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    Hall of Heroes Outnumbered Fights Guide

    ďIn the midst of chaos, there is also opportunityĒ - Sun Tzu


    Hello, and welcome to the Hall of Heroes Guide to Outnumbered fights.

    This guide will go in depth into the mechanics unique to outnumbered fights as well as give tips and advice on how to best use the resources at your disposal to come out on top when all the odds are against you. Keep in mind that winning an outnumbered fight is the most advanced thing you can do in For Honor and as a result this guide will not be explaining the basics of any mechanic that is not exclusive to outnumbered fights. It is strongly recommended that you make sure you have read some of the other guides before reading this one. A link to those guides can be found here:

    Hall-of-Heroes-Nobushi-Guide
    Hall-of-Heroes-Peacekeeper-Guide
    Hall-of-Heroes-Berserker-Guide
    Hall-of-Heroes-Warlord-Guide
    Hall-of-Heroes-Orochi-Guide
    Hall-of-Heroes-Raider-Guide
    Hall-of-Heroes-Guide
    Hall-of-Heroes-Guide-to-Feints

    This guide was written by Deathsdestroyer and Pandaego, with help from Yote224 and HandheldBrando. The Hall of Heroes is a community of the top For Honor players dedicated to helping the For Honor community get better at the game. If youíre interested in joining this community or would just like to drop in to say hi or ask a few questions, you can hop into our discord channel here:
    https://discord.gg/vzqMAyf

    All are welcome to learn and share their expertise. With that said, letís get started!


    The Three Rules of Outnumbered Fights

    By: Deathsdestroyer

    Winning when youíre outnumbered is arguably the hardest thing to do in For Honor. To achieve such a feat requires a mixture of patience, endurance, a thorough understanding of all the relevant mechanics, and a good amount of luck. Make no mistake, if your enemies are as smart and skilled as you are, you will lose 99% of the time when outnumbered. Thatís just the nature of any skill-based game. However, there are three general rules that you can follow to give yourself the best chance at winning in spite of the odds. With that in mind, the first rule of outnumbered fights is this: Donít get into one if you donít have to. If youíre not on an objective, just run! If you got three enemies trying to wade through a pack of minions to get to you, donít rush in! If you find yourself faced with these kind of situations your best bet is to retreat to an objective, preferably somewhat near some kind of environmental hazard such as a cliff or spike wall. Narrow halls are also good. Weíll be talking about using the environment in detail in the strategies section of this guide.

    The second rule of outnumbered fights: Understand your goal. What your goal is what will dictate how you handle the fight. Your goal in an outnumbered fight can be boiled down to the following:

    - stall for time
    - kill the enemies
    - escape

    For example, if you get caught off guard and youíre in a fight you think you donít need to be in (rule 1!) then youíre going to want to put more effort into creating distance, allowing for an opening large enough that you can run away. To do that you need to stall long enough but, if you need to hold an important position such as a capture point in dominion then youíre going to want to put that effort into killing your opponents, stalling for time when you canít. Everything else in this guide is merely a tool you can use to serve these goals. If you want to escape you need distance. If you want to kill the enemies you need openings to get in damage.

    The third rule of outnumbered fights is: Donít panic! This is the single biggest cause of losses in outnumbered fights. When players suddenly find themselves outnumbered they have a tendency to panic, or at least feel overwhelmed. When you panic you donít focus. When you donít focus you make mistakes. When you make mistakes you die.

    The best way to avoid this panic is to have a simple, practiced game plan for outnumbered fights. My personal game plan is Ďblock the first attack i can then parry the first chance i getí. The reason this is my game plan is because blocking is the simplest thing i can do to stop the onslaught of damage coming at me and parries stop attack chains, drains stamina, and builds my revenge meter, slowing the volume of attacks coming at me and building towards a means to create openings. This gives me breathing room to assess the situation. How many enemies are there now? What classes are they? What resources do i have available? Whatís my fight goal? From here i can have a clear plan of action and, hopefully, win the fight. Now of course, this is all easier said than done but with practice and patience (and the help of this guide) you can learn to stay focused during the most unexpected and difficult of fights.

    Before we can talk in detail about strategies we need to be completely clear on all the relevant mechanics and base tactics and that is what the next part of this guide will cover.

    Mechanics and Tactics of Outnumbered Fights
    By: Deathsdestroyer

    What are Openings?


    Openings is a term you will see a lot in this guide so itís important to be clear on its meaning. An opening is simply a period of time where your enemies can do nothing to stop what you want to do. For example if youíre fighting two enemies and you parry both of them they will both be staggered long enough that you will have enough of an opening to escape or get in a hit. We will be talking about how to create these openings in detail in the strategies section of this guide.

    Dodging


    Dodging is the most basic form of defence when outnumbered and is your primary means of managing your distance from the other players. When outnumbered you want to be dodging constantly to prevent yourself from being surrounded.

    Teching Guard Breaks


    Teching is a fighting game term. In For Honor teching a guard break merely refers to countering the enemy guard break, which is done by pressing the guard break button quickly after your opponent tries to guard break you. There are some important things to note about guard breaks when outnumbered.

    You do not need to be locked onto the enemy guard breaking you to tech it.

    Even if you tech the guard break, the animation will leave you defenceless long enough for another enemy to get in a hit sometimes.

    If there are multiple enemies next to each other and close enough to guard break you, if one enemy is in the process of guard breaking you when another tries, or if you are in the middle of a light attack. The guard break will fail and briefly stagger the enemy.

    What all this means is that if there are multiple enemies next to you then you donít need to worry about guard breaks until one of them backs off or dies, but if there is only one enemy in range for a guard break then they will very likely attempt a guard break if only to prevent your escape. There will also be times where there is just enough room for them to guard break you and get a hit in while your stuck in the animation. Sometimes thereís no avoiding this and you just have to be prepared to take that damage and recover from it.

    Throws


    Throwing enemies has very situational uses in outnumbered fights. The main advantage of throws is that you can combine them with environmental hazards to get kills or deal major damage. On rare occasions you can even throw an enemy into another enemy to stagger both of them. Generally however, throw animations take too much time to be worth spamming when outnumbered and must be used sparingly.

    Blocking Multiple Enemies


    There are two important details about blocking when youíre outnumbered that need to be mentioned. The first is that for enemies you are not locked on to, you only need to block in the direction they are standing. So if thereís an enemy to your right, you only need to block to the right to block his attacks regardless of what stance he is in.

    The second is that when you block an attack there is a brief window where you will automatically block any additional attacks (except unblockable attacks), but itís a very brief and itís not uncommon for attacks to land just after the window disappears so do yourself a favor and try to block the attacks normally just as extra insurance. Itís better to be redundant than dead in For Honor.

    Parrying


    When outnumbered, parrying is your primary means of winning the fight. Parries stop attack chains, drain stamina (potentially knocking them prone), and stagger them enough for you to attack or guard break them. This is the most consistent opening you will have to safely escape or attack. Parries have the same automatic window that blocks do, so if you parry the first attack itís possible you will automatically parry the next few attacks, but just like blocking itís wise to block or parry the attacks normally just in case one gets through.

    Parrying attacks from enemies youíre not locked on to is arguably one of the most skill intensive things you can do in For Honor. Often you wonít have the time to look at every single attack coming at you and you will have to learn the parry timings of all the attacks and make educated guesses. Thereís no easy way of doing this. You just have to practice it again and again until you can do it consistently.

    Stagger


    Stagger is simply the concept of a character being knocked off balance, usually from a hit. This is important because a staggered character is unable to take any action. Parrying provides the most stagger, but any hit will provide a small amount of stagger and interrupt the attack, unless of course the attack is uninterruptable (signified by the character flashing or activating revenge mode). A conquerorís block is also unique in that it will stagger any attacker, interrupting their attack chain.

    In an outnumbered fight we will be using stagger to control the number of incoming attacks by interrupting slow enemy attacks and parrying attacks that are too fast for us to interrupt.

    Switching Targets and Camera Control


    Managing which player youíre targeting is a vital skill in outnumbered fights. There are a few nuances to which player you want to be targeting that are vital to your effectiveness in an outnumbered fight. The most important nuance is that you can switch targets during the windup animation of the attack and have it hit the new target. This means you can switch targets to give your new target less warning that they are going to get hit. Moreover, when a player sees you initiating an attack against a teammate their first instinct is usually to attack so you can often catch them mid-attack, getting in damage and staggering them!

    Special moves with long windups such as the charge of an Orochiís storm rush can also be used to switch targets to give your true target less warning.

    On the more defensive front, you generally always want to be targeting the enemy closest to you, if there are multiple enemies close to you then itís very dependant on your goal for the fight which we will go into detail later.

    Camera control is also very important as itís possible to be grabbed by a charging Raider or hit by a Kenseiís unblockable from off-screen if youíre not careful, so be sure to keep an eye on those classes and watch your radar to make sure you donít get sucker punched.

    Revenge Mode


    Revenge mode is the gameís comeback mechanic and is designed specifically to help you deal with outnumbered fights. Itís benefits are small but numerous and add up into a highly impactful ability. The biggest benefit revenge mode provides is from its activation. When activated it will parry and knock prone any enemy who is mid-attack. This is by far the easiest way you can create an opening for escape or to get some hits in, and it is very important that you always knock an enemy prone when you activate revenge mode.

    The other benefits of revenge mode are increased damage, a boost in health, reduced damage taken, your attack become uninterruptable, and your parries and throws will knock the enemy prone. One paper that may seem like a lot but in practice youíll find you need to play your best to avoid just activating it and promptly dying. Letís break down each advantage revenge mode gives you, weíve already covered the auto-parry so weíll start with the damage and health changes.

    The main reason for the damage boost, reduced damage taken and health boost is to allow you to Ďcatch upí. Think of it this way, if there are three enemies then they have roughly three times as much health as you and deal three times as much damage as you, so every time you hit them they will hit you back and you will lose that trade 100% of the time. The damage and health changes help mitigate this a bit. Itís still not a trade you want to take in most cases but if, for example, the attack will kill one of the enemy players while taking damage from the last enemy left then it may be worthwhile.

    Having your attacks be uninterruptable is called dauntless in the game but is better known by the fighting game term Ďhyper armorí or Ďsuper armorí. All hyper armor means is that while you are attacking, nothing will stop you from completing the attack (except dying). The reason for this mechanic is because when youíre outnumbered your opponents can basically attack two or three times as often as you can, and they can basically attack you while defending against your attack at the same time. Hyper armor allows you to get a hit in if you really need to. What itís best at is guard breaks. With hyper armor you can guard break an enemy through one of his hits to get in a vital throw.

    Performing a parry or throwing an enemy during revenge mode will knock the enemy prone. Aside from the initial activation of revenge, this is your only means of creating the openings you need to escape or get in meaningful damage and is the main reason why parrying is so vital to winning outnumbered fights, without parries you can only guard break and throw to get enemies prone which takes a great deal of time and locks you into a long animation. Parries are always superior to guard breaks when you have revenge mode, but parries require an attacking enemy so unlike guard breaks you canít really choose when you get to parry. As a general rule however: Parry when you can, guard break when you canít.

    Strategies of Outnumbered Fights


    Winning When You Outnumber the Enemy
    By: Pandaego

    In order to win versus multiple opponents you first need to learn how to win when you outnumber your opponent, and since this is a game of multiple tiers of skill that can heavily depending on the skill of your opponent. Here are the most basic strategies that have developed so far.

    Beat the pinata to death

    New players can fairly easily be dispatched by simply positioning in a circle around them and taking swings at them. The key to this is make sure you are not in a position to hit your fellow teammates while you are all taking whacks at the poor sap in the middle of the circle. Try to time your attacks to be separate from your teammates with enough of a gap that they do not hit into the invulnerability window that your opponent receives when blocking.

    So he thinks he can block

    Most players will learn fairly quickly to deal with 2v1s and even 3v1s when all their opponents are doing is swinging at them. It is not too much of a challenge to stand still, block attacks to build revenge, and then go buck wild when you hit revenge state, which I would say is a majority of the current playerbasesí strategy when it comes to fighting multiple people. To deal with this requires more coordination in general from the group of players. The most basic and best way is to guard break the defender and have your teammates hit him while he is staggered. Once again this is where proper positioning and coordination with teammates comes into play.

    These are the two most basic ways of fighting in a group against one player. Regardless of which you are using proper positioning and knowledge of strike range and arc are key. Knowing how to hit your opponent without hitting your teammates and staggering them (stopping their attacks and movements) is the most important information you can learn early on in For Honor. Take your time and donít rush in flailing your weapon around.

    This all carries forward into learning how to fight multiple people. Positioning yourself to not be exposed to attacks from every angle and understanding what they are trying to do to you all factor into what you need to do to come out ahead in a 1v2 and 1v3 engagement.

    Winning When Youíre Outnumbered
    By: Deathsdestroyer

    While the details of outnumbered fights can vary wildly from fight to fight, the basics of how to win any of them can be simplified into three steps:

    1. Control the fight
    2. Create openings
    3. Achieve your goal

    So letís delve into each in detail. We will also be talking about using revenge mode to facilitate this strategy.

    Controlling the Fight


    Controlling a fight is amount limiting what your opponents can do, or in some cases literally limiting the number of opponents facing you. There are a few ways to achieve this.

    The first thing youíre going to need to do is defend and call for help. To call for help you simply tap the quick chat button (L1 or left shoulder button by default on controllers) and a message is automatically sent out to your teammates. As far as defending yourself, they outnumber you so they will most likely be lazy and overconfident and that means mindless attacks from them, hoping the sheer volume is enough to overwhelm you. Thereís a specific pace or pattern to the way players attack so once you block a couple attacks you can quickly adjust to the pace of things. Focus on blocking an attack. Something few people know is that the automatic block you get after blocking an attack lasts about as long as it takes for the initial player you blocked to attack again, so once you block an attack focus on the player you blocked, when he attacks again is likely when your auto-block will run out and thatís something you can plan around. Once you know when the next attack is going to land, parrying is easy, and once youíre parrying you are drastically reducing the number of incoming attacks and building a lot of revenge meter.

    If you can spot an outnumbered fight before it starts you can easily avoid getting surrounded. The most basic tactic is to use constant dodging. You want to be dodging toward some kind of exit if your fight goal is to escape but otherwise limiting their numbers by dodging around pillars or through narrow passages is better. You can also limit numbers by dodging in such a way that a player has to move around his teammate to get to you, this is also great because they will often hit each other by accident as they try to get to you.

    Parry as many attacks as you can as this will stagger them, slowing their ability to kill you. You also want to parry in order to build as much revenge meter as quickly as you can. Nothing builds revenge meter faster than parrying multiple attacks at once.

    Stay away from ledges, spike walls and fire unless you have revenge mode or have successfully limited their numbers to a single opponent, itís too easy to miss a guard break attempt and get tossed into the trap you wanted to use on them otherwise. Remember what was said in the guard break section of this guide, it will help you predict when you need to worry about guard break attempts, but note that simply being near an environmental hazard will cause some players to do nothing but spam guard break attempts. Never go near an environmental hazard if your goal is escape.

    Ladders are especially good for limiting numbers because they almost always force one of the players to go around through another entrance to get to you, but note that you need enough time to complete the climbing animation or you will just get knocked prone.

    If youíre dealing with no more than two players you can utilise some target switching tactics to stagger players who werenít expecting you to target them. Remember, when you try to attack is when they want to attack. Feint one player then switch to the other player to parry his attack then switch back to the first player to deal with his attack. Know what your fastest attack is, you may be able to hit him with a faster attack to stagger him.

    Throws are also much more viable when dealing with no more than two players as you are far more likely to have enough time to complete the animation.

    The last factor involved with controlling the fight is revenge mode.

    Making the Most of Revenge Mode


    First, itís worth noting that simply having revenge mode ready is enough to slow the amount of incoming attacks. Everyone who plays knows what revenge mode does when activated and as a result are far more likely to try to coordinate their attacks to avoid attacking at once. Stuff like this is why itís a bad idea to just blindly activate revenge mode the instant you get it.

    Revenge mode is at its best when youíre near an environmental hazard, such as a ledge or spike wall, so try to maneuver yourself to such a hazard before activated.

    Also note that revenge mode will automatically interrupt any guard break attempt. In some ways revenge mode functions like a Ďget out of jail freeí card.

    The ideal scenario to activate revenge mode is when all but one enemy is attacking you near an environmental hazard. In this scenario you will auto-parry the attacking enemies and can then guard break the remaining enemy through an attack with your hyper-armor and toss him into the environmental hazard. In less-than-ideal situations itís fine to just get more than one enemy auto-parried when you activate revenge mode. Your goal when activating revenge mode is always to create an opening.

    Once activated, what you do depends on your goal. If your goal is to escape, some of them are prone, dodge the rest and run away, goal achieved! If your goal is to kill the enemies itís a bit more complicated. Ideally you will have taken out a player when you activated so your goal for the remainder of revenge mode will be to deal as much damage as you safely can. All of the tactics and strategies previously discussed in this guide are still effective and some are even more effective now that your parries and throws knock enemies prone. The most important thing to note is that even though you take reduced damage and have increased damage, their damage output will still beat yours simply because they have such a larger health pool than you do. You cannot afford reckless trades, even in revenge mode, but now is the time to get offensive, donít forget your zone attack. With revenge mode itís great stamina cost is trivial but itís recovery time is not so this is best done when it will definitely hit all enemies that are not prone. Since guard breaking is so time consuming what you really want is a parry, so anything that goads the enemy into attacking you is worthwhile here. Feints being the primary tactic available to you. Any chance you get to throw an enemy into a fatal hazard without dying yourself is worthwhile and non-fatal damage you take in return is generally worth the reward of killing a player.

    Once revenge mode runs out be prepared to go back on the defensive as this is when your opponents will want to be very aggressive just like at the start of the fight. Your strategy largely resets at this point. Just like at the start of the fight focus on blocking an attack, learning the pace of incoming attacks, and start parrying.

    Creating Openings and Achieving Your Goal


    Weíve talked a bit about most of the ways to create openings but it helps to have them summarized.

    If your goal is to escape there are basically only two relevant openings. When you have dodged around the environment in such a way that no one can hit you when you run away. If youíre following the advice in ĎControlling the Fightí you should have this happen simply as a byproduct of what youíre doing to control the fight. The other opening is when you have parried all enemies or all but one enemy and then dodge away. This will usually only happen when you activate revenge mode.

    If your goal is to kill the enemy it becomes a bit more complicated again. Because in a 1v3 youíre getting hit twice every time you try to attack one player your frequency of openings is drastically lower than if you are trying to escape.

    The most consistent strategy you have is to use the environment and revenge mode parries (especially the auto-parry on activation) and guard breaks to limit the number of players down to one, preferably the one with the least health, and then use a mindgame or trick to get in a hit. Tactics and strategies mentioned in this guide will help with this. Remember, control the fight! Then you go for your mind games.

    If youíve successfully limited their numbers, any mind game that works to get damage in during a 1v1 will work in this moment but the key here is speed and simplicity because the big constraint here is time. Avoid heavy attacks or any other attack with a long windup except as part of a feint, and donít try to get fancy with double feints mixed with dodges. You wonít have the time before the other players catch up to you. Keep it simple but effective. They all basically boil down to Ďfake attack, real attack, defend yourselfí, or Ďfast and suddení. Feints into anything are great. Some classes get unique feints such as the Raider, Kensei, and Berserker. These unique feints are often faster and easier to execute than general feints and will serve you well in these moments. Learn them! If youíre playing a class than can attack while dodging, that is also very useful in these moments.

    A useful attack chain is feint one direction, dodge away from the other players, attack the nearest player from a different direction. Another one is feint, guard break, light attack. Simple, but effective. If another player is about to catch up to you try: parry, heavy attack, switch targets during the windup to catch the second player off guard. Hitting them with your fastest light attack can sometimes be effective due to its sheer speed. The Warden, for example, has a very fast opening top light attack. Donít commit to more than one attack. Get your hit in, then go back to creating another opening, and whenever possible focus your damage on the opponent with the least health.

    You want to get environmental kills here as they are biggest means of swinging a fight in your favor. Itís best done with revenge mode active as we have talked about previously, but getting everyone near such a trap with revenge mode available without your opponents catching onto your trap requires either dumb opponents or good Ďreadsí, pacing, spacial awareness and mind games on your part, the details of which depend heavily on your opponents and are too varied and contextual to go into in this guide. However, it is worth trying even if they donít fall for it because if they donít you are in the same situation you were in before so you either kill off a player or change nothing. Thereís no real risk to trying. As far as luring them there, the only suggestions i can give is donít stand directly next to the trap, know what your throwing distance is, and when you need to dodge an attack you should dodge toward the general vicinity of the hazard (itís less obvious than just sprinting to it).

    Questions and Answers


    Q: How come you never talk about 1v4ís?

    A: In a 1v4 you start running into issues of being able to attack the lone player without bumping into or hitting your allies, so often the fourth player just leaves or ends up being Ďbackupí, jumping in when they see an opportunity or replacing a low health ally in the fight. How you, as the lone player, play the game in that situation doesnít really change. Itís just more punishing when you make a mistake because more players means more attacks and more damage output, and itís harder to create openings because you have one more player you need to parry to get the openings you need. In short, itís harder but you donít play differently so thereís nothing to talk about.

    Q: Why aren't there any gifs for this guide like all the others?

    A: Time constraints unfortunately kept us from adding gifs in time for the guide's release. We will be adding them as soon as we can.

    If you have any more questions feel free to ask and I'll edit this section with some answers!

    That is the end of the guide. From here on, words will not help you. Only through lots of practice can you succeed, but succeed you will, and once you do the glory of that battle will be yours for all time! Now go forth and show your enemies why backing you into a corner was the worst decision they ever made!

    ďWhen you surround an army, leave an outlet free. Do not press a desperate foe too hard.Ē - Sun Tzu


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  2. #2
    Thanks for this post!
    As far as i remember, "parrying" is not the right term. It called "deflecting" in the game's tutorials. Right?
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  3. #3
    Casp3r42's Avatar Member
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    Originally Posted by bsftsfk Go to original post
    Thanks for this post!
    As far as i remember, "parrying" is not the right term. It called "deflecting" in the game's tutorials. Right?
    parrying and deflecting are separate mechanics.
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  4. #4
    Originally Posted by DeathsDestroyer Go to original post
    parrying and deflecting are separate mechanics.
    okay, i assume it is no the "block" either, so probably i just do not recognize this term. Could you show an example of parrying?
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  5. #5
    ok, i guess i've figured this out. Cool thing, surprisingly, i didn't even know this. Was playing for orochi and using deflect in such cases.
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  6. #6
    cool cool..
    but if a 5-10 pages guide is needed just to play the game reasonably the devs properly should consider that their design is unintuitive and need serious work instead of just relying on someone making a book about how people should l2p the unintuitive and frankly badly designed game -_-
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  7. #7
    Yggdrasil_67's Avatar Member
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    Probably should have talked about zone attacks a bit more explicitly by giving it its own paragraph. I never see anyone use it in 1v2 or teamfights, even with revenge mode activated.

    Originally Posted by erebus2075 Go to original post
    cool cool..
    but if a 5-10 pages guide is needed just to play the game reasonably the devs properly should consider that their design is unintuitive and need serious work instead of just relying on someone making a book about how people should l2p the unintuitive and frankly badly designed game -_-
    This is all information that can be found ingame, plus some simple deductions of their use in 1v2. This isn't a book about how to play the game, but tips on how to git gud.
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