Mordhau Wiki
(→‎Initiative: updated initiative section to explain the actual mechanics that cause it)
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=Basics=
 
=Basics=
   
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You can get an overview of the default keybinds on the [[Controls]] article.
Mention [[Controls]]
 
   
 
==Health ==
 
==Health ==
   
Your health bar (red) has 100 hit points. All players have the same amount of health, but some loadouts have heavier armor than others; Armors reduces damage taken. Running out of health will kill you.
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Your health bar (red) has 100 hit points. All players have the same amount of health, but some loadouts have heavier armor than others, which reduces damage taken. Running out of health will kill you.
   
When you kill an enemy, you gain X health back. Having the [[Bloodlust]] perk gives you full health on kill.
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When you kill an enemy, you gain 25 health back. Having the [[Bloodlust]] perk gives you full health on kill.
   
   
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==Stamina ==
 
==Stamina ==
   
Your stamina bar (yellow) has 100 points; all players have the same amount of stamina, but some weapons cost more stamina to use than others. Running out of stamina will disarm you.
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Your stamina bar (yellow) has 100 points. All players have the same amount of stamina, but some weapons cost more stamina to use than others. Running out of stamina will disarm you when you attempt to parry or chamber.
  +
 
When you hit an enemy, you gain 10 stamina back. Having the [[Second Wind]] perk gives you 3 extra stamina back for each hit. When you kill an enemy, you gain 25 stamina back. Having the [[Fury]] perk gives you full stamina on kill.
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  +
When an enemy becomes low on stamina, they will start grunting, giving you an audible cue that they are close to being disarmed.
  +
   
When you hit an enemy, you gain 10 stamina back. Kills give you 25 stamina, but having the [[Fury]] perk you gain full stamina on kills. The [[Second Wind]] perk gives you 3 extra stamina back for each hit.
 
   
   
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==Regeneration==
 
==Regeneration==
   
Stamina & Health will regenerate if you walk, crouch or stand still after 5 seconds (Stamina will start healing sooner). Running, damage, or any actions that require the use of stamina will stop the regen.
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Stamina & Health will regenerate if you walk, crouch or stand still after 5 seconds (Stamina will start healing sooner). Running, damage, or any actions that require the use of stamina will stop the regen. Jumping will prevent regeneration from starting, but will not stop it if it has already started.
   
   
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==Jumping==
 
==Jumping==
   
Costs 10 stamina, which can be reduced by 50% using the [[Acrobat]] perk.
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Costs 10 stamina, which can be reduced by 50% using the [[Acrobat]] perk. Jumping at a climbable wall will pull your character over the wall. Jumping is useful in combat for dodging swings aimed at your feet (ex. footdrags, underhand accels)
   
 
==Crouching ==
 
==Crouching ==
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==Lunge==
 
==Lunge==
   
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Lunge is a very short forward dash (a lunge) that occurs when your attack enters release while you are moving forwards. Lunge also triggers on combo attacks.
Insert description
 
   
 
==Chase Mechanic==
 
==Chase Mechanic==
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This mechanic gives you a much faster running speed when chasing an enemy as long as you're staring directly at them. It is impossible to outrun a player who is using this mechanic.
 
This mechanic gives you a much faster running speed when chasing an enemy as long as you're staring directly at them. It is impossible to outrun a player who is using this mechanic.
   
==Footwork==
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==[[Footwork]]==
   
Footwork is a series of movements that are designed to give you the upper hand when dueling against an opponent. For more about [[Footwork]], view the link.
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[[Footwork]] is a series of movements that are designed to give you the upper hand when dueling against an opponent.
   
 
=Offense=
 
=Offense=
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==Melee Attacks==
 
==Melee Attacks==
   
240 vs Binds vs Hybrid, link to a more expanded article about [[Attack Phases]], Stamina Drain, Alt modes, Heavy Weapon Debuff, Hitstop, Flinch, Tracers, Miss Cost, Knockback
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[[Controls|240 vs Binds vs Hybrid]], link to a more expanded article about [[Attack Phases]], Stamina Drain, Alt modes, Heavy Weapon Debuff, Hitstop, Flinch, Tracers, Miss Cost, Knockback
   
 
==Ranged Attacks==
 
==Ranged Attacks==
   
There are quite a few different types of ranged attacks in Mordhau, all of them unique in speed, amount, damage, and so on. The longbow, crossbow, recurve bow, rocks, throwing knives, and throwing axes are all ranged weapons that can only be used at some sort of range. Some melee weapons, however, may be used in an alt mode to create a ranged attack, such as the arming sword or the carving knife, by throwing them at your opponent.
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There are quite a few different types of ranged attacks in Mordhau, all of them unique in speed, amount, damage, and so on. The [[Longbow]], [[Crossbow]], [[Recurve Bow]], [[Rock]]s, [[Throwing Knife|Throwing Knives]], and [[Throwing Axe]]s are all ranged weapons that can only be used at some sort of range. Some melee weapons, however, may be used in an alt mode to create a ranged attack, such as the [[Arming Sword]] or the [[Carving Knife]], by throwing them at your opponent.
   
==Kicks ==
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==[[Kick]]s==
   
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[[Kick]]s are extremely fast short range attacks, best used as defensive interrupts. Pressing F will start a kick, costing 10 stam on a miss, ''gaining'' 10 stam on a hit, and ''reducing'' your opponent's stamina by 10.
Jump Kicks
 
   
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Kicks are best used defensively vs opponents that aggressively maintain facehug. Kick them during their attack windup, and you will sway the fight in your favor.
==Combos==
 
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  +
You can also kick midair, performing a jump kick. Simply Jump forward, then Kick. Your character will continue travelling forward, sending a slower and unfeintable kick. Jump kicks are far less useful than normal kicks, since you cannot feint them, but they can still be relevant in the right scenarios.
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==[[Combo]]s==
   
 
See Combo Feint to Parry
 
See Combo Feint to Parry
   
==Morphs==
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==[[Morph]]s==
   
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[[Morph]]s are performed by inputting a stab during strike windup, or inputting a strike during stab windup. This "morphs" your attack into a different attack, useful for baiting out [[Parrying|parries]] or [[Chambering|chambers]], at the cost of 7 stamina. You can morph out of a chamber, and you can morph to a kick. Generally, you want to morph as late as possible. The morph window is smaller than the feint window, so morphs are easier to read.
Stamina cost, Chamber Morphs, Late Morphs
 
   
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Morph Feinting is when you feint your morph (ex. stab, morph to overhead, feint the overhead). This is most often used as a counter to a technique called "Chamber FTP". This mixup is very hard to read, but costs the stamina cost of both morphs and feints.
==Feints==
 
   
 
==[[Feint]]s==
Stamina cost, Morph Feints, Chamber Feints, Kick Feints, Body Feints, etc
 
   
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[[Feint]]s are performed by pressing Q during windup. This pulls your weapon back to a neutral state, and is useful for baiting out parries, at the cost of 10 stamina. You can feint during any windup, meaning swings, stabs, [[Morph]]s, [[Chambering|chambers]], and [[Kick]]s can all be feinted. Generally, you want to feint as late as possible. The Feint Window is open until the last 50ms of windup.
==Swing Manipulation==
 
   
 
==[[Swing Manipulation]]==
Swing manipulation is a key element to fighting in Mordhau, the two most common ways of manipulating your weapons are drags or accels. Dragging your weapon causes it to move slower, causing your enemy to parry too early and then be hit. Accels are attacks that are faster than your opponents ability to parry, causing them to parry too late and be hit. For more advanced information on [[Swing Manipulation]], just follow the link!
 
  +
 
[[Swing Manipulation]] is a key element to fighting in Mordhau, the two most common ways of manipulating your weapons are [[drag]]s or [[accel]]s. Dragging your weapon causes it to move slower, causing your enemy to parry too early and then be hit. Accels are attacks that are faster than your opponents ability to [[parry]], causing them to parry too late and be hit. For more advanced information on [[Swing Manipulation]], just follow the link!
   
 
=Defense=
 
=Defense=
   
==Parrying==
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==[[Parrying]]==
   
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[[Parrying]] blocks all incoming attacks in front of you. Right clicking instantly raises your parry for a third of a second.
Parrying happens when you right click and briefly raise your weapon or shield to block incoming attacks. Parry lasts 325ms, unless you have a kite shield or round shield, which have 375ms and 425ms parry respectively. Parry activates the instant you right click, and lasts for the parry duration unless you get flinched out of parry.
 
 
[[File:Parrybox.png|thumb|diagram showing the parrybox and extended parry|alt=|400x400px]]
 
[[File:Parrybox.png|thumb|diagram showing the parrybox and extended parry|alt=|400x400px]]
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<br />
The way parry works on a technical level is a weapon tracer passes through the parry box, then connects with your player model. If this happens, the attack is parried. If it passes through the parry box but does not contact the player model, it isn't parried, and if it connects with the player without passing through the parry box, then of course the attack isn't parried.
 
 
=== Extended Parry ===
 
Extended Parry can be thought of as a rectangular prism that begins in your eyes and ends a short distance from your character. It extends past the parry box. Anything that comes into contact with Extended Parry gets parried. This is useful for parrying drags.
 
 
=== Parry into Parry ===
 
When you parry an attack, then parry another attack right after, you gain 20 stamina for each consecutive parry. Each parry resets the window, so you could chain together parries and quickly recover your entire stamina bar.
 
 
=== Hit to Parry ===
 
After hitting a player with a swing, you can instantly parry out.
 
 
=== Riposte Parry ===
 
During riposte, you can parry out.
 
 
=== Panic Parrying ===
 
Panic parrying is a broad term for when someone "panics" and parries early windup or recovery of their opponent.
 
 
=== Early Parry and Double Parry ===
 
Early parry is when you parry very early, during the opponent's windup. Double parrying is when you early parry, wait through parry recovery, then parry again, sometimes allowing you to parry twice while they're doing one attack. (Similar effect to ChamberFTP but much more inconsistent)
 
 
=== Easy Parry and Active Parry ===
 
After inputting a parry, it lasts for its duration unless you get flinched out of parry.
 
 
This means that you can block multiple attacks with one parry input if they all hit within that window. This is sometimes referred to as "Easy Parry".
 
 
Additionally, if you parry and riposte very early in the parry window, your parry is still active until its duration ends, meaning you can still technically parry another attack while in riposte. This is sometimes referred to as "Active Parry", but is actually a manifestation of Easy Parry, and should not be confused with the "Shield Active Parry" that all shields have.
 
 
"Shield Active Parry" occurs when you are using a shield (Buckler, Targe, Heater, Kite, Round) and riposte. During riposte, the shield model behaves like extended parry, meaning any attack that contacts the shield model will be parried.
 
 
===Feint to Parry===
 
When you feint, you can instantly parry. You can do this manually (feint button, parry button) or you can just parry during windup. This is called Feint to Parry, or FTP for short. It's essential to know how to FTP for fighting multiple opponents and for ChamberFTP (explained later).
 
 
=== Combo Feint to Parry ===
 
You can feint combos. By extension, you can also feint to parry out of combo. This is extremely useful when you're about to miss and will eat a hit - start a combo, then parry out.
 
 
=== Chamber Feint to Parry ===
 
Chamber Feint to Parry (ChamberFTP or chftp for short) is an advanced defensive technique that done correctly lets you successfully defend against every kind of attack except morph feints, but with a heavy stamina cost. When you see your opponent winding up, you throw a chamber, timed to chamber an accel. Right after chambering, if they don't accel, you parry.
 
 
If they:
 
 
- accel, then you chamber
 
 
- drag, then you parry
 
 
- morph, then you parry (or if you chambered early, you might hit them if they don't ftp)
 
 
- feint, then you both parry, or you commit your swing and force them to parry out or get hit
 
 
- morph feint, then you get hit
 
 
You can see from this that chftp is an extremely effective defense against everything but morph feints, but costs a lot of stamina (feint cost + parry cost). A rule of thumb is to chamberftp at facehug, and chftp anything you don't feel comfortable reading.
 
 
==Chambers==
 
 
Stamina cost, refer to Chamber FTP
 
   
==Shields ==
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==[[Shield]]s==
   
 
Held mode vs Parry, Increased Parry Window.
 
Held mode vs Parry, Increased Parry Window.
   
==Ripostes==
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==[[Riposte]]s==
   
 
Linear vs Curved, Hyper-Armor, Crosshair icon before and after. Late Ripostes
 
Linear vs Curved, Hyper-Armor, Crosshair icon before and after. Late Ripostes
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Forcing clashes
 
Forcing clashes
   
=Initiative=
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=[[Initiative]]=
   
Initiative is the concept of alternating offense and defense. While Mordhau is a real time game, combat flows back and forth, as each player "takes turns" attacking and defending. This happens because after an opponent parries or chambers you, there is a short period where you cannot input an attack, but they can; meaning, if they attack ASAP after blocking, and you attack ASAP after getting blocked, they will hit you first 100% of the time unless something happens to delay their attack (ex. feinting). This creates "turns", the concept of initiative. Initiative is not an absolute rule, rather a framework for looking at combat.
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[[Initiative]] is the concept of alternating offense and defense. While Mordhau is a real time game, combat flows back and forth, as each player "takes turns" attacking and defending. This happens because after an opponent [[Parrying|parries]] or [[Chambering|chambers]] you, there is a short period where you cannot input an attack, but they can; meaning, if they attack ASAP after blocking, and you attack ASAP after getting blocked, they will hit you first 100% of the time unless something happens to delay their attack (ex. [[Feint|feinting]]). This creates "turns", the concept of initiative. [[Initiative]] is not an absolute rule, rather a framework for looking at combat.
   
Initiative can be stolen. If your opponent swings, you chamber, and they feint, they are now forced to parry or eat your hit. This is an example of stealing initiative. Another is kicking a player in windup.
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Initiative can be stolen. If your opponent swings, you [[Chambering|Chamber]], and they [[feint]], they are now forced to [[parry]] or eat your hit. This is one example of stealing initiative. Another is [[Kick|kicking]] a player in windup.
   
As a rule of thumb, if you parry, chamber, or land a kick, you have initiative. Initiative is a blurry concept when more than two players are involved, so stealing initiative becomes crucial.
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As a rule of thumb, if you [[Parrying|Parry]], [[Chambering|Chamber]], or land a [[Kick]], you have initiative. [[Initiative]] is a blurry concept when more than two players are involved, so stealing initiative becomes crucial.
   
==Gambling ==
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==Gambling==
   
When fighting with an opponent who has the initiative, gambling is when you strike to steal the initiative from them because you believe you can land a hit first. There are times when gambling can be good or bad. A good time to gamble would be if you notice your opponent is feinting pretty consistently, you might think that you can land a hit. A bad time to do this would be if your opponent is actively swinging, they'll hit you because their swing was already being committed when you tried to seize the initiative.
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When fighting with an opponent who has the initiative, [[Initiative|gambling]] is when you strike to steal the initiative from them because you believe you can land a hit first. There are times when gambling can be good or bad. A good time to gamble would be if you notice your opponent is [[Feinting]] pretty consistently, you might think that you can land a hit. A bad time to do this would be if your opponent is actively swinging, they'll hit you because their swing was already being committed when you tried to seize the initiative.
   
=Perks=
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=[[Perks]]=
   
 
Talk about the various [[Perks]] and talk about how useful it is to have them.
 
Talk about the various [[Perks]] and talk about how useful it is to have them.
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=Support Roles/Items=
 
=Support Roles/Items=
   
==Horses==
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==[[Horse|Horses]]==
   
 
Describe and link to expanded [[Horses]] article.
 
Describe and link to expanded [[Horses]] article.

Revision as of 18:58, 7 February 2021


This article is a stub. You can help Mordhau Wiki by expanding it.

An overview of the fundamentals of combat in Mordhau

Basics

You can get an overview of the default keybinds on the Controls article.

Health

Your health bar (red) has 100 hit points. All players have the same amount of health, but some loadouts have heavier armor than others, which reduces damage taken. Running out of health will kill you.

When you kill an enemy, you gain 25 health back. Having the Bloodlust perk gives you full health on kill.


Insert image of the in-game Health Bar


Insert image of the in-game opponents Health bar

Stamina

Your stamina bar (yellow) has 100 points. All players have the same amount of stamina, but some weapons cost more stamina to use than others. Running out of stamina will disarm you when you attempt to parry or chamber.

When you hit an enemy, you gain 10 stamina back. Having the Second Wind perk gives you 3 extra stamina back for each hit. When you kill an enemy, you gain 25 stamina back. Having the Fury perk gives you full stamina on kill.

When an enemy becomes low on stamina, they will start grunting, giving you an audible cue that they are close to being disarmed.



Insert image of the in-game Stamina bar

Regeneration

Stamina & Health will regenerate if you walk, crouch or stand still after 5 seconds (Stamina will start healing sooner). Running, damage, or any actions that require the use of stamina will stop the regen. Jumping will prevent regeneration from starting, but will not stop it if it has already started.


Insert Gif of the Health and Stamina bar regenning..

Movement

There are various forms of movement and related mechanics in Mordhau.

Jumping

Costs 10 stamina, which can be reduced by 50% using the Acrobat perk. Jumping at a climbable wall will pull your character over the wall. Jumping is useful in combat for dodging swings aimed at your feet (ex. footdrags, underhand accels)

Crouching

Crouching will make you move slightly slower than walking speed. This speed can be increases using the Rat perk. Crouching can be used for Matrixing techniques.

Lunge

Lunge is a very short forward dash (a lunge) that occurs when your attack enters release while you are moving forwards. Lunge also triggers on combo attacks.

Chase Mechanic

This mechanic gives you a much faster running speed when chasing an enemy as long as you're staring directly at them. It is impossible to outrun a player who is using this mechanic.

Footwork

Footwork is a series of movements that are designed to give you the upper hand when dueling against an opponent.

Offense

Melee Attacks

240 vs Binds vs Hybrid, link to a more expanded article about Attack Phases, Stamina Drain, Alt modes, Heavy Weapon Debuff, Hitstop, Flinch, Tracers, Miss Cost, Knockback

Ranged Attacks

There are quite a few different types of ranged attacks in Mordhau, all of them unique in speed, amount, damage, and so on. The Longbow, Crossbow, Recurve Bow, Rocks, Throwing Knives, and Throwing Axes are all ranged weapons that can only be used at some sort of range. Some melee weapons, however, may be used in an alt mode to create a ranged attack, such as the Arming Sword or the Carving Knife, by throwing them at your opponent.

Kicks

Kicks are extremely fast short range attacks, best used as defensive interrupts. Pressing F will start a kick, costing 10 stam on a miss, gaining 10 stam on a hit, and reducing your opponent's stamina by 10.

Kicks are best used defensively vs opponents that aggressively maintain facehug. Kick them during their attack windup, and you will sway the fight in your favor.

You can also kick midair, performing a jump kick. Simply Jump forward, then Kick. Your character will continue travelling forward, sending a slower and unfeintable kick. Jump kicks are far less useful than normal kicks, since you cannot feint them, but they can still be relevant in the right scenarios.

Combos

See Combo Feint to Parry

Morphs

Morphs are performed by inputting a stab during strike windup, or inputting a strike during stab windup. This "morphs" your attack into a different attack, useful for baiting out parries or chambers, at the cost of 7 stamina. You can morph out of a chamber, and you can morph to a kick. Generally, you want to morph as late as possible. The morph window is smaller than the feint window, so morphs are easier to read.

Morph Feinting is when you feint your morph (ex. stab, morph to overhead, feint the overhead). This is most often used as a counter to a technique called "Chamber FTP". This mixup is very hard to read, but costs the stamina cost of both morphs and feints.

Feints

Feints are performed by pressing Q during windup. This pulls your weapon back to a neutral state, and is useful for baiting out parries, at the cost of 10 stamina. You can feint during any windup, meaning swings, stabs, Morphs, chambers, and Kicks can all be feinted. Generally, you want to feint as late as possible. The Feint Window is open until the last 50ms of windup.

Swing Manipulation

Swing Manipulation is a key element to fighting in Mordhau, the two most common ways of manipulating your weapons are drags or accels. Dragging your weapon causes it to move slower, causing your enemy to parry too early and then be hit. Accels are attacks that are faster than your opponents ability to parry, causing them to parry too late and be hit. For more advanced information on Swing Manipulation, just follow the link!

Defense

Parrying

Parrying blocks all incoming attacks in front of you. Right clicking instantly raises your parry for a third of a second.

Parrybox

diagram showing the parrybox and extended parry


Shields

Held mode vs Parry, Increased Parry Window.

Ripostes

Linear vs Curved, Hyper-Armor, Crosshair icon before and after. Late Ripostes

Clashes

Forcing clashes

Initiative

Initiative is the concept of alternating offense and defense. While Mordhau is a real time game, combat flows back and forth, as each player "takes turns" attacking and defending. This happens because after an opponent parries or chambers you, there is a short period where you cannot input an attack, but they can; meaning, if they attack ASAP after blocking, and you attack ASAP after getting blocked, they will hit you first 100% of the time unless something happens to delay their attack (ex. feinting). This creates "turns", the concept of initiative. Initiative is not an absolute rule, rather a framework for looking at combat.

Initiative can be stolen. If your opponent swings, you Chamber, and they feint, they are now forced to parry or eat your hit. This is one example of stealing initiative. Another is kicking a player in windup.

As a rule of thumb, if you Parry, Chamber, or land a Kick, you have initiative. Initiative is a blurry concept when more than two players are involved, so stealing initiative becomes crucial.

Gambling

When fighting with an opponent who has the initiative, gambling is when you strike to steal the initiative from them because you believe you can land a hit first. There are times when gambling can be good or bad. A good time to gamble would be if you notice your opponent is Feinting pretty consistently, you might think that you can land a hit. A bad time to do this would be if your opponent is actively swinging, they'll hit you because their swing was already being committed when you tried to seize the initiative.

Perks

Talk about the various Perks and talk about how useful it is to have them.

Support Roles/Items

Horses

Describe and link to expanded Horses article.

Other vehicles

Catapult, Ballista, Mortar

Engineer

Structures, Toolbox, Wooden Mallet, Blacksmiths Hammer, also mention Poleaxe being able to repair.

Healing Items

Bandages, Medic Bags, and helping your team.

Bear Traps

How to hide, where to place, link to the Bear Trap item.

Instruments

Talk about the Lute I guess?

Advanced

Miss Detector, Spin Reductor, Conditioning, Timestops, Mindgames?