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  1. #1

    Lawbringer charge into guaranteed heavy overhead?

    When charging if you stop the charge before you hit the wall the enemy still gets knocked back a bit further, and if you time this properly it means you will recover while they are still busy stumbling into the wall.

    Now I haven't run any official tests 1v1 but so far literally every opponent I tried this against (100+ matches) failed to block the overhead if I stopped before hitting the wall itself, but still close enough to have them bump into it. Every time I do the full charge they recover in time. So either I have been ridiculously lucky. Or properly timing a premature stop of your charge into walls can give you enough time to do an overhead.

    Given that I use my charge in 1v1 duels as well this adds a little bit of extra spice to what I feel is otherwise still a mediocre lawbringer arsenal.

    If someone can test this in 1v1's against another person this would bring another upper heavy to the repertoire:
    1.) Light parry into upper heavy
    2.) Stamina Knockdown into upperheavy
    3.) Long distance Guardbreak throw into wall into upperheavy
    4.) 'charge-cancel' wallstumble upperheavy

    I am guessing that this basically functions like a ''long distance'' guardbreak throw into wall stun, in that the few extra frames it takes for the opponent to bump into the wall give you the time you need to do the upper heavy.
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  2. #2
    wall splash, wether from the impaling charge or throwing people into the wall, results in a guaranteed top heavy, yes. If you throw someone to the ground after they run out of stamina, you can land a top heavy as well. Not sure what you mean by "charge cancel", but according to what i've heard, parrying a light allows you a top heavy follow-up as well, without risk of being parried.
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  3. #3
    Originally Posted by Umngyr Go to original post
    wall splash, wether from the impaling charge or throwing people into the wall, results in a guaranteed top heavy, yes. If you throw someone to the ground after they run out of stamina, you can land a top heavy as well. Not sure what you mean by "charge cancel", but according to what i've heard, parrying a light allows you a top heavy follow-up as well, without risk of being parried.
    A wall splash from a short distance throw (point blank), or from a full charge into the wall still allowed people to parry top heavy hits. Because the enemy would be put into the wall stumble animation immediately, the lawbringer did not have enough time to go through the full top heavy animation before the enemy recovers. With long distance throws this problem is solved, but this same ''mechanic'' works for charging by stopping the charge instead of waiting for it to stop by itself when you hit a wall. (as long as the enemy still suffers from the wall splash when you stop it yourself)
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