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For Honor Guide v0.3

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  1. -- I N D E X --
  2. 01.Just Starting
  3. 02.Fundamentals
  4. 03.Basics
  5. 04.Intermediate
  6. 05.Advanced
  7.  
  8. I might use some fighting game terms in here. If you don't understand a term, just google "Fighting Game [Term]" and you'll
  9. quickly find what you're looking for.
  10.  
  11. 01.Just Starting:
  12. A. Practice Modes
  13. Play "Practice" when prompted or in the main menu. Make sure you understand what the game is asking of you before
  14. moving on to the next task.
  15.  
  16. Next, play "Advanced Practice". Make sure you understand what the game is asking of you before moving on to the next task.
  17.  
  18. Both of these explain the fundamentals and controls of the game pretty well, but also leave a lot out, so I'm going to go
  19. back over them again later.
  20.  
  21. B. Spending Steel
  22. STEEL is the in-game currency earned from completing matches and the tasks given to your in "Orders". Careful how you spend
  23. it.
  24.  
  25. You'll have recieved a good chunk of steel for doing the practice modes. I'm going to tell you how to use it. Go to your
  26. "Profile" page and purchase "3-Day Champion status". This will boost xp and steel gained from matches, letting you level
  27. characters much quicker for those sweet cosmetics and stats. You should re-purchase it every 3 days. By completing all of
  28. your orders, you will have more than enough steel to keep doing this every 3 days, if you want to.
  29.  
  30. You do not have to "recruit" a character for 500 steel to play them, only to customize them. Play a few matches with a
  31. character before deciding whether to recruit them or not. 500 steel is no big deal but there's no point in recruiting a
  32. character you have no interest in leveling.
  33.  
  34. DO NOT spend your steel on scavenging packs. They offer nothing that you won't just get as a reward for playing matches.
  35. Once you reach Reputation 1, which is done by leveling a character past 20, it's alright purchase one or two premium packs.
  36. At this point, equipment begins to have actual value.
  37.  
  38. DO NOT upgrade equipment. Upgrades are a waste of steel, as every time you reputation up, the strength of equipment totally
  39. eclipses previous equipment. I would reccomend you dismantle any equipment you don't want in the reward screen after a match,
  40. so that your inventory does not get clogged.
  41.  
  42. Future dlc characters will likely cost a lot of steel. Somewhere between 5,000-15,000 steel per character, judging by the cost
  43. of just costumes. I could be wrong, but it's better to play it safe.
  44.  
  45. I personally plan to spend steel exclusively on characters I get past Reputation 1, on whatever I want. Ornaments are fair
  46. game, but the rest will be spent on Champ Status and dlc characters.
  47.  
  48. C. Practicing
  49. Creating a "Custom Match" and changing the settings to a duel against one level 1 bot for 99 rounds is an effective way to
  50. try out a new character or technique. You don't have to go the full 99, but you won't have to spend much time in loading screens.
  51.  
  52. 02.Fundamentals
  53. A. Lock-On
  54. By locking onto an enemy Hero, you can see more clearly which direction an attack of theirs will come from, when they're
  55. going for a guardbreak, and they cannot get behind you. It allows you to dash rather than roll.
  56.  
  57. B. Light/Heavy Attacks
  58. Light attacks are quicker but weaker, while heavy are slower but more powerful. By moving your guard and pressing one of
  59. the attack buttons, you will perform the attack from that direction.Overhead attacks are always the most powerful of the
  60. 3 directions, especially in heavy attack's case. Light attacks are great for bewildering and confusing your enemy, but
  61. should not be spammed. If your opponent blocks a light attack, do not continue to mash it. For most characters, heavy
  62. attacks should not be used without careful consideration, as they are easily punished with dashes or parries.
  63.  
  64. C. Blocking
  65. By moving your guard in the same direction an attack is coming from, you will "block" the attack. You will know when your
  66. opponent is about to attack from a direction because it will become red. Blocking is important to stopping an enemy hero's
  67. offense. Blocking reduces their stamina and interupts light attack chains so they cannot continue to pressure you.
  68.  
  69. D. HP
  70. Above your character is their hp bar, white and segmented. Your enemy also has these above their head. When HP reaches
  71. zero, a hero dies. If your HP falls below one bar, it will slowly regenerate until it is about one bar again, even in
  72. combat.
  73.  
  74. E. Stamina
  75. Below this hp bar is the stamina bar. Stamina is consumed by performing most offensive,
  76. in-combat actions, but not by sprinting or rolling. Dashing, attacking, guardbreaking, ect, ect consume stamina. When your
  77. stamina reaches zero, your character becomes 'exhaughsted". Your attacks become slower and weaker, you cannot use attack
  78. chains, and you cannot sprint. You can still dash, parry, block, guardbreak, ect. Performing any action that consumes stamina
  79. will consume even more stamina than usual, keeping you exhaughsted. You will have to play defensively until your stamina
  80. is full again. Try to manage your stamina so that you do not become exhaughsted. Guardbreaks and throws reduce you or your
  81. opponent's stamina when they land, and teching a guardbreak will cause additional stamina loss to whoever attempted the
  82. guardbreak.
  83.  
  84. F. Environment
  85. You cannot run or roll off a ledge. The only way to be knocked off a ledge is by being hit or thrown towards it. You can
  86. also be thrown into walls, crushed by gates, and hurt by geysers. Do not run into or under anything that looks hazardous.
  87. If an enemy is on the same ladder as you, you can slide down it to knock them off(and potentially kill) them, or punch
  88. them off if they're above you, and vice-versa.
  89.  
  90. 03.Basics
  91. A. Attack Chains
  92. Depending on your character, light attacks, heavy attacks and guardbreaks can be chained together to pressure your opponent
  93. with attacks that don't allow them to retaliate with their own attack between them. Check out your character's moveset to
  94. find their attackchains. Keep in mind that, in moveset, if a button in an attack chain has a little star to the right of
  95. it, that attack must not be blocked for the chain to continue, so DO NOT press the next button in the chain if it is blocked,
  96. or you are liable to be punished for it. Just because it is an attack chain, does not mean that the next hit in the chain is
  97. garunteed after the first if it hits. To pressure your opponent, change the direction of each attack in a chain so that
  98. it is more difficult to block.
  99.  
  100. B. Guardbreaking
  101. Guardbreaks are meant to break the guard of a defensive opponent. By using it, you can get through their guard and follow up
  102. in a multitude of ways, depending on your character. Universally, every character can follow up a successful guardbreak with
  103. a throw. You have to be pretty close to your opponent(with most classes) to guardbreak them, or you will whiff(miss) it
  104. and get punished for it. Some classes have special guardbreaks assigned to the guardbreak button, which can be used in
  105. attack chains and after dashing. They all serve a similar function, though, breaking through guards.
  106.  
  107. C. Throws
  108. After a guardbreak, press the guardbreak button again and move your guard direction to throw your opponent in that direction.
  109. Throwing depletes an enemy's stamina. Throwing them into open space staggers enemies briefly, which gives some characters a
  110. follow-up. Throwing an opponent into a wall causes an extra-long stagger, giving you additional follow-up options, depending
  111. on your character, and universally gives you a free light attack. Throwing an opponent who is exhaughsted or has very low
  112. stamina will knock them on the ground, giving you a very large window to follow-up on. Most characters, if not all, can follow
  113. up with an overhead heavy attack, or if their range it too short, a forward dash and overhead heavy attack.
  114.  
  115. E. Dashes
  116. I am unsure if dashes have invincibility frames, time in which you cannot be hit while using them, but I do not think so.
  117. Regardless, dashes can be used to dodge attacks by getting you away from their hitbox. Dashes are useful for repositioning
  118. mid-fight, as characters move slowly when locked-on. Overhead attacks are easy to dodge with every character using a dash
  119. attack. Each character has different follow-ups after a dash attack, check your moveset for them. Some characters, like
  120. Orochi, Peacekeeper, and Berserker, have very quick dashes that allow them to use them instead of their relatively weak
  121. blocks to dodge and counterattack.
  122.  
  123. F. True Combos
  124. Some characters have attack chains that garuntee a hit after the first if it lands. An example is Warden's side light, side
  125. light, or Orochi's overhead light, overhead light. True Combo also refers to hits that are garunteed to land after a certain
  126. action. An example of this is that Warden is garunteed a side heavy after a guardbreak, or that Conqueror is garunteed a light
  127. after a shield bash.
  128.  
  129. 04.Intermediate
  130. A. Parries
  131. By holding your guard in the direction an attack is coming from, so as to block, then hitting heavy attack right before an attack
  132. lands, you will "parry" your opponents attack. The enemy's attack indication will pulse and become a brighter red the moment
  133. you should parry it. After a parry, depending on distance or character, you can followup with a counterattack. Most characters
  134. can follow up with an untechable guardbreak, and then follow the guardbreak up with a true combo. Parries are very important
  135. in this game and are the key to beating lower-level players.
  136.  
  137. B. Teching Guardbreaks
  138. "Teching" is a term for countering guardbreaks. By teching a guardbreak, you push them away and reduce their stamina
  139. considerably. When a locked-on opponent guardbreaks, a red broken shield symbol will flash, briefly, in the middle of
  140. their 3 guard directions. After their character shoves their body into you, the same symbol will briefly flash on own
  141. character. By pressing guardbreak yourself the moment this symbol appears on your character, you will shove your opponent
  142. away and prevent the guardbreak and follow-up. It makes it easier to guardbreak if you double-tap the button a moment after
  143. you see them guardbreaking. It's difficult to react to, so keep in mind when your opponent might do it and you will be ready.
  144. Remember they must be close to you to guardbreak. For many characters, a guardbreak can used after a forward dash, so keep
  145. that in mind. If you are near a ledge or wall, your opponent is likely to attempt a guardbreak and throw you into the wall or
  146. off the ledge. If your stamina is low, they may attempt a guardbreak and throw to knock you down.
  147.  
  148. C. Revenge Mode
  149. When you take a large number of hits, whether blocked or not, within a short span of time and from multiple enemies, you
  150. will briefly glow orange and be allowed to enter "Revenge Mode" by pressing the button prompted at the bottom of the screen.
  151. The revenge meter is in the bottom left corner of the screen, and quickly depletes when not being attacked. If you enter
  152. Revenge mode when an opponent attacks, with similar but more lenient timing of a parry, you will cause a knockdown, which
  153. can be followed-up on. Watch for when your opponent briefly glows orange. It means they can activate it when you attack
  154. and punish you. Revenge mode decreases damage taken from attacks, increases your damage, and makes your attacks uninterruptable.
  155. Throws and parries also knock-down. Revenge mode DOES NOT make you invincible. You can still be killed by the many attacks
  156. of multiple enemy heroes. Use Revenge mode's initial knock-down, then try to parry one enemy's attack to knock them down, so that
  157. you can begin wailing on another, or kill them while they're down. Guardbreaks can still stagger you while you are not
  158. attacking, so be prepared to tech guardbreaks when an attack chain ends. Revenge mode does not last long, and sometimes is
  159. best used to stall or run away to allies when outnumbered.
  160.  
  161. 05.Advanced
  162. A. Feints
  163. Most characters, excluding Conqueror, can cancel the startup of a heavy attack by pressing the feint button. This has to be
  164. done fairly quickly after a heavy attack is initiated. This is meant to confuse your enemy as to which side you're attacking
  165. from. Try feinting an overhead heavy attack, then attacking with a side light attack. If your opponent tries to parry a feinted
  166. heavy attack, you will be able to punish them heavily for it with a dodge follow-up, parry, or light attack. At lower levels,
  167. using feints is not very helpful, so avoid using feints until you know an opponent is at least capable of parrying.
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