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How 2 For Honor

Discussion in 'Other Games' started by 최건, Nov 11, 2021.

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  1. 최건

    최건 Guest

    Greetings, this is the ultimate guide how to For Honor.
    But first, what is the For Honor?

    For Honor is a 2017 action video game developed and published by Ubisoft for Microsoft Windows, PlayStation 4, and Xbox One. The game allows players to play the roles of historical forms of soldiers and warriors, including knights, samurai, vikings and since October 2018 the Chinese Wu Lin, within a medieval setting, controlled using a third-person perspective. The game was developed primarily by Ubisoft Montreal and released worldwide in 2017.

    Here are some trailers...


    Please do note that I will not mention hero specific details.
    If this thread gets enough likes, will post another thread for each individual hero / heroine.
    Without further ado, let's get started!

    1. Basics


    Static Guard: The guard stance remains forever unless changes the direction.

    Reflex Guard: The guard stance only remains active for a short whilst (1000ms) thus must refresh each time blocking.
    (Trivia: Community has long been crying out to completely remove reflex guard as they're microtransaction, unnecessary.)

    Blocking: Match the guard direction to red indicator will block incoming attack in that direction.
    Although blocked, heavy attacks still do damage (aka chip damage).

    Guard Break (aka GB): GB is a special type of attack with static speed of 400ms (0.4s) or 300ms if performed after a feint.
    A GB is guaranteed if an opponent is under recovery or didn't react fast enough to counter GB yours.
    Upon successful GB, most heroes can confirm a side (left or right) heavy or a throw (movement key + GB input. e.g. W + Mouse Wheel) in desired direction, which may result an environmental kill (aka ledge).

    Recovery: The moment of weakness. A player cannot control character during a recovery.

    Light (Attack): Lights are fast in general (500ms from neutral), deals less damage compared to a heavy. Upon blocked, you cannot chain further.
    At low level play, you may face nonstop light spammers as many struggles to even block lights on their early play through.

    Heavy (attack): Heavies are slow in general (varies), deals greater damage compared to a light, and are feintable. Upon blocked, you can still chain further.
    In addition, if you managed to end an opponent with a heavy, may proceed into an execution for full stamina, and moderate health regeneration.

    Zone (Attack): Zone can be performed by input both light and heavy attack, and has static attack direction.
    In general, they are faster than heavies but slower than lights. Though considered a heavy upon parried,
    it cannot proceed to an execution even if you end an opponent with a zone. They have large hitbox thus very useful in group fight or when clearing minion lane.

    Execution: A hero specific signature move that can only be performed by a heavy deathblow, and can be purchased with in-game currency (steels).
    The amount of health regenerated from a successful execution depends on how fast it prevents enemy revive (kill time) and the total length of the execution.
    The longer the total length is, the more health will regenerate. And if disrupted before kill time, no health will be restored.
    Keep in mind that during the move, you cannot perform any other actions, thus become vulnerable.
    However, this isn't considered a recovery, thus can counter GB without any problem.

    2. Counters

    Dodge Attack: Only few heroes have access to dodge attacks. To dodge attack, you must dodge left or right and input light / heavy (depends on heroes). As its name suggests, the move grants i-frames during, but if abused too much, chances are high an opponent will bait your dodge attack and parry you instead, which is unpleasant.

    Parry: Match the guard direction to red indicator and input a heavy attack during the small window will result a parry.
    Upon successful light parry, most heroes can confirm a top heavy, whilst a light is confirmed in any direction for a heavy.
    If abused too much, chances are high an opponent will bait your parry and GB you instead, which is unpleasant.

    Deflect: Only heroes with reflex guard have access to this move. To deflect, you must match and input movement to the red indicator during the small window.
    The damage varies, but regardless they deal greater than a neutral top heavy.
    If abused too much, chances are high an opponent will bait your deflect and GB you instead, which is unpleasant.
    The saving grace is it has higher rewards than a parry!

    Crushing Counter (aka CC): Only few heroes have access to this move. Match the guard direction to red indicator and input a light attack during the small window will result a CC.
    The damage is greater than a light but slightly less than a neutral top heavy.
    If abused too much, chances are high an opponent will bait your CC and light parry you instead, which is unpleasant.
    The saving grace here it's immune to heavy feint into GB attempt, as lights will always hit before!

    (Light) Parry = Deflect > CC > (Heavy) Parry

    3. Special Properties

    Following are special properties that can only be found in few heroes, though the numbers are growing.

    Bleed: Damage is dealt over time. This is especially useful if an opponent is near death's door yet still blocking thanks to chip damage.

    Pinning: An attack with this property will prevent victim from activating revenge and force recovery (varies) for a short whilst.

    Enhanced: Even if an attack with this property is blocked, you can still chain further.

    Unblockable: As its name suggests, an attack with this property cannot be blocked, however can be parried or dodged.

    Undodgeable: As its name suggests, an attack with this property cannot be dodged. Any dodge or dodge attack attempt will caught by this.

    Hyperarmour (aka HA): An attack with HA will not be disrupted by non-bash attacks.
    (Trivia: Ubisoft's official term for this property is Uninterruptible Stance.)

    Superior Block: A block stance with this property can negate chip damage as well as stop an opponent further chain, however cannot block unblockables.

    4. Bash, The Evil

    Oh boy, the bashes...
    They're hard to punish and completely relying on guessing and reading, perhaps a tiny bit of dexterity as well.

    Static Timing (Bash): Are fast (often 500ms), and can be perfomed by pressing GB after a forward dash.
    Sounds easy? An opponent might bait your dodge just by perform a forward dash and get a GB on you.

    Variable Timing (aka Chargeable): Are feintable, and can be charged by holding GB.
    They all grant HA after a short whilst, thus disrupting is not an option.
    Moreover, after an opponent punish you, the opponent can chain into another bash (aka vortex)...
    A fully charged bash confirms a top heavy whilst an uncharged bash confirm a light in any direction.
    To avoid uncharged, you must dodge as early as you see the bash icon.
    To avoid fully charged, you must wait a bit and then dodge.
    Since they're feintable, they get more interesting here.
    An opponent might guess that you're dodging early because you thought the opponent is going to uncharge, thus feint the bash early, GB on you, and then punish.
    Or an opponent might guess that you're dodging late because you thought the opponent is going to fully charge it, thus feint the bash after a bit, GB on you then punish.
    Or an opponent might guess that you're NOT dodging because you thought the opponent is going to feint it anyways, thus commit the bash, and then punish.

    Not to mention, there is no way to tell if an opponent is going to charge it or not nor feint it, so have fun.
    The only possible positive outcome is, you can get a GB if dodged successful!

    5. External, The Worse

    In a group fight, you can only parry attacks from an opponent that you're locked on to.
    So the external was born, basically you're throwing attacks that can cover desired opponent(s) position
    Whilst locked on to different opponent, and what doesn't help is indicator (often indicator don't display anything at all).
    However they still can be blocked, but what about unblockables :tearfalls:
    Position yourself well, warriors.

    6. Recovery Cancel, The Worst


    ...So there's an actually the concept of frame advantage where one player's move will always come faster under certain condition.
    Say an opponent's attack is whiffed and no move is followed, then the opponent will enter recovery state.
    During you can pump out massive damage, or you thought... there are few heroes who can cancel their recoveries and punish you instead.
    Theres no viable way of countering it, but you may dream and hope... and wish or simply not attacking.

    My demonstrations (aka gameplay footage).
    https://youtu.be@/Vx5p2yDoPXA?t=19605
    https://www.youtube.com@/watch?v=L4L_3EvUICE&t=8725s

    7. How To Gank

    Ganking is a risky task. Not only you must snuff out an opponent quickly and move on to different objective, but you also have to feed least revenge as possible.
    But first what is the revenge?
    A revenge may grants you following.
    - Auto Parry: Parry anything thats parry-able upon activate.
    - Enhanced Counters: Parry, and throw will unbalance the victim. This is true for auto parry as well.
    - Shields: +100% shield (shield is an extra health that fades away).
    - Damage Boost: +50% more damage.
    - Infinite Stamina: ^^.
    - Hyperarmoured moves: During any move, can't be disrupted even bashes can't.

    In short...regardless if you can handle revenged opponent like a baby or not because all that shields
    capturing objective will take longer and longer which isn't good because victim's team may come and assist.
    In order to gank effectively, there are rules you must follow.

    - Do not gank with more than 2 people (yourself included).
    - Exploit the recoveries - Upon any hit stun a top heavy is confirmed.

    (Trivia: Prior to CCU, opponents' revenge metre is now visible.)

    My demonstrations (aka gameplay footage).
    https://youtu.be@/PeAAadyiOCI?t=8477

    8. How To Anti-Gank

    A key to anti-gank is get as much revenge metre as possible without taking damage and trade off in trust of HA.
    Parry is a risky move if you're ganked as often it will not rewards you anything since others can disrupt your punishes, thus I advice you to focus on blocking and counter GB.
    What about unblockables? Should I attempt parry or just do nothing?
    It depends but theres a neat cheat for it, you throw a light or zone instead if unblockable is thrown by non-locked on opponent, as for locked on opponent, well make a good read.

    My demonstrations (aka gameplay footage).
    https://www.youtube.com@/watch?v=Iye8oo_33Cs&t=8410s
    https://www.youtube.com@/watch?v=sOQp30J_ZAM&t=1240s

    9. How To Counter XXX


    Q. Opponent is a parry / deflect machine.

    Try bait parry / deflect and punish.
    (Heavy - Feint - GB - Punish)

    Q. Opponent is CC every single my attacks.

    Similar to above, bait CC and punish.
    (Heavy - Feint - Light Parry - Punish)

    Q. Opponent is spamming bash.

    Ugh, this requires some practice, but with enough dexterity you can reliably dodge static bashes and sometimes get a GB.
    As for chargeable bashes, good luck reading your opponent.

    Q. Opponent is spamming dodge attack.

    Dodge attack, though they're useful, are easy target for parry.
    (Heavy - Feint - Light or Heavy Parry - Punish)

    Q. Opponent is light spamming.

    At your early play through, you may struggle against lights as they're fast, thus hard to block.
    My advice is light spamming instead, or preferably light parry as soon as you see red flickers.
    (Light Parry - Punish)

    Q. My choice of hero doesn't have any deflect / CC though I want higher rewards than a light against heavies.

    There is a way! Because heavies tends to have long recovery of whiff, if you managed to dodge any heavy, you can get a GB.
    (Dodge - GB - Punish)

    10. Useful Mixups


    WIP.

    Correction is welcome.
     
    Last edited by a moderator: Dec 26, 2021
    ThedumbOX and Linnyflower like this.
  2. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    i wish i had saved that copypasta somewhere
     
    ThedumbOX likes this.
  3. 최건

    최건 Guest

    Can't understand your obsession trying to meme my post.
     
  4. Stormarend

    Stormarend The classes DO NOT correspond with the elements.

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    Minecraft:
    Seems like a more recent development in the community, but people think copypastas are funny now.
     
  5. 최건

    최건 Guest

    I honestly don't care if people think copypastas are entertaining or not but surely @Samsam101 got deep obessision trying to meme MY posts.
     
  6. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    the entire joke of the original copypasta was that half of it was about for honor when the point of the thread was to comment on the quality of wynncraft support, it was amusing
    since you decided to make a thread dedicated to for honor it would be relevant
    it would be moronic of me to post a copypasta on a thread discussing a game though, because that would be the only response as opposed to fellow fans, so i apologise for even considering it
     
  7. 최건

    최건 Guest

    Well, I understands your points, and why people think Wynncraft Support thread copypasta is funny, cause at the ends, I added a bit of humourous out-of-context For Honor stuff, and I was enjoying as well.
     
  8. Themon_star

    Themon_star Travelled Adventurer VIP+

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    i herd for honor was a great game
     
  9. 최건

    최건 Guest

    A funny sword game it is.
     
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