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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!

YEAR 5 SEASON 1: FIGHT TEAM UPDATE



Hello Warriors!

JC here again from the Fight Team, with an update to our plans for Year 5!

First, we’ll be releasing the Warden improvements we tested in Year 4 Season 4’s Testing Grounds. Feedback was positive, and we made minor improvements and bug fixes, but generally Warden is unchanged, kit-wise, from the previous Testing Grounds. For a full list of changes to the Warden, please refer to our patch notes coming on Thursday, March 11th.

We also have exciting news to share about Testing Grounds in Year 5!

Warden Improvements


Based on your feedback, we felt Warden was almost ready for release. We took extra time to look over the feedback we received, as well as parsed through our data, and ultimately felt that Warden could release almost as-is from the version that was present in the Testing Grounds.

Aside from bug fixes, the one change that stuck out the most was damage on Warden’s Side Heavy Finishers being too high, especially compared to the damage dealt by the Top Heavy Finisher, and so we adjusted it downwards to be more in-line with other attacks.

In addition to this, we’re also changing Thick Blood, which is present on Warden and Nuxia – it is a frequent subject of feedback from players as it invalidates the kit of certain heroes almost completely. To address this, Thick Blood no longer makes the hero immune to Bleed and Fire Damage, but instead heals the hero when they activate Revenge. This ensures that the feat is no longer a hard counter to certain heroes while keeping some utility in group fights.

Year 5 Testing Grounds


We are proud to announce that we aim to have the Testing Grounds open more frequently in Year 5 to test upcoming balance changes!

We are looking to bring up heroes that might be lower in viability – similarly to what we did in Year 4 Season 4 with Nobushi and Peacekeeper, the global aim is to improve on heroes considered weak to make them more in-line with the rest of the cast. We would love to see more diversity in hero picks, and this is a big step towards this goal.

Additionally, the feedback we received for Shugoki during the last Testing Grounds indicated players had issues with Demons’ Embrace and as such we’re giving it another go with a new round of changes, going in a similar direction as the last ones but with changes addressing feedback we received from you, our players.

In the next Testing Grounds, you will be able to test not only new Shugoki changes but also multiple other heroes we’re looking to improve. Stay tuned for more details!

WARRIOR'S DEN RECAP - FEBRUARY 19TH



Warriors! We're back with another addition of the Warrior's Den Recap. We have a lot to cover from the February 18th Warrior’s Den, so let’s get started!



For Honor Year 5: Year of the Covenants


We are proud to announce that on March 11th, For Honor will be entering its 5th year, The Year of the Covenants!

Some years have passed after the events of the Battle of the Eclipse and the battle still rages on between the Order of Horkos and the Chimera Alliance. Both covenants are at a stalemate with no signs of either side gaining the upper hand anytime soon. With their forces diminishing, there is an abundance of resources. Both sides use this to their advantage and throw celebrations to attract new recruits and further spread their influence, and ideals, among the warriors of the land.

In the Year of the Covenants, we dive deeper into Horkos and Chimera’s values and ideals. We will see how they deal with hardship and disaster while war rages on between them. Their story will continue to unfold over the course of 4 new seasons each with new themes, a Battle Pass, and exciting events. Year 5 will also see 2 new heroes entering the roster with their own rich backgrounds and fighting styles.

As the year unfolds, be sure to keep an eye out from us for official news on what is to come.

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Shovel Knight


Warriors: we’d like to introduce you to a new, special kind of Knight. Do you remember Drop Attack Wardens? We’ve now met a Knight who is even more obsessed with Drop attacks. Shovel Drop attacks.

That’s right, Shovel Knight has come to For Honor! The Jump On Shovel Emote and three Illustrious Outfits are just what you need to strike fear into the hearts of your enemies. Fear of Shovel Justice!

  • Jump On Shovel Emote for all heroes
  • Stalwart Plate Illustrious Outfit for all heroes
  • Rodent Regalia Illustrious Outfit for all heroes
  • Ornate Plate Illustrious Outfit for all heroes




Cobalt Material


The new Cobalt Material is available for all heroes! Whether your inspiration comes from the sky, the ocean, or Shovel Knight’s resplendent armor, the Cobalt material can take your fashion to the next level.



We hope you enjoyed the Warrior’s Den (from home)!

If you haven’t already, join the For Honor Community on Twitter, Twitch, and Reddit.

We’ll see you again at the next Warrior’s Den Recap. Stay safe, see you on the battlefield!

Shovel Knight arrives in For Honor crossover

In the upside-down world of the fighting game For Honor, worlds have been colliding since the beginning - it's a place where Samurai, Vikings, and medieval knights do battle, and they've been joined by warriors from ancient China. So it makes about as much sense as anything else that Yacht Club Games' Shovel Knight is getting a crossover with For Honor, right?


It sure does - especially when you consider that Shovel Knight has already appeared in 25 other games that aren't called Shovel Knight. The plucky 8-bit digger has appeared in everything from Brawlhalla to Yooka-Laylee, and now he's lending his likeness to the battlefields of For Honor.


This time, however, Shovel Knight himself isn't making an appearance - it's gear only, but it's still pretty cool. As you can see in the trailer below, from now through March 4, you'll be able to snag new Shovel Knight-themed outfits, emotes, and executions in For Honor. There's even an illustrious outfit called 'Rodent Regalia' which features a propeller rat. How sweet!


Read the rest of the story...


RELATED LINKS:

Samurai games: eight of the best on PC

For Honor made all of its fighters into smol beans for April 1

For Honor Year 4 kicks off this week, introducing the battle pass system

PATCH NOTES 2.25.0 – FOR HONOR



PATCH NOTES 2.25.0 - FOR HONOR


PS4: 1.6Gb, Xbox One: 1.6Gb, PC: 1.2Gb

BATTLE OF THE ECLIPSE


  • Gryphon leads the Chimera Alliance against Astrea and the Order of Horkos in the Battle of the Eclipse! Both teams battle to control the Forge and use its fully-powered Draconite Scythe to defeat the Draconite-empowered enemy leader. Join the fight in this limited-time Event Game Mode and collect exclusive Event rewards!


TARGETING SYSTEM


  • New “Cycle Targeting” option added.
  • This allows players to “Cycle” through multiple nearby enemy heroes, allowing the player to Cycle targets to a nearby 3rd or even 4th enemy hero.
  • This behaviour is off by default. To enable this behavior, go to the Options>User Interface menu and ensure “Enable Cycle Targeting System” is checked.
  • Please see our blog for details.


BOOKMARKING SYSTEM


  • We have added a bookmarking system in the Heroes menu, to make it easier for you to find your favorite customization items.
  • Outfits
  • Paint Patterns, Symbols and Embossings
  • Ornaments, Materials and Color Palettes
  • Armor and Weapon looks
  • Executions, Emotes, Signatures and Effects


[h3]Developer's comment:[/h3] We really want players to be able to explore the fashion of their characters in For Honor, and we know that the number of items players can own can quickly be overwhelming. The bookmarking feature will allow you to sort out your favorite customization elements to easily find them back later down the road, or help you thematize your loadouts for instance!

IMPROVEMENTS


[h2]GUARDBREAK[/h2]

  • While locked onto an opponent, guard break attempts with a minion or pikeman in the way will now bump them out of the way, greatly reducing the odds of accidentally guard breaking them (FH-89)


FIGHTERS


[h3]Peacekeeper[/h3]

Zone Attack

  • Is now Enhanced
  • Now counts as a Heavy Attack when parried
  • 1st hit now causes a Medium hit reaction (up from Light)
  • 2nd hit now feints 100ms before Parry window
  • 2nd hit can now soft feint to Dodge at feint timing
  • 2nd hit can now soft feint to Guard Break at feint timing
  • 2nd hit is now Unblockable if Peacekeeper is locked on to an opponent suffering from Bleed
  • Zone Attack 2nd hit recovery is now 700ms (down from 1000ms)


[h3]Developers comment:[/h3] These changes ensure Peacekeeper’s Zone Attack remains an effective tool. In addition to the Testing Grounds changes, we have also adjusted the first hit granting a Medium hit reaction ensuring that Peacekeeper is safe when feinting the 2nd hit as well as lowering the recovery to ensure she is frame advantaged when landing the 2nd hit.

Dagger Cancel
  • Dagger Cancel now has 400ms of hit recovery (down from 700ms)
  • Dagger Cancel can now cancel its recovery with a Dodge at 333ms


[h3]Developers comment: [/h3] This enables Peacekeeper to be frame advantaged after landing a Dagger Cancel and lets her continue her offense when it lands, while letting her also cancel the recovery with a dodge to ensure it can be used more safely in group fights.

Heavy Attacks
  • Each Heavy Attack now deals 2 more damage than before
  • This includes Dodge Attacks
  • Heavy Finishers gain Unblockable if Peacekeeper is locked on to an opponent suffering from Bleed


[h3]Developers comment: [/h3] The change to damage ensures that Peacekeeper is still slightly above the curve in damage without being overboard like it was in the Testing Grounds. The change to Heavy Finishers also gives her extra synergy with her Bleeds, which lets her loop back into Bleed if one of its options successfully lands.

Deflect
  • Deflect is now performed with the Heavy attack button instead of the Light attack button


[h3]Developers comment:[/h3] Many heroes share inputs with their Deflect follow-ups as well as their Dodge Attacks – this change was made to ensure that Peacekeeper can always perform the appropriate follow-up.

[h3]Nobushi[/h3]

  • Heavy Finishers and Heavy attacks from Hidden Stance are now Undodgeable


[h3]Developer's Comment: [/h3] These changes ensure that Nobushi has a mix-up with her Undodgeable Heavies and Kick, letting her apply pressure to opponents in 1v1 scenarios.

  • Advancing Thrust now chains to Heavy Finishers


[h3]Developer's Comment:[/h3] Nobushi should now be able to pressure with her mix-up from Advancing Thrust since it can now also chain to Heavy Finishers.

Zone Attack
  • 2nd hit can now be soft feinted into Kick, Heavy Finishers and Dodge
  • Stamina costs have been adjusted to 20 for 1st strike, 20 for 2nd strike and 10 for feint (was 40 for 1st strike, 20 for 2nd strike, 0 for feint)


[h3]Developer's Comment:[/h3] Nobushi’s Zone Attack can now be used to initiate pressure with mix-ups in its second part, and the lowered stamina cost should help when using her in the lane where she can clear minions efficiently.

Sidewinder
  • Now branches to Heavy Finishers
  • Chains to Kick and Retreating Viper at 400ms (down from 500ms)
  • Cancels its recoveries into Dodge and Hidden stance at 400ms (down from 500ms)


[h3]Developer's Comment:[/h3] Much like Advancing Thrust, Sidewinder now enables her Kick/undodgeable mix-up, and the improved chaining speeds should help her avoid damage and contest the minion lane more safely.

Hidden Stance
  • Now costs 12 stamina to enter (down from 24)
  • Can no longer apply backwards movement to Top Light from Hidden Stance


Kick
  • Now hides its indicators for the first 166ms, making the indicators visible for 400ms


[h3]Developer's Comment:[/h3] With this change, Nobushi’s Kick becomes a 400ms Melee attack, which is unreactable to most players.

FEATS


Corruption Blade
  • [Adjustment] Increased the cooldown to 90 seconds (from 75)
  • [Adjustment] Decreased the active time to 8 seconds (from 15)


MAP


Forge

  • [Adjustment] The bridge under the waterwheel at Capture Zone A has been doubled in width
  • [Adjustment] The navigational space in front of the foundry at Capture Zone C has been opened up for a more comfortable fighting area.
  • [Adjustment] The space behind the foundry at Capture Zone C is no longer accessible as part of the capture zone.
  • [Adjustment] The brawl arena has been moved from the Central Building to the outdoor space around the Mining Tracks


Sentinel

  • [Adjustment] Made the side entrances into the Capture Zone C balcony wider


Harbor

  • [Adjustment] The ledge overlooking the sea at Capture Zone A has been slightly reduced in width


River Fort

  • [Adjustment] The side entrances for Capture Zone A have been widened


USER INTERFACE

  • [Adjustment] Added an in-game warning for players reported for disruptive behavior
  • [Adjustment] Improved the color of the Revenge Gauge in colorblind modes to ensure it can be properly distinguished from players’ emblems



BUG FIXES


GENERAL

  • [Bug Fix] Fixed an issue that caused Gryphon, Aramusha and Lawbringer’s attacks to be parried by an external ally that was in the middle of a parry (FH-1053)


FIGHTERS


Kensei

  • [Bug Fix] All of the Zone Attack Strikes now cause Medium Hit Reactions (from Light)


[h3]Developer's Comment:[/h3] This ensures Kensei is no longer unsafe on Hit/Block.

Lawbringer
  • [Bug Fix] Fixed an issue that caused the animation to be missing on blocked Top Heavy into Top Light (FH-818)
  • [Bug Fix] Fixed an issue that caused the Lawbringer to be out of range of attacks after a Sprint Attack


Nobushi

  • [Bug Fix] Fixed an issue that caused the animation of “Kick” and “Viper's Retreat” from chained Light to be missing on Bad Block (FH-925)


Shaolin
  • [Bug Fix] Fixed an issue that caused the Shaolin's Left “Elegant Lotus” to costs 9 Stamina instead of 12 (FH-959)
  • [Bug Fix] Fixed an issue that caused the Shaolin's “Bounding Blossom” and “Astonishing Blossom” to become parryable and lead to the regular punish timings after a successful Superior Block (FH-667)


Jiang Jun

  • [Adjustment] Jiang Jun's Dou Shi's Choke will no longer unbalance opponents that become Out of Stamina due to the slap's Stamina damage at the end of the move (FH-330)


Black Prior

  • [Bug Fix] Fixed an issue that caused the Black Prior's “Bulwark Counter” to still deal 40 Stamina Damage after the CCU (FH-879)


Gryphon

  • [Bug Fix] Gryphon now has 300ms to input a Light in the same stance after a Light Opener Hit to flow into Light Combo [up from 200ms].
  • [Bug Fix] When parrying an attack, Gryphon will no longer buffer the follow-up attack without any inputs from the player, it should now be easier to not do anything after a Parry if desired (FH-1051)
  • [Bug Fix] Fixed an issue that caused the Gryphons Side Light to not input a back walk movement


BOT

[Bug Fix] Fixed an issue that caused Rank 2 and 3 Peacekeeper and all Viking Bots, (aside from Berserker), from appearing as random Bots in matches (FH-799)

ONLINE

[Bug Fix] Fixed an issue that caused players' NAT types to be showing up as unknown (FH-786)
[Bug Fix] Fixed an issue that could cause players to enter matchmaking with a group larger than the game mode limit

USER INTERFACE

[Bug Fix] Fixed an issue that caused Capture Points on the mini map to be displayed in neutral color when being captured. Now the capturing team color will be displayed (FH-226)
[Bug Fix] Fixed an issue that caused the Russian description of the "Fresh Focus" gear perk to be missing information about the perk's functionality compared to the English version (FH-846)


CUSTOMIZATION


  • [Bug Fix] Fixed an issue that caused some armor pieces introduced in Y4S4 to not drop at the intended rarities or reputation (FH-1070)
  • [Bug Fix] Fixed an issue that caused Warlord's “Hrym Chest” and its variants to clip with the character's neck when equipping various helmets (FH-933)
  • [Bug Fix] Fixed an issue that caused the Nuxia's "Hook, Line and Sinker" Signature to show the boot before hooking it in the signature screen (FH-901)
  • [Bug Fix] Fixed an issue that caused the male variant of the Kensei’s "Kabukimono Helm" to display the face and eyes of the female Kensei (FH-810)
  • [Bug Fix] Fixed an issue that caused the Valkyrie's “Otherworld Skull Helm” to have skin tone inconsistencies (FH-712)
  • [Bug Fix] Fixed an issue that caused the Warlord’s "Solaris Helm" to have a stretching texture near the mouth (FH-689)
  • [Bug Fix] Fixed an issue that caused the lower part of the striped shirt of Warlord's “Engelbrekt Chest” to not change color to display the chosen color scheme customization (FH-681)
  • [Bug Fix] Fixed an issue that caused the “Kogarashi Helmet” to have a visible texture seam on the neck when paired with low-necked chest pieces like “Izuru Chest”, “Yuro no Miko Chest”, “Tamamo no Mae Chest”, etc (FH-665)
  • [Bug Fix] Fixed an issue that caused the Black Prior's “Steadfast Rook” and “Clever Bishop” Chests to have customization inconsistencies (FH-652)
  • [Bug Fix] Fixed an issue that caused the Berserker's “Glamr Helmet” to have skin tone inconsistencies (FH-637)
  • [Bug Fix] Fixed an issue that caused the Shaolin's “Wu Song Chest” beads belt and outline embroidery to change color depending on the equipped skin tone (FH-616)
  • [Bug Fix] Fixed an issue that caused the female Black Prior’s “Neofelis Helmet” ears to be clipping (FH-541)
  • [Bug Fix] Fixed an issue that caused the Shaolin's “Failure” emote audio to stop playing when paired with the Thunderbolt and Frightening effect (FH-334)
  • [Bug Fix] Fixed an issue that caused the Berserker's “Mizar Chest” to have a missing texture on the interior side of the back piece of the tabard (FH-229)
  • [Bug Fix] Fixed an issue that caused the Nobushi’s “Raven Kusanami Shaft” to not display team color properly (FH-222)
  • [Bug Fix] Fixed an issue that caused the Berserker’s “Hallvard Arms” paint pattern, symbol and embossing to not be displayed properly (FH-593)


MISCELLANEOUS


PC

  • Steam Controller input will now display Xbox Controller UI Icons, consistent with all third party controllers. Note that the Steam Controller will still work as expected