Hello everyone, it’s me, Mege! This guide has been on my “to do” list for a long time! I wanted to really understand Lawbringer, before making it. Still, just like my Warden’s guide, some things might change in the future, or maybe I’m simply not aware of them at the moment. If that turns out to be the case, please forgive me! Also, as many of you already know, English isn’t my native language, so please understand that there might be some errors and mistakes in my pronunciation. So, without further ado, let’s jump right into it. Just like last time the guide will be divided into 3 parts: Lawbringer’s moveset analysis, playstyle, and some practical tips. Also a very big thank you to Cava, who helped me out record all of this. First, Light Attacks. Side Light Attacks are overall pretty slow and not very safe to use in neutral. I personally throw them out to catch dodging opponents, or to start combos. They’re a good way to mixup your combo approaches, but we’ll talk more about this later.

Lawbringer’sTop Light, or “Death Poke” as I call it, is his best move in neutral. It comes out deceptively fast, and it’s kind of hard to parry, even if the opponent expects it. This doesn’t mean you should abuse it of course. Since it is a Light Attack you’ll be punished heavily if it gets parried. It’s a great move for poking around, interrupting approaches or starting combos. Also, do note that it does have a short reach. Lawbringer’s Heavy Attacks are pretty damaging and have long reach. But sadly, not as long as you’d think sometimes.

Side Heavies are a little less damaging than Top Heavy, but better at catching dodging opponents. Still, they’re pretty slow and, unless you’ve conditioned your opponent with feints, shouldn’t be used much in neutral. Alongside his damage, Top Heavy does have something else going for it. If it connects with your opponent, they will be stunned, and won’t be able to see the attack indicator briefly. Also, Top Heavy feints are more useful than Side Heavy feints, because of the animation. Shove is pretty much the best thing about Lawbringer. It might look useless at first, as it does no damage in itself. It’s performed by pressing the GuardBreak button after a dodge, after blocking an opponent’s attack, or after successfully connecting an Heavy Attack, the only exception being, for some reason, the last heavy of the Swift Justice chain, and only if it’s a Side one. Also, do remember that it does cost stamina. If you don’t manage your stamina bar wisely, you might run out at the worst moment, because of Shove.

Shove pushes opponents away, interrupting their combos and draining some of their stamina, as well as stopping their stamina regeneration for a moment. It’s unblockable and uninterruptible, meaning the opponent can’t block it and can’t hit you to stop you from Shoving. It’s hard to use in neutral as most good players can dodge the Shove on reaction It’s also risky since a missed Shove can lead to a guaranteed GuardBreak for the opponent, if they’re very fast. It’s amazing when on the defensive though.

A successful Shove can substitute any of the Lawbringer’s chains first attack. We’ll talk more about this in the playstyle section. Lawbringer’s Zone Attack is, sadly, pretty useless outside of clearing minion waves. It has good damage but it’s very slow and can’t be feinted, as well as draining half your stamina. The best way to use it is as a mixup, for catching dodging opponents, or throwing out an unexpected attack in neutral, to pressure your opponent’s guard. Also, as with all Zone Attacks, it always comes from the same direction. Lawbringer’s GuardBreak lets you choose the throwing direction more freely than other GuardBreaks. It does also throw pretty far, meaning you’ll be able to get a Wall Stun more often. Lawbringer’s Running Attack is Impaling Charge. As with most Running Attacks, it will hone on nearby enemies, which makes it good for catching fleeing opponents. If it connects the Lawbringer will impale the enemy and push him forward. The pushing distance length can be increased by holding down the attack button. The best use of it is to get a Wall Stun, or throw your opponents off a cliff.

Impaling Charge does also come out pretty fast, and thus isn’t easy to parry. However, simply blocking it will drain a lot of the Lawbringer’s stamina. And, since it always comes from the same direction, it isn’t hard to preemptively block when you see the big armored guy running at you. *clanking intensifies* Long Arm is a very risky move with a fairly good reward. It’s performed by moving back and pressing the GuardBreak button. It’s unblockable, but not uninterruptible. It’s also slower than Shove, and thus very easy to dodge on reaction. It’s also very easy for the opponent to get a free GuardBreak on a missed Long Arm. If the Long Arm does connect, the Lawbringer will flip the opponent over his back and throw him on the ground. This allows you to connect a Side Heavy. It might also throw them off a cliff! Let’s talk about playstyle now. I know I’ve already said this in my Warden guide, but I can’t stress enough how important it is to know your opponent’s Hero, especially when using a defensive Hero such as Lawbringer. Also, as usual, be unpredictable.

Lawbringer is pretty flexible when it comes down to combos. Even if using the same chain, try and change the direction of the various attacks. The Lawbringer’s offensive options in neutral are quite limited. As I said earlier, Top Lights can be used to poke around. Side Lights to mix up things, but be wary if your opponent is focusing on parrying. Where Lawbringer shines, is defense! His health pool is the second highest, behind only Shugoki, which means you can take punishment and go for some trades! Of course it’s easier said than done, considering Light Attack damage is pretty bad, and trading with the slow Heavies is tricky.

Nevertheless, your main goal should be to block into Shove or, even better, Parry! Lawbringer has some strong and exclusive Follow-ups to his Parries! I will talk more about them in the combat tips section. Sadly, Lawbringer’s guard stance change speed is also slow, which makes defending a little harder. In my case, I have lots of problems against flickering Zone Attacks.

Now that we’ve gone over the general playstyle mentality, it’s time to look at what Lawbringer can do more specifically. Let’s start with Lawbringer’s chains. Remember that a successful Shove can substitute the first hit of every chain, meaning you can get back from the defensive to the offensive right away! Book Chapter and Verse starts with a Light Attack and thus is pretty easy to utilize. The second hit has good mixup potential with feints. However, the last hit, despite being a Light, is fairly slow and I usually don’t use it that much. Judge Jury and Executioner is fairly similar. Easy to start, as the first hit is a Light, second hit is a Heavy and has got good mixup potential. The third hit, however, is an unblockable Heavy! The whole combo does cost quite some stamina and thus isn’t easy to get into.

However, it can lead to great reading opportunities for Lawbringer, especially when the opponent has no stamina and it’s risky for him to parry the slow Heavies! If they attempt to parry, you can feint and then parry their parry attempt. If they go for a dodge… you can feint into GuardBreak. If they’re expecting you to feint you can just go through with the attack! Swift Justice start with a slow Heavy Attack, followed up by a very quick Light Attack, and finishes with another slow Heavy. As usual, every Heavy Attack has good mixup opportunities with feints. Additionally, even though it’s unlikely, if the last hit of the chain is a Top Heavy and successfully connects with your opponent, you can quickly press Light Attack to add the Swift Justice Finisher. The first 2 hits of the combo are very good in neutral, as the Light comes out very fast and is hard to punish. The Standard GuardBreak follow-up is a Side Heavy. If you can get a Wall Stun, you might be able to get a Top Heavy instead. However, there are some things to consider for this.

If the wall is too close, the opponent will be able to block the Top Heavy. Also, if you were already in top stance before throwing, the Top Heavy will come out a little earlier, meaning the wall can be a little closer. Now let’s talk about Parry follow-ups. The Standard follow-up is a GuardBreak, like most heroes. By pressing Side Heavy after a Parry, Lawbringer will perform a guaranteed Impaling Charge. This is optimal if you can get an environmental kill, or a Wall Stun. By pressing Top Heavy after a parry… *JUSTICE INTENSIFIES* Lawbringer will perform an unblockable Heavy Attack, which deals A LOT of damage! However, the attack cannot be feinted, can be parried and can be dodged. Unless you’ve parried a Light Attack, in that case your opponent will have to eat the AD MORTEM INIMICUS.

Also, do note that some attacks are considered Light Attacks, for example, Orochi’s Side Dodge attack. By pressing Light Attack after a Parry, Lawbringer will perform Light Riposte. It’s not very damaging, but it will stun your opponent, and it can also start chains. The Make Way follow-up is basically a Zone Attack after a Parry, but it’s guaranteed and it’s uninterruptible in case you’re facing multiple opponents. Lawbringer has got a long and VERSATILE weapon. That’s why, if an Heavy Attack of his gets parried, sometimes the opponent won’t be able to follow-up with a standard GuardBreak. Of course this applies to Lawbringer himself, but wait… Didn’t I just say his weapon was very VERSATILE? That’s right! Lawbringer can get both a Light Riposte and a Make Way follow-up to hit any opponent who ends up too far away for his regular GuardBreak. Let’s now talk about Shove follow-ups which are crucial to Lawbringer’s gameplay. After a Shove, you can Light Attack, and the opponent cannot block or parry the Light Attack. This means they will have to dodge it. And that’s why you can GuardBreak after a Shove, to catch their dodge! Keep in mind that all of this happens fairly fast, and even if the opponent is on the offensive.

However, if the opponent is quick enough, he can roll out of both options. This will drain some of his stamina of course, but Lawbringer can’t really pressure in neutral anyway. About pressuring neutral, some of the things Lawbringer can do is, use Judge Jury and Executioner, although it’s slow, kind of hard to get into as I said, and costs quite some stamina. Another option, if the opponent feels pressured, is to simply dodge in front of them and they will think you’re about to Shove.

This can lead to some nice read from your side, for example a GuardBreak if they dodge before the Shove even happens! Another thing to keep in mind is that if the opponent can follow-up an attack with another quick one he might be able to hit you mid Shoving. I hope you guys found this guide useful! I haven’t included them again, but I suggest you check out my Warden Guide for some general tips and the right mentality you should have when playing For Honor, for seeking improvement! I believe this guide will give you enough tools to start moving towards that sweet justice! If you have any question, concern, or want to point out something I missed, please do so, in the comment section below! I hope you all have a good day, and I’ll see you on the battlefield, DEUS VULT!

As found on Youtube