📖 **___Basic knowledge___** 📖
⚔️ *__Hit Types__* ⚔️
There are `5` different hits + that all have individual sounds
**Sweep Hit**- `85%-100%` charged crosshair, and just hit normally, you must cancel your sprint hit so you can achieve this; it will do damage to everyone in range of the hit
**Pick Hit**- `0%-85%` charged crosshair, doing less damage and knockback
**Sprint Hit**- `85%-100%` charged crosshair, hit while sprinting to gain extra knockback on the opponent
**Crit Hit**- `85%-100%` charged crosshair hit while falling for excess damage, will give special particles
**Standard Hit**- `85%-100%` charged crosshair, hit while jumping but without sprint [not useful in combat]
📝*__Game Rules__* 📝
**Reach**- The max range is 3 blocks.
**Knockback Rule 1**- If you sprint while facing the target, you get less knockback [while falling too]
**Knockback Rule 2**- Hitting while taking KB and sprinting at the same time, reduces your remaining KB by 40%
**Range**- Holding W = more range. Holding S or standing in place = less range.
**Crouch**- Decreases your hitbox size.
🧑🏫*__Terms__* 🧑🏫
**First Hit**- The first hit you land on your opponent when both in a neutral position
**Hit Advantage**- Whenever you are in a position where you can hit your opponent first
**Hit Priority**- Whenever you land your hit first on someone, you will have a one hit lead on them, giving you a hit priority and better control over the fight
**Double Hit**- Whenever you knock someone back and able to hit them again without getting hit back
**Crit Chain**- Getting multiple crits in a row
**Stun**- Getting a hit that gets your opponent stunned - unable to hit you back or move towards you
**Knock Away**- Timing your sprinthit correctly to knock someone away from you.
**Vertical KB**- Getting stunned for a short period of time by a hit [usually crit]
**Stun Combo**- Stunning the opponent while comboing them.
**Spacing**- How well you distant yourself from your opponent.
⚔️ **__Offensive Techniques__** ⚔️
`1.` Sweeps
`2.` Sprint Hits + Falling Sprinthit
`3.` Hit Select
`4.` Repositioning
`5.` "W" Release Crits
`6.` Sprint Crits
`7.` Punish Crits
`8.` No KB Crits
`9.` Uppercut=
🛡️ **__Defensive Techniques__** 🛡️
`1.` Crit Counters
`2.` S-Crits
`3.` Jump Reset
`4.` Escaping Sprint Hit Stun
`5.` Hit Dodging
⚔️ **___Offensive Explanations___** ⚔️
🔹**__Pick Hits__** - The only time they're useful is when you're about to get out of reach before your sword is fully charged.
🔹**__Sweep__** - https://discord.com/channels/436125808138911784/1149055775705157762/1150143785699917995 *There are 3 ways to use a sweep combo-*
`1.` __Sprint Sweep__ - Hold "W" + Sprint and go for a combo. The first hit of the combo will be a sprinthit but the rest will be sweeps.
`2.` "__W Release Sweeps__" - Release "W" every time before you go for a hit. IE *release "W" --> Hit --> press "W" again*
* You could also strafe your opponent without touching "w" at all in some situations. usually better to do in the middle of a combo, don't start a combo this way
* Sweeps are mainly useful when people lose track of your character and start missing, if you'll start sweeping correctly, and at the right time, its gonna be a lot harder for them fix their aim. They're also useful for catching people who are trying to back away from your combos.
🔹**__Sprint Hit __** - https://discord.com/channels/436125808138911784/1149055775705157762/1150144623235313744 *A combo that is meant to stun the target. Sprint hits give more knockback*
If you hold sprint, only the first hit of the combo will be a sprint hit and all the rest will be sweep hits, There are a few ways to make a sprint hit combo. You need to reset the sprint hit by either "W-tapping", "S-tapping", or "Crouch-Tapping". How come the target is getting stunned from sprint hit combo? When the target gets knocked back by the sprint hit, their range gets lowered, and that allows you to keep on comboing without being touched.
`1.`"__W-Taps__"- Release w and then press it again after every hit to reset the sprinthit.
"Pausing w-taps"- Wait a little bit more before pressing "w" again instead of pressing it right away. This way you will abuse the full knockback, and you can get a better stun on your opponent.(it has good stun, but easier to escape)
`2.`"__S-Taps__"- s-taps give the best stun on the target if done correctly. since the target loses range while getting knocked back,if you keep your 3block range, your opponent wont be able to touch you.
just hit the target, use an s-tap to go back to 3block range while your target's range gets lowered, and then hit again. One of the most common and useful s-tap combo is when you press "W-D-S-A" or "W-A-S-D" and repeat.
`3.`"Crouch-tap"- completely useless, but it still resets ur sprinthit and u can go for a sprinthit combo with it
- __Sprinthit Combo__ - https://discord.com/channels/436125808138911784/1149055775705157762/1150185679196790854 You can get sprinthit combos on people with either strafe OR straight-line. You just have to maintain 3 block spacing [or close to it] and perfect hit timing to be able to keep the combo.
- __Falling Sprinthit__ - https://discord.com/channels/436125808138911784/1149055775705157762/1150145402260172944 Sprinthit while FALLING. Can be good for catching people who are backing off, playing defensively, as a counter to crit trades, as a combo extension, or as a nokb crit followup.
( always listen to the different hit sounds when you practice sprinthitting )
🔹__**Hit-Select**__ - Hitting while __taking knockback__ AND __sprinting__ at the same time, will reduce your remaining knockback by 40%.
Let someone hit you, and hit them as fast as you can after you get hit to maximize the knockback reduction. This is a good way of starting combos in specific situations.
- You should almost never rely on "hit select" as a first hit move, its a situational move
🔹__**Repositioning**__ - Changing your position to be in the optimal range to get a stun hit. Usually by using the S key {S-Hold or S-Tap}.
You could do it with a/d as well but its harder and less effective in most cases.
Can be combined with other techniques. For example using an s-crit to reposition yourself for a stun.
🔹__**"W" Release Crits**__ - https://discord.com/channels/436125808138911784/1149055775705157762/1150168445124620429Jump, and hit while falling
Release W every time before you go for a hit (to cancel the sprint) this way your hit turns into a crit. You can use it in a middle of a strafe combo, or just start critting from the first hit. You can release "W" in different timings; this depends on the situation.
**make sure you are jumping from the right distsance**
🔹__**Sprint Crits **__ - https://discord.com/channels/436125808138911784/1149055775705157762/1150169143421718611 Since sprint hits have priority over crits, to use the "Sprint Crit Combo" you have to cancel the "sprint hit" first by hitting the opponent, and then without releasing W and without releasing sprint, jump and sprint crit combo the target.
If you wanna do a sprintcrit combo, most of the times it'll be better if you do the first hit on the ground to cancel the sprinthit,
and then while holding "w", jump and go for a sprintcrit combo
__Mostly inferior to a "w-release" crits__
🔹**__Punish Crit__** - https://discord.com/channels/436125808138911784/1149055775705157762/1150169595433455616
After getting knocked back by a hit, use the knockback as a result, to punish the opponent with a crit (hit while falling from the knockback you just took).
🔹**__No KB Crits__** - https://discord.com/channels/436125808138911784/1149055775705157762/1150169876229537844
After you Crit someone hold W and wait for your opponent to hit you. This way your knockback will be reduced. Only after they hit you, go for your 2nd hit; with your 2nd hit, you can either go for a Punish crit, or for a Sprinthit (which depends on the situation).
`1.` If you choose to use a "Punish crit" after the opponent hits you, you'll be able to stay on the target and keep your combo going without letting the opponent deflect your crits.
`2.` By using a "Falling Sprinthit" after the opponent sprinthits you, they will get stunned (if done from the right range), allowing you to keep the combo going. You can also "s-tap" after the "falling sprinthit" when you need some extra space from your opponent to ensure the stun.
* With correct spacing, you can end up stunning somebody no matter how close to them you land. Time your "W" key correctly for that. [can let go of w for a bit to gain more spacing]
* Make sure you don't go through your opponent [for consistent aim], stop right in front of them instead. Your KB will still be reduced in the same way.
__NoKb Crits could also be done with SprintCrits__
🔹**__Uppercut__** - https://discord.com/channels/436125808138911784/1149055775705157762/1150171284613910558*Hit the opponent while jumping forward*.
`1.` This technique is being used to cover long distance in a short amount of time. It can catch the opponent by surprise if its done correctly, giving you a chance to stun them and get a combo off.
Can be also used as a combo extension - whenever someone is about to get out of your combo range, use an uppercut to close the distance better.
`2.` A more advanced way of using it, is "s-tapping" right after you use the uppercut to get a better stun.
You can also combo people using only uppercuts [w-tap uppercuts or s-tap uppercuts] either straightline or strafe combos.
🛡️ __**Defensive Techniques**__ 🛡️
🔹**__Crit Counters__** - https://discord.com/channels/436125808138911784/1149055775705157762/1150171810038558794
`1.` __Crit Deflection-__ To counter a "w-release" crit combo, hit the opponent with a SprintHit right after they land a crit on you, if its done at the right timing, they will get knocked away, allowing you to combo them. {countered by "No-KB Crits"}
`2.` __S-Hold/Tap Crit Deflection-__ Tap or Hold "S" {depending on the situation} right after you "Crit Deflect" to get more range on your opponent. Useful against long range NoKb Crits. {Can be combined with "Repositioning"}
[best VS mid-long range NoKB crits]
`3.` __"Double Crit"__- A counter to NoKb Crits. after you get critted, punish crit and immediately jump again for another crit.
It ONLY works IF your opponent goes for a punish crit/nokb crits on you. If they sprint hit when u use "double crit" u will get knocked away.
(If you notice that your opponent spams nokb crits, you can use a "double crit" right away from the first hit) Can also strafe with it to try making your opponent miss. [best VS short range NoKB crits]
🔹__**S-Crits**__ - Tap S or hold S [depending on the situation] after critting at a specific timing to get enough distance from your opponent for them to not be able to hit you back, giving you a hit advantage. Then you can either reset or continue your combo depending on the situation.
S-Crits can also be spammable and are good for starting combos if performed correctly.
🔹__**Jump Reset**__ {NoKb Jump}
Jump while sprinting forward right as someone hits you. Has to be done with perfect timing by knowing your opponent's hit timing. If done correctly, you will be able to break free from many stun combos due to your knockback being reduced significantly. Can also be spammable and used often vs any kind of Sprinthit.
*Countered by delaying your hit timing to mess up with your opponent's nokb jumps timing, or by a perfect 3block combo.
🔹**__Escape Stun-Hits__** -
If you got stunned by a combo and you are unable to hit the opponent, step back or run back [depending on the situation].
🔹__**Hit Dodging**__ - https://discord.com/channels/436125808138911784/1149055775705157762/1150175748460642405
`1.` __**Dodging First Hits**__ -
Walk back right before the opponent gets in range to hit you to dodge their incoming hit. Has to be done from the right distance with good timing.
If you play defensively and letting the opponent come to you it makes it harder for them to hit you and easier for you to dodge.
You can also do small movements in place to make it a bit harder to hit you just in case you mess up the step back timing.
`2.` __**Baits**__ - __Walk__ OR __jump__ towards your opponent, baiting them to go in and then walk back immediately to dodge their hit. Now you can hit them with a way lower risk of missing. This is also the best counter to defensive players, getting them out of the defensive position, leaving them exposed to a hit.
`3.` __**"The Turn Back" Movement**__ -
1. When you see that your opponent is about to attack you, turn back away from your opponent for a second to dodge the hit, and then turn back towards your opponent and attack (better going for a crit after turning back - it is more efficient)
2. You can use this in a middle of a combo/trade as well - sometimes you will have a very short period of time during a combo or a trade when you can use the turn back movement to dodge your opponent's hit or put urself in a better position to get a hit advantage.
⭐ **__Strafe__** ⭐
`1.` Short Strafe - Strafes with faster a/d movements
`2.` Side-To-Side Strafe - Switch the strafing direction after every hit
`3.` Circle Strafe - Strafe to one side, circling around the target
`4.` Long Strafe - Strafe for a while to each side
*These techniques can be used with W-Taps, S-Taps, Pausing W-Taps or sweeps*
*These techniques can also be combined with crits*
🚀 __**Movement**__ 🚀
The main use of side-movements is to make your opponent miss hits.
It takes time to learn when its possible to attempt moving around without getting punished for it, it requires a lot of experimenting.
Usually you wouldn't want to move around when there's a risk of you getting stunned by your opponent (straightlining will decrease your knockback, reducing the chance of getting stunned). So its better to attempt it when you're close to the opponent, or when your opponent misses a hit, you can make them miss further if you start moving around them and switching directions to mess up with their aim. Works best with __crits__ and __sweeps__, but can also work with __sprinthits__.
🥇**__Playstyle__**🥇
__Offensive__ - Playing offensively can be good situationally, but will make it easier for the opponent to hit you in most cases.
__Defensive__ - Playing defensively makes it harder for the opponent to hit you, and easier for you to hit them. Let them come to you, and then either go for a hit when they get close to you, or move backwards attempting to dodge their hit before you go for your own hit.
💥 **__Counters__** 💥
There is a misconception that you're supposed to beat someone after you "counter" their move, but realistically if they don't mess up, the counter is supposed to __get you out of a bad situation with taking minimal damage__. Many of the times your opponent might mess up, which gives you a chance to deal good damage to them after you counter their move.
📝**__Terms__**📝
__Situational Counters__ - A move that counters what your opponent tries to do, but isn't guaranteed to always work [depends on what your opponent does]
__Consistent Counters__ - Will always work against a certain technique
🔸 __**Crit Counters**__ -
`-` __NoKb Crits__ / __Punish Crits__ are countered by __Double Crits / W-Release Crits / S-Hold Crit Deflection / Repositioning__
*Best counter to short range nokb crits= double crits
*Best counter to mid-long range nokb crits= s-hold deflections
`-` __W-Release Crits / Double Crits__ are countered by __Crit Deflection__
`-` __Crit Trades__ are countered by __"Falling Sprinthit" Deflection / Back Sweep__
🔸 __**Sprinthit Counters**__ -
`-` __Crit Deflection__ is countered by __NoKb Crits__
`-` __Sprinthits / Stun Combos__ are countered by __Jump Resets__
`-` __Sprinthits__ are countered by __Hit Select__
`-` __Hit Select__ is countered by __Sweep into Sprinthit__ [You Sweep --> they sprinthit --> You sprinthit]
🔸 __**Others**__ -
`-` __Crit Trade Counters__ are countered by __NoKb Crit / S-Crit__ [Use a NoKb Crit right as they go for either "Falling Sprinthit Deflection" or "Back Sweep"]
`-` __Sweeps__ are countered by __Sprinthits / Crits__
`-` __NoKb Combo__ is countered by __Change your hit timing / Punish Crit into a Crit Deflection__
`-` __Jump Reset__ is countered by __Delayed the hit timing / A perfect stun combo__
`-` To counter __S-Hold Crit Deflection__, Either make them come to you, since this move only works when playing defensively, or crit them from a very close range when attempting nokb crits.
🏹 __**Tips On Dealing With Defensive Players:**__ 🏹
`-`A "Falling Sprinthit" will counter people who hold S to try to dodge your crit by walking out of your range [falling sprinthits give more reach than a normal crit and will catch people with a hit they dont expect].
`-`Baits will counter people who go in as soon as you get near them. Jump or walk towards them, baiting them to go in and then walk back immediately to dodge their hit.
`-`Just play like them, if you also play defensive then they will lose their advantage.
__Other options [not as consistent but can still work__ -
`-`Run into the opponent waiting for them to hit you and then try to counter their hit. only useable when you have an HP advantage and you know you can let them hit you and still win as it lowers the chances of you missing your first hits against them.
`-`Run to them in a straightline and hit them, trying to catch them off guard. They usually wont expect you to go for such a move. Can also catch people by surprise when they try to crit if its done from the right distance with good timing, giving you a chance to get a combo on them.
`-`Critting defensive players is harder because u cant really crit them from the normal range that u would usually go for when u crit,therefore, just run in a straightline to them and crit them from a closer range than u usually would. Also, release "W" right before the hit for max range crit.
`-`If you see that your opponent plays defensive often, you can get closer to them slowly, and then when you feel like you are in the right range, go for an uppercut. They will probably not expect it and it can be a good start for a combo.
`-`Do a double jump to close the gap faster. Can be good but might also be a bit risky at times.
🎯__** Combo Set-Up**__ 🎯
- Combos consist of __Hit Timing__ and __Spacing__
- If you space yourself around 3 blocks away while sprinthitting with correct hit timing [hit timing can change depending on the opponent's ping], you should be able to lock people in "stun combos" for eternity. [as long as their ping isnt too high]
- __Hit Timing__: if you hit people too fast, their KB stops. If you hit them too slow, they can walk through your combo by just holding W.
- Every single combo will start with a __Stun__ OR a __Knock Away__ on your opponent.
- __All the possible ways to get a "stun hit"__:
🔸__Repositioning__- Walking back to the optimal range to be able to stun the target with your next sprinthit. Can be done off of critting as well (S-Crits)
🔸__Hit Select__ - Wait for your opponent to hit you and then sprinthit them back. It will stun the target only if done from the right distance, allowing you to start a combo. You should almost never rely on "hit select" as a first hit move, its a situational move
🔸__Crit Trade Counters__ - Will grant you a hit advantage, allowing you to follow up with a combo.
🔸__Sprinthit followup after a NoKb Crit__ If done from the right distance, it will stun the target allowing you to start a combo
🔸__S-Hold Crit Deflections__- Gives a good stun if performed correctly allowing you to start a combo
🔸__Crit Deflections__- Deflecting crits in the right way will allow you to stun your target and start a combo
🔸__Uppercut__ - A well timed uppercut can stun your opponent, allowing you to start a combo
🔸__Catching people off guard__ with a __sprinthit__ or a __falling sprinthit__ or an __uppercut__ will allow you to start a combo
🔸__Dodging your opponent's hit__ Will give you a good chance to start a combo if you're far enough away from them
🔹 Winning a __Hit Trade__ VS getting a __Combo__.
-When you win a trade its usually by 1-2 hits.
-Getting a combo lets you hit multiple times without taking damage.
-Therefore, look to __COMBO__ when you get the chance, instead of attempting to win trades.
💡 **___Tips___** 💡
`-` Don't think in PvP, play instinctively
`-` Always 1v1 better players than you or people that challenge you to improve
`-` Copy what better players do
`-` After you finish a fight, think on what you could have done better, and how you can counter certain strategies
`-` There is no need to move the mouse too much, try to keep it stabled, and let your movements aim for you whenever you're strafing. Your strafe and mouse movements have to cooperate with each other.
`-` Don't play the same against everyone, change your playstyle depending on the player you are up against.
`-` Focus on first hits, if you miss a first hit, it gives an opening for your opponent to combo you, or take control over the fight at times.
`-` Hold sprint throughout all of the fight
`-` Avoid getting critted "for free" at all cost. Try to be the one who crits first and avoid getting hit by a crit while you're on the ground.
`-` Aim straight forward for max reach.
`-` You should lead with a crit as your first hit whenever the situation allows it.
`-` In some situations, when critting its better to release W in the last second, for max reach and getting the lowest knockback you can achieve. Mainly good when going for a crit as a first hit, or doing NoKb Crits.
`-` If you hit someone too fast their knockback can stop. Adjust your hit timing depending on people's delay to be able to stun them with a combo.
`-` Crouch does not reduce knockback like some think.
`-` Whenever you get critted when you're on the ground, the safest option is to first try to "crit deflect", and then if you see that they use NoKb crits, thats when u go for double crits. going for double crits on your first hit is RISKY, because if they choose to go for "W" Release Crits, you will get out traded hard.
You can only go for double crit on your first hit, if you know for sure they will go for nokb crits on you with their first hit.
🎯 __**Double Crit/NoKb Crit Reaction**__ 🎯
__Objective__- being able to know when your opponent wants to "Double crit" you, and counter instantly.
First, you have to be able to recognize the difference between a __Sprinthit hit timing__ and a __Punish Crit hit timing__.
How can you tell the difference?
A Punish Crit will be more delayed than a Sprinthit (since to punish crit, you have to __hit while falling__, and to Sprinthit you can __hit while taking knockback__) You have to learn how to spot the exact time when their hit delay changes to "a punish crit hit delay".
__How To Perform__-
A situation that happens often is when you Nokb Crit someone and they try to Sprinthit you away but then when they can't, they will decide to Double Crit you to try to counter your NoKb Crits. You have to recognize the change in the hit timing from the Sprinthit to the PunishCrit thats gonna turn into a Double Crit, and Sprinthit them away to counter their incoming Double Crit, potentially getting a combo off.
After you get good at this, you can react to people who use DoubleCrits right after your first hit on them.
Some people will go for NoKb Crits after their punish crit, then react with a Double Crit to counter them. If they go for a Sprinthit after their punish crit, keep NoKb Critting them to counter the incoming Sprinthit
.
🎯 __**NoKb Combo**__ 🎯
A combo with __NoKb Crit__ into __Jump Reset__.
Whenever you crit you opponent while they're on the ground, they will either __try to deflect your crit__, or __punish crit/double crit__ after you crit them.
What happens if your opponent chooses to go for a "crit deflection"?
What you want to do is - right after you land your __Crit__ on them, use a __Jump Reset__ on the incoming sprinthit. It will reduce your KB to 0. This will make it way harder to knock you away and will put you in a better position to out trade your opponent.
What happens if your opponent chooses to go for a "Punish Crit/Double Crit"?
You using a __NoKb Crit__ into __Jump Reset__ will put you in a position where you're already in the air because of the jump, allowing you to still get your second crit on them without getting countered.
This move is hard to pull off successfully, you need to have good timing and understand your opponent's "crit deflection" timing. If you mess up the timing of this move you will end up getting knocked away, giving your opponent a chance to get a combo.
__The only ways to counter this move__ -
1. Change the timing on your "crit deflection", making it so your opponent misses the timing of the "NoKb Combo" resulting in them getting knocked away.
2. Punish crit into a crit deflection. { Credit - QZ69 }
* You don't have to use this move on your first hit, you can use it after a few NoKb Crits as well, depending on the situation.
🎯 __**Crouch Dodge**__ 🎯 Hold crouch right before your opponent is about to swing, to dodge their hit { crouching reduces your hitbox size }
__How to properly dodge using crouch?__
- First off, you should __NEVER__ rely on crouching because its not guarantied that you'll manage to dodge your opponent's hits every time and using it incorrectly might result in you taking unnecessary damage.
- The main use for it is when you're on the ground and your opponent is critting, since they have to look down to crit you and when you crouch the upper part of your hitbox becomes smaller. { ineffective against punish crits }
__When is it good to crouch?__
1. When you go for a straightline hit on them as they try to crit you. { Works when they're on the ground too, but less consistent }
2. Whenever you're in a position where you're gonna get critted regardless { For example, when they dodge your hit or when you just miss as they try to crit you } you can crouch as a last resort move to at least try to make it so there's a chance they'll miss their hit.
🎯 __**Crit Trade Counters**__ 🎯
`1.` __Falling Sprinthit Deflection__ - When you and your opponent are about to crit eachother at the exact same time, let them crit you and then do a "falling sprinthit" instead of a crit right after they land their crit on you. It will result in them getting knocked away, allowing you to combo / gain a hit advantage.
`2.` The second way of countering crit trade is mentioned in <#1314896858107215893>.
- Can be used either in the middle of a trade, or in first hits, right before the trade is about to start.
- Its usually hard to "predict" when you and your opponent about ABOUT to crit eachother at the same time, therefore i would recommend first letting the situation occur, and only performing the counter on the hit AFTER. Which means: Crit at the exact same time --> Jump again --> letting them crit you --> do the counter.
.
🎯 __**Stun-Hit Prediction / Reaction**__ 🎯 This is an advanced strategy for avoiding combos.
__**Stun-Hit Prediction**__ - When you are ABOUT to get stunned, and hold S immediately __right on the hit that was supposed to stun you__.
That will make it so your opponent loses their combo before they even started it.
__**Stun-Hit Reaction**__ - Reacting to your opponent's spacing techniques and holding S before they can stun you. For example - when they reposition, or when they s-crit.
https://discord.com/channels/436125808138911784/1149055775705157762/1150178229571813497 Clips of all the advanced techniques.
🪃__**Sweeps**__🪃 -
*Sweeps are quite advanced, i would only recommend learning this once you are good at everything else.*
- Sweeps hits can be quite useful in sword pvp, but it can also be very hard to understand how to use them correctly.
- Sweeps have great sticking power that no other hit has.
‼️__Things to watch out from__ -
- __Crits__ - Sweeps are weak to crits and can be punished by them quite easily, if misused.
- __Sprinthits__ - Long range sweeps can be punished hard by sprinthits. This is why you would USUALLY want to use them only from a close range.
- Since sweeps are pretty neglected i believe that there are ways to use them that i have not figured out yet since i never log on anymore.
This is why i encourage everyone who reads this to do some experimenting with sweeps, and if any of you find a useful and consistent way of using sweeps that isn't mentioned here, i will add it to the guide and give you proper credit for it.
__Here are a few ways i discovered that sweeps can be used effectively__ -
‼️*TURN SOUND ON SO YOU CAN HEAR THE SWEEP HITS - most clips are without particles !!*
🪃__**Single Sweep**__🪃 -
Going for a SINGLE sweep, to make people miss their hit. Combine it with different types of hits, like sprinthits or crits, depending on the situation.
Can be good in specific situations-
- When people get really close to you which could allow you to strafe out of their vision with the sweep.
- If they miss a hit, allowing you to make them miss further.
🪃__**Sweep Combo**__🪃 -
Strafing while using sweeps will significantly increase the opponent's chances of missing hits on you. Aim is heavily reliant on predictions, and its very hard to predict where your character is gonna be when you strafe with sweeps.
- Sweep combos will USUALLY be good if you're in a position where they already are unable to hit you. For example if u end up being behind them, or if they miss their hit on you and you're close enough to them to make sweeps effective.
- This would only work if you're already in close range, and in some situations, could be better than sprinthits because sprinthits from a close range are easy to aim against, and also give your opponent the chance to hit select you. And if you sweep, u cannot be hit selected __as long as you are close to them.__
You can also change up the movement pattern once they are trying to recover their aim to mess them up further.
🪃__**Punish Sweep**__🪃 -
__Sweep__ into __Sprinthit__ [Hit Select Counter]. Sweep the opponent --> let them sprinthit you --> sprinthit them back to stun them.
- Sweep the opponent when they try to hit select you. Your sweep will deal less KB than a sprinthit, which will make it so your opponent can't get enough range to stun you with their hit select. Now you are pushed back from your opponent's sprinthit, which puts you in the right range to stun them with your next sprinthit.
🪃**__Followup Sweep__**🪃 - Holding W as people try to back away from your combos, to catch them with a Sweep.
- Since sweeps deal less knockback, it will allow you to stay on people even if they hold S trying to escape your combo.
🔻This could be combined with a "Punish Sweep" to extend your combo - as you see, when i predict incorrectly and he ends up NOT running back from my combo, i can still get a Punish Sweep on him, and counter his Hit-Select.
🔻You could also go for Punish Sweeps while comboing people, it could confuse them and make it so they won't think they need to hold S to escape, allowing you to stay in control and deal a lot more damage to them.
🔻Example of a followup sweep winning a fight and resulting in a huge combo.
- Particles are off in this clip, so turn the sound on so you can hear the sweep
[Clip by Kylaz]
🪃**__Backaway Sweep__**🪃- Sweep into S-Crit. Sweep the opponent, let them hit you, then s-crit away.
This could be good if you want to disengage or gain a hit advantage.
🪃__**Side Sweep**__🪃 This is an advanced counter to people who like to rush in aggressively (with NoKb crits, aggressive straightline, etc)- __Situational and doesn't always work!__ Can still be useful if executed correctly. [ low risk high reward move ]. If performed correctly, i believe this would be the best move to go for in specific situations.
When you know that someone is going to rush into you aggressively [usually with a NoKb move], Hold W and run into them, and then AFTER you get hit, let go of W, and __hold__ ONLY "D" or "A" depending on your position, and turn towards them then hit them with a sweep.
More clips - https://discord.com/channels/436125808138911784/1149055775705157762/1150178854539890768
🪃__**Back Sweep**__🪃 - 🎯__Crit Trade Counter__🎯
When you and your opponent are about to crit eachother at the same time, let them crit you while holding S and use a sweep on them after they land the crit on you. It will result in them getting stunned, granting you a hit advantage.
- Can be used either in the middle of a trade, or in first hits, right before the trade is about to start.
- Its usually hard to "predict" when you and your opponent about to crit eachother at the same time, therefore i would recommend first letting the situation occur, and only performing the counter on the hit AFTER. Which means: Crit at the exact same time --> Jump again --> letting them crit you --> do the counter.
__Credits__ -
The name "Punish Sweep" suggested by __iDexy__
The names "Backaway Sweep" + "Followup Sweep" + All Techniques discovered by __xYuvalx__
⚔️ __**Components of 1.9 Sword PvP**__ ⚔️
🎯__**Aim**__ - Aim has always been the most important thing in sword pvp.
🏹__**Range Control**__ - How well you control range, knowing when you're close enough to hit your opponent or to dodge your opponent's hits.
[*starting outside of hit range*]
🥏__**Spacing**__ - How well you can distant yourself from the opponent to get a stun hit.
[*starting from hit range*]
⏱️__**Timing**__ - Knowing how to time your hits well and the moves / counters you want to go for.
🥊__**KB Control**__ - How well you can control your knockback, utilizing NoKb techniques properly, and understanding scenarios where you can't utilize NoKb techniques and back off in time.
🪃__**Combo Control**__ - How well you control your combos. Knowing how to space within a combo, which technique to use, correct hit timing, or how to move correctly.
🌪️__**Movement**__ - Knowing how to control your movements properly to make your opponent miss.
🧑🏫__**Knowledge**__ - Your Sword PvP knowledge. Techniques, experience, and overall knowledge.
🎖️__**Adaptation**__ - How well you can adapt to different players, pings, different playstyles or different moves that people like to go for to come out on top.
🏆__**Prediction**__ - Knowing how to read your opponent and knowing what they're gonna do before they do it.
.
🧑🏫 **__Predictions__** 🧑🏫
Being able to predict what your opponent is going to do can win you fights if executed correctly.
For example predicting when someone is about to back off to escape your stun combo, then following it up with uppercuts, sweeps or crits to catch them while they're backing.
Another example could be predicting when someone is going to delay their hit to counter your Jump Resets, so you hold W to close the gap as they delay their hit.
🧑🏫 __**Baits**__ 🧑🏫
Baiting your opponent into going for a certain move then countering it. For example baiting someone to go forward by running into them and then backing away to make them miss, then you have a hit advantage.
🧑🏫 __**Adaption**__ 🧑🏫
Every player has a different playstyle, different ping, likes to go for certain moves more than others. Adaption is all about changing what YOU do to be able to counter what your opponent does. This requires a lot of PvP knowledge and experience
- __Simple Adaption__- Adapting to a specific move that your opponent goes for. For example, if you notice that your opponent goes for NoKb crits in every chance they get, you can start to instantly go for double crits whenever you get critted by them.
- __Advanced Adaption__- Recognizing a pattern of moves that your opponent keeps going for. For example, trading patterns, movement patterns etc, and knowing how to adapt to it and counter it.
- __Playstyle Adaption__- Changing parts of your playstyle, or changing your playstyle entirely, to be able to beat a specific opponent by adapting to their playstyle.