For Honor Testing Grounds update is now available across all platforms and it brings some notable changes to the gameplay and characters.

Team Fight from Ubisoft shared a detailed version of their roadmap for the For Honor Year 5 Season 2, Mirage, including all the release dates for the game's upcoming content and title updates.

The current update delivers Orochi, Shinobi, Raider, and Option Select changes to the game. Without further ado, let's see what changes have been made.

For Honor Testing Grounds Update Patch Notes

Raider Changes

Storming Tap

  • Now 400ms, down from 500ms
  • Now no longer interrupted on non-Superior Block
  • No longer has variable timing as a soft feint from Heavy Attacks
  • Now deals different damage when using Soft Feint version and Dodge version

Uninterruptible Stance Timings

  • Adjusted Uninterruptible Stance during Heavy Attacks to always start at the feint timing instead of at various timings depending on the attack

Zone Attacks

  • Raider’s Storm now costs 12 stamina, down from 50 stamina
  • Raider’s Fury now costs 12 stamina, down from 35 stamina

Stampede Charge

  • Now 500ms, down from 600ms

Top Lights in Chains

  • Now 500ms (down from 600ms for 2nd and 700ms for finisher)

Top Heavy Finisher

  • Now 900ms (down from 1000ms)

Raider Changes

Cancel Attack Recoveries into Dodge

  • Can now cancel all non-Dodge attack (including Storm Rush) recoveries on Hit/non-Superior Block/Miss into Dodge

Light Attacks

  • Removed Light Finisher
  • Every non-Bash Opener now guarantees a combo Light attack that counts as the 2nd hit in chains

Storm Rush

  • Now accessible from Front Dodge as well as Back Dodge
  • All 3 sides are now 600ms total with 400ms of visible indicators (changed from 500/600/700ms)
  • All 3 sides are now Undodgeable
  • Now costs 12 stamina to enter and 10 to feint. No other stamina costs.
  • Was 10 to Enter, 12 to attack, 20 to feint

Front Dodge Kick

  • NEW OPTION: Front Dodge Kick
  • Performed by hitting Guard Break during Front Dodge
  • 500ms, can be performed at 300ms in Front Dodge and can be delayed until 500ms
  • Gives a guaranteed 2nd non-Combo Light on hit

Riptide Strike

  • Now 500ms, down from 600ms
  • Now has iframes for 300ms (previously did not have any)
  • No longer interrupted on non-Superior Block

Side and Front Dodge Lights

  • No longer interrupted on non-Superior Block

Side Heavy Finishers

  • Now have larger trajectories
  • Now moves forward more

Deflect Attacks

  • Removed Hurricane Blast (Heavy Followup)
  • Wind Gust now forces a reaction on the opponent and guarantees a Combo Light attack

Shinobi Changes

Ranged Attacks

  • Removed Charging Heavy Attack from neutral
  • Removed Ranged Guardbreak
  • Ranged Heavy Attack is now a Melee and is only accessible after a Front Kick, Side Kick or Back Flip
  • Ranged Heavy Attack can be target-swapped

Kicks

  • Front Kick can now be performed after a single Front Dodge
  • Side Kick can now be performed after a single Side Dodge

Chains

  • Light Finishers now chain to Sickle Rain
  • Combo Lights now chain to Sickle Rain

Sickle Rain

  • Top Heavy Finisher is now Unblockable
  • Top Heavy Finisher is now 800ms (up from 700ms)
  • Side Heavy Finisher is now Undodgeable
  • Additional hits for Sickle Rain no longer need strict timing
  • Guardbreak now leads to Sickle Rain

Front Roll

  • Now chains to Flip Kick earlier
  • Now chains to Sickle Rain
  • Now accessible after a Back Flip
  • Can be target-swapped after a Ranged Heavy attack or Back Flip

Flip Kick

  • Now guarantees a Combo Heavy attack on hit

Sprint Attack

  • Replaced Sliding Kick with a new Sprint Attack
  • New option is still a Bash but no longer unbalances opponents
  • New option now also leads to Combo Heavy on hit

Combo Heavy Attack

  • NEW OPTION: Combo Heavy attack
  • Accessible by pressing Heavy after a Flip Kick or a Sprint Attack
  • Chains to Sickle Rain

Back Flip

  • Now only accessible on Hit only from any attack except Ranged Heavy
  • Now chains to Front Roll

Deflect

  • Teleport now needs to be activated using Guard Break input (no longer automatic)
  • Now chains to Heavy Finisher

Teleport Kick

  • No longer guaranteed after a Teleport
  • Ranged Heavy attack followup is now always guaranteed

Shadow Strike

  • Now chains to Teleport Kick
  • Now chains to Sickle Rain

Option Selects - Testing Grounds

  • We are introducing new tech in this Testing Grounds that lets us eliminate Parry Option Selects from the game. This ensures that offense is more potent, especially Unblockable offense, and has the potential to have large changes to the game’s meta at the skill levels where they are used.
  • To achieve this, we’ve ensured that when players enter inputs where one of the multiple outcomes is a Parry (outside of normal Parry attempts), said Parry is ignored and will not be performed. This means that when performing an Option Select, the non-Parry option will always occur. If you throw a Heavy Attack and feint it, your opponent will STILL perform the non-Parry option; if you let your attack go, however, the non-Parry option will get stuffed.
  • It is important to note that Zone Option Select, the most prevalent Option Select in the game (due to its ease of use) is also affected by this change. We are aware that some players advocate for keeping Zone Option Select in the game while removing the other, more egregious forms of Option Selects; in this case, our tech also disables Zone Option Select in general.

The changes in the Option Select are big enough to receive a probable amount of negative feedback from the players, however, we should wait and see how this affect the PvP battles.

For Honor is now available on PS4, PS5, Xbox One, Xbox Series X, Xbox Series S, and PC. If you are an Xbox Game Pass subscriber, you can play it for free.