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  1. #1

    Peacekeeper and Orochi dodge attack

    Anyone else think it's ******** that they can side-step attack even after taking a hit in a combo? They can be hit, dodge the second combo hit, and hit you freely. Why does hitstun wear off that quickly to allow that nonsense for them?

    What's worse, you can't GB them while they're doing that because the attack interrupts it. Why?

    rant over
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  2. #2
    The game kinda works on an rpg basis, where when you finish a certain set of attacks, its now their turn.

    Like how you combo, and then the enemy attacks back, it will be their attack that would have first priority, unless the combo isnt done.

    In a dodge scenario, since the last attack of a combo is usually slow, it opens up a window for a dodge.

    I find that combos in general are pretty useless in a high level because of that and parrys, unless you feint the last part of the combo.
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  3. #3
    why does the warden have an endless lockout combo
    why does the shigoki have a OHKO for being outplayed but gets 1 lucky hit
    why does the shigoki get an easy charged hit if he can guard break
    why does the kensai have a 10 mile reach while the lawbringer has weird ranges
    why is it that the nobushi can have no counter if the user is good enough
    guard block a useless thing in high tier and the game favors defensive playstyles over aggressive playstyles thanks to parry>guard break.

    There are many other problems that are more significant than... "you predicted my hit and can hurt me", as a peacekeeper player, you CAN still block the hit, have had it happen tons of times if you have the reflexs for it.
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