r/CompetitiveForHonor • • 31m ago

PSA Master level ranked

• Upvotes

Currently in ranked Dominion, once you reach master, you can only pair with another master player in your duo. I got demoted to diamond 2, and I'm being paired against players that are on the GM leaderboard. This seems extremely unfair. If you are required to have someone at least master rank in your duo, you should only play against other master level players imo.


r/CompetitiveForHonor • • 1h ago

Discussion Can someone explain why Medjay was doing so well last patch

• Upvotes

So like pretty much every tierlist I've seen in recent memory has medjay being either one of the worst characters in the game or barely hanging in like C or B tier, but from what I understand from the last warriors den he's on the higher end of winrates in Masters and Grandmasters, can you guys tell me what makes him work so well at that level/all levels, I love the characters design and kit and want to play him more especially in ranked but i just dont cause I've only ever heard of how mid he is


r/CompetitiveForHonor • • 5h ago

Discussion Do you think there is a solution to the long wait times for ranked dominion?

3 Upvotes

Stretching the matchmaking division parameters could help wait times, but could also lead to more extreme mis-matches. But as of now, I can search for over an hour and not find a match.


r/CompetitiveForHonor • • 18h ago

Discussion Lazy request, anyone stream?

5 Upvotes

Been looking for some new people to watch stream FH, specifically ranked Dom, like grandmaster/master level (which is why I'm asking here instead of the main sub), and the bigger character variety the better.

Any suggestions? Thanks in advance!


r/CompetitiveForHonor • • 21h ago

Discussion We all see the problem with the Nobu dodge nerfs right?

13 Upvotes

Like, the revenge feeding nerf? A ok, that brings her in line with other heroes and can be adapted to. The way of the shark nerf? understandable. The mobility nerf legitimately has no purpose aside from completely immobilizing Nobu while in lock. I really can’t see a justification for this sort of nerf when she her side dodge distance was never a trait unique to her. Like conq had better distance than Nobu before she got this nerf.

Plus, how are you going to nerf a character who has zero functional offense? Nobu is in a truly unique place in that every single mixup in her kit is completely non functional as both options can be reacted to with ease? I‘m really struggling to see the logic here in shackling her in place but refusing to simply standardize her kick speed.


r/CompetitiveForHonor • • 22h ago

Discussion Add a ban per team in ranked games

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0 Upvotes

What do you think about bans?


r/CompetitiveForHonor • • 23h ago

Discussion I want Zhanhu's superior DA to override his Iframes

0 Upvotes

Yeah, it's a skill issue. But also godamn Zhanhu is so damn boring unless your opponent has UDs.

I also don't really understand why this isn't already the case- or why it would be OP?

If you didn't know, superior dodge attacks are hard to pull off (for me at least) bc when you go for your dodge input, your iframes override the superior DA frames. So you just end up doing a regular dodge or DA even if you got the timing right.

This doesn't matter for top attacks bc forward dodge has no iframes, or for undodagbles bc obviously you don't get any iframes. So ya get the full superior DA frames instead of just phasing through it.

Now again, I know it's just a skill issue, but seriously- would it be that busted if Zhanhu's superior dodge attack frames worked on everything? Hell I'd be fine with them lowering his iframes on all his regular dodges to do it.

-----

Why Zhanhu? Cuz Zhanhu is fkn boring and I love him.

He's got dodge cancels on everything, yeah, but outside a teamfight his gameplay really just turns into a game of "am i gonna feint to GB?" the entire time.

With an occasional dodge attack spam, or a forward dodge heavy to catch enemy GBs.

He does have options, but it's all pretty barebones and relies way more on the enemy just making bad reads.

I mean just look at someone like Tiandi or JJ, who both collectively can do basically everything Zhanhu can do, but do it better.

His regular dodge attack is only 9 damage, while his superior DA is 23... that's another reason I want it to be easier.

----

Just tell me if I'm wrong, without his feats, Zhanhu is a bit meh.


r/CompetitiveForHonor • • 1d ago

Discussion Battle of the raid bosses, who would win: pre nerf sohei with all souls vs juren with all pre nerfed feats

1 Upvotes

hey all, not necessarily comp so i understand if this gets removed but i think its an interesting lookback anyways heres a random hypothetical i was talking to a friend with for fun since theyre both capable of dragging out fights immensely, heres how the fight starts:

SOHEI:

All 6 souls

Has all unique feats ready and off cooldown

T1 gives a 25% defense debuff for 30 seconds, T2 gives a full heal, T3 gives a 25% damage boost, T4 gives all souls (pre nerfed feats)

Zenkai does 95 damage with no boosts (how much damage it did originally, dont remember how much it did with t1 and t3 originally but iirc it was like ~120)

+16 HP from head hunter for a total of 156HP, and 12% stamina reduction on attacks from endurance, 3rd perk doesnt matter too much so take your pick on either survival instant or fresh focus

Jurens moveset has changed a lot whereas soheis hasnt too much but for the sake of spicing things up a bit, sohei has two versions for this fight:

Version 1: Current sohei, how he is currently (except zenkai does 95 damage naturally as said earlier)

Version 2: Current moveset (except for the 95 dmg zenkai) but before the HA nerf (all this does is make the hyper armour on his neutral heavies activate at 400ms instead of the 500ms they are now)

VS

JUREN:

108 HP shield from original T2 (30+20% from aegis equals 36 hp from each of the 3 dead teammates and it doesnt go away unless taking damage)

25% damage and defense buff and 33% life leech from original T3

40% defense debuff lasting 30 seconds from original t4 (remember this doesnt affect juren, only the sohei)

+16 HP from head hunter for a total of 156HP, and 12% stamina reduction on attacks from endurance, and aegis for t2

for the sake of simplicity lets take the strongest and weakest juren movesets (aka juren before and after getting nerfed a lot)

Version 1: current juren, just how he is rn lol

Version 2: basically release day juren but AFTER HIS UNBLOCKABLES AND GBS WERENT BUGGED AND CAME OUT INSTANTLY, everything we loved from launch juren, including his UB dodge attack that required 3 separate reads to correctly punish, but after the hotfix that made the UB's and gbs come out at a regular time and not before you could process you were being attacked (yeah yeah ik i said strongest version but go with me)

i just realised that the fight could also depend whether it takes place at B and if Juren has expendables or not since if they fight at B, juren has a big advantage especially with the OG 5 health per minion kill, but im tired and its 1:30am sooo lets just say juren has fast recovery (bounty hunter doesnt help here at all)

lets just say theyre fighting in any of the ranked duel maps and its a first to 10 where each round starts with all the same conditions

Can sohei beat current juren, "launch" juren, does he lose somewhere in between, how much does the HA buff on neutral heavies help him?


r/CompetitiveForHonor • • 1d ago

Discussion Top 50 Leaderboard Hero Usage (Oct 21, 2026)

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61 Upvotes

I'm back!

With the patch going live tomorrow this seemed like a good time to check in on how the leaderboard picks were looking, so here's my second time taking apart the very limited data that Ubisoft allows us access to.

This time I did the display a little differently. Working under the presumption that most players are primarily playing one Hero, I have separated the sections into Main and Flex. I denoted the most played hero by each player as their 'main' pick, and their next two most played heroes as their 'flex' picks.

Obligatory reminder that this is not playrate or pickrate, this is just the top 3 most played heroes by each member of the top 50 leaderboard. This sample size is ultimately very small and not a strong indicator of individual hero strength or frequency.


r/CompetitiveForHonor • • 1d ago

Discussion Proposed LB Changes

0 Upvotes

These were just ideas I wanted to share to see what people thought. I am by no means a comp player.

Mainly buffs and a nerf that aim to boost his 4s and uphold a counter-attacker playstyle, while reducing his 1v1 potential.

Opener and side chain lights enhanced again, chain side lights no longer chain to bash.

If possible, only the fwd dodge light has the enhanced property instead of opener.

Reduces the effectiveness overall of LBs bash in 1v1s by keeping it similar to medjays bash with the top chain light, and aims to improve getting into his offense in a team fight setting, where external blocking and dodges become his nightmare. The unenhanced fwd dodge light and shit tracking on the fwd dodge heavy do not do enough. If the bash is still too much, removing it from the swift justice double light could be an option

Make way sped up to 700MS (same as zone)

Easily avoidable in ganks and LB often takes hits in its current form.

Blind justice riposte gets HA.

Helps him light parry punish easier in teamfights without getting interrupted. His ripostes are slower than most light parry punishes, for the same damage.

Alternatively, to aid his external attacking in a teamfight and also help his punish, remove left parry impale and replace it with mid chain heavy.

Forward dodge heavy tracking fixed (properly this time).

I often find myself sliding past an enemy and the move does not connect

Mid chain heavy forward movement increased to match top heavy UB.

Let him maneuver a bit better in a teamfight. LB often gets stuck in the same spot, due to no dodge attack and only having the bash.

Bigger hitboxes on side UBs that have the same forward movement as the top UB.

I often find myself missing an external UB when the enemy was right in front of me. Also, the top UB feels like it has more forward movement. Not sure if that's true or not.

Feats Rework

Feat 1 Passive - Parries grant a 20% percent attack boost on the next attack. Allies within 6m receive a 10% attack boost for 10 seconds. Replaces conqueror.

This feat aims to improve LBs riposte dmg output in 4s specifically without buffing his base kit damage and his offensive damage, while providing something for his team as well.

Second Feat Passive - Parrying grants you a 35 percent damage reduction and your allies within a 12m radius a 25 percent damage reduction for seven seconds. Cooldown is ten seconds.

Would replace righteous deflection and reduces the feats selfishness while still allowing stalling potential.

Third Feat - Grenade with same properties as pugno mortis that deals twenty damage, heals teammates for twenty five. Replaces protected revive.

LB can either choose a self heal feat (second wind) a team aid only feat, or a damage only feat.

Fourth Feat - Add gryphons T4 as an alternative, replacing catapult.

Same idea as the third feat.

I feel like these concepts aren't too bad but I wasn't sure about the numbers. What do you guys think?


r/CompetitiveForHonor • • 2d ago

Discussion Where do you think For Honor stands on this MMM chart of Competeive Games

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31 Upvotes

I saw this great YouTube video called: "Once you see this, You’ll see Competitive Games Differently." It's from a channel called Surnex; I would recommend people watch it! Anyway, I thought it would be interesting to see how the comp scene views For Honor on his 'MMM atlas.'

Basically, it breaks games down into 3 elements, which are:

Micro - Requires mechanical skill, fast reactions, and quick inputs

Meso - Requires guessing your opponents, learning their habits, and acting under rng

Macro - Requires calculating, strategising, and long-term planning

He says basically the best comp games require all 3, and that's where a lot of the most popular games lie. For Honor, he doesn't discuss specifically, but on the chart he groups it with a lot of other fighting games, saying it's mostly Micro and Meso.

What do you all think?

I'm not sure how well he knows or plays For Honor, but I think that's probably about right. Especially in duels and the fighting in general, I think how good you are largely depends on both Micro (which is your reaction time) and Meso (which are your reads and character knowledge).

I think the only thing in terms of Macro you could argue For Honor has, is perhaps your knowledge of Max Punishes, stamina management, and maybe your feats. Beyond that, I wouldn't say there's too much Long-term planning or strategising in For Honor, but I could be wrong? Maybe in comp dominion you could say char selection

Once you see this, You’ll see Competitive Games Differently


r/CompetitiveForHonor • • 3d ago

Discussion How am I supposed to find teammates for GM ranked dom

1 Upvotes

Tried looking in the official discord but no one else there is GM, how am I supposed to find teammates because I’m tired of solo queueing


r/CompetitiveForHonor • • 3d ago

Discussion How do I reliably unlock swap to minions during fights?

10 Upvotes

I often see high level players use unlock tech when fighting in the minion lane but its been very unreliable for me. For example mid chain a warden will zone me and then chain unblockable some minions nearby, preventing a parry. Is it camera angle, player movement or both? when i try to unlock mid chain my character seems to always stay pinned to the player im 1v1ing.


r/CompetitiveForHonor • • 4d ago

Discussion Anyone on controller use non standard thumb sticks?

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6 Upvotes

I’m looking at buying the Gamesir G7 Pro Aimlabs version or Nioh version (Both for PC). I like the look of the Nioh more but the Aimlabs version comes with extra sets of thumb sticks where one pair is taller and another that’s normal height but are rounded. I’ve never used any that weren’t the standard ones but if people recommend them for this game, I’d like to give it a try.

Also, I’m coming from a $20 afterglow controller from 2015 and only use controller for 3 games.


r/CompetitiveForHonor • • 4d ago

Discussion Placement matches

7 Upvotes

Why arent placement Matches a Thing? The amount of Paint thinner drinking people in Bronze IS insane. I bet there are thousands If people that dont belong in Bronze but are Not able to climb


r/CompetitiveForHonor • • 5d ago

PSA suspend or idk ban this dude

65 Upvotes

Can this dude get banned already he was caught toggling/scripting in GHUT scrims and now does this in ranked?

Edit: left the game and didnt rejoin btw.


r/CompetitiveForHonor • • 5d ago

Rework Kyoshin Rework :3

0 Upvotes

Light Attacks

  • Opener
    • Superior Block removed
  • Finisher
    • Undodgeable property added back

Heavy Attacks

  • Side Heavy Opener
    • Unchanged
  • Top Heavy Opener
    • Damage lowered to 20
      • from 24
      • see Kaze Stance for more information
  • Finisher
    • Undodgeable property removed
    • Speed decreased to 700ms
      • from 800ms

Dodge Attack

  • Side Heavy Dodge
    • Hitbox improved to match Orochi's side dodge attacks
  • Forward Dodge Heavy
    • Removed and replaced with a new Stance
      • check Iaido Stance section for more information
  • Dodge Forward Bash
    • removed
      • check Opener section for more information

Zone

  • Zone attack animation replaced
    • Replaced by Mujounokaze animation (Kaze Stance Zone)
    • 500ms
    • Hitbox size increased to better match weapon visuals

Chain

  • Aoarashi Bash
    • Can be used after any Openers, Side Dodge Heavies, or Zone
      • This includes Iaido Lights/Heavy and Fujin Force
    • 466ms?
      • Stop it from being reactable to some people
    • Confirms Aoarashi Follow Up
      • 400ms
      • Counts as a Finisher

Kaze Stance

  • Can no longer access Kaze Stance from neutral
  • Can only access Kaze Stance by chaining/recovery canceling Finishers
  • Mujounokaze (zone), Hakaze (light), Fujin Cuts, and Fujin Force
    • removed
  • Tengukaze (heavy)
    • Animation replaced
      • Replaced by the animation from Tozen Unblockable Heavy from Stance in Story Mode
    • 800ms
    • Unblockable
    • Hyper Armour at 100ms
    • Undodgeable at 300s
      • this is to obscure differing seeing the blue effect vs bash
    • Can't be feinted
    • 34 damage
  • Can now press Guard Break to Bash
    • Animation is Tozen/Kyoshin roundhouse kick
    • Now knocks opponents to the ground
    • Confirms a Top Heavy Opener
    • 400ms
    • Hyper Armour at 100ms
  • Can now dodge out of Kaze Stance at 300ms

Edit: I totally forgot to talk about the superior block part of Kaze Stance whoops. I'm too tired to type that out.

Opener/Iaido Stance

  • New Stance accessed by dodging forward and holding heavy
    • Scabbard will glow red when in Stance
    • Can only attack from the left side
    • Guard is gone
    • 100-400ms input window into forward dodge
    • Entry speed 300ms animation to sheathe his sword
      • Attacks can be thrown at 300ms
      • Can dodge out of stance at 300ms in any direction
  • Left Side Light
    • Fujin Cut 1st strike animation used
    • 400ms
    • Unblockable
    • 8 damage
    • confirms 2nd and 3rd Fujin Lights each dealing 1 damage
      • Can dodge out of any Fujin Cuts
      • Each Fujin Light Counts as an Opener so even the 3rd chains to Aoarashi
  • Left Side Heavy
    • Animation is Running Heavy Attack
    • 700ms
    • Hit box improved to match weapon visuals
    • 17 damage
    • Undodgeable
    • Can be feinted

Fujin Force

  • Can be input after dodge forward by pressing Zone
    • 100ms into forward dodge
  • 600ms
  • Superior Block from all sides
    • 100-500ms window
  • 12 damage
  • Gains Unblockable and Hyper Armour after Superior Block
    • Also increases damage to 17

Recovery Cancels

  • Can dodge forward after any attack that is not:
    • Iaido Light or Bash

Parry Riposte

  • Fujin Cuts
    • After a parry you can now input 3 lights
  • Can dodge out of Fujin Cuts

----------------------------------------------------------------------------------------------

Feats

Tier 1 Kagerou and Tier 2 Hikarimore removed

Tier 3 Hikari To Kage removed

Tier 4 Fear Itself and Arrow Storm removed

Tier 1 -

  • After Superior Block: For 10 seconds, heal 3 HP and apply 3 bleed per attack you land on an opponent.
  • Cooldown 20 seconds
  • Passive

Tier 2 -

  • Each Fujin Cut now applies a debuff of a different kind
  • Idk what they should be so y'all can come up with them in the comments if you want
  • Passive
  • Cooldown of 20 seconds

Tier 3 -

  • Call in an Arrow Strikes to each enemy around you
    • Same as Tier 2 Arrow Strike for everything besides damage
    • 25 damage

Tier 4 -

  • Mugen Houyou
    • Spikes deal 30 damage (up from 25)
    • Takes 1200ms to hit (down from 1366ms)
    • Activation Time now 900ms down from 1100ms.
    • Same pin duration of 2200ms
    • New Effect: Applies a debuff when hit by the Feat (this debuff doesn't do anything) and lasts for as long as they are in the pin duration and for 1 second after exiting the pin.
    • New Effect: For each enemy killed while they are effected by this debuff, lower the cooldown of the Feat by 20 seconds.
    • New Effect: When the Feat is on cooldown, Executions lower the cooldown of the Feat by 10 seconds. (counts only when the enemy is killed in the execution, so if you are interrupted before that it will not count or when you are interrupted after it will count)
  • (New) Kick Thing
    • Uses the animation of Tozen kicking you to transition from phase 2 to phase 3 of the fight in story mode
    • 400ms
    • 45 second cooldown
    • Knocks opponents to the ground
    • Confirms Top Heavy Opener
  • (New) Smoke Bomb Clone Thing
    • Throw a Smoke Bomb to the ground
    • Spawn 3 level 3 Kyoshin bots in the smoke
      • Each have 100 health
    • You phase out like Ocelotl until all 3 Kyoshin bots die or 10 seconds end
    • You can not move farther than 16 meters from where the smoke bomb dropped and neither can the bots
      • White ring will appear like JJ's Fiery Barrage Tier 4
    • Kyoshin Bots will not feed revenge or add tags

r/CompetitiveForHonor • • 5d ago

Discussion Would it be great if all offense became COMPLETELY unreactable?

25 Upvotes

99% of players are unaffected by these changes

Let's imagine hypothetical set of changes:

All 433ms bashes are sped up to 366ms, 300-500ms input window is changed to 366-500ms.

All 500ms chain bashes are sped up to 366ms, all chain links are increased by 133ms.

All 400ms lights are sped up to 333ms, all chain links are increased by 66ms and soft-feint windows moved 66ms later into the attack.

All attacks (heavies and slow zones) that are 600ms or slower, have parry window that starts and ends 66ms earlier. Attacks can be parried 166-366ms before the attack lands instead of 100-300ms.

*I thought about Pirate UB finisher where parry window is cut by 33ms, but we want it to be completely unreactable, plus stricter 133ms parry windows doesn't sound as good.

**I think it's impossible to fix 500ms lights being distinguishable from heavies and thus parryable on reaction without making them unparryable to 99% of players, but it's fine I guess.

What do you think? Will competitive scene be happy with such changes? Would there be any frustration from players with 130-170ms reaction times?


r/CompetitiveForHonor • • 5d ago

PSA Varangian Guard

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0 Upvotes

I need to find a tournament or play against tourney-level players but it’s just low reps because I’m overall 12.


r/CompetitiveForHonor • • 6d ago

Discussion how do i effectively use khatun in teamfights and antiganks

9 Upvotes

first off, i get that her main thing is duels and by god is she amazing at them (and ganks if i get teammates that can wait 3 seconds for all the pin damage)

her antiganks can be alright sometimes and i definitely felt myself getting better at those while playing BUT in teamfights i just feel like deadweight and im not contributing much if i dont isolate people into a duel. i get the feeling shes meant to be more of an agile peeler like nobu or afeera but idk how to go about that and being in stance in a teamfight just feels like im asking to get whacked in the face by an unblockable/hyperarmour followup

this video is separated into teamfight clips, antigank clips and ones that were a bit of both. any tips for improving in any of these areas or just khatun tips in general would be amazing


r/CompetitiveForHonor • • 6d ago

Discussion Skill Gap or No

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1 Upvotes

r/CompetitiveForHonor • • 6d ago

Rework Nutella's Kyoshin Rework

46 Upvotes

hey guys its nutella with more rework slop - we're aiming to give this char an identity that's a bit more than just being BP with an orochi skin, because that's what it currently feels like. this means we need to address his stance feeling lackluster, by not outright replacing it but by instead supplementing it with another state. we should also make more use out of fujin force as it's the coolest move in his current kit.

General/Feat Changes

Calligraphy trail effect changed to not be FPS determinant, currently if you play at high frames the effect is completely gone, vs if you frame lock to 60/30 where it's quite pretty.

T3 buff, adding stamina on hit - there's no reason to use this over something like tough as nails unless you didn't take the t2 for arrow strike - needs more value, and I don't even think stamina alone will do it. Maybe replace it for a feat that applies 3 debuffs from each kaze light, stamina regen debuff (15%) → atk debuff (15%) → def debuff (15%) for 7/6/5s each.

T4 buff, place a debuff on the enemy that the first hit on them from an opponent (intended on hits that break them out of the snare) has defense reduction. I'm thinking of a value between 20% and 30%, could be achieved by making the debuff last for 3s after they are hit.

Ensure the character's stamina is looked at, or just give them a flat buff in stamina, thematically it doesn't even make sense that the warrior who exists in the mirage season is so starved of stamina, with kaze stance's entry being costly, and fujin cuts being expensive. (probably up his stam drain rate to compensate for baby sit gank purposes, ideally ramping up rather than flatly going up.)

Light Attacks

  • Finishers - make them either enhanced or crushing counter, see more later. Enhanced property would probably increase light spam complaints to be fair, so it's one of those grimace tier changes, though it'd make it pair with the Fujin Force toolset.
  • Opener light crushing counter/superior block variant hitboxes and ranged fixed to be the same as the opener light variant.
  • Opener light tracking improved.

Dodge Attack

  • They are objectively worse than the character he stole the hitbox from and for no real reason - hitbox should be improved/matched to Oro's.

Fujin Force

  • Make the move 700ms (or 800ms) and feintable, potentially increasing the superior block window proportionally.
  • Allow fujin force to chain to finishers or chain bash.
  • Fujin Force Counter (Unblockable variant) has either hyperarmor or superior block throughout it's duration (it's easy to counter this move when you're 2 or more people against one kyoshin, and as a char who was thought of as an antiganker, it's kinda embarrassing.)
  • Fujin Force can be chained to from all hits of Fujin Cuts. (3rd one cannot currently).
  • Fujin Force can be chained to from all openers lights/heavies and finishers lights and heavies, along with zone.

Bash (Sajin-Arashi)/Iaido Stance

  • Remove the bash from dodge forward GB input - it's not really a cool one (probably the lamest dodge fwd bash in the game) and draws the similarities to BP closer.
  • Add in a shaman like state where he sheathes his sword (to the left) upon dodge fwd GB (if you really must keep the dodge fwd bash, then use dodge fwd light) - can also apply to back dodge gb/light to gve him a countering option from neutral/backdodge, to liken him to Orochi in a good way as the options would be incredibly diverse. He would be able to walk in this state (speed in between BP and Conq full block walks), and would remain as long as you hold down the GB input/light input. (light in the case of not removing the kick). Stamina would begin draining as if you were in a fullblock state after 1s (could move to 2s), tries to curb babysitting with it, along with the stamina drain beginning as soon as he began walking.
  • In this state, you can press light (or release it) to throw a 400ms (300ms?) UB strike that could come from the direction closest to the kyoshin's sheathed side - it would have the animation of Kyoshin drawing and sheathing his blade really quickly. (Think The Wind's Edge animation from his execution), be low range and deal 9 damage, this move would act as an opener and lead into his chain. Should use the calligraphy effect from Fujin Lights - intention is to make you want to space him out so he can't use this move on you.
  • You can press heavy in this state to throw a 800ms (700ms?) top overhead UB that would have a good amount of fwd movement (think dark souls katana unsheathe moveset). This move would act as a finisher and you'd have to enter Kaze stance to continue your chain. Intention is to be the move you want to use out of this stance.
  • You can press zone to do a faster horizontal slash (600ms?) that would be a hitbox move for usage in a teamfight/antigank scenario, ideally the inverse of fujin force so it'd come from his left. This move would act as an opener and lead into his chain. Could potentially use calligraphy effect from Fujin lights, but I wouldn't mind if it was maintained purely for the quickslash.
  • You would be able to dodge out of this state, as to allow you to dodge fwd heavy someone who rolls, or to dodge an external UB/bash.
  • Releasing GB input (or pressing feint) would make Kyoshin unsheathe his sword and return to neutral.

Fujin Cuts

  • Able to dodge out of Fujin Cuts recovery after any strike.
  • Able to enter iaido stance after the last hit of Fujin Cuts. (Gives a reason to NOT use Fujin Force)

Kaze Stance

  • Kaze Light is 600ms, enhanced and a heavy parry
  • Kaze Zone is 600ms. (These are both the same attack but from two different sides/two different hitboxes, nerfed speed to combat the light spam feel but to also strengthen the move to be better in teamfight scenarios and not 1v1 ones.)
  • Potentially decrease the chain link to Kaze Light by 100ms specifically on fast flow to keep old interactions - though I'm not particularly married to them with an Iaido stance being present.

conclusion/final notes

i want this char to reach even a fraction of the cool factor he promises with his visuals and weapon, any thoughts? i'm happy to discuss


r/CompetitiveForHonor • • 7d ago

Discussion Ranked Duelists

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1 Upvotes

What would be your top 5 picks to climb up quickly in ranked duels? And why?


r/CompetitiveForHonor • • 8d ago

Discussion Y10S3 TU2 Patch Notes are heavy handed

51 Upvotes

hey there, nutella here

gonna just post about the "bad" of the patch notes, and what was missing from these changes, i get that they're reactive nerfs but for some chars they're far too reactive.

valkyrie

speer sweep punish deals 18 damage and has 800ms recovery (i.e is gbv)

why on god did this get a double whammy nerf when the heavies were the overperforming factor/what was changed about the char? the sweep should've 100% been gb'able as a nerf once she had blue, and the blue was definitely too high in damage for such a high hitbox, but the nerf on the sweep damage means that she now has the worst functioning gb'able blue/orange mixup in the game, the rhetoric of "her damage is in line" does not hold up - as her chainability after the tool does not exist, nor does she have any of the safety/other chain options the others have

her contemporaries are: shinobi, afeera, kyoshi, gryphon, arakure

with arakure not really being comparable due to the bloat of options she has in chain (500ms bash, feintable bash, 400ms lights that can be ub/armored, and a blue heavy that can be the mixup in itself with ub/armor properties.)

the other chars have:

  • Shinobi: 15/29 (26 without last sickle hit) (chains after both, on hit for bash, on whiff as well for heavy)
  • Kyo: 15/30 (chains after both via kaze, on hit for bash, on whiff as well for heavy) - char isn't performing well anyways
  • Gryph: 14/24 (heavy dodgeable but often catches for 30) (i don't even need to tell you this one is weighted towards gryphon)
  • Afeera: 16/28 (35/28 with wall) (can flip and chain into her shit after heavy whiff/hit, or bash hit)

meanwhile valk has

  • Valk: 18/26 (ends chain upon landing either)

afeera also gets cc lights in that space

kyo had (lol) blue lights in that space (and kaze stance) - char isn't performing well anyways

shinobi has a ub in that space, plus the ability to double dodge

gryphon has the aforementioned 30 damage slammer

this change is absolutely nonsensical with that as context, and sweep should minimum be doing 20 damage, if not 22.

nobushi

a lot of the changes here are changes ive suggested/asked for, including the one im going to complain about which is the bleed feeding revenge

bleed is objectively worse damage right now (it's slower and can be cleansed), and there's no comfy way to make it feed revenge that makes "sense" - you don't want to extend the tags by 8s and slowly feed revenge for each tick, as that means a 12 damage light is still better than a 12 bleed light if someone has 10 hp and 9 revenge to fill, you don't want to make the revenge 1:1 (haha i wonder what they did) because then you've made damage that can be cleansed and applies slower feed more revenge than it actually directly does (exceptions are made for things like glad skewer which is a very ugly move in terms of pinning properties/throwing/high bleed qty) - but it's generally not a smart idea to do this and its why the change they did (nobu bleed attacks deal 12 revenge) was not a smart one

it should've been nobu's bleed attacks deal (bleed/2 + direct damage) revenge, because this'd mean it actually is proportional to the move, and compensates for bleed being shit damage as it stands. (and this change should even be global), and these changes are not accompanied with a single positive change to sidewinder (it is non functional as a dodge attack and is a light parry, it is not even functional as an attack) or to her 1v1 moveset, leaving nobu in a very poor spot in terms of viability for the 99.9% of players, and I'm not certain how it'll go for the .1%

this nerf is bad enough to the point where a nobu would rather their bleed dodge lights just dealt 12/14 direct damage, ignoring her identity/passive gimmick

expendables

i'm not going to tell you this was a bad nerf, quite the opposite, but the fact that it's clear that the qty of health from this feat is too much, yet death toll is left unattended to with its super high heals with warden double heavies in mid is crazy - along with regular body count not getting a buff to the stam gain so it actually feels good to pick and not as a "this is my only choice" feat.

thrilling comeback

how did we nerf this feat to its original state and not learn a single lesson

there are numbers between 20 and 40 ubisoft, why didn't we go with a nice value of 30? this feat has been overnerfed and will lead to certain chars having mediocre options in their t2 slots that it covered for.

juren

how has the bug where his attacks display for 100ms less than other heroes not been fixed? this is probably a massive reason for his viability as the char has 200ms ccu hiding anims/lights due to his decision window, over 100ms - i can't wait for this to be fixed and for the char to be dumpster tier by the time it happens

indomitable

great nerf, doesn't address why people use it on arakure over gang of outcasts, the feat requires your team to be clumped up like crazy unlike something like morale booster for a buff thats conditionally good depending on your char but hard to get use out of (you aren't typically trading with a char that doesn't do it) - a defense buff of 20% combined with a sprint speed buff or to make the feat global would allow for its strict team buff conditions to actually be viable, as it stands i'm still taking worse indom just for viability over the feat with more fun design.

phalanx

i dont think jj needs better feats at all, but making it 1:1 with refined phalanx is a weird choice to me, and I'd rather just see the feat completely replaced or see the feat do something slightly different - my ideal world is that jj's unique t4 (thunderdome/fiery barrage) is usable indoors and deals 5 damage to any enemy who touches the border, along with a cd increase (to 60s minimum) so JJ can force a teamfighting zone which would be a fun/unique feat.

conclusion

im glad to see fast changes but changes on certain chars like valkyrie who just recently got buffed should've been done far more carefully, same with changes for nobushi who lack 1v1 at all and now have had their 4s melted down without any consideration for 4s is wild. one can only hope the nobushi rework is properly close, and it won't be yet another disappointing year for her.

what did you guys think of the patch notes?


r/CompetitiveForHonor • • 8d ago

Discussion Valkyrie Sweep

30 Upvotes

I may not be the best and/or the most knowledgeable player around but don’t these Valkyrie nerfs completely invalidate Spear Sweep?

It now does 18 dmg, resets opponent stamina and is GB vulnerable on whiff.

Shield Tackle mix does 18 dmg, no stam reset and gives you multiple options to deal with dodges, dodge attacks etc.

What value is there to using sweep at all beyond potentially ledging someone?