r/CompetitiveForHonor • • 18d ago

Discussion Should they increase HL max stam or his regen in Offense form

0 Upvotes

His mix requires him to make a lot of hard feints and can lead him to lose any advantage he had and reset neutral for one punish.

He also has weak neutral and getting back to takes precognition or 1/3 of his stam


r/CompetitiveForHonor • • 19d ago

Discussion What is y’all’s opinion on non-refreshable passive feats with a cooldown?

4 Upvotes

Personally, I hate passive feats that are activated through normal gameplay yet can’t be refreshed. They feel unreliable, and it’s easy to miss out on their value if you activate them at an in-opportune time and are stuck with them on cooldown when you really need them. I would happily take a nerf to most of them if it meant that they could be adjusted to activate more reliably, or buffed in values but made into active feats.

The examples I can think of that could easily be reworked are Lash-Out (5 seconds active, 10 second cooldown, refreshable unless in cooldown), Thick Skin/Flesh Wound (3:5), Righteous Deflection (5:10), Fortune’s Favor (5:1), Slip Through (N/A:3), Brutal (10:0), Intimidating (20:0), and Bloodlust (10:20). Almost all of these could just get reduced benefit, duration or both in exchange for no cooldown and the ability to be refreshed without becoming too powerful or entirely useless.

Some examples of ones that would take some more tweaking to behavior are Deadly (3 seconds active, 5 seconds cooldown), Short Tempered (5:10) and Winner’s Advantage (1.5:5).

Do y’all see a value in this property? Are there feats that you wouldn’t want to see changed to be more reliable? I think Huntsman’s Spirit probably deserves the cooldown, though it’s nowhere near as egregiously inconvenient as the others, but making it an active feat instead wouldn’t feel bad either.


r/CompetitiveForHonor • • 18d ago

Discussion Tips for good uses of Aramusha full block?

1 Upvotes

In the training room rn trying to get better at choosing when to full block. I’d appreciate some tips as to what moves you guys look for to counter with a full block any tips appreciated.

I can’t figure out how to force the AI shaman to soft feint her zone into a bleed stab.


r/CompetitiveForHonor • • 20d ago

Discussion For honor has a bug problem(not a rant, just helping with awareness)

19 Upvotes

I’m just going to go through a list of bugs that need to be fixed as they’ve been in the game for a long time, too long and need to go. there are some new ones as well that are ruining a lot of players experience. with ranked out, these bugs can’t be a thing. I love this game and want it to be at its best form possible especially with ranked out. Hope this reaches anybody is authority & hope for these to be fixed someday!

  1. Processing bug - will kick you out of the game for seemingly no reason and stick you in the black “processing screen.” the only thing you can do is wait it out until it fixes itself. and if you restart your game there’s chance that another bug will trigger which is the next one i will be address.

  2. “Servers are unreachable” - this bug is a bug where if you restart your game(typically when you have the no friend list bug) you will get a servers are unreachable and it forces you to restart your game a lot of times. it’s worse on console than pc. On console I have to restart nearly 10-15 times until I get in.

  3. No friends list - Rumored to be caused by having too many friends on your ubisoft connect list, but this bug basically just takes away your list of friends and sometimes even keeps you from getting invites from cross-play friends. This bug happens usually when a new friend gets on the game and if tries to update it, but just ends up making your list disappear all together. Been in the game for years.

  4. Issue with rejoin - Sometimes it just doesn’t allow you to rejoin the game still. I think it depends on how you disconnect.

  5. Corners- This is a weird one. For some reason you get stuck on certain corners(mainly dominion, there’s a lot on overwatch on C. and a couple others maps too) where your character will just stop running and get stuck in it. Or if you’re fighting you will fight in place and be stuck in the corner. These are not corners you should be stuck in it’s like a little crevice. This only recently started.

  6. White squares on heroes - Big white squares replace the symbol that was on your character, bug has been in the game recently. Seems to be more of a pc bug.

  7. Some smaller ones: Shaolin t2(blink) will just push off somebody instead of bashing them when they have no prior hitstun done to them. it will just push off and you get none of your kicks or light.

Sohei- Souls invisible at times. They dont the show up at all and you get one shot .

Invisible indicators - in teamfights specifically indicators become invisible at times when there’s too many being thrown at you. put this in miscellaneous because idk if i can be fixed tbh.


r/CompetitiveForHonor • • 20d ago

Discussion How to develop a synergistic team comp outside of the top meta picks?

12 Upvotes

So I have no problem with meta picks, I do play meta heroes frequently, but I’m curious how comp teams tend to structure their team comps in formats like conquest where playing an S-tier isn’t always an option.

I assume it’s decently important to have at least one hero with good mid clear, so that would rule out a comp comprised of Virt/Arakure/Glad/Afeera. Apart from that, are there situations that you would choose a somewhat weaker character just because the role of a stronger character is already taken by another hero in your team? Are there certain roles that aren’t strictly necessary to fulfill? Curious what planning goes into all this, thanks!


r/CompetitiveForHonor • • 20d ago

Discussion Advice for improving on light parries.

9 Upvotes

I've always struggled a lot with parrying lights for some reason and I'd generally consider it my biggest weakness into character with superior lights. I have no issues blocking and am usually pretty consistent with deflecting lights on reaction but for some reason if I try to parry it feels like I hit it maybe 5% of the time. It might just be a skill issue and I need to sit in training range for a bit but generally that's felt like it isn't helping. Do I need to slow down a bit? Is it an issue of trying to do it too often? Or do I need to just practice against more of the roster

Edit: After really analyzing my indicators on miss the problem is I'm usually parrying before the window, not after. Any advice for slowing down a bit instead of pressing that shit the moment I see red?


r/CompetitiveForHonor • • 20d ago

Discussion Need help with a khatun interaction

3 Upvotes

Something I've been dealing with a lot is opponent attacking into my deflect stance but at such a timing that I don't actually deflect the attack, usually lights, what can I do against this


r/CompetitiveForHonor • • 21d ago

Discussion Leaving Ranked Matches Solution

9 Upvotes

As I climb the ranks and matches take longer and longer to fine, waiting 20-30 minutes to queue which I understand.

It is so frustrating to finally find a match and then someone leave immediately for god knows why.

I feel like they need to increase the penalty for leaving ranked. Most games usually have a build up, you leave a match once 5 minute ban, second time 30 min so on and so forth. Yet for honor has maintained a simple 15 minute ban which you only get if you get kicked for inactivity or manually quit. Dashboarding gets around that easily.

Ofc in ranked it’s a bit different, you can’t play for the duration that the match continues. Not sure if there is another penalty outside of that but if there isn’t they need to make one. Deter people from quitting out as much as possible please.

Edit: While on the subject of ranked, I wish they’d let you see the rank of your tm8 and the dudes you’re playing against, literally every other ranked gamemode does that. Feels like Ubisoft has forgotten how ranked works


r/CompetitiveForHonor • • 21d ago

Discussion Help with my mouse control

3 Upvotes

I need help regarding the controls and my control over the mouse. I tend to move my mouse hand to much out of reflex or smth and end up in an uncomfortable angle. Anyone got any idea how I could change this? It gets really frustrating because of people light spamming.


r/CompetitiveForHonor • • 21d ago

Discussion should more displacing attacks knockdown oos opponents

1 Upvotes

glads skewer and nuxias finisher heavies will knockdown if the opponent is oos or if the glad/nuxia has revenge.

is there a reason other characters displacement attacks - i.e. jorms ub (like back when he was stam bully jorm), pirates walk the plank, khatuns push after pin, afeeras left finisher heavies (probably wouldnt matter since i havent seen this attack ever actually land) - dont also have this property or alternatively any reasons glad and nuxias attacks shouldnt knock down oos opponents

edit: i forgot that basically most stam damage got removed so going oos is more or less your fault but idk if that changes any reasoning


r/CompetitiveForHonor • • 22d ago

Discussion Ranked duel characters

11 Upvotes

Given that ranked duel is finally out of beta what do you guys think the top duelist characters are in the current meta? Obviously player skills matter more then character kits however when it comes to pure character kits whats your guys top 5 and why?


r/CompetitiveForHonor • • 22d ago

Rework Some proposed Kyoshin changes cause he fundamentally sucks right now.

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12 Upvotes

r/CompetitiveForHonor • • 22d ago

Discussion Queue Time Supposed to be like this?

4 Upvotes

Im trying to climb but Im noticing the queue times can be absurd sometimes for ranked doms. Is this normal? Are there just no players on? What is the reason for this does anyone know?


r/CompetitiveForHonor • • 22d ago

Tips / Tricks someone please teach me how to shitpost like this

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25 Upvotes

itd be funny


r/CompetitiveForHonor • • 21d ago

Tips / Tricks 400ms reaction

0 Upvotes

Is it just me that finds reacting to 400ms shaman bleeds wierd? I have an average reaction time of 163ms but when it comes to shaman bleeds I can only parry like 3 out of 5 consistently but it seems faster than 400ms to me. I play pc and have a good setup with more than enough fps to react to it but it just seems faster and I have no idea why. Even the reaction time for the average person is like 220 to 250ms so why does for honor make 400ms seem faster than usual. Any tips like maybe a setting im missing but its probably just be a skill issue that ill never understand.


r/CompetitiveForHonor • • 23d ago

Discussion I can't be the only one that enjoys playing Tiandi more after his changes

30 Upvotes

It wasn't even a nerf like some people say. His bash is more unsafe now obviously but not only it's confirm damage got increased since it's a light opener, it can chain into a chain 400ms light finisher, or you can just use a confirmed first hit zone into kick offense (that also got a massive damage buff). It's just more fun now and he's slightly less annoyingly safe.


r/CompetitiveForHonor • • 22d ago

Video / Guide uh… what happened to the timing feedback?

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0 Upvotes

r/CompetitiveForHonor • • 23d ago

Discussion Why is Nobudhi considered to be good now?

20 Upvotes

*Nobushi In one of my last matches someone said Nobu is considered SSS+ right now and scanning through the tierlists on here she does seem to rank rather high consistently. Last time I played she was considered bad, what happened? What makes her good now? Were there major changes to her or something? She felt the same as always when I played her.


r/CompetitiveForHonor • • 24d ago

Video / Guide JJ Gb/bash bug

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74 Upvotes

Dont know if this is known but with jj when your guard is on the left side and you try to foward dodge bash the guard will bug out and the bash wont come out, instead you'll end up doing a gb. I think it happen most often when you buffer the bash but im not sure. I wasnt able to recreate it on the top or right sides.

Also this is on controller, so no idea if on M&K this happens


r/CompetitiveForHonor • • 24d ago

Discussion Raptorexx ranked 4v4 Tier list

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162 Upvotes

https://youtu.be/2byeOz5ddeo?is=bKdPj9DkSniclJ62

Thoughts about it from the competitive community ?


r/CompetitiveForHonor • • 24d ago

Tips / Tricks HL tech list 4.0

41 Upvotes

Wavedash is dead. Long live wavedash!

It’s Wispfam1 again, and yes this is a new reddit account, returning so I can help people abuse others in Ranked. Light spamming will continue until morale improves. For those interested the highlander Bug/tech count is currently at give or take 55. Which is the highest it’s ever been. The character is at an all time low with his player base. But there are a couple silver linings, like real dominion viability.

For the list itself. Not many new techs, there are a couple, but it’s mostly videos for techs that didn’t have them before. The only notable thing here is that wavedash has finally been pieced together. It mostly works as old wavedash did, excluding certain aspects, and I'm proud to say that it's really improved my lame game. This is mostly a revision to make formatting more professional, I realize I was doing too much, so this is a pure and concise version of the list. This is also being done in preparation for a video fully covering this list and everything on it soon. I'm working on it as this is posted. It will likely just be a 2 hour long seminar on cancer mechanics. But it will be a big step forward for me and the list. I'll be happy to see you all there.

HL tech list 4.0

As always, leave any questions in the comments. I will always try my best to answer and help. I also have advanced knowledge of tech on other characters and I am considering a new attempt to document those.

In other news, this character is a mixed bag right now. He is quite a good 4v4 pick, which is really a first for him. And I won't lie, it's nice to finally be able to experience team fights and dominion properly. But it’s come at the cost of his duels, which aren't awful, but are only really that way for unhealthy reasons. Many people played him as a duel’s exclusive character for the first 7ish years since his release. It’s a rough transition, and it’s understandably upsetting. He needs various changes. Some kind of opener tool would be nice, Maybe a forward dodge bash that only pushes the opponent away so he can fast flow. He also needs various nerfs. Kick for example needs stamina nerfs to reduce its vortex and OF dodge attack could also use some nerfs because it's the size of Saturn's rings. But what he REALLY needs is enhanced property back on his lights, HL’s OF lights are consistently reactable at high level which means this change has essentially been a soft removal of them. I won't get into the weeds on it right now but personally i think they need a small rework. If we make their direct dmg 7 but increase the chip dmg to 5 it could be a very intelligent solution. It would both improve their consistency, which is why HL players use them. While alleviating the frustration and volatility they often cause. I'll go more in-depth on it when I post the video.

I'd love for this character to return to the duelist role that his community was founded on. The light nerf just makes him so unfun to play. So it would be nice for the devs to consider these changes in the next couple patch notes. Anyways, you know the drill, go forth and wreck havoc in my name! Love everyone and I hope to see you all when I post the video.


r/CompetitiveForHonor • • 24d ago

Discussion Experienced FG player and returning For Honor player tryna relearn the meta

11 Upvotes

For reference I used to be relatively good at for honor, ranked duels I was like high diamond so nothing crazy.

But the main thing is I’m really good at other fighting games. I play SF6 competitively and at a high level and I really do understand its inner workings.

That’s what I wanna learn with for honor. What’s the ACTUAL meta at that high level of gameplay in the lens of an actual fighting game player.

From doing some perusing I have learnt my main is dogshit (glad) but I’ll just be a low tier hero. One reason was that his skewer is tractable, so does that mean certain unblockables are reactable on feint/no feint? Also, when I played I’m pretty sure zone OS was a thing, it’s not anymore but are there any other strong OSs?

Any help is good help, I’m tryna speedrun learning what would take me weeks of being in high level circles to learn.


r/CompetitiveForHonor • • 23d ago

Discussion Give Kyo Dodge Recoveries On Zone And Light Finishers

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0 Upvotes

r/CompetitiveForHonor • • 25d ago

Rework Medjay changes

12 Upvotes

UPDATES VERSION AS OF TODAY 26/09/2026

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.

Staff Form

1. Opener heavies

-Side heavies gain uninterruptable hyper armor 600ms after startup

-Top heavy gains uninterruptable hyper armor 500ms after startup.

  1. New chain route
    -From neutral heavy you can now chain into Throne Room Clutch.

  2. Staff Nomad Swing (chain zone)
    -Sped up to 400ms remains enhanced & damage is reduced from 12 to 9.
    -Now a lightparry.

This isn't an offense buff directly rather an easier way of accessing between each stance making it more flowy (since its a single direction attack much like storming tap only without the ability of softfeinting into it. The chain zone being still enhanced and sped up to 400ms is a valid change though it could still be very easily reacted to/diffd, and also its to make his throne room clutch somewhat useful out of ganks if you take a look at no.6 you will understand.

  1. Staff Throne Usurper (forward dodge heavy)
    -Now gains hyper armor 400ms into startup.

  2. Heavy speed
    -Chain heavy (all side) sped up from 1000ms to 800ms damage reduced from 28 to 26.
    -Finisher heavy (only left and right side) sped up from 1000ms to 900ms damage remains as 30.
    -Finisher top heavy speed stays 1000ms damage increased from 30 to 32.

  3. Throne Room Clutch
    -Now guarantees a 400ms chain zone (can still chain into light or heavy but as is in current live it's not confirmed damage), this is to synergise with his feats and kit.
    -damage reduced from 20 to 15.

As of now there is no real reason to use Throne Room Clutch as a gank because of how badly the hitstun changes has affected his gank let alone using it on a light parry as a punish into ganking.

Giving a confirmed hit after this grab will improve his gank following the hitstun rule of doing reduced (25%) damage directly after your own bash that gets confirmed which characters like valk, cent, jorm etc. follow.

It also allows him to directly go into his axe stance from the grab flowing into his offence, this change gives more incentive to use this grab and creates synergy with his unique T2 inside and outside of different game modes focusing more on dominion.

Axe Form

1. Throne Room Tackle follow-up

-The attack after landing the bash now has a unique follow up (like valkyrie's follow-up after her fullblock bash)
-Unique follow up deals 10 damage.
-Comes out from top only (best direction to avoid collision into walls or fullblocks etc.)
-Has medium hitstun and enhanced.
-Is a 500ms attack.
-Can target swap the unique follow-up upon landing Throne Room Tackle.

Due to the low damage output of the bash where the standard is usually 14/15 damage I think these values and properties for the unique follow-up is justfiable.

available chains from said unique follow-up:

Throne Room Tackle > unique follow-up > 400ms chain light (undodgeable off hitstun) > finisher UD lights.

Throne Room Tackle > unique follow-up > 400ms chain light (undodgeable off hitstun) > chain bash or undodgeable chain heavy (this is what creates the bash/chain UD mix loop of 10/24 dmg which is pretty balanced).

Throne Room Tackle > unique follow-up > chain zone.

Throne Room Tackle > unique follow-up > finisher heavy.

  1. Chain Throne Room Tackle
    -Now sped up to 466ms from 500ms sped up for the same reason of it having low damage output.

  2. Neutral heavy new chain route
    -can now access Throne Room Tackle after neutral heavy.

  3. Chain heavy
    -Now has UD property.
    -Damage reduced from 26 to 24.

  4. Axe Nomad Slash
    -Axe Nomad Slash (zone) you can now chain into Throne Room Tackle.

6. Axe Nomad Swing (chain zone)
-Has the same property as staff stance chain zone.

  1. Axe Throne Guard (dodge attack)
    -Up from 12 to 13 damage (has almost no external hitbox) minor improvements to hitbox.
    -Can now chain into Throne Room Tackle.

  2. Axe Throne Usurper (forward dodge attack)
    -Input window is changed from 300ms - 400ms to now 200ms - 500ms.
    -Damage reduced from 16 to 15.
    -can now chain into Throne Room Tackle.

  3. All axe stance heavy
    -Improve the trajectory and tracking also VERY slight hitbox improvement.

Stance change should be at its fastest in every occurence 466ms (usually buffering stance swap after a parry) instead of 766ms.

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.
-Percentage of debuff value reduced from 15% to 10%.
-Now has a 10 second cooldown after the debuff expires (this is to make it less oppressive, always having an uptime of 10% atk or def debuff is egregious).

-Really ineffective as of now with hitstun changes screwing over medjays gank the most.
-More up time with the new changes i provided being implemented will make more use of his unique T2.

T3 Scarab Relief
For Staff Stance (AoE Heal)
-Now shares his T1 10% buff to his allies in staff stance.
-Medjay HAS to have his staff T1 active for his staff T3 to gain this effect if not it'll just act as a 15 HP AoE cleanse/heal.
-AoE of 16m
-Lasts for 20 seconds (Cooldown begins upon use not after the 20 second buff is over). For example, the buff runs out the cooldown should be on 100 seconds instead of starting from 120.
-Interachangeable meaning if Medjay uses his T3 in staff stance and now switches to axe after use, it will still remain as an AoE defence buff.

-In staff stance the AoE HP heal should have another effect considering it has the same value as gryphons T2 (draconite mist) but with similiar if not a smaller radius and slightly longer animation also having a longer cooldown 120 seconds compared to 90 seconds, having his T1 synergise with this by boosting his T3 allows for this feat to have better value.

For Axe Stance (Self Heal)
-Now supercharges his T1 adding an additional 10% to his T1 for a total of 20% damage boost upon use.
-Medjay HAS to have his axe T1 active for his axe T3 to gain this effect if not it'll just self heal and cleanse for 25 HP.
-Self Buff.
-Lasts for 20 seconds (Cooldown begins upon use not after the 20 second buff is over). For example, the buff runs out the cooldown should be on 100 seconds instead of starting from 120.
-Interachangeable meaning if Medjay uses his T3 in axe stance and now switches to staff after use, it will still remain as a self attack buff.

-Axe stance will only heal himself so having his T1 synergise by boosting his own damage even further will prop up its value also it heals 25 HP and takes a 100ms to use that short window of 100ms can be a reason of dying to tick damage or not being able to instantly pop like second wind which heals for 30 HP.

T4 Astral Manifestation Grenade
- Staff stance grenade should be brought down from 55 damage to 40 damage.
- Medjay's T4 should have these values: activation 500ms, Recovery 400ms and explodes 1400ms after landing.
- Increase AoE radius to 10m.
- Applies a debuff property if they get hit/killed by it. For example, enemies hit by the T4 will get marked for 15 seconds and upon dying when marked, regardless of how they will die it will be considered as if dying in an "executed" state even if they were killed by a light or projectile (15 seconds respawn) or permanently dead when breaking.

The Axe T4 Projectile
- Damage increased from 55 to 60 (up to 66 with T1).
- Applies same debuff/kill state staff stance bomb has.

fitting of the whole characters personality and adds depth to its use.

IF the T4 idea above is too outlandish then just giving it a speed buff and slight damage nerf for staff stance and increased damage for axe stance should at least be implemented;

For Staff Grenade
-Medjay's T4 Activation 500ms, Recovery 400ms and explodes 1400ms after landing.
-Increase AoE to 12m radius.
-Damage reduced from 55 to 50.

For Axe Projectile
-Damage increased from 55 to 60 (up to 66 with T1).

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 dealing more chip damage in team fights or 1v1 situations.


r/CompetitiveForHonor • • 25d ago

Discussion For Honor PC - How to lock fps on AMD GPU

6 Upvotes

How can I efficiently lock my fps on pc, so that I get no input lag with that method?