Originally Posted by
gigawuts
Knuckles were viable for all the wrong reasons. Straight Charge gave them an excessive amount of AOE (yes really) because hitstop was so ridiculously high. Flash Thousand basically didn't have hitstop at all. Surprise Knuckle was only 3 hits, so hitstop wasn't much of a concern. These were either bugs or later additions, leaving the list of original moves pretty much awful.
But, even those moves had their glaring flaws, such as knocking enemies out of their own hit ranges just for being used "correctly" (or more specifically, being used how the devs clearly intended), straight charge was clearly meant to actually pass through groups but never actually did, etc.
Pendulum Roll didn't hit hard enough for how long the animation was. None of the launch moves actually hit hard enough for how long their animations were. Ducking Blow, Straight Upper, etc. may have looked like they hit hard, but when you put those moves next to the likes of AB (either one, lol) or any number of moves on other weapons knuckles looked downright pathetic.
Expecting players to grind up a powerful set of knuckles for those kinds of incredibly specific situations, when other weapons match or even outperform them at the same job while doing plenty of other things with a longer list of viable moves, is a joke of game design. At present weapons sell their worth based on the variety of tasks they can handle, and knuckles were advertising essentially one: Mediocre point blank single-target damage without even having just guard, only a very brief and unintuitive dodge that can cancel most moves.
Backhand Smash was the same kind of treatment as Bloody Sarabande was to daggers, except BHS actually fit the role of knuckles unlike BS which would honestly have been more fitting on double sabers.
Connect With Us