I honestly don't see this as a good ideia mostly because it could create more mixups that are uninterruptable by attacks/bashes.
And not only that but it would have little impact in the game considering that the difference between a feint to Buffered GB and a GB softfeint is 100ms.
The only real difference is that you're consuming way less stamina with a GB softfeint, which is also a bad thing imo.
The reason this punish requires the 2 whiffed lights is because doing so will caus the Skewer to hit exactly on Wakeup. In theory you could just do It with one light, however then you'd have to time all of that yourself which is very hard to pull off consistently even for the best players. So its not really worth it to do anything but 2 lights.
2 Things you need to keep in mind though:
If youre having a hard time timing your Skewer-Throw, just dont bother with it and just throw the enemy right away, its "just" 6 damage that youre sacrificing
And lastly you should know: Doing this punish is only a viable option if the enemy already went OOS during the attack that you're planning to parry. Since the punish takes so long, the enemy gets to recover a lot of stamina during your punish, even if they only managed to get ~30% of their stamina back, It might already be to late to pull it off.
unless you managed to get that parry right away, just do FDLight > Light > Toestab > Heavy instead
https://www.dailymotion.com/video/x6l4zva
Here! This is a video I just recorded: as you can see I keep directioning up my guard stance (like if I were a noob) and the game doesn't register my input so that as soon as I recover from hitstun the guard stance appear...
I found out that If you put up your guard and then leave the analog stick the block is performed properly it seems. But if you keep giving the direction with your analog stick, without leaving the analog stick go back to neutral, guard stance won't be active at all, and this is the main issue we are discussing here
I use DaVinci Resolve (it is propably best free editing Software currently from my experience, it has premium version too but i have not touched that yet).
For video recording i use Nvidia Shadowplay.
According to Autohotkey documentation mouse button 5 is accessible as "XButton2".
If the only difference from my setup is that instead of MMB you use Mouse 5, all you need to do is to replace all occurrences of "MButton" with "XButton2"
Otherwise here's some explanation. The script has 2 patterns - one is defining a text label:
Gui, Add, Text, xp+15 vButtonMMB, M where "xp+15" defines position (15 pixels to the right from previous position), "ButtonMMB" is a variable name for code to access this text label later ("vButtonMMB" means "variable ButtonMMB"), and "M" is the text value of the label (what you will see in the end)
And other is binding actions to some input:
~*MButton:: showElement("ButtonMMB"), return ~*MButton Up:: hideElement("ButtonMMB"), return where "MButton" is AHK identifier for middle mouse button (in your case it should be XButton2) and "ButtonMMB" is name of the variable defined above
The name of the variable should also be included in "buttonLabels" list (used to initialize visibility of the label)
Hope this helps. I also did a little update on this script - check the post
Well thankfully no attack comes out sub 500ms from Neutral (anymore) so such Option Selects can be Punished with a simple Light (or Dodge Attack) also due to Parry Timings and the Timing of Buffered Bashes the attacker can land a Dodge GB on a proper read.
But yes Parryable Mixups suffer greatly because of this
The Art of Game Design: A Book of Lenses by Jesse Schnell. That was the one we worked off of for at least the intro classes.
The other book that's a bit more broad but is a good read is Universal Principles of Design: 100 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions, and Teach Through Design by William Lidwell, Jill Butler, Kritina Holden.
Pretty horrible in 1s at least in higher level. Bad risk-reward on an already shite dodge attack (which reactable with good setup + practice), unthreatening chain offense once again due to reactability and how easy it is to interrupt. Her main opener can be dodged on a single timing. Buffered or delayed fwd. dodge light, heavy, bash; empty fwd. dodge into zone or GB, all of these can be avoided on a single timing.
Shreds ass in 4s and 2s though. One of, if not the best zone in the game for peel; offscreen forward dodge heavy can be annoying, dodge cancels and atttacks to easily reposition, and insane heavy finishers with especially with Winner's Advantage. Even her finisher light is pretty good in teammodes if thrown sparingly. Not as strong as Flask, but her tier 4 can still be game winning. She's not specialized as a ganker but due to his dodge cancel into another forward dodge bash, he's better than other heroes.
Zhanhu doesn't really need much to be stronger, or rather: less clunky. Faster chain link so your heavy finisher at least trades on light hitstun, faster feint on forward dodge heavy + faster forward dodge recovery.
It's a 2D game where you click on circles to the rhythm of a song
Nothing more than that, but it is really fun.
Just pick your favourite song and click on circles for a few minutes. Doesn't sound very fun but oh boy is it addictive.
It's free so feel free to give it a try HERE
It seems really easy at first, but you'll realise you can barely hit a stationary circle
Then you'll be playing six months later and spasming around with your mouse
No Freeze specifically said that he would note if the hitstun matters in the video. Since that was not mentioned for dodging both things it doesn't matter how he gets into the hitstun.
>he gets a free forward dodge heavy and you have to roll which drains a ton of stam.
Buffered feint into GB takes less time than it takes for Gryphon to do a dodge heavy and have it connect. So even if that actually does connect (which I doubt) Gryphon is having to do it on a read. Where as the person who is rolling is rolling on reaction to seeing the heavy.
So that wouldn't happen unless the person rolling messed up their timing.
>Shinobis kick can be beaten by just lighting him out of it. If you dodge early you even get a gb.
Buffered feint into light beats most stuff attempts. However that's usually a hard read on your part for doing so and generally the risk to reward ratio for doing so is usually not in the favor for those who are trying to mix up.
And yes, you can early dodge to get a GB for Shinobi's kick. But that leaves you wide open to basically anything else Shinobi can do because of how early the dodge is. It's safer to play the reaction game against Shinobi and just never try to punish the kick unless you have an UD dodge attack.
Correct me if I'm wrong, but I feel like his kick is similar to cent's kick. Cent's kick can't be gaurd broken if he faints a heavy, but shinobi's can be on read. If shinobi tries to backroll he is easily punished with a gb (Like you mentioned). Meaning neither can continue thier chain so that is pretty even in my eyes. I would also say shinobi having broken defence is pretty dramatic.
Also, I feel like you're just discrediting youself by saying orochi sucked pre-nerf. His kick couldn't be punished by a gb or dodge attack even with another orochi cause he could revovery cancel dodge into a deflect.
Buffered chain heavies after a sucker punch have a greatly reduced parry window, so don't be afraid to let them fly, as you'll either get some safe chip damage, or if your opponent tries to parry them they'll likely get smacked.
Your toe stab and zone are good interruption tools, and the zone is pretty safe to throw out against most characters, and both of them lead into your skewer pressure. Your chain heavies also have incredible range and tracking, if your opponents are dodging out of chain lights, a heavy will catch them, and they can also reach across half of the arena after a backstep, which can catch people out too.
Well you have several options from there, you can either get used to X on the controller for Highlander and wait for the devs to implement a remap option (which they said they would do at some point), or you can remap your left bumper to the keyboard key for gb with the software JoyToKey or a simple script but that will cause problem with the lock-on since For Honor doesn't like multiple type input, the problem won't be noticeable if you use toggle lock-on tho, and if neither of this options are fine you can ultimately try to follow this tutorial for a script that allow you to remap a controller input to another controller input by using a virtual controller (since you can't remap a controller to a controller with a script normally). I never tried it but you can give it a go : https://autohotkey.com/boards/viewtopic.php?t=12249 .
Or you could search in the steam configuration if something is making your heavy button not work well.
Yeah I'm also not happy with how positions are defined. I had another look on it, and labels that begin new row should have position "xm+..." instead of "xp-" - m means default margin, distance to window border, and p means previous position. For more you can try to understand documentation, but it worked well for me after I changed it this way:
Gui, Add, Text, xm+12 ym vButtonSpace, Sp Gui, Add, Text, xp+29 vButtonShift, Sh Gui, Add, Text, xp+29 vButtonCtrl, Ct Gui, Add, Text, xp+26 vButtonAlt, Al Gui, Add, Text, xp+23 vButton1, 1 Gui, Add, Text, xp+14 vButton2, 2 Gui, Add, Text, xp+14 vButton3, 3 Gui, Add, Text, xp+14 vButton4, 4 Gui, Add, Text, xm ym+25 vButtonW, W Gui, Add, Text, xp+23 vButtonA, A Gui, Add, Text, xp+17 vButtonS, S Gui, Add, Text, xp+17 vButtonD, D Gui, Add, Text, xp+17 vButtonLMB, L Gui, Add, Text, xp+15 vButtonMMB, M Gui, Add, Text, xp+22 vButtonRMB, R Gui, Add, Text, xp+17 vButtonE, E Gui, Add, Text, xp+15 vButtonQ, Q Gui, Add, Text, xp+20 vButtonR, r Gui, Add, Text, xp+11 vButtonC, C ; I use "I", "J" and "L" as additional buttons to set guard direction - top/left/right Gui, Add, Text, xm+7 ym+50 vButtonJ, < Gui, Add, Text, xp+30 Right vMouseX, -00 Gui, Add, Text, xp+55 vButtonI, ^ Gui, Add, Text, xp+30 Right vMouseY, -00 Gui, Add, Text, xp+50 vButtonL, >
As for fitting in darkened area, you can also make the font a little smaller (it's in the line "Gui, Font")
A few more notes about input lag/delay and fullscreen: There's an app called "Borderless Gaming" available through steam, though I downloaded it through GitHub here, that allows you to get the best of both worlds, it makes games in borderless mode perform as though they are in fullscreen, letting you tab out to other programs without minimizing.
Another good way to reduce input lag is by limiting your FPS, using in-game FPS cap settings is ideal but if that's not an option the best tool for this is Riva Tuner Statistics Server.
There you go
https://ubisoftconnect.com/#ecosystem-section
"Connect with players across all platforms, for all games" and "Keep your progression on all devices"
There's a program called Autohotkek you should look into, I use it for Company Of Heroes 2. I'm not exactly sure that it can do what you would like but I think it's worth taking a look.
>Overloaded isn't the term to use anymore, out of 29 characters only 5 dont have dodge attacks and only 4 have no way to punish fast bashes consistently, the different approache doesnt have the reward of of it being a more tightly timed maneuver, bulwark counter does 24dmg because of the tight timing and GB vulnerability, will this 9 damage pseudo dodge attack be like an multi directional unreactable Zhanhu dodge attack?
So, yeah, the idea was to work do something like Zhanhu, where you dodge attack into a low damage enhance light that starts your chain. Actually, after taking a look at the HUB, this pseudo dodge attack will have exactly the same speed as Zhanhu's dodge lights:
Zhanhu: 400ms dodge -> 400ms Light : Total 800ms
HL Pseudo Dodge: 300ms Dodge (end of i-frame window) -> Buffered OF 100ms -> 400ms OF light: Total 800ms
>Console has the biggest player base by a mile so their controls should be considered as well, I just see a lot of frustration from console players as miss angling a left/right guard switch could accidentally get you in and out of stance. Again though, this one is an opinion without having tried the mechanical mentioned, I would definitely prefer to try it on a testing ground before making a conclusive decision.
I Forgot to comment that the other reason I made OF a toggle button is because I don't believe you can implement proper attack chains with the hold system, but yeah, this will need some testing to see how viable it may be.
>I'm not sure how that helps against dodge rollers? Like you can already soft feint heavy into kick and it doesnt work, you cant catch rollers with a dodge bash? I had suggested Celtic curse for the forward movement aswell as the fact that you've added undodgeable to it.
The plan was to dodge foward kick to catch then at the begining of the roll like cent can do with a hard feint. But I might edit the post and change it do dodge cancel back to DS.
Well there is a very fringe use for Chain Lights
After a Heavy there is enough frames on the Buffered Light to stuff a Dodge. So ideally you would want characters to always have that option to cut down the effectiveness of Dodge, Dodge Attacks, and Dodge Rolling in Chain.
Not that it actually matters for most characters but you know.... it could
These are the many ways you can counter Orochi's kick
Delayed dodge attack cannot be deflected or blocked, loses to early dodge attack on read.
Early dodge GB beats dodge cancel or doing nothing on whiff, loses to chain and buffered dodge attack.
Buffered dodge attack beats any chain, loses to deflect. Empty dodge beats buffered dodge attack and buffered light, doesn't lose to anything really.
For no delayable dodge attack or no dodge attack at all early dodge into light has the same effect as delayed dodge attack and cannot be deflected/blocked, but this also beats any chain and any character can do it.
Early dodge attacks (fast ones only) are 100% guaranteed when done early enough.
Most of the time your gonna see Oro's throwing lights after kick whiff (surprisingly difficult not to do) so yet again more damage opportunities.
Undodgeable delayed dodge lights are 100% guaranteed, like Oro and Zerk, there is nothing Oro can do to counter this.
u/ranquinga and u/minimumcontribution8 already made an excellent detailed posts here on how does one counter Orochi's kick regardless of what character you use.
Characters who have yet to be reworked/buffed are gonna have a harder time doing it though because of their lackluster kits thus need a rework/buff too.
High Rep Tiandi here, as u/Otter_Of_Doom said, its gambling for more damage.
But also because its an easy way to access his chains. While technically speaking there's no reason to use any of Tiandi's chain options other than his omnidirectional 400ms Finisher Lights, sometimes Tiandi's like to use the Kick mixup (for whatever reason, like fun lol), which can be accessed via Palm Strike -> Buffered Forward Dodge Heavy (blockable but unparriable) -> Dragon Kick.
Another reason is easy ledging. While the opportunities to use it are exceedingly rare, Palm Strike -> Forward Dodge Heavy -> Hard Feint -> Palm Strike can knock an enemy back to about the same distance as a Dragon Kick, but is much more likely to work as no one really expects the Palm Strike Heavy feint into yet another Palm Strike, whereas everyone expects the Zone -> Dragon Kick when you are facing a Tiandi and have a ledge behind you.
>And not only that but it would have little impact in the game considering that the difference between a feint to Buffered GB and a GB softfeint is 100ms.
You don't know how big of a difference it makes against specific characters
>less stamina with a GB softfeint, which is also a bad thing imo
And how is that bad if he have more stam you can be more aggressive and the game wants to be more aggressive.
Potential issue with whiff Backflip is that depending on the distance and matchup it may just be flat out impossible to punish. Spacing can be pretty hard to deal with since so many characters struggle with it. Even if it's not very practically useful I can see it be very annoying.
Also the Cooldown / Recovery Cancels seem kinda overkill. Sickle Rain would immune to Dodge Attacks on top of being a Unblockable Mixup. It would also counter Dodge GB if the opponent Buffered a early Dodge and risked eating the Side Undodgeable.
Quite a few games can run at 120fps on next gen consoles I believe and For Honor could probably run at 1080p 120fps on those systems no problem. Buffered frames would also become less of a factor when outputting at a higher framerate as well.
Agree 100%
Although I will say that buffering the Heavy can be important, if you intend to buffer the Palm Strike Heavy anyway. Buffered Palm Strike Heavy can’t be dodge GB’ed, can’t be parried if the Palm Strike hits and the HA will kick in soon enough to trade even with fast moves like Kensei Swift Strike or Gryphon dodge heavy.
Just correcting the guy who made the previous comment. The devs changed the duration of lag compensation (which doesn't actually compensate for lag it's just what they call how they hide animations), prior to the CCU lag compensation would hide up to 66ms of all attacks if they were delayed or from neutral. Buffered attacks (input before the previous attack had ended) weren't affected by lag compensation and had full animations. The devs increased this to 100ms (33ms faster, not 100ms) and made it standard on all attacks so buffered and delayed attacks had the same indicator and animation duration.
This didn't apply to side dodge attacks which are only affected by a 66ms delay because people complained that some dodge attacks were too difficult to react to (maily Conq's bash which is now effectively 533ms from a side dodge and 500ms from a forward dodge).
Literally any instance of frame advantage that's less than 201ms. This isn't a reaction question. I stopped saying reaction the second you said that it can't be done on reaction, because, fairly, it can't. Buffered Shugoki lights will have hyper armor activate at 300ms. Warmonger is the notable exception because her frame advantage gives her effectively 200ms before the opponent can land an attack, which will beat Shugoki hyper armor lights.
It's not broken, it's a limitation of Google Sheets that they don't work very well on mobile browsers, and if you'd read literally the first text box on the front page of it you could know that you should use the google sheets app (or this one if you are on an iphone) to view it.
Yes Hard Feint into 500ms Lights work on 500ms Parry OS
Assuming the Defender Parry OS on the earliest possible timing then the 500ms Zone would land 200ms after the Parry Window
Where as the Attacker on the other hand with a fully Delayed Hard Feint into Buffered Light would land their 500ms Light 100ms after the Parry Window, 100ms before the Defender's Parry OS
There has literally never been a single 433ms light in FH ever. Only 400ms and 466ms (Orochi and PK top light pre-CCU, Glad chain lights).
Buffered attacks were their slowest speed of 500ms. Delayed attacks were 466ms. 400ms lights buffered were 400ms, delayed were 366ms. With 100ms guard switch, chain delayed lights are a 266ms choice reaction time. Which is why some could react to it but some can't.
CCU makes everything delay so now everything is basically 33ms faster at all times. Many people didn't now delayed attacks were a thing or even how to preform them.
Release kick was like 700ms or some absolute garbage. Or maybe it was during a beta I don't recall. Back when heroes had freaking 600ms and 700ms lights.
No. IIRC they specifically set up the distance after a CGB so that if you back dodge immediately it puts you out of GB range. I cannot recall when this was done or the reasoning for it. But I do remember the change happening.
Buffered feint into GB however is something that's supposed to catch people who early react to things be it a parry or dodge in any direction.
If the person is back dodging on the right timing then GB isn't what's going to save you. Especially if they're spacing properly to begin with by back walking into back dodging.
Usual tips when fighting warden, if dodge when he dodges you avoid level 1 bashes and be safe from gb, also allows you to dodge a fully charged level 3 if the warden keeps charging it up.
Backdodge will make feints into gb whiff, this can be done for lvl1 and lvl3 sb to avoid gb, keep walking backwards tho.
Lights will hit him out of lvl 2 sb and lvl2 is the only one that can punish the options above.
You can bash him when you see him dodge, if he is next to you, a light will hit him out of lvl1.
If you have long range heavies, you can make a read throw one when you see him dodge, if he doesn’t feint sb he will get hit.
Buffered heavy attacks will beat a feint into gb and sometimes trade with lvl3, back walk to make your heavy whiff is possible, also feint said heavy would allow you to dodge his lvl3 if he goes for the trade.
For cent specific, if the warden is dodging into sb every time you dodge foward you can do a dash heavy to catch him, this is stupid risky because of warden CC.
I don't think there's anything wrong with option selects as a whole, just certain heroes that have ones that are way too safe. Mostly bash option selects honestly.
Buffered side dodge bash on lawbringer. Near instant hyper armor, still dodges the attack if you actually throw it, and completely unpunishable. It amazes me it hasn't been nerfed yet. Conqueror's is similar, but at least you can GB on a read. I think, if this isn't already a thing, they should make it so that the side dodge bash cannot be delayed the way the forward one can. That way you only need to make one read to punish the option select, but it doesn't affect his offense.
Black Prior and Gladiator zones are also absolute AIDS. BP's has insanely good tracking, and can be recovery canceled safely. Gladiator's is just stupid, confirms good damage and can be feinted, making almost any kind of punish impossible.
PK zone is too fast for some heroes to be able to feint to parry, which is totally unfair. Hopefully with TG they'll slow it down to 466 or 500ms and maybe increase the damage a little.
Option selects should be treated the same as dodge attacks. Either unfeintable, or vulnerable to guard break. For bashes, they need to confirm some kind of punish on a read, even if it's not a GB.
The distinction here is buffered and delayed 400ms lights, though. Buffered 400ms lights are 400ms, and even casual players can block it consistently with a bit of focus. Delayed lights are like 333ms though, and that is generally considered unreactable by everyone (except a few super-good players) in Competitive-level play. Very good players might be able to block delayed 400ms lights semi-consistently, but its still technically a form of viable offense.
You can but you don't have too. Simply hit all the inputs on Parry
Warlord's Headbutt Parry OS for example would be Heavy + Forward Dodge + Guard Break
So long as the game reads the Heavy first then the Buffered Dodge Attack won't interfere with the Parry attempt
PK has Offense in her single Dagger Cancel Soft Feint which obviously has some major flaws
On the other hand her Defense is fantastic
Very fast 400ms Zone that can stuff Guard Breaks and requires an extra hard read to Punish.
​
Buffered input stuffs Guard Break and certain Soft Feints as well as doing 28 Damage in the processes. Unlike Zone OS you can also Deflect which means ridiculous 35 Damage Heavy Punish though not guaranteed on strong Offensive characters.
​
Just hurts tons. The ability to get 38 Damage off any Guard Break Vulnerability makes High Recovery Offense extremely unsafe. Dagger Cancel ironically is an example of such.
Ok, I was originally gonna write an Essay on this but I'll try to shorten it down to a reddit readable format.
KB/M Polling rate: 1 ms or 1000 hz (depending on quality)
PS4 Bluetooth: 2 ms or 500 hz
PS4 Wired: 4 ms or 250 hz
XBONE: 8 ms or 125 hz
Hardware flip technology in monitor: 8-30 ms depending on refresh rate and monitor technology
For Honor being a doo doo game on console: around 100-120 ms input delay
For Honor on PC: Variable depending on choice of Sync technology, but basically Frame Rate dependent + some ms.
Therefore optimal input delay on example running 144 fps @ 144 hz monitor:
1 ms kb/m + 8~ ms frame time - time since last flip, max 8 = ~10-20 ms input delay given a safe range of variable calculation rate.
On console with 30 fps @ 60 hz monitor:
(2-8 ms controller + 30 ms frame time) * 2 flips = ~70-80 ms delay time, which is further increased by poor performance and TV setups up to ~100-120 ms.
This is due to a technology that console FH uses called Flip Queue Buffered Frames, which always makes sure that there is a second frame ready, or it repeats the last frame to make sure there is a smooth and non-teary visual. This does come at a cost of the game lagging ~2 frames behind the simulation causing large input delays at low frame times.
Adding to that, current live version of For Honor also has an artificial input delay of 33 ms on selected "offensive actions", like attacking, guard break attempt and (get this) dodging as fixed-guard character.
Yes I’m aware. I never said it was hard, I’m just saying it now has the same window as buffered light attacks on live. That’s a fact, I don’t know what you’re trying to dispute. Buffered 500ms lights still landed more often than 600ms heavies, that’s also a fact.
Also thinking about the neutral argument logically it doesn't work.
If you can't react to closer to neutral bashes the same way because you can get light attacked too, that falls apart because the same thing can happen with Valk if she hard feints.
If you can't react to closer to neutral because it doesn't have the 400ms start up, it still doesn't work because
The VPN is used to hide your IP address so the can't find you and DDoS you. I personally use VyprVPN. It's good but I'm not going to exclude other good options. Some VPNs have a 30 day no questions asked full refund policy while others have 3-7 day free trials.
So, I've finally decided to grab a gaming monitor thanks to For Honor, but I know didly about the specs I should look for and don't want to buy something that I will not even be able get the full use from since I'm on console. With that said, any suggestions? I was looking at this one but I keep getting the feeling that its more than I need. https://www.amazon.com/BenQ-ZOWIE-inch-Gaming-Monitor/dp/B01H5KKRLO/ref=sr_1_2_sspa?s=electronics&ie=UTF8&qid=1517526550&sr=1-2-spons&keywords=1ms+gaming+monitor&psc=1
https://www.amazon.com/Stinky-Gaming-Footboard-Foot-Controller/dp/B00EOPT5ZS
actually not joking. Although I dont use one, I am convinced foot pedals are a tool the competitive gaming community should not be overlooking. Can use cheaper racing pedals too of course.
I bought this for my Xbox One controller (I play on PC) https://www.amazon.com/Collective-Minds-XBOX-ONE-Strike-Pack/dp/B01720MZJO. It adds paddles and is relatively affordable compared to the Elite.
Definitely worth it IMO -- makes GB tech infinitely easier and allows you to keep your right thumb on the stick most of the time.