Yama Uba (health on hit) great concept as always but my favorite will always be your great knight guy.
feat idea: its called incredibilis. its guaranteed on Gb, deflects and parries. It brings the opponent and yourself into OOS but it launches the opponent as far as shugo's gb heavy launch. its for team fights.
I know you said he's not a parry focused hero but I think it'd be cool if he had a parry punish that allowed him to push the enemy in any direction as if a guardbreak, as that's also a common martial arts technique
It makes so much sense for the outlander to be an unarmed fighter. Especially considering that the theme for this year is legendary weapons and the masters who wield them, what would be a better hero to round off the year than a hero who IS their own weapon?
An idea I had was that if they made a h2h variant for each class so u get a pankration/valetudo for the knights with solid adaptability capable of good grab mixups and striking, gilma for the Vikings with more focus on grabs and mixups instead of striking, karate for the samurai with focus on counter play and punishes using kicks and punches mainly being defensive, and kung fu for the Chinese being articulate on offense and oppression with speed, pokes and mixups using various crazy kicks and punches
I feel like 2 good execution ideas could be like a Inch Punch that launches the enemy back. And A Hajime no Ippo reference when he'll just do a straight up dempsey roll (if you dont know what it is look up ippo Dempsey roll and you won't be disappointed) I feel like these execution could be the ones that cost steel.
5:00 I would give him a ground and pound mode on top of everything you've given him to make him really unique. Feel like that could be awesome. Here's how I think that would works: Like your charged heavy will knock down at all times and when the enemy is knocked down pressing zone attack will have your character pounce on them and go into ground and pound let's say for 5 seconds. In this duration you've got hyper armor, you're uninterruptible, and you get shield that gives you 50% Of your health( think of hito's Execution. Basically the same thing, can't be interrupted by most attacks, have a shield and have amror). In that ground and pound you'd have multiple options. You could go for an heavy attack where the hero will do a hammer fist just going full gorilla mode on them. It'll be relatively slow and the top version will be aimed for the head, it'll do more damage and cause a stunning effect on hit. Side heavies will be haymakers to the sides of the body. Lights will be quick punches, top will be aimed for the head and cause a stun and do more damage, side will be quick blows to the body just likes the heavies. I'd make it so you can infinitely chain light into heavies and heavies into lights, and that heavies guarantee you a light attack follow up that chains into another heavy( not guaranteed but just an infinite chain, like hitting a raw heavy with lawbro, doing a light follow up and going for another heavy) Here's the catch I'd make for this to ensure it doesn't completely break the game. While the enemy is in the recieving end of the ground pound, I'd make it so they can block and parry still with their hands( like unique universal animations for everyone where there's hand to hand combat when you're taking the ground pound) If you parry any attack in the ground pound you'd force the opponent of you and you'll be back to neutral. I'd also give the opponent a bash where if you press guard break when you get ground and pounded they will do a kick to shove the puncher hero away and escape the ground pound and return to neutral. As for the hero: I'd make the heavies unlockable and slow but make them soft faint able into a GB. If you catch the opponent with a GB it'll play a unique animation where the Hero breaks their guard( like imagine he just faints them and does a body shot when the GB lands). That would do like 20 damage and guarantee a light jab follow up that will be once again chain able into an heavy to get the mix again. I feel like that could be an awesome mechanic if they make it so you can't be interrupted while your in ground pound. Like make the hero just Hito mid execution when he's in that mode to make it not useless in team fights. I feel like that could be a really cool thing and a lot of fun too
@@ezhno7137 you could maybe make the kick slow and interruptible by lights on reaction. Or give the hero a way to dodge by weaving to the sides or something. Like sort of a boxing weave into an uppercut dodge attack. That could be awesome and would make the mind game even crazier
No doubt about it, sounds awesome to pull off and let your team watch you as you spam heavies and turn off your brain going monkey mode on them. I NNNEEEEEEDDD IT
Indian/Indonesian/South Chinese rooted Anger Monk with heavy inspiration from characters like Asura (Asura's Wrath) and Akuma (Street Fighter). Fights with straight palm strikes, elbows, and knees (bashes) and arcing hammer strikes (regular attacks). Maybe a few pinning grapples too. HEAVY striking animations, stances, and general character silhouette. NOT a boxer, Glad and Cent already do that enough.
I think it would be interesting to give him a dodge attack grapple that makes the character an isolator like Nuxia. It would grab and shove the opponent in a chosen direction. This would wall splat. Wall splatting or ledging would be the only time to go for it, and that promotes more thought to be put into a counter.
I guess the main thing holding it back is the visual inconsistency of a character parrying Lawbringer’s Top Heavy unblockable or Shugoki’s charged heavies with their hands. It already looks strange for Shaolin to parry these with his arm but its kind of a case of “it happns so fast you kinda miss it” but with a bare handed hero, thats all you’ll see. It might even look more strange to parry someone who keeps punching you with a large weapon. The idea for a bare-handed hero is awesome but execution? I dunno
I once sent a letter to Ubisoft Montreal about a character idea. A wrestler with a one handed club. An assassin with a lot of pin moves that led to extra damage. I wanted a "Hercules" esc character, shirtless and animal pelts. Would have been very caveman.... Afeera came about about a year after my letter :(
the difficult thing is figuring out his design. If he's going to parry and deflect with his hands, he'll at least need bracers like Shaolin, but I'd prefer some beefy possibly-spiked gauntlets. No idea what faction or culture he'd be from. All of them dabble in brawling, but no historical culture has reliably used hand-to-hand combat in actual warfare, so it would be a combination of conjecture and rule of cool.
I feel like allowing him to soft feint heavies into lights would both be fitting and make him slightly more interesting. maybe make the soft feint lights only lead into heavies or just be combo finishers so you cant guarantee a lot of damage off of them?
I think if Ubisoft makes a martial artist/weaponless hero they're going to have to go the mythical route methinks. The idea is interesting and I'm sure they're thinking on it for a future hero because people have talked about it for years. I would speculate that they'd make a derivative of Shaolin that fights without a weapon and relies solely on punches, kicks, pins, sweeps, etc. I think it would be quite similar to the LB/Gryffon situation. I don't know how the devs are going to design any moves without it being overly silly. Yes, you can argue the game is silly enough at times but every hero has a weapon(s) and it's the core derivative of how they fight. How are you going to design a hero that has no weapons? They won't have any range, hitboxes, or slow moves. Ubisoft has been designing heroes with historical merit based either from legend or documentation. I don't think there's ever been any warrior that's gone to battle barehanded, so the devs wouldn't have anything to reference and couldn't create a narrative for the hero. You could argue some gladiators fought without weapons but they're not making another knight. To conclude, I don't think it's ever going to happen. I could be wrong, because anything is possible. I think it's cool enough that characters already incorporate kicks, punches, sweeps and such in their movesets and I don't see the idea of an unarmed hero being introduced unless it's a slippery, dodge cancelling, fast, evasive hero like Shinobi, because that's ultimately what I think the hero would have to be. I don't think anyone would want another Shinobi kind of character and despite the idea, the devs still need a historical reference and I don't think there is one.
If you play Shadow fight 4, there is a character named Ironclad that uses his fist that makes sense as a character for the knights, as he himself is a knight
make him unable to parry, but make his deflects work on unblockables with a tighter timing, 95ms? they also aren't normal, 1st variation is a kick (dodgable) that deals 15 dmg if the opponent is oos, knocks down giving that 35dmg punish, and the second one is a semi undodgable (explain later) 400ms light that can be blocked, deals 9 dmg and starts a chain, BUT if you hit the side that an enemy dodges in, it deals 30 dmg, while also knocking down oos opponents giving the punish again (only if you hit the dodge side otherwise it just deals 9 dmg). The semi undodgable part means that you have to hit the side that the enemy is dodging in to get it, so you have to wait for a dodge and input the right direction. both also interrupt hyperarmour bc getting hit by it sucks. i did make the damages kinda high, tho when you think of it the average is kinda low when you take into account that it is a 50 50, just 16.25 - (35+30)/2 / 2 While still higher than the average 12 i think its balanced because it's harder to get it (95ms + read + correct side input on the light)
It would be cool if he could hit hold his guard break button after a guard break to go for a restraining move, bringing them to the ground and choking them for a little damage or stam drain and giving your teammates a chance to get a hit. I don't do martial arts, but I'd imagine jujitsu has some moves that could work for this
Hilariously enough every hero is a martial artist. But yeah a hand to hand guy would be nice. Just give him metal gloves for his weapon customization cuz that would be sweet.
Give him a full block like Aramusha but it only works on bashes, he would grab onto the shield and slide backwards and then knee them under the shield or something. I know bashes are supposed to be a way to open up your enemy with relative safety but like Slander said in the vid, he wouldn't get much dmg off of it and I doubt it would be as op as some of the other full blocks in the game Edit: Or maybe instead of a full block he gets a hidden stance like Nobu but he ducks under side attacks lol, that seems fun
You should make it so he can deflect bashes as well for a unique mechanic. Since hes a martial artist with some grappling experience it would make sense I think. Multiple deflects would be a cool mechanic as well. The following are the 4 deflect moves I would propose: The spinning elbow pyark mentioned to deal the highest damage for kills (say 24), a solar plexus punch that drains like 30 stam as well as dealing like 10 - 15 bleed (internal, maybe could become another unique mechanic?), the ability to go into the ground and pound its_Criminal1 thought of from deflect, and finally give him a back kick as well for a 20 damage move that pushes the opponent away like Tiandi for ledge potential as well as a spacing tool. This would make you have to think about the best option to use in the scenario you're in and give you multiple options to have fun beating the shit out of your opponent with.
Feats below: T1: -Discombobulate (Unique active feat that deals 10 damage and stuns. 500 ms UB with a 60 sec cool down. Leaves you frame plus and you can chain off of it) -Rush -Bounty Hunter T2: -Relentless Assault (Unique passive feat that gives you hyper armor on all attacks if you stay locked onto 1 person for 2 seconds. If you switch targets you lose the effect. Basically just allows you to focus on and beat the fuck out of someone while not caring about the other guy as he watches you combo the hell out of his gank buddy) -Haymaker (Uniquely effects this character as it makes throws and all kicks and punches deal 5 extra damage and not just bashes) -Thrilling Comeback T3: -Suplex (Unique active feat that suplexes the opponent for 25 damage. It is a 500 ms UB with a 120 sec cool down that leaves you frame plus. -Nukekubi -Vital leach T4: -Merciless Brutality (Unique active feat that knocks the opponent out with unique animation depending on the guard and stuns. Top is an uppercut and left or right guard is a left or right uppercut. Uppercut or hooks deal 20 damage and are a 500 ms UB that leads to a followup. Cool down is 180 seconds. The follow up is that your character places the opponents teeth on a rock and gives them a curb stomp with a nasty crunch for 50 damage. Second hit is interruptible) -Roar of the Crowd -Indomitable
Gotta have a suplex move for a feat the stuns and drains stamina and deals about 20 damage. I really want this for the knight faction because i think the gauntlets would fit for damage and defense.
Tbh im surprised that you didnt make a slow bash that could garantee wallsplat for situational punishes and i think that for a brawler char would make sense, or even stamina punishes in mid-chain like a knee kick to the stomach
Honestly a martial artist hero could have the very first counter feat were if you time it right you will grab there weapon and either stab or bash them with it
You could do different stances too….one for more damage and striking, and one for more grappling/Aikido. Idk if it would work well, but I think it’d be cool.
They should add a jannisary who plays kinda like roman but uses ottoman slap instead of fist and should be used sparingly for a reason. Old jannisarries could kill horses with their slaps so it would be so awesome, it would be so cool...
finally someone sees the vision, I keep getting into arguments of "its not realistic theres no way he would win"🤓 put mike tyson in a suit of armor and see if your halberd saves you
I’ve been hoping for a martial arts character for years since the games release the closest being centurion or shaolin but they didn’t quite get it I’d love to see a Muay Thai warrior in battle
I like the concept but imagine a lawbringer actually getting hurt by punches in full set of armor. We're way past anything like that even mattering anymore so why not.
Why not for parrying when you "parry" its a slip to a leg kick that would affect the others and stagger them but not for a wall splat but can chain in for him to do more hand fighting like boxing and give him a deflect thats also makes him slip to a quick clinch animation to a judo throw like uchi mata and kinda like shaman when she gets the bleed when he gets the the throw he goes to the ground and proforms a quick armbar submission that does like 27 damage or something that also refules his stamina but tires out the other person or maybe slow down effect but to make it fair it the animation for the armbar is slow while there is ganking and is kinda interuptable like soheis is and he has a bash wiloiod be maybe a front snapping kick that does like maybe 7 dmg imor like shugokis head but damage and i guess ine way for how heros will parry his attacks is probably by also making a unique way for them to dodge the attack when fir a light punch they sloppishly dodge it but enough where he over cimmits which gives you a free heavy and a heavy punch for a light
ehhh low damge dosent need to be alldat it could be that heavy attacks are kicks and the lights are your jabs and crosses perhaps. a jab that is a double forward could combo into 1 more like shaoulins tripe stabs. but its double not tripple. and it does less damage on the second one but u can continue your chain. after any light jab you can cross. you could also make it so if you hold a stance key you can invert your attack directions you can switch between starting with a cross first or a jab first or which side kicks. the top attack could be locked but be a very good punish extending your combos if u land a 4 light chain. and to use heavy attacks you could just right click. like a light heavy combo would be a light into a sidekick that cant be dodged backwards or a wheel kick which cant be dodged sideways. idk im baseing this all around hold the stance to alter ur attacks.
Too much kicking, not enough punching, and maybe not enough grappling, because its funny. Infinite light chain, infinite heavy chains, and i agree with the opposite side attacks being faster and stronger. But, top attacks? Thats all straights and chain finishers now, dont worry about it, because you can dodge into them as well. "Knockdown" punches are pretty much fine as is, make them maybe a bit stronger, and long ass stun time for the sake of it. We, in fact, dont need kicks, screw kicks, thats dumb, we are punching people here. The zone attack is turned into a giant GRAPPLE MOVE BABY. Decently small but very long hitbox with both arms that grabs the legs of the opponant and pulls them down. The chain Zone will actually be the complete opposite, no grapple, but extremely wide swingging backhand, also blinds and stuns. The dodge forward bash will be a shoulder bash, but not like Warden. Crosses his arms, and run forward into a shoulder bash/headbut that blinds. Running attack will be the Yakuza thug entrance swing, top to bottom that stuns and roll catches. Double dodge. Yeah, double dodge, crazy, but its a good suggestion, double dodge is fine, and they'd both have good I Frames. Like you said, just about any punch, but im including the zone. Dodge cancel out of anything that isnt a zone or a parry, this is important because this guy kind of sucks so far. Even more dodges, single dodge is all normal punches, second dodge has even more I-Frames and can guardbreak a missed light finisher. Parry, light attack, correct, very good. Heavy parries are basic, and you can zone, but definitely not guaranteed. From a light parry, it is gauranteed, and so is a charged heavy. All grabs will charge them a bit, like a warlord, but you have to hold it. If you hit a wall during that charge, the hero punches the enemy for a good chunk of damage, like 10, because grabs suck to get. Otherwise, normal throws, but they all deal good stamina damage. Oh, and if you just hit them, a light will go into a chain starter body shot that deletes their stamina by like a fourth, and a heavy will obliterate 30 health, but it a complete chain ender and puts you both neutral. Deflects, all of them are chain starters, pressing heavy is a headbut skullcrusher with all the same properties, pressing light is an elbow that pushes them back and acts like a throw. All of them deal stamina damage as you've said, and you cans till go into the "Knockdown" blow. If you can code a backstep guardbreak into this game, i will let you throw someone into the dirt, but this will immediatly follow up into the unique downed enemy punish, for "balance" (and because its cool.) For the sake of the unique downed punish, and because its so damned long, our hero will get a health shield, and some hyper armour, enough to pretty much nullify any attempts to stop him. Also, all parries are just him punching the weapon out of the way. Feats, because a good hero needs feats. Tier One, he grabs a rock and throws it at you, like a fastball throw, which stuns, blinds, and generally messes with people. But, it only does like 5 damage. Tier Two, passive, grabbing someone or doing certain speciality finishers, such as the unique knockdown skill, will heal the hero for a decent chunk of health, but only every three seconds. Alternatively, he has a pool of healing that only fills up when he gets it, at a rate of like 4 damage to one health point, they're all used at once. The ones that go above maximum health dissapear, and it cleanses bleed. Tier Three, I'm going to make people hate me, but he summons guys now. He summons like 4 guys, and each one beats you with their bare hands, and they all have the health and damage of the officer from the breach game mode. If you don't like this option, then it's one guy, and it's the breach commander instead. Either way, they last until death, or if you choose the commander for whatever reason, like 30 seconds. Tier Four, he breaks the opponents weapon. He punches them so hard they are completely out of stamina, and no longer have a weapon, and have to wait 30 seconds to get a new one. He grabs them, which is undodgable, and unblockable, and cant be I-framed, and catches rolls, and then he punches your twiddle stick in half and laughs at you, because you fell for it.. Guy hates weapons, and if you don't like this feat, too bad.
anyone who says this would be unrealistic clearly hasn't played this game in the last 5 years to see Shaolin fucking teleport to a teammate from across the map and Warmonger use biological warfare against her enemies.
I have always wanted a hand to hand hero. And for people complaining about the character not having realistic parries. You do know someone in the game that already has that right. I would say the only problem is the weapon costimizations. They would either only have two weapons or separate the pants to be the third weapon slot. Tho i want a brawler. I could also be ok with a character with tonfa as weapons as well.
The problem with this is the fact that there are punches and kicks in the game already that don't do damage, which make a character who only does them kind of ridiculous.
"Low damage"
We've already seen how the community reacts to that😂
Honestly wouldn't be a problem on sohei if his move set wasn't 1/4 of a skeleton lol. This shit isn't really even that low and would be insane with the combos and even if hes low B tier due to hitbox he'd just feel fun to beat the shit out of people like an upgraded cent
still doing more damage than sohei
Oh god, I’ve been dreaming of this for ages and now that there’s a fully fleshed out idea I want it even more.
A dropkick as a roll catcher sounds amazingly funny. I want
here's some brainstormed ideas for feats, feel free to balance them.
- the muhammed ali shuffle, can be used as a reaction feat, kind of like apheera's first feat but on the defensive end. it'd function kinda like BP's bulwark block, where if an enemy attacks into it for the first 500ms or so after being used, you'd dodge the attack and go for 2 straight punches to the face, dealing ~18 damage. if someone attacks into the stance, the cooldown is reduced.
- pocket sand: blind enemies for a short period of time (it'd be funny)
- defensive stance, all openers get hyper armor after 100 ms, including bashes.
i feel other heroes' specific feats would also work well, like shugoki's knockdown on heavies and sohei's defense down.
I don't care if it's unrealistic to parry raider's axe with your hands. This concept is so cool and could be a character with such a strong identity
If shaolin can do it with his wrist, this guy can catch it 🔥
We literally have a character that spins a sword around to block any attack and a character who has souls trapped in his weapons. I wouldn’t say grabbing a sword is too crazy.
@@Numbskulli Well there are workarounds, for example the mikiri counter could replace the parry
Shaolin can literally teleport I don't think they value realism that much
Wait, shaolin parrys with his wrist??!!@@ERElement77
I NEED IT 🗣️🗣️🔥🔥🔥🔥
The only thing I see this being good is with a hero who changes stances like Highlander and his stance where he has no weapons he can't parry or block but has insane doge recoveries and combos and a deflect
Without watching the video first I’m glad that other people are showing their craving for a hand to hand character besides the community. It makes the chances that much higher for it to happen.
I’ve been working on my own version of this hero called “The Pugilist” and I’ve been stuck on the weapon they should have part of me thinks a type of push dagger would make the most sense but at the same time a type of caestus would work better for my vision of the hero.
Love the creativity bro that's sick
makes me think of glads original reflex guard animations, i loved how he moved and flowed like a boxer. kind of sad those animations are gone, but glad not to have reflex guard anymore
this is the best hero you have made so far, this character seems so much fun
2:05 gyatterous
With how much we’ve been requesting this character, Ubisoft HAS to do it at some point. I really like your concept for their moveset.
Absolutely love this, I would love for this hero to get the nobushi dodge treatment where you can basically chain dodge into dodge while being very vulnerable to guardbreaks and not giving many viable offensive options (10 dmg light is the only viable one with an alternative of either a slow light parriable dodge heavy or a 1 sec unblockable a la warmonger) so i think his feats should compliment this hit and run, bob and weave, dip, duck and dodge playstyle.
T1: Stimulating Weaves = After landing a deflect the Martial artist is healed 8 hp.
[As i said, bob and weave. The hero's survivability should not come from heavy cc or particular properties, instead by playing vulnerably towards guardbreaks and undodgeables you can try and heal. Maybe 8 hp is too much but since shaolin had invigorate on even blocked qi stance hits and deflects are harder to pull off this might be balanced. Note btw that it happens on deflecting and not punishing, making it slightly more useful in anti gank situations.]
T2: Liver shot = The martial artist throws a debilitating punch to the enemy's lower organs. This move does 5 damage, stuns, wallsplats (on the same range as forward throw from guardbreak), depletes 25 stamina (does not pause regeneration) and guarantees a light chain starter. Cooldown of 30 seconds.
[Okay. This might sound like a lot, but consider: In total the guaranteed damage would be 15 , same as kunai, just like the cooldown. The stamina depletion not causing pause makes it only really viable when the opponent is nearly out of stamina and that's the point. Let them tire themselves out running after the butterfly while the bee waits patiently at the end of their 80 stamina chain. The stun is only supposed to give a very slight advantage when continuing the chain after the light.]
T3: Channeling Manoeuvres = When dodging or deflecting an attack the martial artist gains a stacking attack buff for their next attack. The buff stacks up to 4 and each tier adds 10% damage to the next attack. All tiers are depleted on landing the attack or getting parried. 2 tiers are depleted when an attack is blocked. 2 second cooldown after tier depletion.
[Tier 3 and a lot of pain. Once again dodging without always attacking is rewarded and waiting for an opening for that juicy, juicy 36 or so damage unblockable haymaker *muah*. Didn't want to make it too oppressive but i also wanted to give them a true high risk high reward option since getting parried by any means stops you in your tracks. This is a kind of ability i would love to see more of in for honor, ergo abilities that charge up and down on different conditions may they be time, landed or blocked attacks or similar.]
T4: Break Them = When landing a deflect, guardbreak or back-guardbreak grab, the martial artist can choose to forego the normal punish to temporarily nullify the enemy's strength and will to fight. They grab the opponent and twist and crack their limbs hindering their movement. This move deals 35 damage, pins the enemy for some time (maybe like shaman's bite?) gives them both a 25% debuff to stamina usage and a 20% debuff to defense and halves their stamina regeneration rate for 30 seconds. Cooldown of 90 seconds.
[With this 4th and last feat, the martial artist secures their dominance over battlefield control. The enemy is completely hindered in their fighting ability and is forced to either fight at a massive disadvantage against an uncatchable martial artist or give them free reign over the offense while they sit still and are forced to bear the barrages of, very probably, both the MA and the rest of their team.]
Alright, that took a lot longer than i would have wanted. Numbers are experimental, so are the names and the concepts.
Mui Thai would be a great reference for this character. A flying knee could be great for a forward dash.
Repositioning for hits is very common in boxing, its about creating new angles. So side step lights.
A light jab could be a chain as lo g as it came from different directions, but you could end a light chain with a heavy, upper being a knock back, sides being a stun.
Side dodge heavies would be heavy round house kicks
Back guard can be a step back like nabushi, with a guard throw back tossing the character over them like in judo.
The zone could be a two punch then round house kick, the kick being undodgable.
what if centurion gets split into 2 different characters, one with a shield and the other just pugilist
I would KILL for a pugilist caestus wearing hero, that's all I ever wanted...please...
A curb stomp on knocked-down enemies with a special crunch animation on kill, a-la Centurion, was what i was thinking. Eh maybe an execution idea.
yo another hero concept after just one week? you're on fire, amazing. As a martial artis myself, I thought about this for ages. I don't think that the attacks could be a problem, beyond being boxing style there could be some really cool sequences. In my opinion the main problem with a character without a weapon would be parries: imagine parrying an hitokiri finisher with just hands. Even the shaolin forearm parry seems stupid to me, I really can't think about a serious way to parry hits with bare hands. It could have just deflects.
I don't know, but very cool video!
Its a vidya game my boy and a very unrealistic one at that already. I think we should try to tread the realism line but sometimes its just fun to have a cool character like this even if its unrealistic in the real, boring world.
Who actually cares y'all are so weird
the animation could easily be the character grabbing around the weapon and the character ducks down while pushing the weapon aside. more like manoeuvring the weapon away rather than outright stopping it in its tracks
I love martial arts very much because it helps us keep fit and it also helps us to defend ourselves.
Yo you cooked with this hero concept I would love to see this as a hero.
YES! For years I’ve been suggesting this. I’m so glad someone else actually takes it into consideration.
Can't remember if I commented on this one or the other one, but a pirate, a rapier, and a bare fisted brawler have been on my mind since year 1. The pirate mildly disappointed me honestly. But other ppl bringing the idea of these heros to light where I can't really means allot to me man. Been playing since beta and these 2 potentially coming to the game are the only thing keeping me logging in.
Ubisoft needs to hire this man ASAP
this is the type of shit the game needs to be fun . keep up the good work man
for being a grappler your form was good my friend, the character sounds like a lot of fun, i'd love to see it
I really love this concept and have been fantasising it about it for a while. The only thing that I can find to be a problem is how to differentiate logic between what’s a bash and what’s an attack. It might just feel like buffed haymaker feat
A karateka/kobudoka fighter who uses the sai in the reverse sai grip and sometimes switches to other grips would be one of the most awesome heroes in the game.
I feel like a lot of these are more unique simply for the potential animations of a boxer which we do sort of have with Glad already, but not enough uniqueness when it comes to their kit.
An idea ive wanted for a boxer style hero is a stance similar to Nobus Hidden Stance but instead of just holding down for the stance, you would use it in the direction of the attack, giving basically an anti-sup block on dodge where it blocks every side but the direction you bob and weave into, granting a punish after dodging (like the sidestep uppercut you showed in here).
Making it a heavily mobile hero would be a must as they would have the lowest range of any char ever in this game, but having the stance work like previously mentioned means you wouldnt have to necessarily rely on dodge attacks in the mix, and just getting little punishes on people over time with your stance.
Worst part about being first, is there's no comments to read about feat ideas guess I could give it a shot. I'm thinking the apply bleed feat 3 would be interesting, as well as haymaker like cent and glad. He would also benefit greatly from feats like winners advantage and tireless, such a cool concept though. He would also be good with shino feats Nukekubi (stamina on hit) and Yama Uba (health on hit) great concept as always but my favorite will always be your great knight guy.
Get fucking hired already
I think as a new Wu-Lin, this would fit. Also perfect timing since we just got Varangian and Sohei
The vibe makes me think of a bit gladiator and a bit of shaolin which I rly like
Ubisoft would never introduce Mister Fister to FH. 😢
feat idea: its called incredibilis. its guaranteed on Gb, deflects and parries. It brings the opponent and yourself into OOS but it launches the opponent as far as shugo's gb heavy launch. its for team fights.
I know you said he's not a parry focused hero but I think it'd be cool if he had a parry punish that allowed him to push the enemy in any direction as if a guardbreak, as that's also a common martial arts technique
It makes so much sense for the outlander to be an unarmed fighter. Especially considering that the theme for this year is legendary weapons and the masters who wield them, what would be a better hero to round off the year than a hero who IS their own weapon?
Oh, Sland, I knew you were based, but knowing you also want a funny punchy man puts you a whole level above
Bash/UD with an ub followup, dodge cancels and absurd hitboxes. Gotchu
An idea I had was that if they made a h2h variant for each class so u get a pankration/valetudo for the knights with solid adaptability capable of good grab mixups and striking, gilma for the Vikings with more focus on grabs and mixups instead of striking, karate for the samurai with focus on counter play and punishes using kicks and punches mainly being defensive, and kung fu for the Chinese being articulate on offense and oppression with speed, pokes and mixups using various crazy kicks and punches
We could make the character a muay thai fighter!
Just give this man the job already, bro
I feel like 2 good execution ideas could be like a Inch Punch that launches the enemy back.
And A Hajime no Ippo reference when he'll just do a straight up dempsey roll (if you dont know what it is look up ippo Dempsey roll and you won't be disappointed)
I feel like these execution could be the ones that cost steel.
5:00 I would give him a ground and pound mode on top of everything you've given him to make him really unique. Feel like that could be awesome.
Here's how I think that would works:
Like your charged heavy will knock down at all times and when the enemy is knocked down pressing zone attack will have your character pounce on them and go into ground and pound let's say for 5 seconds.
In this duration you've got hyper armor, you're uninterruptible, and you get shield that gives you 50% Of your health( think of hito's Execution. Basically the same thing, can't be interrupted by most attacks, have a shield and have amror).
In that ground and pound you'd have multiple options.
You could go for an heavy attack where the hero will do a hammer fist just going full gorilla mode on them. It'll be relatively slow and the top version will be aimed for the head, it'll do more damage and cause a stunning effect on hit.
Side heavies will be haymakers to the sides of the body.
Lights will be quick punches, top will be aimed for the head and cause a stun and do more damage, side will be quick blows to the body just likes the heavies.
I'd make it so you can infinitely chain light into heavies and heavies into lights, and that heavies guarantee you a light attack follow up that chains into another heavy( not guaranteed but just an infinite chain, like hitting a raw heavy with lawbro, doing a light follow up and going for another heavy)
Here's the catch I'd make for this to ensure it doesn't completely break the game.
While the enemy is in the recieving end of the ground pound, I'd make it so they can block and parry still with their hands( like unique universal animations for everyone where there's hand to hand combat when you're taking the ground pound)
If you parry any attack in the ground pound you'd force the opponent of you and you'll be back to neutral.
I'd also give the opponent a bash where if you press guard break when you get ground and pounded they will do a kick to shove the puncher hero away and escape the ground pound and return to neutral.
As for the hero:
I'd make the heavies unlockable and slow but make them soft faint able into a GB.
If you catch the opponent with a GB it'll play a unique animation where the Hero breaks their guard( like imagine he just faints them and does a body shot when the GB lands). That would do like 20 damage and guarantee a light jab follow up that will be once again chain able into an heavy to get the mix again.
I feel like that could be an awesome mechanic if they make it so you can't be interrupted while your in ground pound.
Like make the hero just Hito mid execution when he's in that mode to make it not useless in team fights.
I feel like that could be a really cool thing and a lot of fun too
This would be amazing but how does the martial artist counter the kick so he doesn't just get immediately thrown off?
@@ezhno7137 you could maybe make the kick slow and interruptible by lights on reaction.
Or give the hero a way to dodge by weaving to the sides or something. Like sort of a boxing weave into an uppercut dodge attack. That could be awesome and would make the mind game even crazier
No doubt about it, sounds awesome to pull off and let your team watch you as you spam heavies and turn off your brain going monkey mode on them. I NNNEEEEEEDDD IT
Sounds awesome but will never happen
amazing. Employ victim to the next new hero showcase
Indian/Indonesian/South Chinese rooted Anger Monk with heavy inspiration from characters like Asura (Asura's Wrath) and Akuma (Street Fighter). Fights with straight palm strikes, elbows, and knees (bashes) and arcing hammer strikes (regular attacks). Maybe a few pinning grapples too. HEAVY striking animations, stances, and general character silhouette. NOT a boxer, Glad and Cent already do that enough.
I think it would be interesting to give him a dodge attack grapple that makes the character an isolator like Nuxia. It would grab and shove the opponent in a chosen direction. This would wall splat. Wall splatting or ledging would be the only time to go for it, and that promotes more thought to be put into a counter.
man i really hoped for someone like this for the wun li faction tbh, a random guy throwing hands at dudes with axes and swords lmao
I think if he’s given a counter stance like In sleeping dogs but it only counters bashes, which can make his kit stand out even more
I guess the main thing holding it back is the visual inconsistency of a character parrying Lawbringer’s Top Heavy unblockable or Shugoki’s charged heavies with their hands. It already looks strange for Shaolin to parry these with his arm but its kind of a case of “it happns so fast you kinda miss it” but with a bare handed hero, thats all you’ll see. It might even look more strange to parry someone who keeps punching you with a large weapon. The idea for a bare-handed hero is awesome but execution? I dunno
I once sent a letter to Ubisoft Montreal about a character idea. A wrestler with a one handed club. An assassin with a lot of pin moves that led to extra damage. I wanted a "Hercules" esc character, shirtless and animal pelts. Would have been very caveman.... Afeera came about about a year after my letter :(
i already wanna play him
t3 shadow boxing/ a clone of him begins charging knockdown punch behind the enemy
the difficult thing is figuring out his design. If he's going to parry and deflect with his hands, he'll at least need bracers like Shaolin, but I'd prefer some beefy possibly-spiked gauntlets.
No idea what faction or culture he'd be from. All of them dabble in brawling, but no historical culture has reliably used hand-to-hand combat in actual warfare, so it would be a combination of conjecture and rule of cool.
I feel like allowing him to soft feint heavies into lights would both be fitting and make him slightly more interesting. maybe make the soft feint lights only lead into heavies or just be combo finishers so you cant guarantee a lot of damage off of them?
Peakuza reference. Also yeah martial arts would be awesome, said it with friends so often
I think if Ubisoft makes a martial artist/weaponless hero they're going to have to go the mythical route methinks. The idea is interesting and I'm sure they're thinking on it for a future hero because people have talked about it for years.
I would speculate that they'd make a derivative of Shaolin that fights without a weapon and relies solely on punches, kicks, pins, sweeps, etc. I think it would be quite similar to the LB/Gryffon situation.
I don't know how the devs are going to design any moves without it being overly silly. Yes, you can argue the game is silly enough at times but every hero has a weapon(s) and it's the core derivative of how they fight. How are you going to design a hero that has no weapons? They won't have any range, hitboxes, or slow moves.
Ubisoft has been designing heroes with historical merit based either from legend or documentation. I don't think there's ever been any warrior that's gone to battle barehanded, so the devs wouldn't have anything to reference and couldn't create a narrative for the hero.
You could argue some gladiators fought without weapons but they're not making another knight.
To conclude, I don't think it's ever going to happen. I could be wrong, because anything is possible.
I think it's cool enough that characters already incorporate kicks, punches, sweeps and such in their movesets and I don't see the idea of an unarmed hero being introduced unless it's a slippery, dodge cancelling, fast, evasive hero like Shinobi, because that's ultimately what I think the hero would have to be. I don't think anyone would want another Shinobi kind of character and despite the idea, the devs still need a historical reference and I don't think there is one.
If you play Shadow fight 4, there is a character named Ironclad that uses his fist that makes sense as a character for the knights, as he himself is a knight
make him unable to parry, but make his deflects work on unblockables with a tighter timing, 95ms? they also aren't normal, 1st variation is a kick (dodgable) that deals 15 dmg if the opponent is oos, knocks down giving that 35dmg punish, and the second one is a semi undodgable (explain later) 400ms light that can be blocked, deals 9 dmg and starts a chain, BUT if you hit the side that an enemy dodges in, it deals 30 dmg, while also knocking down oos opponents giving the punish again (only if you hit the dodge side otherwise it just deals 9 dmg). The semi undodgable part means that you have to hit the side that the enemy is dodging in to get it, so you have to wait for a dodge and input the right direction. both also interrupt hyperarmour bc getting hit by it sucks. i did make the damages kinda high, tho when you think of it the average is kinda low when you take into account that it is a 50 50, just 16.25 - (35+30)/2 / 2 While still higher than the average 12 i think its balanced because it's harder to get it (95ms + read + correct side input on the light)
It would be cool if he could hit hold his guard break button after a guard break to go for a restraining move, bringing them to the ground and choking them for a little damage or stam drain and giving your teammates a chance to get a hit. I don't do martial arts, but I'd imagine jujitsu has some moves that could work for this
Hilariously enough every hero is a martial artist. But yeah a hand to hand guy would be nice. Just give him metal gloves for his weapon customization cuz that would be sweet.
Give him a full block like Aramusha but it only works on bashes, he would grab onto the shield and slide backwards and then knee them under the shield or something. I know bashes are supposed to be a way to open up your enemy with relative safety but like Slander said in the vid, he wouldn't get much dmg off of it and I doubt it would be as op as some of the other full blocks in the game
Edit: Or maybe instead of a full block he gets a hidden stance like Nobu but he ducks under side attacks lol, that seems fun
im praying they actually do add a martial artist hero, it could be any faction i honestly dont care as long as I get to like actually box
You should make it so he can deflect bashes as well for a unique mechanic. Since hes a martial artist with some grappling experience it would make sense I think. Multiple deflects would be a cool mechanic as well. The following are the 4 deflect moves I would propose: The spinning elbow pyark mentioned to deal the highest damage for kills (say 24), a solar plexus punch that drains like 30 stam as well as dealing like 10 - 15 bleed (internal, maybe could become another unique mechanic?), the ability to go into the ground and pound its_Criminal1 thought of from deflect, and finally give him a back kick as well for a 20 damage move that pushes the opponent away like Tiandi for ledge potential as well as a spacing tool. This would make you have to think about the best option to use in the scenario you're in and give you multiple options to have fun beating the shit out of your opponent with.
Feats below:
T1:
-Discombobulate (Unique active feat that deals 10 damage and stuns. 500 ms UB with a 60 sec cool down. Leaves you frame plus and you can chain off of it)
-Rush
-Bounty Hunter
T2:
-Relentless Assault (Unique passive feat that gives you hyper armor on all attacks if you stay locked onto 1 person for 2 seconds. If you switch targets you lose the effect. Basically just allows you to focus on and beat the fuck out of someone while not caring about the other guy as he watches you combo the hell out of his gank buddy)
-Haymaker (Uniquely effects this character as it makes throws and all kicks and punches deal 5 extra damage and not just bashes)
-Thrilling Comeback
T3:
-Suplex (Unique active feat that suplexes the opponent for 25 damage. It is a 500 ms UB with a 120 sec cool down that leaves you frame plus.
-Nukekubi
-Vital leach
T4:
-Merciless Brutality (Unique active feat that knocks the opponent out with unique animation depending on the guard and stuns. Top is an uppercut and left or right guard is a left or right uppercut. Uppercut or hooks deal 20 damage and are a 500 ms UB that leads to a followup. Cool down is 180 seconds. The follow up is that your character places the opponents teeth on a rock and gives them a curb stomp with a nasty crunch for 50 damage. Second hit is interruptible)
-Roar of the Crowd
-Indomitable
Also it should be a heavy character with a 7.5 run speed. Heavy perks. Should be a big guy, I wanna larp as kenshiro.
Gotta have a suplex move for a feat the stuns and drains stamina and deals about 20 damage. I really want this for the knight faction because i think the gauntlets would fit for damage and defense.
Tbh im surprised that you didnt make a slow bash that could garantee wallsplat for situational punishes and i think that for a brawler char would make sense, or even stamina punishes in mid-chain like a knee kick to the stomach
Ayutthaya Warrior with Muay Thai stance!!!!
Honestly a martial artist hero could have the very first counter feat were if you time it right you will grab there weapon and either stab or bash them with it
You could do different stances too….one for more damage and striking, and one for more grappling/Aikido. Idk if it would work well, but I think it’d be cool.
Instead of a sweep for the charged bash, I feel like a double leg takedown would work and could chain into the ground and pound attack
bro fk for honor we should fund this guy and make a game
other emotes could be Goku's warmup or Henry Cavill's arm reload
They should add a jannisary who plays kinda like roman but uses ottoman slap instead of fist and should be used sparingly for a reason. Old jannisarries could kill horses with their slaps so it would be so awesome, it would be so cool...
What shaolin was supposed to be
finally someone sees the vision, I keep getting into arguments of "its not realistic theres no way he would win"🤓
put mike tyson in a suit of armor and see if your halberd saves you
I’ve been hoping for a martial arts character for years since the games release the closest being centurion or shaolin but they didn’t quite get it I’d love to see a Muay Thai warrior in battle
I really love thise idea. I'm sure you've probably played shadow fight arena 4
I like the concept but imagine a lawbringer actually getting hurt by punches in full set of armor. We're way past anything like that even mattering anymore so why not.
Should give him a shoryuken and a tatsu for his deflect, imagine, the dp for the light as a single target and the tatsu for a heavy which can external
I think this character should have deflect for sure being able to slip under a swing and deliver a deadly uppercut or hook
very cool idea
we NEED that beatdown move.. I NEED that beatdown move..
i would love if his charged heavies made you lunge toward enemies. kinda like a doomfist punch
Why not for parrying when you "parry" its a slip to a leg kick that would affect the others and stagger them but not for a wall splat but can chain in for him to do more hand fighting like boxing and give him a deflect thats also makes him slip to a quick clinch animation to a judo throw like uchi mata and kinda like shaman when she gets the bleed when he gets the the throw he goes to the ground and proforms a quick armbar submission that does like 27 damage or something that also refules his stamina but tires out the other person or maybe slow down effect but to make it fair it the animation for the armbar is slow while there is ganking and is kinda interuptable like soheis is and he has a bash wiloiod be maybe a front snapping kick that does like maybe 7 dmg imor like shugokis head but damage and i guess ine way for how heros will parry his attacks is probably by also making a unique way for them to dodge the attack when fir a light punch they sloppishly dodge it but enough where he over cimmits which gives you a free heavy and a heavy punch for a light
And he must be a knight hero
ehhh low damge dosent need to be alldat it could be that heavy attacks are kicks and the lights are your jabs and crosses perhaps. a jab that is a double forward could combo into 1 more like shaoulins tripe stabs. but its double not tripple. and it does less damage on the second one but u can continue your chain. after any light jab you can cross. you could also make it so if you hold a stance key you can invert your attack directions you can switch between starting with a cross first or a jab first or which side kicks. the top attack could be locked but be a very good punish extending your combos if u land a 4 light chain. and to use heavy attacks you could just right click. like a light heavy combo would be a light into a sidekick that cant be dodged backwards or a wheel kick which cant be dodged sideways. idk im baseing this all around hold the stance to alter ur attacks.
Realistically the closest thing we could get is a rajput hero with the Indian katars a type of punch dagger
Too much kicking, not enough punching, and maybe not enough grappling, because its funny. Infinite light chain, infinite heavy chains, and i agree with the opposite side attacks being faster and stronger. But, top attacks? Thats all straights and chain finishers now, dont worry about it, because you can dodge into them as well.
"Knockdown" punches are pretty much fine as is, make them maybe a bit stronger, and long ass stun time for the sake of it.
We, in fact, dont need kicks, screw kicks, thats dumb, we are punching people here. The zone attack is turned into a giant GRAPPLE MOVE BABY. Decently small but very long hitbox with both arms that grabs the legs of the opponant and pulls them down. The chain Zone will actually be the complete opposite, no grapple, but extremely wide swingging backhand, also blinds and stuns.
The dodge forward bash will be a shoulder bash, but not like Warden. Crosses his arms, and run forward into a shoulder bash/headbut that blinds. Running attack will be the Yakuza thug entrance swing, top to bottom that stuns and roll catches.
Double dodge. Yeah, double dodge, crazy, but its a good suggestion, double dodge is fine, and they'd both have good I Frames. Like you said, just about any punch, but im including the zone.
Dodge cancel out of anything that isnt a zone or a parry, this is important because this guy kind of sucks so far. Even more dodges, single dodge is all normal punches, second dodge has even more I-Frames and can guardbreak a missed light finisher.
Parry, light attack, correct, very good. Heavy parries are basic, and you can zone, but definitely not guaranteed. From a light parry, it is gauranteed, and so is a charged heavy.
All grabs will charge them a bit, like a warlord, but you have to hold it. If you hit a wall during that charge, the hero punches the enemy for a good chunk of damage, like 10, because grabs suck to get. Otherwise, normal throws, but they all deal good stamina damage. Oh, and if you just hit them, a light will go into a chain starter body shot that deletes their stamina by like a fourth, and a heavy will obliterate 30 health, but it a complete chain ender and puts you both neutral.
Deflects, all of them are chain starters, pressing heavy is a headbut skullcrusher with all the same properties, pressing light is an elbow that pushes them back and acts like a throw. All of them deal stamina damage as you've said, and you cans till go into the "Knockdown" blow.
If you can code a backstep guardbreak into this game, i will let you throw someone into the dirt, but this will immediatly follow up into the unique downed enemy punish, for "balance" (and because its cool.)
For the sake of the unique downed punish, and because its so damned long, our hero will get a health shield, and some hyper armour, enough to pretty much nullify any attempts to stop him.
Also, all parries are just him punching the weapon out of the way.
Feats, because a good hero needs feats.
Tier One, he grabs a rock and throws it at you, like a fastball throw, which stuns, blinds, and generally messes with people. But, it only does like 5 damage.
Tier Two, passive, grabbing someone or doing certain speciality finishers, such as the unique knockdown skill, will heal the hero for a decent chunk of health, but only every three seconds. Alternatively, he has a pool of healing that only fills up when he gets it, at a rate of like 4 damage to one health point, they're all used at once. The ones that go above maximum health dissapear, and it cleanses bleed.
Tier Three, I'm going to make people hate me, but he summons guys now. He summons like 4 guys, and each one beats you with their bare hands, and they all have the health and damage of the officer from the breach game mode. If you don't like this option, then it's one guy, and it's the breach commander instead. Either way, they last until death, or if you choose the commander for whatever reason, like 30 seconds.
Tier Four, he breaks the opponents weapon. He punches them so hard they are completely out of stamina, and no longer have a weapon, and have to wait 30 seconds to get a new one. He grabs them, which is undodgable, and unblockable, and cant be I-framed, and catches rolls, and then he punches your twiddle stick in half and laughs at you, because you fell for it.. Guy hates weapons, and if you don't like this feat, too bad.
anyone who says this would be unrealistic clearly hasn't played this game in the last 5 years to see Shaolin fucking teleport to a teammate from across the map and Warmonger use biological warfare against her enemies.
I would love to see a punching hero but also a chain dart hero
I NEED HIM, here's my money just take it
Ironclad
SF4? xD
sf3 :D
Sf2!
Need a Knight Hero that utilizes a two-handed Eveningstar
How would they explain being able to parry this and not centurion's punches?
Top heavy shoulda been an overhand right and off the deflect should be a slip uppercut
I would to see this being a thing but I dont see how ubi would make good animations for enemies to parry this hero’s attacks
This’s really cool and interesting. I really want it in the game but pretty sure they won’t add it.😢
what grappling art do you train in?
Bjj
yea i know they are the same speed as cents, try it, get a friend to hit you with 2 cent heavies in a row and try to dodge the second one, you cant
I have always wanted a hand to hand hero. And for people complaining about the character not having realistic parries. You do know someone in the game that already has that right.
I would say the only problem is the weapon costimizations. They would either only have two weapons or separate the pants to be the third weapon slot.
Tho i want a brawler. I could also be ok with a character with tonfa as weapons as well.
The problem with this is the fact that there are punches and kicks in the game already that don't do damage, which make a character who only does them kind of ridiculous.
You could add spikes maybe? Maybe he just hits really, really hard....
what if for a feat he could target someone close and force a duel by giving both of you like 60% damage resistance from anyone else