Advanced Combat Mechanics

Firstly let’s quote the developers opinion of concept of the game.

“You have a sword and you want to hurt some people.”
– Basic concept of the game.
And it works on that level but there is so much depth to the combat that you can become a master swordsman over time.

Although, it seems that not everyone knows the depth of the game. Here you’ll learn what skills you can do, though mastering them is another matter. You all probably know the basics so here is the advanced stuff.

Attack Stages
The different stages when you initiate a attack are as follows:

  • Windup: Preparing to attack; Lifting up your weapon to attack or pulling backwards to stab. This phase will be be cancelled if you use faints or if you receive damage during the windup.
  • Release: Windup is completed and attack starts, weapon is moving forwards and does damage
    when it hits the enemy.
  • Recovery: Release is finished and the weapon is brought up to starting position. The recovery time is further increased if you miss your target and hit the air with stabbing attacks.
  • (Combo): Bypasses recovery phase by starting combo windup The combo phase time is most often slower than the windup phase, but it is faster than waiting for recovery then starting a normal windup.
Combo Attacking
With normal melee weapons, you can combo your attacks by attacking then start another attack before the first one is finished. This will combo your attacks and remove the recovery time, allowing you to immediately begin the next attack. You can combo every attack, except thrusts.

Combo Feinting
Another element of timing is combo feinting. Using the feinting mechanics, you can really throw off your opponent by landing a successful hit, preparing a second combo strike, feinting it and striking your opponent after his parry. Obviously this is more ideal when dueling.

Varying your attacks will increase the chance of a successful combo (harder to defend against).

Combo block “Counterattack”
You can also combo a block and an attack (block -> combo + attack) this gives you the same function as normal combo attacks, but here you will remove the recovery time of the block and start the windup of the attack much faster. If your opponent tries to follow-up his blocked attack, you will most likely hit him during his windup phase.

On most weapons it’s faster to use stab when “Counter-attacking” as you can more easily accelerate the attack even further with attack speed manipulation, and the enemy is likely still in front of you, having been blocked. This does of course depend on the weapon you are using. If you combine both of these two moves your attack will become significantly faster.

Note: You cannot cancel the attack with faint if you use this move.

This move is not possible while using shields.

Attack speed manipulation
Performed slash, downwards slash, and stab attacks can be manipulated to either strike sooner or later. These manipulations can be used to gain an edge over your opponent if they are used with great timing. Most players know swing manipulation can be performed as an overhead swing while looking down, that will make you hit your opponent with the first “Swing trace” on your weapon, but you will sacrifice range, accuracy, and sight for the instant hit. If you reverse the style, by looking up instead of down, you will be able to gain more range, accuracy, and sight at the cost of slower attacks.

Note that delaying the attack speed is not very effective with shorter weapons/fast ones. If you try to manipulate them it will not be slow enough for it to be effective. You could delay a slash from a broadsword and the enemy would most likely block it anyway, because you could only slow it down a few tenths of a second.

Accelerating or delaying Slash
There are two basic names for these moves, Accelerating or delaying swings. This can also be used with slash attacks. Accelerations are made by aiming the opponent closer to the edge of the right screen where the slash begins, delaying by aiming at the left side, where the swing ends. This is a powerful counter against people who attempt to slip in a combo-breaker, although this technique can be countered in various ways.

Accelerating or “delaying” stabs
It is possible to Accelerate stab attacks with every weapon by standing close to the enemy before the stab attack reaches it’s final length of release. Depending on the weapon you are using it will use around a second to stab forwards. The stab attack starts from close to your body, if you get very close to the enemy you can hit him without waiting for the full release. Similarly you can “delay” it by letting it fully release and hit with just the very tip of the weapon. Though it doesn’t provide much of a delay, it’s practical for getting the longest possible stab length.

Accelerating downwards slashes
As said in the start of the section you can delay or accelerate the downwards slash attack by looking up or down. You can also additionally accelerate the attack by crouching and looking down. This will speed up the attack considerably, but you will also lose alot of the range of the weapon you use. For instance, the poleaxe would feel almost as short as a broadsword, maybe shorter.

Dynamic Upper body movement
The upper body is dynamic as you move and can be used to dodge enemy strikes. Some common ways of using this are as follows. Beware that these moves usually have a downside, usually lack of line of sight.

Running “Crouched”
Similar to the double crouch. By looking downwards you will bend forwards and have a “crouched” position. Run like normal, although you can’t see a lot when you look down at your feet. It has a good practical use to dodge incoming arrows.

Duck/crouching and Double Crouch
While only occasionally useful, and frequently risky, you can duck by pressing Control. This can be useful to duck under the all too frequent horizontal swings seen in Chivalry: Medieval Warfare, but beware. If your opponent hits you while your crouched, it’s very likely he will hit your head!

You can do a even lower crouch by looking downwards. Moving your view straight down to the floor will make you bend slightly forward, and while crouched you will become a very small target. It is a good way to duck incoming attacks. Use this too much and you will end up having your opponent aiming low, rendering your evades useless.

Backwards Bend
Similar to the double crouch, but rather than looking down you look high up. This will make your character bend his upper body backwards into a weird matrix like position. It is less effective than Double crouch but you can dodge some strikes aimed at your head.

Stamina will regenerate when you walk or stand still. Running or any action that require the use of stamina will stop the regen, for a short while.

Actions that use Stamina:
-Running (Stops regen but doesn’t use it.)
-Holding up shield, (Will stop regen and Drain stamina slowly.)
-Faints, Missing normal attacks, Jumping, Blocking attacks, Blocking with shield, Holding block with shield, Dodge ability, (man at arms only), Vanguard sprint charge.
No stamina left:

If you use all your stamina you will be unable to do special actions that require extra stamina, such as: Faints, Combos, jumping, etc But you can still attack normally, and block though you will get stunned.

Chase Mechanic
You will often find yourself chasing after fleeing enemies. When playing a slower class, your enemy should theoretically be able to run away from you forever. To hinder that kind of gameplay, the devs added the chase mechanic.

If you look at an enemy within a few meters’ distance, your crosshair will turn from white to red. This not only indicates that you are aiming at a enemy but also that you’re in range to activate the sprint boost. If you run for a few seconds while aiming at the enemy with a red crosshair, the chase mechanic will give you a sprint boost so significant that even a Knight can catch up to a Man-at-Arms running away.

If you get hit by a Vanguard charge an block it you will get stunned and pushed back a few feet, leaving you open for enemy attacks. You will be stunned if you get hit while you have no stamina, after blocking multiple hits you will lose health even if you block the strikes.

Also If you try to block a considerably bigger weapon than your own, you may incur a stun knockback. Like trying to block a maul with a dagger. Also some weapons have more force behind them when they attack, giving them pushback, such as the Halberd stab attack can push you back.

Health system (Resistance)
The different classes all have the same amount of health, which is a 100 points. What the different classes have which makes the take more damage is their resistance to damage. They each have their unique values of resistance to different attacks. (To see the individual stats look at the spreadsheet maintained by Blaine) The current types of attack are as follows:

Pierce: Stab attacks with sharp weapons
Swing: Swing attack with sharp weapons
Blunt: Attacks with blunt weapons

Some weapons also combine different attack types. Example the morning star which got spikes on it has PierceBlunt damage. It does 50% Pierce damage and 50% blunt damage in this case.
Depending on the class resistance, it will do X% less damage depending on the resistance. Example: Knight got 50% pierce resistance. If he got hit in the chest with a normal stab attack with the damage of 50, the attack would just do 25 damage.

Knight stats example here, sir knight has generally high defence. Although he is more vulnerable to blunt attacks.

Knight Swing Resistance 60%
Knight Pierce Resistance 50%
Knight Blunt Resistance 40%

I started to write this guide at the chivalry wiki, this is a edited and continued version of that. Thanks to Some fan and The Stalwart Shield for formatting and grammar edits and the Anon’s which I don’t know who are.
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