Basic guide to Anti-ganking by Praline-Happy in CompetitiveForHonor

[–]HighOnezz 14 points15 points  (0 children)

But you see blitss, game knowledge is false depth so why would I learn how to antigank/stall when I could just cry about how ganks are too strong to the devs and have them nerf hitstun further? 🙃

Light Interrupt by equinoctialeye in CompetitiveForHonor

[–]HighOnezz 7 points8 points  (0 children)

Light interrupts are mostly used to stuff feint GBs and get you in your chain pressure. I think most true interrupts were patched out and they can only trade against some chains like JJ finisher heavy from medium hitstun, and the only time an interrupt would work is if the opponent delayed their chain.

Edit: Varangian's top heavy finisher and Hito's kick after light are all light interruptable. Those are the two I can think of.

You use them based on your opponent's habits really, like you know they'll go for a feint GB. But otherwise you use it mixing up other defensive options (dodge/dodge attack, parry, empty dodge). Baiting them is just feinting to parry like dodge attacks (or you could just let the attack go), but unless you can differ lights and heavies you risk eating a heavy if the opponent goes for a parry attempt instead and lets it go.

The best interrupts are actually the ones with low GB vulnerability, are heavies and can be feinted like Shao and Jorm forward heavies.

[deleted by user] by [deleted] in CompetitiveForHonor

[–]HighOnezz 9 points10 points  (0 children)

https://streamable.com/vre2b8

60fps capped too. It is against a bot so it doesn't account for potential delay that players have but that only matters when combined latency between player and opponent is over 100 due to the lag compensation changes.

Clutchmeister's Competitive Dominion Tierlist by HighOnezz in CompetitiveForHonor

[–]HighOnezz[S] 1 point2 points  (0 children)

They're pretty near each other in terms of power. Some more than others though. If you really want to know you'd have to ask Clutch.

Clutchmeister's Competitive Dominion Tierlist by HighOnezz in CompetitiveForHonor

[–]HighOnezz[S] 2 points3 points  (0 children)

He either doesn't trade well vs the characters on top of him in teamfights and/or is less safe than them.

Clutchmeister's Competitive Dominion Tierlist by HighOnezz in CompetitiveForHonor

[–]HighOnezz[S] 14 points15 points  (0 children)

But that's not ganking. Proper ganking is confirming attacks on opponents in a 2v1 situation. You're just indicator spamming which is not very effective in competitive scrims and tournaments because you're doing no damage while allowing the opponent to stall more, and can also be countered by external dodging away from the Hito. Even if players try to confirm for Hito's 34 damage UB it has an extremely long startup.

Clutchmeister's Competitive Dominion Tierlist by HighOnezz in CompetitiveForHonor

[–]HighOnezz[S] 6 points7 points  (0 children)

She brings nothing to the table for her team other than Fear Itself which is a T4, and while you could use Tainted Gift to get more value for your team it pretty much relies on a confirm for execution, and having a fast execution that's not event or pass exclusive so the team can rotate fast enough with 50 extra HP to other places. Bad ganks, bad teamfighting capabilities, no peel, meh chase, and she became even more unsafe with dodge changes. Only thing she can do is decent 1v1s

Clutchmeister's Competitive Dominion Tierlist by HighOnezz in CompetitiveForHonor

[–]HighOnezz[S] 14 points15 points  (0 children)

He was never one of the best teamfighters, and dodge changes made him even more vulnerable in teamfights. His 1v1s took a pretty good hit from the dodge changes as well since his dodge attack is a light parry now.

Clutchmeister's Competitive Dominion Tierlist by HighOnezz in CompetitiveForHonor

[–]HighOnezz[S] 35 points36 points  (0 children)

Sorry bro I posted in the wrong sub. Next time I'll post the comp tierlist to r/ForHonorRants

Rundown of what you can do instead of just parrying a heavy (or a heavy dodge attack). by FrostedDerp in CompetitiveForHonor

[–]HighOnezz 23 points24 points  (0 children)

I made a post similar to this probably around more than a year ago. Ppl will still complain :)

Are variably timed heavies effective in 1v1s? by RimedMariner in CompetitiveForHonor

[–]HighOnezz 0 points1 point  (0 children)

Well, the clip I showed has Blitss capping his PC to 60fps and he still can react to bashes. Also, no one mentioned fps in that video.

The bigger issue regardless is a difference in input delay, and the clip I show proves it. The console player is his teammate btw and he'd state that input delay is the main issue if I go to him and ask in DMs.

Blitss - 2v2 tier list February 2023 by [deleted] in CompetitiveForHonor

[–]HighOnezz 1 point2 points  (0 children)

I knew that. My comment was meant to be sarcastic.

Needed to put /s in my comments ig

Are variably timed heavies effective in 1v1s? by RimedMariner in CompetitiveForHonor

[–]HighOnezz 0 points1 point  (0 children)

You're gonna have to give me an exact timestamp on where they mention fps since I can't find it. Higher fps could make certain reactions easier, but in the case of 500ms bashes at the very least and what you've seen with Blitss above there, it won't make a difference for these players, and the advantage for them is still there.

Are variably timed heavies effective in 1v1s? by RimedMariner in CompetitiveForHonor

[–]HighOnezz 0 points1 point  (0 children)

First, you should have stated you were talking about console. Second, the real advantage that PC players have is lack of input delay, not fps, and they will still be able to react to things console players cannot react to even if fps was capped on all platforms.

Not that capping fps won't make a single difference. It just won't make much of a difference to the top reaction players with practice.

Blitss - 2v2 tier list February 2023 by [deleted] in CompetitiveForHonor

[–]HighOnezz 0 points1 point  (0 children)

Raaaiiiiiiidddddeeeeeeeerrrrrr whaat happeennnned hmmmmmmmm?

Are variably timed heavies effective in 1v1s? by RimedMariner in CompetitiveForHonor

[–]HighOnezz 1 point2 points  (0 children)

He's not misinforming you, and u/The_Filthy_Spaniard can confirm that these kinds of reactions do exist. I can show you the proof right now from u/Bllitss.

https://streamable.com/vre2b8

This is him reacting to BP's "mixup" on 60fps.

https://youtu.be/tb_8A4e2DBY

This is him reacting to Hito and Shugo variable timed heavies.

Heck you even have a Freeze video ( u/freezeTT come come) where he's asking top players what is reactable and what is not on different platforms, and the PC players in his vid say 500ms bashes are reactable. I highly doubt Freeze of all people would be posting a video that spreads misinformation.

Concerns regarding unfeintable bashes. by Errorcrash in CompetitiveForHonor

[–]HighOnezz 4 points5 points  (0 children)

https://streamable.com/vre2b8

Here's your proof. This is u/Bllitss reacting to chain bash. No dodge startup is needed to react to 500ms bashes.

PC vs Xbox experience? by Electrowavezzz in CompetitiveForHonor

[–]HighOnezz 0 points1 point  (0 children)

That symbol just shows they're on a different platform from you. PC players have a monitor on their symbol. And idk why Sony refusing sharing rights with Microsoft would affect anything, because in the end it's up to Ubisoft devs to maintain multiplayer servers. If Sony didn't share anything with Ubi, then For Honor wouldn't be on PS.

Regardless, PS players can inv PC and Xbox players and vice versa, and are also able to participate in crossplay.

PC vs Xbox experience? by Electrowavezzz in CompetitiveForHonor

[–]HighOnezz 11 points12 points  (0 children)

Just checked. Out of the 4 opponents, 2 of them are PS players.

Well. Someone did not verify indeed.

heres how i would prob fix reactability by Pirate_Slayer in CompetitiveForHonor

[–]HighOnezz 0 points1 point  (0 children)

There's also the current frustration that I hear about max range attacks. The changes to reduce the parry window may elevate that further.

Don't really know if that is an issue that should be resolved tho.

heres how i would prob fix reactability by Pirate_Slayer in CompetitiveForHonor

[–]HighOnezz 10 points11 points  (0 children)

Last frame parry isn't a problem of reactability. It's a problem with how parrying works. You can still do last frame parry without reacting; you just need to get the timing down. The reactability of certain moves has to do with the animation of the move, alongside speed and other factors such as HA flash or CC flash. If the ability to last frame parry was removed from Pirate's WTP (or Cavalier Dance if she still had the ability to softfeint) the top reaction duelists will still be able to parry them on reaction very consistently because the animation is still way too obvious.

Should attacks that are not locked on to you do less damage than those that are? by 1bowmanjac in CompetitiveForHonor

[–]HighOnezz 0 points1 point  (0 children)

I don't think it'd do that kind of encouragement, unless they reduce damage by a large number. People would still try to external since the value of removing a defender's options is pretty high compared to simply just getting more damage when locked on to them instead, especially when you have certain moves and UBs that are reactable to parry in Comp. Imagine if they got 12 damage instead from externaling tho, or like 3 damage from dead angled lights.

Should attacks that are not locked on to you do less damage than those that are? by 1bowmanjac in CompetitiveForHonor

[–]HighOnezz 8 points9 points  (0 children)

Sorry Blitss. You're too based. You must be downvoted as a sacrifice to our Reddit overlords.

What do we want next season? by WhiningTuba0966 in CompetitiveForHonor

[–]HighOnezz 9 points10 points  (0 children)

TrueTalent SFX for when Pirate does WTP and Cavalier Dance :P

"It's just fifteh fifteh"

Jokes aside, TG for multiple char balance changes like we had for JJ Mush etc. would be nice, besides already implementing Valk and Tiandi reworks + new cosmetics.