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PATCH note 2.28.1 – for HONOR

PS4: 10.1Mb, Xbox One: 10.1Mb, PC: 10.1Mb


PATCH note 2.28.0 – for HONOR

PS4: 1.8Gb, Xbox One: 1.8Gb, PC: 1.9Gb



__CHANGES incorporated from the experimentation Grounds: __Top Light:Top light is currently 500ms (was 600ms)Top Light currently deals 12 damages (was 13) due to speed increaseTop irradiate now costs 9 stamina (was 12)Top light After Feint is currently 400ms (was 500ms)Top light After Feint currently deals 11 damage (was 12) because of speed increaseTop light After Feint now prices 6 stamina (was 9)Top irradiate OOS is currently 800ms (was 900ms)

Developer’s comment: These changes normalize all of Berserker’s neutral irradiate attacks, providing them every the same utility.

__Sprint Attack: __Sprint Attack selection increased come 2.5m (was 2)Sprint assault forward activity increased

Developer’s comment: Berserker have to now have the ability to catch increase to enemies fleeing fights much more easily.

__Dodge front Heavy: __Dodge Forward hefty Long street attack selection increased to 2.5m (was 2.25m)Forward movement throughout Dodge Forward hefty Long Distance increased to 6m (was 4.75m)Added rotation rate on miss recovery come ensure it appropriately rotates towards the locked target ~ above missFixed concerns with not moving correctly yet still registering a hitFixed concerns with absent but holding a direction that would weirdly snap you forward at the endFixed problems with default movement speed in ~ the end of the attackFixed worries that enabled Berserker to target swap as well late, causing an extremely glitched movement__Dodge forward Light: __Forward movement during Dodge forward Light boosted to 5m (was 2.25m)Set Attack range on evade Forward irradiate to 2m (was 2.5m)Attack is currently Enhanced__Side dodge Lights: __Are currently Enhanced

Developer’s comment: Berserker need to now be able to use your dodge attacks to both chase and permit their offense much more reliably.


__NEW CHANGES based on Testing Grounds Feedback: __

__Heavy Finishers __

Heavy Finishers need to now constantly connect when feinted to Guardbreak no matter which strike precedes it

Charge the the Oni

Recovery is 400ms (up indigenous 300ms), avoiding “infinite sprint”Super Sprint has actually feedback now

__Headbutt __

Headbutt has VFX now

__Demon’s adopt __

Demon’s embrace recovery is now 1300ms (down from 1500ms)After Demon’s Embrace, Shugoki have the right to block at 1000ms

__CHANGES incorporated from the trial and error Grounds: __

__Heavy assaults __

Uncharged heavy Finishers now have lessened rotation, permitting most heroes to be able to comfortably evade the attacksFixed issues related to strikes not hitting external targets since the trajectory was put too highAdjusted feint timings on Charged hefty Finishers come ensure the works properly (can now feint throughout charge, feint happens 100ms before clip ends)

__Headbutt __

Headbutt in chain is 500msHeadbutt now deals 10 damageHeadbutt no longer stuns or deals stamina damage

__New move: dodge Forward Headbutt __

Attack is 500msStarts 300ms into front dodge

__New move: dodge Side Headbutt __

Attack is 533msSide Dodge now branches to Headbutt native 300 to 500ms (was indigenous 300 come 600ms)Side dodge Headbutt miss out on recovery branches to heavy from 100ms come 600ms

Developer’s comment: Shugoki’s Headbutt is currently used in many much more situations, and also as together it needs to be much more of a hazard than previously.

New move: evade Forward HeavyAdded new attack: dodge forward heavyAdded Uninterruptible stance on evade Forward hefty at 400ms into the clip

Developer’s comment: these brand-new dodge attacks should provide Shugoki with enough alternatives to properly counter opponent bashes and opponents who often tend to roll away too much. It additionally gives Shugoki a neutral opener, i m sorry should assist him flow better into his offense.

__Dodges __Fixed branching speed on left/right dodges to be regular (they are both at 300ms now)__Demon's adopt __Now reflects the Unblockable symbol during the initial part of the attackNo longer has variable duration and reach - that is now fully static at 900ms (the ahead shortest duration)Now deals 20 damage and also heals for 10 (down native 22 damage and heals for 18). This is to compensate because that the strike being accessible from light Parry.Now only accessible from down + GB in neutral and also after a throw (removed branching native front dodge)Now has no armor whatsoeverNow recovers stamina for the opponentAdding links to Demon's embrace from feint clips because that input comfortFixed an insect on movement

Developer’s comment: These changes are aimed at making Demon’s adopt the ganking relocate it must be; its place in chains together a soft feint stays clear of it from being a thoroughly ganking move.

__Charge the the Oni __Charge that the Oni is no much longer an strike - it is accessed v tapping the Sprint button while sprinting, similar to Shinobi. The relocate no longer has actually dodge frames, bumps, etc. It is now a \"super sprint\" move.Shugoki cannot do Charge the the Oni if OOS

Developer’s comment: Shugoki has actually a challenging time performing his rotations – going indigenous the lane to a side suggest or indigenous side allude to side point; with this, Shugoki gains an ability similar to what Shinobi possesses and also is able come move roughly the battlefield much more swiftly.

Zone AttackZone assault now properly branches come finishers in ~ the correct timing (frame 166ms)__Light attacks __Removed Uninterruptible view from Neutral LightsRemoved Uninterruptible stance from OOL Lights

Developer’s comment: This helps avoid frustration while fighting versus Shugoki, who can hit light on reaction come anything his enemies threw.


__NEW CHANGES based on Testing Grounds Feedback: __

__Skewer __

Skewer currently generates 30 point out of Revenge

__Dodge Melee __

Now transaction 10 stamina damageNo much longer stunsNo longer pauses stamina regenerationForward dodge Melee is now 500ms, have the right to branch native 300ms to 500ms in front dodgeSide dodge Melee currently occurs in ~ 300ms in the dodge (is no much longer delayable)

__Toe Stab __

No much longer Unbalances enemies who room OOS

__CHANGES combined from the testing Grounds: __

__Toe Stab __

No longer prevents ExecutionsNow transaction 10 damage (was 6)Now chain to heavy Finisher and also Skewer (at 300ms)

Developer’s comment: Fuscina Ictus now deals a much more respectable amount of damages while improving its ganking ability.

__Zone assault __Now chains to hefty Finisher and Skewer at 100ms

Developer’s comment: Gladiator now has much more ways to go into chains and initiate Skewer and other species of pressure.

__Skewer __Now expenses 12 staminaBind fight Reaction the plays on exit from Skewer when the Gladiator Dodges has actually been reduced to 400ms (was 800ms) to remove the ability to combo through Dodge Light

Developer’s comment: Skewer have to now it is in much more usable together there room multiple ways to begin the attack, and also as such it is now more in-line with various other attacks.

__Side dodge Lights __Now have Dodge active from 33ms come 233msSide dodge MeleesNow have Dodge active from 100ms come 300msNow chain come SkewerNow have actually 2.75m range (was 2m)

Developer’s comment: These alters are aimed at making Gladiator much more in-line with various other heroes in regards to their evade attacks, while additionally granting Gladiator much more chase.

__Front evade Light __2nd activity phase currently moves 4m front (was 3.25m)Light AttacksNow chain come Skewer at 100ms (to for sure Feint to GB can connect)


__NEW CHANGES based on Testing Grounds Feedback: __

Forward Movement

Added extra forward movement to Neutral side Heavies and Neutral heavy Feints come ensure Feint come GB works within typical distancesHeavy Finishers now relocate forward an ext during the attackInfinite irradiate Chains now relocate forward more consistentlyInfinite heavy Chains now relocate forward much more during the attack

__Top heavy __

Top hefty now transaction 24 damages (was 22)

__Forward evade __

Front evade now has actually defense and also can block when dodging

__Fury Unleashed __

GB effort no longer bounces off

__CHANGES integrated from the testing Grounds: __

__Blade Blockade __

Blade Blockade have the right to now be accessed after ~ 100ms in any type of attack's recovery on hit/miss/bad block

Blade Blockade irradiate follow-up is now 333ms and also deals 20 damage (now guaranteed)

Blade Blockade light follow-up stamina price is now 9 (was 12)

Blade Blockade light follow-up is now considered a light attack

Blade Blockade light follow-up now reasons a tool reaction (was Heavy)

Blade Blockade heavy follow-up is currently 333ms, has zone properties and also deals 16 damages (now guaranteed)

Blade Blockade follow-ups now constantly happen in ~ 300ms in the tongue Blockade window (gives a lot more input comfort)

Ring the Bell removed from tongue Blockade, and is currently a soft-feint from heavy Opener and also Dodge front Heavy

Developer’s comment: These changes should enhance Blade Blockade to where you usage the proper follow-up depending upon the situation, making blade Blockade much easier to access.

__Ring the Bell __Ring the Bell gotten rid of from blade Blockade, and is now a soft-feint from heavy Opener and Dodge front HeavyFixed Ring the Bell damage timing to be on fight (rather than start of the bind)Adjusted conditions on infinites come chain ~ Ring the BellRemoved Uninterruptible stance from Soft Feinted Ring the BellRing the Bell currently deals 12 damage

Developer’s comment: Aramusha currently gains a tool to both open up up opponents also as set up ganks.

__New Move: next Dodge heavy __New assault - Side dodge Heavy. Evade frames and also iframes happen at 200ms throughout side dodge, and the strike is 600msRemoved links to front evade side attacks

Developer’s comment: Aramusha need to now it is in able to address opponent bashes and initiate his offense better.

__Dodge Forward heavy __Dodge front Heavy's armor currently starts in ~ 400ms (was 100ms)Added ability to carry out Ring the Bell Soft Feint from dodge Forward HeavyDodge Forward hefty is now 800ms (was 600ms, to assistance the Soft Feint)Dodge Forward heavy now moves 4m front (was 3m)__Light assaults __Bug Fix: Neutral Lights now have suitable dodge time (was 100ms after start of parry, now starts in ~ parry timing)Bug Fix: addressed inconsistencies top top branching come light strikes in recoveries__Heavy strikes __Bug Fix: gotten rid of branching to evade on Neutral Top hefty Miss recoveryBug Fix: boundless chain top heavy dodge home window fixed (was 100ms after begin of parry, currently starts at parry timing)__Chain circulation __Removed hard flow to height from sides. Aramusha have the right to now easily chain to any type of other directionStaying in the same direction gives a heavy Finisher, however otherwise continues the boundless chain

Developer’s comment: This removes the require for Aramusha to carry out Side -> top -> next to proceed his infinite chain. This should alleviate some the the predictability and also give brand-new options in group fights.

OOL ChainOOL chain currently chains left->right->left->etc (and no much longer uses optimal Light)

Jiang Jun

NEW CHANGES based on Testing Grounds Feedback:Dou Shi’s ChokeNow deals 30 stamina damages when fully held

Developer’s comment: Dou Shi's Choke to be dealing too much Stamina damages when used. This should bring it more in line with various other stamina draining attacks.

Sprint Attack

Bug Fix: resolved an problem that was reported via bug reporter that Jiang Jun's security break will bounce turn off the adversary every time once performed after ~ feinted sprint strike - by transforming the strike come a medium Hit Reaction (was Heavy)

Side Heavy

Stamina price is now 12 (was 30)

__CHANGES integrated from the trial and error Grounds: __

__Heavy attacks __

Top heavy Starter is currently 800ms (was 900ms)Top heavy Starter damages is currently 24 (was 27), because of speed increaseLeft/Right heavy Starter are currently 900ms (were 1000ms)Left/Right heavy Starter damage are currently 27 (were 32), due to speed increaseHeavy Finishers now Soft Feint come GB at the very same timing together branching come Feint and also Sifu's PoiseNormalized Heavy assault stamina costs (Starters and Finishers) come 12. Stamina costs were a bit over the place (Tops were constantly 12, yet sides were sometimes 24 (after Zone strikes mostly), sometimes 28 (when chained normally)Adjusted left/right trajectories to fit appropriately with attacks (increased side variety on right heavy, front selection on left heavy)

Developer’s comment: Jiang Jun can now usage his Top heavy opener together a Guard break punish and also his Side heavy openers as Light parry punishes for extra damage. Also, Jiang Jun should have the ability to catch enemies with Guard break from the Finisher.

Jiang Jun’s stamina punish on his next Heavy assaults is no much longer relevant through the main point Combat Update; lock retain your properties yet now price the conventional amount the stamina for heavy attacks.

__Dodge Forward hefty __Dodge Forward hefty is currently 600ms (was 1000ms)Movement phase on dodge forward hefty is currently a single phase the moves 4mRemoved Feint and also Soft Feint from dodge Forward HeavyDodge Forward hefty now have the right to start at 200ms into the dodge__Kick - dodge Forward Melee __Uses kick animation500ms strikeBegins 300ms into front dodge, chains to openers, and also guarantees a lightDeals 20 stamina damageNo longer avoids Stamina rejuvenation for 1.8s

Developer’s comment: These alters are twofold: Jiang Jun now gets a more reliable opener through his Kick too as much better chase through his evade Forward Heavy.

__Dodge Heavy/Light __Added links to Sifu's Poise indigenous miss/hit/blockSifu's PoiseSifu’s stance Zone strike is now UnblockableSifu's view Zone attack reduced knockback come ensure a follow-up heavy finisher soft feinted come GB will connect

Developer’s comment: This lets Jiang Jun be an ext effective in team fights by throwing multiple, target-swapped unblockable attacks and also be threatening versus external opponents.

__Sprint attack __Bug Fix: resolved an issue that to be reported via pest reporter the Jiang Jun's security break will bounce off the foe every time as soon as performed after ~ feinted sprint assault - by changing the strike to a medium Hit Reaction (was Heavy)Dou Shi’s ChokeRecovery is currently 300ms longerNo much longer gives free hits as soon as it lands

Developer’s comment: This makes Jiang Jun need to decide which alternative to do after a parry. Dou Shi’s choking is no longer the best option ~ every single Heavy Parry.


__NEW CHANGES based on Testing Grounds Feedback: __

__Rei kick __

Now deals 10 stamina damage (was 15)No much longer pauses stamina regenerationRange is now 2 (was 1.6) to protect against backstep

__Sweep __

Now deals 10 stamina damage (was 30)No longer pauses stamina regeneration

Infinite Chain Attacks

Now deals 22 damage (was 24)

New Move: Side evade Heavy

Now transaction 14 damageNow branches from dodge at a addressed 300ms (was 200ms-400ms)Improved the computer animation transitions

__CHANGES combined from the experimentation Grounds: __

Chain Starters

Zone strike is currently a Chain StarterDodge Forward hefty is currently a Chain StarterSprint strike is currently a Chain Starter

Developer’s comment: This allows Hitokiri chain into their boundless chains an ext easily and also apply an ext pressure overall.

__Zone assault __Zone strike now forces a medium Hit Reaction (was Heavy)__Dodge Forward heavy __Dodge Forward hefty now forces a medium Hit Reaction (was Heavy)New Move: Side dodge Heavy__600ms strike __Hits on opposite side of dodgeIs a Chain StarterBranches indigenous 200ms-400ms

Developer’s comment: Hitokiri now has tools to manage bashes and can usage this come initiate offense an ext effectively.

SweepNow chain to unlimited Chain at 300ms, delayed till 400ms, delayable till 600ms. Assures Chained hefty after SweepNow chain to T4 at exact same timing as hefty Chained

Developer’s comment: These transforms make Hitokiri’s Rei Kick/Sweep mix-up much more potent and push in the direction of the limitless chain in a an ext consistent manner.

__Chain Heavies __Uninterruptible Stance starts on switch releaseSide Chained heavy forward activity is now 2.5m (was 2m)Side Chained heavy trajectory angle is currently 10 (from 30)Side Chained hefty trajectory with is currently 1 (up indigenous 0.8)

Developer’s comment: Hitokiri need to now be able to use their Infinite heavy Chain attacks much more effectively in team fights.

__Sprint attack __Now chains to OOL chained attacks__OOL Top heavy __Bug Fix: OOS Neutral Top heavy is currently 1100ms (was 1200ms)


__NEW CHANGES based on Testing Grounds Feedback: __

__Zone attack __

Zone strike is now 600ms (was 500ms in the trial and error Grounds)

Dodge forward Heavy

Dodge Forward heavy now deals 24 damages when performed after a premium Block (was 30 in the experimentation Grounds)

__Subduing punch __

Subduing punch no longer has Uninterruptible Stance during its recovery

__Dodge strikes __

Dodge assaults remain as Light Parries

__CHANGES incorporated from the trial and error Grounds: __

__Dodge Cancels __

All evade cancels take place at 333msAll attacks including Finishers have the right to now be dodge Cancelled

Developer’s comment: Zhanhu can now dodge-cancel all of their recoveries, consisting of Finisher recoveries, to continue to be on the move and also apply pressure to opponents.

__Dodge assaults __Side Dodge attacks are currently enhancedForward dodge Light is currently 500ms (up from 400ms) (this is so it isn't frame advantaged)

Developer’s comment: Zhanhu’s Dodge strikes should now be more secure to use, and Zhanhu can now additionally use their Palm strike to open up opponents.

Subduing BlowMoved Subduing punch to prior DodgeStrike is 500msBegins 300ms into dodge (can it is in delayed until 500ms)Chains come OpenersGuarantees Light and Zone on HitRemoved links from DeflectsDodge AttacksAll dodge assaults were meant to count as hefty parries in the experimentation GroundsSuperior Block Dodges currently make followup strike UnblockableAll Light and both Side heavy Superior Block evade followups deal 22 damageFront hefty Superior Block evade followup transaction 30 damage

Developer’s comment: Zhanhu no longer has Palm on exceptional Block dodges but can currently guarantee damage when they efficiently block.

__Finishers __Right heavy Finisher trajectory is now similar to LeftLight Finishers are now 566ms (were 600ms)Zone AttackZone assault is currently 500msNeutral LightsChanged block motion on neutral lamp to 2m (was 1m) for front/side/backCan now do backstep light


RocksteadyREMOVED – changed by “Short-Tempered”“Passive | deal (20%) an ext damage for a brief duration ~ taking damage from an foe (hero)”

Developer’s comment: Rocksteady was a ‘problematic’ feat, matched only by thick Blood. Both tasks had totally obliterated entire opponent move sets, do Bleed heroes obsolete (for thick Blood) and also heroes who need an Unbalance to with their special moves useless (like Caber Toss offering no damage). There’s no defending the old functionality of these 2 Feats, and now players and also devs alike deserve to sleep soundly at night discovering that they room both unable to do forever.

“Short-Tempered” we feel will keep few of the flavour the Rocksteady, in that when you get hit you will then get a benefit. Unequal the unhealthy action of Rocksteady, Short-Tempered services you a tiny bit no matter what hero you face, and never obsoletes an enemy.


Developer’s comment: While us strongly believe that this innovation will greatly limit the instances in which football player can end up being stuck or reach the end of map locations during a fight (most notoriously as result of Bashes), we invite you come report any new issue of this type on for Honor an insect Reporter.


To provide more transparency a pop-up now educates the player the his player report has led to an investigation and also potentially one action

Developer’s comment: give thanks to you for your reports! we will proceed to monitor because that Honor for unreasonable behaviors, as well as take action as necessary to preserve the truth of game.



Bug Fix: resolved an problem that brought about Vicious Impale to starts 33ms also late


Bug Fix: fixed an problem that brought about the camera edge to be turn off in the fight Pass Emote Mood results when a combine Emote to be equipped



Bug Fix: fixed an worry that brought about inconsistencies for the facial expression that the Shaman in plenty of Outfit Thumbnail's in the Barrack