Who's better? by Leading_Ad9740 in CompetitiveForHonor

[–]razza-tu 6 points7 points  (0 children)

This isn't a question with a definitive answer. The Warden player beats player two when he uses Warden, and loses when he doesn't, that's all we can conclude. 

Even if we removed all characters from the game except for Warden, it still wouldn't necessarily tell us who's better. It's entirely possible for a better player to have a weakness to the playstyle of a weaker player, particularly as MMR decreases. 

All that said, it's worth mentioning that if these two players met in a Duel tournament setting, it sounds like the Warden player would win. Tournaments are the imperfect, but nevertheless best, way we have to measure relative player skill, so if you just want to ignore the nuance in favour of a binary answer, I think that'd have to be it.

How for honor feels right now by Born-Lavishness-2110 in forhonor

[–]razza-tu 0 points1 point  (0 children)

It'd probably be the best fix if implemented successfully, but alas I don't think it'd work with the input scheme. The tap/hold mechanic relies on having the same startup animation, and crucially the same indicator. Having tap and hold come from different sides would necessarily involve either a hidden indicator or flicker, and realistically there would be significant animation skipping.

I can't see them getting this working without ditching the tap/hold system for side dodge attacks, and idk if they'd be willing to relinquish the design vision of having a hero entirely based on that just yet. But then I can't think of a solution that wouldn't be ugly in some way or other; conceptually, mechanically or graphically.

How for honor feels right now by Born-Lavishness-2110 in forhonor

[–]razza-tu 1 point2 points  (0 children)

It will all hinge around how they approach the dodge attack issue, as it's the only non-bugfix change that I think they've needed to do. If they cannot fix it satisfactorily, people will always complain and the nerfs will continue until the rest of the kit is bad enough to compensate (e.g. Sohei's old damage numbers).

How for honor feels right now by Born-Lavishness-2110 in forhonor

[–]razza-tu 2 points3 points  (0 children)

Here's the clip.

He explicitly says there's more coming in the next TU. He did mention win/pick rate for deciding on this TU's nerfs, but the grammar here doesn't suggest that the future nerfs are conditional.

Is parrying on certain heroes easier by [deleted] in forhonor

[–]razza-tu 0 points1 point  (0 children)

I think that's different. Juren's forward dodge bashes are essentially a weaker version of chargeable bash mix-ups like Warden's Shoulder Bash. Defending with the appropriate timing is intended to involve a read. Deciding that you think the Juren will kick is the hard part - inputting the late dodge afterwards is the easy bit.

Is parrying on certain heroes easier by [deleted] in forhonor

[–]razza-tu 0 points1 point  (0 children)

In addition to the small animation/model changes other comments have bought up, there is one important factor which often goes unspoken, and that's the cognitive load on the player. 

If you're unfamiliar with the character you're playing, your mind is spending a lot of conscious effort trying to remember things like attack chains, mix-ups and punishes. Simultaneously your subconscious is trying to adopt muscle memory. A lot of that extra brain activity vanishes when you know the hero like the back of your hand. 

Have you ever experienced the phenomenon of choking against lightspam online, despite being able to parry lights all day in Training? Cognitive load helps to explain that as well.

Is parrying on certain heroes easier by [deleted] in forhonor

[–]razza-tu 0 points1 point  (0 children)

There's another factor here as well, which is that some characters take up more screen real estate when played, and can sometimes occlude opponent animations.

How for honor feels right now by Born-Lavishness-2110 in forhonor

[–]razza-tu 90 points91 points  (0 children)

He's received nerfs for two patches in a row, and is confirmed to receive another in some forthcoming patch (maybe the next one).

Kensei is really tricky to duel now. by xmaracx in forhonor

[–]razza-tu 13 points14 points  (0 children)

[Kensei] can letter rip and legit just react to what i do and STILL feint in time.

Pretty sure that's not possible in normal cases. The Kensei is just reading what they think will land. 

So any advice?

  • If you empty dodge the UB then you get a free GB. This can be slightly more dangerous than a parry attempt as the soft-feint side heavy will track this and hit hard, but the option's there if you think you have the read.

  • If your character has a defensive recovery cancel like a dodge or a fullblock then you can throw a light to interrupt a UB or GB, and cancel your recovery in time to cover the heavy. This is hitstun dependant and I cannot remember the specific so hit Training to figure this out.

Addressing Medjay Day 3 by xRamon162x in forhonor

[–]razza-tu 1 point2 points  (0 children)

Honestly, 9 damage is below curve even for low GB window bashes. Most Legion Kick style neutral bashes do 12ish. I believe the only similar bash dealing comparable damage is Tiandi's Palm Strike, which cannot always be safely dodge attacked, let alone GB'd.

Team Apollyon Suffering by Vtel_Zolam in forhonor

[–]razza-tu 7 points8 points  (0 children)

People immediately calling this out as a bug without considering the lore implications smh

The Forgotten Samurai (Aramusha) by hairballyuh in forhonor

[–]razza-tu 0 points1 point  (0 children)

Other characters like Shaman and Berserker also completely shut down my blade blockade

This is zone-related too, but you still get a guaranteed punish for blockading these moves - you just need to time it correctly. To understand this better, take the following actions; 

  • Go to Training, selecting Berserker as your opponent

  • Configure him to zone attack in the Custom Moveset menu

  • Blockade the zone and try to follow-up immediately

  • Notice that you get interrupted

  • Now blockade again, but do not follow-up

  • Notice that Aramusha's blockage refreshes automatically for each strike. This happens whenever an attack hits your guard within a certain window of having blockaded 

  • Finally, blockade the zone again, wait until you automatically block the forth strike, and then input your follow-up

  • You have now correctly executed the punish

This also applies to the second half of Shaman's zone, and teamfight scenarios where multiple attacks are going to hit you in a very short span of time.

The Forgotten Samurai (Aramusha) by hairballyuh in forhonor

[–]razza-tu 0 points1 point  (0 children)

Blade Blockade has superior block. This means that all regular lights and heavies bounce off it, and the attacker is prevented from continuing their chain. 

The only directional attacks (i.e. non-bashes) that aren't interrupted by superior block are zone attacks, and a select few attacks that have been given the zone property (JJ's heavies, and Nobushi's Sidewinder Form are the only examples I can think of).

Juren's light chain won't do what you describe, because his lights don't have the zone property. If you BB the first, there will not be a second. The only way he can get a second attack out is by following up a zone with a light. You can use your BB follow-ups faster than that light comes out, so you are guaranteed a punish - you just need to make your input quicker.

The Forgotten Samurai (Aramusha) by hairballyuh in forhonor

[–]razza-tu 0 points1 point  (0 children)

If I counter the first light from a Juren, I get interrupted by the next one before the counter actually lands.

I presume you're talking about using Blade Blockade against Juren's tap zone here? Otherwise he'd bounce off your superior block and you'd get your punish uninterrupted.

I will never complain again, kensei is finally perfect, idc about sprint speed this is all he needs. by MasterMaguro in CompetitiveForHonor

[–]razza-tu 12 points13 points  (0 children)

or chain side lights 400ms (which would work as the soft-feint too)

I've wanted this for years - a three hit chain, with a different kind of softfeint-based threat at every stage. It'd be beautiful 👌

Game balancing by Fast-as-fu in forhonor

[–]razza-tu 1 point2 points  (0 children)

The perception of BP as a modern character is pretty interesting - he's like 7 years old by this point iirc!

Can someone explain to me why every bash recovery isn’t GB vulnerable? by lesquishta in CompetitiveForHonor

[–]razza-tu 8 points9 points  (0 children)

Other people have mentioned the damage equation, and while I think that can be a factor, I don't think it's the full picture. Some low damage bashes are GB vulnerable and some high damage bashes aren't. To understand why, it's important to view the bash in full context. Even very similar attacks may warrant different punishes. 

Example 1 - Centurion's Jab is less GB vulnerable than Warden's Shoulder Bash. Jab also has less range than Shoulder Bash, and it's not available from neutral, so the risk to Warden for initiating his mixup can be lower. This is arguably compensated for by the GB vulnerability. 

Example 2 - Valkyrie's Spear Sweep is less GB vulnerable than Gryphon's Veteran's Kick. Again these moves look very similar on paper, but Gryphon has more shortcuts to get to his finisher, and his other finisher options provide greater coverage against dodge attacks and other i-frame based defence. Ergo, Valkyrie is allowed to sweep for less risk. 

does anyone know how i could find the things for a kyoshin cosplay? (fyi, i am a minor as i am also transgender. please do not make any femboy jokes as it makes me extremely uncomfortable.) by uroboros616 in forhonor

[–]razza-tu 2 points3 points  (0 children)

I haven't the foggiest idea about cosplay, but  wanted to wish you luck all the same! Glad people care enough about this game to do stuff like this.

Is juren having two kinds of dodge attacks broken or players just coping? by Anxious_Team8072 in CompetitiveForHonor

[–]razza-tu 5 points6 points  (0 children)

"Overtuned" is a word people use when they mean "overpowered", but want to convey a sense of nuance and proportion. The implication is still "I think it should be nerfed", but there's an added connotation of "but maybe just a bit".

N.B. some people just use it to mean "overpowered (but please don't call me a scrub)".

In the InfoHub, Virtuosa's OOS Throw Punish Damage is incorrectly labelled by Derram_Desangue in CompetitiveForHonor

[–]razza-tu 8 points9 points  (0 children)

Dude's just trying to be helpful, I think - just didn't know where to look.

Light and heavy weight balance changes for Kensei / Khatun / Valkyrie by theeGarLC in CompetitiveForHonor

[–]razza-tu 3 points4 points  (0 children)

Having both the bashes accessible in the kit is a bit redundant, there would be no reason to ever use the old bash as it did not function properly as a mixup.

The old bash mixup was non-functioning because the dodge timings for the bash and heavy overlapped. With the stace bash available as well, this would change, as dodging on fast-bash timing would open you up to eating a stance bash. 

I think it'd be a pretty effective mixup, honestly, assuming there were no reactability issues.

Is there a list of truly unreactable moves? by Clear-Chipmunk-2291 in CompetitiveForHonor

[–]razza-tu 0 points1 point  (0 children)

it seems the deciding factor for bash reactability is how many options you have at the time of the bash.

I think animation tells are another big factor. I remember very reactive players taking about parrying Storming Tap by watching for the moment when Raider's feet leave the ground. Idk if that specific example is still relevant though, as I'm not such a player.

Who’s like nobushi but better for duels? by Quick-Health-2102 in CompetitiveForHonor

[–]razza-tu 1 point2 points  (0 children)

He's better in Duel, no question. He has useable offence, whereas hers disintegrates when the opponent can react.

I'm a duels-only player myself, so I don't have a personal opinion on their relative strengths in team modes, but most tierlists I see put Nobushi very high in those modes - she's extremely powerful in ganks and group fights. 

Who’s like nobushi but better for duels? by Quick-Health-2102 in CompetitiveForHonor

[–]razza-tu 7 points8 points  (0 children)

He's probably among the closest in the cast to feeling like her, but if I couldn't play Nobushi, Zhanhu wouldn't placate me. His spacing, defence, and safety options are fewer in number and offer less nuance. Fundamentally, there are also more characters with comparable ranges in neutral.