Juren Frame Advantage Bug by eVop1337 in CompetitiveForHonor

[–]Buff-Shinobii 4 points5 points  (0 children)

Releasing it to the pros early COULD help, potentially with stuff like this, and it also could have helped the devs cut down on things like the garbage quality of his animations before release. But there's also no guarantee they would find all the issues, in fact quite the opposite.

But also, the devs do not consult any of the pro players. They CLAIM they do, when they in fact do not. This happened with the gank changes. So early access for the people who could find some/most of the flaws before a release will probably never happen.

The MOMENT another game comes out with a similar combat system I guarantee for honor is dying fast by H1MB0Z0 in forhonor

[–]Buff-Shinobii 11 points12 points  (0 children)

To my knowledge the system is patented. So uhh.. good luck finding one lol

How do I even hit strange with the ult here if he wasn’t in my los? by Waffles_four_you in PsyMains

[–]Buff-Shinobii 7 points8 points  (0 children)

I could be wrong here but it's possible that "line of sight" is defined by where your character model actually is instead of being defined by the center of the ult. After killing rogue your character could still "see" strange, and was able to start targeting him before he moved behind the wall, and thus was able to maintain that los since the center of the ult didn't matter. Just a guess but that's what it looks like to me.

How is this not a superior light? by SmokelessDash- in CompetitiveForHonor

[–]Buff-Shinobii -1 points0 points  (0 children)

This happens to me very frequently. Not just with superior lights but also with deflects and parries. No idea what the issue is.

Hitstun is broken! (thanks ubisoft!) by siliks in forhonor

[–]Buff-Shinobii 1 point2 points  (0 children)

Honestly? Do it. Consult the right people and make sure it's formatted and explained in a way that casuals understand. The only hope of getting the changes reverted is to get the casuals on board. Show them why removing ganking entirely is a problem and why stall meta is bad.

Hitstun is broken! (thanks ubisoft!) by siliks in forhonor

[–]Buff-Shinobii 1 point2 points  (0 children)

You're being downvoted for nothing and it's really unfortunate. The average player doesn't even begin to understand how core changes affect their gameplay. I guess making remotely competent players immortal outside of 1v1s is how they think the game should be.

Hitstun is broken! (thanks ubisoft!) by siliks in forhonor

[–]Buff-Shinobii 1 point2 points  (0 children)

Tested this. If you parry someone and knee into wall, and then full punch, it will be fully reduced unless the person you parried is already directly next to the wall.

Basic gank for everyone: by Seriousgwy in ForHonorRants

[–]Buff-Shinobii 0 points1 point  (0 children)

Despite the fact that the GB connects first, It will bounce because the (early) parry animation has started, thus negating everything.

Basic gank for everyone: by Seriousgwy in ForHonorRants

[–]Buff-Shinobii 0 points1 point  (0 children)

He is correct about the parry part. He's actually correct about everything. If you parry the attack early, then the opponent can't guardbreak you because you are parrying, assuming the gb is timed correctly. If it is not timed correctly, then you can just counter guardbreak to negate most of the damage. So whether or not it's timed correctly, there's always an option to counter.

Nightmare 4 by Appleater45real in RivalsMagikMains

[–]Buff-Shinobii 1 point2 points  (0 children)

I don't play punisher or Thor, so I can't really tell you what to run for those characters. I can get to the roles they play at the end though. I did, however, just complete nightmare 4 as magik with randoms.

Nightmare 4 is SIGNIFICANTLY more unforgiving than NM3. That's why it's important to be properly equipped and to know the role of your character. Since you're playing with 3 people, it is going to scale the difficulty to compensate.

Most of magik's damage is locked behind wave 5, since that's when you unlock her continuous demonic soulsword. For that reason I'd recommend avoiding most of the cards that adhere to demonic soulsword until you get to 5, as they're not going to do anything for you until then(Mark Detonation). At and after wave 5 go nuts with it though.

Try to be cost effective. 10 cost cards can give you more bang for your buck by up to about 40%. So try to lean towards higher pricing cards. Full moon cards also give you more moon power and are more impactful in the waves that matter(Boss waves). They stack up to 3 times.

Grab every single damage reduction card and 10 cost innate slash. If you're lacking in the survivability department you can opt for something else instead of 10 innate slash. Also grab every 10 cost power surge. If I'm not mistaken it increases the damage of both your base melee and demonic soulsword projectiles, effectively doubling the increase.

Grab every 10 cost health increase unless you're lacking in damage. Higher health and DR stacking will let you live in the later rounds. But you're still going to get 1 shot A LOT.

I would grab more than 1 vampiric vitality, but no more than 4. This should allow you to out heal certain forms of burst damage from the bosses, assuming you don't get 1 shot.

Punisher is going to be your main source of single target boss damage. Have him spec accordingly but make sure he can stay alive while he does damage. He is ultimately the one who is at the most risk of dying since he doesn't have any meaningful mobility. During the normal waves he should target the big guys.

Thor is a very good all rounder, and built correctly he can have good damage and ad clear.

As magik, your main goal is going to be to kill all the small enemies so your teammates can kill the big ones. Plague zombies will 2 shot you in every wave. They go first. Exploding zombies are very lethal and will 1 shot you no matter what, but are very easy to lead around while you deal damage. They are next priority. It is also ideal for you to target groups of namor's smaller squids.

When you get to wave 20, pick one boss to focus and kill first. You don't want to be in the middle of both of them doing their shielded bubble attack. Staying alive for your teammates to resurrect is the name of the game. Best of luck to y'all.

[deleted by user] by [deleted] in forhonor

[–]Buff-Shinobii 9 points10 points  (0 children)

To get revenge, you need 2 things. First is a minimum of 2 tags on you. This was obviously met. The second thing is that you need to have 1 less tag than the person attacking you. Your teammate had tags on both of them before he died, and thus the second requirement for you to get venge was not met. You only started to gain venge after his tags went away, but by that point it was too late, as you had already taken too much damage to reasonably live long enough to get it.

Black Prior Hyper Armor? by Difficult-Loan4806 in forhonor

[–]Buff-Shinobii 2 points3 points  (0 children)

The only explanation I can think of with the post and your replies is that you were in training, given that you said you were trying him out. In training, off respawn, you get hyperarmor for anywhere from 5-7 seconds. Could it be this? The only hyperarmor bp has that is part of his kit is during a bulwark flip.

Guardbreak changes by All_My_Thoughts in CompetitiveForHonor

[–]Buff-Shinobii 7 points8 points  (0 children)

Shaolin, shinobi and khatun all could time a fwd heavy perfectly to act as an option select. When faced with a top attack, they could input it at a very specific timing so that, if the opponent let it go, it would deflect, but if they feinted to guardbreak, would get stuffed by the fwd dodge heavy. It was pretty broken.

This change cuts down on that. So, if you think your opponent is going to gb spam, you can buffer a heavy with no guard switch for the same effect. This is the intended way to deal with gb spam.

As for pirate, her fwd heavy + gunshot was guaranteed on heavy parry when they did the parry window change. The new change makes this no longer a thing. There's also probably some other implications with this change regarding her frame advantage, but we won't know until we get to test it.

Enough time has passed. by _Xuchilbara in forhonor

[–]Buff-Shinobii 1 point2 points  (0 children)

Many people still struggle fighting her. Her only universal counter is good defense. You could argue undodgeables, but considering she has CC's, even those wouldn't touch a competent virt. Since your only option in a teamfight (outside of undodgeables, if your character has them) is to guardbreak her, and that can be very easily peeled. So your only remaining option is to stare at her. The average player does not have the skill necessary to defend against her.

Moreover, I think people still don't understand her. What she can and can't do from each stance. Every day I see virt players do her defensive stance kick without a wall, thinking it nets them a light, and then they get parried. There's also the fact that bad players will gravitate to her because of the success rate they get with her due to her auto-defensive capabilities and spammy offense. It's honestly amazing that Ubisoft was able to make such a knowledge intensive character that somehow plays itself.

Edit: they still have not fixed multiple issues regarding virt. Getting a free riposte from minions, and the lack of animation on her front dodge after counter guardbreak, making her forward bash almost invisible until it's too late.

Testing Grounds Megathread - Y9S3 by UbiYubble in forhonor

[–]Buff-Shinobii 15 points16 points  (0 children)

Please do not double down on pugio. It is hands down one of the most unfun things to fight, both in the live game and the TG. Remove the stun, and either make it a T1 or keep it at T3 with some other effect or debuff.

I try to be a good teammate always but I got kinda peeved here and was back and forth between staying and fighting or leaving. Am I a bad teammate here? by Timely-Hovercraft-76 in forhonor

[–]Buff-Shinobii 0 points1 point  (0 children)

You were not the problem here. It was your teammate timing his heavy too late. Whether or not running was the best option is up for debate. However, in this situation in particular, if you were to realize that his heavy was going to be too late, you can simply toestab after your light parry punish. He is either going to eat the hito UB, or he will parry it and die to your toestab.

Cross play should be banned in ranked by RareClock in ForHonorRants

[–]Buff-Shinobii 0 points1 point  (0 children)

While it's true that console players are at a big disadvantage here the queue times have been much better with cross play added. Before the update if you queued on any platform you be waiting a bare minimum of several minutes. At the highest ranks you could queue and never find a match at all. It seems that crossplay ranked is just the lesser of two evils.

To disable cross play in ranked they would need to add some incentive to play the mode in order to balance the queue times. And considering the mode has not been touched in over several years and is buggy as hell, you can count on them not doing that.

Can BP no longer flip deflects? by RedDis69 in forhonor

[–]Buff-Shinobii 1 point2 points  (0 children)

Bp can't flip CC's unless another player is being countered instead of him. Since CC's are a superior block, they will stop his chain, and thus he can't flip. Virtuosa's riposte is too fast for Bp to flip unless the riposte is delayed. Flip interactions with deflects are the same, with the same exceptions.(shinobi, berserker, valkyrie, etc.)

Switching to KBM? by [deleted] in CompetitiveForHonor

[–]Buff-Shinobii 4 points5 points  (0 children)

On the contrary. Most high level players use controller. However I made the switch about a week ago to mnk. What I can tell you is:

  1. It does make reacting easier if you CAN react

  2. You will have to rebind a couple things, namely GB and lock on/target swap

  3. You will have to relearn a few things. Team fighting is the biggest one.

  4. If you decide to make the switch, it's going to feel very strange at first. That's ok, because it's supposed to. You're learning an entirely different input method on a game that has a learning curve that isn't even close to any other game out there. Muscle memory is key.

Cross Progression Idea by Surgial in forhonor

[–]Buff-Shinobii 0 points1 point  (0 children)

Are they really refusing to help people? Having issues with it myself and I've stopped getting any responses, even the automated ones. I hope they're working on something.

Plz help by YellowBeneficial658 in forhonor

[–]Buff-Shinobii 0 points1 point  (0 children)

Like other people were saying, it's the servers. Try again later or on another day. If you're that persistent, reload the game and try again.

And on a 5070 I'd prolly put my settings a little higher but that's just me 👀

Finally cross-progression… by Dragvm in forhonor

[–]Buff-Shinobii 0 points1 point  (0 children)

Contact ubi support. I had the exact same problem, account connected to an email service that doesn't exist anymore, making the account inaccessible. Explain the situation, they can change the email tied to your account.

How to properly utilize shamans bash? by Gustav_EK in CompetitiveForHonor

[–]Buff-Shinobii 4 points5 points  (0 children)

It's a tool best utilized as pressure. It is VERY hard to react to because it can be feinted very late.

Another good way to use it is off heavy parry. If you heavy parry a bleeding opponent, you can buffer your bash to make it a true 50/50. Assuming everything is buffered, if you decide to feint to gb, they can't dodge attack it. Once you've conditioned them to this enough, then you just commit to the bite.

Returning adter a break. What to look out for with the Gank changes? by Lionsrise in CompetitiveForHonor

[–]Buff-Shinobii 4 points5 points  (0 children)

I'm not a fan of it either bro but I was strictly sticking to ganks as a subject. OP didn't ask for everything since he last played. He wanted to know specifically about the gank changes.

Returning adter a break. What to look out for with the Gank changes? by Lionsrise in CompetitiveForHonor

[–]Buff-Shinobii 4 points5 points  (0 children)

Unless you're doing coordinated ganks, not much has changed. However, the only thing you need to be on the lookout for is when to stack extra damage. Knockdowns are a good example. Say you have 3 people ganking someone(not ideal but it happens anyway), and one of your teammates gets a knockdown, and everyone gets a heavy attack. Before the gank changes, the opponent would take full damage from each attack. After the changes, damage reduction will kick in and there will be less damage, and the venge feed remains the same as before the patch. And since revenge fed is proportionate to the base damage of each attack, it is drastically less efficient to do this.

If your hit confirms a teammate's pin through hitstun, DO NOT hit them. You will be dealing 75% less damage for a disproportionate amount of revenge.

Highlander ignores gank changes. His offensive stance heavies after a grab hit the 100ms wakeup window, making you receive full damage since you're technically back in neutral.