

Only from close range or near corner, micro walk forward to connect. (About the range of 5A)ĭash immediately after parry to connect, it covers similar range of the combo above. Issen follow up, needs to wait a little bit otherwise it would become n5C / 5B.Ĭonnects from close or mid range. Normal follow ups from low to high damage.

His UOH has amazing range making it hard to punish at long range. His parry is also a good one, it reflects projectiles and parry air normals, the follow up has to be done manually, see the combo section for more info. Some good mix from grab: 5B, feint, 2C (low). His 2C has amazing range to use as a punish or mix-up. Something to do, j.C pressure, suddenly empty jump and grab. The basic idea of his neutral is his j.B and j.C, most characters that lack a good anti air is hard to get around being pressured by j.C, and his j.B is an amazing air to air, or even use j.A to prevent people from jumping higher than him. Warden can pressure, with his shallow hop and his big buttons. Shoulder charge special is generally too slow to be practical.Lacks strong long-range and anti-fireball options.Awful recoil cancel options can be raw punished on most recoils.Guard point on cl.5B gives him unique anti-air and ground punishment options.Gets standing reset loops via target combos to continue pressure from punishes and throws.Shallow jump and great air buttons make for strong pressure can also zone people with j.B.Though he might struggle to get in on some character but he's a strong well balanced guy that you would like to try out (especially if you are a fan of For Honor).
#For honor warden full#
His mix requires some practice to be used at its full potential.

Overall, you will found yourself playing him for big damage and easy inputs. As one of the few characters with a command parry, his is one of the easy ones to use but it does require a certain knowledge for follow up attack, as it doesn't automatically follow up with attacks. This ability makes him one of the strong mix-up characters of the game. But he do not have to go for an overhead but can follow up with his long reaching 2C for a low or set up for a grab. His stand mediums, near heavy and dashing medium are able to follow up with another move that is an overhead, it will mostly hit if the opponent tries to move. His j.A and j.B are great moves for air to air so he doesn't struggle too much with other characters with amazing aerials.Īside from his jumps, his unique move set of command normals are useful for a mix of his own. He depends on his short jumps to apply constant pressure from the air, and to test the patience of his opponent to block the attack or the ability for them to anti air him. He is pretty well adapted to the game with his amazing aerial attacks as most of the characters in the game rely on.
#For honor warden series#
