Mirage Combat - Intermediate

  • Combat System - Intermediate


    The following will describe some intermediate-level combat techniques to help you learn how to fight as a warrior in Mirage: Arcane Warfare!

    Note: any of the following may be subject to change as mechanics for Mirage change over time

    Alt Attacks

    Alt attacks are your basic Slash or Overhead attacks that start either from the offhand side or underhand. You will flow into Alt-Attacks automatically as part of Combo attacks.

    • You can manually initiate an Alt Attack by holding the LeftAlt key and using a Slash or Overhead attack
      • MouseButton 4 & 5 are bound to Alt Slash and Alt Overhead if you have these buttons on your mouse
    • Alt Attacks can confuse an unprepared opponent since they come from an unexpected direction
    • Alt Attacks can help you avoid striking teammates; if you’ve got an ally to your right, use an Alt Slash instead of a regular slash to avoid damaging your ally (drag away from your ally after your strike lands to avoid damaging them)
    • Alt Attacks can also help you get around an opponent’s parry; if you’re assisting an ally by flanking an opponent’s right side, it makes more sense to use an Alt Slash to strike at their back instead of a regular slash at their front
    • You can Riposte using Alt Attacks instead of regular attacks

    Ducking / Matrixing

    You can move your character’s torso by looking up or down in Mirage; your character model will bend at the waist and neck. You can further exaggerate this movement by Crouching (default is LeftCTRL).
    Mirage Hitboxes follow your character model closely; you can use this movement to evade incoming attacks if you are quick enough!

    • Look down and Crouch to Duck under a Slash attack or ability
    • Look up while Crouching and turn to the side to evade a Thrust attack or Slash attack
      • This is commonly called a Matrix, taken from a maneuver used in the film The Matrix
    • You can start an attack while ducking/matrixing and drag it into the opponent to hit them while they are in Release or Recovery

    While this movement is similar to what is possible in Chivalry, it’s not quite as exaggerated.

    Cancel To Parry / Feint to Parry / Combo-Feint to Parry

    Mirage has Cancel to Parry bound to Right Mousebutton (RMB) by default; this means you can Cancel an attack or ability that is in Windup to defend yourself from an incoming attack or ability.
    You may wish to manually cancel while you are in windup if your opponent is skilled enough to perform a Delayed Drag as an attempt to avoid your Parry.

    Feint to Parry and Combo Feint to Parry

    These are advanced defensive maneuvers for keeping control of a fight.

    Feint to Parry (FtP) is canceling/interrupting your own attack so you can parry an incoming attack, possibly avoiding a hit-trade with an Ability or defending yourself if you have no chance to flinch/interrupt the attack.

    Combo Feint to Parry (CFtP) is the same as above, but is performed to interrupt your own combo to defend yourself. Doing this allows you to skip the Recovery phase and move directly into a Parry instead of waiting for your attack’s Recovery phase to end and then parrying.

    While still in the wind-up stage of an attack, you can use the Feint/Cancel button (default is “R”) to halt your attack, then use Parry to perform a block. Your attack must be within the first part of the windup phase in order to cancel an attack, so you must still use timing to successfully FtP or CFtP.

    FtP/CFtP can be performed manually or with the default keybind (RightMouseButton). Both have advantages and disadvantages.

    Manual FtP/CFtP is Canceling, then Parrying with individual button clicks and generally takes more time to perform since you’re relying on your fingers to perform both actions separately.
    Manual FtP is used for canceling an attack, then waiting until an attack arrives for you to parry; this can prevent you from being past the feint window or even into release when the attack arrives.
    You can also use this time to activate an evasive or interrupt ability rather than parry.

    You can use the default keybind (RMB) to perform fast FtP with no (noticeable) delay between the cancel & parry. This is good for when you must cancel and parry immediately, but sometimes results in a panic parry if the opponent is expecting a FtP and uses drags or feints to hit you while you’re stuck in parry-recovery (If you realize this has happened, you still might be able to force a miss by Sprinting to the left or right).

    You must choose which method to use when you wish to perform a CftP or FtP, which is situational; to be prepared for drags, feint, or abilities you should manually cancel, then wait to read the drag or feint as normal; if the attack is already incoming and you must parry immediately, the FtP bind may be the quicker choice.

    FtP & Stamina
    Feint to Parry costs a good deal of stamina to use; you will lose the cost to feint/cancel, then the cost to parry the incoming weapon. It is easy to be stunned due to lack of stamina (“stam’d out”) when using FtP/CFtP, so you must decide at the time whether you can afford the stamina cost more than the hit points.
    Forcing an opponent to make this choice is a top-level strategy for winning a duel or team fight.

    As mentioned above, counters to FtP or CFtP are delayed drags in mid-swing to delay the impact until they are in Parry Recovery (Panic Parries) or feinting around their FtP/CFtP.

    Advanced Drags

    Slash Drags

    Some techniques for slashes;
    Fake Accelerated Slash: Turn to put your opponent at your right or left side and begin a regular or Alt-Slash attack to start from the same side the opponent is on, then immediately rotate as far back away from the opponent as you can to turn this attack into a delayed slash. Wait until the opponent enters Parry Recovery, then drag the slash into them.

    Avoid Teammates by dragging your slash up over a friendly head, then drag it down into your opponent.

    Overhead Drags

    Some more advanced techniques for Overheads;
    Foot Drags: Start an overhead. While in early Release, turn to the opponent’s side to avoid their Parry, then turn back towards them and strike their feet after they enter Parry Recovery. You may need to look up to delay your attack slightly

    Thrust Drags

    You can drag Thrust attacks;
    Delayed Head Stab: Look far up while in Thrust Release, then drag it down into your opponent’s head

    C-Stabs: Use Footwork to step forward and to your opponent’s left or right side while in wind-up, then turn towards them to drag the Thrust Release into their back

    Z-Stabs: Windup your attack while you are pointed at one side of the opponent, then move your crosshairs to their opposite side just as you are about to enter Release to confuse the opponent into Parrying in the wrong direction.

    Note: It is not possible to perform “reverse overhead” or “reverse slashes” in Mirage.

    Target Switching

    What is it?
    Suddenly changing the target of your attacks to try to catch your opponents off guard.

    Why do it?
    Allows you to handle two (or more?) enemies at once and a chance to actually win the fight
    Allows you to finish team fights faster

    How to do it?

    • Turn defense into offense; parry one attacker and turn to use your ripostes to attack the other player as they wind up their own attacks or before they can defend; surprise attacks vs. unprepared opponents will have a higher chance to succeed

    • Once you’ve hit the second opponent, turn back to the first and parry their next attack and repeat; allows you to juggle two opponents

    • If the second opponent parries, wait for either of them to attack, then parry-riposte to start again

      • Feint to Parry & Combo Feint to Parry can help you keep control by interrupting your own attacks to defend yourself and possibly give you another riposte opportunity
      • Parry in Parry (PiP) can help you parry two incoming strikes immediately after one another; there is no delay between successful parries
    • If there’s a 3rd (or more opponents), use footwork or abilities to try to keep one (or more) of them behind the ones in front; they’ll be less likely to attack because their teammates are in the way, and if they do attack, they are very likely to hit a teammate


    • If you think the target you are going to switch to is ready for your attack, wait (no more than a quarter second), then turn back to the first opponent who parried; you will likely interrupt their attack with a hit or at least force them to Combo Feint to Parry and lose stamina
    • Try not to fall for any feints and avoid panic parrying; either of these will disrupt your initiative and probably get you killed quickly
    • Keep moving; do not stand still and try to maneuver to keep your opponents in your field of view as much as you can

    How to counter it?

    • Keep your eyes on your target and be ready for them to turn on you
    • Don’t attack when they expect you to; if you attack as soon as you are able, the target switcher will be prepared and ready to block. You have a few options;
      • Wait a half second before you attack; they may be expecting to turn and parry immediately. By waiting, you break up the rhythm of the fight and may provoke a panic parry
      • Support Feints; if the opponent is looking at you and waiting for your attack, feint them to provoke a parry or a Combo Feint to Parry (CFtP). If they fall for it, you & your teammate will likely score a free hit each.
      • Accelerated or Delayed Drags; drag your attacks to avoid contacting with their parry. Change up your attacks between fast and slow drags to try to confuse the opponent.
    • Don’t be afraid to play defensively; the target switcher is often expecting aggressive attackers, particularly when they are outnumbered; by waiting, feinting or otherwise breaking up the tempo, you can throw off the opponent

    We will be updating this post with examples and edits; if something above is not clear, please let us know so we can fix it!

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