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  1. #1

    Can we talk about the highlander's grab ?

    This damn feature is way too op. One day, an highlander even grabbed me when I was back rolling, insaaane (truestory)
    And I was like 5 meters away. This guy has extensible arms or legs I don't know. He's a f***** ninja undercover.

    He can catch you when you are dodging, when you're attacking him, it basically cancel everything.
    I know there's a small window to dodge it, but it's eeeextremely small and it's a 50/50 when he's going for the kick then cancel into a grab.

    Joke aside, do you guys know some tips to counter this ? Is there any way but a constant 50/50 ?
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  2. #2
    You can light immediately upon seeing the kick and either interrupt it or trade with it. It needs to be a fast reaction but there's no guessing, you get some damage dealt, and you got him out of offensive stance.
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  3. #3
    use a character with a dodge attack that beats the soft feint and its free damage every time he glows. ez
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  4. #4
    Even with lights/dodge attacks, his grab has some absolutely insane tracking, and the amount of time it leaves you "stunned" is crazy when it lands. In 1v1 it's not so much of an issue, but in group fights? It's just as bad as Raider's grab, Centurion's charged stab, Gladiator's bleed or Shaman's pounce attacks, basically leaving you open to being slammed to bits by enemies while the Highlander holds you in place.

    The tracking needs to be adjusted a bit. Considering the grab can be chained into an offensive mode top heavy, it's way too accurate. Being able to chain it from the kick almost 100% is crazy, too. I should be 100% from a kick into a wallsplat, sure. But otherwise? It should be a more time-sensitive move. In addition, the throw to the floor after being grabbed should happen much faster. Being held in place for over a second is pointless and annoying when the end result would be the same for the Highlander either way.
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