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  1. #11
    Originally Posted by AzureSky. Go to original post
    i agree, this game should take more things from tekken and make chains go over defense but without doing chip damage, BUT the moves will add negative frames after a blocked attack (obviously this is individual for every attack in the game and each one of the chain attacks) so you can decide to keep doing a attack or stop it, this is what makes "unsafe" moves in tekken safe, cause the opponent doesn't know when you are going to stop the chain (a important thing to add is that the longer the chain the longer the negative frame in that last attack, unless the move has a "unsafe" frame between attacks that experienced players can punish, most of the time if the opponent doesn't do anything in that move and just block they usually get positive frames for the next attack)
    As an avid Tekken player I could not agree more.

    As of right now this game is too based around standing around and either waiting for the other to make a play or regenerating stamina.
    Originally Posted by Knight_Raime Go to original post
    I think if everyone had a reflex guard (to some variety decay rate wise) aside from shield heros and chain starters being blocked didn't reset the fight to neutral (but comboed lights would if blocked) it would be a good way to address how defense works mechanically. We'd then need to give everyone some kind of pressure/mix up afterwords so it would be harder to reset to neutral. And then finally making attacks vary ms wise and fixing the buffered attack issue/dodge into unlock roll issue would ensure offense would be doable.
    I am really in love with this idea.

    Only shield heroes deserve a static guard as they have a shield up.

    This game should be much more diverse in that aspect.
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  2. #12
    I don't think the type of guard is a problem, i really think just adding different frame advantages and negatives based on the move would do wonders to this game, also add Command grabs to Heavy characters (you can make it so you can break it like tekken 7 does)

    For example if a opponent do a command with his right hand (you will see it with his left hand from your perspective) you need to hit the left mouse button (if you are on console or joystick you can map it) in other words light attack, if the hand it's the right one you need to do touch the heavy attack and if it's both hands you need to do a zone attack to counter guard break it.

    This mechanic would make grab characters in For honor viable and could be part of old heavy hero's rework kit.
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  3. #13
    I still think static guards are still a really big problem because it gives too many people a free pass defensively.

    As for GBs being directional, we'd have to allow for enough time for the throw to be broken. As it stands that would be a a bit too much.

    GBs are an odd kind of move where either they are overpowered or underpowered due to their nature.
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  4. #14
    Originally Posted by Xondah Go to original post
    I still think static guards are still a really big problem because it gives too many people a free pass defensively.

    As for GBs being directional, we'd have to allow for enough time for the throw to be broken. As it stands that would be a a bit too much.

    GBs are an odd kind of move where either they are overpowered or underpowered due to their nature.
    No i mean command grabs, not normal grabs, grabs could still be like they already are. Im talking about special grabs that do damage or (in this game) big stamina damage or a mix.
    They could be added to this game since currently the game doesn't have real "grabs" that do something on the spot or trow the opponent in a special way (also it could make heavies viable and not just CC supports)

    One example so you can get what i mean would be Street fighter zangief grabs (the flashy ones) that ones are command grabs, in tekken the most iconic ones are the ones king have, king also have chained command grabs that are mixups (that would be too much for this devs to develop so im ok with a single command grab animation)
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  5. #15
    I apologize.

    That would add another level of mixup.

    It could be that maybe light grabs are faster but only give you a light whereas heavy grabs are slower and give you a heavy?

    Or perhaps that would be too obvious?
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