🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    The "break guard" movew

    Am I the only one who finds that the break guard move is lacking?

    I mean, let's say I duel against the Warden with my Peacekeeper. He doesn't attack me for a while waiting for me to make a move, since I'm just a little to far away for a hit, I decide to dash in for a quick guard break and a stab. Suddenly, as I dash in, he swings a heavy attack from the top, his sword is behind his back, elbows up, my guard break just fails because the game considers him "Not defending". My attack just goes through his body without doing anything, putting ME in a position where I am "Not defending" and his heavy attack is a guaranteed hit.

    Am I the only one playing light characters and noticed this? It is frustrating to be punished for a guard break because you both pressed the button at the same time, you can't cancel your attack and his devastating one just crushes 1/3 of your HP.

    I think the guard break should cancel an enemy's heavy attack if he didn't complete at least 60-70% of his initial move or at least be 40-50% through the "swinging" phase for it to not be stoppable.

    Any thoughts on this?
     4 people found this helpful
    Share this post

  2. #2
    Firstly, you're playing a peacemaker so I have zero sympathy for you. Secondly, the peacemaker's guard break is nearly unstoppable, so if you're having trouble with it you haven't mastered the troll character in it's fullest.
    Share this post

  3. #3
    His argument is valid regardless of whether or not you suck at fighting his class. I have the same problem even on a Kensei or zerker
     1 people found this helpful
    Share this post

  4. #4
    Guard break/dash should always break the defence and heavy attacks. Light attacks could be debatable.
    I do sword fightin in real life and you always want to close distance if the enemy does a (stupid) "heavy" attack.
    Share this post

  5. #5
    Originally Posted by fapjak21 Go to original post
    Firstly, you're playing a peacemaker so I have zero sympathy for you. Secondly, the peacemaker's guard break is nearly unstoppable, so if you're having trouble with it you haven't mastered the troll character in it's fullest.
    I only took the Peacemaker as an exemple, it happens with all heroes.
     1 people found this helpful
    Share this post

  6. #6
    I agree. I've seen this. Guard break should have some sort of advantage at least on heavy attacks. I've witness this both ways. When I/My Opponent go for guard break it fails when the attack is in animation starts. Even if you're literally in front of your opponent. The guard break should have some sort of response to this. Maybe you can guard break but get pushed back or maybe go through with the guard break but you can't follow up. Placing both characters at a neutral situation again.
     2 people found this helpful
    Share this post

  7. #7
    Guard break is strong enough as is.
     1 people found this helpful
    Share this post

  8. #8
    Let me be less hostile in this reply. Block breakers are perfectly balanced. It's hard to counter them, but even if you can't counter them, usually you can manage to get away with just one hit on you. Buffing block breakers would throw off the balance of the game. Those who rely on block breakers, I would assume, aren't as skilled at out maneuvering their opponents.
    Share this post

  9. #9
    Guard break isnt that strong if you know how to counter it with your own guard break then taking a back step so it doesn't happen again. And it's just illogical for your hero to just go through the enemy's body without doing anything while he has his axe / sword way behind his back being wide open for a weapon hit but not a guard break.
    Share this post

  10. #10
    I noticed that Guard break is ineffective when the target is just starting an animation even though you reached your target first. I think Guard Break should always at minimum stop the opponents move unless they hit you before you reach them..

    I'm assuming guard break can be counted as well
    Share this post