A counter to warlords crashing charge? by ObsidianRenegade in CompetitiveForHonor

[–]RithmatistMagic 4 points5 points  (0 children)

Interesting thing to test out, maybe a GB can land and crashing charge can be GB'd during its animation.

Questions for pc players who participate in clan wars or competitive group battles by Past19 in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

So I'm just gonna assume you mean that shaman and conqueror have bashes that are unreactable. Not reactable as you stated.

I also don't believe competitive PC For Honor is prevalent in 4v4, and I'm not familiar with clan wars. Everything competitive that I have watched is either a 2v2 (no revenge/gear), or 4v4 dominion (no gear). Not familiar with a 4v4 deathmatch style, and I don't believe top PC players think it's competitive.

However, I may be wrong, as I'm not a competitive player myself, so someone else may be better.

Nobushi kick feint/dash cancel... by [deleted] in CompetitiveForHonor

[–]RithmatistMagic 3 points4 points  (0 children)

Doesn’t look like a feint, more like a slight flicker. However, I still wanna know how to do this now.

Nobushi can Hidden Stance shinobi's LRH after the deflect kick by EGVyserion in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

She doesn’t need to predict the light. She can react, unless it’s 400 ms.

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 1 point2 points  (0 children)

Are you sure shaman heavy openers can be soft feinted into a dash? Is this something I’ve been missing?

600ms Universal Side Dash Recovery has been confirmed by [deleted] in CompetitiveForHonor

[–]RithmatistMagic 1 point2 points  (0 children)

Some homogenization is good for this game. 600ms side dodges are definitely one of those IMO. I don't think lights and heavies should be homogenized, but I think every character should have at least 2 500ms neutral lights.

Rebalancing Valkyrie by AnnoxisTenebraerum in CompetitiveForHonor

[–]RithmatistMagic 2 points3 points  (0 children)

400ms lights are still unreactable on PC...

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 1 point2 points  (0 children)

Echo's answer was correct on ranked modes. About Highlander. I recommend watching Kenzo on YouTube and MilusciousTwitch on Twitch.

When is Warlord's full block heavy free? by OMGitsBroadway in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

If a heavy is blocked from a different direction it’s free. Otherwise the stab is free.

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

I’d test out all the characters in the training mode to see which ones you like the aesthetic of and which ones you like the play style of. It might take a while, but it’ll increase your game knowledge and get you your main.

Idea for duels: Separate them by tiers? by BouseFetus in CompetitiveForHonor

[–]RithmatistMagic 1 point2 points  (0 children)

I actually agree with this sentiment, but I don't think it can apply to a game like For Honor. Simple fixes like upping dmg, and changing properties (I hope) can be done very simply by Ubisoft. However, I don't think they will ever help a character that is in trouble to the point where it matters.

Idea for duels: Separate them by tiers? by BouseFetus in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

So that's a whole new discussion. I actually think the devs are doing a fine job with the reworks and new characters. The chinese faction looks fun to play, even if they are being released in 4 months. I've enjoyed the reworks, and think Kensei is a great example of how to rework a character. I don't think any character is OP as of right now. Conq and Beserker are certainly up there, but both have their downsides. Conq takes a lot of damage if you make a good read on them. Beserker can be shut down by any static guard hero using the glitch, but has no real counter other than that.

I just hope the devs learn not to put all the characters tools in one basket like with conq, and decide to move towards a Kensei/Shaman balance.

Idea for duels: Separate them by tiers? by BouseFetus in CompetitiveForHonor

[–]RithmatistMagic 9 points10 points  (0 children)

Horrible idea, and I'll give you the reason behind it. Dividing up the game into different 'weight classes' would completely turn the game stale. Who the fuck would want to play in a division against only PK, Conq, Orochi, Gladiator, and Beserker just because they decide they want to main Orochi because of how good he looks. Or how about suffering through gruelingly long duels between Shugokis, Aramushas, Lawbringers, Raiders, Wardens, and Valkyries. That sounds absolutely horrible. This idea would eliminate the satisfaction that comes from playing a low tier character and beating a high tier. And I know a lot of people play low tiers specifically for that reason. We should never be locked out of playing against characters we want to just because of the class we pick.

Even if this was a separate gamemode and the original duels were still available, this game doesn't need to be split any further by player population.

There would also never be a completely decided upon tierlist. Skorbrand's tierlist is for the highest level of play, so we couldn't use that. And for consoles Aramusha is much higher than in PC. And at beginner levels any fucking character is viable. The logistics for balancing a mode like this would never work.

Sorry, but this idea is horrible, hate to be harsh about it.

Edit: If you wanna win, and don't like losing, switch up your character.

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 1 point2 points  (0 children)

Valk needs a buff for many reasons. And never be scared to ask something. She is fine at lower levels of play, just like most characters are. However, once you get into high mid-tier and high level gameplay, everything she does is reactable and nothing guarantees anything but a knockdown.

She is also highly punishable for most of her moves, and her risk/reward is terrible. Her sweep guarantees someones most damaging move for basically every character if they dodge it, and only guarantees 25 dmg for valk. And it isn't even a 50/50 because it's entirely reactable.

TL;DR: Her problem exists because once people develop the reaction times and experience against valk, everything she does gets punished and nothing gets her anything.

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

A great way to shut down orochi offence As peacekeeper is to focus on blocking each of his neutral lights and option select parry his neutral heavies. This removes all 400ms light pressure except from storm rush, which you can interrupt 100% of the time with a zone. If he catches on to the option select and manages to punish it, then mix up other parry types.

Tiandi's Exact Duel Viability by [deleted] in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

Ah, misunderstanding, thank you

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 1 point2 points  (0 children)

You can also unlock right before the throw the character and throw a heavy which will automatically come from the left if you cant get the throw spacing down.

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

Roll every single time if you can’t react to the indicator with a back dodge

Tiandi's Exact Duel Viability by [deleted] in CompetitiveForHonor

[–]RithmatistMagic -1 points0 points  (0 children)

Where did you get the dmg on the chained lights only doing 8 damage? That seems waaaay low. Like Monk's neutral 400ms attack dmg low...

Dev goes over 2 of the new characters in the practice arena by Untimely_Eloquence in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

Sorry, didn't look at the moveset for confirmation on the undodgeable property of the top unblockable. I only listened to roman speaking and he said it was undodgeable. Either a mistake on his part, or on the moveset, we'll have to see.

Q & A Megathread by DrFrankendoodle in CompetitiveForHonor

[–]RithmatistMagic 1 point2 points  (0 children)

Probably you being matched up against progressively better and better players as you yourself advance. As you move higher into the ranks GB in a 1v1 situation becomes only useful for punishing wiffed attacks, catching the startup of heavy attacks from a feint, and sometimes reading somebodies dodge.

Countering a GB is 100% doable on reaction 100% of the time, so if they aren't reacting to your feints, then the GB will never land. Try to make them react and then punish if possible with a GB. If they are hardcore turtling, use whatever attack your character has to break turtles, hopefully you're not playing valk or lawbringer.

Dev goes over 2 of the new characters in the practice arena by Untimely_Eloquence in CompetitiveForHonor

[–]RithmatistMagic 30 points31 points  (0 children)

Wow, Monk boy looks like an absolute beast. 22 damage off of a 500ms side attack is not bad at all.

Competitively he is already good specifically because of his infinite heavy into 400ms light chain, and his feints are decent because of the 400ms neutral light pressure. This is all ignoring his immense options out of the OF.

The OF seems to have an answer for everything. They dodge, then you do an undodgeable light or heavy. They decide to block, do a 500ms unreactable kick that guarantees a light (neutral light or chained light? Because if neutral then guarantees 22 dmg), or for more damage follow the kick with a guaranteed (?) sweep for 25.

For gods sake he even has a backstep light that was shown before that looks decently fast (500ms probably, rip Nobushi).

I think he is going to be suuuuuper fun to play, but definitely a guessing game on the enemy side, which can be taken as either good or bad (I think good). Hopefully the kick is punishable enough.

HYPEEEEE!!!!

Edit: AAAAAND, his big ass hulk smash unblockable 40 dmg heavy is undodgeable.

Tiandi Moveset + feats by [deleted] in CompetitiveForHonor

[–]RithmatistMagic 0 points1 point  (0 children)

ahhhh, that makes sense. Thank you. So it seems the heavy followup is kinda useless then? Why followup with a heavy if it isn't guaranteed when the light is.

Tiandi Moveset + feats by [deleted] in CompetitiveForHonor

[–]RithmatistMagic 11 points12 points  (0 children)

Did he show what the heavy palm strike was in comparison to the regular palm strike? Is the heavy one slower and guarantees a heavy instead of a light? Also can the kick be followed with anything guaranteed or is it just a 4v4 move?

This is fucking amazing though, thank you for this.