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Version 1.1 - 09.07.2010
Version 1.0 - 16.05.2010



Content


0. Disclaimer
1. Intro	
2. Pros and Cons for using CQC	
3. The correct mindset for CQC	
4. Environmental considerations	
5. CQC and teamwork	
6. CQC execution	
....a) Standing versus crouching	
....b) Timing	
....c) The box	
....d) The Rifle Slam	
....e) Slam and Mk.2 (CQC EX)	
7. CQC Skills	
....a) CQC 3 + Scanner 3
....b) CQC EX
8. CQC defense
9. CQC versus two and more enemies
10. Appendix	


0. Disclaimer
I'm cip from hewhodares.com. 
Please leave me feedback by either going to my YouTube profile 
(www.youtube.com/cip314), where you can also find my videos, or by joining me 
at the clans website (http://hewhodares.com/forum/index.php?showuser=239316).
This is an early version of the guide and I'm not a native English speaker, 
so please go easy on my spelling and wording.
If you want to distribute this faq or parts of it to a third party, please 
credit me.


1. Intro
In this guide I will try and explain my style and thoughts concerning CQC in 
Metal Gear Online. Iím not going to handle the fundamentals, so I assume you 
know all technical things that are to know about CQC. If you donít know youíre 
way around the basics, please check out Travis Rappaís Knife and CQC Guide on 
gamefaqs.com.
Having played over 600 hours of MGO, I am at level 14-15 using almost 
exclusively CQC related skills. Since the beginning I have focused my style of 
play heavily on using CQC, and I would calculate that I have used CQC3+Scanner 
or CQC EX in at least 80% of all my games. That being said, Iím not puffing 
myself to be a CQC guru or anything, but I have gained some knowledge that I 
would like to share with you, the reader. 


2. Pros and Cons for using CQC
When youíre thinking about using CQC, the first thing you need to do is ask 
yourself what you want. Do you want to make as many points as possible, do you 
want to help your team or do you just want to have fun and screw around with 
some CQC action? 
CQC is very situational, so at higher level of play you canít expect to make 
many points in all games across the board. Itís a high risk, medium high reward 
kind of play, so if youíre looking for long term efficiency, CQC is not the way 
to go. Especially against a well organized team or strong players in general, 
CQC becomes less and less effective. Although itís still doable and emotionally 
rewarding sometimes, in the long run you will find yourself on a lower level 
than you would be using a run & gun style, even if you have horrible aiming 
(like I do).
This doesnít mean you shouldnít go CQC. Depending on your level of play, your 
teamwork and situational variables, you can score tremendous amounts of points 
and even turn entire matches in seconds. This can be very rewarding and fun, if 
you have the patience to learn, die and loose. One goal of this guide is to 
shorten that learning, dying and loosing time period.
So if you accepted that youíre probably going to drop a level or two and that 
youíre going to die and look stupid more often than youíre used to, you get 
some unforgettable and awesome CQC moments in return, you will turn the tide of 
some battles, you will help your team tremendously and at some point you will 
be even able to compete at higher level of play, albeit with a small but 
undeniable and ever present handicap.


3. The correct mindset for CQC
Now that you know youíre not going to get the maximum number of points 
possible, itís important to take a step back and analyze your new role on the 
battlefield. You are not the first line of defense, throwing grenades 
everywhere and shooting everything that moves with your assault rifle, running 
and gunning as effectively as you can. Thatís the other guys. Thatís the vast 
majority of MGO players, the enemy you have to analyze from a new perspective 
in order to fight him the best way you can. Itís a bit like playing the single 
player: Your Snake and you have this amazing tool at your disposal, CQC, which 
the PMCs donít have. But in consideration for that you are not on par with them 
when it comes to open firefights, in which Run & Gunners will beat you with 
their skills in the long run. 
Therefore you should avoid open, short- and mid-ranged firefights. Instead you 
should adapt to a stealthy and slow style of play. Hide behind corners and wait 
for them to come to you. Use the cardboard box and the magazine, listen to them 
shooting and running and donít make noises yourself. Pay attention to details 
that would compromise your position, since you want as few open encounters as 
possible. 
However, just sitting and being stealthy wonít bring you closer to your goal. 
You have to make something happen. The good thing is you have more time than 
the others. The reason for that is that you need fewer successful actions than 
they do. Hereís some mathematics in an example: Some guy with a decent aim and 
lots of action gets 15 kills and 15 deaths in a TDM, all headshots and all in 
alternations (kill, death, kill death and so on). With this, he gets 15x3 -15x2 
+ 15x1 = 30 points in that round. However, a single string comprised of scan, 
choke and headshot gives you 7+2+3+1= 13 points, nearly half of what the other 
guy gets in the whole round. If you get 3 strings off in that round, you are 
free to die 4 times and still beat him by points. This is all for saying: Be 
patient, wait for your opportunity.
Another argument for being stealthy is that you die less often. It may sound 
trivial but dying really should be avoided at all costs ( :) ). It not only 
makes you lose 2 points, you lose time, DP and most importantly you lose your 
streak. Streaks are somewhat unknown and underestimated in this game. It works 
like this: For every consecutive kill you are awarded extra points equal to the 
number of previous kills. So for 5 consecutive kills you get 1+2+3+4=10 so 
called ďcombo-pointsĒ. However, after the sixth consecutive kill the combo-
points per kill are capped at 5 points. Playing stealthy and defensive has this 
huge benefit of being able to get very long streaks, awarding you with tons of 
extra points. Every kill after the fifth consecutive kill is worth 3+5=8 points 
total, nearly tripling the points you get. At that point it is absolutely 
imperative to try and stay alive as long as possible and not taking any 
unnecessary risks like one-on-one firefights. You should rather wait for the 
safe kill, which is another perk of CQC: Given you stay patient, stealthy and 
smart, every once in a while there are kills coming your way that are nearly 
100% guaranteed. Given lag and whatnot it is far safer to grab an incoming 
enemy after camping behind a corner than stepping out and trying to headshot 
him. If you manage to get some of these ďsafe killsĒ in a row, you are about to 
get quite a few points.
All of this is to say: A stealthy, defensive style of play is more beneficial 
than it may seem at first glance, especially when using CQC. You should get to 
the point where you reflect before every aggressive action, if you have a clear 
advantage in the upcoming engagement. If you donít have the element of surprise 
at all or feel at a disadvantage in any other way, look for a way out of the 
situation.
In order to optimize the stealthy gameplay, try to get as far into the enemy 
territory as you can without getting detected because your element of surprise 
will be even bigger and you can find other ďsafe killsĒ if youíre in the 
enemies back. 
You should also make use of a ďcamp and goĒ kind of paradigm. Donít just sit in 
one spot for more than 10 seconds, but try to silently move to other nearby 
spots regularly, so you get more opportunities for a safe kill and cover a 
wider area. This is especially useful in smaller maps or areas with tight 
corridors, because you wonít be as vulnerable when youíre in transit to the 
next location. This way you can take advantage of unsuspecting enemies whenever 
they come into your area, because you have more information, experience in CQC 
and the environmental advantage. For this to work however, you should try to 
keep maximal awareness, always panning the camera in different directions 
looking for incoming enemies, maybe using traps and teammates as spotters. And 
if you feel the opposing team learns youíre style and position during the 
course of a match, or even if you think the guy you just killed twice is about 
to come back and hunt you, you should strongly consider changing your operating 
area because you wont have the element of surprise anymore. 


4. Environmental considerations
There are four big variables that you should consider before deciding what 
skills and style of play you want to use. They are: map, mode, enemy skill 
level and number of players.
Some maps are very good for CQC all around. Examples are AA, HH, RR and WW. 
They all feature corridors and close quarters. In these narrow places CQC 
really shines, not only because itís very hard to shoot at those close 
distances but they offer many places to hide and takeout enemies without much 
fear of interception. HH is a prime example of this, since especially at the 
top floor the hallways are very narrow and the map is very hard to view as a 
hole because of the 3 levels, so that the icons on the map arenít as much of a 
help to the teammates of the guy you just choked out. 
The next list contains maps which have some areas in which CQC is very strong, 
if you avoid the wide open areas: CC (the underground area), GG (the small 
house and some corridors), MM (the house, the corridor on the left), OO (many 
doors, but pretty wide corridors), SS (in the middle), TT and UU.
However there are some maps where itís very hard to make CQC a vital part of 
your strategy. Those are FF, BB and especially II and VV. These maps feature 
wide areas and very few ambush points so you are not likely to get many grabs 
or are just too small (BB). If you really want to go CQC on these maps, I 
suggest CQC 3 + Scanner, because grabs won't be as frequent as you'd like and 
that way you will get more points using the scanning ability.
The next point to consider is the mode in which you are playing. Fast paced 
modes like RACE, BOMB, BASE and CAP are generally not suited for CQC, because 
you need to help your team and canít afford the time to be sneaky and use CQC a 
lot. Also the team organization often times is a lot tighter in these matches, 
making enemies help each other against your CQC attacks a much more common 
occurrence. Even if you are playing as a defender and your goal is to slow down 
the enemy, itís generally a better idea to use mags and Mk.2 or the knife in 
these modes.
RES, TSNE, TDM and SNE however are very much suited for CQC. Especially 
scanning in RES and TSNE can be devastating to the enemy and playing sneaky and 
slow should be something youíre very familiar with and play right in your 
hands. To me TDM and SNE are kind of the default modes, so everything I say 
about CQC normally accounts for them.
Now the level of your opponents is a very crucial factor as well. I donít mean 
to generalize or speak ill of anyone, but as a rule of thumb players with a 
level <13 have relatively poor teamwork and donít have the mechanisms against 
CQC (see 8. CQC defense) down that high level players have. This makes going 
CQC against them a very valid option. Your grabs will probably be safer and you 
can try more risky stuff, like running 3, 4 steps towards someone in order to 
grab. 
With higher levels, say 13-15, you have to be more careful. You have to use the 
sneaky and slow style of play mentioned earlier if you want to get solid 
results. Even higher levels have one of two things: Either they have so good 
aim and reaction, that you will probably only get them in a classy ambush, like 
camping behind a corner, or they have really good teamwork. And teamwork 
destroys CQC. Period. Thereís nearly no way you will consistently beat even 
groups of two with CQC. It can happen once in a great while, but under normal 
circumstances teamwork can only be beat with teamwork.
With this thought in mind, the last point is fairly simple: The more players on 
a map, the less effective CQC gets, because the chance of an enemies teammate 
coming by and saving him is higher.


5. CQC and teamwork
The worst thing that can happen is that you have stealers in your own team, 
which makes getting streaks, points and having fun nearly impossible. How you 
deal with them is up to you, but I suggest not playing CQC style in such a team 
for long as its just going to test your patience that much more. 
The best case scenario is youíre in a clan and people know what youíre doing 
and help you. Iím very fortunate to be in this position and I can tell you that 
teamwork increases the effectiveness of CQC dramatically. The most fundamental 
thing about it is getting cover while you choke someone. The 4 seconds it takes 
to grab, scan, choke and kill an enemy are the most vulnerable youíll ever get 
in MGO, so a buddy standing near you and looking for incoming enemies Ė not 
looking at the guy youre choking!  is pure gold. 
Other nice tactics include the good old decoy: As soon as someone in your team 
is in a firefight with an enemy, you should see if you can use that distraction 
in order to get to the enemyís location, if you can stop any reinforcements 
coming to him or if you can block secondary routes from the enemy to your 
teammate that any enemies might take. It goes without saying that if there is 
any other immediate or better way to help your teammate, take it. Donít let him 
die just so you can try and CQC someone a bit later. But if you and your 
teammate trust each other, he can try and stall time for you in the firefight 
by pulling back more often and distracting the enemy as long as he can, while 
you try to get in a better position. For this tactic SOP helps tremendously and 
even outside of his context I strongly recommend you always being proactive 
about SOPing, especially when youre going CQC. 
Another great use of teamwork with CQC is to have one guy go CQC EX and the 
other Scanner EX. If those two people stay together they can wreak havoc and be 
very time- and point efficient, especially in RES and TSNE.


6. CQC execution
Now that weíve got our theoretical background down, itís time to focus on some 
CQC mechanics. Again, Iím not going to explain the basic movements here, but 
instead I want to share some tips and tricks that help a great deal in CQCing.

a) Standing versus crouching
The most important thing first: Donít ever grab while standing. Your character 
makes a sound, the grab comes out later, disarming and dropping after the choke 
takes longer, youíre much more visible and you donít grab crouching enemies. 
These are all deal breakers. The only pros for grabbing while standing are the 
slightly longer range, the fact that rolls donít knock you down and the easier 
transition after running, i.e. if you run towards someone, itís kind of tricky 
to push x for crouching without executing a roll by accident. But thatís what 
the box is for, see 6c) The box. All these pros donít even come close to 
outweighing the cons, so always grab while crouching.

b) Timing
Perhaps the most crucial part of CQCíing is correct timing. Failing to grab 
someone most often results in your death. So when you push R1, you should be 
sure you are within reach and that your opponent is ďgrabableĒ, i.e. heís not 
performing any kind of roll, is in a box or barrel or is lying prone. In fact, 
when an enemy near you rolls or side rolls, anticipate the location where heís 
going to land and grab him at the exact moment his movement is finished. At 
that instant, he canít do anything against your grab if your timing is correct. 
With some practice this can result in you almost hoping your enemy performs a 
roll or side roll, since you can punish him easily. If youíre not sure whether 
you are close enough to him so you can get to his destination in time, you can 
try running standing for a second or use the box to get some extra speed. 
However, be sure to grab him while crouching, since the delay for standing 
grabs is hard to calculate in with timing as strict as in this scenario. Rifle 
slams are a bit safer, but I would only do those as a measure of desperation 
(see 6d) The rifle slam). 
Another important aspect of timing comes to play when in a camping position. If 
youíre behind a corner and see an enemy coming towards you, donít wait for him 
to literally pass you by, but instead get out of your corner when heís about 2 
to 3 meters away and meet him before the corner. This way you can make use of 
the split second it takes for him to realize what is happening and catch him 
completely by surprise. If you wait until heís right at the corner, you risk 
him rolling around the corner or using a box, which is what some people do in 
order to protect themselves from these kinds of ambushes. And even if he 
doesnít do that, heís surely going to be more concentrated and paying attention 
to what might be behind this corner. Coming towards him two seconds earlier 
screws up his timing and is generally a very safe thing to do if you practiced 
it. There are some exceptions to this rule, like if you see the enemy is 
covered by his teammate and you want to grab him and get him behind the corner, 
so his teammate wonít safe him. However at higher levels of play this kind of 
2v1 scenario nearly never works out for the CQCíer (see 9. CQC versus two and 
more enemies).  

c) The box
The box is a tremendously helpful tool when using CQC. Itís got 2 purposes 
related to CQC execution, the first of which is run canceling into a crouched 
position without performing a roll. This is very useful for when you want to 
get a short distance to an unsuspecting enemy ASAP in order to grab him. You 
can run towards him and then hit R2 two times very quickly when youíre nearly 
in grabbing distance in order to get into the crouching position immediately, 
granting you a safe grab. You want to get crouching as late as possible for 
maximum speed, but you have to be sure you wonít bump into him with your box, 
because this delays you and leaves you standing, becoming incredibly vulnerable 
to a counter attack. You can practice this kind of speedy approach against the 
AI dolls until you get the timing right. Itís very helpful. In fact I often use 
the box to get to a crouching position instead of the x button, just to make 
sure I dont roll. 
As you know, the box is the fastest silent way to travel and you can transition 
into the crouching position easily as described above. Also it makes you more 
difficult to hit, especially when you run towards an enemy, like in the corner 
ambush scenario described in the last chapter. If you run towards a guy and use 
the box a beat later, just to unbox right in front of him and grab him, youíre 
enemy might be surprised and itís surely pretty hard to headshot you. The trick 
is you have to know what youíre doing beforehand and train this algorithm, so 
that you enter this situation with both more information and experience. 
However donít abuse this strategy as it is pretty easy to counter it (e.g. 
moving backwards and shooting, rolling into you or crouching and shooting at 
your head level), and donít overestimate the distance you can travel with this. 
I feel about 2 seconds are the absolute maximum you can get away with moving 
this way. 
The second use of the box is defending against CQC. You canít be grabbed while 
in a box. However this doesnít make you invulnerable to CQC as any movement 
against an enemy will cause you to unequip the box, stand up and dizzy for a 
second. The idea is to use the box very late and provoke a false grab by the 
enemy without bumping into him, so you can unbox and grab him yourself. But the 
extremely short distances leave a tiny margin of error on this so that I 
generally suggest other methods of defending against CQC, as described in 8. 
CQC defense. 

d) The Rifle Slam
In my opinion the rifle slam is very situational. There are very few situations 
in which a rifle slam is better than a normal grab and choke. The reason for 
this is again its delay and noisiness, appearing in contrast to our preferred 
safe and stealthy approach. Also youíre operating at a standing level so 
someone firing at you the second you rifle slam him, chances are heís going to 
get a headshot off. However there are some pros, the most obvious being you get 
the fastest CQC stun possible, discounting Snakes and Liquids CQC. Also the 
range and priority are pretty good. With these considerations, itís good to 
think about the kind of situations in which a rifle slam might be better than a 
normal grab and choke so you make full use of the tools at your disposal. In my 
experience, rifle slams work well as a last resort measure in pretty open 
firefights, when your cover is blown either way and you get the feeling you 
will be killed in the next few seconds and want to get of one last stun before 
you die. Also itís a way to take on very risky 2v1 situations, when you need to 
take one guy out ASAP, before his teammate gets around the corner. But these 
are situations we donít want to be in in the first place, so weíll try and 
avoid them and therefore we wonít use the rifle slam that often. With CQC Ex, 
slam + auto aimed Mk2. shot becomes a very good alternative to the rifle slam, 
because its nearly as fast and a lot safer. More on that in the next chapter.

e) Slam and Mk.2 (CQC EX) 
In general, grab and choke should be preferred to slamming and shooting with 
the Mk.2. With CQC EX the choke is ridiculously fast, plus itís much safer in 
general, since a slam gives the opponent an opportunity to react at all, 
although his alternatives are very constricted. But like described above there 
are some very time sensitive situations in which slam and Mk.2 might be 
beneficial, and sometimes you will slam by accident because you released the 
analog stick too late. In these situations you got three options after the 
slam: You can shoot manually with the Mk.2, you can use auto aim and you can 
shoot at him with your normal weapon and wait for him to stand up, so you can 
roll into him, rendering him unconscious. I myself prefer auto-aiming, because 
itís very safe. If he plays dead, you wonít lock onto him, but he canít shoot 
you as well. So the second he aims or moves you can shoot him and there is very 
little risk in you getting hit more than once. Normally he will move right 
away, trying to dodge a knife attack, so you can get him stunned instantly most 
of the time. If you have the ease of mind and confidence, you can shoot him 
manually, which is pretty safe as well. But if you miss that one shot, you can 
be in pretty big trouble, considering you pretty much had him in the beginning. 


7. CQC Skills
Now itís time to discuss the CQC skills available in order to determine what 
should be used in any given situation. I am going to skip CQC 0-2, since they 
are not beneficial to the kind of heavily CQC focused style of play I am 
presenting here. That leaves us with two options really: CQC 3 + Scanner 3 and 
CQC EX.

a) CQC 3 + Scanner 3
This skill set has the potential for huge point output and turning games. If 
you manage to get a scan off in a TSNE or RES game, with the whole enemy team 
having SOP linked, you will most likely be the first in the roster and have 
your team win. However especially in RES there are other skills that you would 
probably like to have as well, like trap detection or SOP stealth. This is the 
only situation I consider using CQC2 + Scanner, freeing up one slot for an 
extra skill. However, with this setup you have to play differently: If you want 
to grab and choke someone, be sure heís alone or that you yourself got backup, 
because a choke takes considerably longer and leaves you very vulnerable. 
Generally speaking, CQC3 + Scanner is even slower and stealthier than CQC EX. 
All the points I made in the chapter about the right mindset for CQC are very 
true for this skill set: Since you can get so many points with just few 
successful actions, you donít need to play risky at all. That a string 
consisting of grab, scan, choke and hs takes quite long is another argument for 
playing safe, because the chance of you slipping a string in while in a time 
sensitive situation is very slim compared to CQC EX. Like I said above, in 
those situations the rifle slam can be useful in giving you the time you need 
to focus the next threat. 
However, your margin of error and your chance to get away with risky stuff is 
quite a bit smaller than with CQC EX. As a result of that your killstreaks will 
be shorter on average and you rely more on teamwork than you do with CQC EX. 
One aspect of that is you have to be vigilant about SOPíing with your 
teammates. SOP at the beginning of every match and do so whenever you see a 
teammate close by. Without it, your scans become just so much less powerful. 
Remember that even after your own death all your teammates you have been linked 
to still benefit from the scan the whole 90 seconds, and if you respawn and 
link to them again, you will too. You will continue to get assist points and of 
course your team will be at a huge advantage, seeing every enemy, where theyíre 
aiming at and where they laid traps. 
After a while in a bigger match, when people know what youíre doing and in 
certain modes like especially TSNE, some enemies opt to not link specifically 
to render scans useless. Thereís nothing you can do about that and you should 
do the same if youíre on the other side of the scanner. Even if you go for 
scanning, I recommend not SOPíing with your mates in a TSNE game, because itís 
just too risky. Instead, if you got a scan off, SOP with your mates quickly in 
order to benefit from it. With adequate teamwork you can generally SOP with 
everyone in a matter of seconds. 

b) CQC EX
On the EU servers this is a pretty controversial skill, as many people dismiss 
it for various reasons, banning it from their free games as a result. Donít use 
CQC EX if you know people on a server donít want it. Although I donít agree 
with banning a skill and this skill in particular, the most important thing is 
for everyone to be having a good time. 
The aspect of CQC EX that seems to be hated the most is its counter, which in 
my opinion isnít nearly as strong as most people make it out to be. There are 
some reasons for that. Firstly, you can only counter attacks from the front. In 
any ambush scenario the sneaky guy can pretty much choose from which side he 
wants to grab you so he will try to be in your back. Secondly, even if you 
counter someoneís attack, there is no safe follow-up for you (at least not to 
my knowledge). You canít safely knife him and Mk.2 wonít help either. So the 
most adequate thing is to shoot him with your main gun as best as you can, 
which is far from being safe or stealthy for that matter, contradicting the 
play-style I recommend for CQCíing. The whole animation takes time and is noisy 
due to the sound youíre enemy makes and the exclamation mark. So the bottom 
line is: You donít want to counter, because itís messy. If you can, always grab 
instead and donít run through levels, hoping youíll get a counter grab off. The 
third reason is that knife still works against CQC EX, causing most people to 
stab or stun you with a knife if they have the opportunity in order to be safe.
Of course there are some benefits however. The most obvious being you wonít get 
countered yourself, ever. You can even grab Snake and Liquid. This very much 
plays into the safety aspect, especially when doing the corner ambush trick 
described in 6b), in which you have to attack from the front and against which 
you will be immune from if attacked by someone without CQC EX equipped. Also in 
matches like TSNE and RES and in CQC friendly maps, when CQC is more common and 
can turn the tide of match, you will occasionally be saved by the counter. In 
my experience however, itís very rare that you counter a grab which you didnít 
anticipate at all. And if you do anticipate it, there are better options for 
defending yourself even without CQC EX, as described in 8. CQC defense.
Now, the most important advantage of CQC EX is not the counter, itís speed. 
Choking is almost instant, you can perform the slam and Mk.2 (see 6e)), and all 
your CQC movements are faster. This speed provides new tactics and 
possibilities that are very valuable, especially for more experienced CQC 
players. Itís very hard to distinguish situations in which a grab should be 
done with CQC EX but not with CQC 3, but generally speaking you can be more 
offensive with CQC EX. You will get away with more daring maneuvers, you will 
be able to live longer when behind the enemy lines, you are not as dependent on 
teamwork as you are with CQC 3 and if you ever have to fight more than one 
enemy, CQC EX dramatically increases your chances of survival from 
nonexistent to very low :) (see 9. CQC versus more two and more enemies). 
The bottom line is that you will be able to get more stuns and kills than with 
CQC3. However only advanced CQCíers will be able to take advantage of the speed 
so that it justifies for not having the ability to scan. You have to have 
routine, presence of mind, good execution and a good sense for your 
surroundings to handle the faster pace of the CQC EX style appropriately. Itís 
very tough to get more points than with CQC3 + Scanner, but it is possible and 
in my opinion CQC EX is so much fun because it makes for some unforgettable 
fights.


8. CQC defense
Approaching the end of this guide, I want to spend some time talking about the 
most advanced CQC techniques I know, which are CQC defense and taking on more 
than one enemy. These situations are very rare (or at least they should be) and 
risky, since usually one mistake will cost you your life.
Defending against CQC translates to shooting to most people. Itís the most 
direct and natural way to Run & Gunners, but itís not always the best. Of 
course if you know that your opponent is trying to CQC you and youíre still at 
a proper distance to him, walking back and shooting him is very easy and you 
should take the safe kill in most situations. But if youíre feeling safe and 
superior or if your opponent is too close to you or you canít shoot at him for 
some reason (e.g. youíre out of ammo, without a weapon or locked from enemy 
fire) you should try to engage in the upcoming CQC battle, relying on your 
experience to get the upper hand. 
The most important thing in a straight CQC 1 on 1 battle is timing. Whatever 
you do, your timing has to be precise and you should always keep the camera on 
your opponent so you can punish him if he screws up his timing. 
Your general options to defend yourself from very close CQC attacks are the 
following: You can use your box (see 6c)), you can lay down prone, you can 
roll, side roll, back step, use your knife, arm a grenade or grab him yourself. 
Using the box is very difficult and risky, since a bump in leaves you wide 
open, as does a side roll that is anticipated by the enemy. So letís have a 
look at the other options.
Lying down is the most defensive option of all. If you feel the enemy is very 
focused on CQC, this is the way to go. Just lie down and shoot at him. 
Especially versus CQC EX players and Snake and Liquid this turns out to be 
quite viable. Remember also that you get about 2 seconds grab invincibility 
after standing up, so you can counterattack him with a grab right after 
standing up if youíre feeling like it. Another way to go is just rolling 
sideways away from him after lying down. This way he canít auto-aim you or grab 
you and has to shoot you directly, which isnít that easy at close range. Use 
this if reinforcements are in the vicinity, since this is a good way to stall 
time. 
Rolling into someone should only be considered if youíre positive youíll hit 
him and he is crouched. If you donít hit him he can retaliate and grab you 
safely if you land near him, and a roll into a standing person pretty much does 
nothing to change the odds. Knocking him over however is an okay last resort 
kind of measure, giving you some time to decide what to do next. 
Stepping back (with this I mean L1, back + x) is a great defensive tool 
everyone should consider for getting out of CQC situations. You get CQC-
invincible for the entire duration of the back step so itís very safe and the 
CQCíer wonít have time to get to you quickly enough to throw you at the end or 
even catch up with you really. This is very helpful.
I pretty much left the knife out of this guide, because itís not my kind of 
style. But it is quite effective to counter someone you know is going to CQC 
you. Although the timing is kind of strict, knife-stunning someone who wants to 
CQC you is kind of rewarding. But I wouldnít recommend you do this on a regular 
basis.
Arming a grenade is an unconventional but interesting method to counter an 
incoming CQC grab. 3 seconds after you get grabbed the explosion will knock 
down both you and the CQCíer, evening the odds instantly. Itís not optimal, 
since you will get damage too and with CQC EX the choke is faster than the 
grenade timer, but it is most likely to surprise your enemy. On the other hand, 
never grab someone, whoís got an armed grenade in his hand. You should either 
wait for him to throw it, if he hasnít spotted you, or just follow him very 
closely, since he canít run with his grenade armed and wait for the right time 
to grab him. 
Last but not least, CQCíing him yourself is the epitome of defending a CQC 
attack. Obviously CQC EX gives a huge advantage with this approach, but all in 
all CQC on CQC comes down to timing and experience. And sometimes lag. 
Occasionally you will grab each other at the same moment, causing one character 
to abort the animation and let go of the other. If you can, immediately switch 
to the knife and stun him while his recovery animation goes on. Otherwise, try 
and provoke your enemy to do a whiff, grabbing thin air, by walking towards him 
and then suddenly turning back, or using the box. If he whiffs, grab him 
yourself. And always stay crouched. 


9. CQC versus two and more enemies
The first rule concerning taking on multiple enemies is the simplest and most 
important: Donít do it. The risk versus reward factor is very bad when doing 
this, as even with good execution you always need luck in order to succeed, 
because with two enemies there are just too many variables you cannot control. 
However, if you want to do the brave thing and engage more than one enemy using 
CQC tactics, either because you feel you can do it, you want to try it for fun 
or you donít see any other way, I will try and give you some useful tips in 
this section. 
The first 2v1 situation I want to discuss is the ambush scenario described 
earlier. When youíre camping behind a corner near a small corridor and you see 
an enemy coming towards you with backup, there arenít many options you can 
choose from. Essentially you can run away, step out and try to shoot them or 
you can decide to quickly take down one of them with CQC, hoping you can get 
the second one shortly thereafter. The first two are kind of obvious, so letís 
have a look at the third option. When you try to CQC the first guy, you have to 
be as quick as possible. That means doing either a rifle slam, a choke out with 
CQC EX or a slam and Mk.2. Out of these options I prefer the slam and Mk.2, 
because it lets you take on the other guy as fast as possible. Even just 
slamming the first and then immediately trying to get the third is a viable 
option, since the first guy will be on the ground and with CQC EX he is only a 
touch away from sleeping. So you could throw the first and grab the second, 
using him as a shield to shoot the first one. Obviously timing is crucial in 
this situation and it wont succeed on a regular basis.
Grabbing the first one and using him as a shield may only be a viable option if 
there is a longer distance to his partner, because only then he wonít be able 
to shoot you safely, or even roll into you. Using the shield is very risky in 
general and simply comes down to your first shot. If you miss that, youíre 
usually done so you have to be as quick and safe as possible and both at the 
same time. Another option is grabbing him and pulling him into your corner, 
taking him out behind cover. Although this does sound relatively safe, it again 
can only be pulled off if the partner is a bit away and a single grenade from 
him will ruin your plan. 
Against two relatively close enemies, 2 fast slams can sometimes work. In this 
execution you just slam the first one as soon as you can, immediately focusing 
the second enemy and slamming him as well. Then, you again focus on the first 
guy who hopefully only now will be able to react. If he stands up slowly (i.e. 
just pressing x), slam him again, if he shoots at you, try to shoot him with 
the Mk. 2 and if he stands up fast (i.e. pushing forward and then x) roll into 
him. You have to take him out ASAP, so you can concentrate on the second enemy 
when he reacts. Itís very important the first two slams happen very fast after 
each other, as otherwise the first guy will have too much of an opening to foil 
your plan and you have to make full use of the surprise element and your 
experience and timing for this to be able to work. You can find some examples 
of this method in my CQC compilation in my YouTube account (see 10. Appendix). 
If you want to fight with CQC against more than two enemies it gets 
exponentially more difficult. The only way to really fight multiple enemies is 
to implement a ďdivide and conquerĒ-strategy. Take out your enemies one by one, 
pulling back from the reinforcements, taking cover behind the next wall and 
forcing them to come to you. You have to be as fast as you can and you have to 
make use of the environment, such as small alleys and corners you can take 
cover behind after each choke. If youíre faced with the decision to hs someone 
you just choked or to run for cover, consider how many people are coming your 
way and how you calculate the odds of you being able to deal with them before 
the first guy will wake up. If you feel there is only one teammate coming and 
heís very near you, concentrate on him first as the time it takes for you to 
aim and hs the sleeping enemy may be needed to get the upper hand in the next 
combat. However if you donít feel secure in your ability to handle the next 
fight or the reinforcements are going to be there in the next few seconds, you 
should take the free kill before you die.


10. Appendix
I thank all my clan mates at HeWhoDares.com and EverlivingSouls for their 
awesomeness.
I thank everyone who plays MGO fairly and helps everyone to have a good time.
My YouTube account: www.youtube.com/cip314
My profile at HeWhoDares: http://hewhodares.com/forum/index.php?showuser=239316