Editing Trickstabs
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===Jumpstab/Rampstab=== | ===Jumpstab/Rampstab=== | ||
− | Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels | + | Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels and railings to get a height boost for the stab. Even the smallest height difference allows for a rampstab. For example, jumping onto and engie's teleporter provides enough extra height to land a successful rampstab. These stabs work much better than stairstabs, because even experienced players won't necessarily expect a spy to be able to jump over them if not on an obvious incline. |
− | === | + | ===Ghost Stab=== |
If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to "catch" you, strafe the other way and stab them. | If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to "catch" you, strafe the other way and stab them. | ||
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===Cornerstab=== | ===Cornerstab=== | ||
The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them. A beginner's mistake in this trickstab is not waiting long enough. Depending on the target and on how far away they are from the corner the spy leads them around, it may take from immediately to a few seconds. The rule of thumb is to wait about one second unless they are practically right behind the spy. | The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them. A beginner's mistake in this trickstab is not waiting long enough. Depending on the target and on how far away they are from the corner the spy leads them around, it may take from immediately to a few seconds. The rule of thumb is to wait about one second unless they are practically right behind the spy. | ||
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===Blindstab=== | ===Blindstab=== | ||
Same as a Stairstab or Jumpstab, but the Spy leads the target around a corner as well, which makes the target unable to see the Spy jumping at him. Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape. | Same as a Stairstab or Jumpstab, but the Spy leads the target around a corner as well, which makes the target unable to see the Spy jumping at him. Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape. | ||
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===Matador Stab=== | ===Matador Stab=== | ||
− | + | Someone replaced the definition here with pootis | |
− | + | please undo | |
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===Reverse-Matador Stab=== | ===Reverse-Matador Stab=== | ||
− | When the target | + | When the target suspects a matador stab, keep strafing in the original direction to get the stab. |
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===Drop Stab=== | ===Drop Stab=== | ||
− | Dropping from a great height | + | Dropping from a great height and if needed airstrafing to get behind the target and stab them before touching the ground. In contrast to the unreliability of most trickstabs, this is the hardest kind of stab to see coming (and the only way to work also). This stab is best done from a reasonably high height, for example, dropping from badwaters' roof into the cart capturing the 2nd point. This is perhaps the most reliable kind of trickstab, due to its nature which means that it is hard for it to be seen ahead of time. |
This stab can be practiced on tr_walkway_rc2. | This stab can be practiced on tr_walkway_rc2. | ||
===Circle Strafe Stab=== | ===Circle Strafe Stab=== | ||
− | The process of strafing in a | + | The process of strafing in a circle to move around the enemy and stab. An enemy that is strafing would not fall for a Matador stab, thus Circle Strafing is a plan B. Circle Strafing is easy to predict but can be hard to track the Spy. |
− | + | ===Circle Jerk Stab=== | |
− | + | If spies are in a group, they tend to do this a lot. | |
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