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For Honor Dominion Series 2021



We are excited to inform you that the 2021 For Honor Dominion Series, our official competitive program where players compete in the 4v4 game-mode Dominion, begins on May 1st, with a total prize pool of $65,000!

The format for 2021 will be different from the previous year. All information such as how to sign up, official rules, prize breakdowns, and more will be on the battlefy website, which will be up and ready for you starting April 16th.

The Dominion Series 2021 will feature a circuit that will run throughout the entire year, starting from Year 5 Season 1 to Year 5 Season 4. Each season will be considered a “Stage”, with a total of 4 stages in the program.



The Dominion Series is currently online-only and region-locked, for NA and EU players who are at least 18 years of age. Registration will open on April 16th.

The first 3 Stages are made up of 4 Qualifiers tournaments and 1 Major tournament each. For every event, players can win points by placing high enough. At the end of this year, top teams in each region will be invited to the Finals in Stage 4, or Y5S4.

[h2]QUALIFIERS[/h2]

These are online tournaments that are open to everyone (unlimited teams). Each season in Year 5 will have 4 qualifiers, excluding Y5S4. The format will be double elimination brackets, with each match a Best-of-3. In each Qualifier, the top 4 teams will receive points based on placement, and in addition, the first-place team will be invited to the closed Major.

If you win a Qualifier tournament, you will not be able to participate in the remaining Qualifier tournaments within that season.



[h2]MAJORS[/h2]

A Major is a 1-day online broadcasted tournament, held in both North America and Europe separately. It brings together the 4 winning teams from Qualifiers, who will compete in a double elimination format. Competing teams will receive points and a cash prize based on their placements

[h2]LAST CHANCE QUALIFIERS[/h2]

The LCQ is a 1-day online tournament that will be held in Stage 4. Also in a double elimination format, the winning team will advance to the Finals.

[h2]FINALS[/h2]

The Finals are a 1-day online, broadcasted event held in Stage 4. The 4 teams will play for a cash prize in a double elimination, Best-of-3 format with the Grand Finals being a Best-of-5. The winner will be crowned the For Honor Dominion Series 2021 Champions in their respective regions.

Thanks to your feedback from our previous Dominion Series, we have also added updates and changes to our rulebook. Make sure you read through all of them to know what’s expected of you during tournament day!

Looking for information on past seasons of the For Honor Dominion Series? Check out the 2020 Homepage at battlefy.com/dominionseries/2020. The brackets and results of the Championships can be found here for Europe and here for North America.

Good luck, Warriors!

Year 5 Season 1 Testing Grounds: Hero Improvements Overview



Hello warriors!

We’re back with another Testing Grounds! We’ll be opening it up from April 1st to April 8th.

This time around we’re testing changes to seven heroes. They are:
  • Shugoki
  • Aramusha
  • Berserker
  • Jiang Jun
  • Hitokiri
  • Zhanhu
  • Gladiator

Shugoki’s changes revolve around making him less frustrating to play against, while giving him ganking tools and better 1v1 pressure.

For Aramusha, we’re looking to improve the viability of Blade Blockade, as well as giving the hero an opener and ways to deal with bashes.

Berserker gets mostly quality of life changes; Dodge Attacks in general are made more effective.

Jiang Jun has changes to his Stamina consumption as well as his Guardbreak punishes and his Heavy Finishers to make him stronger in 1v1.

Hitokiri has changes to improve flowing into chains and ways to deal with bashes.

Zhanhu’s changes revolve around having better neutral pressure, getting more chances to Dodge Cancel recoveries as well as improving the Side Dodge attacks.

Finally, Gladiator gains improved chaining ability and improvements to his Dodge Attacks.

We’ll be going through an overview of the changes per hero. For a more in-depth view of these changes, we’re encouraging you once again to watch the Warrior’s Den.

Shugoki


[h3]Demon’s Embrace[/h3]

  • Now performed from neutral with a Back + Guardbreak input
  • Total attack duration reduced to 900ms
  • Now heals for 20 damage and deals 10 damage
  • Now fully restores Stamina to Shugoki’s opponent
  • No longer has Armor


[h3]Developer’s comment:[/h3] These changes are aimed at making Demon’s Embrace the ganking move it should be; its position in chains as a soft feint prevents it from being a thorough ganking move.

[h3]Charge of the Oni[/h3]

  • Now accessible from hitting the Sprint button while Sprinting only
  • While Charge of the Oni is active, Shugoki gains increased movement speed and his stamina is slowly depleted.
  • Removed Armored and Unblockable properties from the move


[h3]Developer’s comment: [/h3] Shugoki has a difficult time performing his rotations – going from the lane to a side point or from side point to side point; with this, Shugoki gains an ability similar to what Shinobi possesses and is able to move around the battlefield more swiftly.

[h3]
Dodge Attacks[/h3]

  • New Option: Side Dodge Headbutt
  • New Option: Front Dodge Headbutt
  • New Option: Forward Dodge Heavy

[h3]
Developer’s comment: [/h3] These new dodge attacks should provide Shugoki with enough options to properly counter opponent bashes as well as opponents who tend to roll away too much. It also gives Shugoki a neutral opener, which should help him flow better into his offense.

[h3]Headbutt[/h3]

  • Now deals 10 damage
  • No longer stuns, deals Stamina damage and pause stamina regeneration
  • 500ms from Front Dodge and in chains, 533ms on Side Dodges


[h3]Developer’s comment:[/h3] Shugoki’s Headbutt is now used in many more situations, and as such it needs to be more of a threat than previously.


[h3]Light Attacks[/h3]

  • No longer Armored

[h3]
Developer’s comment:[/h3] This helps prevent frustration while fighting against Shugoki, who could hit Light on reaction to anything his opponents threw.


Aramusha

[h3]
Blade Blockade and followups[/h3]

  • Can now cancel the recovery of any attack to Blade Blockade on Hit, Miss and non-interrupted Block
  • All Blade Blockade followups are now guaranteed
  • Heavy Followup is now a side Unblockable attack with Zone Attack properties
  • Light Followup is now a top Unblockable attack
  • Push Back Kick Followup is unchanged
  • Removed Ring the Bell from Blade Blockade followups


[h3]
Developer’s comment:[/h3] These changes should improve Blade Blockade to where you use the appropriate followup depending on the situation and make Blade Blockade much easier to access.

[h3]Dodge Attacks[/h3]

  • Rushing Wind attack can no longer select which side to attack (always top) o Armor now starts at 400ms (up from 100ms)
  • New Option: Side Dodge Heavy o 600ms attack
  • o Initiates chains


[h3]Developer’s comment:[/h3] Aramusha should now be able to deal with opponent bashes and initiate his offense better.

[h3]Ring the Bell Soft Feints[/h3]

  • Heavy Openers now soft feint to Ring the Bell
  • Dodge Forward Heavy now soft feints to Ring the Bell

[h3]
Developer’s comment:[/h3] Aramusha now gains a tool to both open up opponents as well as set up ganks.

[h3]Attack Chains[/h3]

  • Aramusha now chains to Finishers when a second attack is performed without switching stances.


[h3]Developer’s comment:[/h3] This removes the need for Aramusha to do Side -> Top -> Side to continue his infinite chain. This should alleviate some of the predictability and give new options in group fights.

Berserker


[h3]Top Light Opener[/h3]

  • Now 500ms (down from 600ms) and deals 12 damage (down from 13)
  • After Feint version is now 400ms (down from 500ms) and deals 11 damage (down from 12)


[h3]Developer’s comment:[/h3] These changes normalize all of Berserker’s neutral light attacks, giving them all the same utility.
[h3]
Dodge Attacks[/h3]

  • Head Slider attack is now Enhanced and moves forward further
  • Spin Chop attacks are now Enhanced
  • Head Crusher now moves forward further


[h3]Developer’s comment:[/h3] Berserker should now be able to use his dodge attacks to both chase and enable his offense more reliably.

[h3]Sprint Attack[/h3]

  • Boar Rush now has extra forward movement

[h3]
Developer’s comment:[/h3]
  • Berserker should now be able to catch up to opponents fleeing fights more easily.


Jiang Jun

[h3]
Heavy Openers[/h3]


  • Top Heavy Opener is now 800ms (down from 900ms) and deals 24 damage (down from 27)
  • Side Heavy Openers are now 900ms (down from 1000ms) and deal 27 damage (down from 32)



[h3]Developer’s comment: [/h3] Jiang Jun can now use his Top Heavy opener as a Guardbreak punish and his Side Heavy openers as Light parry punishes for extra damage.


[h3]Heavy Finishers[/h3]

  • Heavy Finishers can now be soft feinted to Guardbreak

[h3]
Developer’s comment: [/h3] This lets Jiang Jun catch opponents who could roll away from his Heavy Finishers.

[h3]Sifu’s Swirl[/h3]

  • Now Unblockable

[h3]
Developer’s comment: [/h3] This lets Jiang Jun be more effective in group fights by throwing multiple target swapped unblockable attacks and be threatening against external opponents.

[h3]
Stamina Costs[/h3]

  • All of Jiang Jun’s Heavy attacks now cost 12 stamina


[h3]Developer’s comment: [/h3] Jiang Jun’s stamina penalty on his Side Heavy Attacks is no longer relevant with the Core Combat Update; they retain their properties but now cost the standard amount of stamina for Heavy attacks.

Forward Dodge Attacks[h3]
[/h3]

  • New Option: Dodge Forward Shin Kick o Performed by dogdging forward and hitting Guardbreak
  • o 500ms bash that chains to Openers
  • Mighty Sanction is now 600ms, no longer soft feints to Kick and is no longer feintable

[h3]
Developer’s comment:[/h3] These changes are twofold: Jiang Jun now gets a more reliable opener with his Kick as well as better chase with his Dodge Forward Heavy.

[h3]Dou Shi’s Choke[/h3]


  • No longer guarantees damage to the parried opponent

[h3]
Developer’s comment: [/h3] This makes Jiang Jun have to decide which option to perform after a parry; Dou Shi’s Choke is no longer the best option after every single Heavy Parry.


Hitokiri


[h3]Chain Flow changes[/h3]

  • Sprint Attack, Dodge Forward Heavy and Zone Attack now initiate chains

[h3]
Developer’s comment:[/h3] This lets Hitokiri chains to his infinite chains more easily and applies more pressure overall.


[h3]Kick/Sweep[/h3]

  • Rei Kick has more range and can no longer be countered by perform backstep attacks
  • Rei Sweep now guarantees a Chained Heavy attack

[h3]
Developer’s comment: [/h3] These changes make Hitokiri’s Rei Kick/Sweep mixup more potent and pushes towards the infinite chain in a more consistent manner.

[h3]
Endless Myriad Attacks[/h3]

  • Now gains Armor when the Heavy Attack button is released
  • Now has flatter and larger attack trajectories
  • Now moves forward more during the attack


[h3]Developer’s comment:[/h3] Hitokiri should now be able to use his Infinite Heavy Chain attacks more effectively in group fights.
[h3]
Side Dodge Attack[/h3]

  • New Option: Side Dodge Heavy o 600ms
  • o Hits on opposite side of Dodge
  • o Initiates chains

[h3]
Developer’s comment:[/h3] Hitokiri now has tools to handle bashes and can use it to initiate offense more effectively.


Zhanhu

[h3]
Dodge Cancels[/h3]

  • All attacks now cancel their recoveries into Dodges at 333ms in their recoveries on Hit/Miss/Non-interrupted Block

[h3]
Developer’s comment:[/h3] Zhanhu now can dodge cancel all of their recoveries, including Finisher recoveries, to stay on the move and apply pressure to opponents.
[h3]
Dodge Attacks[/h3]

  • Violent and Brisk Maneuvers are now Enhanced and count as Heavy parries
  • Stinging Maneuver is now 500ms and enhanced
  • New option: Dodge Forward Subduing Counterblow
  • o Performed by dodging forward and hitting Guardbreak
  • o 500ms
  • o Chains to Openers

[h3]
Developer’s comment:[/h3] Zhanhu’s Dodge Attacks should now be safer to use, and Zhanhu can now also use his Palm attack to open up opponents.

[h3]Superior Block Dodge Followups[/h3]

  • Removed Palm option from Superior Block dodges
  • When Superior Blocking while dodging, Light and Heavy attacks now become Unblockable.
  • On Front Dodge Superior Block, Light attack is guaranteed
  • On Side Dodge Superior Blocks, Light and Heavy attacks are guaranteed
  • Front Superior Block Light now deals 22 damage
  • Front Superior Block heavy attack now deals 30 damage
  • Side Superior Block attacks now deal 22 damage


[h3]Developer’s comment:[/h3] Zhanhu no longer has Palm on Superior Block dodges but can now guarantee damage when they successfully block.

[h3]Other changes[/h3]

  • Zone Attack now hits at 500ms
  • Right Heavy Finisher trajectory is now mirrored from Left Heavy Finisher trajectory


[h3]Developer’s comment:[/h3] These Quality of Life changes should help make Zhanhu be more in-line with other heroes.

Gladiator


[h3]Chain Flow changes[/h3]


  • Fusacina Ictus, Zone Attack and Sucker Punches now chain to Heavy Finishers and Skewer.

[h3]
Developer’s comment: [/h3] Gladiator now has more ways to enter chains and initiate Skewer and other types of pressure.

[h3]Dodge Attacks[/h3]

  • Bee’s Sting attacks now have invulnerable frames in their startup
  • Side Sucker Punches now have extra range and invulnerable frames in their startup.
  • Crowd Pleaser now moves forward more


[h3]Developer’s comment:[/h3] These changes are aimed at making Gladiator more in-line with other heroes in terms of their dodge attacks, while also granting Gladiator more chase.

[h3]
Fuscina Ictus[/h3]
  • Now deals 10 damage
  • No longer prevents executions on bound opponents

[h3]
Developer’s comment: [/h3] Fuscina Ictus now deals a more respectable amount of damage while improving its ganking ability.
[h3]
Skewer[/h3]

  • Now costs 12 stamina
  • No longer guarantees a Dodge Forward Light attack


[h3]Developer’s comment:[/h3] Skewer should now be much more usable as there are multiple ways to initiate the attack, and as such it is now more in-line with other attacks.

We look forward to seeing you testing out the changes! As usual, we’ll be sending a survey and we will also monitor social media for feedback, so do not hesitate to voice your opinion. If you missed it, Jean-Charles and Stefan, went over all these coming changes in our latest Warriors Den. Click here if you want to check that out.

FOR HONOR – YEAR 5 SEASON 1 ASUNDER OUT NOW



For Honor: Asunder


For Honor’s 5th year is finally here with Y5S1: Asunder! All celebrate their chosen covenants and continue their march to battle. Starting March 11th, experience how Heathmoor is now torn asunder between the Order of Horkos and the Chimera Alliance. Get access to new armor variations, weapons, events, battle pass and more!

For more insight into Y5S1, you can hear what the dev team has to say by checking our Y5S1 Season Reveal Livestream on Warrior’s Den.

The Story Thus Far…


After the Battle of the Eclipse, the Chimera Alliance and Order of Horkos fought relentlessly for years. As Heathmoor's population declined, people everywhere began to make 'Covenants', secret pacts to share intel and resources, with either Horkos or Chimera warriors. Covenants could be used to gain allies outside their faction, while rooting out the evil among their own. Sealing a Covenant was also a symbolic way to make a statement about the future. Would someone embrace the warmongering views of the Horkos, following strict codes and rituals to keep the strongest in their rightful place? Or would they rather fight for Chimera's ideals of solidarity and peace?

[previewyoutube][/previewyoutube]

Horkos Masquerade




Those determined to honor Apollyon's legacy, and to create a new order ruled by the most deserving warriors of Heathmoor, often pledged their alliance to Horkos. Among the various initiation rites that would allow someone to join the Order, the Masquerade would pit a promising challenger against other warriors in a deadly battle. Only the survivors would be accepted in the Order. It was a way to keep the strongest in their rightful place, while bringing new recruits in the Horkos.

From season launch to April 1st, you are invited to the Horkos Masquerade. Will you be strong enough to survive and stay? Participate in a special Horkos themed game mode, Carousel of Horkos, and earn exclusive Weapons.

Carousel of Horkos is a 4v4 PVP game mode. Two teams compete until all the members of the same team are defeated at the same time. It's a Single Pick match with no Revive, no Feats and no Gear Perks. To add to the chaos, there is a buffed up Neutral Bot known as “The Horkos Challenger”, that will attempt to defeat you. Quick tip, if you succeed in killing the NPC, you steal its modifier.

During the event, all warriors will have access to the free Event Pass which allows them to earn a multitude of rewards such as a new Battle Outfit, a Mood Effect, as well as an Ornament. You can also expect 28 new event specific weapons to loot from now until April.



In Y5S1 Paired Emotes are coming to For Honor! Celebrate gruesome executions, epic ledges, savage ganks, or simply express yourself along with your warrior friends. For Honor's first Paired Emote, Chest Bump, will be available through Y5S1's Battle Pass.

Warden Updated





Based on your feedback from our previous Testing Grounds, updates to Warden's gameplay take effect at season start. For more information regarding Warden’s Changes, and future testing grounds, check out our Fight Update article.

New Seasonal Customization




While some makers chose to serve the Horkos, others followed Ilma's lead and joined the Chimera. These skilled artisans benefitted from the newest technological advances and shared resources to improve the warriors' gear.

In Y5S1, For Honor continues to bring new seasonal customization. Throughout the season, look out for new armor variations, weapons, and more!

Battle Pass




With more resources at their disposal, the makers of Horkos were able to craft some of the most refined weapons and draperies one could find in Heathmoor. A scribe who attended one of the Masquerades described the style of the Horkos warriors as 'sophisticated yet violent, gorgeous yet terrifying'. If one took a closer look at the bright colors and smiling masks of Horkos, they would discern a disturbing truth beneath the lavish surface.

This season, play through the Battle Pass, and add some Horkos flair to your character's look through the 100 Tiers of rewards available for all heroes! Remember, exclusively included in this season’s Battle Pass is For Honor’s first ever paired emote Chest Bump.


Updated Faction War Rewards


Starting Y5S1, changes are coming to the rewards warriors will receive at the conclusion of seasonal faction wars. These changes are detailed below.



For more insight into Y5S1, and what is to come, you can hear what the dev team has to say by checking our Y5S1 Season Reveal Livestream on Warrior’s Den.

PATCH NOTES 2.26.0 – FOR HONOR



PATCH NOTES 2.26.0 – FOR HONOR


[h3]PS4: 1.3 Gb, Xbox One: 1.6 Gb, PC: 1.6 Gb[/h3]

Known Issue: Warden's Top Heavy to Side Heavy Unblockable is currently undodgeable. We are working on a fix and will release it as soon as possible.

Known Issue: Warden's zone attack is undodgeable, but lacks the blue undodgeable effect, We are working on a fix and will release it as soon as possible

[h3]BATTLE PASS FEST[/h3]
  • Battle Fest is a weekend when players will grind double BP points compare as normal day (same as XP fest but for BP points)



[h3]FACTION WAR[/h3]



  • Starting in Y5S1, changes are coming to the rewards warriors will receive at the conclusion of seasonal faction wars.




  • We made the faction-colored territories on the World Map more transparent to make the seasonal and event realization elements more visible.




IMPROVEMENTS


[h3]FIGHTERS[/h3]

General

  • Whenever a Hero is in the startup of a Guard Break, if that Hero is struck by a Guard Break it will now automatically perform a Guard Break Counter.


Developer's comment: This is to prevent situations where two players would attempt to Guard Break each other at a very specific timing and the first player to get Guard Broken would need to re-press the Guard Break button to tech it.

[h3]Warden
[/h3]

The changes from the Y4|S4 Testing Grounds are now live, with bug fixes and other improvements.


[h3] Shoulder Bash[/h3]

  • Shoulder Bash is no longer accessible from Back Dodge
  • Shoulder Bash now slightly moves forward when feinted
  • Fully Charged Shoulder Bash no longer has additional forward movement when feinted
  • Any Non-Shoulder Bash Attack can now chain to Shoulder Bash.


Developer’s comment: These changes should help Shoulder Bash both feel fairer and flow better. Warden now has to be on the offensive to use Shoulder Bash and rewards using every part of the kit instead of relying on only part of the kit.


[h3] Heavy Attacks[/h3]

  • Side Heavy Openers now have flatter and larger trajectories
  • Top Heavy Finisher is now a 900ms attack (down from 1000ms)
  • Side Heavy Finishers are now 900ms attacks (up from 800ms)
  • Side Heavy Finishers are now Unblockable
  • Side Heavy Finishers now deal 30 damage (down from 35 during the Testing Grounds)
  • Top Heavy Finisher now deals 32 damage (down from 34 in the Testing Grounds)
  • Side Heavy Finisher trajectories are now flatter
  • Warden now moves forward more when performing Side Heavy Finishers
  • Light Attacks now chain to Heavy Finishers at 100ms during their recoveries (down from 200ms)


Developer’s comment: Warden should now be able to use Heavy attacks more effectively; the increased speed on the Top Heavy Finisher makes it harder to interrupt and Side Heavy Attacks (both Openers and Finishers) are stronger both in group fights as well as the minion lane.
[h3]
Zone Attack[/h3]

  • Zone Attack recovery is now 500ms (down from 1000ms)
  • Warden now moves forward more when performing Zone Attack


Developer’s comment: Warden’s Zone Attack no longer needs to commit to an additional attack to be useful; the extra forward movement also helps in group fights to catch opponents that might be further away.

Additional fixes based on Y4|S4’s Testing Grounds player feedback:

  • Fixed an issue where Side Heavy Finishers were undodgeable after a Top Heavy Opener (FH-1089)
  • Fixed an issue where Side Heavy Finishers were undodgeable after a Top Heavy Opener (FH-1022)



[h3]
FEATS[/h3]

  • [Adjustment] Replaced “Thick Blood” on Warden and Nuxia with “Thrilling Comeback”
  • Thrilling Comeback is a passive Feat that recovers a small amount of health upon entering Revenge


Developer’s comment: Player feedback from the Y4|S4 Testing Grounds correctly noted that Thick Blood Warden negatively affected the viability of Testing Grounds Peacekeeper and Nobushi – as it nullifies their bleed entirely. Here, by changing the effect of Thick Blood entirely, we remove the unhealthy aspect of being able to shut down bleed heroes’ kits for free, as well as the bad feeling of taking Thick Blood but not queuing into any bleed heroes. In this new Thrilling Comeback, it retains the passive feature of making you live a bit longer, and now is globally useful with a much more healthy design.

[h3]MAP[/h3]

[h3]Forge[/h3]

  • [Adjustment] Created new stair access points to Capture Zone A
  • [Adjustment] Created an access point from Mid-lane into the central workshop building
  • [Adjustment] Reworked Ashfeld lighting environment and is now daylight


[h3]BREACH [/h3]

  • [Adjustment] Added a warning to the defending team when their Commander takes damage

[h3]
USER INTERFACE[/h3]

  • [Adjustment] We tweaked the size and opacity of revive/executed icons to make them less intrusive



[h3]
BUG FIXES[/h3]

[h3]GENERAL[/h3]

  • [Bug Fix] Fixed an issue that allowed the Special follow-ups after Superior Blocking/Deflecting attacks to trigger on ally or minion hits
  • [Bug Fix] Fixed an issue that caused the Centurion or Jormungandr to perform “Eagle's Talons” or “Hamarr Slam” on an opponent that will not be Unbalanced (FH-1136)
  • [Bug Fix] Fixed an issue that caused the dodge shadows VFX to remain stuck on players




[h3]FIGHTERS[/h3]

[h3]Lawbringer[/h3]

[Bug Fix] Fixed an issue that caused Lawbringer's “Impaling Charge” to sometimes have offset animations when performing on an uneven surface

[h3]Orochi[/h3]

  • [Bug Fix] Fixed an issue that caused Orochi's top heavy opener to deal 20 damage instead of 24 (FH-1272)


[h3]Aramusha[/h3]

  • [Bug Fix] Fixed an issue that caused Aramusha’s “Ring the Bell” to be interrupted on opponent death (FH-878)


[h3]Gryphon[/h3]

  • [Bug Fix] Fixed an issue that caused Gryphon to sometimes have offset animations when performing “Dauntless Chase” on an uneven surface (FH-1087)




[h3]CUSTOMIZATION[/h3]

  • [Bug Fix] Fixed an issue that caused the "I Bring War" to have various offset issues on the Gryphon (FH-1194)
  • [Bug Fix] Fixed an issue that caused Warden's "Folville" chest to apply Paint Patterns incorrectly (FH-1135)
  • [Bug Fix] Fixed an issue that caused the Shugoki's helms to have issues with stretching and wrongly applied physics (FH-1153)
  • [Bug Fix] Fixed an issue that caused the Tiandi's “Yi Ru Fan Zhang” Execution respawn timer starts 3 seconds earlier than expected (FH-1115)
  • [Bug Fix] Fixed an issue that caused the Shugoki’s “Ikko-Ikki” chest symbols and embossings to be displayed on his back (FH-1139)
  • [Bug Fix] Fixed an issue that caused the Shaolin's "Chilly Snowflake" weapons have the wrong part names (FH-1127)
  • [Bug Fix] Fixed an issue that caused the Gryphon’s “Protector” Chest shoulders to not apply materials (FH-1103)
  • [Bug Fix] Fixed an issue that caused the Warlord’s “Hrym” arms right shoulder to have a stretching issue on one of the spikes (FH-1092)
  • [Bug Fix] Fixed an issue that caused the Raider's “Steinunn” arms for Male Rider to have a stretched spike on the right shoulder plate (FH-1101)
  • [Bug Fix] Fixed an issue that caused the female Berserker's “Asmundar” helm yo be missing teeth compared to other similarly looking helmets (FH-1067)
  • [Bug Fix] Fixed an issue that caused some of the Shinobi’s helm sets to have fabric poking through the cloth in two spots near the top rivets in the back of the head. (FH-860)
  • [Bug Fix] Fixed an issue that caused the Shugoki's weapon to stutters while respawning when the free roam emote 'Tantrum' is interrupted



[h3]PC[/h3]

  • [Bug Fix] Fixed an issue that caused 100% CPU usage on PC upon For Honor boot (FH-1287)



FOR HONOR - TERMINOLOGY GUIDE



Welcome new and returning Warriors! The For Honor community uses a lot of complex terminology when discussing this game. This can be frustrating to newer or more relaxed players who are just trying to understand their own hero.

We created this guide for players who don’t understand their losses, or feel that they may be missing crucial knowledge.

Practice always helps, but game knowledge can go a long way when asking “How do I stop light spammers?” or “how do I deal with bashes?”

Whether you’re new or just someone who wants to brush up on their terminology, we hope you find this useful.

For Honor Terms and Concepts:


[h3]Bashes[/h3]

Bashes are moves that cannot be blocked or parried. They are often used to open up opponents. Bashes typically use part of the body or armor rather than a weapon. Warden’s Shoulder Bash is a well-known example of this type of move.

Counter-play: Dodging is the main defense against bashes. Heroes that have a dodge attack can deal with bashes quite well.

Another counter is reading when a player is likely to use a bash – catch them early enough, and you can use an attack to interrupt the bash before it even gets started.


[h3]Uninterruptible Stance / Hyper Armor [/h3]



Uninterruptible Stance (often called hyper armor) is an attack that, at some point in the animation, cannot be stopped. Landing an attack on a hero who is attacking with an Uninterruptible move will not interrupt the animation, and heroes like Hitokiri and Shugoki are able to strategically trade damage for damage.

Counter-play: Attacks with uninterruptible stance can still be defended against with parries and dodges, though sometimes these attacks have other special properties (such as the Unblockable property). They also may have variable timing, which can throw off your dodge and parry attempts.

Be aware that deflects are not always a good option against Uninterruptible attacks. Typically, heroes with deflects have less health, so the damage trade-off may not be worth it.


[h3]Enhanced Attacks[/h3]

Enhanced attacks are attacks that can be used in a combo after a prior attack has been blocked. Most attacks can’t go further into a combo after a block, as it puts the blocked hero into recovery.

Warlord is a hero whose light attacks are enhanced.

Counter-play: Enhanced attacks should be kept in mind so you’re not caught unawares after a successful block.

[h3]Unblockable Attacks[/h3]

Unblockable attacks are marked by a red trail on the weapon, in addition to a specific symbol that will appear.

As you may suspect, Unblockable attacks cannot be blocked. Dodging and parrying are still options.

Counter-play: Unblockable attacks force you to take some sort of action. Either dodge, parry, or interrupt the attack before it even begins. Use the Training Mode to practice defending against specific moves using pre-set AI attacks.

[h3]
Undodgeable Attacks[/h3]


Undodgeable attacks are marked by a blue trail.

Counter-play: Undodgeable attacks are an effective way of catching dodge attack-focused heroes. If you’re playing Tiandi or Zhanhu, be more careful in your use of that part of your moveset.



[h3]Feints[/h3]

There are two types of feint: hard feints and soft feints. Hard feints are used to cancel heavy attacks. “Soft” feints are moves that don’t require the use of the “Feint” input to be changed. Kensei, for example, has a few different soft feints from their top heavy finisher. By pressing the light attack button and a direction, they can adjust to a side light attack.


[h3]Punishes[/h3]

Punishes are the optimal attack to use in certain situations. It’s important to note that every hero has different punishes, but as a general rule you can use more damaging attacks if you manage to parry a light attack. Heavy attacks may only be punished by a light or a Zone.

Some heroes have dedicated punishes. If Nuxia parries an attack, she can use her dedicated parry punish move.

If she parries a light attack, she can use her heavy attack to punish her opponent for more damage. But she technically does have a dedicated parry punish that she can choose to use.


[h3]Game Score[/h3]

Game Score is how you push the enemy team into “Breaking.” When a team reaches 1000 points, their opponent is pushed into Breaking. When a team is breaking, it can’t respawn.

One crucial part of Game Score is the distinction between hard points and soft points. Some actions give your team points that never go away (i.e. killing heroes and minions). But when you capture a Zone, your team receives 100 soft points, which contribute to your team’s Game Score until the other team capture the Zone back.

This is important to know when in Breaking, because it means that capturing an enemy-controlled Zone may both release your team from Breaking, and possibly put the other team into Breaking.


[h3]Revenge[/h3]

Revenge is a meter that builds as an isolated player is attacked by multiple opponents.

Note that Revenge can be “held.” If you attack an opponent holding onto their Revenge, they can knock down any attackers who attack them.

Tip: Revenge is sometimes best used as a method of stalling, or waiting for help. You can try to win in an outnumbered situation, but carefully delaying until a friend arrives is also an option.


[h3]Guardbreak[/h3]

Guardbreaks are a method of opening up an opponent. However, a GB’d player always gets the opportunity to counter guardbreak.

Tip: Guardbreaks are useful for “catching” heroes who are dodging or rolling. Feinting a heavy and then guardbreaking is a useful trick for catching a defensive player.



[h3]Stamina[/h3]

Stamina is shown by the green bar underneath your health. When taking certain actions or being attacked by specific moves, heroes gradually lose their Stamina.

Some heroes, like Jiang Jun, are able to recover Stamina in a unique way. For all heroes, simply waiting for stamina recovery may make more sense than risking going Out of Stamina.

The Out of Stamina state, or OOS, is a painful situation to be in. Your attacks will come out much slower, and any throws will cause you to be “knocked down.” Knocked down opponents are vulnerable to very high damage punishes, so be careful! Play defensively when OOS around enemy heroes, or you’ll likely pay the cost.

As a general note: Zone attacks often cost a great deal of Stamina.


[h3]Dodge[/h3]



Dodging is a form of defense that avoids the attack entirely if timed correctly. Some heroes have dodge attacks, which means their defense can lead to effective offense.

It can sometimes feel impossible to hit these heroes, but remember that well-timed Guardbreaks will catch dodges and rolls. If someone is dodging a lot, you may be able to predict it. Feinting a heavy attack to force a dodge then immediately feinting into a guardbreak is one possible strategy.


[h3]Deflect[/h3]

A form of defense that often leads to very high damage. If your hero has a deflect, you may want to look out for attacks from the top of your guard indicator. Player typically find these easier to deflect for some reason.

It’s worth noting that “chasing Deflects” can get you into trouble. Sometimes a simple block is a much safer option. Also: you likely don’t want to deflect against an opponent using lots of Uninterruptible attacks.

But Deflects are very cool, so we understand if you want to keep attempting lots of them.

[h3]Ganking [/h3]




Ganking is attacking someone when you outnumber them. Anti-gank play is what happens when you’re outnumbered.

Most players do not like being ganked. It’s not an easy situation to deal with. In modes that feature lots of players, uneven situations will always occur around the battlefield.

But if you’re trying to win a Dominion match, understanding how to gank and how to react to being ganked is crucial. Outnumbered heroes gain Revenge, which lets them continue to fight. Avoid feeding Revenge unnecessarily and remember to stay a bit more defensive when outnumbered. It’s okay to play conservatively until helps arrives!