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Accels Voiceover

May 27th, 2019
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  1.  
  2. accels
  3.  
  4. accel is short for 'accelerated attack'
  5.  
  6. an accelerated attack is simply one that hits the opponent as soon as possible
  7.  
  8. this is achieved by positioning the attack so that as soon as it starts dealing damage, it's already hitting the enemy
  9.  
  10. you might have been hit by a big slow weapon before when you thought you should have hit them first, becaue your weapon is faster
  11.  
  12. well, they were most likely doing an accel in order to hit you first
  13.  
  14. let's see some examples...
  15.  
  16. ---
  17.  
  18. this is a regular overhead strike
  19.  
  20. the attack starts dealing damage here...
  21.  
  22. and hits the opponent here...
  23.  
  24. the weapon had to travel all this distance after it started dealing damage
  25.  
  26. now, let's see an accel
  27.  
  28. the attack starts dealing damage here
  29.  
  30. and hits the opponent here...
  31.  
  32. notice how the weapon is much closer to the opponent when the attack starts dealing damage...
  33.  
  34. and therefore hits right after the character grunts
  35.  
  36. let's see a comparison...
  37.  
  38. it may seem like a minimal difference
  39.  
  40. but Mordhau is all about timing and reaction
  41.  
  42. we'll see how useful accels are later in the video...
  43.  
  44. -----
  45.  
  46. now, how to do them
  47.  
  48. the exact movement you need to do depends on the angle of your swing, but the basics are the same:
  49.  
  50. first, you turn into your attack, so that it's already touching your opponent when it starts to deal damage
  51.  
  52. so if you're doing a right overhead, you need to look down and slightly left
  53.  
  54. for a right horizontal, simply look to the left
  55.  
  56. and for a right uppercut, look upwards and slightly to the left
  57.  
  58. obviously, for left strikes, you need to look to the right instead of to the left.
  59.  
  60. now, ideally, you want to do this as subtly and as late as possible, so that you don't telegraph the attack too much
  61.  
  62. remember that attacks start dealing damage when the character grunts
  63.  
  64. this accel is very telegraphed, and easy to read
  65.  
  66. this one is much harder to read, and it's just as fast
  67.  
  68. the second step is closing the gap, by simply sprinting forward
  69.  
  70. this will ensure your weapon needs to travel as little distance as possible before hitting the opponent,
  71.  
  72. and make it harder for your opponent to see what you're doing
  73.  
  74. you can also sprint diagonally with the attack to position it on your opponent
  75.  
  76. this allows you to move your camera less to get the same amount of acceleration, without telegraphing it as much
  77.  
  78. and can make it harder for the opponent to keep track of you
  79.  
  80. you might not always want to use footwork to accelerate, like when playing defensively or in 1vX situations where positioning is extremely important
  81.  
  82. you can use either or both steps to accelerate, so experiment with them and find out what is most effective for you
  83.  
  84.  
  85. ---
  86.  
  87. you can accelerate any swing. this means, of course, that you can accelerate ripostes and chambers.
  88.  
  89. this makes for very fast attacks, especially when accelerating a long chamber
  90.  
  91. you can also accel morphs... and combos.
  92.  
  93. ---
  94.  
  95. the main use for accels is keeping your opponent on edge to setup future morphs, feints, and delays
  96.  
  97. by constantly throwing accels at the opponent, you force them to parry earlier than against regular attacks, therefore making them susceptible to delays
  98.  
  99. and giving them less time to read your morphs and feints
  100.  
  101. you can even do fake accels to trick your opponent into parrying early, and punishing them with a morph, feint, or delay
  102.  
  103. ---
  104.  
  105. another use is to simply hit your opponent before they hit you
  106.  
  107. like in a clash...
  108.  
  109. or after a counter-kick...
  110.  
  111. in these situations, you want to accel while also moving away from your opponent's weapon
  112.  
  113. ---
  114.  
  115. now, as everything in Mordhau, accels have their weak points
  116.  
  117. their main weakness is that you lose visibility of your opponent
  118.  
  119. good players will capitalise on this, so you need to learn how to quickly recover focus of your enemy without panic-parrying
  120.  
  121. you should avoid over-accelerating in order to minimise this weakness:
  122.  
  123. try to find the sweet-spot for each swing, where it deals damage as soon as possible, without over-accelerating
  124.  
  125. you should also reposition yourself if your accel gets parried, so that you can read the opponent's counter-attack
  126.  
  127. now, you can get really creative with this
  128.  
  129. you could, of course, simply backpedal after your accel gets parried, and defend normally
  130.  
  131. but, if you were sprinting with the accel, like in this clip, and it gets parried, you might want to keep sprinting and run around your opponent.
  132.  
  133. this will force them to keep rotating to keep track of you, reducing their ability to accel or delay you and maybe even forcing a miss on them
  134.  
  135. you can also go backwards and backpedal *around* them. they might think you're going to keep sprinting forwards, and they will have to readjust their aim, giving you a better chance of defending yourself or, again, forcing a miss
  136.  
  137. these footwork tactics are especially useful for dealing with ground-sniffers, because it punishes them for not keeping you in their sight
  138.  
  139. again, experiment and find what works for you
  140.  
  141. -
  142.  
  143. that is pretty much all there is to know about accels
  144.  
  145. if you found the video useful, consider subscribing, as there are much more guides coming in the future
  146.  
  147. now go get good
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