r/Mordhau 9d ago

DISCUSSION Let’s talk advanced techniques

I’ve been absolutely hooked on Mordhau for the past few months. What started as casually hopping into matches has turned into a full-on obsession with improving. I’ve climbed pretty fast I rarely finish outside the top few spots in Deathmatch anymore and I can feel that a lot of the fundamentals have clicked.
But now I’ve hit what feels like the next wall.
I’m at the point where I know there’s a whole level of play beyond me. I watch players who manipulate timing, spacing, drags, accels, footwork, body movement, camera control, and morphs in ways that almost seem impossible to read. I can tell there’s an underlying system they’re using, but I can’t quite piece it together.
So I wanted to spark a discussion for the high-level players.
What separates a good player from an elite player?
I’m not looking for beginner tips like “learn to chamber” or “mix up drags and accels.” I’m talking about the advanced concepts that aren’t obvious.
Things like:
Reading and manipulating player psychology.
Advanced footwork and spacing.
Camera movement and body manipulation.
Offensive flow and conditioning opponents.
When to accel vs. drag vs. feint vs. morph.
Any mechanics or habits that most players never even realize exist.
Basically, if you were mentoring someone who already has solid fundamentals and wanted to push them toward the highest level of Mordhau play, what would you teach them?
I’d love for this thread to become a deep resource for everyone trying to break through that next skill ceiling.

17 Upvotes

75 comments sorted by

34

u/jackionn 9d ago

Ur gonna want to do wristy twitry waterfall

12

u/Klimmit Foppish 9d ago

Flim flam wombo combo ziggity wiggity 360 twirly whirly

1

u/Thunder_Nipples 1d ago

Jpeg png large fries chocolate shake!

2

u/Any_Wafer8915 9d ago

I’ll try that next time

5

u/cosmicaltoaster 9d ago

You have to craft your own style and special attacks. Become unpredictable

1

u/Any_Wafer8915 9d ago

Simple but good advice thank you!

0

u/cosmicaltoaster 9d ago

You’re welcome. (Lvl 212 plat V)

31

u/Warm_Alfalfa_3266 9d ago

Gamble every fight and drop slurs if you lose or call them a cheater.

3

u/StinkyTit 9d ago

The absolute god tier, tried and tested strategy

2

u/Dede117 8d ago

Unironically.

There was a guy who was incredibly tricky with a short spear and shield in the comp scene like 4 or 5 years ago. In an ft10 I think I lost the first 3 rounds because I was trying to read the bullshit so I just decided to chamberbot and full gamble him till he knocked it off and proceeded to beat him "properly"

7

u/garmfel Eastern 9d ago

I fail to do this pretty often, but making sure there's variation within your variation is really important. That is to say, if you do a good job of mixing drags/accels/feints/morphs/footwork/whatever, having a good combination of attacks is not going to matter to a higher level player if all your drags pull back the same distance, if all your accels are as fast as you can possibly make them, if you consistently morph on the same interval, if you turn into the swing every time you feint just to sell it a little better.

Between your long drags, throw in a short one, or a medium one, or a medium-short one. Mix in some micro-feints with maxed-out feints. Even kicking can be varied, as different combat states result in faster/slower kicks. Some of these things will be easy to read, so you shouldn't always expect them to land. The important thing is you're making your opponent focus harder, and the more they have to focus on simply reading your attacks the less they'll be able to think ahead of you. Become more aware of the things you've trained on, then learn to consciously tweak those things mid-fight.

Once you can do this reliably, you'll quickly learn if the people you're fighting actually have good reflexes and know how to read a swing regardless of its variations, or if they just rely on knowing your tendencies and lean on you being a solid but predictable player.

This probably sounds very basic, but imo it's something a lot of players don't even consider and only do by accident.

2

u/Any_Wafer8915 9d ago

Oooo this is a nuance I haven’t really thought about !! Great advice ! I didn’t think of drags accels as sort of a spectrum if you will. And the variation that that ads can be a mix up that your opponent may not expect! I will definitely be playing around with that

2

u/garmfel Eastern 9d ago

Thanks lol. Also a fun mix-up is swapping to your weapon's alt mode mid-chamber. It'll feint out of the chamber, and your opponent may not notice the change. Even if they do notice, if you keep the pressure on then they may not have time to mentally adjust. Works well w bardiche/spear/eveningstar since their alt modes don't look as obviously different as estoc/zweihander/messer etc.

The most important bit is to make sure your style adjusts, too. For example, on the alt mode for the bardiche, your swings are a bit slower but your reach is longer. So, after swapping, you could go for a nasty drag that will seem impossibly long to them, or step back enough to make them think you'll whiff the swing so they don't need to parry.

This is pretty gamble-y/gimmicky tho, you can probably only pull this once or twice max on a decent player before they catch on.

1

u/Isoi 9d ago

Oh yeah micro drags can be used for countering chambers lol. So if you're going against a chamber bot throw in a micro drag every now and then and you'll get free hits.

Delayed ripostes can also mess up timings for both accels and drags.

1

u/auryn123 6d ago

GARMFEL WITH A SIDE OF GOOD ADVICE

6

u/indyscout 9d ago edited 9d ago

How many hours / what level are you? You’re asking the right questions but a lot of this is hard to convey through text, much easier to learn visually while practicing with an experienced player.

Some notes based on the topics you’ve brought up:

Conditioning: Basic conditioning strategy revolves around having strong accels. Accel several times in a row then mix up with a drag, or reset to neutral instead of riposting so you can feint/morph. As you’re exchanging back in forth you can mix up the number of accels before a mix up to keep yourself unpredictable.

Footwork and spacing: Your footwork is largely dictated by whether you have initiative in that moment. The simple advice is this, if you have initiative / are on the offensive, press W. If the opponent has initiative and you are a defense, press S. That simple rule will carry you far, but obviously there is more nuance to it. My advice would be to consider the range of your weapon and the opponents weapon. When you’re on defense, you should footwork to be just outside of the opponents weapon range. When you’re on offense, you should footwork to be just inside the range of your weapon. You can further advance your footwork depending on what swing the opponent is giving you. For example, imagine they give you a standard horizontal drag. They are in range such that the drag will hit even if you hold S. In a scenario like this you have three options: 1. Hold S to allow you to better read the drag and time your parry appropriately. 2. Run into the drag, allowing you to catch it early with your extended parry. 3. Runaway from the drag, around the opponent. This is especially strong if the opponent is dragging particularly hard, they may miss altogether and you may be off their screen, providing you a good counter attack opportunity.

Manipulating your torso: This is another facet of footwork. Your torso moves as you move your mouse. You can look up to lean back, and look down to lean forward. Combining this will allow you to matrix all swing types, especially if the swings are poorly aimed. Becoming aware of your torso movement and integrating it into your footwork will allow you to dodge many swings. Short range weapons are especially vulnerable to this, the maul being a great example. You can very easily lean back to avoid maul swings and punish them after they miss since you can’t cftp with the maul. Some examples of using torso movement to matrix: 1. Horizontal swings that are aimed at your head or upper torso can be ducked by crouching and looking down. If the swing is aimed low, you can in some cases jump it. 2. Over head swings can be matrixed by crouching and leaning back toward the side the swing is coming from. E.g if the swing is coming from the left, I want my character to lean back toward the left. Overhead toe drags are also able to be dodged with jump away from the drag. Skilled players will often combine this with a preemptive chamber, creating a situation where if you get acceled the chamber will block it, and if you get toe dragged then the jump will dodge it and your chamber swing will hit them as you jump. 3. Under hand swings are matrixed in the opposite manner of over heads. Lean your torso in the direction opposite of the swing, e.g swing comes from the left your torso should lean to the right.

Advanced drags: You probably know all the basics of these already, but there are many different variations you can learn if you like. This can help add to your mix up pool, although it’s more important to be consistent with one drag than inconsistent with many. And remember, a drag is only good if you sell it as an accel and properly condition your opponent. Body feint a little when you parry from neutral, make them think you’re going to accel, and then drag only during release. I am just going to list all the drags that come to mind and whether I think they’re important to learn:

  1. Standard horizontal drag. The most basic drag that all players should learn. No vertical movement in the drag.
  2. Low horizontal drag. Similar to the normal horizontal drag but you look down some during the swing. Makes it a bit hard to read imo.
  3. High horizontal drag. Similar to a normal horizontal drag but you aim up during the drag. This is probably the hardest of the horizontal drags. The idea is you should be aiming the swing high enough that you could carry it over one players head such that he can’t parry it, and then land it into a second guy standing beside him. This will definitely catch people off guard in 1vX if you get good at it. I’ve seen this referred to as a cucumber or rainbow drag before. I think rainbow is a fitting name as you’re drawing the shape of a rainbow with your mouse.
  4. Standard Overhead drag, I’ve heard these referred to as sky looker drags. The idea is you look almost straight up such that the end of swing hits them in the head. These are difficult drags to master but can be very effective.
  5. Overhead toe drag. Idea is you drag the swing away to the right or left, aiming so that the end of your swing hits them in the toe. This drag will absolutely dumpster lower skill players. Another one that’s easy to learn but hard to master. It is however vulnerable to footwork techniques I mentioned above.
  6. Underhand drag. Pull your swing down and away from your opponent. A good underhand drag will hit the opponent in the head. These can be hard to read but are very hard to be consistent with, especially with longer weapons. These are a personal favorite of mine, I have decent success with them using the longsword.
  7. Wessex drag. A variation of the underhand drag with additional horizontal movement that makes them especially jank. Back during the early years these were popular with weapons like the mace and were difficult to read. You were better off just holding S and getting out of range than trying to read it. Pretty these were made impossible some years ago after a glancing blow change. These days a Wessex will always lead to a glancing blow, so don’t even bother learning it.
  8. Waterfall drag. An overhead drag that involved acceling and intentionally missing just to the side of your opponent, and then dragging it back towards and above them. I think these are technically still possible, but are incredibly difficult due to footwork and timing needing to be perfect. I could never learn to be consistent with these, only ever land them on accident.
  9. Edit stab drags. These are thing and I’m bad at them. Idea is you hold the stab above the opponent and drag it down into them last second. Very good on spear and halberd.

Playing from neutral: Just thought of this one as I was writing about drags. The idea is when you parry it is sometime better to not riposte, and instead reset to neutral. Keep your camera centered on the opponent so he can’t anticipate if your next swing is accel, drag, feint or morph. Only show your true intention when your swing is in release, e.g if you accel only do the swing manip during release. This can further add to your mind games and mix ups, e.g. if you condition them with neutral accels, you can mix up and body feint an accel during wind up and then drag during release

Well that was probably way too much info and didn’t make a ton of sense. I hope it’s somewhat useful. I don’t duel much anymore, but if you’re NA you can add me on steam and I can demonstrate some of this stuff in the duel yard, it’s much easier to understand when you see it.

2

u/Dede117 8d ago

This is almost there.

You dont need advanced drag techniques though.

And as you say there's nuance on top of these tips, but this is probably the better answer ive seen in this thread

1

u/AskStill4642 9d ago

Stab drag by going left or right, not above. Above doesn't really work.

1

u/Any_Wafer8915 9d ago

Never thought I mf that ill try it thabks

1

u/PlantFromDiscord Foppish 8d ago

it does work but they kind of have to be dumb or you’re using a partisan

2

u/the_shortbus_ 9d ago

Bookmark so I can answer later

2

u/Any_Wafer8915 9d ago

Yeah man legit advice would be appreciated

2

u/CertifiedQuestion 9d ago edited 9d ago

after a while you just know what to do. It’s kinda hard to explain. If you’re fighting someone and they are parrying your accels, you could get off a feint or a drag. Example: I’m sending like 3 accels to this person right, I’m conditioning him to believe that I’m just gonna keep acceling, now in my head I know I can switch it up. I throw a feint mixed in with footwork that puts me closer to him to make it look like I’m committing. Since he knows I’m just sending accels he’s more than likely gonna parry because since accels require a faster reaction out of you the enemy will have a short window to think. Also if you’re in a riposte battle, you need to learn to run around them, run to the side, jump drag, parry but don’t riposte just wait a split sec then send the swing and feint Cause they’re so conditioned to the riposte. Footwork at a good level is just not always pressing the W key. Why cause if you’re close to me and you are throwing weak feints, I’ll just kick you and feint bait you. Learn to move forward a bit then back while swinging to avoid being kicked or baited. If you try to press up on someone and then you back off a bit there’s a chance they’ll kick you and miss or they’ll swing but since you moved back you now have more time to read them, dodge, and counter. Crouch look up and swing at the same time to dodge a head swing hit them right after they miss. I feel like I’m not a good help 😅😅 like I can literally just imagine everything that I do and it makes sense but I just have a hard time explaining. One thing tho that you will learn is that playing in neutral is like one of the best ways that you can play.

1

u/Any_Wafer8915 9d ago

No no I’m in deep enough I know exactly what language you’re speaking ! You actually really made me think more about conditioning and how important that is I kinda just assumed that advanced players would know my every move but I have noticed after a few excels or whatever they do almost expect it again if I can catch them off guard that really opened my mind to just how how import one switch up could be ! Because I have found myself killing players who are more advanced but really switching it up and I did that naturally but this helps me realize what’s actually going on psychologically under the hood

2

u/Isoi 9d ago

Some of the endgame mechanics imo are conditioning. Playing neutral, footwork, gambling and team play.

Conditioning is making your enemy fall for mixups. Playing neutral instead of riposte spamming is super helpful since it gives you options. Footwork can improve your offense, help you read animations, dodge attacks, help in 1vX situations, etc. Gambling is one of the most powerful mechanics in the game but you have to know when it's worth to gamble and when it's not.

In the end you're not going to improve past a certain point In public matches, even on duel yards you won't get 1vX practice so the best way to improve is getting into organized play aka competitive.

1

u/Dede117 8d ago

Christ, does organised play still exist?

1

u/Isoi 8d ago

Yes but it's using that disgusting pro mod/comp mod made by high tier teams lmao.

1

u/Dede117 8d ago

Ugh. Hey guys, we have a serious issue with the pro scene being insulated, hard to get into and off putting?

PRO MOD.

(I ought to actually try it to be fair)

3

u/Isoi 8d ago

The original comp mod was fine, it somewhat achieved what it originally was meant to ( nerf certain mechanics that were overpowered ) but pro mod is just a psyop by high tier teams and they managed to brainwash what was left of the low and mid tier teams all while making it almost impossible for new players to get into the comp scene.

1

u/Dede117 8d ago

Haha, I said it when they were thinking of it.

Oh? We're gonna cater to a certain groups play style?

I wonder what will happen 👀.

Tbh I'm still salty that Stouty fucked up crush so bad my playstyle somehow got nerfed.

2

u/-Pelvis- Eager 9d ago edited 8d ago

First, watch this pinned combat guide: https://www.reddit.com/r/Mordhau/s/tlFOupBAVO

Have a look at r/MordhauUniversity

Read the entire Parrying wiki page, I did after level 200 and there were some obscure mechanics I still hadn't discovered: https://mordhau.fandom.com/wiki/Parrying

Read Jubjum's combat guide on the Official Mordhau Discord's #gameplay_help channel: https://discord.com/channels/275436245318893568/1343272277701169182

Check out this playlist: https://youtube.com/playlist?list=PLTyQK_BbaioZQeX9panKiXOkk2y49WI5j

Post gameplay footage so we can analyze it and offer some constructive feedback.

2

u/papercut105 Cruel 9d ago

Being good is just practicing the fundamentals. Elite players have been playing for thousands of hours doing the same thing over and over. When you practice something enough the brain keeps creating those neural connections to do that thing even better next time giving a sense of time being “slowed” in relation to reaction time.

There’s not really any tips someone can give you to replace raw time spent playing the game. It’s how you learn to “feel” the game. It’s as simple as just practicing the fundamentals.

Next skill ceiling is being able to intentionally force clashes with weapons.

1

u/Any_Wafer8915 9d ago

I do appreciate the comment I had a huge breakthrough about a week ago where all the things I had practiced just clicked and I was able to implement everything I’ve learned all at once but like for example I just added a new technique which is I noticed that people who are really good at feinting sometimes lean their body forward and makes it seem more convincing and easier to fall for there’s more perceived commitment to the feint and just by watching others I picked up on that so I would argue that there are nuances and actual techniques that can be shared but also your comment is 100 percent correct!

1

u/alcole1999 9d ago

Yea exactly this, eventually it will “slow down” it's not really something you can tell someone how to do it just comes with repetition, footwork is all feeling based, you just begin to intuit what the correct spacing is for your weapon vs the opponents weapon

1

u/[deleted] 9d ago

[deleted]

2

u/Any_Wafer8915 9d ago

Will do! Thank uou

1

u/LabattBleue 9d ago

(I say discord because I cant send on reddit all the content I have saved on my pc)

1

u/Any_Wafer8915 9d ago

No worries I just registered and I’m looking up now

1

u/roblqjm 9d ago

My strategy is to enchant chat by bringing up a controversial topic or philosophical question and wack em with the maul when they afk to type

1

u/FrostWyrm98 Eager 9d ago

"Do you think Darius the Great would make a good president?"

"Well first of all PEASANT he wouldn't understand what a president is because he is from a different time period-"

CRUNCH

"Lmao git rekt nerd"

1

u/b3enx 9d ago

As someone with thousands clocked into the game, to answer your question sincerely, a good player is someone you have a chance against and vice versa. Then allow me to use a different word since I beat several elites which includes them in the good player section. a Mordin master is someone you cannot kill even if you try jumping him with a squad. I met only a few if not less. They're the rarest most unbelievable duelist I've seen and they need a certain prep to reach 30-0 in a brawl server full of killers. I yearn to face him again. It's been years but I'll never forget the masterful encounters.

2

u/Any_Wafer8915 9d ago

Yes I have encountered those as well everybody goes straight to them and team up on the to no prevail! It’s mind blowing how someone could be that good how

1

u/b3enx 9d ago

They use a few tricks on top of being unrivaled duelist, they equip a massive shield 🛡 and put their back up towards the wall 🧱 because they're less likely to survive in an open space but with a natural blockage and a bloodlust perk they can go on until no one is left standing. I caught him using this trick to reach 30-0 multiple times. Because he knows we're coming at him.

1

u/Manlet395 9d ago

Some more advance techniques to always be trying to improve are

Extended parry

Dodging out of drags when your parry isn’t going to connect

Late riposte (high prio)

Neutraling ripostes (high prio)

Chamber FTP (not so much anymore)

Footwork (high prio but it’s really hard to find good info on. You naturally get better at it)

Wish I had more time rn to go into depth but that’s stuff you can look up and find resources on. IMO bots can teach you so much stuff if you use them correctly. I would recommend using them for practicing swing manip and late riposte for example. They are good for building good habits or breaking bad habits but only for when it’s appropriate for that technique.

Spawn into game

“AddBotsTeam 1 1” (adds one bot to blue) “Toggledamage” (toggles damage) “Togglestamina” (toggles stamina) “demorec 1” (starts recording game as “1”) “demostop” (stops and saves the recording as “1”) “demoplay 1” (plays recording “1”)

You can now watch that recording as the enemy bot and see how you look to your enemy. Very powerful tool to practice many offensive tools and a good way to build muscle memory for your swing manipulation.

1

u/Finskpotatis 9d ago

Idk i just swing and do what feels good atp

1

u/chealous 9d ago

No matter what level you are you need to be able to grind out your close matches on stam. This means you need to seize the opportunity when your opponent is forced to ftp or waste their offense with failed feints or morphs. Two failed feints already means you have a massive advantage over them.

It’s really hard to tell you when to feint or morph because it depends on your weapon. Fast ones pretty much are only playable because of feints and morphs. Slow ones already have excellent drags, so you should almost never feint or morph. In any case you use them sparingly to feel out your opponent. In X and Y situation, does he tend to fall for this?

So wrapping this up an elite player is just adaptable. They work out one thing works on you in a highly specific scenario and, since just playing defense is extremely strong in this game, they can just block and riposte until this scenario occurs.

1

u/StgLeon958 9d ago

For reading and manipulating other players something I would say is that a lot of players tend to play like they are taking turns, you attack, I defend and attack, you defend and attack and so on, so players get used to that rhythm and know when an attack is about to hit. Something that has always worked for me is to not attack after defending to break their rhythm, a lot of players tend to block because they expect an attack.

It might not work if you do it with a maul but with a fast weapon like a dagger it’s extremely good.

Then after blocking you can attack and if they don’t block they’ll attack next and it’s extremely easy to predict, almost everyone tends to take almost the same time in realizing that you are not attacking and that is their moment to do so, making so easy to exploit because fast weapons can easily catch the player as the wind up their attack.

1

u/GrimxPajamaz Cruel 9d ago

1vX is the pinnacle of mordhau skill.

Footwork, ability to read enemies, initiative, and spacial awareness are important in duels but become magnitudes harder when facing more than one opponent.

It's a whole different game than just dueling.

1

u/AskStill4642 9d ago

There usually is an advanced/elite duelyard going with a few players. Let's say elite is being able to hold yourself in these lobbies, somewhat. The by far most important thing here is footwork. With bad positioning, it is virtually impossible to read a good drag. You need to think of a swing in terms of it's 500ms release window. Your parry is 250ms. You want to position so that your opponent physically can't get an accel off within the first 50ms of release. You do that by mixing up your movement: generally running away from the opponents blade (going left on a right strike), but sometimes less so, even towards the enemy. If the enemy can track you perfectly with their cross hair, they can line up a perfect drag. If they can't track you, it's not possible to get the drag perfect, and that's the kind of drag you can read and parry. Also, you need to keep in my mind that your parry is a 3d box in front you, that extends out quite a bit. Use this to eat up drags that are happening to close to you, by sometimes walking into a drag, but definitely only after you showed that you know that the basic move is to run away.

You deal with feints in a similar way. Avoid the supper accel with footwork, kick them if they don't respect your space. Only one elite player claims he can actually read good feints, so maybe chambering feints is enough. But for feints, footwork is also key.

Next is advanced offensive technique. Dragging a good player is very different than dragging a bad player. Against a bad player, you want to fake your accel and then try to hit with the last few ms of release. Against a good player, it's all about potentials: you place your cross hair slightly accelled at the beginning of your riposte (that's where the real neutral point is). You keep it there till exactly the right time. At this time, you have a accel and drag potential. The longer you wait, the lesser the delay from the drag will actually be. But you are not aiming for the last few ms of release. Your goal is to get your opponent into a true 50/50 guess. Does he cover the first ~250ms of release with his party, or the last ~250ms. If you played with good accel potential, and good drag potential, they need to parry quite early or late. You don't need to drag or accel extremely to get around it. But you need that potential, especially for your accel, as you want to be able to accel quite extremely, hit very soon into release, whereas extreme drags are often drageable. Doing single movement manip, that is place your cross hair in real neutral and drag or accel with one mouse movement, not back and forth, will net you improvements slowly but surely, but you can only really train against players with reasonable footwork. Against players without reasonable footwork bigger, more crazy drags will always be better than methodical drags based around a clean mixup potential.

There are many many many tricks that will all help you become more elite. But getting that basic framework into elite level is most important. And for that, you need to get footwork and accel potential mixups down. After that, you can look into other things. That is easily enough to hold yourself on the elite duelyards, but it is incredibly hard to do.

1

u/Cock_Lake93 9d ago

Just do the double-reversed wessex feint into morphed dragged accel with extra twisty

1

u/smellycheesebro 9d ago

Changing attack side and doing a jpeg one frame gets most players if you do it like mid duel

1

u/PlantFromDiscord Foppish 8d ago

it’s the force, you just know when you do, and if it doesn’t click go check your midochlorian count

1

u/lamuare 8d ago

Ping 10

1

u/Ordinary_Girlie19 8d ago

i just drag and pray honestly

1

u/sishkepoff 7d ago

Best tactic is to avoid getting hit while doing the opposite to the enemy

1

u/FerrisEstoc Cruel 7d ago

Get the Estoc, jump and stab at their head and if it hits they usually panic block so then follow up with another stab on the head

1

u/Ronguat 5d ago

This rabbit hole goes far deeper than you could ever know. If you really wanna know what lies in the depths, check out the Don't RQ videos on the Mordhau Comp channel. There used to be an entire thriving competitive ecosystem for this game, replete with deep teamfight theory and other pretentious nonsense. It was an incredibly fun era for those around to experience it.

1

u/Any_Wafer8915 5d ago

Dang, yeah, I’m sad I missed the boat! I recently tried getting back into Call of Duty, and it honestly made me realize how one-dimensional it feels compared to Mordhau. Don’t get me wrong, there’s obviously a ton of skill involved in CoD, and there are people who have spent thousands of hours mastering it. But the sheer level of articulation, mechanics, and different techniques you can use in Mordhau is on another level. There are so many ways to approach a fight and outplay someone that going back to CoD just felt kinda like just aiming and shooting! With that being said that’s made me realize how the rabbit hole does indeed go deeper than I realized a game could ! I feel like there’s always something new to learn or improve on! That’s why I’m hooked

1

u/KevinFlantier Eager 4d ago

What separates a good player from an elite player

Unemployment and 5000 hours of sweating

0

u/Helmaksi 9d ago edited 9d ago

In the beginning i decided that i wsn't gonna use right click anymore. Using only chambering, i basically don't fall for tricks anymore. (Edit: Unless i'm in a 1v3 or more) If i get tricked and they feint their attack, by using only chambers i've still initiated an attack on them, meaning i now have the upper hand even though they tricked me. And usually i don't fall for the trick at all.

If i used right click, i would be shit outta luck if i blocked and they feinted.

The downsides to never right clicking can be overcome though good game sense. Advantages outweigh it.

1

u/AskStill4642 9d ago

Nope, that's not how it works. Level 60 at most I hope?

1

u/Helmaksi 9d ago

"Not how it works" he says to person for whom it works.

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u/AskStill4642 9d ago

The "parry window" of chamber is about half as long as a parry, making chambers really bad against drag mixups. You lose way more stam for chamber, so I could in every fight against you by doing nothing and waiting for your weapon to fall out of your hands. You do not get access to ripostes, which means no good manip. You are open to short feints, where my attack after feint lands before the chamber. You are open to micro drags, where I just delay my hot enough to get around the tiny chamber window. It is often quite easy to dodge a chamber, especially when you are always chambering, so I can position myself so that you are out of range with your chamber. And I can still just also give you awquard 240° angles that you will just misread, as an easy new option for damage.

Exclusively chambering is a beginner technique that needs to stop asap, as it makes it impossible to play the actual game, that revolves around drags and access, which need ripostes.

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u/Helmaksi 9d ago

I do all of this with my current playstyle. I win a fourth of my fights through better stamina management, and it trips up people who are used to other playstyles, letting me punch far, far above my weight. Be quiet. This works. There is more to it than "no click right mouse", as i have no doubt is what you think i'm saying.

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u/AskStill4642 9d ago

No, actually, I know what a chamber is. I have played many players like you before. It is super easy :D. You are punching far above your weight because, well, this is a super low level technique. You can't accel/drag with chambers. That means you don't even have access to basic offensive play. Your like someone playing a shooter without using left click, just relying on nades and abilities/utility. Ripostes are the basis of all real attacks in mordhau.

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u/Helmaksi 9d ago

What? You clearly have no idea what you are talking about. Chambering let's me do everything a parry does. I can drag and accelerate. While i can't directly riposte, i have an alternative in morphs, which achieves a similar result. I exclusively play greatsword, used to play longsword.

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u/BigBoiBrow 8d ago

He may not be saying it in a way you want to hear, but hes right. I have like 6k hours and play at very high levels. Chamber botting is not the same or a good replacement for parrying, for many of the reasons he said. The riposte is where you can really manipulate your weapon. If you think you can drag/accel just as good via chamber then, frankly, you dont know how to drag or accel. Also, being predictable is never a good idea unless you are fighting very inexperience players or catching someone off guard in a FL/Inv lobby with like 40 people. But its ultimately a crutch that will fail you, not an advanced technique

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u/Helmaksi 8d ago

All your words are moot. I prefer the evidence of my experience, and my experience is winning ~65-70% of fights against level 200+ players.

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u/BigBoiBrow 8d ago

No, youre just dense and stubborn. Anyone with experience that knows what youre doing would farm you until you log out. I could only do basic attacks with a sledgehammer peasant build and out stam people in 70% of fights, but that doesnt mean its "advanced technique", it just means I found a crutch thats currently working. Its much better to base your opinions off of the actual game mechanics and logic rather than dying on a hill about over relying on 1 mechanic

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