@@mythbunkers4716 Exactly this, you can either spend 2k+ hours to get a grasp of the game (with the possibility of developing bad habits) or you can simply give money to a coach and let them teach you the game properly. You can't know what you're doing wrong when you are a new player but for a coach that's something easy to see. Sure in due time you might get better, but a lot of people simply don't have enough time to dedicate to a game, so a coach is the only way.
@@TerrorDetonator That is just make belief. Just like thinking Duellists are the Top. 🤦♂️ Duellists are sitting in the same Angle everyday and cant see outside of a Box. They do the most Teamdamage, block paths etc. FPS Players pfff... It is basically 2 Kids sitting in a Sandbox. You cant prepare for the Battlefield. Wether you know, when to draw back, breach a line, doing a well timed parry 1vsX. Doing Duells is just fake bluster. The Game is all about Experience. 🤷♂️ And the stuff coming from Duell servers are like 1/6 from the Game. BASICS FROM THE TUTORIAL, to be true xDDD
@@bokan1056 while I agree with everything you say, there are a lot of mutual mechanics to both 1v1 and 1vx, proper footwork, panic parry management swing manipulation etc. A coach will be able to teach you those mechanics much faster than the experience that you'll get. What you said about duels is only true about players that exclusively play them. There are a lot of top tier players both in 1v1 and in 1vX, giru, stouty, hatchet etc.. If you want to be a good player you obviously aren't going to limit yourself in duels or frontlines. Anyway, I personally play this game to have fun instead of getting good, but as I said anyone who actually views the game competitively a coach will always help. It's not like coaches teach 1v1, they are going to teach you a lot of other valuable mechanics.
@breadbug I never said that duelists are on top. I'm merely stating that a top tier mordhau player has to be good in both 1v1 and 1vX. 1v1 is useful to learn the mechanics, swing manip footwork, shit that you can't do in fl/invasion, while 1vX is useful because it increases your game sense, your teamwork skills and your situational awareness. There's nothing wrong with dueler boys and there's nothing wrong with players who play fl/invasion. Besides players who play duels exclusively rarely play on pugs and vice versa. As for duels being "fake bluster" no, they are not. There are a ton of mechanics involved in 1v1 that you simply can't learn on fl/invasion. From footwork, to mindgames, initiative and stamina management. A comp player is good on both 1v1 and 1vX. "BASICS FROM THE TUTORIAL, to be true xDDD" Are we playing the same game here? The tutorial doesn't cover anything. A level 1 player will be absolutely demolished in a duelyard after completing the tutorial. Because it's shit at describing all the different mechanics and how can the player perform them effectively. It just shows attacks/chambers/ripostes/parries and it doesn't even cover 1v1/1vX tactics. Please refrain from making such comparisons. If you want to argue, at least take the time to read my comments thoroughly and try to address the issues that I'm presenting. You just went red herring on explaining how 1v1 duelers don't know 1vX and you pretty much generalised all the players who prefer duelyards/scrims over pugs.
@@JackeyBoyyy It's just what they keep saying because they'll completely decline anything you say about broken animations and will instead say that you just suck.
mordhau is just an elaborate fake out contest not a sword fighting game. its just abot making your character move in the wonkiest most unrealistic ways. that being said its still a blast and its fucking hilarious.
Do you think sword fighting irl was just non stop sword clashing? Go look at an actual medieval technique book, it was all about being unreadable and counter movements. Sorry to break it to you but there was never “you hit my sword I hit your sword till we get tired.”
@@gorlab9549 I don’t think he’s talking about the faints… And I’ve never found any sword drag techniques in the medieval sword fighting books I was able to get my hands on.
@@gorlab9549 Most sword fighting is about simply keeping good range, not weird techniques. Unarmored is about range, and armoured is about getting into weak points or destroying them with a blunt weapon.
@@benjaminroodenburg2999 I think its funny OP says "Mordhau is just an elaborate fake out contest 'not a fighting game.'" But if you look at any fighting sport intently all the champions become exactly that; fake out champions. Sword fighting and fighting in general is akin to chess which relies that you know your opponent. You don't destroy your opponent by striking where he is strong, but where he is weak. And so you catch them off guard, or feint, whatever. Thats fighting. Not sure how anyone could really say Mordhau isn't a fighting game. The drags are annoying tho; and unrealistic.
ive been saying this for years but one of the easier fixes/updates that would help the swing manipulation bullshit is to lower the damage if the weapon connects too early or too late, IE you have a "sweet spot" of maximum damage that the weapon does when it swings as intended and its less than ideal to hit too early or too late.
@@Inconspicuous-Gnome it would definitely reduce their efficiency, but that's nearly the entire point. drags/accels are what make the abuse of weapon animations possible. it would still be a tactic to use drags/accels to grab quick and cheap damage, but with a "sweet spot" of damage, it would prioritize hitting your opponent with the intended use of your weapon's animation
This video made me understand that as much as yellow ping might be screwing me other, it is NOT just the latency that makes me miss parries. Especially the left swing jpeg thing. Happened to me so many times and I blamed it on the ping every time. Now I know that it is not the reason, or at least only a small part of it.
Me in duel servers easily avoiding this by just not dueling anyone using a greatsword, eveningstar, messer, or polearm and essentially dodging 99.9% of all the cancer that exists in this game:
@@jits2q127 yeah, i want to move my camera around like some retard in medieval fighting game. Very fucking interesting, thats how ppl were fighting back in those days.
@@jits2q127 yeah, the same ppl said about mordhau when i was playing chiv 1. Chiv 2 will be good for first few months (as mordhau was) but after that, there will be fucking ballerinas with zweihander like in mordhau rn.
Well this makes total sense now as to why some attacks are coming out near instantly and how sometimes when I think my parry or chamber is on point that it doesn't work. I will be sure to keep these things in mind to try and improve :/
@@hardboiled2987 riposte doesn't matter when the opponent in front of you twirls the weapon over head for 2mins hitting you with bullshit gimmicks and unreadable attacks.
What do you mean by "fix the game"? I thought the community wanted cancerous bullshit because "muh skill ceiling". And by community I mean competitive and high level players, aka the most vocal players
@@GomulDart the community DIDN't wan't it. Most people realize it's stupid however it's the most vocal tryhards and the ex chivalry eliteists that pretty much the only ones listened to by the devs.
@@vincentdolente7053 Well that's a lie considering the game has been getting dumbed down to cater towards noobs like yourself. Restricting turncaps and ruining muscle memory while making defense more powerful than offense, so people don't need to be good anymore, they just need to have a decent idea of when to parry without any thought put into it. Lobotomizing yourself in a highly skilled game is not the way you should be playing. It's like, if you went and played CS:GO like it's Call of Duty, you'll get killed but you wouldn't immediately demand that Valve change the game to include 100% accuracy while moving and shooting, would you? No, you would see those mechanics and git gud or say "this game isn't for me." and leave. Same with Mordhau, you're not expecting this to be Kingdom Come: Deliverance with multiplayer, are you? Nope, because that's not the kind of game it is. So now that you know what kind of game it is, you have to make your choice. Git gud or leave. Most people opt to leave because they're just bad at video games in general, but if you want to prove that you're at least competent and don't need a handicap to win, then opt to git gud at the game. Think of Dark Souls. People got frustrated with that game, but there were mechanics, there were different skills you have to learn, you have to git gud to win, but if you didn't git gud, you quit because the developers weren't going to change a game they're no longer working on, why should they? In the same sense, Mordhau has it's core mechanics already set in stone, and people like you demanding the devs nerf core game mechanics is what pisses people off. Learn the mechanics before you give your input on them, because I, and many other players, who have played more than 50 hours, have more of a say on the matter than someone like you, yet, the people like you are the most vocal about it, making the devs see the vocal minority and change things the majority of players do not want changed. Then you have people like yodagaming, where the entire channel is a fear mongering channel for people like you, who see something that looks like a drag, and then blows it out of proportion by saying "you have no way of defending against this and you'll just get rekt because they can just spam this move over and over until you die.", which isn't true. You can find my other comment on this video where I explain how to fight against the techniques in this video. If you ever find someone doing these things, the most important thing is to not stand still like yodagaming was. It's literally worst case scenario, as in "I don't know how to move" kind of thing. If you simply kick someone away for the majority of these, they'd have no chance. But in an actual combat situation, both players are moving, so it's not feasible for them to be that close to you in the first place, unless they're using a Maul or War Axe. If you learn a bit of footwork, most of this is easy to avoid and read.
@@vincentdolente7053 The problem is that the devs don't take any input from the "tryhards", giru was giving a lot of negative feedback to crush (lead mordhau dev) and crush eventually kicked him from that channel. If the devs cared enough, they would work with the pro players towards fixing the game and polishing the animations. But they are too close minded for that and they think that by restricting turncaps will make the game more approachable to newer players. Hell! Even crush got scared shitless when chiv 2 launched that he decided to fight one of the top tier players, Stouty, to see what's wrong with the game (I presume?). Listen, my first 300+ hours in this game were shit. I was getting stomped on duel servers, I was dying like a bitch on fl/invasion pubs and I couldn't get past silver on ranked. But I decided that I shouldn't bother too much with the game's mechanics and try to git gud. I stopped playing this game for gitting gud and I started playing this game to just have fun. I'm currently standing at 700 hours and I finally managed to reach Platinum on ranked. I can finally play against some of the 200+ tryhards and it has become much easier for me to read all those "broken" animations. They do look weird but once you manage to learn how to properly hard-read your opponent and how to actually utilise the movement to your advantage, you shouldn't have a huge problem with most of those things. There are a few unreadable animations like insta 1ms accels that you can do nothing to parry them and I really hope that the devs do something about those, but it doesn't bother me that much as I've learned how to do those myself. If you genuinely enjoy this game, you will manage to learn its mechanics in due time. You don't need to sweat it, just go on duel servers get your ass kicked for 600 hours and eventually you'll start to get the hang of it. Just like any other competitive game. Those "exploits" that players see on those videos are something that can be done by anyone, so if someone feels they are at a disadvantage, take the time to learn those moves. They do look stupid, but when you manage to reach a high-rank you have to do whatever you can to use everything in this game to your advantage no matter how "dirty" it is. Otherwise this would have been a game about constant riposting and who drops their weapon first, no one would enjoy that and it would kill the game much faster than it's current state. Imagine if every player only had to left/right click and nothing else affected their swing manipulation. Imagine if this game had no feints/chambers/swing manip etc.. Mind games would have been nonexistent and certain top-tier players like stouty or giru would be at the same level as low tier players. Keep in mind that there also are a lot of new players that they have a lot of talent on this game, I've been on duel servers getting killed by level 20-40 players that I thought they played as if they were 200+ level. This is a game that requires dedication and effort to become good. You don't have to actively pursuit that goal though, I, for example will never be as good as some other top players and I'll probably never manage to reach diamond on ranked, but I don't really care. I like this game for what it is, the memes, the sweatiness and the customization system. If anyone gets bothered too much on the combat they can pretty much quit the game and get a refund. It is what it is and if the devs took the time to actually listen to the pros, boy oh boy would this game shine!
Let’s be honest guys, nothing on the game will ever change until it’s in the hands of someone else, all we can do is hope on the piece of paper saying copyright for the game mechanics
Seeing these animations, and remembering all the times i've lost a good fight due to them makes me so angry, but yet this knowledge has shown me the dark arts. Time to hit em with Mindfreak
Man, at first I thought it was my problem - getting wessex'ed and jpeg'ed out of existence everytime I run into someone who is competent at the game and knows those silly mechanics. More so, whenever I actually trying to look for help and general tips on HOW to actually counter those playstyles people on forums usually respond with: "just run away bro, just kick bro, just l2p bro" leaving the question unanswered, cus evidently those type of tips for counterplay are true and relevant only to a certain degree are highly depend on things outside of player's control for most of the time. People on forum (meaning steam mordhau forum and mordhau reddit) are usually very sceptical on hearing about something not working in the game - countless times I've seen my stab or swing just passing through enemy's body or parry simply refusing to connect with the strike (that seemed to be nothing special in terms of swing manipulation) and those facts alone were slowly driving me mad over time, thinking that it's indeed my problem 100% of the time and those playstyle are evidently legit in terms of ingame logic, cus "if they are so op, go and climb top 1 ranked mode, bro". Man, I was enjoying Mordhau so much, honestly of the best experiences I had in slasher-kind-of games that I played so far, everything was so on point for me with the game, especially at the release day and first few months, it was indeed the good times for me when Mordhau was fresh, community is alive and future potential of the game was yet to explore... Now we've succesfully came to a point that the game is mostly dead in terms of playerbase, with no new content and gamemodes (and I dont count new overpriced helmets and a Partisan spear as something worth mentioning, sorry), weird weapon's stats and lack of relevant tutorial for the new players. I honestly think this is not the type of "future" we were anticipating for Mordhau, especially now, when Chivalry 2 is around the corner. Not sure why I decided to leave a message here, maybe for no reason at all, just a little "scream into the abyss", but I think I might be feeling better especially knowing I'm not the only one who actually cares and there are people showcasing the issues with decent level of dignity and honesty. 270+ hours on record, diamond 1 rank, RU and east EU servers player here...
I read mostly diagonally but i know what you're talking about. 270h is basically nothing, even more so without coaching. You're not getting abused by broken mechanics, you're understanding of the game is just poor, and it's normal with your hours. Don't get me wrong the game is flawed in many ways but it's mainly at high level that it's really noticeable. If you wanna improve, you should go to the PH servers and watch good players, then play and get destroyed, ask for tips and repeat.
I don't want to pile on the "only 270 hours" train with the other commenters here. I really don't, but there is truth to it. Someone who kills you consistently in most cases has at least triple your play time or more. That is the cold hard truth about this game, chiv, and any fighting game. There will always be tough matchups, and corner case tech (like in this video). But the fact remains that if you put in the time, you start to get comfortable against them and find solutions. As others have said coaching is an option. Another option is to put yourself in a high skill environment exclusively. I'm friends with some sub level 100s that are toe to toe with me, simply because they learned the game from better players, got their ass kicked over and over, but are willing to learn. Hit the gym.
@@thejhonnie mordhaus combat system isnt very noob friendly so you'll always have people complaining. and the fact that when you expect medieval game, you don't assume wessexs and drags would be possible
Lots of problems with this video When I say movement, I am including all kinds of movement: footwork, sprinting, leaning, crouching, and jumping 0:09 - jumping stabs This isn't really a problem. Just look up when blocking stabs. That's it. 0:44 - billhook drag-to-kick I agree this one is a little silly, but it makes the billhook unique. It's still not competitively viable, even with this quirk. 1:11 - late chambers This is just good timing, nothing wrong with it. It's also extremely risky and gambley to do intentionally. 1:44 - opposite shoulder overhead drags Easily countered with movement, irrelevant. Just a normal overhead drag. 2:49 - 1handed right-sided sweep jpegs One handers being annoyingly fast is a thing in its own right, but if you're able to read their riposte windup in time, movement counters this. 3:28 - neutral feints This is just a normal game mechanic. Neutral ripostes are useful in their own right, but spamming them just opens you up to kicks or gambles. 6:01 - late/delayed ripostes This is also just good timing, it's a good mixup tool and countering it comes with both movement and experience. 7:17 - wessex/cucumber This is just wrong, all weapon "hitboxes" are not hitboxes but are a set of infinitely thin lines that go along the weapons length, there is no width to them, they are effectively an infinitely thin "hit trail" Wessexes and the like are, again, countered by movement. 8:06 - left-sided sweep jpegs Again, movement. These tests are extremely misrepresentative of actual gameplay, because in an actual fight your enemy is not standing still. 9:18 - left-sided overhead jpegs Just a normal overhead animation. And, again, movement. Please incorporate movement into these demonstrations. Or don't, because then you'll realize how inconsistent they are as these special tricks or "cancerous animations" you present them as, because good counter-movement and positioning counters pretty much everything in the game.
Glad to see a voice of reason here. Unfortunately, your comment will be drowned out in the sea of shitters whining about how the "sweaty slow sword hackers" wont let them realistically spam LMB gambles.
you def missed some, try to do a late riposte wristy while looking down and to the opposite side. You let your opponent have a front view of your arm unfolding basically. That's the stronger version than the opposite shoulder one you showed, and you can make your lmbs looks like overhead quite easily with this one too. Also, the feints you showed are not scary You can actually feint a release into the feint by taking advantage of the weapon repositioning
Wheres all the "Get gud" comments at? Were all concerned players here when it comes to spoof animations. While some of these can be countered, you would have to specify hunt them or train against these specifically in 1vs1
i mean, most of these can be countered very easily with footwork, since if you watch the video you can very easily notice that most of these swings were done on someone standing still
@@ramsaybolton9151 you don't know anything about what you're talking about lmao. In this video literally just moving at all would stop most of these swings. Also you have no clue what rng means
@@jaiden1121 It's a gamble. I call it RNG because that's how it feels in this digital game. Due to variations in how networking is handled you can say it is. I played 1000's of hours on Chiv 1. The footwork in that game is 10x more than what you can do in Mordhau. Mordhau is a very slow game compared to Chiv 1. Also high level players understand the footwork, you can only try for sidestep swings or duck look up on pokes. You can't use back motion because lunge mechanic will always catch you.
@@ramsaybolton9151 when was the last time you played? Lunges were nerfed a few months back so it's no longer as much of an issue anymore, plus most of these swings require someone to specifically not move at all or require you to massively mess up your footwork, i.e not move at all when someone is trying to Wessex you
I'm kind of a new player so most of these don't make sense to me. Some kind of just look like good drags or accels? Also I understand the general concept of animation abuse but what chance is there that the crush dev actually fixes them? Oh and I think it would be cool if you did it with tracer on so we can see the difference between the hitbox and the visual animation maybe.
crush is the one who thinks they "belong" in the game, as it would take actual effort to make the game require skill. And they never intended to do this to begin with.
i was wondering why sometimes i swear i blocked an attack that would still hit... guess this is why, that side attack with footwork is so dumb, no reason for that to not be able to be blocked, it goes straight through the block
I like a lot of the tech and swing manipulation people can do though, its almost like certain moves in a game where there isn't a list of combos you can do and you have to look out for these things and try to counter them. Adapt and overcome! Level 37, 115 hours
Some sure, But like handle hits and such's add some feints to the mix and its no longer a skill issue but a dice role. After all one attack needs to be pre parried while the other requires late parry, The window of time you have to react to it is far to small to actively react to it.
Imagine posting a video where it literally starts by "hurrdurr you get hit if you don't look at the parry" then showing drags and accels but thinking normal feints are aids lol Drags & accels ARE the dueling tools and the reason why this game is hard, it's not cancerous, it's just the reason why high level player plays this otherwise they would just gamble kicks and die of boredom
Honestly pretty much describes the experience, I got it on sale and feel like I got ripped off. It's fun every now and then but when you are paired with nothing but cancerous "veterans" aka people who spent every waking hour since lauch practicing exploits and gimmicks to be a master of dying game, the game absolutely sucks.
I would say, Late Chambers, Billhook, isn't animation abusing. Late chambers can be easy to fight back against, feinting or morphing. Billhook is rather hard to parry, but you can do it. Billhook and kick has been around for awhile, and I quite like it despite not using it. It gives a true useful meaning to the billhook other then pulling horseback riders off.
A lot of this is pretty janky stuff but it's also being demonstrated against a completely stood still target. The movement between you and the janky animation wizard is important, everything is easier to read/parry if you just hold S while they're trying to do it, and conversely every single animation is going to be shittier up close. It's frustrating to see people who see these showcases go "wessex drag op!", because it's definitely OP when it's actually present in the game, but as it stands, it's barely even possible against a stationary enemy.
I find a lot of these annoying and are potentially game breaking. But for me what kills me, is how some weapons seem to be able to pass through more terrain than others, especially larger weapons and not so much for smaller weapons. It obfuscates which swings are threats and which are not. I have often fought against Zweis or pole hammers where most of their swing passes through terrain/walls but the swing is still active. I feel like i have to gamble my blocks away in certain situations. I have noticed it the most on Grad and Totenwald. I also play in 3rd person so it is possible that it is just the 3rd person perspective and the swings aren't actually passing through terrain, but I am confident that it certainly looks as though the swings do. Am I the only one who has noticed this? I am a level 200, played since the game came out. If you play on east servers we might have played together. I am "Epithet of Many Names"
if the weapons dealt damage off of a momentum/timing system for full damage instead of being lightsaber, almost none of these would be an issue, and also make late feints slow down your next swing, like the opposite of the speed increase of a parry
Changing damage for swing manipulation would kill any competitive aspect of the game that's left imo, its about hit to kill. If it becomes 2 or 3 hit to kill with accels or 4 to kill with actual swing mixup, there would be even less incentive to not spam accel which is already the meta. Drags are weak and high risk compared to accel as it is slowing down follow up attacks after a feint would guarantee double parry every time, which is already annoyingly common In my opinion, biggest problem in the game is release animation being too fast, and after that it's parry being inconsistent
Jump stabs cost stam from jump. I will never rag on it. Chambering it is effective as well, especially if you throw in the morph feint cuz they're moving up then down if they dont have high ref rate monitor they may fall for it!
90% of everything in this video is easily countered with proper footwork. These attacks are only “broken” if you stand still while fighting like these guys are. Don’t get too caught up in trying to parry these broken animations, you have to remember to back pedal in certain situations so that you have more room and time to see the attack coming at you. And for Christ sake, watch the tip of the enemies weapon.
it's not really a game for people that want to play it casually, there's a lot of competitive aspects on it, especially if you 1v1. you can still play it on frontline quite casually but some people are unkillable lol
Chambering was working when the game came out. Now it's non existant. The broke chambering mechanics, weapons don't clash and all you can do is dodging or parry to counter an attack.
Why is jumping stab cancer? Isn't that a good thing? You're actually forced to look at the attack and not the player. What I'm sick of is weapons going through my enemies and doing no damage or weapons going through me (no damage) so my parry doesn't go off and I didn't get the advantage. Late chambers are good if anything, since it actually gives the game more skill based combat rather than animation manipulation with the billhook drags.
your enemy missing and doing no damage is the biggest advantage you can get, they lose stamina and you dont also chambering is a very low skill mechanic compared to good drags
1. As said, look up to counter. 2. Don't get hit, just prevent them from getting a combo on you by parrying their attacks. 3. Press RMB if you hear the chamber sound and see them going to accel. 4. Waterfalls performed improperly by people who don't know what they're doing. But if you encounter someone actually doing them, there's a handy key called ctrl. 5. Players don't stand still right next to each other, so that's a worst case scenario. In the case of someone being that close to try jpegs on you, press F. 6. Learn to chamber dumb dumb. Feints are directly countered by chambers. If someone is throwing a lot of feints, just chamber. Literally in this part you read a feint and then forced a parry on yourself when you should have chambered to make them look like unreadable attacks. Stop trying to represent game mechanics as "broken and buggy" when you yourself aren't capable of even doing waterfalls properly, let alone have the knowledge to defend against one. 7. A late riposte isn't super late, and the counter for it is by not getting conditioned into parrying ever riposte in a certain time frame. 8. Like waterfalls, just crouch under cucumbers bro. Also wessexes have been severely nerfed, because they were the easiest to perform with the most reward. They usually do a glancing blow unless the person doing it knows the exact turncap for the weapon and can do a perfect drag without going over the turncap, which is extremely difficult to do. 9. You're still not moving. Press F if they're ever that close. If you're in a real fight, you're not going to be standing still like that. It's similar to the fifth thing. 10. And yet another thing you're standing still for.
Why are you trying to justify garbage animations and mechanics? Your response is "press F to kick" or "don't stand still", or "it's extremely hard to do that". Okay, you do realize that the other person can press F too right? Now what? Oh dang, right back to square one. If you have any experience in melee games, it isn't "extremely hard to do that" at all. Those are basic drags in chivalry but chivalry wasn't even as bugged as this game is so you could read the animations. And finally where do you get this idea that you can avoid these attacks by moving? Have you even played mordhau? Do you only play as a naked or with the lightest armor? This video isn't for you, then, is it? The footwork in Mordhau is absolutely garbage if you're wearing armor, and that was the intention, to make people wearing heavy armor slow and sluggish. It's actually sad how willing you are to put up with objectively bad things and then make excuses for it.
it’s not these that are going to kill the game, it’s people who abuse them and then turn around and start self righteously and hypocritically crying about the very thing they abuse while failing to understand how good they really have it with mordhau despite what they’re doing to it
Looking up to block a jump attack was known since 2012 in Chivalry 1. \ But don't get me wrong: this does NOT look like medieval fighting. It looks like cheese. The main problem is you're not punished for ridiculous, unrealistic feinting. Even swords have weight, and over time that matters. You can't physically do some of the bs in this game, especially with heavier weapons. It was great for the time, and the meme culture is unbeatable. But the combat is outdated. Anyway, one thing that would solve jump attacks is allowing legitimate hit trading. Someone jump stabs you in real life, you duck and stab them. Since you're on the ground, you can better move to the side, so your accuracy will be better, and they'll be dead. Which is why jump stabbing isn't done in real life.
THIS, SO MUCH OF THIS. Finally someone says it, I think the only reason only 1% of the playerbase does animations like this is because it's very hard to do consistently and if your opponent knows how to properly use footwork and can counter effectively then you're in for a rough one.
I do not agree with neutral feints. They are the main defense opener for me. Otherwise it's just an exchange of ripostes, a contest to who can have better ping to react to accels or who can do most stupid shit like extreme drags. I do agree that overhead feints are somewhat broken. underhand and side are fine.
Any body movement that goes in the opposite direction of the swing should be removed(Drags). Imagine twisting your body against the force you just generated with all your might, without breaking alignment, balance and physics. Accels should have their damage reduced. There are many other innate problems in Mordhau but it would require too much to fix at that point. At 2 years of age and with Chiv 2 on it's way, devs have to cater toward the loyal sweats in the game if they want to keep it active. They might even need to add cash shop cosmetic to help out if the game sells less.
you're thinking about realism but it woudnt work, because all hits would be accels then, since the only way to drag is to hang a massive sign on your forehead before attacking by looking at the scenery. I actually think the opposite would help gameplay (yes, not realism). making accelerating the swing not possible would stop the cancer that are neutral accels and such (a big part of the community agreeing that accels are overpowered at the moment) while still making the accel/drag mixup viable, being either accel or fake accel into drags, and not the weapon being really far from you then suddenly teleporting in your face like accels are at the moment.
I mean some of these aren't really broken or cancerous animations, like reading someones drag and chamber acceling is just outplaying them, they CAN parry if they see it coming
Idk not all these seem broken, I feel like if you have even the slightest incarnation they might jump stab it's not hard to counter and leaves you in a bad spot to tell whatever they're gonna do off a chamber or parry. Neutral attacks are just like, game mechanics lol, I thought it's kinda fundamental that everyone mix ups repostes, neutral attacks, and feints/morphs. I do think 7 that you showed is fucked, so are jpegs and the wessex and stuff. Although at least wessex is hard to pull off, still jank. Chambering a drag seems like a fair counter, for the stamina drain and needing to read the drag, maybe they could slow it down a bit to make it more reactable with worse ping. I think a lot of these issues could be fixed by slowing down everything just a bit and then restricting the turncap of movement perpendicular to the blade. So if you do a normal lmb swing any vertical mouse movement would be slowed down much more than the vertical. This would make stuff like wessex, cucumbers, and toe drags (which you didn't mention but I think are pretty fuckin impossible to read) thus making swing manipulation more consistent. That and some animations like the one handers needs tweaking, although since 21 did make some animations better I have hope.
the problem with the counters is they themselves have counters expert players will understand and have trained for a long time to minimize the amount of time you get to actually read what they plan to do for jumping stabs, they can wait near perfectly before they jump and sneak a hit in before you can react to looking up or crouch down unless you are running 240hz monitor and have sub 190ms reaction times, and 0 ping i really dont see how anyone can reliably react to a 450ms windup and still have to read on top of that if he will feint or morph it before you commit to your defensive move same with wessex, a perfect wessex will look identical to a basic accel, if you parried and saw it did not stop his weapon and it is in fact over your head then it is already too late to register in your mind that you need to crouch down (which is the counter). you have to preemptively determine if he's going to wessex you then crouch as soon as his weapon will contact your head (you really cant always know when hes going to do it you are literally guessing every time) a lot of pros say to jump over footdrags but this is also guessing. jumping over footdrags works perfectly fine if you catch the other guy off guard and you footworked plenty time ahead to see that it indeed was going to be a footdrag. as soon as they realize you are trying to jump over them they will compensate by aiming higher up and acceling you more often. in return you will simply start chambering for overheads to cover for the accel as you jump and now you've arrived at the true guessing spot, exactly the same scenario with wessexs to me a counter would be such as going for the chamber against a feint, that is always reliable and not guesswork at all having to decide before hand to gamble, then having to spend a lot of stamina or risk being hit anyway and still be punished for trying to do said "counter" doesnt seem fair to me whatsoever also chftp is the actual true hard counter to these and apparently crush wants to kill that lol?
@@yodagaming wessex is pretty much useless, it is never seen in high tier play, also billhook. Only 1 person plays billhook EU who can be considered competitive. Chftp is being removed because it takes all aspects of skill away from a players attack, chftp is pretty much the counter to everything. Only thing I kind of agree with in this vid is neutral accel. But that is probably because I haven't practiced the counter to it. This game is all about practice. Most people don't understand that so they make videos like this, completely slating the game instead of teaching new players how to counter these things. This kills the community as much as broken animations do.
How is late acceled chamber cancerous? You can deny it by propper footwork and distance. Good fighting game is by defenition not purely reactive, it's a good balance of reactive and proactive moves
I love being afraid of swords travelling at 3 mph.
imagine people pay 15$ for this
and he gives us free, what a lad
It's $15 for having the instructor adjusting your Animation. The videos is not really personal and many ppl will still not understand these
@@mythbunkers4716 Exactly this, you can either spend 2k+ hours to get a grasp of the game (with the possibility of developing bad habits) or you can simply give money to a coach and let them teach you the game properly. You can't know what you're doing wrong when you are a new player but for a coach that's something easy to see. Sure in due time you might get better, but a lot of people simply don't have enough time to dedicate to a game, so a coach is the only way.
@@TerrorDetonator That is just make belief. Just like thinking Duellists are the Top. 🤦♂️
Duellists are sitting in the same Angle everyday and cant see outside of a Box. They do the most Teamdamage, block paths etc.
FPS Players pfff...
It is basically 2 Kids sitting in a Sandbox.
You cant prepare for the Battlefield. Wether you know, when to draw back, breach a line, doing a well timed parry 1vsX.
Doing Duells is just fake bluster.
The Game is all about Experience. 🤷♂️ And the stuff coming from Duell servers are like 1/6 from the Game.
BASICS FROM THE TUTORIAL, to be true xDDD
@@bokan1056 while I agree with everything you say, there are a lot of mutual mechanics to both 1v1 and 1vx, proper footwork, panic parry management swing manipulation etc. A coach will be able to teach you those mechanics much faster than the experience that you'll get. What you said about duels is only true about players that exclusively play them. There are a lot of top tier players both in 1v1 and in 1vX, giru, stouty, hatchet etc..
If you want to be a good player you obviously aren't going to limit yourself in duels or frontlines. Anyway, I personally play this game to have fun instead of getting good, but as I said anyone who actually views the game competitively a coach will always help. It's not like coaches teach 1v1, they are going to teach you a lot of other valuable mechanics.
@breadbug I never said that duelists are on top. I'm merely stating that a top tier mordhau player has to be good in both 1v1 and 1vX. 1v1 is useful to learn the mechanics, swing manip footwork, shit that you can't do in fl/invasion, while 1vX is useful because it increases your game sense, your teamwork skills and your situational awareness.
There's nothing wrong with dueler boys and there's nothing wrong with players who play fl/invasion. Besides players who play duels exclusively rarely play on pugs and vice versa.
As for duels being "fake bluster" no, they are not. There are a ton of mechanics involved in 1v1 that you simply can't learn on fl/invasion. From footwork, to mindgames, initiative and stamina management. A comp player is good on both 1v1 and 1vX.
"BASICS FROM THE TUTORIAL, to be true xDDD"
Are we playing the same game here? The tutorial doesn't cover anything. A level 1 player will be absolutely demolished in a duelyard after completing the tutorial. Because it's shit at describing all the different mechanics and how can the player perform them effectively. It just shows attacks/chambers/ripostes/parries and it doesn't even cover 1v1/1vX tactics. Please refrain from making such comparisons.
If you want to argue, at least take the time to read my comments thoroughly and try to address the issues that I'm presenting. You just went red herring on explaining how 1v1 duelers don't know 1vX and you pretty much generalised all the players who prefer duelyards/scrims over pugs.
i like the part where he footworks
Very based!
Ye, most of these can be countered with footwork
@@yes2402 oh and on the accels just early parry bro works every time
I wouldn't really call moving 2 centimeters "footwork", Mordhau's "footwork" is pathetic compared to other melee games, it's basically nonexistent.
@@jebediah4780 uuuuhhhhhhh yea totally agree 👍
I KNEW i was parrying those stabs, 500 hours in an i still learn new things
look up
Gonna send this to everyone who keeps saying that mordhau's animations are not broken and that I am just bad because I can't do drags
git gud
@@ShreddingSwords git lost
how can you not do drags
@@MrPablosek salt
@@JackeyBoyyy It's just what they keep saying because they'll completely decline anything you say about broken animations and will instead say that you just suck.
mordhau is just an elaborate fake out contest not a sword fighting game. its just abot making your character move in the wonkiest most unrealistic ways. that being said its still a blast and its fucking hilarious.
Do you think sword fighting irl was just non stop sword clashing? Go look at an actual medieval technique book, it was all about being unreadable and counter movements. Sorry to break it to you but there was never “you hit my sword I hit your sword till we get tired.”
@@gorlab9549 I don’t think he’s talking about the faints… And I’ve never found any sword drag techniques in the medieval sword fighting books I was able to get my hands on.
@@gorlab9549 Most sword fighting is about simply keeping good range, not weird techniques. Unarmored is about range, and armoured is about getting into weak points or destroying them with a blunt weapon.
@@benjaminroodenburg2999 I think its funny OP says "Mordhau is just an elaborate fake out contest 'not a fighting game.'" But if you look at any fighting sport intently all the champions become exactly that; fake out champions. Sword fighting and fighting in general is akin to chess which relies that you know your opponent. You don't destroy your opponent by striking where he is strong, but where he is weak. And so you catch them off guard, or feint, whatever. Thats fighting. Not sure how anyone could really say Mordhau isn't a fighting game. The drags are annoying tho; and unrealistic.
@Ringadingding no. nobody fucking sword fights like this. shut the fuck up
ive been saying this for years but one of the easier fixes/updates that would help the swing manipulation bullshit is to lower the damage if the weapon connects too early or too late, IE you have a "sweet spot" of maximum damage that the weapon does when it swings as intended and its less than ideal to hit too early or too late.
Easy counter to this fix would be neutral accels, no?
Wouldn't that kill the entire point of drags and accels?
@@Inconspicuous-Gnome it would definitely reduce their efficiency, but that's nearly the entire point. drags/accels are what make the abuse of weapon animations possible. it would still be a tactic to use drags/accels to grab quick and cheap damage, but with a "sweet spot" of damage, it would prioritize hitting your opponent with the intended use of your weapon's animation
This video made me understand that as much as yellow ping might be screwing me other, it is NOT just the latency that makes me miss parries. Especially the left swing jpeg thing. Happened to me so many times and I blamed it on the ping every time. Now I know that it is not the reason, or at least only a small part of it.
Stop playing fighting games on a shit connection
Stop playing life with shit human connection
Man I have 80 ping and I’m still decent at this game, I moved and Ima get like 20 now cannot wait to see how good ima do
@@SparseS17He just might not be able to get better internet
I think late chambers are alright, it requires proper timing and reading of your opponent
Also really useful against Maul Titans
Couldn't agree more
"Maul Titans" gave me a good chuckle
Me in duel servers easily avoiding this by just not dueling anyone using a greatsword, eveningstar, messer, or polearm and essentially dodging 99.9% of all the cancer that exists in this game:
if you avoid this is there anyone left to duel with? This cancer is the main reason I stopped playing mordhau
@@keller6920 cry, get good
@@jits2q127 yeah, i want to move my camera around like some retard in medieval fighting game. Very fucking interesting, thats how ppl were fighting back in those days.
@@keller6920 if you want a realistic medieval game then go play chiv 2 when it comes out
@@jits2q127 yeah, the same ppl said about mordhau when i was playing chiv 1. Chiv 2 will be good for first few months (as mordhau was) but after that, there will be fucking ballerinas with zweihander like in mordhau rn.
this is the definition of A.I.D.S
As someone who just began playing, I appreciate the tips ;)
-this is a joke even if I tried these I’ll still get destroyed
Well this makes total sense now as to why some attacks are coming out near instantly and how sometimes when I think my parry or chamber is on point that it doesn't work. I will be sure to keep these things in mind to try and improve :/
"killing the game" is exactly right these are the reasons i uninstalled a long time ago
Drags are ez
tryhards be like "why is this game dying and not getting any new players that stick around"
shitters be like "the game would be much better if every fight was a stationary neutral riposte battle without any mouse movement allowed"
@@hardboiled2987 thats not what im saying but go off bud
@@hardboiled2987 yes
@@hardboiled2987 riposte doesn't matter when the opponent in front of you twirls the weapon over head for 2mins hitting you with bullshit gimmicks and unreadable attacks.
What do you mean by "fix the game"? I thought the community wanted cancerous bullshit because "muh skill ceiling". And by community I mean competitive and high level players, aka the most vocal players
some of it is good cool and okay and some of it is bad and stupid and shouldnt exist
@@GomulDart the community DIDN't wan't it. Most people realize it's stupid however it's the most vocal tryhards and the ex chivalry eliteists that pretty much the only ones listened to by the devs.
Honestly this shit is why I don't enjoy high level play that much.
@@vincentdolente7053 Well that's a lie considering the game has been getting dumbed down to cater towards noobs like yourself. Restricting turncaps and ruining muscle memory while making defense more powerful than offense, so people don't need to be good anymore, they just need to have a decent idea of when to parry without any thought put into it. Lobotomizing yourself in a highly skilled game is not the way you should be playing. It's like, if you went and played CS:GO like it's Call of Duty, you'll get killed but you wouldn't immediately demand that Valve change the game to include 100% accuracy while moving and shooting, would you? No, you would see those mechanics and git gud or say "this game isn't for me." and leave. Same with Mordhau, you're not expecting this to be Kingdom Come: Deliverance with multiplayer, are you? Nope, because that's not the kind of game it is. So now that you know what kind of game it is, you have to make your choice. Git gud or leave. Most people opt to leave because they're just bad at video games in general, but if you want to prove that you're at least competent and don't need a handicap to win, then opt to git gud at the game.
Think of Dark Souls. People got frustrated with that game, but there were mechanics, there were different skills you have to learn, you have to git gud to win, but if you didn't git gud, you quit because the developers weren't going to change a game they're no longer working on, why should they? In the same sense, Mordhau has it's core mechanics already set in stone, and people like you demanding the devs nerf core game mechanics is what pisses people off. Learn the mechanics before you give your input on them, because I, and many other players, who have played more than 50 hours, have more of a say on the matter than someone like you, yet, the people like you are the most vocal about it, making the devs see the vocal minority and change things the majority of players do not want changed.
Then you have people like yodagaming, where the entire channel is a fear mongering channel for people like you, who see something that looks like a drag, and then blows it out of proportion by saying "you have no way of defending against this and you'll just get rekt because they can just spam this move over and over until you die.", which isn't true. You can find my other comment on this video where I explain how to fight against the techniques in this video. If you ever find someone doing these things, the most important thing is to not stand still like yodagaming was. It's literally worst case scenario, as in "I don't know how to move" kind of thing. If you simply kick someone away for the majority of these, they'd have no chance. But in an actual combat situation, both players are moving, so it's not feasible for them to be that close to you in the first place, unless they're using a Maul or War Axe. If you learn a bit of footwork, most of this is easy to avoid and read.
@@vincentdolente7053 The problem is that the devs don't take any input from the "tryhards", giru was giving a lot of negative feedback to crush (lead mordhau dev) and crush eventually kicked him from that channel. If the devs cared enough, they would work with the pro players towards fixing the game and polishing the animations. But they are too close minded for that and they think that by restricting turncaps will make the game more approachable to newer players. Hell! Even crush got scared shitless when chiv 2 launched that he decided to fight one of the top tier players, Stouty, to see what's wrong with the game (I presume?).
Listen, my first 300+ hours in this game were shit. I was getting stomped on duel servers, I was dying like a bitch on fl/invasion pubs and I couldn't get past silver on ranked. But I decided that I shouldn't bother too much with the game's mechanics and try to git gud. I stopped playing this game for gitting gud and I started playing this game to just have fun. I'm currently standing at 700 hours and I finally managed to reach Platinum on ranked. I can finally play against some of the 200+ tryhards and it has become much easier for me to read all those "broken" animations. They do look weird but once you manage to learn how to properly hard-read your opponent and how to actually utilise the movement to your advantage, you shouldn't have a huge problem with most of those things. There are a few unreadable animations like insta 1ms accels that you can do nothing to parry them and I really hope that the devs do something about those, but it doesn't bother me that much as I've learned how to do those myself.
If you genuinely enjoy this game, you will manage to learn its mechanics in due time. You don't need to sweat it, just go on duel servers get your ass kicked for 600 hours and eventually you'll start to get the hang of it. Just like any other competitive game. Those "exploits" that players see on those videos are something that can be done by anyone, so if someone feels they are at a disadvantage, take the time to learn those moves. They do look stupid, but when you manage to reach a high-rank you have to do whatever you can to use everything in this game to your advantage no matter how "dirty" it is. Otherwise this would have been a game about constant riposting and who drops their weapon first, no one would enjoy that and it would kill the game much faster than it's current state. Imagine if every player only had to left/right click and nothing else affected their swing manipulation. Imagine if this game had no feints/chambers/swing manip etc.. Mind games would have been nonexistent and certain top-tier players like stouty or giru would be at the same level as low tier players.
Keep in mind that there also are a lot of new players that they have a lot of talent on this game, I've been on duel servers getting killed by level 20-40 players that I thought they played as if they were 200+ level. This is a game that requires dedication and effort to become good. You don't have to actively pursuit that goal though, I, for example will never be as good as some other top players and I'll probably never manage to reach diamond on ranked, but I don't really care. I like this game for what it is, the memes, the sweatiness and the customization system. If anyone gets bothered too much on the combat they can pretty much quit the game and get a refund. It is what it is and if the devs took the time to actually listen to the pros, boy oh boy would this game shine!
"just duck it noob" -every tryhard
The one simple fix is adding an angle damage gradient to the swing so that the damage drops off under start swing and ending conditions.
“Fights that feel like fights”
200+ plumed levels who go to noob duel servers to stomp on noobs would disagree and call these animations "Game mechanic"
Came for the animations, stayed for the music
Let’s be honest guys, nothing on the game will ever change until it’s in the hands of someone else, all we can do is hope on the piece of paper saying copyright for the game mechanics
yeah, unfortunate we got extremely lied to like that lol
thanks I got bone cancer
The first one just makes sense, if someones stabs you over your parry it makes sense you'd be hit
Seeing these animations, and remembering all the times i've lost a good fight due to them makes me so angry, but yet this knowledge has shown me the dark arts. Time to hit em with Mindfreak
love to see players missclicking, packet loss alerts and how they usually miss when doing weird 1st person camera movements
Man, at first I thought it was my problem - getting wessex'ed and jpeg'ed out of existence everytime I run into someone who is competent at the game and knows those silly mechanics. More so, whenever I actually trying to look for help and general tips on HOW to actually counter those playstyles people on forums usually respond with: "just run away bro, just kick bro, just l2p bro" leaving the question unanswered, cus evidently those type of tips for counterplay are true and relevant only to a certain degree are highly depend on things outside of player's control for most of the time.
People on forum (meaning steam mordhau forum and mordhau reddit) are usually very sceptical on hearing about something not working in the game - countless times I've seen my stab or swing just passing through enemy's body or parry simply refusing to connect with the strike (that seemed to be nothing special in terms of swing manipulation) and those facts alone were slowly driving me mad over time, thinking that it's indeed my problem 100% of the time and those playstyle are evidently legit in terms of ingame logic, cus "if they are so op, go and climb top 1 ranked mode, bro".
Man, I was enjoying Mordhau so much, honestly of the best experiences I had in slasher-kind-of games that I played so far, everything was so on point for me with the game, especially at the release day and first few months, it was indeed the good times for me when Mordhau was fresh, community is alive and future potential of the game was yet to explore...
Now we've succesfully came to a point that the game is mostly dead in terms of playerbase, with no new content and gamemodes (and I dont count new overpriced helmets and a Partisan spear as something worth mentioning, sorry), weird weapon's stats and lack of relevant tutorial for the new players. I honestly think this is not the type of "future" we were anticipating for Mordhau, especially now, when Chivalry 2 is around the corner.
Not sure why I decided to leave a message here, maybe for no reason at all, just a little "scream into the abyss", but I think I might be feeling better especially knowing I'm not the only one who actually cares and there are people showcasing the issues with decent level of dignity and honesty.
270+ hours on record, diamond 1 rank, RU and east EU servers player here...
I read mostly diagonally but i know what you're talking about.
270h is basically nothing, even more so without coaching.
You're not getting abused by broken mechanics, you're understanding of the game is just poor, and it's normal with your hours.
Don't get me wrong the game is flawed in many ways but it's mainly at high level that it's really noticeable.
If you wanna improve, you should go to the PH servers and watch good players, then play and get destroyed, ask for tips and repeat.
just footwokr why u complaining like u fully understand the game u got 270 hours
^ these two replies are literally what he was talking about lmao
I don't want to pile on the "only 270 hours" train with the other commenters here. I really don't, but there is truth to it. Someone who kills you consistently in most cases has at least triple your play time or more. That is the cold hard truth about this game, chiv, and any fighting game.
There will always be tough matchups, and corner case tech (like in this video). But the fact remains that if you put in the time, you start to get comfortable against them and find solutions.
As others have said coaching is an option. Another option is to put yourself in a high skill environment exclusively. I'm friends with some sub level 100s that are toe to toe with me, simply because they learned the game from better players, got their ass kicked over and over, but are willing to learn.
Hit the gym.
@@thejhonnie mordhaus combat system isnt very noob friendly so you'll always have people complaining. and the fact that when you expect medieval game, you don't assume wessexs and drags would be possible
this game is so fucking broken
Lots of problems with this video
When I say movement, I am including all kinds of movement: footwork, sprinting, leaning, crouching, and jumping
0:09 - jumping stabs
This isn't really a problem. Just look up when blocking stabs. That's it.
0:44 - billhook drag-to-kick
I agree this one is a little silly, but it makes the billhook unique. It's still not competitively viable, even with this quirk.
1:11 - late chambers
This is just good timing, nothing wrong with it. It's also extremely risky and gambley to do intentionally.
1:44 - opposite shoulder overhead drags
Easily countered with movement, irrelevant. Just a normal overhead drag.
2:49 - 1handed right-sided sweep jpegs
One handers being annoyingly fast is a thing in its own right, but if you're able to read their riposte windup in time, movement counters this.
3:28 - neutral feints
This is just a normal game mechanic. Neutral ripostes are useful in their own right, but spamming them just opens you up to kicks or gambles.
6:01 - late/delayed ripostes
This is also just good timing, it's a good mixup tool and countering it comes with both movement and experience.
7:17 - wessex/cucumber
This is just wrong, all weapon "hitboxes" are not hitboxes but are a set of infinitely thin lines that go along the weapons length, there is no width to them, they are effectively an infinitely thin "hit trail"
Wessexes and the like are, again, countered by movement.
8:06 - left-sided sweep jpegs
Again, movement. These tests are extremely misrepresentative of actual gameplay, because in an actual fight your enemy is not standing still.
9:18 - left-sided overhead jpegs
Just a normal overhead animation. And, again, movement. Please incorporate movement into these demonstrations. Or don't, because then you'll realize how inconsistent they are as these special tricks or "cancerous animations" you present them as, because good counter-movement and positioning counters pretty much everything in the game.
Glad to see a voice of reason here. Unfortunately, your comment will be drowned out in the sea of shitters whining about how the "sweaty slow sword hackers" wont let them realistically spam LMB gambles.
he was right it is dead
i dont have the time to figure this shit out in mid battle
3:00 "oh thats not so bad, its just small weapon like a falc- ...oh my good god, thats a messer"
you def missed some, try to do a late riposte wristy while looking down and to the opposite side. You let your opponent have a front view of your arm unfolding basically.
That's the stronger version than the opposite shoulder one you showed, and you can make your lmbs looks like overhead quite easily with this one too.
Also, the feints you showed are not scary
You can actually feint a release into the feint by taking advantage of the weapon repositioning
yeah no he wont fix them. he'll just let the game die. although im sure you realize that now, being 2 years later.
The earned it instrumental alone is worthy of a sub.
Wheres all the "Get gud" comments at? Were all concerned players here when it comes to spoof animations.
While some of these can be countered, you would have to specify hunt them or train against these specifically in 1vs1
i mean, most of these can be countered very easily with footwork, since if you watch the video you can very easily notice that most of these swings were done on someone standing still
@@jaiden1121 footwork is literally RNG in this game because you move so fucking slow and the lunge mechanic .
@@ramsaybolton9151 you don't know anything about what you're talking about lmao. In this video literally just moving at all would stop most of these swings. Also you have no clue what rng means
@@jaiden1121 It's a gamble. I call it RNG because that's how it feels in this digital game. Due to variations in how networking is handled you can say it is. I played 1000's of hours on Chiv 1. The footwork in that game is 10x more than what you can do in Mordhau. Mordhau is a very slow game compared to Chiv 1. Also high level players understand the footwork, you can only try for sidestep swings or duck look up on pokes. You can't use back motion because lunge mechanic will always catch you.
@@ramsaybolton9151 when was the last time you played? Lunges were nerfed a few months back so it's no longer as much of an issue anymore, plus most of these swings require someone to specifically not move at all or require you to massively mess up your footwork, i.e not move at all when someone is trying to Wessex you
Am i the only one that is watching this and feel disgusted? like for example when you are eating something that tastes like shit and makes you sick
I'm kind of a new player so most of these don't make sense to me. Some kind of just look like good drags or accels? Also I understand the general concept of animation abuse but what chance is there that the crush dev actually fixes them? Oh and I think it would be cool if you did it with tracer on so we can see the difference between the hitbox and the visual animation maybe.
crush is the one who thinks they "belong" in the game, as it would take actual effort to make the game require skill.
And they never intended to do this to begin with.
i was wondering why sometimes i swear i blocked an attack that would still hit... guess this is why, that side attack with footwork is so dumb, no reason for that to not be able to be blocked, it goes straight through the block
mordhau sweats trying not to be aids for 3 seconds (impossible challenge)
So many times i've died to that left handed sweep. I knew something was off about it but i could never say for sure what.
I like a lot of the tech and swing manipulation people can do though, its almost like certain moves in a game where there isn't a list of combos you can do and you have to look out for these things and try to counter them. Adapt and overcome!
Level 37, 115 hours
lol k
After playing this game for over 3500 hours i can confidently say that this is a skill issue
Some sure, But like handle hits and such's add some feints to the mix and its no longer a skill issue but a dice role.
After all one attack needs to be pre parried while the other requires late parry, The window of time you have to react to it is far to small to actively react to it.
Thanks so much for this, always wanted to know how the pros do all these weird tricks that are completely unreadable lol
Imagine posting a video where it literally starts by "hurrdurr you get hit if you don't look at the parry" then showing drags and accels but thinking normal feints are aids lol
Drags & accels ARE the dueling tools and the reason why this game is hard, it's not cancerous, it's just the reason why high level player plays this otherwise they would just gamble kicks and die of boredom
jumping underhands i think are the most annoying, but spinning morphs to stab is also terrible to try to read
Mordhau players be having anything but fun lol
Honestly pretty much describes the experience, I got it on sale and feel like I got ripped off. It's fun every now and then but when you are paired with nothing but cancerous "veterans" aka people who spent every waking hour since lauch practicing exploits and gimmicks to be a master of dying game, the game absolutely sucks.
@@dirk1998 speaking facts
the sweep jpg is quite weird to counter
You can swing drag a stab also, that fucks people off. They broke punch recently and kicks hits earlier now.
Idk why they let so much of this shit just stay in the game.
I would say, Late Chambers, Billhook, isn't animation abusing. Late chambers can be easy to fight back against, feinting or morphing. Billhook is rather hard to parry, but you can do it. Billhook and kick has been around for awhile, and I quite like it despite not using it. It gives a true useful meaning to the billhook other then pulling horseback riders off.
I feel chivary 2 hold block will negate some off the cheese. Im curious what will be more broken mordhau or Chiv 2
You played chiv 2?
A lot of this is pretty janky stuff but it's also being demonstrated against a completely stood still target. The movement between you and the janky animation wizard is important, everything is easier to read/parry if you just hold S while they're trying to do it, and conversely every single animation is going to be shittier up close. It's frustrating to see people who see these showcases go "wessex drag op!", because it's definitely OP when it's actually present in the game, but as it stands, it's barely even possible against a stationary enemy.
I find a lot of these annoying and are potentially game breaking. But for me what kills me, is how some weapons seem to be able to pass through more terrain than others, especially larger weapons and not so much for smaller weapons. It obfuscates which swings are threats and which are not. I have often fought against Zweis or pole hammers where most of their swing passes through terrain/walls but the swing is still active. I feel like i have to gamble my blocks away in certain situations. I have noticed it the most on Grad and Totenwald. I also play in 3rd person so it is possible that it is just the 3rd person perspective and the swings aren't actually passing through terrain, but I am confident that it certainly looks as though the swings do.
Am I the only one who has noticed this? I am a level 200, played since the game came out. If you play on east servers we might have played together. I am "Epithet of Many Names"
solution to the billhook is walk toward the billhook
It's the reason this game only has 900 players on at any given time in NA.
The game is fucking trash.
Most of this shit looks broken because the guy taking the hits is not moving at all.
if the weapons dealt damage off of a momentum/timing system for full damage instead of being lightsaber, almost none of these would be an issue, and also make late feints slow down your next swing, like the opposite of the speed increase of a parry
Changing damage for swing manipulation would kill any competitive aspect of the game that's left imo, its about hit to kill. If it becomes 2 or 3 hit to kill with accels or 4 to kill with actual swing mixup, there would be even less incentive to not spam accel which is already the meta. Drags are weak and high risk compared to accel as it is
slowing down follow up attacks after a feint would guarantee double parry every time, which is already annoyingly common
In my opinion, biggest problem in the game is release animation being too fast, and after that it's parry being inconsistent
Jump stabs cost stam from jump. I will never rag on it. Chambering it is effective as well, especially if you throw in the morph feint cuz they're moving up then down if they dont have high ref rate monitor they may fall for it!
Acrobat perk joined the chat
@@Redstone656 points and still 5 stam???? excuse me sir??
You missed the lower left/upper right stab animations and the instant access when looking up
So that’s what they are! (Late chambers.) I didn’t even know that’s what was happening to me half the time lmfao.
90% of everything in this video is easily countered with proper footwork. These attacks are only “broken” if you stand still while fighting like these guys are.
Don’t get too caught up in trying to parry these broken animations, you have to remember to back pedal in certain situations so that you have more room and time to see the attack coming at you.
And for Christ sake, watch the tip of the enemies weapon.
scream is audio cue for parrying
Can someone tell me what "bugs" have been fixed nowadays?
27.03.2022
I don't see a problem with any of these. They're not infallible, they can all be countered and dealt with
ah thanks for the video. i keep playing too much invasion and frontline that i forgot how to do abusive moves.
I remember in Chiv dominating at high level play with a dagger. I wonder if Mordhau will let me do the same?
i got all my mothafuckin jewelry on
wats the first instrumental?
people still defend these saying it’s skill and that it can be countered by using footwork or “git good.”
Funny thing I played this game once and never played it again. Game's impossible to have fun in.
You can't just enjoy it by playing 1 time
You won’t have fun til u get gud
it's not really a game for people that want to play it casually, there's a lot of competitive aspects on it, especially if you 1v1. you can still play it on frontline quite casually but some people are unkillable lol
Well now I know why I do so well despite not reading shit, didn’t even realise I did some of these lmao...
Chambering was working when the game came out. Now it's non existant. The broke chambering mechanics, weapons don't clash and all you can do is dodging or parry to counter an attack.
1:28
Is it a wessex chember??? wtf
Why is jumping stab cancer? Isn't that a good thing? You're actually forced to look at the attack and not the player. What I'm sick of is weapons going through my enemies and doing no damage or weapons going through me (no damage) so my parry doesn't go off and I didn't get the advantage.
Late chambers are good if anything, since it actually gives the game more skill based combat rather than animation manipulation with the billhook drags.
your enemy missing and doing no damage is the biggest advantage you can get, they lose stamina and you dont
also chambering is a very low skill mechanic compared to good drags
1. As said, look up to counter.
2. Don't get hit, just prevent them from getting a combo on you by parrying their attacks.
3. Press RMB if you hear the chamber sound and see them going to accel.
4. Waterfalls performed improperly by people who don't know what they're doing. But if you encounter someone actually doing them, there's a handy key called ctrl.
5. Players don't stand still right next to each other, so that's a worst case scenario. In the case of someone being that close to try jpegs on you, press F.
6. Learn to chamber dumb dumb. Feints are directly countered by chambers. If someone is throwing a lot of feints, just chamber. Literally in this part you read a feint and then forced a parry on yourself when you should have chambered to make them look like unreadable attacks. Stop trying to represent game mechanics as "broken and buggy" when you yourself aren't capable of even doing waterfalls properly, let alone have the knowledge to defend against one.
7. A late riposte isn't super late, and the counter for it is by not getting conditioned into parrying ever riposte in a certain time frame.
8. Like waterfalls, just crouch under cucumbers bro. Also wessexes have been severely nerfed, because they were the easiest to perform with the most reward. They usually do a glancing blow unless the person doing it knows the exact turncap for the weapon and can do a perfect drag without going over the turncap, which is extremely difficult to do.
9. You're still not moving. Press F if they're ever that close. If you're in a real fight, you're not going to be standing still like that. It's similar to the fifth thing.
10. And yet another thing you're standing still for.
Why are you trying to justify garbage animations and mechanics? Your response is "press F to kick" or "don't stand still", or "it's extremely hard to do that". Okay, you do realize that the other person can press F too right? Now what? Oh dang, right back to square one. If you have any experience in melee games, it isn't "extremely hard to do that" at all. Those are basic drags in chivalry but chivalry wasn't even as bugged as this game is so you could read the animations. And finally where do you get this idea that you can avoid these attacks by moving? Have you even played mordhau? Do you only play as a naked or with the lightest armor? This video isn't for you, then, is it? The footwork in Mordhau is absolutely garbage if you're wearing armor, and that was the intention, to make people wearing heavy armor slow and sluggish. It's actually sad how willing you are to put up with objectively bad things and then make excuses for it.
@@jebediah4780 You people can’t be helped.
all of this can be countered by footwork but i guess theyre a bit wonky
very informative
hiding stabs with the round shield is always fun
it’s not these that are going to kill the game, it’s people who abuse them and then turn around and start self righteously and hypocritically crying about the very thing they abuse while failing to understand how good they really have it with mordhau despite what they’re doing to it
Ive gotten to lvl 204 without learning any of this lol and I never played anything other than frontlines
Chiv 1 had more readable moves lmao
no
@@chipp5148 yes
Ahh yes Harvey, we have not had a bout in some time
wow so cancerous when they guy is literally not movnig.
need proximity oice chat
does this work with all weapons? or just with the weapons shown in the video?
Why is great sword consistently so hard to read?
Well those are Fights that look like FIGHTS
everything other than the jump stabs going through parry
how would you even go about fixing any of it
literally jumping your stab over a parry requires looking up and aiming your parry upwards. People are so stupid lol xD
Looking up to block a jump attack was known since 2012 in Chivalry 1. \
But don't get me wrong: this does NOT look like medieval fighting. It looks like cheese. The main problem is you're not punished for ridiculous, unrealistic feinting. Even swords have weight, and over time that matters. You can't physically do some of the bs in this game, especially with heavier weapons. It was great for the time, and the meme culture is unbeatable. But the combat is outdated.
Anyway, one thing that would solve jump attacks is allowing legitimate hit trading. Someone jump stabs you in real life, you duck and stab them. Since you're on the ground, you can better move to the side, so your accuracy will be better, and they'll be dead. Which is why jump stabbing isn't done in real life.
I'm level 206 and elite I and i never done any of these. I don't think there are killing the game since only 1% of the total players are doing this.
THIS, SO MUCH OF THIS.
Finally someone says it, I think the only reason only 1% of the playerbase does animations like this is because it's very hard to do consistently and if your opponent knows how to properly use footwork and can counter effectively then you're in for a rough one.
9:35 how is anyone supposed to reasonably defend against that? Weapon literally goes through your head but you don't to parry it
You're not because there's nothing to defend, his hit didn't land. He over acceled his swing and his weapon went through him in windup.
@@tirion9219 you can't punish it, it's way too unreadable. Unless you want to just gamble with an attack
@@GameFuMaster he punished himself by missing with an eveningstar, if he combo’d his attack he just lost 20 stam and now you’re winning
@@GameFuMaster and if you chambered his attack he now has to feint to parry and hes stil losing on stam
@@tirion9219 chamber into a possible drag shown in another part/
I do not agree with neutral feints. They are the main defense opener for me. Otherwise it's just an exchange of ripostes, a contest to who can have better ping to react to accels or who can do most stupid shit like extreme drags. I do agree that overhead feints are somewhat broken. underhand and side are fine.
why fix if we can just add shield surving and a slav squat... i fucking hate these devs
Always good fights with you Harvey
Any body movement that goes in the opposite direction of the swing should be removed(Drags). Imagine twisting your body against the force you just generated with all your might, without breaking alignment, balance and physics. Accels should have their damage reduced. There are many other innate problems in Mordhau but it would require too much to fix at that point. At 2 years of age and with Chiv 2 on it's way, devs have to cater toward the loyal sweats in the game if they want to keep it active. They might even need to add cash shop cosmetic to help out if the game sells less.
you're thinking about realism but it woudnt work, because all hits would be accels then, since the only way to drag is to hang a massive sign on your forehead before attacking by looking at the scenery.
I actually think the opposite would help gameplay (yes, not realism). making accelerating the swing not possible would stop the cancer that are neutral accels and such (a big part of the community agreeing that accels are overpowered at the moment) while still making the accel/drag mixup viable, being either accel or fake accel into drags, and not the weapon being really far from you then suddenly teleporting in your face like accels are at the moment.
I mean some of these aren't really broken or cancerous animations, like reading someones drag and chamber acceling is just outplaying them, they CAN parry if they see it coming
Idk not all these seem broken, I feel like if you have even the slightest incarnation they might jump stab it's not hard to counter and leaves you in a bad spot to tell whatever they're gonna do off a chamber or parry. Neutral attacks are just like, game mechanics lol, I thought it's kinda fundamental that everyone mix ups repostes, neutral attacks, and feints/morphs. I do think 7 that you showed is fucked, so are jpegs and the wessex and stuff. Although at least wessex is hard to pull off, still jank. Chambering a drag seems like a fair counter, for the stamina drain and needing to read the drag, maybe they could slow it down a bit to make it more reactable with worse ping. I think a lot of these issues could be fixed by slowing down everything just a bit and then restricting the turncap of movement perpendicular to the blade. So if you do a normal lmb swing any vertical mouse movement would be slowed down much more than the vertical. This would make stuff like wessex, cucumbers, and toe drags (which you didn't mention but I think are pretty fuckin impossible to read) thus making swing manipulation more consistent. That and some animations like the one handers needs tweaking, although since 21 did make some animations better I have hope.
the problem with the counters is they themselves have counters
expert players will understand and have trained for a long time to minimize the amount of time you get to actually read what they plan to do
for jumping stabs, they can wait near perfectly before they jump and sneak a hit in before you can react to looking up or crouch down
unless you are running 240hz monitor and have sub 190ms reaction times, and 0 ping i really dont see how anyone can reliably react to a 450ms windup and still have to read on top of that if he will feint or morph it before you commit to your defensive move
same with wessex, a perfect wessex will look identical to a basic accel, if you parried and saw it did not stop his weapon and it is in fact over your head then it is already too late to register in your mind that you need to crouch down (which is the counter). you have to preemptively determine if he's going to wessex you then crouch as soon as his weapon will contact your head (you really cant always know when hes going to do it you are literally guessing every time)
a lot of pros say to jump over footdrags but this is also guessing. jumping over footdrags works perfectly fine if you catch the other guy off guard and you footworked plenty time ahead to see that it indeed was going to be a footdrag. as soon as they realize you are trying to jump over them they will compensate by aiming higher up and acceling you more often. in return you will simply start chambering for overheads to cover for the accel as you jump and now you've arrived at the true guessing spot, exactly the same scenario with wessexs
to me a counter would be such as going for the chamber against a feint, that is always reliable and not guesswork at all
having to decide before hand to gamble, then having to spend a lot of stamina or risk being hit anyway and still be punished for trying to do said "counter" doesnt seem fair to me whatsoever
also chftp is the actual true hard counter to these and apparently crush wants to kill that lol?
@@yodagaming wessex is pretty much useless, it is never seen in high tier play, also billhook. Only 1 person plays billhook EU who can be considered competitive. Chftp is being removed because it takes all aspects of skill away from a players attack, chftp is pretty much the counter to everything. Only thing I kind of agree with in this vid is neutral accel. But that is probably because I haven't practiced the counter to it.
This game is all about practice. Most people don't understand that so they make videos like this, completely slating the game instead of teaching new players how to counter these things. This kills the community as much as broken animations do.
How is late acceled chamber cancerous? You can deny it by propper footwork and distance. Good fighting game is by defenition not purely reactive, it's a good balance of reactive and proactive moves
what about a flick feint
nice vid keep it up