Big Hat Logan
Dark Souls 3 - Poise Guide (1.08)
updated
Channels/Downloads: https://linktr.ee/spoon.beats
Yay, my Spotify Release went finally through! So if you´re still diggin those old school boombap vibes, here´s my album: open.spotify.com/album/06LWUl1XaaZKUYhCfRb8ws?si=Diux-dzxQnSgneJdRaTyBA
as always, any feedback is highly appreciated.
Spotify: open.spotify.com/artist/3XijjiR0yoTpYfusx9xSPy?si=FlNHTcN5RiexM72KO9gdDQ
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
jump back
repeat
win
Samples:
The Supreme Jubilees - Itll All Be Over
Lords of the Underground - What I´m After
Produced with:
Ableton 9 Live
AKAI MPK259
VTT-101
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
Samples:
Cal Tjader - Evil ways
Jungle Brothers - Brain
Gravediggaz - Nowhere to run
Lords of the Underground _ FlowOn
Lafayette Afro Rock Band - Hihache
John Davis & The Monster Orchestra - I Can't Stop
Original song: Santana - Evil Ways (1969)
Created with:
- Ableton
- VTT-101
- AKAI MPK249
- novation 2x4
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
Original Tune: Marmelad - I see the rain
Created with:
- Ableton
- VTT-101
- AKAI MPK249
- novation 2x4
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
tried some scratching with my dj-tech vtt 101. because they have no rotating, motorized turntable, scratching feels pretty weird compared to regular vinyl scratchin. I´m satisfied with the beat-juggle/scratchin - not so much with the vocal part. eventually I´ll figure it out.
used samples:
Pal & the Prophets - Peace Pipe
Vocal Sample: De La Soul - Plug Tunin´ (you´ll recognize it from "gravediggaz - defective trip")
Created with:
- Ableton
- VTT-101
- AKAI MPK249
- novation 2x4
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
Sample from "Hampton Hawes - Universe"
Created with:
- Ableton
- VTT-101
- AKAI MPK249
- novation 2x4
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
Created with:
- Ableton
- VTT-101
- AKAI MPK249
- novation 2x4
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
Created with:
- Ableton
- VTT-101
- AKAI MPK249
- novation 2x4
SoundCloud: soundcloud.com/spoon_beats
Facebook: facebook.com/spoonbeatlab
Instagram: instagram.com/spoon.beats
Twitter: twitter.com/spoon_beats
song: John Murphy - In the House in a Heartbeat - Arsiesys Remix
- guaranteed mission-reward as a visitor
- random drop from yokais during coop-missions (tori-gate and RE)
- finish twilight missions (only one per day/difficulty)
- donate items to specific clans
In this video I focus on the donation-reward. you´ll also get a lot of glory and clan-points for the picked camp. However, jolly-coop as a visitor is the way to go for effective umbracite farming.
OHKO axe-build: youtube.com/watch?v=Jwe3nnP6SVs&t
track: gereat - wasser
soundcloud.com/geraet
#prepared video description:
30 duels with ma mate freeze
we both went full tryhard there, including unlock-techs and soft-feints (in a safe and child-friendly environment).
obv for my montages I cherry-pick my clips and they make me look way better than I actually am. So here you can see my regular playstyle against good opponents who knows their shit. A lot of mistakes and questionable moves:)
As you can see, freeze almost never falls for the whiff-baits or unlock spins and I think we got some really nice fights (after the warmup, warmup always sux).
he adapted very well to my playstyle and kicked my ass pretty constantly in the last ~10 rounds.
Still haven´t figured out a valid counter against the unlocked raider-zone.
the dodge-timing is pretty weird because the moment of hit-connect depends on his hitbox-angle. It´s actually a real 50:50 because he can start it out from neutral without any requirements.
if I dodge, he can feint and GB me. Otherwise I´ll eat the ZA (unblockable and unparryable). The only thing that might work is to roll-away or a well timed swift-strike (same wayout as against warden vortex). But on the plus-side, it costs a shitload of stamina so the raider can´t spam this attack over and over. So it´s not thaaat bad.
dunno if anyone wanna watch this, but some people complained, that I only show clips where I win. So here are a lot of death-scenes for your personal amusement. also a greenbow sample, looped for 37min \[T]/
also make sure to check out freeze´s channel, if you haven´t already:
youtube.com/user/fkkfreeze
a lot of awesome gameplay, duels, montages and guids over there.
track:
Greenbow - Mud
soundcloud.com/greenbow
You can get 1,5mio in less than a minute (Restless Spirits - WOTD).
let´s end this fellas killing-spree.
SOTC is pretty crazy! absurd damage and extremly fast startup. boring (but effective) playstyle:
spam cherry blossom till your opponent gets knocked down - SOTC
SOTC-dmg buff with weapon star-skill and master swordman set = 55%.
also cherry blossom triggers Kara-Jishi´s Skill-Attack Buff (adds ~40% dmg to skills).
this is a pvp-montage with cherry-picked clips. I´ve lost many battles while recording this footage (ver 1.10/1.11) but death-clips aren´t that entertaining to watch, aren´t they?
so don´t let this video fool you - the spear really isn´t you best choice for pvp. from my observations, the current meta are twinswords (random slice and sign of the cross), odachi hyperarmor madness (moonlit, groundquake and imperative strike - fuck groundquakes phantom-range particularly) and ofc living weapon-builds (extremly annoying and almost impossible to counter).
For the spear, there are several possibilities to land a final blow - rolling some final-blow/killing-strike bonus at your spear is highly recommended.
Must-Have Skills:
* Mystic Art: Stability
More Range and no wall-bouncing? Hell yeah!
* Water Wheel (final-blow setup)
Best Skill imho for PvP - decent range and damage, hyperarmor and knockdown at the last hit. With the final-blwo followup, you´ll win almost every trade with this skill.
* Chidori (final-blow setup)
Also an awesome skill with a very weird hitbox. If you connect the air-stabs, you´ll launch your opponent into the air (regardless of his ki-status). However, very punishable due long recovery-frames.
* Twirl (final-blow setup)
Parry! Provides dmg-buff and also final-blow setup!
Other Spear-Skills:
* Merciless Barrage
Awesome Range and Tracking. But no guranteed final-blow followup in pvp.
* Tornado
not that great imho. the shock-wave staggers your opponent but your followup attacks are still easily block/dodgeable. huge range and damage but very hard to connect.
* Piercing Rain
Hyperarmor but you´re locked in the animation for a while. Only possible from High-stance so its kinda telegraphed and easy punishable.
* Flying Monkey
Very punishable due extremly long recovery but 10/10 stylepoints
* Polekick
Keeps your low-stance spam going (almost no recovery after polekick)
Playstyle:
Throw em to the ground to get your final-blow! Go in for trades with Water Wheel (hyperarmor and knockdown), parry (dmg buff and knockdown), whiff chidori to trick your opponent into its huge hitbox (launch em in the air) or shoot an arrow to their face (Saika´s Yatagarasu Set-Bonus op). Spacing and footsies are key. Harrass your opponent with low-stance hits and mid-stance pokes. Throw in some Flying Monkeys and Polekicks for anime-points and enemy-demoralization.
tracks:
Dj Shadow - Meiso Remix
Greenbow - China (soundcloud.com/greenbow)
Eneko Jones FoSho - Memoria (soundcloud.com/jonesfosho)
Greenbow - Doom (soundcloud.com/greenbow)
this is the fastest (and also easiest) method I´ve found - roughly 100mio amrita / 90 seconds (loading-times excluded).
you don´t need an optimized build for that method and you wear whatever armor you like.
I did not find out about this stuff by myself:
for the sake-farming, kudos to skycamefalling84. you can find his video here: youtube.com/watch?v=j3pMGpImD1Y&t=83s
for the lumber-chop skill, this video from Josip Poljak pointed me in the right direction:
youtube.com/watch?v=nK7yGQimNww
If you know any faster method for amrita-speedfarm, plz let me know in the comments.
Track: Greenbow - Sunset (the whole thing)
soundcloud.com/greenbow
I´ve tried a shitload of (non living weapon) builds to farm Marobashi in an effective and easy way on WOTD. This is the best one I came up with.
For demonstration, I´ve refused to use any items or buffs.
However, add weakness- and lighting talismans and you´ll OHKO every opponent in the Marobashi Encounter.
Any suggestions for improvement? Please let me know!
You can switch Kingos Armorpiece for Tatenashi to transfer yourself into a tank (you´ll sacrifice 15% killing-blow for 25% element-resistance and 10% damage reduction).
weapons:
Mainhand: Odachi with Skillbreak and Killing Strike (Final blow) Damage
Offhand: Nami-oyogi Kanemitsu (for the Warrior of the West Set Bonus)
Range Mainhand: Any Weapon with Agility Damage Bonus
Range Offhand: Warrior of the West Bow (for the Set Bonus)
armor:
Head: Kingo (for setbonus +15% Killing Strike Damage) or Tatenashi (for Setbonus Close Combat Damage +7,6%)
Torso: Tatenashi (inherit attack)
Arms: Warrior of the West (inherit attack)
Leg: Tatenashi (inherit attack)
Foot: Tatenashi (inherit attack)
Accessories
1st: Yasakani Magatama
2nd: up to you
Guardian Spirit
1st: Kara-jishi
2nd: up to you
Clan
Todo
Stats:
Body 11 (for non-forged kodama bowl)
Heart ~ Dump your remaining points here
Stamina 99
Strength 99
Skill 12 (for non-forged kodama bowl)
Dex 40
Magic 40
Spirit 30 (or 25 if you don´t wanna use bisha´s centipede or blue dragon)
this is probably my last for honor video for a while. Nioh DLC dropped yesterday and added a PvP-Mode. Time to dive into that!
tracks:
Noisia - Groundhog (Beat Juggle)
ozomatli f. cut chemist & charlie tuna from jurrasic 5 - cut chemist suite
update: meh, some text at 1:14 is out of the screen.
Here is what you have to do there:
at hit-confirm from your side-heavy (after gb) input another heavy-attack (R2) and unlock your camera (L2).
as requested, here is the video-guide for those filthy unlock-techs.
There are more but for this video, I´ll just cover those what are kinda useful (in my humbe opinion).
1. 720° unlocked spin
nasty shit! unparryable and looks super stylish. It´s not that hard to pull it off. After 20-30min against Bot-Isaac you should be able to perform it constantly. Just keep in mind that your guard-stance determines your rotation-startpoint. you basically wanna rotate your stick with your spin-direction.
2. unlocked whiff bait
I think this one is extremly useful and catches many opponents by suprise. I recommend that you go for the side-heavy (hyperarmor) instead the overhead (unblockable) because if your opponent takes the bait, he´ll most likely kick you out of your startup-animation with his punish-attempt. the side-heavy grants you hyperarmor so worst thing that could happen is a trade (oh, yea, and a parry)
yep, those are bugs/exploits and it´s a baaaad thing if you use them. however, all of those "techs" are 100% blockable so I don´t think they are broken.
big thx at freeze for helping me out with the footage-recording. Check his channel here:
youtube.com/user/fkkfreeze/about
also kudos at alphastrike for discovering the 720° combo. all credits to him.
If you haven´t already, check out his twitch-channel:
twitch.tv/alphastrike6
track:
Der Klan - Cool zu wissen (instrumental)
720° unlocked filthy alpha-spin in da house!
this tech is always unparryable, however you can easily block it. I have no idea how I should describe the required inputs for this tech so I´ll probably gonna make a video about it.
I know that a lot of you ppl don´t like those filthy unlock-techs and this is fine. yep, it´s most likely an exploit (however, still not confirmed from the devs afaik) and gets probably patched out eventually.
but there is other stuff in the game like softfeints and I refuse to use them (in casual duels) because they are confirmed exploits and also kinda cheesy. softfeinted gb into sideheavy for example is extremly effective and hard to counter.
for the unlock-tech however, all of them are counterable (just block) and better players will always play around them and punish you for it. Also they look stylish af and add something to kenseis kinda limited (viable) moveset, so I really don´t feel that bad for using them!
all credits for this tech to alphastrike6. check him out at twitch: twitch.tv/alphastrike6
tracks:
- kool moe dee vs reel 2 real - how ya like me now / i like to move it rmx
- marvin gaye vs gorillaz - i heard it through the grapevine / feel good inc
- C2C DMC 2005 Set (1st track)
yep, the 3rd side-heavy is under certain circumstances unparryable (if camera is unlocked and you hit your opponent at the right angle).
besides that, its an excellent bait.
1. light - unlocked light whiff - side heavy
almost everytime parryable but because of the hyperarmor, you can trade with your opponent if he falls for the bait
2. gb - side heavy - unlocked swirl side-heavy
unparryable if performed correctly. however, the animation is pretty weird if you do the swirl and it messes up your opponents parry-timing.
exploit? yea, probably! if you feel offended because of that, I highly recommend that you not watch this video.
track:
DJ Pfel - Solo Routine (rearranged)
EinsZwo - Liebes Logbuch (instrumental)
yep, the unlocked Hyperarmor Attack (3rd side-heavy in chain) is unparryable if performed right (keep the camera unlocked). the way I do it (relock camera) it´s still parryable (and ofc blockable) but because of the swirl-animation, the timing is messed up for my opponent. Exploit? yea probably but its pretty stylisch, don´t you think? xD
however, this is from an elimination-match so it doesn´t really fit in the mixtape-series
track. Enoko Jones FoSho - Txistorra
soundcloud.com/jonesfosho
tracks:
C2C - Dmc Dj Team World Champions 2005 Set (rearranged)
Greenbow - Blueberry
soundcloud.com/greenbow
tracks:
Dj Shadow ft. Mos Def vs. D-Code - Six Days vs. Annies Horn
Dj Shadow ft. Mos Def vs Beck - Six Days vs. Where Its at
some of those clips are without sound - IM SORRY :(
track: Dj krush - meiso (instrumental)
gb + topheavy (38dmg) + sideheavy + hardfeint + gb + topheavy (38dmg)+ kick + light attack (25dmg) + side-winder (30dmg | 25 base-dmg +20% way of the shark bonus-dmg).
if you connect every hit, you´ll deal 149(!) dmg in roughly 7 seconds.
this will 100-0 every opponent except shugoki (160hp) and lawbringer (150hp).
This is ofc not a guaranteed combo and there are several phases where your opponent can escape it. But if you manage to pull this off, you´ll deal a shitload of damage.
the top-heavy + side-heavy + feint + gb catches a lot of people by suprise. most players either try to parry it or dodge away and both give´s you a guaranteed guardbreak.
also you´ll probably won´t connect the last hit (sidewinder for 30dmg) most of the time because it´s easily blocked. but you´ll still deal enough dmg to 100-0 valk, orochi, nobushi, zerk and pk
be careful against chars with side-dodge attacks tho, because you´re not able to catch em before their iframes starts during your sideheavy-feint into gb attempt.
needless to say, don´t expect that your opponent falls twice for it.
track: Total Chaos - Das Mic (Instrumental)
Think I´m gonna stick with her for a while. Playing Kensei definetly helped a lot for those parries/feints and pulling those sweet combos off is pretty satisfying.
track: greenbow - solace
soundcloud.com/greenbow
with assassins (especially the berserker). There were some rumors that all classes with reflex-block
suffer from longer hit-stun duration and/or are unable to queue their guard-switch during hitstun.
Well, both is not true. The same rules applies to assassins as to all other classes.
Also during frame-counting I´ve noticed, that PKs followup (2nd attack) is 400ms (not 500ms).
If you take the average reaction-time (280ms) and 100ms stance-switch startup-time into account, there are roughly 20ms room for failure (1-2 frames on pc). on console, well... you´re probably screwed. Considering that you´ll probably have at least 20-30ms network-latency to your opponent...
track: Geraet - Looking for Sampo
soundcloud.com/geraet
Here are my observations regarding this mysterious guard-switch penality for certain classes.
There´s no penality or animation-lock for warden, conq, pk, warlord, zerk, valk, kensei and orochi.
It takes ~100ms from guard-input till active block-frames. they can rotate their guard as fast as they like. It doesn´t matter.
There´s a penality for nobushi, raider, lawbringer and shugoki.
To get a fluid guard-rotation in the long run, the delay between the switches must be at least 200ms. otherwise you´ll experience a skipped guard eventually.
This is not as bad as it sounds!
If you get hit, your guard-animation gets canceled and replaced with the stagger-animation. So you can react to the next hit from a chain like every other class with no penality (~100ms).
As long as you don´t spam your guard-switch, you shouldn´t experience any of those "guard-skips".
However, there is definetly a disadvantage if your opponent is feinting (a lot), because you´re forced to change your guard in quick succession.
To get the best results, I´ve rebound my guard-switches to the arrow-keys on the keyboard (up, left, right).
For Keyboard-Visualization, I´ve used Nohboard.
To avoid input-mistimings, I used different macros to send the guard-keystrokes to the forhonor-client.
So far I can tell, those are the values for guardswitches:
* neutral - all classes, 100ms
* after switch - warden, conq, pk, warlord, zerk, valk, kensei and orochi, 100ms
* after switch - nobushi, raider, lawbringer and shugoki, 100ms-200ms
Don´t take those values for granted! There are way to many possible deviations to get some accurate results (possible framedrops because of 60fps lock/vsync, possible framedrops while capturing, input-delay on the keystroke-macro, display-delay for the keyboard visualizer, weird and not 100% consistent guard-indicator).
To gather some accurate results, you have to test your guard-switch against an opponent who is actually hitting on your block-frames. but attacks are way slower (500ms) than blocks (~100ms) and I can´t think of a method to synchronize both actions correctly . You´ll probably need at least 3 opponents, spamming fast attacks from three different angles. But in this case you´ll get the "all-block" frames (vs. fighting multiple opponents) after a successful block and your values are probably worthless.
Also there are probably a few frames before active-block where you can initiate a parry. But I don´t know how far I can trust the visible indicator. Overall he seems to be pretty inconsistent (at least for guard-stance switches) and he´s also affected by your input-device (you have a different indicator behaviour on controller than on mouse and/or keyboard).
Whatever, in the end those things will put specific chars on a disadvantage, there´s no doubt about that! I honestly think that this is not intended and they screwed something up with the block-animation/block-hitbox layer. Or maybe they prioritized animations over game-mechanic (granted, it´ll probably look a bit weird, if lawbringers hallberd rotates as fast as peacekeepers tiny toothpick).
Also we still don´t know how exactly the input-buffer for this game works, especially on controller (how many commands in what timespan) and it´s also possible that there´s just a simple command-overflow/overwrite what results in this weird behaviour for certain classes.
track: soundcloud.com/bighatlogan/12-00-am
If you´re looking for some infos regarding frame-data, there are a lot of wrong informations and incorrect values around.
here are my findings in a nutshell:
Every light-attack from every class has either 500ms or 600ms.
The only exception is Kensei´s light-attack with 700ms.
500ms attacks are very fast and it can be a challenge to react to them constantly (depends on your reaction-time, guard-switch speed, platform, input-device, etc.)
600ms attacks are considered slow and it´s kinda easy to react to them constantly.
The class with the fastest attacks is the peacekeeper, simply because of her crazy 400ms zone-attack.
The worst classes (regarding attack-speed) are raider, conqueror, shugoki and kensei. No suprises here.
some people claimed that wardens top-light is the fastest or that orochi´s side-lights are the slowest (light) attacks in the game. Well, this is not true.
Also most published frame-values for certain attacks differs from each other. That´s because different people used different measurement methods on different platforms. Some started to count the frames based on the indicator and some on the visible start of the animation. Also on console (30fps) your values aren´t 100% accurate because you simply haven´t enough frames available to get some correct results.
Because of that, I´ve made my own tests for light- and zone-attacks. If we take a look at the recent patch-notes, we can see that every change from the developers is made in 100ms steps. I think it´s safe to assume, that every action/animation in this game is balanced and calculated around those 100ms-areas. To get 100% accurate results you´d have to datamine the framedata from the gamefiles (what is not possible yet afaik) so manually frame-counting is the thing to do!
To get the best results I´ve set both, the game and capture-device to 60fps. I´ve recorded and checked every animation three times to minimize wrong values because of frame-drops. With this method, there´s still a deviation for about 1-2 frames (I can´t eliminate framedrops completly that are caused by game-capturing because my capture- and editing software is limited to 60fps). so at least 96,666% of those gathered values are correct. And if we compare those values with the previously mentioned "100ms-areas", they fill in just perfectly. So im positive that those infos are correct.
I´ve counted the frames/length from animation-start (in most cases this is also the 1-2 frame gap between white and black indicator) until the hit on my opponents hitbox. So basically "just" the startup- and active-frames (and no recovery-frames).
Also because this game runs on different framerates (30fps on console and 60fps on pc), I´ve ignored the frame-values and just used the animation-length in ms. You can recalculate the frame-values by yourself if you wish to do so.
at console (30fps): 100ms = 3frames
at pc (60fps): 100ms = 6frames
I´ve also included the opponents point of view, so you can see how fast and scary some of those mixups are on the receiving end.
There are also more options, especially if you chain some of those mixups together. For example, with a full stamina bar you can go into "Guardbreak + Side-Heavy + Top-Heavy + Dodge-Softfeint + Swift-Strike + Top Heavy + Hardfeint + Guardbreak + Side-Heavy + Top-Heavy + Hardfeint + Top-Light (I´m still working on this combo and I´ll probably break my fingers soon).
Big thx @freeze for the help. Check his channel for some awesome ForHonor-Techs:
youtube.com/user/fkkfreeze
Track: BHL - ghosthill
If I compare those fights with the one from the beta, I can definetly see some improvement. But I still make soo many mistakes and there´s so much more to learn. I really need to get those unlocked ZA-cancels down and I´m also still struggling with my parry-timings vs. some faster classes/attacks (warden, pk, valk, orochi). But I´ll get there.. eventually.
edit: after rewatching the vid, ive noticed that I´ve screwed up some editing (black screen for a few secs in the middle and I´ve merged two clips way to fast into each other) but at this point I´m too lazy to rerender it all again. sry guys
edit2: shiat, I´ve totally forgot to add a fight with a lawbringer. my bad! but usually those fights are extremly boring to watch and last over 3minutes (can´t blame the lawbringer tho - he has nothing in his kit what allows him to go for a more aggressive playstyle).
tracks:
geraet - All Blues (Remix)
soundcloud.com/garaet
sixfingerz - It´s so hard
soundcloud.com/sixfingerz
TITLE: Curious
ARTIST: NICOLAI HEIDLAS
---------------------------------------------------
CC BY License 4.0
I´ve made so many stupid mistakes in the first two rounds - it´s embarrassing. But in the end I´ve kicked his ass, and thats what counts, right?
track: Sixfingerz - constrobuz
soundcloud.com/sixfingerz
Their Light-Attacks are way to fast to parry them constantly and once I´ve got locked in her wombo-combo, it´s basically RIP.
The fact that she can initiate her Shieldbash out from a Feint doesn´t really help.
After the Shieldbash, her followups are:
* Leg-Sweep
Nearly impossible to dodge it by reaction. However, if you dodge it you get a free guardbreak.
* Guardbreak
If you anticipate the legsweep and you go for the dodge, she´ll catch you in a guaranteed guardbreak.
* Light-Attack
She can also throw out another insanly fast light-attack and chain it into another leg-sweep.
This is basically a 33/33/33 option for her and you need a lucky guess or godlike human reactions to get out of it.
Well, with the Kensei you can use your Zone-Attack to disable her options. The hyperarmor starts almost instantly so regardless of her followup, you´ll tank right through it.
It´s also worth mentioning, that all your followups out from the Zone-Attack aren´t guaranteed and she can block/counter all of them. But you´ll get out of the 50/50 and can get back to neutral what is pretty neat.
There are probably other useful situations against other classes, where you can abuse the hyperarmor in your favor. Shit needs more testing.
thx to havok for the sparring and freeze for the lab-testing. check out their channels:
Havok: youtube.com/user/Churnie19
Freeze: youtube.com/user/fkkfreeze
track: Total Chaos - Das Mic (Instrumental)
track:
Supernatural - Buddha Bless it (Instrumental)
track: Midas - Don´t Hurry, Be Laggy
also working on that ZA-cancel mixups. as soon as I´m comfortable with the timing, I´m gonna try to pull it off unlocked.
track:
Greenbow - level
Greenbow - MFGreen
soundcloud.com/greenbow
definetly the best kensei-mirrormatch I´ve had so far in the game.
I´m enjoying the shit out of those kensei-mirrormatches. because every attack can get parried on reaction, you are forced to feint and mixup like crazy to crack up your opponent. top-priority is to land a guardbreak what opens up a shitload of options. But getting this filthy guardbreak isn´t always an easy task.
I also think that the kensei is the most balanced class in this game and for mirrormatches, they always feels fair to me and you can´t blame your opponent if you lose. Also I think that he is probably the best class to "git gud" with the game because your parry- and feint-abilities will improve a lot what comes also pretty handy on other chars.
If someone wonders why I don´t play nobushi anymore, the reason is because she sucks! versus better players, it´s extremly hard to land a parry because of their feints and your shitty guardswitch-speed. also every attack on the nobushi is unsafe and it´s kinda frustrated if you get parried out of a hidden-stance feinted light-attack. She´s great vs. not so experienced players, but a nightmare vs. better opponents.
tracks:
Enoko Jones FoSho - Memoria
soundcloud.com/jonesfosho
Geraet - Prominaltherapie
soundcloud.com/geraet
track:
EinsZwo - Schön das es euch gibt (instrumental)
playing wardens (and to some extend orochis) this way doesn´t require much "skill", but it´s insanly effective.
Now here´s the thing!
The Wardens top-light is fast, but you can block it on reaction (i highly recommend to adjust your Right-Stick Deadzone/Senitivity if you play with controller).
His Zone-Attack is way to fast to react to. But if you manage to block it, you can follow up with a guaranteed guardbreak.
So if you notice that the warden loves to throw out his ZA randomly, try to bait it! Switch your guard between left (ZA) and top (top light). Keep it primarly on the left side - just switch it to top occasionally to bait the ZA.
Versus better wardens, this strat didn´t work. They feint the shit out of you and good luck with blocking a top-heavy feint into ZA (especially as nobushi with 21 guardswitch-frames). It´s also very hard to outspace them because of the absurd forward momentum on both: top-light and ZA.
On paper, you wanna keep your block on the left (for the ZA), block/parry their top-lights on reaction and disable their vortex with hidden-stance.
If they start to unlock, sprint at you and do their running-attack 50:50: running attack (right) or zone-attack (left).. well. i have no clue xD GG i guess?
track:
greenbow - adios
soundcloud.com/greenbow
I´m Prestige 4 and all gear is upgraded for revenge (duration, attack, gain through defense/injury). This shit is really out of control!
Song:
Corelli - Concerto Grosso, Op6 no4 by Advent Chamber Orchestra is licensed under a Attribution-Share Alike 3.0 United States License. http://creativecommons.org/licenses/by-sa/3.0/us
http://freemusicarchive.org/music/Advent_Chamber_Orchestra/Selections_from_the_2005-2006_Season/Advent_Chamber_Orchestra_-_09_-_Corelli_-_Concerto_Grosso_Op6_no4
i know it´s legit and there are other ranged-ohko feats, but hell...
didn´t see that comin
edit: previous video-title was "For Honor | Valkyrie op, plz nerf (OHKO) ", but as you can see in the comments, many ppl didn´t read the video-description and assumed that I`m claiming a nerf for valk or something. So I´ve changed the title.
haven´t spent that much time with him and there are plenty of missed parry- and punish-opportunities. But still, I think some of those clips are worth uploading. If you don´t like the gameplay, stay for the music!
Also those Alpha/Beta Videos are by no means a "skill-showcase" or anything like that. I´m still scratching the surface and there is so much more to learn. For release, I´ll probably stick with the nobushi because I´m quite comfortable with her and I really digg her style (also afaik she´s the only char with a souls-like bow-emote).
Once I git gud (what may take a while) I plan to upload some unedited duels against skilled players and maybe throw out a character guide or two. We´ll see.
track: DJ Hero Soundtrack - Ain´t no Love (Remix)
while everyone is freaking out about the light-attack spamming nobushis, i think this class really shines, if you abuse your heavy attack dmg-potencial vs. bleeding opponents.
sure, it´s still possible to spam the kick-poke combo for easy wins against unexperienced players. but landing a parry, followed by an (almost guaranteed) guardbreak and an upperhead heavy-attack is so much more satisfying.
the basic strategy:
playing defensive and keep your distance. the maingoal is to apply bleed on your target. you can do this with slithering trust (as opener), cobra strike or vipers retreat. if you manage to land a guardbreak, you can follow up with a kick and an guaranteed cobra strike. your zone-attack also triggers bleed on the second connect. be careful tho, because this one is pretty telegraphed and kinda easy to parry/dodge (keep in mind that you can cancel the second hit of the ZA).
if your target bleeds, your heavy attacks deals significant bonus-damage (way of the shark).Once you´ve applied your poison, focus to land a guardbreak.
you can follow up with an guaranteed upperhead heavy-attack (highest damage hit) which deals a shitload of damage.
vs. better players use feints to place your GB.
against the rest try to parry for bonus-style points \[T]/
sidewinder form (your heavy side-dash attack) is also worth mentioning. huge range and damage - especially vs. bleeding opponents.
some final words regarding the hidden stance:
I still haven´t found any use for it. There´s no situation I can think off, where using hidden-stance will be a better choice than a parry or dodge (which allows you to land an (almost) guaranteed hit).
trigger the stance costs a shitload of stamina and also stops your stamina-regeneration for a few seconds.
also attacking from the hidden stance is really not that great (even if your opponent can´t see your attack-direction). it´s still a 50:50 because if your opponent keeps attacking, he´ll interrupts your attack-approach.
And you´re not immune vs. guardbreaks during your hidden-stance iframes.
Let´s be honest, the hyperarmor-kick out of the stance is kinda useless, because it´s very telegraphed and very easy to dodge (and punishable).
You can cancel some recovery-animations, but the stamina-tradeoff and animation-lock for the stance itself isn´t really worth it (imho).
I´m more than happy if anyone can convince me from any use for the stance, besides beeing fancy.
track: Greenbow - Mud
soundcloud.com/greenbow
From all classes I´ve tested so far, this is probably the most versatile.
Besides the nasty r1+r1+shoulderbash-loop, the warden has some pretty nice tools.
Crushing-Counterstrike (overhead-light attack = parry) is extremly useful.
light-attacks come out extremly fast and the heavy-attacks deal a shitload of damage. also superb defense and stamina.
overall, i think is is probably the best class to learn the game-basics and i wouldn´t be suprised, if the warden joins the top-tier pool a few weeks after release.
as you can see, I´ve spammed guardbreaks like crazy.
why? because it still works! it´s not that hard to counter the regular dash/guardbreak or dodge the charged one. but for some reason, some people refuse to adapt.
how to fight against the warden?
don´t use overhead-attacks! he´s moveset is pretty limited. take care about the guardbreak and if he´s going for a charged shoulder-bash (only charge-able after a dodge or attack), dodge sideways. don´t attack/guardbreak after a 2x-light attack - the warden can follow-up with a heavy-attack what deals a significant amount of damage. honestly, I´m not sure how to beat a competent warden yet.
song: Sixfingerz - Loner
soundcloud.com/sixfingerz
the combo:
1. r1 + r1 + r1 + r1 (optional)
2. square + r1 + r1 + r1
3. square + r1 + r1 + square
4. foward + x + R2
5. go to step 2.
the poke is strong with this one
if you wonder why I rarely use the hidden-stance:
i can´t see any reason to use it! it costs a shitload of stamina and there are two things you can do out of it:
hyperarmor-kick (nice but if you avoid the first hit from your opponent and he follows with a second attack, you´ll probably get hit during the kick-animation)
normal attack (with hidden-guard-direction). the same! if your opponent continues his combo after your dodge, you´ll most likely eat his second hit (startup for the poke from neutral position is not that fast).
but if you dodge an incoming attack, you can followup with a poke (with poison). if you connect with a second light attack after that, you can combo it straight to the hyperarmor-kick combo what guarantees you a follow-poke (poison).
if anyone found any useful tech around the hidden stance, please let me know!
how to counter the nobushi?
dodge sideways and get in her face! you shouldn´t have much problems if you play aggressive and always stay on her toes.
but if you let her get her distance - well...
if you play an assassin-class, counter her pokes with sideway-dodge + light attacks.
if not, block her initial poke (first hit is kinda slow and easy to telegraph) to break her combo.
you can also dodge her kick, what leaves her open for an guaranteed light-attack.
overall, i think the nobuchi is in a good spot. many ppl are saying that she is overpowered and way too strong. im not sure about this - its way to early to judge the balancing imho.
but from my experience, the peacekeeper and berserk are way more effective (regarding risk/reward).
song:
Jones FoSho - Dusty Grooves
soundcloud.com/jonesfosho
song:
Battlesnake
youtube.com/watch?v=ZM2_R76KuM8


