You can flicker the unblockable icon by feigning to a GB slightly later. Here's the link. but that can be applied to bashes in general. My other favorite mindgame is light into hard feint heavy into charged heavy feint into GB. Being able to cancel at any point means that you are able to punish dodges and dodge attacks very effectively, making them very strong against the rest of the roster. They have a lot of fast mix-ups to put pressure on their opponents. You know, they did this with Warden when he first got nerfed, it made him one of the worst heroes in the game until his marching fire rework. Both of Warmongers are 433ms vulnerable to GB. When this isn't true for any of the heros. Me, being a prestige 8 Centurion am pretty bummed by this seeing as how Cent is supposed to be a renowned war general. I think it needs to stop the nerfing and get started with the buffing, New comments cannot be posted and votes cannot be cast, See more posts like this in r/CompetitiveForHonor. As always, GB on dodge for everybody. Raider with side-dodge GB meant that he mostly didn't have to commit to a decision when it came to mixups. This is just, as you said, a gamble for damage. For Honor is a Third-Person Fighting Game, developed and published by … Press J to jump to the feed. 4 characters who can get into the best mixup in the game with the least amount of effort. Yes there are other mixups that need buffs, but even so charge bashes need to be toned down. Warden can literally yell "MISERUM" and start moving towards you before feinting whilst Cent and Hito must feint way earlier. Centurion- He is fast in both light and heavy attacks. Furthermore, the feint timing as they are now is needed for perfect unreactibility. Alternatively, they can also HA through a late interrupt. Only when he releases does warden move forward. Seems like a lot bit once you have it down its pretty much ingrained into your memory. Same with demon's embrace from neutral heavy. I felt like I was crazy for wondering what they were fucking smoking when they put a tool like that into the game. Your opponent is making a read as to whether or not you're going to release the bash at a certain timing. Especially with heros that can cancel their pash almost after the commit animation happens. This would only minimally help lower skill brackets and do nothing but actively harm higher skill brackets of play. The strength of charged bash based offense is is easier to see when so many characters have an issue with their own kit and offense. For example, if the bash is 60% charged, they have to commit to the bash, and will not be able to cancel. However, he has soft feint and depends on parry punishes to win. Higher level players can already identify when a player is going to commit to a bash and what level of bash rather consistently. Warden is slightly special in that sometimes he might just sail right past you and not be GB'able, which I am not a fan of, but it is still generally always possible to get SOME damage in on him on a successful dodge. Now we've arrived at chargable bashes. That utilizes conditioning. Ir conq can also only from neutral... And then there is the level 3 charge that gives a ton of damage, 35 for warmonger for example. From characters like conq to nobushi to tiandi to anyone with a bash, they all have to commit to the bash if they choose to throw it out. Warlord- His major defenses are … Also any time you land a charged r2 … Again, at a top level no one is gonna fall for this because they arenât gonna try and parry centurionâs safe heavies and theyâll use their charactersâ superior offense. from his initial bash while tiandi gets 10 while he can chain it and can access it from any dodge direction, tiandi can only chain or from neutral. Ye but here's the thing. Had 400ms dodge attacks with dodge canceling on recovery. his normal heavys feints are so weird. So this just makes that loads easier. But if they're bad and you land the GB on a dodge, use Cent's max OOS throw punish. This generally is not the case, because charge bashes give you freedom to alter the amount of damage you will get, you also tend to make a decision beforehand as to whether or not you're going for it. My second issue with this is the fact that other heroes with bash attack mixups have to commit to whatever bash they choose to go for. Your opponent can either light, heavy on read, dodge, roll, Option select etc. WM and Warden can much more liberally feint their bashes. Just have fun. another further problem is that they all have different levels of jank, fully charged Warden bash can go so far past you when you dodge that you don't even get a GB, Hito leg sweep actually sucks, it's weird that the damage of her mixup is frontloaded but it's extra weird that the leg sweep punish is unsafe, far as I know Cent's is the cleanest, I'm unaware of any jank there, Warmonger's just has really odd tracking, and the GB vulnerability is a yike, though that's probably a good thing - it also has pretty high recovery. Fighting Style. This is because for the most part your standard unblockable mix ups don't really work on even decent players often enough. The topic sounds like a surface level problem that could be fixed with better game sense. A For Honor subreddit dedicated to theorycrafting and the competitive scene. Block: 900ms/Dodge: 800ms/CGB: 800ms on fully charged. And chargable unblockables/bashes. Well, these wonât work against an opponent who refuses to parry anything, but my favorite mindgame is to do a light into quick grab (they counter the grab) then light into quick grab (they counter it again), and because they anticipate a light again, I go for a fully charged heavy into charged punch into eagleâs talons. Kick, light, grab throw, if connects with wall do the cutscene combo, if not then heavy, punch light, repeat. Not really. The other bash and melee mixups are more unique. Broadcasted live on Twitch -- Watch live at https://www.twitch.tv/tru3ta1ent You had to rely on the raider to make the wrong play. That’s the same with virtually any bash mixup, especially Highlander, Prettyyyyu bullshit being able to cancel at anytime including after you move forward after a full charge like that’s completely broken. I personally do not mind seeing more of things when they actually work. And again, this kind of offense is read based for both people. Press J to jump to the feed. So i'll continue my reply. When they're out of stamina, dodge forward and mix up between kick/GB. Raider dodge GB shut down a lot of offense, just for existing. These chargeable bashes are very vulnerable to being interrupted, and are generally a guardbreak for the defender if you correctly guess what timing they bash on. More heros should be able to cancel bashes with static timings. Pretty much anyone with 600ms or higher should be able to cancel imo, but that might be too far. Cent has no actual mix ups but for beginners everything works. Those other unfeintable bashes you're talking about, like BP, Conq or Tiandi, the whole point of those bashes is to either be unreactable or to be a tight reaction from neutral that the opponent has to constantly worry about. On top of that, and the risk for throwing these bashes being generally high, players can also roll away from said bashes, and that requires a read to beat as well. The patch 1.07 have been released and finally brought us the new heroes, and long-awaited Raider buff, so let's see. Second is that if you couldn’t feint after a certain point, it would make some mixups pointless. Hitokiri: 1000ms recovery on kick and sweep to guard switch, 900ms for guard to return, and I would assume as such that the CGB recovery is the same. Learn all of Cent's punishes, and when your enemy screws up, parry/GB and punish them. Same with current shugoki with just rolling him. When Shugoki goes for a demon's embrace, he has to commit to it. The Centurion, on the other I'm a dodge on red, parry baiting, feint into light at random direction, ledging kind of prick. More importantly though there wasn't really any counter play to speak of. New comments cannot be posted and votes cannot be cast, More posts from the CompetitiveForHonor community, Continue browsing in r/CompetitiveForHonor. If they're just blocking everything, bad news bears, you've got no openers. Centurion seems kinda weak. there are many ways to beat this. This is a little special, some characters will interact with the hyper armour on Cent's fully charged punch on a dodge attack and be able to get extra punishes due to the fact that he is not staggered out of his attack. For Honor > General Discussions > Topic Details Allah lover Sep 8, 2018 @ 12:20pm Gladiator or Centurion ... has good mixups, good openers, and toestab. I'm also using charged heavy to guardbreak to wallsplat to charge jab. Plus, the dodge attacks you refer to, at least the more delayable ones like shaman/orochi, allow them to option select the entire duration of these bashes, and can only be beaten by hard feinting on read to parry them. afaik all of their options can be punished somehow, like late feints gets beaten by interrupts, there's no 'lack of commitment'. The same goes for these charge bash heroes. Chargable bashes have numerous ways both general and character specific to be countered and they do not shut down gameplay at any level. I'd prefer if the lower-tier characters you mentioned, and others, simply got their mix-ups buffed (or added in the case of nobu for example, or some HL matchups). His kick is easily telegraphed. Giving more heros bashes. I main a warlord (one of the classes that made me realize why I can't take for honor serious) I have 1.89 K/D (71%) duel ratio and a 70% dominion / elimination ratio - meaning I am far above average. The Lawbringers are justice in Ashfeld. Not really a mix up but his charged neutral heavy does guruantee his combo. Giving more heros mix ups that had soft feints or the undodgable property. They had a survey to answer afterwords to which I voiced my opinion and was curious as to what people actually thought of the Centurion changes. The devs have more or less wrote themselves into a corner with design on heros. I like to feint and then do charged neutral heavy. Start with Kick, then light, heavy, punch, light, heavy, punch repeat light to heavy to punch. Which is a different topic of discussion. If they're blocking, embrace a role as the max punisher. Throw lights, feint heavies, throw heavies. this is worth a try, but after your charge heavy, MISS a light, then go for a charge heavy, to a charge punch, then MISS a light again, you can continue this until your enemy dodges the charge heavy when he gets up.
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