For Honor - Framedata & Animation-Length | Light- and Zone-Attacks

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For Honor
Game:
For Honor (2017)
Duration: 6:55
5,209 views
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chart: http://i.imgur.com/0wOPGfK.png

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







Tags:
for honor
framedata
animation
frames
light attacks
zone-attacks
zoneattacks
lightattacks



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