Chambers

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Counter Chambers: Counter Chambers are chambers thrown in response to the initial chamber; the chamber functions in an identical manner to simple chambers but are thrown in response to a chambered stab.

Straight Chambers: Straight chambers are self-explanatory - chambers that are thrown straight on and chambered using the method explained above. These types of chambers are the ones most commonly taught to new players when they begin to learn advanced techniques.

Stun Chambers: Stun Chambers are chambers that carried forward into a stab without the enemy being able to block or counter chamber. These are performed by moving forward as your chamber is entering its offensive stage, although consistently throwing stun chambers relies on an understanding of timing and player movement.

Block Chambers: Block Chambers function the same way as a regular chamber, but are developed by blocking the initial stab and releasing into an attack when the player's stab is at the extent of its hit. Block chambers require precise timing of the switch to be done properly, but if the move is timed correctly the stab comes at a speed which becomes very difficult to block.

Fient Chambers: Fient Chambers happen in the same manner in which block chambers happen, but occur not when holding a block, but when you are fienting between blocks and attacks. If the opponents stab hits when your fienting sequence is in the blocking stage, a fient chamber occurs. These chambers are often difficult to transition into effective stabs, since the process of fienting often means you aren't ready to attack the opponent.

Tip Chambers: Tip Chambers are really just regular chambers, but are notable because they occur on the very edge of the bayonet - usually chambering is most effective when the initial stab hits the upper nozzle of the musket.

Continuation Chambers: Continuation Chambers are a groupfighting specific term that identifies chambers that a person performs on one person but uses to stab the other. Chambers occur at a higher speed than regular stabs, meaning continuation chambers can catch players off guard with a speedy strike.