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The spy first strafes right around their imaginary corner, then back. Oftentimes, one can imagine this as a cornerstab without a corner. The concept of this is similar to a cornerstab. 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. Due to the threat of this, the target may wait around the corner to kill the Spy, enabling him to escape.
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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. The rule of thumb is to wait about one second unless they are practically right behind the spy. 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. A beginner's mistake in this trickstab is not waiting long enough. The Spy leads someone around a corner, then doubles back around the corner to get at their side and stabs them. The concept for this is the same as the stairstab, except in reverse. This can be done because the angle for a successful backstab is exactly 180 degrees, no matter the height. Can also be done against explosive jumpers. The Spy leads someone off the high ground, then strafes under and stabs the target. If someone is aware of the jumpstab, jump on their heads, and when they rotate 180 degrees to "catch" you, strafe the other way and stab them. These stabs work much better than stairstabs, because even experienced players won't necessarily expect a spy to be able to jump over them if not on an obvious incline. For example, jumping onto and engie's teleporter provides enough extra height to land a successful rampstab. Even the smallest height difference allows for a rampstab. Like a stairstab, but instead of inclines, which are commonly used and thus easy to predict, the Spy jumps on props such as barrels and railings to get a height boost for the stab. Pioneered by SubtleArt, the stairstab rewards Spies who are aware of the map and their surroundings, 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. 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. 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. Being at low health also helps: players usually relax when they know that they only need a couple shots or less to kill their enemy.
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Revolvers are often used for this: shooting the enemy may make him think that the spy is not trying to use his knife at all. Like a magician, the spy should pull the enemy's attention away from the trickstab. Trickstabs are usually used only - and are most effective as - a last resort: they only work when the enemy is not seeing them coming, and failing the first try greatly reduces the chances of succeeding on subsequent trickstabs.
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