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  1. #11
    Originally Posted by rooflemonger Go to original post
    https://www.youtube.com/watch?v=Gm5L19vZiEg

    Ok I will preface this with several things here

    1) recorded on ps4 which is 30fps, so thinking pc just double frame count and millisecond response time needed @60fps doesn't change.
    2) As far as the little charge to convert into millisecond response time goes keep in mind it does not exist in a vacuum! Setup, monitor/tv all add to response time, and all games inherently have input delay due to engine stuff usually 1-4 frames.
    3) Attack listings are interchangeable, so side light 1 2 3 means you could go top, top, side and side light 3 frame data is the same either way.
    4) I shoulda put it in video but originally didn't because its a heavy, but during berserker infinite chain side heavy becomes 18frames
    5) peacekeeper wins the speed war with fastest chains, and single fastest move in the game with zone attack.
    OMG that's awesome, definitely something I was waiting for. Thanks a lot for the time spent to make that video, that will help a LOT.
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  2. #12
    I love you OP. Thank you for this. Great videos overall as well, subbed

    As someone else mentioned earlier, I think the delay between stance change and attack/defend would be super helpful to know.
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  3. #13
    Originally Posted by Omy86 Go to original post
    Coming from the FGC (fighting game community) and this IS a fighting game, I can't say how important this frame data is so i suggest this thread gets stickied!
    I know farming the frame data is a hard and long process but would like to see in the future frame data for:

    - heavy attacks
    - special attacks
    - guard break
    - advantage on hit/on block
    - recovery frames for wiffed attacks
    - dashes and i-frames of dashes
    - active frames of armor on armored moves
    - stance change
    I am fgc myself which is why I did this up.

    Heavy attacks honestly I have some of them written down before I stopped its because they are all "seeable" easily enough. sf5 it matters if you got a 3 or a 4f jab, but I literally don't know how many frames offhand uriens f+hk step kick is, I just know its slow and its a tool rather than to be used for its speed. You get bopped by a heavy attack when you either a)were asleep at the wheel b)flustered by opponents offense c) just plain messed up, the speed never comes into play.

    Special attacks I don't know what you mean?

    Guard breaks I am probably looking up next yes. Armour ehh, everyone but the warlord if they have armour it basically starts on frame 1.
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  4. #14
    Omy86's Avatar Junior Member
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    Feb 2017
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    13
    Originally Posted by rooflemonger Go to original post
    I am fgc myself which is why I did this up.

    Heavy attacks honestly I have some of them written down before I stopped its because they are all "seeable" easily enough. sf5 it matters if you got a 3 or a 4f jab, but I literally don't know how many frames offhand uriens f+hk step kick is, I just know its slow and its a tool rather than to be used for its speed. You get bopped by a heavy attack when you either a)were asleep at the wheel b)flustered by opponents offense c) just plain messed up, the speed never comes into play.

    Special attacks I don't know what you mean?

    Guard breaks I am probably looking up next yes. Armour ehh, everyone but the warlord if they have armour it basically starts on frame 1.
    Hello.

    Knowing heavy attacks frames goes hand-in-hand with knowing recovery frames. Example: opponent wiffs a shoulder charge >> i can punish it with a top heavy, but not with a side heavy since it's slower and he would be able to block it in time.

    Ah yes by special attacks i mean those unblockable attacks like headbutt or shoulder charge.

    And about the armor frames: I only play warlord and his armor doesn't start on frame 1 ... I thought it's the case for other characters also...

    Anyways, glad to hear u'r keeping up the good work!

    @eric.pope Can we get a sticky on this already?
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