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	<entry>
		<id>http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=4622</id>
		<title>Sniper (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Sniper_(6v6)&amp;diff=4622"/>
		<updated>2013-08-10T22:25:49Z</updated>

		<summary type="html">&lt;p&gt;Brainpwnz: /* Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Snipers are usually an offclass; generally, if a team wants a sniper, one scout will go sniper.&lt;br /&gt;
&lt;br /&gt;
As one of the most potentially dangerous classes in the game, the Sniper relies heavily on sight lines in a map, and their own team's ability to call the positions of enemies. This combined with the inability to protect itself in direct combat with a [[Scout]] or roaming [[Soldier]] forces Snipers to play defensively, usually staying as far away from a choke point in between pushes as possible, and waiting for the chance to punish enemies who over extend. &lt;br /&gt;
&lt;br /&gt;
Who you target as a Sniper in 6v6 is dependent on the situation. If you're pushing a point or waiting for the enemy team to push a point, killing a medic who has Ubercharge or is close to having Uberchage can significantly weigh the odds in your teams favor, forcing the enemy team to fight against an Uber without one of their own. High damage classes such as the roaming Soldier and the Demoman are also vital picks. &lt;br /&gt;
&lt;br /&gt;
Try to get picks when you can. It is good in some situations to wait for a Medic pick if the opportunity arises, but if you have a sight of a Soldier or Scout, the number advantage alone can assist your team. Keep track of both the scoreboard and what you see while playing. If one of their Scouts is doing exceptionally well, then killing him is something that would be beneficial to your team. &lt;br /&gt;
&lt;br /&gt;
A Sniper can provide extremely high damage output that give enemies little choice other than to retreat to cover or countersnipe. His biggest disadvantages though are his long transit times compared to Scout, his poor capping capacity, and his vulnerability when alone. As such, snipers should not focus on capping but instead on picking of targets. A sniper should stay back from the main fight and attempt to pick off long-distance targets.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Sniper]]&lt;br /&gt;
*[[Sniper (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Brainpwnz</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Pocket&amp;diff=4621</id>
		<title>Pocket</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Pocket&amp;diff=4621"/>
		<updated>2013-08-10T22:22:06Z</updated>

		<summary type="html">&lt;p&gt;Brainpwnz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The pocket is the [[Soldier]] assigned to protect the [[Medic]] for the duration of the round. In [[6v6]], the pocket is almost always a [[Soldier]] with the shotgun as his secondary, but in [[Highlander]] it can be the [[Soldier]], [[Demoman]], or [[Heavy]].&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
The three main goals of the Pocket are as follows:&lt;br /&gt;
&lt;br /&gt;
1 - Protecting the medic &lt;br /&gt;
&lt;br /&gt;
2 - Lead pushes&lt;br /&gt;
&lt;br /&gt;
3 - Effectively use übers&lt;br /&gt;
&lt;br /&gt;
There are a lot of other roles the Pocket has to fulfill, these are just the main ones.&lt;br /&gt;
&lt;br /&gt;
== The Combo ==&lt;br /&gt;
Almost always, the pocket is a soldier. The Pocket is a very important part of the combo, as it is an effective bodyguard for the Demoman and Medic. The Pocket's job is also to watch main choke points with the combo, and to punish any enemies who overextend near choke points. The pocket is where most of the fighting should be centered around, and he will usually lead his team into the fray.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
The Pocket, being one of the most versatile 6v6 class, has a number of ways to approach midfights. Usually, this involves protecting the medic from bombing soldiers and scouts, while putting out consistent damage on the other team. In some cases it is known for both Soldiers on a team to bomb the opposing Medic in a mid fight rather than staying to protect their own. The Medic will often be left to the Demo during this period, however this is largely a team preference as they may be using a strategy that requires higher aggression than normal. Normally, the pocket stays with the medic, while scouts and the roaming soldier attempt to bomb the enemy medic. This provides more protection for the medic, as a soldier can protect much better against enemy scouts than a demoman.&lt;br /&gt;
&lt;br /&gt;
== 6v6 Pocket Unlocks ==&lt;br /&gt;
The Pocket Soldier, being heavily attached to the Medic, will usually use a rather stock like loadout due to the lesser need of the Gunboats unlock. This loadout would commonly include the Rocket Launcher or The Original together with The Shotgun and The Escape Plan. &lt;br /&gt;
&lt;br /&gt;
The use of The Original or Rocket Launcher is a common usage by all soldiers due to it's reliability of 4 shots which is capable of killing almost all targets when hit for rather large amounts of damage, the Heavy is largely excluded from this due to the ability of 450HP through overheal. The Solider on occasions may run The Direct Hit this is often to spam out a Sentry nest locations on maps such as cp_gravelpit as it is an effective use for the unlock with the lower splash and higher damage. The Direct Hit also may be used due to preference of the Soldier but this is rarely seen. The Original or the stock Rocket Launcher is usually the best way to go.&lt;br /&gt;
&lt;br /&gt;
The use of The Shotgun on a Pocket is often used simply because the Gunboats are not required. On the other hand, a roamer usually uses gunboats, but that's another topic. The shotgun is a very well rounded weapon for a pocket to use due to a good damage output and 6 shells that can be loaded making it effective at taking out many targets both alone or after using rockets. The shotgun is also very good at helping to defend the medic as the role of Pocket as it will cause jumpers or bombers of the opposing team to be slowed if hit while in the air and is a safer alternative to airshots with rockets. The shotgun is a great weapon to use if/when the rocket launcher runs out of ammo, but the enemy is not yet dead.&lt;br /&gt;
&lt;br /&gt;
The use of the Escape Plan rather than a stock Shovel will often be due to Rollouts as the Soldier can cause enough damage to themselves easier than a Soldier with gunboats allowing them to be granted the movement speed bonus and reach the midfight along side the rest of the team members easier. After 10 seconds this Soldier would then be able to take &amp;quot;Crit heals&amp;quot; from their Medic and be restored to full health upon arriving at the midfight.&lt;br /&gt;
&lt;br /&gt;
This loadout is well rounded and allows a Pocket to protect the Medic in a number of ways, give out damage in a number of ways and also a possible escape should they become to injured to stay in a fight. Additionally, anything besides stock is often banned in leagues, especially ETF2L.&lt;br /&gt;
&lt;br /&gt;
== POV's ==&lt;br /&gt;
[https://www.youtube.com/watch?v=SBKfASNXNoY Zebbosai - Pocket - ETF2L Prem - broder vs BFF - cp_badlands] Includes Team Comms&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=VP3TijvV_gE Shwan - Pocket - Vector vs Rando - cp_warmfront] Includes Team Comms&lt;/div&gt;</summary>
		<author><name>Brainpwnz</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4620</id>
		<title>Demoman (6v6)</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Demoman_(6v6)&amp;diff=4620"/>
		<updated>2013-08-10T22:14:35Z</updated>

		<summary type="html">&lt;p&gt;Brainpwnz: /* Mid Fights */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== 6v6 Demoman ==&lt;br /&gt;
In 6v6, Demoman holds the primary role of dealing initial damage and crowd control. He makes sure the enemy never pushes into his team without taking damage and uses his spamming abilities to funnel the enemy team so they can be cleaned up by his teammates. He is also essential for defending as his sticky traps can net him easy kills and force the enemy to retreat, and his pill spam can easy chunk the enemy teams health if they are careless with their positioning. Demoman is considered one of the harder roles in 6's due to his lack of mobility, causing him to have to consider his positioning carefully if he wishes to both not die quickly in a fight and still do substantial damage to the enemy.&lt;br /&gt;
&lt;br /&gt;
== Main Roles ==&lt;br /&gt;
* The Demoman's main role is mostly about area control and dealing damage.&lt;br /&gt;
* Hold choke areas by spamming them.&lt;br /&gt;
* Provide initial damage with the Pocket Soldier so that Scouts can follow up the damage with clean-up kills.&lt;br /&gt;
* Slowing the enemy team down while your team is falling back.&lt;br /&gt;
* Trapping chokes or other routes that the other team may push through in an attempt to stall a push or get a free kill.&lt;br /&gt;
&lt;br /&gt;
== Mid Fights ==&lt;br /&gt;
Compared to all the other 6v6 classes, the Demoman's role has a big impact on the conclusion of the mid fight. It usually is the class that deals the initial damage, and who's damage can affect the whole middle fight. Who the Demoman focuses at the beginning of the middle fight is usually the [[Scout]]s and the other team's Demoman. On many maps, the demoman can arrive at the middle before even the scouts. As such, a demoman is the player who will lead the initial attack. He should focus on killing the enemy demoman, or, if the demoman's team's scouts can kill the enemy demoman, then he should simply spam the enemy with both grenades and stickies.&lt;br /&gt;
&lt;br /&gt;
== Rollouts ==&lt;br /&gt;
[[Glossary|Rollouts]] are an important aspect of Demoman's play, they have a big effect on the outcome of the midfight, usually the first Demoman that gets to mid and deals initial damage to the other Demoman and/or Scouts gains positional and heal advantage for his team. Practicing rollouts is essential for a Demoman as it comes down from muscle memory. Demoman rollouts are also usually very punishing and demanding as a simple mistake can completely ruin a team mid fight and strategy, so it's also advised to have a backup rollout plan if something happens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Rollout Tutorials ===&lt;br /&gt;
*[http://www.youtube.com/watch?v=6L30_coSIuw Gullywash demo rollout tutorial by b4nny] &lt;br /&gt;
*[http://www.youtube.com/watch?v=EuUgjydRiew Badlands demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=wBxobGj_JoM Coldfront demo rollout tutorial by b4nny]&lt;br /&gt;
*[http://www.youtube.com/watch?v=1bny8efUidA Process demo/solly rollout POV by MightyMe]&lt;br /&gt;
*[http://www.youtube.com/watch?v=O2xQpCedi-s ETF2L S13 official map list demoman rollout POV]&lt;br /&gt;
**Includes&lt;br /&gt;
***Badlands - 0:26&lt;br /&gt;
***Granary - 1:19&lt;br /&gt;
***Gullywash - 2:28&lt;br /&gt;
***Snakewater - 3:20&lt;br /&gt;
***Turbine - 4:16&lt;br /&gt;
***Process -﻿ 4:38&lt;br /&gt;
&lt;br /&gt;
==Playstyles==&lt;br /&gt;
&lt;br /&gt;
=== The Demoknight ===&lt;br /&gt;
The Demoknight loadout is a viable strategy in 6's, but it relies on having a strong pocket Soldier as the Demoman will not be able to pocket effectively.  This setup is good for getting clutch Medic picks and creating advantages, but it is sparingly used because it can be easily countered by the opposite team. When playing the Demoknight role you will also lose your main source of damage dealing (the Sticky Launcher) thus completely changing the playstyle of the class.&lt;br /&gt;
&lt;br /&gt;
Instead of relying on high damage dealing as your main goal, it's much more efficient to play a more roaming role and use it to flank or pick off lone enemies.&lt;br /&gt;
&lt;br /&gt;
The item loadout when playing this role should be as follows&lt;br /&gt;
* Grenade Launcher&lt;br /&gt;
* Chargin' Targe&lt;br /&gt;
* Eyelander&lt;br /&gt;
&lt;br /&gt;
This role has a few limitations, one of them is the lack of dodge movement or strafing, that can be fixed with a [http://www.reddit.com/r/tf2/comments/v98mz/charge_turning_script_for_keyboard_users script].&lt;br /&gt;
&lt;br /&gt;
==== Notable players and examples ====&lt;br /&gt;
&lt;br /&gt;
SoLID SnaKE is one of the most notable players that have played as a demoknight at a high level competitive.&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Sx7D7X6hY5w] - Example of a medic pick in a ESEA match while playing as a demoknight&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Demoman]]&lt;br /&gt;
*[[Demoman (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes in 6v6]]&lt;/div&gt;</summary>
		<author><name>Brainpwnz</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=6v6&amp;diff=4619</id>
		<title>6v6</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=6v6&amp;diff=4619"/>
		<updated>2013-08-10T22:10:17Z</updated>

		<summary type="html">&lt;p&gt;Brainpwnz: Added a lot more on offclassing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{cleanup|formatting}}&lt;br /&gt;
&lt;br /&gt;
'''''The contents of [[Standard 6v6]] should be merged with the information here.'''''&lt;br /&gt;
&lt;br /&gt;
== 6v6 Competitive Format ==&lt;br /&gt;
6v6 is a competitive format commonly called '6s' by the community. &lt;br /&gt;
&lt;br /&gt;
In 6v6, the classes are limited in order to create a balanced game environment and to promote exciting gameplay by reducing stalemates. Each class is limited to a maximum of two, except the [[Demoman]], [[Heavy]], [[Medic]] and [[Engineer]] (do note, the Engineer has a limit of two in [[ETF2L]]), which are all limited to a maximum of one. The standard line-up for 6v6 teams (referred to as cookie-cutter) is:&lt;br /&gt;
&lt;br /&gt;
- 2x [[Soldier]] ([[Pocket|Pocket Soldier]], [[Roaming Soldier]])&lt;br /&gt;
&lt;br /&gt;
- 2x [[Scout]]&lt;br /&gt;
&lt;br /&gt;
- 1x [[Demoman]]&lt;br /&gt;
&lt;br /&gt;
- 1x [[Medic]]&lt;br /&gt;
&lt;br /&gt;
The above class lineup is used because it allows a team to deal the most amount of damage possible, take the most amount of position away from the enemy team, and cover the greatest area possible within the shortest amount of time. Using other classes within the 6v6 format will result in a potential boost within one of those categories with a guaranteed loss within another of those categories (EG choosing a heavy will in some cases allow for a greater damage output and better area control at a greatly increased time, which is why it is often viable to use a heavy to defend last point but not viable to run a heavy to middle point at the beginning of a round). These classes are chosen especially because of their mobility. Note that the scout and medic have the fastest running speeds, while the demoman and the soldier have sticky and rocket jumps, respectively.&lt;br /&gt;
&lt;br /&gt;
In some cases, a utility class is needed in order to create an advantage for your team or help defend a control point. This is called &amp;quot;offclassing.&amp;quot; A scout or roaming soldier generally switches, which allows classes such as [[Sniper]], [[Spy]], [[Engineer]], [[Heavy]], or [[Pyro]] to be utilized. Snipers and Spies are often referred to as &amp;quot;pick&amp;quot; classes, as their different playstyles within 6v6 is often used when a team is attempting to gain an advantage over another to aid in a push, where as Pyro, Heavy and Engineer are often called &amp;quot;defense&amp;quot; classes as their different playstyles within 6v6 allows for a team defending a point from an attacking team to have better area control and/or damage output. Sniper is perhaps the most common offclass, and a scout is the most common offclasser. Sniper is chosen because, unlike spy, the other &amp;quot;pick&amp;quot; class, it has long-distance. A sniper should aim for the enemy medic, as a single well-placed headshot, or even a fully charged bodyshot, can take out the medic instantly. Same with the spy; if a spy is chosen as an offclass, then the spy should especially focus on picking the medic. Heavy is the most common defensive offclass. Heavy is often chosen when the team is down to the last point. Again, a scout is usually the one to change class. Heavy has ridiculous dps, topping 500 at close range with the stock minigun, and thus a heavy is often made to just stand on the point and shoot while the other scout and roaming soldier attempt to cap the next point. Other offclasses are not that common. Sniper and Heavy are by far the most commonly seen classes off of the normal lineup.&lt;br /&gt;
&lt;br /&gt;
The most competitive 6v6 leagues are ESEA and ETF2L. ESEA is a paid league and features three separate divisions of play.&lt;br /&gt;
&lt;br /&gt;
[[Open]]&lt;br /&gt;
&lt;br /&gt;
[[Intermediate]]&lt;br /&gt;
&lt;br /&gt;
[[Invite]]&lt;br /&gt;
&lt;br /&gt;
ETF2L is free and has seven: Divisions 6-1 and the Premiership Division.&lt;br /&gt;
&lt;br /&gt;
The Invite division is considered the highest level of North American 6v6 gameplay and features a championship event at the end of every season, called the ESEA LAN Finals. The top four teams in Invite fly out to Dallas, TX to compete every season. ETF2L's Premiership Division is considered the highest level of European 6v6 gameplay and has an online playoff event at the end of each season which four teams take part in, it does not have an official LAN event. Videos of past championships and playoffs can be found at the ''TeamfortressTV youtube channel''.  [http://youtube.com/teamfortresstv]&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
In 6v6, there are three different map types currently being played. &lt;br /&gt;
&lt;br /&gt;
The most common is [[5CP]], or &amp;quot;5 Control Point&amp;quot;, which requires a team to control all five control points in a map in order to win the round. &lt;br /&gt;
&lt;br /&gt;
[[KOTH]], or &amp;quot;King of the Hill&amp;quot;, is a game mode where teams fight for control of one central control point in a race against the clock.&lt;br /&gt;
&lt;br /&gt;
[[A/D]], or &amp;quot;Attack/Defense&amp;quot;, uses a stopwatch to time the attacking team in trying to capture all of the defending team's control points. The defending team then switches to the attacking team and tries to beat the opposing team's time.&lt;br /&gt;
&lt;br /&gt;
== Organizations ==&lt;br /&gt;
===North American===&lt;br /&gt;
* [http://play.esea.net/ ESEA]&lt;br /&gt;
* [http://www.playigl.com IGL] &lt;br /&gt;
* [http://www.ugcleague.com/ UGC]&lt;br /&gt;
* [http://www.cevo.com/ CEVO]&lt;br /&gt;
&lt;br /&gt;
===European===&lt;br /&gt;
* [http://etf2l.org/ ETF2L] &lt;br /&gt;
* [http://tf2.wireplay.co.uk/ Wireplay]&lt;br /&gt;
* [https://esagamer.com/ ESA Gamer]&lt;br /&gt;
* [http://www.tf2connexion.fr/ Tf2connexion]&lt;br /&gt;
&lt;br /&gt;
===Asian===&lt;br /&gt;
* [http://asiafortress.com/ AsiaFortress]&lt;br /&gt;
&lt;br /&gt;
===Oceanian===&lt;br /&gt;
* [http://www.ozfortress.com/ ozfortress]&lt;br /&gt;
* [http://www.atf2l.org/ ATF2L]&lt;br /&gt;
* [http://www.nzfortress.co.nz/ NZFortress]&lt;br /&gt;
&lt;br /&gt;
===Country specific===&lt;br /&gt;
* [http://www.teamfortress.com.br/ FBTF (Brazilian)]&lt;br /&gt;
* [http://www.tf2connexion.fr/ TF2Connexion (French)]&lt;br /&gt;
* [http://rtf2l.tf2world.ru/ RTF2L (Russian)]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
* [http://s13.zetaboards.com/TF2_360_Community/index/ Tf2Ladder (Xbox 360)]&lt;br /&gt;
&lt;br /&gt;
== 6v6 Pugs ==&lt;br /&gt;
&lt;br /&gt;
There are different places where you can play pick up games in the 6v6 format, all adapted to different skill level.&lt;br /&gt;
&lt;br /&gt;
- [http://www.tf2lobby.com TF2 Lobby] - For the most inexperienced players. While lobby is good at introducing newcomers to the competitive environment and meta, most of the time the teams are stacked or someone isn't playing seriously.&lt;br /&gt;
&lt;br /&gt;
- [http://atf2.org ATF2.ORG] - A way to access to different IRC channels on the Gamesurge network, like #tf2mix (for beginners), and #tf2.pug.na (for higher level players) (currently down)&lt;br /&gt;
&lt;br /&gt;
- ESEA Open Pugs (reserved to people that are in the ESEA-Open league)&lt;br /&gt;
&lt;br /&gt;
- Power Pugs (an in-house pug group for low-mid ESEA-Open players)&lt;br /&gt;
&lt;br /&gt;
- ESEA Invite Pugs (reserved to people that are in the ESEA-Invite league)&lt;br /&gt;
&lt;br /&gt;
- [http://www.tf2pickup.net TF2 Pickup] (European TF2 pug system)&lt;br /&gt;
&lt;br /&gt;
- [http://pickup.con-gaming.net Continuity Gaming Pickup] (a web-based pickup for 6v6, 9v9, Ultiduo and bball - currently down)&lt;br /&gt;
&lt;br /&gt;
- #mpuktf2.pickup2 (a invitation-only pickup for european players above division 2)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Highlander]]&lt;/div&gt;</summary>
		<author><name>Brainpwnz</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Trickstabs&amp;diff=4618</id>
		<title>Trickstabs</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Trickstabs&amp;diff=4618"/>
		<updated>2013-08-10T22:02:54Z</updated>

		<summary type="html">&lt;p&gt;Brainpwnz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Trickstabs are special maneuvers used to backstab an enemy when they are facing front towards you. There are several trickstabs that help achieve this goal. While trickstabs may be cool and flashy, they should only be used as a last resort, due to their reliance on the target failing to prepare for them.&lt;br /&gt;
==Stairstab==&lt;br /&gt;
When a Spy goes up an incline with someone chasing him, he can crouchjump over the target's head to get behind and land a stab. The method for this is generally to actually land ON the person whom they wish to stab's right or left shoulder while crouching, then turning left or right (turn left if on their right shoulder, and vice versa), and stabbing. This, while it does not look as flashy, works better, although Stairstabs overall are usually not very effective in a competitive game, seeing as most players know better than to fall for such a trick.&lt;br /&gt;
==Jumpstab/Rampstab==&lt;br /&gt;
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 expect a spy to be able to jump over them if not on an obvious incline.&lt;br /&gt;
==Ghost Stab==&lt;br /&gt;
If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to &amp;quot;catch&amp;quot; you, strafe the other way and stab them.&lt;br /&gt;
==Understab==&lt;br /&gt;
The Spy leads someone off high ground, then strafes under and stabs the target. Can also be done against explosive jumpers. This can be done because the angle for a successful backstab is exactly 180 degrees, no matter the height. The concept for this is the same as the stairstab, except in reverse.&lt;br /&gt;
==Cornerstab==&lt;br /&gt;
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.&lt;br /&gt;
==Blindstab==&lt;br /&gt;
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. &lt;br /&gt;
==Matador Stab==&lt;br /&gt;
The Spy strafes one way to draw the target into looking that way to not expose his backstab radius, then strafes the other way and stabs him. The concept of this is similar to a cornerstab. Oftentimes, one can imagine this as a cornerstab without a corner. The spy first strafes right around their imaginary corner, then back.&lt;br /&gt;
==Reverse-Matador Stab==&lt;br /&gt;
When the target suspects a matador stab, keep strafing in the original direction to get the stab.&lt;br /&gt;
==Drop Stab==&lt;br /&gt;
Jumping from a great height and airstrafing to get behind the target and stab them.  In contrast to the unreliability of most trickstabs, this is the hardest kind of stab to see coming. This stab is best done from a reasonably high height, such that it cannot be easily seen coming. This is perhaps the most reliable kind of trickstab, noting its nature which means that it is hard for it to be seen ahead of time.&lt;/div&gt;</summary>
		<author><name>Brainpwnz</name></author>
		
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