For Honor - Year 5 Season 3 New Executions FRAME CHECKEDTheFilthySpaniard2021-09-10 | For all execution information, check the info hub: docs.google.com/spreadsheets/d/1GrDRm_2w-2bjt9vw0Jowd2xNzOJDDBH_MAXWbStzA_w/edit#gid=234349221PSA: Kensei Hitstun Changes (mostly) RevertedTheFilthySpaniard2022-10-25 | After the live update on 25th Oct, Kensei's chain heavies and dodge heavies now have heavy hitstun again - which means the finisher mixup is not as interruptible. This video breaks down the consequences.Kensei Dead-Angled Lights still possible after Y6S3 TU2TheFilthySpaniard2022-10-20 | I had incorrectly hypothesised that the changes to Kensei's hitstun on attacks that lead to finishers (chain heavies and dodge attacks) was done to remove the ability to dead-angle finisher lights, however this is actually still possible. Thanks to u/bigboiboaconstictor for pointing this out and prompting me to test it.
Also thanks to Ubisoft for Early Access to the patch, and to Freeze and Jones for helping record!Y6S1 Jormungandr Execution FramecheckedTheFilthySpaniard2022-04-22 | I should probably have waited a day and included this one in yesterday's video...
Anyway, there's a Jormungandr hero fest on at the moment, where they are discounted to recruit and also have a new unique execution. The values on this one are nothing special, kinda slow actually, but hey, it has lightning on it so that's something! Thank you to Bear for the footage!
Values can be also found in the info hub: docs.google.com/spreadsheets/d/1GrDRm_2w-2bjt9vw0Jowd2xNzOJDDBH_MAXWbStzA_w/edit#gid=516211921Year 6 Season 1 Executions FramecheckedTheFilthySpaniard2022-04-21 | Sorry for the delay with uploading these, I have been a bit more on top of adding frame data to the info hub, but I've been busy with real life stuff, as well as playing Elden Ring, and having COVID (I'm fine, no need to worry!). Being busy has meant I also didn't do a voice over for this one, as that takes a lot longer, and I just wanted to get it out there. This video has the Y6S1 executions, as well as a handful from the end of Y5S4.
The most notable aspects of the recent executions are a) that "Dutiful Concision" is the fastest killing universal execution at 2.2s, and because it heals 35hp, it's a good choice for Pirate and Kyoshin who otherwise lack fast killing executions, and b) the "Pirate's Sanction" execution was patched to no longer keep the opponent out of the game for longer than the Pirate - their respawn timer now starts when the execution ends for the Pirate, instead of 2.3s later as it was pre-patch.
0:00 - Intro 0:20 - Recent Shared Exes 1:45 - Y6S1 Time Limited Exes 2:18 - Unique Aramusha Exe 2:36 - Pirate Sanction UpdateFor Honor - Pirate Executions FramecheckedTheFilthySpaniard2022-01-29 | The Pirate's unique executions are a bit underwhelming in terms of stats, except for one of them, which lasts longer for the opponent than the user.
Thanks to Ubisoft for granting me early access to the Pirate, which was a great help in getting the info hub ready for the hero's release.Y5S4 Universal and Undocumented Execution Changes FramecheckedTheFilthySpaniard2022-01-06 | Y5S4 has seen the release of 2 new universal executions - and one of them - Chill Out - is quite good.
It's also seen at least 2 undocumented changes to HL's Bone Crusher, and Valk's Plant Your Flag executions. These have been sped up and now do not heal as much, which is a bit of a nerf, particularly to Highlander.
Credit to BeastyGunner400 and TheBumShackler on reddit for spotting these changes!Zhanhus Forward Dodge Mixup can be Avoided on a Single Dodge TimingTheFilthySpaniard2021-12-20 | Big thanks to Blitss for showing me this timing, and helping test and record!
By the way, let me know if you prefer this style of video with the voice over, or the normal "just music and text". Or where I can improve on it. It feels a bit more professional to put in a VO but it takes quite a lot longer, so I'm not sure if it's something I want to do every time, and feedback on that front would be appreciated. Thanks!
EDIT: as pointed out by C17H19NO3 in the comments, and additional option to fix the mixup would be to allow Zhanhu to soft-feint his forward dodge heavy into a GB, which moves the GB impact timing 100ms earlier thanks to removing the 200ms delay after a feint (but making the GB afterwards 100ms slower)Y5S4 Battle Pass Execution FramecheckedTheFilthySpaniard2021-12-17 | Sorry for the delay on posting this, was busy with Shinobi rework framecheck stuff, and didn't get round to buying the pass until yesterday.
In general, this execution has pretty standard values for a shared execution, nothing crazy on that front.[Fixed] Shinobi Spectral Kick is *literally* unpunishable by most of the castTheFilthySpaniard2021-12-16 | Turns out the riposte kick mixup has one option that is almost entirely safe...
This has now been fixed due to the smaller window to input backflip, and the increased whiff recovery of the kick.Undocumented Changed - Nuxia and Raider Zones have 433ms GB VulnerabilityTheFilthySpaniard2021-12-14 | Footage taken from Freeze's Raider Punish video: youtube.com/watch?v=M7Gu0s8-bB4#shorts Rework Shinobi OOS punishesTheFilthySpaniard2021-12-10 | Just a quick vid to show the new OOS punishes possible with Shinobi. Credit to Tetsuo for showing me these shortly after the rework went live, and to Birb for helping record!
Also that bone is not a whale bone - it's a femur, and whales quite notoriously don't have legs.Executions FRAME CHECK - For Honor / Dead by Daylight Crossover EventTheFilthySpaniard2021-10-22 | Thanks to Freeze for the background image!
Holding Backwards and pressing dodge to back dodge causes reduced i-frames, making backdodges fail. This is especially noticable trying to dodge chain bashes or lights, as it seems to effect the start of dodges more than the ends, but it also makes dodging in neutral harder as well.
To avoid this, you must side dodge, or dodge without pressing a movement button. This happens with controllers and keyboard inputs, and on PC as well as console.
The 2.30 patch notes stated that Storm Rush attacks have 400ms indicators, the same as a 500ms light - but actually they have 366ms indicators, 33ms faster than a normal light attack.
Just a video I whipped up for a bug report, hence why it's not the most well structured - thought I'd share it with the community too.
In summary, most Area of Effect Feats should really be called "Volume of Effect" feats, as they hit everything in a sphere around the central point. This effect is not stopped by floors or walls, and can hit players through scenery or on lower or higher areas. Feats that have a visible "explosion radius" will show it on level geometry, allowing you to see if you are going to be hit. Trap feats on the other hand, do not show this radius in advance, and can be undetectable if on the other side of a wall or floor. Some feats that leave being areas of effect, such as fire flask, do not show visuals for these above or below the default elevation.
However, damage drop off for feats that have that within their AOE, only counts horizontal distance from the explosion origin: if you are standing directly underneath a bomb feat like Igneus Imber, or Last Laugh, you will take full damage, even if you are at the edge vertically. Standing a long distance away horizontally will reduce the damage you take. Essentially whether you get hit at all is works like a sphere, but how much damage you take works like a cylinder.
An example of a feat that doesn't work like this is Jiang Jun's Fiery Barrage feat - it has some vertical range, but is actually a cylinder an estimated 4 meters tall, and doesn't normally hit underneath floors.
However, in general, you are fairly unlikely to run into feats hitting you through floors or ceilings, as there are not many areas in the game where two floors are separated by a short distance. River fort C, the lower entrance to Beachhead C, walkways by C on Harbor, and a few spots in Kazan Castle are some of the few examples that spring to mind. As for being hit through walls, most walls that separate areas are quite thick, taking up more of the volume of effect, and making it less likely you'll get hit - and at least you'll normally see the red area indicator first.Shug Headbutt 0m GBVTheFilthySpaniard2021-09-02 | reddit thread reddit.com/r/CompetitiveForHonor/comments/pgkmb8/shugokis_headbutt_has_0ms_gb_vulnerability_making
I want to thank Loodeelow for suggesting I test this, and helping record, big credit to him spotting this bug!
It would appear that Shugoki's headbutt has 0ms GB vulnerability on the move itself, rather than the standard minimum 100ms GBV that all moves have. This essentially means his dodge attack has 300ms of GBV instead of the 400ms that other dodge attacks with 300ms startups have (300ms from dodge + 100ms from the move itself). As well as the tests above, I have done some framechecking and can confirm this is accurate.
The video demonstrates some situations in which this 300ms GBV can be noticed. In addition to this, the 0ms GBV, plus the long delay window allows Goki players to side dodge on prediction, and then react to a GB symbol with the headbutt to easily beat feint to GB mix-ups - something that is much harder to do with other dodge attacks.
This is clearly a bug, and I have now reported it as such, so hopefully we will see a quick fix for it - remember that Kyoshin's 0ms GBV kaze stance light was fixed within a week! It does illustrate that a significant part of Goki's current meta strength is as a result of bugs, (guaranteed HB after dodge heavy, target swap heavy glitch, DE does not trigger revenge tags, etc) and when these are fixed (soon?) he will hopefully become less of a "must pick". Thanks for reading!Tiandi and Ara OOS lightsTheFilthySpaniard2021-08-31 | If you get an OOS GB, use your top light on Tiandi, and Side light on Aramusha!Framechecking Universal Executions of Y5S2TheFilthySpaniard2021-08-28 | Info Hub docs.google.com/spreadsheets/d/1GrDRm_2w-2bjt9vw0Jowd2xNzOJDDBH_MAXWbStzA_w/edit#gid=234349221
Oh and the 2 of these which we've tested are Out of Lock executions, and it's likely the other 2 will be as well.Defenders Spawn Advantage on Beachhead allows Contesting Attackers Initial Home Point CapTheFilthySpaniard2021-08-26 | This strategy is relevant particularly for competitive dominion, where optimal rotations normally only send 1 player to capture your own home point. If the attackers do this on Beachhead, the defenders can send a fast character up the mid-lane staircase to contest that capture, and deny the attackers a place to retreat to and heal after an initial midlane fight. The attackers can avoid this happening by sending 2 players to cap C, but that leaves them at a temporary disadvantage of 2-3 in the mid lane, as the defenders can easily re-route to mid and avoid wasting time going up to C point and remain in mid. However if the attackers do not know about this strategy, and fail to counter it, it can give them a really bad start to the match - especially if the Defenders send 2 players up to C and quickly gank the lone attacker who went there to capture it, which could leave the attackers double capped seconds into the game. The rotations from Attacker spawn to A point are far too slow to allow a similar strategy in reverse, meaning this map heavily favours the defenders.
Reddit thread here: reddit.com/r/CompetitiveForHonor/comments/pc4djc/defenders_spawn_advantage_on_beachhead_allowsKyoshin Patch 2.29.1 FramecheckTheFilthySpaniard2021-07-30 | This video goes into the frame changes that were made to Kyoshin in the 2.29.1 patch. It does not cover all the changes, because the vid was already getting super long and taking me ages, so instead I only really covered the changes in frame data, and some of their consequences. Check the vid linked below for a more thorough overall look
Thanks to Anemone, Mudbone, and Drem for helping record!
Also sorry that some of the footage is blocky and shitty looking, there is something messed up with my render settings... will try to sort it in future[Fixed] But I dodged that! - Why dodges in For Honor dont always work as expected...TheFilthySpaniard2021-03-11 | Dodges in For Honor will lose their invulnerability frames (i-frames) if they are shortened by an obstacle or any other reason. This includes dodging into walls; enemy or allied players, and minions; or up or down a slope.
Shorter dodges are particularly vulnerable to this, so back dodging is especially risky.
This can be exploited if you get an opponent stuck in a corner, and in team modes can lead to "body-block ganks".
Dodge attacks or other dodge moves such as Hidden Stance, maintain their i-frames, so can be used in situations where bashes would otherwise be impossible to avoid. Alternatively, you have to defend using interrupt attempts.
Or wait for this to get changed...
Thanks to Lord Dem, Senka, Mudbone, and SweatyKintama for helping record and test, and to Smart Jooker for giving me cause to test dodging on slopes
EDIT: this has finally been fixed, with the update at the start of Year 7! I-frames on dodges are now not removed by shortening the dodge.Back + Left avoids HL kick on some fast side walking charactersTheFilthySpaniard2021-03-09 | Due to the backwards movement when walking left (youtu.be/RBHvdqFgWtE), characters with fast side walk speeds can avoid HL's kick mix-up by walking back + left. These are PK, Shaolin, Glad, and Shinobi. For some reason, Shinobi can also just straight up backwalk the kick as well, despite his backwalk speed being standard...Waking Left also has significant backwards movementTheFilthySpaniard2021-03-09 | This video was produced for a bug report, hence the lack of music and even more basic presentation than normal. Nevertheless, I thought it would be useful to show to players so they know which direction is most optimal to use in which situation.[NOW FIXED] PSA: Revenge Damage Buff now Stacks Additively with other BuffsTheFilthySpaniard2021-03-04 | This seems to have changed since patch 2.25, and was not mentioned in patch notes, so is very likely to be a bug.