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- accels
- accel is short for 'accelerated attack'
- an accelerated attack is simply one that hits the opponent as soon as possible
- this is achieved by positioning the attack so that as soon as it starts dealing damage, it's already hitting the enemy
- 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
- well, they were most likely doing an accel in order to hit you first
- let's see some examples...
- ---
- this is a regular overhead strike
- the attack starts dealing damage here...
- and hits the opponent here...
- the weapon had to travel all this distance after it started dealing damage
- now, let's see an accel
- the attack starts dealing damage here
- and hits the opponent here...
- notice how the weapon is much closer to the opponent when the attack starts dealing damage...
- and therefore hits right after the character grunts
- let's see a comparison...
- it may seem like a minimal difference
- but Mordhau is all about timing and reaction
- we'll see how useful accels are later in the video...
- -----
- now, how to do them
- the exact movement you need to do depends on the angle of your swing, but the basics are the same:
- first, you turn into your attack, so that it's already touching your opponent when it starts to deal damage
- so if you're doing a right overhead, you need to look down and slightly left
- for a right horizontal, simply look to the left
- and for a right uppercut, look upwards and slightly to the left
- obviously, for left strikes, you need to look to the right instead of to the left.
- now, ideally, you want to do this as subtly and as late as possible, so that you don't telegraph the attack too much
- remember that attacks start dealing damage when the character grunts
- this accel is very telegraphed, and easy to read
- this one is much harder to read, and it's just as fast
- the second step is closing the gap, by simply sprinting forward
- this will ensure your weapon needs to travel as little distance as possible before hitting the opponent,
- and make it harder for your opponent to see what you're doing
- you can also sprint diagonally with the attack to position it on your opponent
- this allows you to move your camera less to get the same amount of acceleration, without telegraphing it as much
- and can make it harder for the opponent to keep track of you
- you might not always want to use footwork to accelerate, like when playing defensively or in 1vX situations where positioning is extremely important
- you can use either or both steps to accelerate, so experiment with them and find out what is most effective for you
- ---
- you can accelerate any swing. this means, of course, that you can accelerate ripostes and chambers.
- this makes for very fast attacks, especially when accelerating a long chamber
- you can also accel morphs... and combos.
- ---
- the main use for accels is keeping your opponent on edge to setup future morphs, feints, and delays
- by constantly throwing accels at the opponent, you force them to parry earlier than against regular attacks, therefore making them susceptible to delays
- and giving them less time to read your morphs and feints
- you can even do fake accels to trick your opponent into parrying early, and punishing them with a morph, feint, or delay
- ---
- another use is to simply hit your opponent before they hit you
- like in a clash...
- or after a counter-kick...
- in these situations, you want to accel while also moving away from your opponent's weapon
- ---
- now, as everything in Mordhau, accels have their weak points
- their main weakness is that you lose visibility of your opponent
- good players will capitalise on this, so you need to learn how to quickly recover focus of your enemy without panic-parrying
- you should avoid over-accelerating in order to minimise this weakness:
- try to find the sweet-spot for each swing, where it deals damage as soon as possible, without over-accelerating
- you should also reposition yourself if your accel gets parried, so that you can read the opponent's counter-attack
- now, you can get really creative with this
- you could, of course, simply backpedal after your accel gets parried, and defend normally
- 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.
- 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
- 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
- these footwork tactics are especially useful for dealing with ground-sniffers, because it punishes them for not keeping you in their sight
- again, experiment and find what works for you
- -
- that is pretty much all there is to know about accels
- if you found the video useful, consider subscribing, as there are much more guides coming in the future
- now go get good
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