After initiating a GB (the GB animation itself is completely canceled in this scenario); 11. For Honor Revenge Mode: How to activate Revenge Mode. However, you cannot revive teammates that have been executed. So don't wait too long to use it once the gauge is full or it might deplete before you have a chance.To perform a throw, you'll have to break their guard. GLOSSARY. There's just no coming back from that.Each time you evade an enemy attack you will fill up your Revenge Mode meter a little more. After blocking an attack… Guarantees GB against attacks that have 600ms or more of block recovery, but against 600ms of recovery the ReAct must be nearly instant, if not actually instant, which makes it rather inconsistent and unpractical in an actual fight (examples of attacks with 600ms of block recovery: Nobu’s Side Heavies, Conq’s Heavies, PK’s Heavies). Then, hit that same button again to perform a throw.So, why perform this move? This includes every type of recovery, like:After an attack (every type of attack, so includes bashes as well) hits/gets blocked/whiffs; After initiating a dodge (the dodge animation itself is completely canceled in this case, at any point after input); 3.After parrying. Here i’ll leave registered everything i could gather about Revenge, it’s activation and their “interactions” with other stuff. Your Revenge Mode gauge must be filled before you can do this. After being guard broken. For Honor's 'recruit' system - where you pay 500 units of steel to unlock a character - is a little misleading. In both cases it kicks off instantly after your “move” or “attack” starts. The Revenge Meter To prevent (somewhat) bad play, there’s a Revenge meter, which gets replenished as you block attacks from more than one opponent. Experience the chaos, fury, and brutality of battle where you and your friends cut a bloody trail of carnage as brutal Vikings, deadly Knights, and cold-blooded Samurai. For Honor Revenge Mechanics Guide by EPGKIN. For starters, revenge is in brawl which is just stupid from a gameplay perspective. Basically the ‘real’ stagger shows to be 1300ms for Heavy parry and 1600ms for Light parry, which means that minus 300ms of startup and so u end up with 1000ms for Heavy parry and 1300ms for Light parry. For Honor is a melee action game from Ubisoft featuring Vikings, Knights & Samurai, available now on PS4, Xbox One & PC! GB immunity and SA starts instantly after the charging input is registered and the move is initiated. current revenge: full health shield, slippery, knockdown parry on activation current issues with revenge: -feels inconistant to get (can external parry multiple moves and not get it) -is EASILY countered by bash spam, your attacks are … Tho i’m a bit confused about it, cause it isn’t exactly Superior Block since ur enemy’s attack simply continues through (if its a Heavy, since Lights bounce off as usual), but you aren’t affected by any sort of “blocking stagger”, so idk what it is, just know that it exists and what it can do for u.
Keep in mind that there are probably still some other stuff to discover and register, but i’ll be happy to update this list at any time. However, a freshly bought Hero starts out with only one for each rank, and will have to earn more by leveling up their Hero out of Reputation 1. If done correctly, the enemy should stagger for a moment, giving you an opportunity to follow up with a combo and ruin their day.Â
This instance creates a nice mindgame where you’re kinda “forced”, or more like “induced”, to either activate revenge or not based on what ur opponent will do, cause if he continues with his attack u want to activate it, but if he faints his attack u will have wasted your RevAP and so, on the other hand if he faints and you don’t activate revenge he will have missed a punish and u would have remained at the advantage with revenge being ready to be activated (which is very threatening, especially considering that it does not decay overtime if you’re in “combat”). Be part of the For Honor community and get exclusive info, game updates, development news, behind the scenes and more! If there's a skull icon, that means they're permanently down for the count â and probably headless. So make sure you are successfully dodging and blocking attacks if you're interested in making full use of this gauge, which will be an integral part of your arsenal going forward. Different combinations of equipped gear will also make a difference as to how quickly your gauge will fill up. When being “CCd” with attacks like DE, Long Arm,Caber Toss and so on, Revenge will only be able to be activated after you’ve already hit the ground, but it still cuts all the “on-ground” and “wake-up” animations. • After any faint, while you’re in Revenge, u gain some type of weird “superior-block”, that looks more like a deflect on Zerk, that kick offs instantly after the faint has ended and apparently lasts for only 100ms, cant say for sure tho, it is indeed inconsistent, but anyway it exists… and also confirms GB when u block an attack with it. • When doing any “charging” or “holding” movement in revenge, u have SA and are immune to GB (if opponent tries to GB it simply whiffs in the air), but that doesn’t work with Stances that only requires you to hold the Guard Stick down. The way this works is that, while ‘practically’ saying, Heavy and Light parry sttagers are effectively 600ms and 900ms respectively, this number is counted just after we (the one who parried) isnt doing the parry animation anymore, but if u use ReAct to cut that animation, which lasts for a total of 600ms after the instant at which the parry happened, u end up seeing the “real” parries stagger; 7. All of your attacks will also be invulnerable to interruption. As you can imagine, Revenge Mode can turn the tides of battle very quickly.
Which is Top Light (26)→ Top Heavy (59):