Light light heavy is a chain. It is also referred to as a chain ingame.Originally Posted by SethEnraged Go to original post
A combo is a sequence of attack that connect from start to finish not giving a chance to block
A vortex is a series of 50/50 mix-ups usually not leaving enough time to react so you have to guess and stick to it.
examples for vortex?Originally Posted by TTVPappusGaming Go to original post
A combo is a series of attacks that typically scale up in damage or perform a special move in the 2nd or 3rd hit. At no time is a combo something that cannot be blocked during the chain.Originally Posted by TTVPappusGaming Go to original post
For instance, the Light Attack of the Valk does 12 damage on its own. However, the Light Attack chain "Boar Hunter" does 12, 18, and 20 damage when chained together. The opponent can at any time switch their block, parry, dash, or deflect the attack combo depending on their recovery state.
And from your previous post, the "Sweep, Heavy, Light, Sweep... repeat" can easily be countered. After the Heavy lands, your opponent can switch their guard, dodge, parry, or deflect the light. If they miss it, they can do the same to the sweep. This is in no way a guaranteed combo. The whole reason most higher level play opt for the Shield Charge after the heavy, is due to it being unblockable, allowing for a greater opportunity to get to the Sweep in the chain so that a subsequent heavy can land. Yeah, it's less damage, but a higher chance of success since her opponent's only option is to avoid.
There are actually 3 vary glaring issues with the Valk that need to be addressed, which I'm surprised have not been mentioned.
- The only class in the game without a 2nd position heavy attack chain. This means the Valk has no options for a heavy chain.
- The only class without a guaranteed guard break after parry. The parry animation is too long, her opponent recovers at the same time.
- The only class that is punished for blocking. When she blocks an attack, she reels backwards and is animation locked (again), preventing her from moving or attacking. Once again, her opponent recovers at the same time.
So she can't punish a parried attack, and she can't exploit a blocked heavy attack, and she is the only class without a high damage chain.
Also, another BUG? that hasn't been mentioned by anyone here is in regards to her Shield Crush. The Advanced Video says Shield Crush can be used "after being blocked", yet this isn't the case. Honestly, if this were implemented, this would present an interesting mechanic that would help break through the classes or play styles that are block heavy.
Originally Posted by Quillixx.Nine Go to original post
For your example of increasing dmg there is equal amount of chains that decrease in dmg. E.g. raider first heavy 45 dmg, second one 30. Fighting game terminology is established for over a decade and this game won't change it. A combo is a series of attacks that doesn't give the enemy a way out from first hit to last hit simple as that.
Valkyrie is also not the only class that is punished for blocked attacks, there are many more and those are probably all oversights. The sequence I listed after an exhaustion grab is a combo, what the others describe is more or less a way to harass beginners.
Our shieldbash also doesn't do anything. Unlike the conquerors you cannot get a follow-up attack in so it is completely useless outside of ledgekills or to go into sweep.
Except for it's 100% incorrect in this case. Anyone can take the first hit of a combo, and block the subsequent hits. Just because you choose to be 1 dimensional, doesn't make it so for the rest of the world. The very definition of a combo for games is, "a series of hits" nothing more. Just because you want to project your past gaming experiences onto For Honor, doesn't alter reality of what is. Going around telling people that combos cannot be blocked after the first hit is utter nonsense and completely wrong.Originally Posted by TTVPappusGaming Go to original post
Again, reality says different. Valk is the only class that is animation locked equal to the recovery frames of her opponent when blocking. This was probably done intentionally to force players to focus on her style of counter attacks, but it detracts from her overall effectiveness. Many of the game mechanics are supposed to be a set standard across all classes. In these cases, the Valk is the ONLY exception, which greatly hurts her performance. Your comment is vague (for obvious reasons), a deflection lacking any proof, and blatantly false. I would love for you to specify any one of those supposed "many more" classes that are also animation locked, that way we can get it in writing.Originally Posted by TTVPappusGaming Go to original post
This comment here speaks to your personal preference, and level of skill, not to the usefulness or creativity that other players come up with to utilize the ability. Shield Crush is a solid control skill for peeling enemies from your allies. Shield Crush is required for going up against block heavy play style players. Shield Crush is needed to traverse our terrible slot 2 combo option of Light Attack only, which can be avoided by experienced players and break our combo. Shield Crush also drains stamina and can be used in conjunction with Ram's Headbutt to zero out an opponent's stamina bar. Just because you look at the skill through narrow vision, doesn't mean the rest of us do. Sometimes I want to attack my opponent's stamina, and not their health, because doing so can lead to their immediate death.Originally Posted by TTVPappusGaming Go to original post
Your posts have been misleading and full of misinformation. Please stop it.
Actually it works, just with the heavy attack, even if enemy blocks it you cans simply press GB to do a Shield Crush and sweepOriginally Posted by Quillixx.Nine Go to original post![]()
One of the nastiest i performed today.Originally Posted by kopleman Go to original post
GB-->RAM to the wall--> Shield Crush--->sweep and hes on the ground-->, light, light, sweep, light light , sweep to infinity or the death of the enemy.
first light is when hes on the ground, second when he starts to getting up, and just before hes up comes the sweep, and enemy is again on the ground, so basically hes as good as dead.
I am not your personal wiki. If I am vague, then I just don't feel like writing more about the topic. You don't understand the word combo, you try to coin it your way, when it is established for over a decade.Originally Posted by Quillixx.Nine Go to original post
You want examples of what can be punished on block? Warden zoneattack is punishable on block via guardbreak even for the valkyrie. Berserker also has some lights that can beblocked and guardbroken. I think you aren't even understanding the point I was making to be honest So I will try it simpler: You do a dodge attack and the opponent blocks that attack. He can now guardbreak you without you being able to counter it. Why I think it is weird? Because all other dodge-attacks in the game are not like that. They are also not especially good to warrant that.
Now what I posted is a combo - are you too dense to understand? Grab an exhausted enemy, throw him behind you and do top heavy, any light, sweep, heavy. This part is a true combo the enemy cannot dodge or do anything about it starting with the grab. So no I am not wrong you just refuse to understand.
It is also already tested by me against several ppl that tried their hardest to get out of it with various characters and they cannot. Just like you will be hit by the raiders heavy -> unblockable combo after an exhaustion backthrow.
There are actual combos in this game that connect and there is chains which may or may not be blocked.
But you keep going and attack the enemies stamina bar that needs roughly 4s from 0 to full. You know what else you attack there with the shieldbash? His revenge meter and if that fills any player worth his salt can now freely attack you until you dare to strike back and if you dare and he activates it you are dead on his subsequent hit. That is the reality of things. You wanna CC someone and peel him you take the shield tackle. Otherwise as I stated the only use of shieldbash is during revenge for the knockdown into heavy or ledging.
Keep sucking until you stop sucking, and then try your best to improve that until the patch gets released and makes you godlike. That's my plan anyway. If I can make this nerfed broken character viable in its current state, imagine how many butts I'll kick when it gets buffed. The salt will flow like the niagara falls.