Mordhau
 Frise
Knight
  • Likes received 3810
  • Date joined 16 Aug '16
  • Last seen 13 Jan

This user is suspended.

Private Message

Knight 1269 3810
  • 3 Sep '19
 Frise

hello as a wood -3 shield main i can tell u that shields are perfectly fine, because i lack the competence to press s to avoid kicks and to slightly move my mouse to not get jump stabbed or sidestabbed so im easily beat by others despite having an item that allows me to negate the core mechanics of the game so ye

Knight 1269 3810
  • 1
  • 3 Sep '19
 Frise

Let us be the ones to judge whether the queue times are too long. It's better than nothing.

Knight 1269 3810
  • 2 Sep '19
 Frise

hey how about you fix that bug where you fuck a whole continent over by not giving them a single ranked server

Knight 1269 3810
  • 2 Sep '19
 Frise

1) Clearly a foot hit. Just watch it in slow motion.
2) He was feinting.
3) A leg hit. You were parrying while looking at the sky and he simply hit you in the legs.

Knight 1269 3810
  • 2 Sep '19
 Frise

You were backpedalling even when he was running away from you. You pretty much gave him a formal invitation to run around the map. He wouldn't be able to do that if you pressed Shift + W.

Knight 1269 3810
  • 31 Aug '19
 Frise

Please add SA servers. Everybody in the comp scene and even friends that play casually were excited for this day only to be left disappointed, and knowing that you're "watching the population" feels like shit.

Knight 1269 3810
  • 31 Aug '19
 Frise

@Musashi said:

@CocyxTheGaySkeleton said:

edit: oh hes banned now. welp

They ban you if you criticize them? Yikes

They don't, otherwise I would have been permabanned years ago. None of us know why they banned him.

Knight 1269 3810
  • 31 Aug '19
 Frise

@Musashi said:

@Frise said:

Make a bit of distance. Obviously the strategy only works if he's facehugging you. Use smart footwork to keep a bit of distance. Don't just press S. If you know he's gonna run into you to force facehug distance, sprint back into him and pass him, or strafe to the sides. Adjust the distance while you're attacking, too, so that when he parries and gets initiative, he's too far away to facehug hard enough to do the strategy.

you are telling me to run the circle with him, or try to get past him in order to run my own circle.
What if i dont want to play like that? It is atrocious.

No. If you sprint back into him, you're creating more distance because he's still gonna run in the same direction until he reacts, by which point he'll be at a distance, and will have to turn around 180 degrees, which kills the sprint momentum. And by that point, you're both at distance. You didn't understand.

Punish him by delaying. This strategy means he will be early-parrying as he's acceling your attacks for you. He's forcing an accel so you have to delay preemptively, you can do this by parrying without out riposting, quickly adjusting your view so that he's far from it, and then throw your attack, just to make sure he can't force the accel. This would happen in a matter of fractions of a second, because obviously if you wait too much you'll lose initiative. This time also allows you to create distance and maintain control.

in reality it's not that helpful to delay my attacks when i am being ran around so i cant respond to his spam. His spam output simply doesnt allow me to delay, and his facehug circle running doesnt allow me to get the information i would need in order to do these things.

He can't spam because this method takes place when you have initiative. I literally explained that in the paragraph you quoted.

Change your attack direction to follow him. So if he's running into your left, attack from the right. This means he will have two choices: Keep sprinting and hope that he out-turncaps your attack, or stop sprinting around you so that he can parry the attack. If he does the first one, it's just a matter of having good aim and hitting him in the back. If he decides to defend, then you get to do whatever you want. Accel, delay, feint, morph, sidehit, whatever you want, since you just ended the strategy. An advanced player might keep sprinting to out-turncap your attack, but jump right at the last moment and air-strafe back into the attack to make it miss (assuming your attack is an overhead). Countering that is as easy as looking slightly up.

this does nothing but keep the facehug circle runner in initiative.

Again, I literally explained how it stops the strategy. You need to read it again.

Feint and morph. This strategy fucks with your swing manipulation but it leaves them in a bad position to read, as it's much harder to read from facehug. Use it against them. Keep the facehug distance while you have initiative, but if they don't fall for the feint/morph, start making distance again so that they can't facehug you as hard.

it is easier for facehug circle runner to read me than it is for me to read him.

It's not, because to do the circling, you need to sprint into the opponent during their turn, which means the circler can't backpedal and make distance to properly read. You, on the other hand, can.

If you're very good with swing manipulation, waterfall them. It's very hard to do but extremely effective when the opponent runs into your attack, as they're basically putting their back right on the overhead's path. So if they're running into your left, you throw a left overhead, and let it miss them by a centimeter. As soon as it 'misses', you drag it to the left so that it hits their back.

actually good advice

It's all good advice. Wanna know why? Because I don't fall for this strategy, and I'm just explaining to you how I do it. If it works for me it will work for you. If you actually want it to work.

At a high level this strategy is only used every now and then to force an accel on a single attack, not during a whole duel. There's all these ways to counter it, which is why it's used situationally. It's not and will not be a dominant strategy.

this is simply opinion

No, it's objective. Just look at high level players like Stouty, Bruno, Giru, or Wizardish.

You claimed that this strategy would become dominating, and I explained why you were wrong. I couldn't have explained that without explaining that this strategy only dominates mediocre players. The fact that it upset you doesn't mean my advice wasn't good. Learn and move on.

Knight 1269 3810
  • 31 Aug '19
 Frise

I took the time to describe in detail how to deal with the issue you're having. You can either be a mature person and learn how to deal with the issue, or be stubborn and keep losing to the same bad strategy over and over again. Do whatever you want but don't be a dick to people that are genuinely trying to help you.

Knight 1269 3810
  • 1
  • 31 Aug '19
 Frise

That's a bad strategy at a high level, but it can be confusing for mid-level players.

If he's circling around you, you need to adapt to that in a few ways:

Make a bit of distance. Obviously the strategy only works if he's facehugging you. Use smart footwork to keep a bit of distance. Don't just press S. If you know he's gonna run into you to force facehug distance, sprint back into him and pass him, or strafe to the sides. Adjust the distance while you're attacking, too, so that when he parries and gets initiative, he's too far away to facehug hard enough to do the strategy.

Punish him by delaying. This strategy means he will be early-parrying as he's acceling your attacks for you. He's forcing an accel so you have to delay preemptively, you can do this by parrying without out riposting, quickly adjusting your view so that he's far from it, and then throw your attack, just to make sure he can't force the accel. This would happen in a matter of fractions of a second, because obviously if you wait too much you'll lose initiative. This time also allows you to create distance and maintain control.

Change your attack direction to follow him. So if he's running into your left, attack from the right. This means he will have two choices: Keep sprinting and hope that he out-turncaps your attack, or stop sprinting around you so that he can parry the attack. If he does the first one, it's just a matter of having good aim and hitting him in the back. If he decides to defend, then you get to do whatever you want. Accel, delay, feint, morph, sidehit, whatever you want, since you just ended the strategy. An advanced player might keep sprinting to out-turncap your attack, but jump right at the last moment and air-strafe back into the attack to make it miss (assuming your attack is an overhead). Countering that is as easy as looking slightly up.

Feint and morph. This strategy fucks with your swing manipulation but it leaves them in a bad position to read, as it's much harder to read from facehug. Use it against them. Keep the facehug distance while you have initiative, but if they don't fall for the feint/morph, start making distance again so that they can't facehug you as hard.

If you're very good with swing manipulation, waterfall them. It's very hard to do but extremely effective when the opponent runs into your attack, as they're basically putting their back right on the overhead's path. So if they're running into your left, you throw a left overhead, and let it miss them by a centimeter. As soon as it 'misses', you drag it to the left so that it hits their back.

At a high level this strategy is only used every now and then to force an accel on a single attack, not during a whole duel. There's all these ways to counter it, which is why it's used situationally. It's not and will not be a dominant strategy.

@Musashi said:

@chaquator said:
just run forward and suddenly they are far away

Yeah and they’re smacking the back of my head

You can use your mouse to turn around. A brilliant move, really.

@FavkisNexerade said:
this game is about clowns doing acrobatic moves in circus, what did you expect? normal looknig fights are low level playstyles, if you want to be good - be best clown

It's easy to dismiss what you don't understand as simple or dumb. "being a clown" only works against mediocre players because it confuses them. High level gameplay is all about making your attacks as subtle as possible so that they're hard to read.

Knight 1269 3810
  • 31 Aug '19
 Frise

@JustiziarDegenhard said:
Thanks for doing the video. Clearly some dev (I really hope not all of them) are really fucking delusional

Should have seen Stouty's regen debate. Crush does eventually come to sense tho, he's just stubborn at first.

Knight 1269 3810
  • 30 Aug '19
 Frise

@crushed said:

@Frise said:
adding a 50 - 100 ms no-feint window to combo windups

Combat can always be improved, fixing 1 frame CFTP's is certainly one of those things.

How about uhhh allow shields to riposte only if they block during the regular parry window. I've been saying this for a year too maybe ya'll can finally try it out.

Knight 1269 3810
  • 1
  • 29 Aug '19
 Frise

You can see a miss coming during its windup, react to it that soon by throwing an attack and footworking to force the miss, and the opponent will still have enough time to CFTP. If your opponent whiffed so bad that you could see it during their windup, you managed to react to it appropiately, and they failed to correct or counter-punish by further distancing themselves to force a miss on you, and they will still have enough time to CFTP.

It's fine to reward easy to do accel/delay waraxe mixups with unreadable 2 shots, but punishing blatant whiffs like in any self-respected fighting game is somehow inconceivable.

Look at the plays the opponents did in that video. Why shouldn't those be free hits, considering they failed to react to the punish (or moreso didn't need to because of how forgiving whiffs are). In a high skill game we're debating whether or not whiffs should be punished with a hit? adding a 50 - 100 ms no-feint window to combo windups wouldn't mean FREE HITS WHEN ANYBODY BARELY MISSES, it would mean that if you miss that fucking blatantly you'd need to back off and footwork out of the punish or fucking not miss in the first place, or eat the free hit. Yes, a free hit after missing that bad and failing to counter the punish is fine for a competitive game.

I don't get why Crush constantly moves the balance away from the more interesting and unique parts of the game.

inb4 'but then people would run around trying to bait misses all the time!! i can not comprehend the idea of subtle changes or try to imagine how they would actually affect the game!'

Knight 1269 3810
  • 31 Jul '19
 Frise

PEOPLE MUST NO HAVE FUN. FRONTLINE SERIOUS MODE.

Knight 1269 3810
Knight 1269 3810
  • 24 Jul '19
 Frise

Can you really blame this dude for not knowing that ripostes are unflinchable? None of the 1vX mechanics are explained anywhere in the game.

Knight 1269 3810
  • 20 Jul '19
 Frise

Even if you hit the opponent at the very last millisecond of release, you should be able to tell whether or not it's gonna be a hit or parry by simply paying attention to the opponent and your weapon. There is no good reason to allow combo queuing after release, it would only most likely bring out exploits and issues and would require time to develop and time to test and fine-tune, with, again, minimal to no benefit to combat.

Knight 1269 3810
  • 18 Jul '19
 Frise

@Finlandiaperkele said:
make the shaft collide with the environment

Already happens

Knight 1269 3810
  • 18 Jul '19
 Frise

@Cence said:

@Frise said:
You can input your combo during release, after you hit an enemy. You just need to learn the timing.

What if you drag? I don't think you can trigger a combo after you hit there.

You can queue your combo anytime during the release phase.

Knight 1269 3810
  • 17 Jul '19
 Frise

You can input your combo during release, after you hit an enemy. You just need to learn the timing.