Beginner Combat Tutorial
F1, or L3 and R3 on stick (push down) with a controller, will bring up a list of shortcuts. You can change these in the Esc/Pause menu.
While the in-game tutorial is not currently implemented, we invite you to read the following if you’d like more information on the combat before diving in and playing it yourself.
At its core, Chivalry 2 is designed to be a mix between an FPS and a Fighting game. The basics of combat are straightforward: attack, evade, and defend. With additional attacks and moves, the system allows for unique playstyles and unparalleled control in the heat of battle. In Chivalry 2, you are never out of combat options: with smart decision-making and strong reactions, it’s always possible to gain an advantage over your opponents.
It is important to remember that you don’t want to keep your crosshair on your opponent like you would in a first-person shooter. You are able to control your sword with mouse movement during attack animations, allowing for precision and skill in handling your melee weapon - known as dragging. You’ll want to keep your opponent at the edge of the screen closest to where you’re going to start your swing from so you’ll be able to land a hit on them as quickly as possible. You can use dragging to accelerate your swing before your foe has reacted in time to block, or purposefully delay your strike from hitting to cause the opponent to drop their guard. If you think you’re going to miss your strike, you can also drag on stabs/overheads to correct your aim. To help keep fights clean and impactful, when a player takes a hit, their action will be interrupted (stopped). It is critical to land blows before your opponent, which makes dragging an essential skill.
The system has also been built around a concept known as momentum advantage, or initiative, which simulates the dance or back and forth of a sword fight as it plays out. When a player has the advantage, it means that if they start an action at the same time as their opponent, their action will occur first. Having the momentum is a timing advantage. Essentially, if you land a hit on your opponent or you block their strike, you have the advantage and should press the attack. If you get blocked or take a hit, your opponent has the advantage and you should perform an evasive or defensive option. You can use any basic attack to give you the advantage and use an attack such as the jab to get you out of disadvantage.
In addition to a massive expansion of creative fighting tools, Chivalry 2’s swordplay is designed to work both 1 vs 1, and 1 vs Many. This is a Medieval Warfare game - not just a swordplay dueling simulator. Many of these tools have been designed with the purpose of helping players to manage the chaos of war and allow fighters to master seemingly insurmountable odds - like being surrounded by an army of opponents.
Slash – The easiest attack to land, good for fighting multiple opponents. You can achieve a slash with the left mouse button.
Overhead – Harder basic attack to land, but deals the most damage. Scroll the mouse wheel down to overhead your opponent.
Stab – The attack with the longest reach. Scroll the mouse wheel up to stab your opponent.
Special Attacks - Special attacks (Q) are the slowest and most damaging type of attack. They allow you to deal massive damage or punish a blocking opponent by draining their stamina. You can use them to bully the enemy down, but special attacks require more commitment, you are unable to feint and adjusting the aim with them is more limited - making you vulnerable.
Jabs - Jabs ® are super-fast attacks with low range and low damage. The primary advantage to a jab is that it allows you to cheat the momentum in some scenarios, so it is possible to take a hit and then land a jab before your opponent lands a combo follow-up.
Throw - Throwing (G) your weapon allows you to hit an opponent that would normally be out of range. Thrown weapons can be blocked.
Kick - Kicking (F) is intended as a block counter, as your opponent will take damage even if he blocks the strike and you will maintain the momentum advantage. The tradeoff is that a kick does not interrupt your opponent’s incoming attack.
Heavy attacks - Slashes, overheads and stabs can also be held which causes them to become heavy attacks. Heavy attacks deal additional damage and glance off of blocks, which means they continue to deal damage to other players (just not the player who blocked you). Heavy attacks are good even if the opponent blocks them, as they sap a lot of stamina from the enemy. Stabs and overhead heavy attacks can be performed by holding LMB immediately after scrolling the mouse wheel. Special attacks deal massive damage, sap a lot of stamina, and knock the opponent off balance, but leave you very vulnerable during the wind-up.
Feint - If you attack and then press the V key to cancel an attack outright. You can also press another attack during the windup or pullback phase of your first attack and “fake” your current attack into the new one, which can throw off your opponent.
Combos - If you press another attack after the windup phase but while your previous swing is still active, you will trigger a combo. Attacks will release faster while in a combo chain.
Alternate Strikes - It is possible to start basic attacks from the opposite direction (left to right instead of right to left) by holding ALT while pressing the basic inputs (they are also bound to thumb buttons on the mouse). If a player turns to face you, quickly shift to the other side and attack from the other direction instead, faking them out.
Sprint Attacks - When sprinting at full speed your special attack (Q) input becomes a sprint attack, which deals additional damage and carries your momentum into the strike. You can also use the kick (F) input while sprinting to perform a sprint tackle depending on your class, which will knock your opponent to the ground and leave them vulnerable to a follow-up.
Footwork - As the game is an FPS, it is possible and important to constantly be controlling your range against your opponent using the WASD keys; either sidestepping or backing away when looking to avoid a strike, and moving in as you attempt to land one.
Dodge - By pressing jump (Space) and a directional movement key it is possible to dodge to the side of incoming blows. Dodging an opponent’s swing will cause them to whiff, leaving them wide open and unable to block. During a dodge, you cannot parry, so this is a high risk and high reward maneuver.
Duck - By pressing CTRL and a directional movement key you can duck underneath certain strikes while starting your own, which makes it an even higher risk and reward move.
Your defensive options are limited by stamina. If you run out of stamina while performing a defensive option, you will be disarmed.
Parry - A block, or parry (right mouse button) can be held, but holding parry drains stamina. It is generally a good idea to parry basic attacks, but to avoid parrying heavy or special attacks. You can imagine a parry is like a box in front of a player acting like a shield. In order to strike someone who is parrying, you want to be positioned at a 45-degree angle to them and aim for the back of the ear to get past their parry. Landing a hit will allow you to immediately parry (or dodge) and will also grant you stamina.
Shields - Shields provide more coverage and safety than a regular parry. They are extremely useful against archers, allowing you to sprint while blocking and also blocking arrows passively. However shields can be damaged with repeated hits and when a shield has received too much damage it will break and be unusable.
Riposte - A riposte occurs when you parry an incoming strike and then immediately attack. These attacks are much faster than normal attacks and allow you to surprise your enemy by increasing the pace.
Counter - A counter occurs when you attack from a parry position into your opponents strike. Your strike must match the strike of your opponent’s attack, if it does, you will counter their strike, which can be thought of as a “perfect parry” as you both block the incoming blow and continue your own attack with no stamina cost. The tradeoff is that if your strike does not match your opponents, you will fail to defend against it.
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