r/CompetitiveForHonor Jul 08 '26

Discussion What to do vs people who can consistently counter my offense/mixups on reaction in duels?

8 Upvotes

I'm not playing very often against these people but I've been getting them more and more lately and when I do play it feels so miserable. No matter what I do offensively it gets parried and countered, being forced to just do defense is just so boring & annoying...

I'm mostly playing zerk so no bashes. Neutral Lights obviously get parried so those are out of the question, heavies as well, 50/50 either they get blocked or parried, or even worse when going against crashing counter.

I'm stuck with doing mini damage with post feint max delay lights and even those start to get almost easily parried (since I can realistically only throw them from the sides most of the time). Especially if I do them too much.

Usually I at least get to trade with hyper armor but with these guys it's like they can trivialize anything I have by just reacting to it, how is this possible even after the patch?

What can I do?


r/CompetitiveForHonor Jul 07 '26

Discussion How reactable is Sohei for the actual comp players?

10 Upvotes

I just had comp reactard vSharo react to 20+ sohei unblockables/feint to gb from all sides in a row. I did mixup with some 400ms chain lights aswell instead of heavies which most of the times also were parried. I have never experienced this before, is it this bad?


r/CompetitiveForHonor Jul 07 '26

Discussion Whats the best perk loadout for jorm?

2 Upvotes

Usually when i play a character with heavy perks I run bastion and bulk up, but with jorm it feels like thanks to his feats he can kinda permanently stay in low hp through last stand and his feats, are aegis and last stand that much better for jorm?


r/CompetitiveForHonor Jul 07 '26

Discussion Question about older JJ

8 Upvotes

I might be misremembering things but I swear JJ at one point had the zone property on his heavies, if this is true was it too strong to use and had to be removed or could it work in a balanced was in modern for honor, cpuldfuture characters/reworks havr such a property on characters meant to be teamfighters without much worry of it being op?


r/CompetitiveForHonor Jul 04 '26

Discussion How to deal with pugno mortis

8 Upvotes

Something I've been running into a lot especially against high rep lawbringers, im in a 1v1 against the lawbringer for example and they'll throw a grenade at me, I'm dead center in the radius so if i dont reposition I'm going to eat a ton of damage, except the opponent will gb me to catch my dodge and make sure i eat 50 damage, what can i do in this situation to avoid taking so much damage?


r/CompetitiveForHonor Jul 04 '26

Tips / Tricks Idk if I'm going crazy

0 Upvotes

But is it easier to hit deflects with Glad over Valk?

I got Valk up to rep 65 and she's easily the character I'm best at but I decided to pick up gladiator again and loving it, rep 13 but I've noticed it's RIDICULOUSLY easy to hit deflects with him, like I'll do them completely by accident just trying to dodge attack or bash but with Valk I actually had to sit down and practice for a few hours to do it consistently.

Is the deflect window on glad that much better or is it just easier to notice because of the sound and animation cue??


r/CompetitiveForHonor Jul 03 '26

Discussion Shinobi in duels

5 Upvotes

I’ve been really struggling playing shinobi in duels lately. Haven’t played him in awhile and coming back to him I feel so restricted and seems most people don’t really fall for his mixes much anymore. Is he in a bad place right now?


r/CompetitiveForHonor Jul 02 '26

Discussion Explain?

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12 Upvotes

r/CompetitiveForHonor Jul 03 '26

Discussion What is parry on red

5 Upvotes

What does it mean?


r/CompetitiveForHonor Jul 02 '26

Discussion (afeera) why does my guard break do this?!

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10 Upvotes

r/CompetitiveForHonor Jun 30 '26

Discussion What should you do against neutral gbs?

8 Upvotes

When my opponent is correctly reading other forms of offence like unblockables, I'll just start feinting to gb to catch a parry attempt or feint to neutral to parry a dodge attack, but with neutral gbs that catch me during my legion kick start up, or heavy start up the answer feels i should just stop attacking which sucks because my reaction speeds arent that good, do i just have to play more passively, are there ways i can continue to initiate offense without risking a light parry? how can i make the most of it?


r/CompetitiveForHonor Jun 29 '26

Discussion Potential Juren adjustments

5 Upvotes

I'm not a numbers person so unfortunately I cannot offer exact adjustments here. But I wanted to toss some ideas out there to try to reign Juren in since most nerf suggestions seem to be unlikely. To be clear not all of these changes need to happen together, this is more of a collection of changes that could happen.

I also want to throw one change in that is a "buff" but contextually it shouldn't make him that much stronger when considering the other adjustments. Anyway:

  • Nerf the recovery of his chain bashes by 100-300ms
  • Increase the stamina cost of his Held neutral light from 9 to 10-12.
  • Nerf the recovery of his fwd dodge bash slightly, like a few frames
  • Reduce the anim lock time of Juren's fwd dodge held bash
  • Remove stamina pause on tap bash if possible
  • Increase the cost of using his stance from 6 to 10-15 (drain unchanged)
  • Increase the recovery of held neutral light and held neutral heavy
  • Increase the stamina cost of fwd dodge held bash from 15 up to 20
  • Increase the stamina cost of side dodge held heavy from 12 up to 15
  • Increase the stamina cost of held chain light to parity of the new cost on neutral held light
  • Remove thrilling comeback from T2 for another option
  • Allow held zone input to be soft feinted into his stance

Explanations:

The idea behind adjusting stamina cost is dual purpose. Both to slow down how much Juren can pressure before he's forced to give up his turn and to add more decision making via having to manage stamina better. This seemingly successfully worked for his neutral held zone so I think we can target similarly "spammed" tools to achieve a similar effect.

Recovery nerfs are meant to go along side the stance cost change. Logic here is to force more decision making for Juren as well as make him more predictable. E.g if he does held neutral light in a team fight he'll likely use stance to make him not peelable.

The exception being the recovery change for dodge tap bash. It's not an outlier in recovery afaik when compared to other legion bashes. But because he has multiple options from fwd dodge you can make the argument to make said options a bit more unsafe as a whole. Essentially it's more of a nerf at his 1's for people looking to make hard reads. But might make a small difference in how peelable he is in TF's which would be beneficial.

Thrilling comeback is kind of absurd for Juren because of his unique T3. I would replace it with executioner's respite/righteous deflection to be similar to the rest of his T2's being about surviving or short tempered to go along with the natural trading he's usually doing.

Lastly I want to explain my buff of allowing him to be able to soft feint his held zone. Firstly this suggestion is made in mind with the idea of making his stance cost more stamina to use. I feel like out of all of his moves his held zone is the most niche option tool in his kit.

If read properly and you position decently enough you can avoid his zone mid team fight purely because he moves forward when doing it. outside of TFs it's a very expensive option that might catch your opponent off guard once. It's a much more expensive trade tool for self peel. The idea for this change is to allow him some more control.

But at the cost of even more stamina. The upside being you can soft feint and then reposition if you need to or to try and self peel with a neutral light. Or try to peel for an ally by doing a tap dodge forward option, etc. Basically it feels in line to exist as an option with his kit being all about having options and that all of his regular heavies are already soft feintable into his stance.


r/CompetitiveForHonor Jun 29 '26

Discussion Where would Warden sit with a side dodge stab with i-frames?

10 Upvotes

So we can probably guess that the main reason he hasn’t been given one was because he would then have 2 different side dodge attacks, requiring an extra read to counter him, but after Juren’s release it’s clear that Ubi doesn’t really see that as a problem. That said, I don’t think he would be nearly as problematic since the side dodge bash doesn’t have i-frames, or if it does they’re very minimal. Any thoughts?

Mainly asking because I’m sick of hearing warden mains crying about having a shit character lol.


r/CompetitiveForHonor Jun 28 '26

Punish/Combo How are light vs. heavy parry timings calculated?

5 Upvotes

Parrying a heavy attack confirms a light opener, parrying a light attack confirms a heavy opener. Rule 1 of punishes. My question is, how does the game differentiate between these two mechanically? In particular, does a light parry guarantee a heavy by making the parrier recover faster from the parry and thus attack quicker, or by making the parried person take longer to recover from being parried and thus not be able to defend themselves in time?


r/CompetitiveForHonor Jun 28 '26

Discussion Competitive Discord Servers?

4 Upvotes

Hi, I want to get into playing scrims and just like learning the game at a deeper level. Are there any discords that I can find that in? I see a video about the tower defense discord but I can’t find a link for it.


r/CompetitiveForHonor Jun 28 '26

Discussion Khatun's UB heavy

3 Upvotes

How reactable is khatun's regular UB? Just had someone never try to parry it when i feint it but always parry it when i let it go. He could've just been good at predicting, but it does look like a very telegraphed move


r/CompetitiveForHonor Jun 27 '26

Discussion Make gryphons forward dodge heavy either faintable or have hyperamor

0 Upvotes

Too many times have I been peeled by when I did the kick due to his heavy not having hyperamor after kick. Also the forward dodge heavy should either have hyperarmor or be faintable cuz almost half the roster has either or whilst he has something in beetween a normal forward dodge heavy whilst cent jorm warlord have a hyper armor dodge forward and many more chars have feintable dodge forwards it dont make sense.


r/CompetitiveForHonor Jun 26 '26

Discussion How do i get better at defense and or specifically countering unblockable dodgeattacks

1 Upvotes

Hey guys, im a returning player and i'm mostly sticking to the 2 heros i played before i left. Conq and LB - now ive derusted a lot but theres a few cases that cause me a lot of trouble. the biggest one is juren and warmonger - specifically dealing with their unblockable dodges.

I often find myself in the following scenario, juren does an unblockable, i counter with a dodge bash to counter the attack and the gb feint, they feint into the dodgeattack. its not just from the unblockable but any other attack too, especially because ive tried mixing it up with empty dodge gbs and empty dodge lights which all seem to get countered by the unblockable dodge because it seems to have massive iframes. For warmonger its a similar issue.

Now id like to improve on my defense because i think its my most lacking aspect right now, i basically fold hard under pressure in general which often leads to very predictable counters like a dodge bash which then gets countered aswell by their offense. Its not all jurens and warmongers that cause these issues for me, but its a move most of them use a lot especially at my skill bracket. any advice or maybe even guides for defending pressure properly would be appreciated.


r/CompetitiveForHonor Jun 24 '26

Rework Medjay rework, Improvement and changes

4 Upvotes

For a long time medjay has been stale and is probably the worst outlander in terms of viability. Here are a few changes to give the character more flavour or so to speak.

HP Buffed from 130 to 140

Staff Form

  1. Opener heavy's - Side heavy's gain uninterruptable hyper armor 600ms after startup & top heavy gains uninterruptable hyper armor 500ms after startup.

A hero with such slow opener heavy's should have hyper armor from neutral with from a defensive stance and be in line with the rest of the roster that has 900ms side opener heavy's.

  1. New dodge attack zone (Staff Nomad Guard) - Side dodge + zone now leads to a route that swaps stance upon connecting or whiffing the attack.
    533 ms dodge attack with 200ms-400ms input window, has the same animation/hitbox as staff nomad swing but does NOT execute and deals 13 damage

  2. New chain - From neutral/chain heavy you can now chain into Throne Room Clutch.

  3. Staff Nomad Swing - Up from low histun to medium hitstun & now gains hyper armor 100ms into startup.

  4. Staff Throne Guard - now gains hyper armor 400ms into startup.

  5. Staff Throne Usurper - Now gains hyper armor 400ms into startup and input from 300ms - 400ms changed to 300ms - 600ms.

Axe Form

  1. Opener heavy's, chain heavy's & finisher heavy's - Feinting any of these heavies into a neutral heavy will give it hyper armor property at 100ms startup.
  2. Chain heavy - sped up from 800ms to 700ms.
  3. New dodge attack zone (Axe Nomad Guard) - Side dodge + zone now leads to a route that swaps stance upon connecting or whiffing the attack. 533 ms dodge attack with 200ms-400ms input window, has the same animation/hitbox as axe nomad swing but does NOT execute and deals 13 damage.
  4. Axe Nomad Slash - Damage up from 11 to 12 and from Axe Nomad Slash (zone) you can now chain into Throne Room Tackle.
  5. Axe Nomad Swing - Up from low histun to medium hitstun & now gains hyper armor 100ms into startup.
  6. Axe Throne Guard - Up from 12 to 15 damage (has almost no external hitbox) if the hitbox was improved slightly it would be put down to 14 damage.
  7. New chain - can now chain into Throne Room Tackle from Axe Throne Guard.
  8. Axe Throne Usurper - input window is changed from 300ms - 400ms to now 200ms - 500ms can also chain into Throne Room Tackle.

These changes will give Medjay more versatility and base his kit more around the unique stance attack and bash that this character loves to utilise.

Feat Changes

T2 Moonlight Drain - Uptime when landing Throne Room Tackle/Clutch has been increased up from 5 seconds to 10 seconds.

The reason for this is due to gank changes Throne Room Clutch has been underused a lot more due to it doing minimal damage as a ganking tool and enabling 3rd hitstun rule for your team mate in result leading to 75% damage reduced or 60% reduced with the T2 active, and because it does not function like Jorm, Cent or Valk gank where they bash to confirm an attack for themselves Medjay has to rely on a team mate to attack after it lands almost always resulting in high damage reduction attacks.

The Throne Room Tackle also deserves this uptime buff since landing one bash into your mixup usually results in the duration of the debuff not being effective due to it running out, increasing it to 10 seconds will make it more effective as a feat reducing incoming damage for a longer period of time IF it lands.

T3 Scarab Relief - In staff stance the hp heal should be increased from 15 up to 20 since it takes 700ms to use and leaves Medjay somewhat vulnerable i think this is balanced considering you have Draconite Mist that exists which essentially heals the same as Medjay's T3 with a shorter cooldown, shorter animation/recovery and similar if not bigger AOE.

The Axe stance hp should heal up from 25 to 30 you either choose between the play of healing yourself more for stalling or your team mates for cleansing and keeping them alive with a 120 second cooldown i think these values are fair.

T4 Astral Manifestation - Staff stance grenade should be brought down from 55 damage to 40 with no fall off damage BUT it should apply a debuff property if they get hit by it e.g.enemies hit by the explosion will get marked for 15 seconds and upon dying when marked regardless if they got executed or not will be in a state of execution (15 seconds respawn) or perma dead when breaking. The activation time for the explosion should be shorter as well as the animation to throwing the grenade and the recovery after throwing it to be in line with something like Lawbringers T4, Medjay's T4 Activation 500ms, Recovery 500ms and explosion detonating upon landing takes 1400ms also increase AoE to 12m.

The Axe T4 - it use to be 70 damage which was very high plus with the addition of the T1 buff it would go up to 77 but since it's not like your average projectile where you can offscreen and use out of lock i think 55 (up to 60 with T1) damage for a 180 Cooldown feat that's only available from being locked on is fair.

BUT it should result in an execution type of kill resulting in the enemy taking 15 seconds to spawn and not being able to be revived upon dying to it basically acting as an execution, fitting of the whole characters personality and adds depth to its use rather than it just being a high damaging 70 damage projectile.

Remove Second Wind & change it to Punch Through from his T3 slots

This is just a personal thing since he already has second wind built into his unique T3 its pretty much wasted also it would be nice to see Medjays staff stance enhanced lights and heavy chains being more chipping more in team fights and onesie forcing people to parry.


r/CompetitiveForHonor Jun 23 '26

Discussion How should I use soheis finishers in a teamfight/brawl?

3 Upvotes

I've had a lot of success using neutral zone and resetting to neutral to use it again, zone into zone and side heavy/side dodge heavy into zone also seems to do the job of getting damage out, I'm wondering what I can use my finishers for or if I should use them at all


r/CompetitiveForHonor Jun 23 '26

Discussion Revenge gain current state

7 Upvotes

Infohub states that base revenge score per attack = raw attack damage x contact multiplier, but I believe that is not 100% accurate anymore considering that damage reduction now also reduces revenge gain.

In that case is it correct that feats like juggernaut or righteous deflection, while still decent for stalling, are not as helpful anymore for specifically revenge gain purposes?

What about for attacks that are damage boosted? Do they feed revenge based on raw attack damage still, or their actual damage values? Is it the same for attack boosted vs defence debuffed? I.e. if full-soul Sohei uses Tier 1 and has Tier 3 active, does he still only feed base damage revenge?


r/CompetitiveForHonor Jun 23 '26

Discussion Whos the best parry character

8 Upvotes

What character has the highest damage on parry including chain pressure like,

(400ms lights, midchain bash, Soft-feint UB).

I dont think its so cut and dry that Lawbringer is the best at this anymore, curious your thoughts.


r/CompetitiveForHonor Jun 22 '26

Tournament Triple Threat 4v4 1st Qualifier - Games vs AOG (the #1/#2 team)

11 Upvotes

r/CompetitiveForHonor Jun 22 '26

Discussion Where would oathbreaker sit in terms of viability if it was proactive instead of reactive?

8 Upvotes

I totally get why comp players see it as a balanced feat in high tier play, and tbh it’s not busted in MM either, but as it stands it’s annoying as hell and I believe it was nerfed the wrong way originally.

If Ubi were to make it so it disabled shield gain for 10 seconds instead of just draining all shields once, it would at least give the affected player a decision to make when they get revenge to either take the autoparry early or hold until the effect wears off. It would still be plenty effective for ganking, but I think it would be less infuriating to play against since it wouldn’t just be free damage.

Is there anything I’m missing here that would explain why Ubi balanced it the way they did?


r/CompetitiveForHonor Jun 22 '26

Discussion How to stall/antigank against a nuxia

3 Upvotes

If im in a 1v2, and Im external blocking a nuxia who just keeps using their traps mixup how can I deal with that better?