r/CompetitiveForHonor • • Jul 09 '21

Moderator Post Welcome to r/CompetitiveForHonor! Q&A Megathread V9

185 Upvotes

Greetings warriors!

We on the mod team here would like to welcome you to the Competitive For Honor subreddit! This is a community based around the competitive and optimized side of For Honor, with a focus on improvement. Whether you are a weathered comp player or a new face looking to get better at the game, we welcome you here with open arms.

This subreddit is used as a platform for people to get together, theorize and improve their game, as well as being the main hub of competitive For Honor learning resources. You will find posts discussing possible reworks, character guides, as well as new discoveries such as the odd undocumented tech that pops up every now and then. Please remember to check the rules in the sidebar before posting!

 

Information Hub

The Info Hub should be your first stop if you are looking for attack speeds, punishes, character guides, or balance information about the game at a competitive level. It is a google sheet that is a compendium of all the data we have on the game, as well as linking to other resources. Make sure to view in the Google Sheets view (not html view) for the full features, or use the Google Sheets app on mobile devices. The info Hub is now a BRAND NEW WEPAPP! It works seamlessly on mobile or desktop, so enjoy! Links can be found in the sidebar or menu bar of the subreddit.

 

Glossary of Terms

If you see a term or abbreviation in discussion about FH and don't know what it means, this document is a great resource to look up a quick explanation.

 

Q&A Megathread

If you have any questions about For Honor, in the comments here is the place to ask them. (We will remove posts with simple questions as per rule 4, to prevent the subreddit being clogged up with question posts) Questions such as "How to punish a parry as X character?", "How to counter Y move?", "Best perks/feats/tips for Z hero?" all belong in this thread - where one of our community members will be happy to answer it!

Old Archived thread: Q&A Megathread V8

  • The Mod Team

r/CompetitiveForHonor • • 8h ago

PSA suspend or idk ban this dude

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28 Upvotes

Can this dude get banned already he was caught toggling/scripting in GHUT scrims and now does this in ranked?

Edit: left the game and didnt rejoin btw.


r/CompetitiveForHonor • • 20h ago

Discussion Would it be great if all offense became COMPLETELY unreactable?

15 Upvotes

99% of players are unaffected by these changes

Let's imagine hypothetical set of changes:

All 433ms bashes are sped up to 366ms, 300-500ms input window is changed to 366-500ms.

All 500ms chain bashes are sped up to 366ms, all chain links are increased by 133ms.

All 400ms lights are sped up to 333ms, all chain links are increased by 66ms and soft-feint windows moved 66ms later into the attack.

All attacks (heavies and slow zones) that are 600ms or slower, have parry window that starts and ends 66ms earlier. Attacks can be parried 166-366ms before the attack lands instead of 100-300ms.

*I thought about Pirate UB finisher where parry window is cut by 33ms, but we want it to be completely unreactable, plus stricter 133ms parry windows doesn't sound as good.

**I think it's impossible to fix 500ms lights being distinguishable from heavies and thus parryable on reaction without making them unparryable to 99% of players, but it's fine I guess.

What do you think? Will competitive scene be happy with such changes? Would there be any frustration from players with 130-170ms reaction times?


r/CompetitiveForHonor • • 1d ago

Discussion how do i effectively use khatun in teamfights and antiganks

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10 Upvotes

first off, i get that her main thing is duels and by god is she amazing at them (and ganks if i get teammates that can wait 3 seconds for all the pin damage)

her antiganks can be alright sometimes and i definitely felt myself getting better at those while playing BUT in teamfights i just feel like deadweight and im not contributing much if i dont isolate people into a duel. i get the feeling shes meant to be more of an agile peeler like nobu or afeera but idk how to go about that and being in stance in a teamfight just feels like im asking to get whacked in the face by an unblockable/hyperarmour followup

this video is separated into teamfight clips, antigank clips and ones that were a bit of both. any tips for improving in any of these areas or just khatun tips in general would be amazing


r/CompetitiveForHonor • • 15h ago

Rework Kyoshin Rework :3

0 Upvotes

Light Attacks

  • Opener
    • Superior Block removed
  • Finisher
    • Undodgeable property added back

Heavy Attacks

  • Side Heavy Opener
    • Unchanged
  • Top Heavy Opener
    • Damage lowered to 20
      • from 24
      • see Kaze Stance for more information
  • Finisher
    • Undodgeable property removed
    • Speed decreased to 700ms
      • from 800ms

Dodge Attack

  • Side Heavy Dodge
    • Hitbox improved to match Orochi's side dodge attacks
  • Forward Dodge Heavy
    • Removed and replaced with a new Stance
      • check Iaido Stance section for more information
  • Dodge Forward Bash
    • removed
      • check Opener section for more information

Zone

  • Zone attack animation replaced
    • Replaced by Mujounokaze animation (Kaze Stance Zone)
    • 500ms
    • Hitbox size increased to better match weapon visuals

Chain

  • Aoarashi Bash
    • Can be used after any Openers, Side Dodge Heavies, or Zone
      • This includes Iaido Lights/Heavy and Fujin Force
    • 466ms?
      • Stop it from being reactable to some people
    • Confirms Aoarashi Follow Up
      • 400ms
      • Counts as a Finisher

Kaze Stance

  • Can no longer access Kaze Stance from neutral
  • Can only access Kaze Stance by chaining/recovery canceling Finishers
  • Mujounokaze (zone), Hakaze (light), Fujin Cuts, and Fujin Force
    • removed
  • Tengukaze (heavy)
    • Animation replaced
      • Replaced by the animation from Tozen Unblockable Heavy from Stance in Story Mode
    • 800ms
    • Unblockable
    • Hyper Armour at 100ms
    • Undodgeable at 300s
      • this is to obscure differing seeing the blue effect vs bash
    • Can't be feinted
    • 34 damage
  • Can now press Guard Break to Bash
    • Animation is Tozen/Kyoshin roundhouse kick
    • Now knocks opponents to the ground
    • Confirms a Top Heavy Opener
    • 400ms
    • Hyper Armour at 100ms
  • Can now dodge out of Kaze Stance at 300ms

Edit: I totally forgot to talk about the superior block part of Kaze Stance whoops. I'm too tired to type that out.

Opener/Iaido Stance

  • New Stance accessed by dodging forward and holding heavy
    • Scabbard will glow red when in Stance
    • Can only attack from the left side
    • Guard is gone
    • 100-400ms input window into forward dodge
    • Entry speed 300ms animation to sheathe his sword
      • Attacks can be thrown at 300ms
      • Can dodge out of stance at 300ms in any direction
  • Left Side Light
    • Fujin Cut 1st strike animation used
    • 400ms
    • Unblockable
    • 8 damage
    • confirms 2nd and 3rd Fujin Lights each dealing 1 damage
      • Can dodge out of any Fujin Cuts
      • Each Fujin Light Counts as an Opener so even the 3rd chains to Aoarashi
  • Left Side Heavy
    • Animation is Running Heavy Attack
    • 700ms
    • Hit box improved to match weapon visuals
    • 17 damage
    • Undodgeable
    • Can be feinted

Fujin Force

  • Can be input after dodge forward by pressing Zone
    • 100ms into forward dodge
  • 600ms
  • Superior Block from all sides
    • 100-500ms window
  • 12 damage
  • Gains Unblockable and Hyper Armour after Superior Block
    • Also increases damage to 17

Recovery Cancels

  • Can dodge forward after any attack that is not:
    • Iaido Light or Bash

Parry Riposte

  • Fujin Cuts
    • After a parry you can now input 3 lights
  • Can dodge out of Fujin Cuts

----------------------------------------------------------------------------------------------

Feats

Tier 1 Kagerou and Tier 2 Hikarimore removed

Tier 3 Hikari To Kage removed

Tier 4 Fear Itself and Arrow Storm removed

Tier 1 -

  • After Superior Block: For 10 seconds, heal 3 HP and apply 3 bleed per attack you land on an opponent.
  • Cooldown 20 seconds
  • Passive

Tier 2 -

  • Each Fujin Cut now applies a debuff of a different kind
  • Idk what they should be so y'all can come up with them in the comments if you want
  • Passive
  • Cooldown of 20 seconds

Tier 3 -

  • Call in an Arrow Strikes to each enemy around you
    • Same as Tier 2 Arrow Strike for everything besides damage
    • 25 damage

Tier 4 -

  • Mugen Houyou
    • Spikes deal 30 damage (up from 25)
    • Takes 1200ms to hit (down from 1366ms)
    • Activation Time now 900ms down from 1100ms.
    • Same pin duration of 2200ms
    • New Effect: Applies a debuff when hit by the Feat (this debuff doesn't do anything) and lasts for as long as they are in the pin duration and for 1 second after exiting the pin.
    • New Effect: For each enemy killed while they are effected by this debuff, lower the cooldown of the Feat by 20 seconds.
    • New Effect: When the Feat is on cooldown, Executions lower the cooldown of the Feat by 10 seconds. (counts only when the enemy is killed in the execution, so if you are interrupted before that it will not count or when you are interrupted after it will count)
  • (New) Kick Thing
    • Uses the animation of Tozen kicking you to transition from phase 2 to phase 3 of the fight in story mode
    • 400ms
    • 45 second cooldown
    • Knocks opponents to the ground
    • Confirms Top Heavy Opener
  • (New) Smoke Bomb Clone Thing
    • Throw a Smoke Bomb to the ground
    • Spawn 3 level 3 Kyoshin bots in the smoke
      • Each have 100 health
    • You phase out like Ocelotl until all 3 Kyoshin bots die or 10 seconds end
    • You can not move farther than 16 meters from where the smoke bomb dropped and neither can the bots
      • White ring will appear like JJ's Fiery Barrage Tier 4
    • Kyoshin Bots will not feed revenge or add tags

r/CompetitiveForHonor • • 1d ago

Rework Nutella's Kyoshin Rework

41 Upvotes

hey guys its nutella with more rework slop - we're aiming to give this char an identity that's a bit more than just being BP with an orochi skin, because that's what it currently feels like. this means we need to address his stance feeling lackluster, by not outright replacing it but by instead supplementing it with another state. we should also make more use out of fujin force as it's the coolest move in his current kit.

General/Feat Changes

Calligraphy trail effect changed to not be FPS determinant, currently if you play at high frames the effect is completely gone, vs if you frame lock to 60/30 where it's quite pretty.

T3 buff, adding stamina on hit - there's no reason to use this over something like tough as nails unless you didn't take the t2 for arrow strike - needs more value, and I don't even think stamina alone will do it. Maybe replace it for a feat that applies 3 debuffs from each kaze light, stamina regen debuff (15%) → atk debuff (15%) → def debuff (15%) for 7/6/5s each.

T4 buff, place a debuff on the enemy that the first hit on them from an opponent (intended on hits that break them out of the snare) has defense reduction. I'm thinking of a value between 20% and 30%, could be achieved by making the debuff last for 3s after they are hit.

Ensure the character's stamina is looked at, or just give them a flat buff in stamina, thematically it doesn't even make sense that the warrior who exists in the mirage season is so starved of stamina, with kaze stance's entry being costly, and fujin cuts being expensive. (probably up his stam drain rate to compensate for baby sit gank purposes, ideally ramping up rather than flatly going up.)

Light Attacks

  • Finishers - make them either enhanced or crushing counter, see more later. Enhanced property would probably increase light spam complaints to be fair, so it's one of those grimace tier changes, though it'd make it pair with the Fujin Force toolset.
  • Opener light crushing counter/superior block variant hitboxes and ranged fixed to be the same as the opener light variant.
  • Opener light tracking improved.

Dodge Attack

  • They are objectively worse than the character he stole the hitbox from and for no real reason - hitbox should be improved/matched to Oro's.

Fujin Force

  • Make the move 700ms (or 800ms) and feintable, potentially increasing the superior block window proportionally.
  • Allow fujin force to chain to finishers or chain bash.
  • Fujin Force Counter (Unblockable variant) has either hyperarmor or superior block throughout it's duration (it's easy to counter this move when you're 2 or more people against one kyoshin, and as a char who was thought of as an antiganker, it's kinda embarrassing.)
  • Fujin Force can be chained to from all hits of Fujin Cuts. (3rd one cannot currently).
  • Fujin Force can be chained to from all openers lights/heavies and finishers lights and heavies, along with zone.

Bash (Sajin-Arashi)/Iaido Stance

  • Remove the bash from dodge forward GB input - it's not really a cool one (probably the lamest dodge fwd bash in the game) and draws the similarities to BP closer.
  • Add in a shaman like state where he sheathes his sword (to the left) upon dodge fwd GB (if you really must keep the dodge fwd bash, then use dodge fwd light) - can also apply to back dodge gb/light to gve him a countering option from neutral/backdodge, to liken him to Orochi in a good way as the options would be incredibly diverse. He would be able to walk in this state (speed in between BP and Conq full block walks), and would remain as long as you hold down the GB input/light input. (light in the case of not removing the kick). Stamina would begin draining as if you were in a fullblock state after 1s (could move to 2s), tries to curb babysitting with it, along with the stamina drain beginning as soon as he began walking.
  • In this state, you can press light (or release it) to throw a 400ms (300ms?) UB strike that could come from the direction closest to the kyoshin's sheathed side - it would have the animation of Kyoshin drawing and sheathing his blade really quickly. (Think The Wind's Edge animation from his execution), be low range and deal 9 damage, this move would act as an opener and lead into his chain. Should use the calligraphy effect from Fujin Lights - intention is to make you want to space him out so he can't use this move on you.
  • You can press heavy in this state to throw a 800ms (700ms?) top overhead UB that would have a good amount of fwd movement (think dark souls katana unsheathe moveset). This move would act as a finisher and you'd have to enter Kaze stance to continue your chain. Intention is to be the move you want to use out of this stance.
  • You can press zone to do a faster horizontal slash (600ms?) that would be a hitbox move for usage in a teamfight/antigank scenario, ideally the inverse of fujin force so it'd come from his left. This move would act as an opener and lead into his chain. Could potentially use calligraphy effect from Fujin lights, but I wouldn't mind if it was maintained purely for the quickslash.
  • You would be able to dodge out of this state, as to allow you to dodge fwd heavy someone who rolls, or to dodge an external UB/bash.
  • Releasing GB input (or pressing feint) would make Kyoshin unsheathe his sword and return to neutral.

Fujin Cuts

  • Able to dodge out of Fujin Cuts recovery after any strike.
  • Able to enter iaido stance after the last hit of Fujin Cuts. (Gives a reason to NOT use Fujin Force)

Kaze Stance

  • Kaze Light is 600ms, enhanced and a heavy parry
  • Kaze Zone is 600ms. (These are both the same attack but from two different sides/two different hitboxes, nerfed speed to combat the light spam feel but to also strengthen the move to be better in teamfight scenarios and not 1v1 ones.)
  • Potentially decrease the chain link to Kaze Light by 100ms specifically on fast flow to keep old interactions - though I'm not particularly married to them with an Iaido stance being present.

conclusion/final notes

i want this char to reach even a fraction of the cool factor he promises with his visuals and weapon, any thoughts? i'm happy to discuss


r/CompetitiveForHonor • • 23h ago

PSA Varangian Guard

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0 Upvotes

I need to find a tournament or play against tourney-level players but it’s just low reps because I’m overall 12.


r/CompetitiveForHonor • • 1d ago

Discussion Skill Gap or No

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1 Upvotes

r/CompetitiveForHonor • • 3d ago

PSA Title Update II balance changes

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91 Upvotes

Pretty interesting they focused on the heroes doing very well in 4v4s.


r/CompetitiveForHonor • • 3d ago

Discussion Y10S3 TU2 Patch Notes are heavy handed

48 Upvotes

hey there, nutella here

gonna just post about the "bad" of the patch notes, and what was missing from these changes, i get that they're reactive nerfs but for some chars they're far too reactive.

valkyrie

speer sweep punish deals 18 damage and has 800ms recovery (i.e is gbv)

why on god did this get a double whammy nerf when the heavies were the overperforming factor/what was changed about the char? the sweep should've 100% been gb'able as a nerf once she had blue, and the blue was definitely too high in damage for such a high hitbox, but the nerf on the sweep damage means that she now has the worst functioning gb'able blue/orange mixup in the game, the rhetoric of "her damage is in line" does not hold up - as her chainability after the tool does not exist, nor does she have any of the safety/other chain options the others have

her contemporaries are: shinobi, afeera, kyoshi, gryphon, arakure

with arakure not really being comparable due to the bloat of options she has in chain (500ms bash, feintable bash, 400ms lights that can be ub/armored, and a blue heavy that can be the mixup in itself with ub/armor properties.)

the other chars have:

  • Shinobi: 15/29 (26 without last sickle hit) (chains after both, on hit for bash, on whiff as well for heavy)
  • Kyo: 15/30 (chains after both via kaze, on hit for bash, on whiff as well for heavy) - char isn't performing well anyways
  • Gryph: 14/24 (heavy dodgeable but often catches for 30) (i don't even need to tell you this one is weighted towards gryphon)
  • Afeera: 16/28 (35/28 with wall) (can flip and chain into her shit after heavy whiff/hit, or bash hit)

meanwhile valk has

  • Valk: 18/26 (ends chain upon landing either)

afeera also gets cc lights in that space

kyo had (lol) blue lights in that space (and kaze stance) - char isn't performing well anyways

shinobi has a ub in that space, plus the ability to double dodge

gryphon has the aforementioned 30 damage slammer

this change is absolutely nonsensical with that as context, and sweep should minimum be doing 20 damage, if not 22.

nobushi

a lot of the changes here are changes ive suggested/asked for, including the one im going to complain about which is the bleed feeding revenge

bleed is objectively worse damage right now (it's slower and can be cleansed), and there's no comfy way to make it feed revenge that makes "sense" - you don't want to extend the tags by 8s and slowly feed revenge for each tick, as that means a 12 damage light is still better than a 12 bleed light if someone has 10 hp and 9 revenge to fill, you don't want to make the revenge 1:1 (haha i wonder what they did) because then you've made damage that can be cleansed and applies slower feed more revenge than it actually directly does (exceptions are made for things like glad skewer which is a very ugly move in terms of pinning properties/throwing/high bleed qty) - but it's generally not a smart idea to do this and its why the change they did (nobu bleed attacks deal 12 revenge) was not a smart one

it should've been nobu's bleed attacks deal (bleed/2 + direct damage) revenge, because this'd mean it actually is proportional to the move, and compensates for bleed being shit damage as it stands. (and this change should even be global), and these changes are not accompanied with a single positive change to sidewinder (it is non functional as a dodge attack and is a light parry, it is not even functional as an attack) or to her 1v1 moveset, leaving nobu in a very poor spot in terms of viability for the 99.9% of players, and I'm not certain how it'll go for the .1%

this nerf is bad enough to the point where a nobu would rather their bleed dodge lights just dealt 12/14 direct damage, ignoring her identity/passive gimmick

expendables

i'm not going to tell you this was a bad nerf, quite the opposite, but the fact that it's clear that the qty of health from this feat is too much, yet death toll is left unattended to with its super high heals with warden double heavies in mid is crazy - along with regular body count not getting a buff to the stam gain so it actually feels good to pick and not as a "this is my only choice" feat.

thrilling comeback

how did we nerf this feat to its original state and not learn a single lesson

there are numbers between 20 and 40 ubisoft, why didn't we go with a nice value of 30? this feat has been overnerfed and will lead to certain chars having mediocre options in their t2 slots that it covered for.

juren

how has the bug where his attacks display for 100ms less than other heroes not been fixed? this is probably a massive reason for his viability as the char has 200ms ccu hiding anims/lights due to his decision window, over 100ms - i can't wait for this to be fixed and for the char to be dumpster tier by the time it happens

indomitable

great nerf, doesn't address why people use it on arakure over gang of outcasts, the feat requires your team to be clumped up like crazy unlike something like morale booster for a buff thats conditionally good depending on your char but hard to get use out of (you aren't typically trading with a char that doesn't do it) - a defense buff of 20% combined with a sprint speed buff or to make the feat global would allow for its strict team buff conditions to actually be viable, as it stands i'm still taking worse indom just for viability over the feat with more fun design.

phalanx

i dont think jj needs better feats at all, but making it 1:1 with refined phalanx is a weird choice to me, and I'd rather just see the feat completely replaced or see the feat do something slightly different - my ideal world is that jj's unique t4 (thunderdome/fiery barrage) is usable indoors and deals 5 damage to any enemy who touches the border, along with a cd increase (to 60s minimum) so JJ can force a teamfighting zone which would be a fun/unique feat.

conclusion

im glad to see fast changes but changes on certain chars like valkyrie who just recently got buffed should've been done far more carefully, same with changes for nobushi who lack 1v1 at all and now have had their 4s melted down without any consideration for 4s is wild. one can only hope the nobushi rework is properly close, and it won't be yet another disappointing year for her.

what did you guys think of the patch notes?


r/CompetitiveForHonor • • 2d ago

Discussion Ranked Duelists

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1 Upvotes

What would be your top 5 picks to climb up quickly in ranked duels? And why?


r/CompetitiveForHonor • • 3d ago

Discussion Valkyrie Sweep

29 Upvotes

I may not be the best and/or the most knowledgeable player around but don’t these Valkyrie nerfs completely invalidate Spear Sweep?

It now does 18 dmg, resets opponent stamina and is GB vulnerable on whiff.

Shield Tackle mix does 18 dmg, no stam reset and gives you multiple options to deal with dodges, dodge attacks etc.

What value is there to using sweep at all beyond potentially ledging someone?


r/CompetitiveForHonor • • 3d ago

PSA Season 0 Ranked Stats

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32 Upvotes

r/CompetitiveForHonor • • 3d ago

Discussion So... What does this games competetive scene look like?

1 Upvotes

Maybe just me but this game does seem like it's basically a fighting game title. One that's definitely having unusual game mechanics for a fighting game...

But given that this is a pretty niche genre, this game still seems to have quite the player count. Sure it doesn't beat SF6 but like... It is still better than Tokon, beats Strive...

So how come this game seems to have no competetive relevance?


r/CompetitiveForHonor • • 4d ago

Discussion What would a new character designed from the ground up as a counter to the current meta look like?

8 Upvotes

Without being absurdly overpowered in their own right, and without any balance changes to the current cast, could a single character actually provide meaningful opposition to the current S-tier picks? If so, what tools would they need? What would their role be? Is there already a character in B-tier or below that could fit this role with some minor buffs?

Not saying that this is necessarily a good way of balancing the game, or that certain S-tier heroes don’t deserve nerfs, but I think the answers to this question might expose some gaps in roles that I’m not familiar with or that the devs could shift priorities towards.


r/CompetitiveForHonor • • 4d ago

PSA Virtuosa will riposte any enemy that attacks locked on to her during her dodge animation, even if he isn't near her

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100 Upvotes

Just spam against her from far away and she cant use her riposte reliably. You can time with an ally who is fighting her to "peel" without giving tags


r/CompetitiveForHonor • • 4d ago

Discussion Is shinobi weak or am i just an unskilled dipshit.

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1 Upvotes

r/CompetitiveForHonor • • 4d ago

Discussion Berserker at top level duels

19 Upvotes

So when it comes to berserker most people say hes s tier against 90% of the player base but struggles at higher level duels as most top players can react to his hard feint heavy to light but I was wondering whats the difference between his hard fient and shamans soft fient to bleed? Shamans soft fient to bleed is 400ms and is labelled as unreactable but berserkers hard feint heavy to light is HA and also 400ms so why is this the labelled as reactable? And most importantly what do you guys think of berserker when it comes to higher levels, is he still viable or is he underperforming compared to other characters


r/CompetitiveForHonor • • 5d ago

Discussion How does crush them work

8 Upvotes

I wanted some questions answered about the perk crush them, and so i figured theres no better community to ask. So

1.does it have a set duration if no attack is landed and you dont die before landing it?

  1. What counts as an attack? Anything that deals damage? Do missed attacks count? Do blocked attacks count? Do bashes that deal no damage but confirm some or initiate chains (like cent's kick) count?

  2. Does it stack with the revenge damage buff?

Any input would be greatly appreciated


r/CompetitiveForHonor • • 6d ago

Video / Guide Input problems

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16 Upvotes

r/CompetitiveForHonor • • 5d ago

Discussion Warden Feats in Ranked Dom

2 Upvotes

Hey guys, just wanted ask something to all the Warden mains in here that play ranked dom. What are your go-to feats whenever you play with Warden in RD? Mine, so far, have been: Death Toll, Enfeeble, Total Recovery and Trebuchet and/or Stalwart Banner. I just wanna know if you guys had any suggestions or tips I could use while I'm still trying to climb the ranks. Thanks!


r/CompetitiveForHonor • • 6d ago

Discussion Can someone explain how high latency gives an advantage?

9 Upvotes

So my understanding of latency is that it affects both the time before your own inputs are received by the server and the time before you receive another player’s inputs from the server. If that’s the case, then surely high latency would affect both outgoing attacks and incoming attacks the same way, meaning that your attacks are sped up on an opposing player’s screen by the same amount that their attacks are sped up by your screen, right?

That said, I keep seeing people claim that high latency confers an advantage, but I don’t see any explanations as to how. Short of packet loss or some asymmetry between outgoing latency and incoming latency, it doesn’t make sense that a laggy player would be at any advantage. Can someone explain this for us smoothbrains that don’t work in IT or network infrastructure?


r/CompetitiveForHonor • • 5d ago

Discussion Would you like if gear stats returned?

0 Upvotes

Now that we officially have a ranked dominion mode where all the sweat is produced, what if gear stats returned? Only for normal 4v4s of course.

Imagine all the different fun builds youd encounter. For the first few days, then people would steer towards meta gear naturally.

I think it would be a nice addition, personally always hated gear perks. I'm excluding revenge builds from this post, that abnormality has no place in this game.


r/CompetitiveForHonor • • 6d ago

Discussion Title: [PC] [EU/DE] Looking for a long-term Ranked Dominion buddy

6 Upvotes

​

Hey everyone!

I'm looking for a long-term For Honor buddy to play mostly ranked Dominion with.

I've been playing For Honor for quite a while, mostly solo and did a break a while ago. I came back for ranked and I'd consider myself a decent player, but definitely not a pro. I still have plenty to learn, and I'd love to find someone who's interested in improving together.

What I'm looking for:

- Someone who enjoys ranked Dominion and wants to improve together.

- A mature, chill player who doesn't lose their mind after a few bad matches.

- Someone who's open to constructive criticism and willing to analyze our own mistakes instead of constantly blaming random teammates.

- Someone who enjoys hanging out on Discord, having a laugh, and occasionally messing around in-game.

- Ideally someone who understands that work and real life come first.

- Preferably someone who speaks German, but English is fine too

I'm not looking for a coach, someone to carry me, or a hardcore tournament team. I'm simply looking for someone who's motivated to get better while still enjoying the game.

Since I work full-time, I can't grind for eight hours a day. A few good sessions per week would be perfect.

Good chemistry, mutual respect, and having fun together matter just as much to me as winning.

If that sounds like your kind of thing, feel free to comment or send me a DM!

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r/CompetitiveForHonor • • 7d ago

Rework Feintable nobu kick animation problem?

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71 Upvotes

I read this post

Buff Nobushi's 1s, not her 4s. : r/CompetitiveForHonor

And it suggested making the kick feintable, so I made a video showing what the kick would look like if it was 700ms and what it would look like at the feint frame if it was feintable like Afeera's.

Theres also a clip showing it without the pause with the full animation slowed to 700ms

honestly I dont think the animation works, shes upside down in the air at the feint frame

I dont think the developers want to make a new animation. and they said they wont speed it up to 500ms. So i think shes just going to stay like she is now?