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The Nous Archeia
Introduction
Greetings, my unsuspecting victim. You may already
know of my existence, or perhaps you've been living a good life and spared yourself the misfortune. My name is 'Bubz,' and while I may not be 'big dog' in Mordhau, I have managed to scrape together a skillset and understanding that most people couldn't attain even if their life depended on it. My personal scribblings may not turn you into a champion, but at the very least, they'll keep you from being a

complete disaster. Because let's face it, being less terrible is still a win, even if all you can manage is being 'near' the top of the leaderboard on Dans Duels.
Search this Spotify playlist created for listening while reading the 'Archeia'
The 'Nous' is categorized by Offense,
Defense, Teamplay & Transferred
methods.
(Transferred methods refer to my science based tools I've found to optimize yourself, or gain an edge over opponents, using their brains against them.)
*This is a personal mind map for myself, so if you learn nothing use nothing or read nothing its all the same. This is constantly under revision. If you're looking at a 1.1 or 1.2 version for example that means its i complete. This version 1.2

Offense
 Reset manip
Resetting your camera position to a "neutral camera
position" at the moment of contact. Ex: drag every accel, accel every drag.
 Manip footwork
Using optimized Rotation using parallel side keys or opposite side key s key, or using extra W sprint lunge, or by using forward Rotation with parallel side sprint of the direction your moving your mouse to assist turncap Rotation or further reposition the tracers to benefit swing manip.
 Track point
The position to be tracked/landed for the moment early
release is ending. Or the position tracked for a drag to land in the last 50ms of release.
 Drag extra flick

A form of "reset" manipulation. Aim to land tracers the last 50 ms of your release tracers, flick to drag slightly off screen for a pixel perfect drag position then accel reset your tracers back into the opponent. Use against "steal" footwork
 Drag flick accel
A form of "reset" manipulation. Aim to land tracers the
last 50 ms of your release tracers, then accel reset your tracers back into the opponent. Use against "avoid" footwork
 Catch footwork
A form of windup repositioning with the intention of
body blocking footwork options. Run opposite of your strike during windup to block "avoid" footwoork options.Combine with "Misdirect manip" accels
 Intercept footwork
A form of windup repositioning with the intention of
body blocking footwork options. Run parallel of your strike during windup to block "steal" footwoork options. Combine with "Misdirect manip" drags

 Backhanders
Positioning body on the opponents edge, and start of
early release tracers behind opponents back by looking down past them. The moment tracers can deal damage, drag your tracers back into opponent behind their block. Resulting in going through their block. Counters: distsnce, opposite block camera position, look up block, early blocks ( catches er tracers)
 Freeze feint
Manipulating the feint recovery animation by using
opposite camera movement of the feint recovery directions of each angle. Ei: drag feints.
 Freeze morph
Manipulating the morph animation by using opposite camera movement of the morph transition directions of each angle. Ei: drag morphs. Right stab to morph: flick top right to bottom left 100ms
 Lunge feint
Walking, stopping or backing up during windup then sprinting when you press feint to simulate lunge

from releaseLunge feint
Walking, stopping or backing up during windup then sprinting when you press feint to simulate lunge from release
 Initiative feint punish
When you feint into a "late chamber" timing then
punish their late Initiative with an accel before their chamber can have Initiative. (If people early chmaber to adapt, you can micro drag them)
 Micro drag
Dragging with "tracking point" of the "drag flick accel"
set at the last 110-150ms of the drag to counter chamber windows exclusively with non riposte drags.
 Circle stab
Utilize the high turncap provided from stabs, maximize animated movement on opponents screen by circling ur stab windup around opponents camera box (head)
 Stab drag methods

Bait look wrap around to stab behind blocks, then mixup direction against s reactive oppoent. Or influence an early chamber with the use of micro feints, then punish with a stab drag. (Release 300ms with 65ms er for Riposte or 70ms er for non riposte. Chambers must be inputted 45-100ms earlier than fastest stab accel in order to be dragged. A perfect stab chamber is 45ms earlier than damage can occur.)
 Sleeves
Specific windup positions to hide the end of windup
differences behind your sleeves. Illusion of invisible attacks. Combined with freeze feinting and Misdirect manip makes them very hard to read
 Sleeve riposte
Specific windup positions to hide the end of windup
differences behind your sleeves. Illusion of invisible attacks, Misdirect manip makes them very hard to read.
 Misdirect manip
Half-dragging windup before Acceling, or half-

acceling windup before Dragging. Drag accels for wrap manip, accel drags for parallel manip
 Sweet spots / neutral manip
Near end of windup being close enough to transition
into an accel or transition into a drag in under 150ms from the point of true release.
 Sweet spots / neutral manip
Near end of windup being close enough to transition
into an accel or transition into a drag in under 150ms from the point of true release.
 Feint to kick
Kick after feints while running toward opponent to
punish them for moving toward you with their blocks. Counters chamber or parry "steals". Kick puts into "kick lockout"
 lockouts
After kicking an opponent they enter an input lockout
which forced them into a 50/50 feint or accel mixup. Early parrying during this increases defense variation.

Making oppoents parry or recover from a miss, or Inputting on them during their windup also briefly puts them in lockout. Which are the best situations to feint or accel.
 Jump backhanders
Similar to normal backhanders, you can go over block
angles by starting tracers above the block angle with a jump
 Vertical tracer influence
Strike angles of tracers can be greatly influenced by
vertical repositioning before or during release to affect the outcome of the release angle. For example: looking waist level with horizontal will connect sooner then starting looking up. You can also start horizontals looking head level then drag them down into an overhead tracer during early release.
 Jpeg and wristy twisty
Diffrent riposte windup animations
Wristy twisty: same side strike same side parry Jpeg: opposite side strike and parry (animation

similar to non riposte, more frozen)
 Late and quick riposte Diffrent riposte windup timings.
Start attack earlier during riposte window after successful block to quick riposte.
Start attack late into riposte window after succesful block to start a late riposte.
Can be used to make opponents parry timings more inconsistent with your ripostes.
 3 metas:
1. non riposte
Rock paper scissors with unreadable windup
animations. Typically with lookdown overhead. Only use Accel, Drag, feints. Accel forces a parry or chamber response. Drag counters chamber (if they can chamber a drag it means accel would work.) Feint counters parry (if they can read a perfect animation it means accel would
2.riposte swing manip
With the use of correct wrap/parallel manip footwork, sweetspot / Misdirect manip, late and

quick riposte mixups and correct flick drag use Aswell as optimized variations in manip such as sleeves, backhanders and the use of vertical changes during release, and waterfalls etc.
3.stab morph
Circle stabs to condition response and to mask morph
transition. Stab morph drags primarily to counter any chamber or parry and condition chamber feint to parry spam from opponent. Rare use of stab morph feint to destroy all conditioned responses.
 180 manip
Position camera 180 of opponent during sweetspot
timing: drag to accel, drag to feint/morph, accel to drag. Feint to sprint forward to 180 motley gamble.
 Wessex, waterfall, and cucumbers
Ending release tracers opposite side of opponents
parry angle.
Waterfall: Drag overhead above opponent. Cucumber: drag horizontal above opponent. Wessex: drag underhand between opponents

spacing.
 Tempo
Paying attention to opponents attack timings to input an attack, "turn" or kick slightly before their input.
 Tempo cftp force
Paying attention to opponents attack timings and
attack angle to input slightly before them with the same attack angle as a chamber to force them into an accidental cftp if they parry out.
 Turncap mouse movement
Slow smooth mouse movements up to the cap of turncap sensitivity is most optimal.
Defense
 Neutral camera position
Keeping opponents windups near the center of your screen around head level crosshair, then stopping

camera movement near the end of windups for reading. "Reset manip" to this point with attacks.
 Early chamber
Starting chamber timing during opponents windup to
beat initiative with chamber accel if they feint to punish.
 Late chamber
Starting chamber timing same as "perfect parry" just
as true release starts to maximize chamber timing into opponents release. Due to less momentum loss compared to parry the use of footwork mixups with this is very powerful
 Perfect parry
Timing parry for the exact moment of true release to
maximize parry window during release (22.5% early release non riposte 21.5% early release riposte. True release starts after early release)
 Early parry
Parrying early while moving into tracers with a

timing that blocks only an accel with the very end of your parry window to set the parry recovery window earlier by 250-300ms (however early you parried) used vs feint/accel mixups against medium to high windups.
 Delay read
Intentionally delaying the parry window window for
after true release to give more time to read feints/morphs, and drags and to give 0 time available for a drag to land after you parry. With the use of footworks that make accels miss via "roll reading" or "spacing" or slowing down accel timings via moving around opponents strike with "Misdirect footwork" and "transparent" footwork.
 Spacing
Positioning yourself just outside oppoents max range
via max range "landing" attacks, kick/still feint, "engagement tempo" distancing to put opponents windup out of max range.
 Out Spacing
Turn and run 180 of opponent when they're winding

up out of max range to force a miss. Follow up immediately by "walking" toward opponent to regen stamina, or by turning back with a stab to punish their miss.
 Spacing micro adjustments
"Landing" with max range attack into moving away. If
opponent is max range near end of windup a quick 180 turn and sprint and back will make opponent miss accels forcing them to drag to land a hit making a "delay read" counter every option they have available. ( must turn back in under 200ms of turn to give time to read)
 Spacing turns
Turning 180 when opponents windup is out of max range via the use of "spacing"
 Safe parry
Perfect parrying a non riposte at max space with
"outpacing" to footwork theit punish as a reaction to their feint
 Engagement tempo

At the start of engages with a sense of "tempo" use "spacing" techniques to "outspace" or allow for "delay reads"
 Active read
Reading during your windup.
 Raw buffering
Using "active Reading" to start inputs during
opponents windup to fight for initiative if they feint or morph
 Chamber buffering
When late chambering, feint when you see their feint, then chamber their punish with your punish.
 Kick feint
Feint after kick to make a responsive opponent kick
match, parry or space the kick. Feint to kick feint can be used on responsive opponents. Can turn left while kick feinting to position camera into a turn after kick feint for spacing.

 Still feint
Stand still in replacement of a kick feint to simulate the first 40% of the kick animation. Can be combined with "still turn" for optimized kick feint spacing. Feiny to still feint can be used on responsive opponents.
 Kick/still feint spacing
Using responsive opponents spacing to "max range spacing turn" an opponents attack.
 Shapeshifts
Definition: Manipulating the player model hitbox in
ways unreactable or optimized movement of the player model to make opponents miss.
 Sprint roll
Sprint into attacks looking down to to force overaccels.
Looking down drops head and shoulders. Use primarily when rolling overheads. Gaurd if stam is available. Micro adjust if rolls fail
 Crouch roll

Sprint into attack then crouch lookdown on release to force overaccel and misses. Use primarily when rolling horizontals. Gaurd if stam is available. Micro adjust if rolls fail
 Gaurd roll
Crouch/sprint roll with an underhand chamber timing
to chamber "steal" if opponents underhand you when you roll, and to "tuck" shoulders more. It's a mix of "Active read" "delay read" "rolls" "shapeshift" "steal" "tuck" and "raw buffer".
Micro adjust if rolls fail
 Roll read
Sprint lookdown / crouch to mske opponent overaccel
past/over you while you "delay read" their release. Very effective after a successful "Spacing micro adjustment" or "Misdirect footwork"
 Jumping overheads
- Jumping at the start of their release can "steal"
"waterfalls", and "cucumbers"
- Jumping at the end of an opponents overhead release can jump over toe drag tracers

 Jump kick
Jump kicking raises the feet hitbox higher than normal
and infront of you, so when jump kicking you want to turn away from the oppoent to put your feet further away. Can be used to make attacks aimed at waist and lower to miss.
 Tuck
Inputting makes your shoulders move toward the input
side. Which you can use to tuck your shoulders by starting and input opposite of opponents strike side to "tuck" the shoulders away.
 Squat emote
x-8 squat lookdown makes you the lowest possible

point possible. Mixing up "spacing" and "jump kick" with squat against non ripostes is a very effective shapeshift gamble mixup if low stamina.
Still turn
Stand still while turning 150 degrees before side
sprinting away 180 from opponent. This briefly "still feints" and abuses the mechanic

"slowlooksmoothingmultiplier 3" by hiding the turning of your camera 150 while standing still since that's when it hides turns the most. Giving oppoents the illusion you're running 180 while turning.
It also minimizes the momentum penalty of turning rapidly by turning while still. Best used with "tempo"
 Transfer shapeshift
starting input looking neutral then flicking to "leanback" or "dash" makes body lean more from start position.
 Dash
A form of "avoid" footwork. Blocking while running
opposite of opponents strike looking down to drop head, shoulders and upperback. Opposite of a roll. Can run opposite during their windup too.
Or
When dashing with a "delay read" usually because of "micro adjustment" and "direct/misdirect" footworks, position camera to "shell" parry/chamber the end of drags for the dash.
 Steal (run in)

Blocking while running into strike while looking above head level to "shell parry/chamber" and to collide with their tracers earlier than they expect Making them have to drag earlier and have to drag further to punish you.
Tracers are blocked with your hitbox. You can manipulate your upperbody in ways to make your hitbox collide with their tracers better. Ex: looking down to collide with torso level tracers earlier. Useful vs overheads dragged up. And underhand drags
 Leanback/matrix
A form of "avoid" footwork. Using a "tansfer
shapeshift" block look up while crouching and s keying to lower your body while putting your upperbody further away from the opponents tracers.
 Motley gamble
Using momentum after a feint to continue sprinting
through and away from an oppoents chamber. Its an early "sprint roll" into a "turn" after a feint
 Rotation spacing

Using "Misdirect footwork" away to make opponent drag accel timing slightly allowing for a slight "delay read" of about 50-150ms later than normal accel timing on average.
Very effective after a succesful "roll read".
Or
Using "Direct footwork" away from opponents true release start slowing down accels up to 50-75ms later on average. Effective after an opposite direct footwork "roll".
 Misdirect footwork
Choosing a direction to move before reacting to
opponents attack side with side keying looking neutral while close range, or sprint side keying when approaching from max space. Then as a reaction to opponents attack side; move opposite of initial direction to juke reactive opponents aim into:
A. Slowing down their accel timing and increasing the effectiveness of "delay reading" and "dashes" If opponents attack is the same direction you were moving initially. Side key away with "delay read" and "dash"
B. Increase the effectiveness of "rolls" and "steals" if the oppoents attack is the opposite direction you

were moving initially. Sprint into attack with "steal" or "roll"
 Direct footwork
Choosing a direction to move before reacting to
opponents attack side with side keying looking neutral while close range, or sprint side keying when approaching from max space. Then as a reaction to opponents attack side; Continue moving the same direction to punish unreactive opponents aim into:
A. Increase the effectiveness of "rolls" and "steals" if the oppoents attack is the same direction you were moving. Side sprint into attack with "roll" or a "steal" B. Slowing down their accel timing and increasing the effectiveness of "delay reading" and "dashes" If opponents attack is the opposite direction you were moving.
Continue side keying away from opponent, opposite of their strike with "delay read" and "dash" with "shell" parry
 Landing
Where your position is and how you move just as your attacks connect with the opponent. Defensive

landing is positioning to land your attacks at max range while backing away with side key for horizontals and low underhand, or s key with overheads and underhands.
Aggressive landing is to continue running past opponents with "hilt hits" to keep momentum which is good for teamplay, or to continue wrapping around your opponent.
You can have a mix between both landings or optimize one or the other
 Shell parry/chamber
When looking up with your block your upperbody leans
back which makes your horizontal parry angle increase in radius which protects your back from tracers better. Useful with "steals" or when parrying at odd angles to protect against "backhanders". Or when "delay read dashing" shell parrying protects your back from the end of drags if your parry timing was delayed.
 Shapeshift steals
Manipulating the player model with "shapeshift"
methods while blocking to increase the coverage of steals. Ex: looking down a bit when stealing

overheads that land at waist level. Or jumping overheads at the start of their release if the oppoent is prone to waterfalls. Also useful when stealing any underhand as the end of an underhand moves up and can't be backhanded easily over your parry.
Teamplay
 Circle theory
The concept of positioning being better to be on the "outside" rather than the "inside" of the circle of an engagement so you have you back less exposed, you allow for better teamwork, and your camera position allows you to see more and read more.
And vice versa it being good to put opponents on the "inside" makes them suffer the downsides.
 Outside
Outside position in reference to "circle theory"
 Inside
Outside position in reference to "circle theory"
 Wrap

 Frontback
 Pivot
 Switch
 Fake switch
Transferred methods
Tactical neuroscience
 Rock paper scissors study
"What they found was that "if a player wins over her
opponent in one play, her probability of repeating the same action in the next play is considerably higher than her probabilities of shifting actions." If a player has lost two or more times, she is likely to shift her play, and more likely to shift to the play that will beat the one that has just beaten her than the same one her opponent just used to beat her. For instance, if Megan loses by playing scissors to Casey's rock, Megan is most likely to switch to paper, which would beat Casey's rock. Per the

research, this is a sound strategy, since Casey is likely to keep playing the hand that has been winning. The authors refer to this as the "win-stay, lose-shift" strategy."
Example of "winstay, lose-shift" strategy for offense in Mordhau would be:
If you drag and they chamber. They are likely to shift response to a parry or delay response. If you drag into a parry or into a delay response they're likely to repeat it.
Or if they delay and you accel they're likely to shift.
 Cognitive blindspots / illusion magic Cognitive blind spots are areas of our perception and
attention that are susceptible to being fooled or deceived. These blind spots occur due to limitations in our sensory and cognitive systems. In illusion magic, cognitive blind spots are often exploited to create illusions that appear real but are actually based on cognitive misperceptions. Similarly, in Mordhau, cognitive blind spots can be used to deceive opponents and create opportunities for offensive moves.
One example of cognitive blind spots in illusion magic is the concept of misdirection. Misdirection

is a technique used to divert the audience's attention away from the actual method used to perform the illusion. This works because the audience's attention is focused on a particular aspect of the performance, and they may miss important cues or actions that reveal the trick. In Mordhau, similar techniques can be used to create cognitive blind spots that deceive opponents, such as faking a move in one direction to draw attention away from a real attack in another direction via a "switch" during teamplay. Or by manipulating your action to apear something it isn't such as "Misdirect manip", "Misdirect footwork", "still feint" "still turn" "circle stab"
Another example of cognitive blind spots is the concept of change blindness. Change blindness occurs when we fail to notice significant changes in our environment because our attention is focused elsewhere. In illusion magic, this can be used to make objects disappear or appear to change shape. In Mordhau, change blindness can be used to create openings for attacks or to dodge opponents' attacks by making them think you are in a different position than you actually are or making them anticipate an attack that never comes due to high variance in your

inputs by constantly switching attack metas and using a plethora of attack techniques listed above.
Improvement methods
 Flowstate studies
Flow state is a state of consciousness where an
individual is fully immersed and completely absorbed in an activity, feeling energized and focused while experiencing a sense of enjoyment and control. In this state, individuals experience optimal performance and enhanced creativity. The concept of flow was introduced by psychologist Mihaly Csikszentmihalyi in the 1970s and is also referred to as being "in the zone".
In the context of the video game Mordhau, being in a flow state can lead to several benefits. The game requires a high level of focus, decision making, and reaction time. When in a flow state, players can achieve optimal performance by being completely focused on the game, making quick decisions and executing actions with precision. This can lead to improved reaction times, increased accuracy in executing moves, and a better understanding of the game's mechanics.
Being in flow state can also lead to several

psychological benefits, such as increased self- confidence, a sense of accomplishment, and reduced stress and anxiety. This can lead to a positive feedback loop, where success in the game can lead to an increased sense of enjoyment and motivation to continue playing.
In conclusion, being in a flow state can lead to several benefits for players of the video game Mordhau, including improved performance, increased enjoyment, and psychological benefits such as reduced stress and anxiety. Achieving flow state requires a high level of skill, practice, and focus, but can be a powerful tool for improving performance and overall well-being.
 Entering flowstate
Entering a flow state can be challenging, but there are
several methods that have been proven to help achieve it quickly. One way is to set clear goals that are achievable and provide feedback as progress is made. This allows the mind to focus on the task at hand and become more fully immersed in it.
Another method is to engage in activities that require a high level of skill and provide a challenge that is just above the individual's current skill level.

This helps to keep the mind engaged and motivated, while also providing a sense of achievement as progress is made.
Engaging in mindfulness practices such as meditation and deep breathing exercises can also help to clear the mind and improve focus, making it easier to enter a flow state. Additionally, taking breaks to move around and stretch can help to refresh the mind and reduce mental fatigue, which can hinder the ability to enter a flow state.
Lastly, it's important to eliminate distractions and create an environment that is conducive to focusing on the task at hand. This may involve turning off notifications, finding a quiet space, and creating a ritual or routine that helps to get into the right mindset. By using these methods, individuals can increase their chances of quickly entering a flow state and achieving their goals.
 Intuition training
1. Gut feeling
The "gut feeling" refers to the sensation or awareness
of bodily signals originating from the enteric nervous system, which is sometimes referred to as the "second brain". This enteric

nervous system is composed of millions of neurons and is located in the lining of the gastrointestinal tract. It communicates with the brain via the vagus nerve and other neural pathways.
Noticing the gut feeling requires increased awareness of internal bodily sensations and conscious attention to them. The gut feeling may manifest as a sense of butterflies in the stomach, tightness in the chest, or even a vague sense of unease or intuition.
There are several benefits associated with utilizing the gut feeling. For example, the gut feeling can provide rapid and intuitive responses to potential threats, which can help improve reaction time. Additionally, it can help to inform decision-making by providing an additional source of information beyond rational analysis. Lastly, tuning into the gut feeling may improve skilled motor function by increasing proprioceptive awareness.
To train the gut feeling, techniques such as mindfulness, meditation, and breathing exercises can be used to increase awareness of internal bodily sensations. Additionally, engaging in activities that require rapid decision-making or heightened proprioceptive awareness, such as

martial arts or dance, may also help to enhance the gut feeling.
2. Error pattern recognition (below in "focus")
Neuroscience methods to improve reaction time
 Focus on one thing at a time
Focusing your attention on one specific task can
improve reaction time due to the way attention affects cognitive processing and the allocation of cognitive resources. This phenomenon is known as the "attentional focus" effect.
Attention is a cognitive process that involves selectively focusing on certain aspects of the environment while ignoring others. When attention is focused on a specific task, cognitive resources are allocated more efficiently towards that task, leading to faster and more accurate processing of information related to that task.
Studies have shown that attentional focus can improve reaction times on a variety of tasks, including simple reaction time tasks and more

complex tasks such as driving and sports performance. This effect is thought to be due to the way attention affects cognitive processing, including the speed and accuracy of sensory processing, the selection and processing of relevant information, and the initiation and execution of motor responses. Furthermore, attentional focus has been shown to enhance neural activity in brain regions involved in sensory processing and response selection, such as the primary visual cortex, parietal cortex, and supplementary motor area. This increased neural activity may facilitate faster and more efficient processing of sensory information, leading to faster reaction times.
Overall, the improvement in reaction times associated with attentional focus is thought to be due to the more efficient allocation of cognitive resources towards a specific task, leading to faster and more accurate processing of sensory information and motor responses.
 Minimal/No blinks can improve reaction
times
Blinking less or not blinking at all can improve

reaction times due to the effect of blinking on the processing of sensory information and attention. This phenomenon is known as the "no-blink" or "minimal- blink" effect.
Blinking is a natural and involuntary mechanism that occurs to moisten and protect the eyes, as well as to clear away debris and other particles. However, blinking can interrupt the processing of visual information and shift attention away from the task at hand. This is because blinking involves closing the eyes, which interrupts the flow of sensory information to the brain.
Studies have shown that reducing or eliminating blinking can improve reaction times and accuracy on visual tasks, such as reading and tracking moving objects. This effect is thought to be due to the reduction in interruptions to the processing of visual information and attention.
Furthermore, the reduced blinking associated with the no-blink or minimal-blink effect has been shown to result in increased neural activity in visual processing areas of the brain, such as the primary visual cortex and the lateral geniculate nucleus. This increased neural activity may facilitate faster and more efficient processing of visual information,

leading to faster reaction times.
Overall, the improvement in reaction times associated with the no-blink or minimal-blink effect is thought to be due to the reduction in interruptions to the processing of visual information and attention, as well as increased neural activity in visual processing areas of the brain.
 Reaction time lowers during inhalation During inhalation, reaction times can improve due to
the influence of the respiratory system on the autonomic nervous system and cognitive processes. This phenomenon is known as respiratory-phase- dependent modulation of reaction times.
The respiratory cycle is regulated by the respiratory centers in the brainstem, which control the rhythmic activity of the respiratory muscles. Inhalation is associated with sympathetic activation and increased arousal, while exhalation is associated with parasympathetic activation and decreased arousal. Studies have shown that reaction times are faster during inhalation compared to exhalation. This effect is thought to be mediated by the influence of

the respiratory cycle on cognitive processes, such as attention and decision-making. Inhalation is associated with increased arousal and cognitive alertness, which may facilitate faster and more accurate processing of sensory information.
Additionally, inhalation has been found to enhance neural activity in brain regions involved in attention and response selection, such as the prefrontal cortex and the superior colliculus. This increased neural activity may further facilitate faster and more efficient processing of sensory information, leading to faster reaction times.
Overall, the improvement in reaction times during inhalation is thought to be due to the influence of the respiratory system on the autonomic nervous system and cognitive processes, which enhance arousal and cognitive alertness, as well as neural activity in brain regions involved in attention and response selection.
 Anticipation can reduce reaction time: By allowing the brain to prepare for an expected
stimulus, thereby enabling faster processing and response. This is because anticipation activates the prefrontal cortex, which is involved in attention,

working memory, and cognitive control. When a stimulus is anticipated, the brain generates a predictive model of the expected sensory input, which allows for faster processing and response when the stimulus actually occurs.
The anticipation process can involve various sensory modalities, such as visual, auditory, or tactile cues, and can occur in different contexts, such as sports, driving, or music. For example, in tennis, players can anticipate the direction and speed of the opponent's serve based on subtle cues such as body language and racquet position, which allows them to move and position themselves more quickly and effectively.
The reduction in reaction time due to anticipation has been attributed to both neural and perceptual mechanisms. Neural mechanisms include changes in neural firing rate, synaptic plasticity, and network connectivity, whereas perceptual mechanisms include changes in attentional focus, feature binding, and perceptual learning.
Overall, anticipation can enhance reaction time by allowing the brain to prepare and generate predictions about incoming stimuli, thereby reducing the processing and response time required

to successfully respond to them.
 Dialated gaze to peripheral reudces reaction
time
When a person's gaze is dilated to include peripheral
vision, their reaction time to visual stimuli can be reduced. This phenomenon is known as "expanding gaze" or "wide-field vision". The peripheral visual field is processed by the magnocellular pathway, which is responsible for rapid detection of motion and other low-resolution features. By expanding the gaze to include peripheral vision, more information can be processed in parallel, leading to faster response times. This effect has been demonstrated in various contexts, including sports performance and driving.
 Caffeine reduces reaction time
Caffeine improves reaction time due to its effects on
the central nervous system and cognitive processes related to attention, arousal, and motor control. Caffeine is a stimulant that acts on the central nervous system by blocking the action of adenosine, a neurotransmitter that normally inhibits

neural activity and promotes drowsiness. By blocking adenosine, caffeine increases neural activity and promotes wakefulness and alertness.
Studies have shown that caffeine can improve reaction time on a variety of tasks, including simple and complex reaction time tasks, as well as tasks that require sustained attention and vigilance. This effect is thought to be due to the way caffeine affects cognitive processes related to attention, arousal, and motor control.
Specifically, caffeine has been shown to enhance the activity of neurotransmitters such as dopamine and norepinephrine, which are involved in regulating attention and arousal. This increased activity may improve the speed and accuracy of information processing and increase alertness and readiness to respond.
Furthermore, caffeine has been shown to enhance motor control by increasing the activity of motor neurons and reducing the threshold for motor activation. This increased motor control may facilitate faster and more accurate motor responses.
Overall, the improvement in reaction time associated with caffeine is thought to be due to its effects on cognitive processes related to attention,

arousal, and motor control, including the enhancement of neurotransmitter activity and motor neuron activation
 A moderate level of arousal improves
reaction times vs high arousal
moderate levels of arousal can enhance performance
on tasks that require rapid and automatic responses, such as simple reaction time tasks. This is because arousal enhances the activity of the sympathetic nervous system, which increases heart rate, blood pressure, and respiration, and promotes the release of hormones such as epinephrine and norepinephrine. These physiological changes can increase alertness and readiness to respond, leading to faster reaction times.
However, high levels of arousal, such as those experienced during extreme excitement or stress, can have detrimental effects on reaction time and performance. This is because high levels of arousal can lead to anxiety, distractibility, and a reduction in cognitive flexibility, which can interfere with the ability to process and respond to information accurately and efficiently.

 Breathwork for arousal
Breathwork is a technique that can be employed to
quickly shift your body to a heightened state of arousal, which is on the brink of a sympathetic state. It is important to maintain your arousal state within the optimal range of moderate to high, and avoid being too low or too high. This range provides the best state for optimal performance. You can use breathwork techniques to achieve this optimal state of arousal anytime you are not in your desired state.
To decrease your level of arousal, you can use the "double inhalation method", which involves taking a full breath in and then, when at full capacity, taking in a bit more air and exhaling slowly. To increase your state of arousal, you need to inhale more air than you let out for a few seconds and take rapid breaths without fully exhaling between breaths. By practicing these techniques, you can effectively regulate your level of arousal and improve your reaction time.
 High dopamine baseline reducing reaction time.

There is evidence to suggest that individuals with a higher baseline level of dopamine may have faster reaction times. Dopamine is a neurotransmitter that plays a critical role in modulating attention, motivation, and movement control in the brain.
Studies have shown that individuals with a higher baseline level of dopamine have greater activation in the prefrontal cortex, a brain region that is crucial for executive functions such as attention, working memory, and decision-making. This increased activity in the prefrontal cortex may enhance cognitive processing speed and improve reaction times.
Additionally, dopamine has been shown to enhance the function of the basal ganglia, a group of nuclei in the brain that are involved in movement control and motor learning. The basal ganglia are responsible

for selecting and initiating the appropriate movements required to respond to stimuli, and dopamine helps facilitate this process.
 With caffiene, Ltheanine, and cold showers it can raise dopamine levels
Cold showers, caffeine, and L-theanine have all been studied for their effects on arousal and dopamine levels, and may be used to enhance reaction time performance.
Cold showers have been shown to increase arousal by activating the sympathetic nervous system, leading to increased heart rate and blood pressure. This can lead to increased levels of dopamine release in the brain, which may improve reaction time. However, it's important to note that the effects of cold

showers on dopamine release are still unclear and require further research.
Caffeine is a stimulant that has been shown to increase arousal by blocking the action of adenosine, a neurotransmitter that promotes sleep and suppresses arousal. By blocking adenosine, caffeine can lead to increased dopamine release, which can enhance cognitive performance, including reaction time. However, it's important to note that the effects of caffeine on dopamine release can be variable depending on individual differences and dose-dependent effects.
L-theanine is an amino acid found in tea that has been shown to increase arousal by promoting relaxation and reducing stress. L- theanine has been shown to increase dopamine release in the brain,

which can improve cognitive function, including reaction time. However, the effects of L-theanine on dopamine release are still under investigation and require further research.
 Regular strenuous exercise for reaction time Regular strenuous exercise has been shown to have positive effects on reaction time by promoting neuroplasticity, increasing cerebral blood flow, and enhancing neurotransmitter function.
Neuroplasticity refers to the brain's ability to adapt and change in response to environmental stimuli, and it plays a crucial role in learning and memory. Regular exercise has been shown to promote neuroplasticity by increasing the production of neurotrophic factors, such

as brain-derived neurotrophic factor (BDNF), which support the growth and survival of neurons.
Cerebral blood flow is the amount of blood that flows to the brain, and it is critical for the delivery of oxygen and nutrients to brain cells. Regular exercise has been shown to increase cerebral blood flow by promoting the growth of new blood vessels and improving the efficiency of existing vessels. Neurotransmitters are chemical messengers that transmit signals between neurons in the brain. Regular exercise has been shown to enhance neurotransmitter function by increasing the production and release of neurotransmitters such as dopamine, norepinephrine, and acetylcholine, which play a key role in cognitive function, including reaction time.

Additionally, regular exercise has been shown to reduce stress and improve mood, which can have positive effects on cognitive function, including reaction time.
 Quality sleep reduces reaction time
Quality sleep is critical for a variety of cognitive functions, including reaction time. During sleep, the brain undergoes a series of complex physiological and biochemical processes that are necessary for maintaining optimal cognitive function.
One key process that occurs during sleep is memory consolidation, which is the process by which newly acquired information is strengthened and integrated into existing knowledge networks in the brain. This process is critical for improving reaction time because it helps to facilitate the transfer of information from short-term

to long-term memory, which can enhance cognitive processing speed.
Another important process that occurs during sleep is the restoration of neurotransmitter levels. Neurotransmitters are chemical messengers that transmit signals between neurons in the brain, and they play a key role in cognitive function, including reaction time. During sleep, neurotransmitter levels are replenished, which can improve cognitive function, including reaction time.
Finally, quality sleep is also critical for regulating the body's circadian rhythm, which is the internal biological clock that regulates sleep and wakefulness. Disruptions to the circadian rhythm, such as those caused by poor sleep habits or shift work, can have negative effects on cognitive function, including reaction time.

Neuroscience methods for focus
 Error recognition pattern
Use your high brain to search for errors needing correctiom ONLY, leave the motor functionality and praxis to your lowbrain. Your lowbrain is responsible for motor function and praxis & work more successfully on "autopilot" if trained well. The high brain can take over anytime which is beneficial for learning new motor function, however quickly loses function after motor skills become learned. Use the gap effect to learn faster alongside "error pattern recognition" alongside "attentional focus".
*incompleted backed up research*
Your memory stores neuron firerate which can be stored at diffrent rates depending on your state of time perception. During overclocking your time perception slows to

"ultra slomo" which can store neuron firerate slower rather than a default rate of perception. Because mordhau is heavily timing based this can cause major differences in stored muscle memory timing windows and perception of timing windows needed to read. Can be corrected by focusing on visual references to gauge all timings of your own windup, release & and the opponents windup and release.
Neuroscience methods for Learning
 Gap effect
During sleep, the brain experiences 10 to 60 repetitions of each learned sequence from the day, which reinforces memory consolidation. Additionally, taking a 10- second pause after learning can result in 10 to 20 repetitions of the sequence played over in the brain, further enhancing consolidation. This process, known as

sleep-dependent memory consolidation, is particularly effective for praxis learning, including the acquisition of motor skills and mathematical abilities.
 Error pattern recognition
Error pattern recognition refers to the ability to quickly and accurately identify errors in a given task or activity. It involves the allocation of attentional resources towards identifying patterns of errors, such as common mistakes or recurring issues, in order to improve performance and reaction time.
When attentional resources are directed towards error pattern recognition during training, it can help to increase intuition and fast gut response decisions by improving the ability to quickly and accurately recognize errors in a given situation. This can lead to faster and more

effective corrective actions, as well as improved overall performance in the task or activity.
Training intuition in this way can be particularly beneficial in fast-paced, high- stakes environments where quick reactions and decision-making are essential, such as in sports, military operations, or emergency response situations.
To train error pattern recognition and intuition, individuals can engage in deliberate practice and focused attention on identifying and correcting errors in a given task or activity. This can involve analyzing performance metrics, seeking feedback from experts, and deliberately practicing specific aspects of the task or activity to improve performance and error recognition. Additionally, techniques such

as visualization and mental rehearsal can be used to strengthen neural pathways and improve the ability to quickly recognize and respond to errors.
 Use error pattern recognition, along with gap, with attentional focus
The error recognition pattern involves utilizing the high-level cognitive processes to specifically search for and correct errors, while leaving the motor functionality and praxis to the low-level processes of the brain. The low-level processes are responsible for skilled motor function and can operate more effectively on autopilot when well-trained. Although the high-level processes can take over during the learning of new motor skills, their effectiveness tends to decline once the skill has been acquired. To learn more efficiently, it is useful to employ the

gap effect alongside attentional focus and error pattern recognition.
Neuroscience methods for Memory
 Mind map
A mind map involves writing down a central theme and thinking of new and related ideas which radiate out from the centre. By focusing on key ideas written down in your own words and looking for connections between them, you can map knowledge in a way that will help you to better understand and retain information.
Motivation
 Growth mindset
A growth mindset is a belief system where individuals believe that their abilities and intelligence can be developed through hard work, dedication, and learning. They view

challenges as opportunities for growth and do not see failure as a permanent setback, but rather as a chance to learn and improve. Individuals with a growth mindset embrace the idea of ongoing development and are motivated by the idea that they can improve their skills and abilities over time.
An example of a growth mindset in Mordhau would be a player who sees their losses as opportunities for growth and improvement rather than a sign of their innate ability. They would analyze their mistakes, seek out feedback from others, and practice with a focus on learning and improvement. They would view each defeat as a chance to learn from their mistakes and adjust their strategies for the next match, rather than giving up or feeling discouraged. This mindset would allow them to continue to grow and improve

their skills over time, rather than being limited by a fixed mindset that views their abilities as set in stone.
 "A mans true strength lies not just in his physical ability, but in his character, his integrity, and his unwavering resolve to better himself and those around him."
The philosophy of Sisyphus:
The myth of Sisyphus is a story of a man who was punished by the gods and condemned to roll a boulder up a hill, only to watch it roll back down and repeat the task for eternity. Despite the endless repetition of the task and the futility of his efforts, Sisyphus never gave up and continued to push the boulder up the hill each time it fell. The lesson of Sisyphus is one of

perseverance and resilience in the face of seemingly impossible odds. It teaches us that no matter how daunting the task or how many setbacks we encounter, we must keep pushing forward and never give up. Even if success seems impossible, the act of trying and striving towards our goals can bring a sense of purpose and meaning to our lives. In the game of Mordhau, players may encounter situations where they face overwhelming odds, such as facing a skilled opponent with no hope of winning. The lesson of Sisyphus can be applied here, as players can continue to fight and strive towards victory even if it seems impossible. With each attempt, players can learn from their mistakes, adapt their strategies, and grow stronger, just as Sisyphus did with each attempt to push the boulder up the hill.

Ultimately, the lesson of Sisyphus teaches us to never give up, to keep pushing forward, and to find meaning and purpose in the struggle itself.
Last edited by EPOCH; Oct 1, 2023 at 05:39 AM.
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