

Like the Conq, avoid the environment when engaging a Lawbringer. If he decides to parry an attack, he can follow with an unbreakable attack or an impale that pushes you backwards pretty far. This ability to immediately go on the offensive after blocking an attack is unique to the Lawbringer, and the options for combos out of the shove are varied, making the response a 50\50 at best. The shove can be initiated after a dash, or, more importantly, after blocking any attack. Ostensibly a counter-attacker, the Lawbringer has numerous combos built around his shove attack. Fuck Peacekeeper.Ī hybrid that was very weak on release, changes have seen the Lawbringer come into his own. It is not unusual to die from dots while the Peacekeeper does her damndest to make sure you can’t get within twenty feet of her. For the Peacekeeper, whenever she deflects, she can drive her sword into the enemy, causing them to bleed. Each assassin has different follow-up options. To Compensate, all assassins can dodge into an attack, an action called a deflect. Where other classes can set the direction of their guard and it will remain, assassin’s guard remain only a few seconds before needing to be reset. All assassins have what is referred to as a Reactive Guard. Her guard break can apply up to three stacks of poison. She has a sidestep heavy attack that allows her to dance around your attacks and deal damage. An assassin, her light attacks are dangerously fast. Avoid environmental hazards when fighting a Conq.

The bash can be dodged, and the heavy attack can be blocked, but if the conqueror manages to vortex you in a corner, you are in for a real bad time. The bash itself is unblockable, and drains stamina when it hits, but it also leads into a heavy attack that can combo back to the shield bash, rinse and repeat. The danger of the Conqueror comes from his shield bash. His light attack chain is infinite, provided he changes direction after each attack. His heavy attacks also have superior block on the beginning frames, allowing him to block an attack and attack at the same time.
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His zone attack is easily the worst of all characters, and the Season 3 patch managed to actually make it worse by shrinking the radius. The conqueror has an allblock stance, allowing him to block attacks from any direction. His shield staggers opponents when he blocks, interrupting combos regardless of the attack thrown. In a game with strong defense, the heavy Conqueror is king. Try an immediate light attack, if you’re lucky it will interrupt the vortex. This rock paper scissors makes the vortex very difficult to escape for some classes. Dodging beats the charge, but guard break beats the dodge.

In addition, the charge can be cancelled early by a guard break instead. If the warden uses the light attacks, he can immediately begin another shoulder charge. When it hits, the charge leaves his opponent unsteady, allowing either the double top light or a heavy attack. The distance can be increased by charging it. In addition, the Warden possess an unblockable shoulder charge. Opponents have to choose to block it or the double top light. The Warden’s zone attack is a quick right swing with a wide arc. His top light also leads to a second guaranteed light if it lands. His top light has a counter-attack property, letting him intercept a vertical attack and deliver a crushing blow of his own. The Warden is a straightforward, easy to learn vanguard, but like other simple classes, that doesn’t mean he is useless.
