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What separates the average from the gods?
So I've been sweating allot lately and realized I could get to 1900 if I had unlimited matches, but I lose allot I've been improving allot also but I just can stay on a streak I've downloaded toggle sneak which helped allot, I decent with the bow, but I can never get more than a 2 hit combo and 1200 would get 5 hit combos on me and I don't know how, I hear Huahwi talking about spacing and knock back those are the only this I know nothing about, can I highly skilled pvpers plz explaine there things to.me and how to improve also I don't W tap but from wat I've herd everyone does it.
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Huahwi kinda just says random stuff in his videos like "double hits" and "spacing" but there's more to pvp than that. I'd recommend playing on kohi for a little bit (lower your fov cause speed 2) and just practice aiming, clicking and eventually w tapping which I taught myself by playing kohi. When you play rod pvp again it will basically be the exact same thing just with a rod. This really helped me and might help you too. In any case it's good to be able to pvp well without a rod because you're not always going to have one in a UHC.
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What seperates the average from the gods? Ah, difficult question. Natural talent, knowledge of the game and it's mechanics, click speed, aim, reflexes, practice. Good internet/high fps are helpful factors but are not necessary. Even a 144hz monitor helps a ton.

I'm sure there's much more than just what I said, but this might help a bit.
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Elo :)
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3 components of pvp:
Reaction
Aim
Click Speed

The better you are at each, the better you are at pvp.
i.e. chanse: insane reaction and aim, but meh click speed
i.e. Danteh good reaction, very good aim, very good click speed
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@RealBlobRobber dat ign
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ty_rex222 wrote

3 components of pvp:
Reaction
Aim
Click Speed

The better you are at each, the better you are at pvp.
i.e. chanse: insane reaction and aim, but meh click speed
i.e. Danteh good reaction, very good aim, very good click speed

Chanse has very good aim but Danteh has insane aim
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ThatOneCombo wrote

ty_rex222 wrote...


Chanse has very good aim but Danteh has insane aim


especially for jittering as well
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Will do that, when there was soup FFA on badlion I was getting really good but then they removed it
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Try get over 8cps if possible. Things above do help, but over 8cps is good.
Kohi is great for aim, whether you're playing on the Kohi server or just playing PotPvP in general, to get good combos, it's all aim.
If you combine this then you're set.
But as @jensenSAMA said, some people just have natural talent :)

As far as W taps, here's a great video that shows keystrokes that helped me learn to W Tap:


Just look at the timing in which he taps, after you get used to that, it will become a second nature.

And obviously, the only way you can get as good as the gods, is practice.
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Shaquille14 wrote

So I've been sweating allot lately and realized I could get to 1900 if I had unlimited matches, but I lose allot I've been improving allot also but I just can stay on a streak I've downloaded toggle sneak which helped allot, I decent with the bow, but I can never get more than a 2 hit combo and 1200 would get 5 hit combos on me and I don't know how, I hear Huahwi talking about spacing and knock back those are the only this I know nothing about, can I highly skilled pvpers plz explaine there things to.me and how to improve also I don't W tap but from wat I've herd everyone does it.
Huahwi really doesn't know anything about advanced pvp. Not hating, but a) his videos are mainly for entertainment, not pvp b) he relies a lot on ping if you rewatch his MCSG videos.
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Thanks man
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You can learn all the tips and tricks you want. Sad to say though, the biggest difference in "skill" is just connection and ping
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the difference between average and gods?


fame
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DISCLAIMER: EVERYTHING I SAY MAY BE WRONG, AND I AM IN NO WAY A GREAT PVPER. THIS IS JUST WHAT I HAVE OBSERVED. ALSO, THIS IS NOT A W TAPPING TUTORIAL.

Don't want to be a huahwi fanboy or anything, but the stuff he talks about like spacing and double hits is actually completely correct.

Sure, look at my elo, it's utter crap, but that is because of all the laggy people.

The reason I agree with Huahwi is because I use the same principles he uses, and I am able to melee (sword/rod) as well as most 1800-2000s. with a TRACKPAD.

SPACING
The only thing with Huahwi is that he never fully explains what he means by spacing (don't know whether this is because he can't explain it, doesn't want to get in to it, or doesn't fully understand it).

Simply put, melee pvp is all about getting your opponent to a distance where you are untouchable. Huahwi talks about this sometimes, that when you are in the air, you are always at a disadvantage. This is true since the range of a hit is (correct me if I'm wrong) from the middle of the head. As a result, someone knocked in the air has a hitting center farther away from the opponent. Thus, at a certain distance when your opponent is in the air provides you with what Huahwi calls a "perfect distance" when you can hit your opponent and your opponent can't hit you. This is exactly why laggy players screws up everyone. Their kb when hit is delayed and so they can hit you when a non laggy player could not. (I struggle with this when using a trackpad because it's too hard to click fast enough and aim well)

Rodding and tapping
Combo: Both are really about maintaining this spacing to keep your opponent in a combo. The idea with the rod is to "stun" your opponent (that seems to be the word everyone uses). The effect of this is that your opponent is temporarily knocked in the air (we discussed the advantages of this earlier) and you can proceed to combo. To maintain this combo, one might tap (w tap or ad tap or s tap or d tap or a tap) to 1 prevent getting too close to the opponent and 2 deal more kb to maintain the combo. This is why kb is so critical. If one does not kb the opponent far enough back, the "perfect spacing" is broke and the opponent can easily break the combo. Btw, I won't get in to this, but block hitting is essentially the same effect as w tapping (more consistent and effective if done correctly but easy to mess up). There is more mechanical reasoning for tapping, Rodding and block hitting, but this is the concept simply put.

Countering: the other part to rodding, tapping, and block hitting is countering. I'm not going to go into every tactic to break a combo or get out of one, but I will talk about all the concepts in the combo section applied to countering.
Counter-rod: 2 main concepts: 1 rodding kb the opponent to keep you out of reach 2 rodding kb the other opponent to even the height difference allowin you to break the combo by getting in range of your opponent (stun concept)
Counter-tapping: the idea is to reduce your kb to break your opponents combo by getting in range
Counter-blockhitting: do this after counter-rodding or counter-tapping to flip the situation and initiate a combo on your opponent while breaking your opponents combo at the same time.

There is a lot more to talk about on this concept, but I hope this helps a little :)
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SirJensen wrote

ThatOneCombo wrote...



especially for jittering as well

yeah Ik danteh's aim is great but I wanted to catch my bus b4 school
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totopapa wrote

DISCLAIMER: EVERYTHING I SAY MAY BE WRONG, AND I AM IN NO WAY A GREAT PVPER. THIS IS JUST WHAT I HAVE OBSERVED. ALSO, THIS IS NOT A W TAPPING TUTORIAL.

Don't want to be a huahwi fanboy or anything, but the stuff he talks about like spacing and double hits is actually completely correct.

Sure, look at my elo, it's utter crap, but that is because of all the laggy people.

The reason I agree with Huahwi is because I use the same principles he uses, and I am able to melee (sword/rod) as well as most 1800-2000s. with a TRACKPAD.

SPACING
The only thing with Huahwi is that he never fully explains what he means by spacing (don't know whether this is because he can't explain it, doesn't want to get in to it, or doesn't fully understand it).

Simply put, melee pvp is all about getting your opponent to a distance where you are untouchable. Huahwi talks about this sometimes, that when you are in the air, you are always at a disadvantage. This is true since the range of a hit is (correct me if I'm wrong) from the middle of the head. As a result, someone knocked in the air has a hitting center farther away from the opponent. Thus, at a certain distance when your opponent is in the air provides you with what Huahwi calls a "perfect distance" when you can hit your opponent and your opponent can't hit you. This is exactly why laggy players screws up everyone. Their kb when hit is delayed and so they can hit you when a non laggy player could not. (I struggle with this when using a trackpad because it's too hard to click fast enough and aim well)

Rodding and tapping
Combo: Both are really about maintaining this spacing to keep your opponent in a combo. The idea with the rod is to "stun" your opponent (that seems to be the word everyone uses). The effect of this is that your opponent is temporarily knocked in the air (we discussed the advantages of this earlier) and you can proceed to combo. To maintain this combo, one might tap (w tap or ad tap or s tap or d tap or a tap) to 1 prevent getting too close to the opponent and 2 deal more kb to maintain the combo. This is why kb is so critical. If one does not kb the opponent far enough back, the "perfect spacing" is broke and the opponent can easily break the combo. Btw, I won't get in to this, but block hitting is essentially the same effect as w tapping (more consistent and effective if done correctly but easy to mess up). There is more mechanical reasoning for tapping, Rodding and block hitting, but this is the concept simply put.

Countering: the other part to rodding, tapping, and block hitting is countering. I'm not going to go into every tactic to break a combo or get out of one, but I will talk about all the concepts in the combo section applied to countering.
Counter-rod: 2 main concepts: 1 rodding kb the opponent to keep you out of reach 2 rodding kb the other opponent to even the height difference allowin you to break the combo by getting in range of your opponent (stun concept)
Counter-tapping: the idea is to reduce your kb to break your opponents combo by getting in range
Counter-blockhitting: do this after counter-rodding or counter-tapping to flip the situation and initiate a combo on your opponent while breaking your opponents combo at the same time.

There is a lot more to talk about on this concept, but I hope this helps a little :)
At the end of the day, reading these facts over and over is great and all, but you really just have to play.
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Timing hits tween rods is very important. It requires practice tho
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sweat











yeah there's a reason i dont come on here anymore
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You wanna learn something about pvp?
The best pvping youtuber?
One word….





iBallisticSquid.
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