Anything else that doesn't fit in any of the above forums goes here!
 #68460  by Loki
 
COMPLETE MULTIPLAYER SABER COMBAT GUIDE
http://www.neoseeker.com/resourcelink.html?rlid=102292
Written By Kaoii
v2.2


TABLE OF CONTENTS))
x.) Version List
I.) Introduction
II.) Single Moves & Combos
- iiA. Yellow
- iiB. Blue
- iiC. Red
III.) Dual Moves & Combos
- iiiA. Duals
- iiiB. Single Blue
IV.) Staff Moves & Combos
- ivA. Staff
- ivB. Single Yellow
V.) Strategies/Tactics & Exploits
- vA. Acrobatic Techniques
- vB. Single
- vC. Duals
- vD. Staff
VI.) Random Useful Info
- viA. Common Terms
- viB. Honor Philosophy
- viC. Useful Websites
- viD. My Key Configuration (for reference)
VII.) Frequently Asked Questions
VIII.) Closure, Contact Info & Honorable Mentions

To help you find the appropriate section, you can
use your browsers Search feature by holding the CTRL
key and pressing F. Then, all you do is type in
SEC[section number]. For example, notice how
the single section is labeled II.). I'd put in SECII.

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x.) Version List [SECx]
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v2.2 - Extreme overhaul of the guide. It turns out
(4/28/06)there was a whole lot of stuff I missed
and a lot of multiplayer info is now dated.
I have gone in and completely revamped a lot
of info and I have added or changed a lot of
strategies. This guide is now the most
comprehensive JKA saber combat FAQ online.

v0.8 - I think I got mostly everything in this
(6/8/05) version, but if theres something I missed,
I'll go back and correct it.. which is why
the guide is labeled 0.8.

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I.) Introduction [SECI]
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Hi =P. This guide has been online for almost a whole
year without updates. I finally came back to give it
a read and I noticed that it was very dated and a lot
of info was missing. I have gone through and made
several changes to the guide and have added a lot
of strategies. This is now the most comprehensive
saber combat guide online.

Here's a little bit about me so you know that your
information source is trustworthy =P. I am
ex-Top 10% in the BWN league, which I voluntarity
stopped playing on. I am ex-Leader of two clans
(including IW which had a match record of 61-1 at
the time I left) and have managed a few professional
tournaments in the three years I have played. I
am currently one of the leaders of a growing clan
called NSE, in which I am also the head instructor
of.

I have read other guides on sites such as GameFAQs
and IGN that try to go over this topic, but I have
found them to be lacking. They do not provide
information on how to actually kill your opponent,
just what moves to use. This guide is aimed for
the beginner player who wants to be on spot in
professional leagues, not to just impress friends!

This guide is also aimed as a tool to help teachers
ingame if they need help explaining a subject to
a student learner.

I will give you helpful hints (things you
may not have found out otherwise) such as strategies,
exploits, and such as well.

Anyways, enjoy my guide.. and if your interested in
talking to me, check the contact information at the
bottom of this FAQ.. I answer all of the questions
my readers give me if they meet and confront me
in-game!

- Kaoii

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II.) Single Saber [SECII]
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NOTE: ALL STRATEGIES ARE LISTED IN SECTION vB!

This is inarguably the most common saber used online.
There is an unbelievable amount of players who will
use only single and refuse to use anything else. I
have no doubt whatsoever you will encounter many of
them online.

Let's go over the strengths and weaknesses of this
saber.

STRENGTHS
- Strong attacks.
- Lunge as a special move in Blue.
- You won't get complaints from whiners if they die.
- Many exploits at your disposal including pokes,
wiggles, and delay swings.

WEAKNESSES
- Most of the special attacks are useless.
- Useless backstabs.
- The only powerful swings you have are in Red,
and those combos will take some time to master.
- You cant have an endless combo chain, unlike duals
and staff.

Thats basically it. Now, lets move to stances.

- iiA. Yellow [SECIIA]
Single Yellow is the most basic stance in the entire
game. Its the first stance you learn in Single Player,
and has an overall balance between defense and
offense.

STRENGTHS
- Balanced swings both defensively and offensively.
- Has a combo that can counter inexperienced to
moderately experienced staff users.
- Jump backstabs (covered in strategies)

WEAKNESSES
- Your special move is useless.
- Weak against duals.

Now, lets go over the special moves:
BACKSTAB
(When enemy is behind you, BACK + ATTACK)
Basically you spin around with your lightsaber.
This is effective and useful only if you know
precisely what you are doing. I suggest only
an experienced player try to master a jump
backstab, which is covered in the strategies
section.

DEATH FROM ABOVE
(When enemy is in front of you + FORWARD +
JUMP + ATTACK)
You jump up in the air and do some funky saber
swing. Never do this. It may have been
effective in singleplayer, but multiplayer's
physics are completely different than
singleplayer's. This almost never hits, and if it
does hit, I'll admit it can do considerable damage
(possibly even a headshot), but it leaves you
open to attack for too long. An inexperienced
player may not take advantage of this, but an
experienced player will.

KATA
(ATTACK + ALTERNATE ATTACK)
Basically you do some funky move that is useless
and should never be used. For one, katas are the
easiest moves to counter in the entire game. For
two, it uses fifty points of your force pool. It's
not worth it.

CARTWHEEL
(STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
This is useless unless it is branched off of a
combo, which is better discussed in the combos
section of single red and in the
strategies section.

Ok, now for combos.

FORWARD DIAGONAL COMBOS
(DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL FORWARD
LEFT ATTACK)
Other Names: None
To perform these combos, what you do is you move
foward, left or right, in a diagonal motion, and then
attack, then go the opposite diagonal way and do the
same. These are good staff combos, however they are
not that great on single yellow because they leave
you more open for attack.

DIAGONAL COUNTER
(DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL BACKWARDS
LEFT ATTACK)
Other Names: None
No one really uses these combos, but they do work.
You'll use them especially a lot with Duals and
Staff. This is a good defensive combo. And
remember, you can't spin while doing this combo
or it won't work (plus you'll probably die.) It
will take practice to master, and remember it will
not be as effective as it staff and duals
counterpart.

COUNTER
(STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
Other Names: Fan, Slice, Spam, Sweep
These combos are only good in yellow for if your
fighting a staff user and you dont want to risk
using Red. You have to do this without spinning
though, otherwise it wont work.

NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
TO REVERSE A COMBO, START WITH THE OPPOSITE
MOVEMENT (Left -> Right, Right -> Left) AND
THE COMBO WILL HAVE A DIFFERENT EFFECT.

All of these combos can be done both crouching
and walking. To master the combos it is important
you able to do them all three ways (running,
crouching, and walking). You also need to be able
to do them reversed (left instead of right) to
attain mastery. Experiment with which
movement pattern does the most damage against what.
More info about this is covered in the strategies
sections.

- iiB. Blue [SECIIB]
Blue is the fastest style in the game. It is also
the weakest, but there are some strategies that can
make it useful. These are discussed in subsection D.

STRENGTHS
- Fast swings.
- Powerful lunge special move.
- Can fight against single red and even staff
(covered in the strategies section) if used
correctly.

WEAKNESSES
- All of the swings are extremely weak.
- Completely useless backstab.
- Not something you'll use regularly.
- Short range, dont expect to be pulling those
attacks you would with red where it doesnt even
look like the saber hits the opponent and it
nearly kills them.

Special moves:
LUNGE
(CROUCH + FOWARD + ATTACK)
This is basically the most important thing you'll be
using in Blue. It's fast, powerful, and can counter
basically every special move in the entire game.
So, if you see a dual or staff user who is using
butterfly or twirl constantly, retaliate with lunge
every time that person does it. However, remember,
lunge does have two weaknesses. One, it uses some
force power. Two, what you see in your crosshair is
basically what you get. Once you start the special
move, you can't move until its over. When you lunge,
you leave both of your sides open as well as the
back, and at the end of the move you leave the
front open. If you know your opponent is experienced,
then they know how to handle this weakness. Use it
sparingly against experienced players.

BACKSTAB
(When enemy is behind you, BACK + ATTACK)
This is a wannabe Darth Maul backstab, only you're
not using staff. This is only here in the guide so
you actually know it exists, I personally never
use this move because it almost never hits and
leaves you open for a good five seconds to die.

KATA
(ATTACK + ALTERNATE ATTACK)
Even more useless and suicidal than the yellow kata.
Also uses your half of your force pool, and you're
standing still the whole time.

CARTWHEEL
(STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
This is useless unless it is branched off of a
combo, which is better discussed in the combos
section of single red and in the
strategies section.

Combos:
COUNTER
(STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
Other Names: Fan, Slice, Spam, Sweep
Same thing as the yellow counter. You strafe from
left to right and attack (without spinning). However
since the timing is different due to the difference
in speeds, you'll have to practice doing this combo
to stop yourself from spinning.

DIAGONAL COUNTER
(DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL BACKWARDS
LEFT ATTACK)
Other Names: None
The exact same thing as the yellow, staff, and
duals counterpart. This move is EXTREMELY
difficult to do without spinning on blue, in fact
I don't even recommend it because it's so hard.

NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
TO REVERSE A COMBO, START WITH THE OPPOSITE
MOVEMENT (Left -> Right, Right -> Left) AND
THE COMBO WILL HAVE A DIFFERENT EFFECT.

Those are really the only two dual combos you need
to know.

- iiC. Red [SECIIC]
Single Red is the most widely used Single Style.
It does the most damage, and it's packed with
exploits. In the previous version (0.8) of this
guide, I chose not to reveal exploit technique
(yes they require practice) because I only wanted
to teach saber skills. Now that exploits are so
widely used and are even recognized in professional
leagues, I will put them here under the impression
they will not be abused.

STRENGTHS
- Very powerful attacks.
- Endless amount of combos.

WEAKNESSES
- Very, very slow attacks.
- Each attack leaves you open for a short time.
- There is a steep learning curve.
- All of the special moves are completely useless.

Special Moves:
DEATH FROM ABOVE
(FORWARD + JUMP + ATTACK)
Using this move is just a symbol that shouts "I'm
a newbie." No professional player using Red ever
uses this move, or ever even has a need. This move
leaves you open to a ground assault (against a
mid-level player) and it leaves you open to
an air assault (against a pro-level player). If
you use this move, you will die.

BACKSTAB
(When enemy is behind you, BACK + ATTACK)
Exact same as yellow backstab. It's good, but just
not good to use on single. And seeing that you are
on red, there is simply no need. You have more than
enough power to kill your opponent without a
backstab.

KATA
(ATTACK + ALTERNATE ATTACK)
For some odd reason, this is the Kata that most
people like to use in Single. They think its the
best and only kata in the game they should be using.
In truth, this is the next to worst kata to be
using in the entire game. It is very easy to
counter, because you at the end of the kata you step
foward and are wide open because on the forward
slash, you quite literally but the saber down to
your knees. Therefore, it is obvious that I
suggest you do not try to perform this move =P

CARTWHEEL
(STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
This is useless unless it is branched off of a
combo, which is better discussed in the combos
section of single red (below) and in the
strategies section.

Combos:
Due to the amount of combos that can be performed
on Red, I simply can't post them all. In the previous
version of the guide, I simply left you with an
illustration. This time around, I'm teaching the
three most basic Red combos that you will be using.

Remember that all combos can be reversed.
(Right -> Left, Left -> Right)
Reversing a combo will change its effects. Right
attacks tend to do more damage, left attacks tend
to block/parry more.

Basically, you can do one of three things. One, you
can do one swing twice and do a swing that would be
right next to it. I call this kind of combo a
"diad" combo

Each star represents a direction you can swing your
lightsaber. If you still dont understand, the player
is in the center of the circle (respresented with a
+ sign.) The sequence of the moves is numbered.

*
* *
* + * (2) - Do one here.
* * (1) - You can do two swings here and then...
*

Two, you can do a "triad" combo, which goes down
three points on the grid consecutively.

*
* * (1) - You can swing here..
* + * (2) - To here causing a spin.
* * (3) - Then to here, causing
* a double spin.

Or three, you can do a "rotating" combo. This
combo goes from one point, to the next, then back
to the starting point, like this:

* (2) Then here..
* * (1) Start here.. (3) Then here again.
* + *
* *
*

Notice I have labeled each type of combo as a
"diad", "triad", or "rotating" combo. These are
not official names (laff), they are names I am
using for the purposes of this guide. If you are
a person who teaches people lightsaber skills in
JKA, feel free to use any names or content in this
guide to help you.

As promised, here are the three basic combos with
alternate diad (or any other) inversions. These dont
have fancy names like "diagonal counter". In-game
they are just called simply "combos". For the
purposes of this guide I will label them Combo A,
Combo B, and Combo C.

These combos are listed in a special order. Combo
A is the easiest, Combo C is the hardest.

COMBO A
Triad Combo. Has An Effective Aerial Inversion.
Has Two Effective Diad Inversions. Has a
Reversed Cartwheel Inversion.

Triad Inversion:

*
* *
* + * (3) One slash here.
* * (1/2) Two slashes here..
*

Diad Inversion One:

*
* *
* + *
* * (1/2) Two consecutive slashes here.
*

Diad Inversion Two:

*
* *
* + * (2) Followed by one here.
* * (1) One slash here..
*

Aerial Inversion:
There are no move changes in the aerial inversion
of this combo. To perform this inversion, HOP
(use NO FORCE in your jump) and the second you
jump, start the combo. Continue it as and after
you land.

Reversed Cartwheel Inversion:
This is a reversed combo, all of your right
attacks will now be on your lefthand side.
Any combo in the game can be reversed, as is
noted several times in the guide!

*
* *
(2/3) Perform a cartwheel * + * (3) Another
(1/2) Swing once or twice here * * cartwheel
* here if you
want.

If you are lost on how this works, you swing once
or twice backwards diagonally to the left. Remember
that Red combos only last for a max of three moves.
If you do one backwards diagonal slash, you will be
able to do two cartwheels. If you do two slashes,
you can only do one cartwheel.

You can refer to the special moves sections of any
single stance for how to perform a cartwheel. If
you will notice, when you branch the cartwheel
(assuming you do it right) from the first (or
second) slash, there will be a saber trail on the
move. This means it is now an active attack instead
of just an evasive move (like the normal cartwheel
which doesnt have a trail)! If your saber hits
someone while you cartwheel, it will seriously
hurt them. Also, try wiggling your saber, that way
you only have to get in the general vicinity of
your opponent to hit them.

This takes time to perfect, especially on the aim.
It will come with practice. When this hits, it is
usually a one-hit install kill (headshot).

Tips For Combo A:
This combo is most effective against duals and
staff users, and is probably one of the most
effective combos against those sabers. This is
why I decided to put it in this guide.

When doing this combo, especially midair, on the
backwards diagonal slashes try to aim a little
higher than you normally would. This will make
the slashes more precise and will most likely
disarm your opponent. It is smart to always do
this in the aerial inversion.

Also, there is a bug in the game you can exploit
while performing this combo. If you will notice,
when you switch arrow keys in the middle of your
backwards diagonal slash to the right, your
saber will kind of move as your body sways. This
does a touch more damage.

COMBO B
Triad Combo. Has Three Effective Diad Inversions.

Triad Inversion:

*
* * (3) One here.
* + * (1/2) Two slashes here..
* *
*

Diad Inversion One:

*
* *
* + * (1/2) Two slashes here.
* *
*

Diad Inversion Two:

*
* * (2) One here.
* + * (1) One slash here..
* *
*

Diad Inversion Three:

*
* * (1/2) Two slashes here.
* + *
* *
*

Tips For Combo B:
This is a very good combo against any saber. It has
a good disarm rate and if you wiggle (discussed in
strategies/exploits) during the strafe slashes,
it could easily take a huge chunk out of your
enemy's hit points.

COMBO C
Triad Combo. Has Two Effective Triad Inversions.
Has Five Effective Diad Inversions. Has Two
Effective Aerial Inversions.

Triad Inversion One:

* (2/3) Two here.
* * (1) One here..
* + *
* *
*

Traid Inversion Two:
(this combo goes from right side to left side)

* (2) Another here..
(3) Lastly here. * * (1) One slash here..
* + *
* *
*

Diad Inversion One:

*
* * (1/2) Two slashes here.
* + *
* *
*

Diad Inversion Two:

* (2) Another here.
* * (1) One here...
* + *
* *
*

Diad Inversion Three:

* (1/2) Two here.
* *
* + *
* *
*

Diad Inversion Four:

*
(1/2) Two here =p * *
* + *
* *
*

Diad Inversion Five:

(2) And then here. *
(1) One here.. * *
* + *
* *
*

Aerial Inversion One (Triad):
Hop (a nonforce jump) forward, preferably a
double hop for speed while doing this combo.
Feel free to use any diad variation you want
on this combo if you feel it is needed.

* (3)
* * (2)
* + * (1)
* *
*

Aerial Inversion Two (Diad):
Hop forward like you did on the first aerial
inversion, preferably two or three hops for
speed.

* (1/2) Two here.
* *
* + *
* *
*

Tips For Combo C:
All of the inversions of this combo will take
some time to master and even more time to apply
correctly. However, it will be well worth the
effort once you have applied the level C
inversions.


Those are all of the basic Red combo inversions.
They will take time to learn and apply, but once
you have mastered them all it will take your
single skills to the next level.

If you want to know how to further use and apply
these combos (or anything else with the single
saber) drop down to the stategies section (vB).



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III.) Dual Sabers [SECIII]
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ALL STRATEGIES ARE LISTED IN SECTION vC!

Duals are probably the rarest saber used online.
You will have trouble finding a professional dual
user.. but I have seen them. That makes learning
duals hard, you don't have anyone to look to. I've
listed a lot of duals tactics in the strategies
section, so give it a look if you are interested
in dual saber mastery.

Remember that while duals have nearly the exact
same combos as staff, they are almost the total
opposite. Whereas staff users depend mostly on
the sheer offensive power of their attacks to
cut through and annihalate their opponents, duals
users depend mostly on the defensive capabilities
of their weapon.

An excellent way to look at it is instead of
thinking of duals as "two lightsabers to cut down
my foes!", think of your two sabers more as a shield
that deals damage as a byproduct of the defense.

If you block opponents attacks with duals, you will
naturally deal them damage. You should focus on this
more than just mindlessly charging them.

Alright, let's talk about the most important aspects
of duals: the strengths and weaknesses.

STRENGTHS
- Very limited range on both stances.
- Highest defensive power in the game.
- Can switch to Single Blue and lunge!
- Kata that can be spun to instantly kill.
- Neverending combos.
- Extremely powerful, yet vulnerable, backstab.

WEAKNESSES
- Suicidal if used offensively.
- There aren't many skilled dualists online that
you can look to and learn from. Most of them are
held up in clans and refuse to teach anything to
non-members.
- The twirl is completely useless.
- The butterfly is completely useless.

- iiiA. Duals [SECIIIA]
Well, this is basically just dual sabers. This is
the most defensive style in the entire game.. and it
can really scare a staff user. Single users will give
you one heck of a time, though.

STRENGTHS
- High rate of random one-hit kill headshots!
- A kata that can be spun.
- Extremely defensive.. if used correctly, not
even a staff will get through those dual sabers.
- Strong backstab.

WEAKNESSES
- Very limited range.
- A little below average attack power.
- Useless and suicidal butterfly and twirl.
- May have difficulty with single users.
- Few skilled dualists online.

Special moves:
TWIRL
(CROUCH + FOWARD + ATTACK)
I wouldn't get into a habit of using this move.
Not only does it use a lot of your force pool, it
also leaves you completely open to the back. A staff
user and a single user would like nothing more than
for you to use this special move, so trust me, avoid
it.

BUTTERFLY
(When enemy is behind you, BACK + ATTACK)
You get your sabers and do some funky jump in
the air that I'm assuming is supposed to be
effective. It's not. It misses about 90% of the
time and uses a lot of force pool that you would
probably want to use on jumping (if you havn't
broken the habit of jumping and just started hopping
yet.)

KATA
(ATTACK + ALTERNATE ATTACK)
This is possibly the cheapest move
in the entire game if done with duals. Basically,
you lift your sabers in the air, etc. However, since
the developers seem to have forgotten about the game,
you can also spin while doing it, causing your
sabers to go everywhere and kill every single person
that touches them. It's very cheap and it's very
gay.

CARTWHEEL
(STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
This is useless unless it is branched off of
a combo. Any combo will work.

Combos:
COUNTER
(STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
Other Names: Slice, Spam, Sweep, Fan
You strafe left to right and attack. If you spin,
it wont work and will only get you killed.. so
practice doing it without spinning. I'd also
suggest that you crouch when doing it, to protect
the area below your waist. This is a very defensive
combo that I don't believe any swing can counter.

FORWARD DIAGONAL COMBOS
Other Names: None
(DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL FORWARD
LEFT ATTACK)
To perform these combos, what you do is you move
foward, left or right, in a diagonal motion, and then
attack, then go the opposite diagonal way and do the
same. These combos are good for starting spins.

DIAGONAL COUNTER
(DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL BACKWARDS
LEFT ATTACK)
Other Terms: None
These combos are one of the most important dual
combos, and the source of most of your random
headshots. Try jumping into them for an added
boost towards your opponent's head area. Just
remember not to spin, or it breaks the combo.

CARTWHEEL COUNTER
(ANY STRAFE OR DIAGONAL ATTACK + CARTWHEEL)
For help on how to do a cartwheel, check the
special moves section above. You will know this
has worked if you see a trail following your
saber once you cartwheel. Experiment with different
moves to see what position it puts your saber at.
You will want a position closest to the air (so
when you flip, itll be aiming straight down towards
your opponent). Also remember since you are on
duals and your combos can go forever, you can
cartwheel back and forth however many times you
want.

NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
TO REVERSE A COMBO, START WITH THE OPPOSITE
MOVEMENT (Left -> Right, Right -> Left) AND
THE COMBO WILL HAVE A DIFFERENT EFFECT.

- iiiB. Single Blue (with small variations) [SECIIIB]
There is no need to go into detail about this.
If you want info on this stance check section iiB.

The only differences between the Single version and
the Duals version of this stance is that you cant
kata and you can't cartwheel. Also, your running
forward attack is no longer a forward attack, your
swing will go to the right. You can perform one
combo with the Duals Single Blue stance that I will
not hesitate to mention.

DOUBLE LUNGE
(LUNGE + CHANGE SABER STYLE)
Lunge and the second you start doing the move,
change your saber style back to duals. This will
make you lunge with two lightsabers, doing more
damage.


If you want to further advance in dual saber
mastery, drop down to the strategies section (vC).

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IV.) Staff Saber [SECIV]
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--

NOTE: ALL STRATEGIES ARE LISTED IN SECTION vD!

Well, here we are, the staff. It's the most
controversial weapon in the entire game, which I
can understand. There are some idiots who use the
staff and just spam butterfly and call themselves
skilled (which they aren't.) (at all.)
(they're noobs.)

Also, before starting this section, I would like to
get something behind us. NOT EVERY STAFF USER IS A
NOOB. So all of these words:

Lightstick
Noobstick
Glowstick
Double-Ended Flashlight

.. are meaningless. If you play on BWN, you'll
hear them alot from the whiners who don't know how
to take a loss. And yes, there is an existance of
skill when using staff. It takes skill to use a
staff (appropriately), and it takes skill to fight
one. If you don't like it.. then you might as well
uninstall JKA, because you'll have to deal with it.

Now, for the Strengths and Weaknesses.

STRENGTHS
- Almost unstoppable offensive power.
- All of the attacks have a defensive aspect
with them, so when you attack you are actually
blocking some of your opponent's attacks.. and
possibly pushing them back.
- Neverending combos.
- Effective aerial combos.
- Has Single Yellow that you can use.

WEAKNESSES
- Special move that does absolutely nothing.
- Greatly upsets the whiners.
- Useless backstab and twirl.
- It has a bad reputation.
- Vulnerable to both skilled dual and single
users.
- Weak against staff users.

- ivA. Staff [SECIVA]
Very controversial, very powerful. A popular
choice amongst noobs and pros everywhere. It is
my personal saber of choice.

STRENGTHS
- Unstoppable offensive power.
- Endless combos.
- Transitions for added offense (check exploits
and strategies).

WEAKNESSES
- Useless kata, backstab, and twirl.
- You'll have difficulty with experienced single
and dual users. Dual users you may find will be
near impossible to beat without special moves.
- Horribly bad reputation. You may even get rejected
from clans and teams if you're a staff user.

Special moves:
TWIRL
(CROUCH + FOWARD + ATTACK)
This is totally useless, and thats all I have to
say. Don't use it.

KATA
(ATTACK + ALTERNATE ATTACK)
Now I've gone through every special move in this
game. As you may have taken notice, well over half
of them are just pointless to use. Well, if there
is a level of beyond useless, this kata certainly
meets it. This is quite possibly the stupidest move
(that can hurt the enemy) in the game.

FLYING NOOB BACKFLIP THING
(BACK + ATTACK + JUMP)
The only purpose of this move is to look cool.
It does zero damage.

BUTTERFLY
(FORWARD + ATTACK + JUMP)
A very noob/newbie move. It does a lot of
damage and is easy to spam because it doesn't
use much force energy. Understand that an
experienced player will be prepared to counter
any butterfly you throw at them, and they will
assume you will try to do it to them if you are
using staff. The only reason you should ever
use this move is to counter a special move that
makes your opponent stationary, such as a twirl
or a kata.

Combos:
COUNTER
Other Names: Fan, Sweep, Spam, Slice
(STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
You strafe left to right and attack. If you spin,
it wont work and will only get you killed.. so
practice doing it without spinning. A lot of people
will cry when you use this because they don't
understand how to play against it. Just rub it in
their faces by spamming it if they keep crying
about it.

FORWARD DIAGONAL COMBOS
Other Names: None
(FORWARD DIAGONAL LEFT ATTACK + FORWARD DIAGONAL
RIGHT ATTACK)
When you do these combos, be sure you don't spin.
It is good to branch this combo with the counter
combo that way you have some mobility and offense
at the same time.

DIAGONAL COUNTER
Other Names: Counter, Spam
(FORWARD DIAGONAL RIGHT ATTACK + BACKWARDS DIAGONAL
LEFT ATTACK)
No one really uses these combos, but they do work.
This is a good defensive combo. And
remember, you can't spin while doing this combo
or it won't work (plus you'll probably die.)

AERIAL COMBOS
Other Names: None
Same for diagonal counters, no one really uses
these combos. This is exactly why you should,
because no one expects it. Basically, its like
a strafe combo, but you hold down the right or left
or any directional key besides forward and backward
and make two attacks. On your second attack, you
should jump and spin, and then make a combo that
would go from that attack when you land.

This may take practice.

NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
TO REVERSE A COMBO, START WITH THE OPPOSITE
MOVEMENT (Left -> Right, Right -> Left) AND
THE COMBO WILL HAVE A DIFFERENT EFFECT.

- ivB. Single Yellow (w/ small variations) [SECIVC]
Same for the Dual version of Single Blue, you can't
cartwheel and you can't kata.

Another difference that you will put to use
is the running forward attack. Instead of slashing
forward like the single version, on staff it does
a strafe left attack instead. This means, you can
run forward and use a strafe left attack at the
same time. Extra mobility! How to use this is
covered in the strategies section (vD).


--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
V.) Strategies/Tactics & Exploits [SECV]
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--

NOTE: I highly recommend you go back and read
over the previous sections before continuing.
I may talk about things discussed earlier that
you may not be familiar with.

This is how this will work. I will go through each
and every saber explaining what to use and when to
use it to the best of my ability. I will first
start with acrobatic techniques that will give you
a very great edge over your opponents if you master
them.

- vA. Acrobatic Techniques
Acrobatic skill is very important in duels. Being
able to move around better than your opponent may
give you a good enough edge that may mean the
difference between a victory and a loss.

FORCE JUMPS
(ANY DIRECTION, HOLD THE JUMP BUTTON DOWN)
This is the slowest kind of jump. You'll know
you've done it right if you character rolls in
the direction you are jumping. There is a way
to use this jump to surprise your opponent in
a duel:

- SEMI-FORCE SIDE ROLL JUMP
(STRAFE LEFT/RIGHT + JUMP JUST LONG ENOUGH TO
ROLL, RELEASE SOON ENOUGH FOR SPEED + ATTACK)
This one is a bit hard to master and even
harder to learn without seeing someone doing it.
I'll do my best to explain.

Before starting, understand that your timing
has to be absolutely perfect for this to work.
If you let go of the jump button too soon,
you will do a hop and not get the needed roll.
If you let go of the jump button too late, you
wont land where you aim and will soar too far
above your opponent.

Hit the strafe left/right key and the second you
hit it, hit and hold the jump button down just
long enough to get a side roll. Once the roll
starts (not during the roll!), let go of the
jump button and begin your combo mid-air.

Why is this effective? Three reasons. One,
the roll in the air makes a low to mid
experienced player believe you are going to
jump above them. Two, the roll mid air gives
you a speed boost for the element of surprise.
Three, starting the combo mid-air gives you
a damage boost because it makes your saber
drag from the head region to the mid or low
region. The head region is the most vulnerable
part of the body and one-hit kill headshots
are a common thing.

HOPS
(MOVE ANY DIRECTION + TAP THE JUMP BUTTON)
A hop is a jump that uses no force. These are
the most important jumps in the game because
if used consecutively, they make you jump faster
and if you start a combo mid-air off of a hop
it will do more damage if it hits when you land.
You can also hop off of a cartwheel and off of a
wall.

FORCE CONSERVATIVE JUMPS
(JUMP ANY DIRECTION + LET GO OF THE DIRECTION
KEY ONCE THE JUMP BEGINS)
These are very useful jumps because they are
faster than force jumps and they use less force.
You can also do a delay swing off of them, which
is discussed in the single strategies.

SIDE WALL RUNS
(RUN AGAINST A WALL + STRAFE + JUMP + JUMP AGAIN)
You will run up a wall. This really isnt very
useful in duels and a lot of people will take
advantage of it by trying to kill you while you
are doing the run. You can flip off of the wall
by hitting the jump button twice.

WALL FLIPS
(GET A WALL ON ONE OF YOUR STRAFE SIDES, STRAFE
TOWARDS THE WALL + JUMP)
This will make you flip off of a wall. You can
delay your swings by doing this so it isnt
completely useless. Delayed swings are discussed
in the single strategies.

FORWARD WALL RUNS
(RUN AGAINST A WALL FORWARDS + JUMP TWICE + JUMP
AGAIN TO FLIP OFF)
This isn't useful unless you are trying to do
a delayed swing, which is covered in the single
strategies section.

- vB. Single Strategies & Exploits
Single is probably the most overexploited saber
in the entire game. I find it ironic that single
users often call staff and dual users "spammers",
when in fact singlests are the biggest exploit
spammers around.

<- DELAY SWINGS ->
A delay swing is quite simply, a swing that is
delayed for a second. The delay can often fool your
opponent or even extend your combo for it to last
long enough to hit them. They are very very useful
in any duel if you are a single user.

There are many ways to perform a delay swing.
The simplest of these is to do a force
conservative jump and then forward attack right
before you hit the ground. You will notice that
your saber "hangs" before it hits. You can delay
a swing in any direction and make combos off of
delay swings.

<- WIGGLE ->
One of the most used single exploits. This also
happens to work with staff and duals if you can
implement it correctly. What happens is, you shake
your saber to the left and right (wiggling it) and
your saber will actually hit them several times
(because it passes through them over and over).

It is important that you set your mouse sensitivity
very high.. even if you have no plan on using
this exploit.

You should ALWAYS be able to turn on a dime but
move slow enough to be precise. Everyone's
mouse is different, so everyone's setting will be
different. To change your sensitivity setting,
open up the console while you are in-game
(by pressing SHIFT + ~) and type in /sens 0.00 .
Change 0.00 to whatever number you want your
sensitivity to be.

For reference, my sensitivity setting is
always set to 24.375. Yours may vary depending
on your mouse.. but I can literally breathe on
my mouse and my guy turns 360 degrees.

<- POKE ->
Information on this exploit will not be provided
at this time. However, if you ask any player
online I am sure they will assist you with how
to perform this.


Ok, now for strategies.

<- Basic Single Rules ->

- Never kata nomatter what style you are on.
- Only lunge when nececarry.
- Do not taunt your opponent. This leaves you
open to attack assuming your opponent is faster
than you are.

<- Single -Vs- Single ->

Some basic things you need to remember here. Always
be on your guard for their lunges, for their
wiggles, and for their surprise counter attacks
with yellow.

If they lunge: Assuming you are in red, instantly
switch to blue and counter them.
If you are in yellow, use counters
while crouching.

Memorize the different single katas so you will
know how to respond to each.

If they Blue kata: Lunge them because they are
stationary for the duration of
the move.

If they Yellow kata: Either use a counter with
either blue or yellow or
use forward attacks with
red that hit at the end of
their kata. A delay swing
may help with the forward red
timing.

If they Red kata: Lunge them with Blue if you are
in Red at the time, or if you are
in Yellow, do crouching counters
with a lot of spin for extra
damage. Always remember to hit
on the end of the kata when they
are most vulnerable.

If they try to
kill you with blue: Switch to yellow and counter
them.

If they try to kill
you with yellow: Red Diad Combos or Yellow counters
will usually work.

If they try to kill
you with red: Red combos are preferred, but you can
RARELY use blue and yellow counters
to surprise them.

To counter their red combos, try playing defensive
until the very end of their combo. This is when they
are most vulnerable and have the hardest time
moving. This is the best opportunity you have to
attack them.

<- Single -Vs- Duals ->

This should be the easiest fight for single. Duals
have an inferior range compared to you and have to
rely on deflecting your attacks for random side
damage. Keep in mind that almost none of your
Red attacks can be deflected, however you can
be attacked at the end of your combos when you
are vulnerable.

If they kata: If they spin it, keep away until the
very end of the kata. At the very
end of the kata, even if they are
spinning it it wont matter because it
cant hit you. Lunge them at this time.
If they aren't spinning the kata,
always assume they are playing stupid
with you and will spin it the second
you approach. Wait until the end
moments of the kata and lunge them.

If they twirl: Get behind them (be sure not to
approach them from any other side
or you risk your saber being deflected
and you will recieve side-damage)
and lunge them.

If they butterfly: Don't try to counter this, just
simply move out of the way. If
they spam it use a forward red
attack right on them when they
approach. If it doesn't kill them,
it will seriously cripple them and
give them second thoughts about
their strategy.

If they counter: Use random inversions of Red
Combo B (discussed in the
Single section earlier).

If they aerial diagonal counter: Use aerial
inversions of
Red Combo C.

If they lunge: Switch to blue and attack them
from the sides or the back. If you
are on yellow, use crouch counters
with some spin.

<- Single -Vs- Staff ->

This shouldn't be very difficult if you know what
you are doing. On the contrary, it will be difficult
if you don't know what you are doing OR the staff
user is one of those skilled few staff users who
has creative talent to adapt to your technique. I
know I do =p

Always make sure you are using either red or
yellow on staff. If you are bold and have enough
practice, you can use crouching blue counters with
a LOT of spin to kill a staff user assuming they
dont know what they are doing, however experienced
staff users wont hesitate to take advantage of
the moment if you let down your guard.

First I will answer what seems to be the holy
grail of all questions in JKA combat.

What to do if they butterfly: Always be prepared
for a butterfly. With
practice you will be
able to recognize the
signs that one is about
to come (a few steps
back, a backflip, etc).
All you do is a forward
attack. It will
completely glitch the
butterfly and
practically make your
opponent's saber inert.

What to do if they twirl: Lunge them with blue or
do forward attacks with red.

If they do the weird backflip: Just let them show
off. You only put
yourself at risk
trying to counter this.

If they ground butterfly: Use forward attacks and
treat it like an air
butterfly.

If they counter/fan: Use Red Combo B with random
ia/di/tri inversions.



- vC. Duals Strategies & Exploits
As mentioned earlier, this is the least used
saber online. This makes it the hardest to learn
how to use because there aren't many experienced
duals users around. Let's go over the rules and basic
exploits first. Some of these may have been
mentioned earlier.

<- SUSTAINED CARTHWEEL ->
A sustained cartwheel is a cartwheel that
does damage. In the case of duals, it is an
effective aerial combo because you can have an
endless "cartwheel of uber death". To try it out,
do a strafe left or right attack and cartwheel
right after the attack in the fashion of a combo.
You will notice a saber trail behind your cartwheel
if you have done it correctly.

This means your sabers are active and will do
damage if they touch your enemies. Now to make
a combo out of this, cartwheel in the opposite
direction. Also remember you can cartwheel forward
diagonally left and right for a speed boost and
you can hop off of a cartwheel.

<- DOUBLE LUNGE ->
When you lunge, the second the move starts quickly
change your lightsaber style back to duals so that
both of your sabers are up as you lunge. This will
give you an extra damage boost and make you just
a touch harder to hit when you are vulnerable.


Always remember that if you spin a counter, it will
make you move forward (because you are effectively
moving diagonally with the spin). Try to use some
spin, but to never lose sight of your opponent.
If you turn your back to them or leave one of your
sides open to them, you will be attacked and sustain
damage.

And dont forget that you can branch your combos
from Counter to Diagonal Forward Counters and back
to Counter without spinning. This is extremely
useful for outmanouvering your opponents.


<- Basic Duals Rules ->

- Do not kata.
- Do not twirl.
- Do not taunt your opponent. This leaves you
open to attack assuming your opponent is faster
than you are.
- Crouch your combos when needed (covered in
strategies on when its appropriate).
- Do not butterfly. It almost always misses.
- When you lunge, always do a double lunge (look
above).
- Do not use blue for anything besides lunges.
I've seen newbies actually go against staffs
with blue. You can guess the end result.

<- Duals -Vs- Single ->

This will probably be your hardest fight. The reason
is because that Duals do not have a high range and
single Red has a very high range.

A single user will most likely not switch to
yellow or blue in this fight, however they may try
to lunge you because it will be harder to hit them
at the end of their lunge because of your limited
range.

Do not use forward diagonal combos (the ones that
go left and right and make you run diagonally).
The reason being that this puts your lightsaber
in the air for a split second leaving your front
vulnerable. A single user will take advantage of
this.

When I refer to counters in the sense of duals,
understand that you are more likely to get a
headshot with your diagonal counters. Try both
diagonal counters and normal counters to see
whichever works best for you.

If they use Red combos: Wait until the last second
of the combo when they are
vulnerable and use counter
combos, or lunge them to
hopefully disarm their
saber.

If they counter with yellow: Use normal counters,
but be sure to crouch
while using them to
protect the area below
your waist.

If they kata: With until the end of their kata to
either use a counter combo or a
double lunge.

Try to avoid using backstabs, you always want to be
facing your opponent. By not facing your opponent
you will leave your backside vulnerable to attack.

If they lunge: Use counters to attack them at their
sides or their back.

If they do a Death From Above: Use crouching diagonal
counters or a double
lunge.

<- Duals -Vs- Duals ->

A lot of people tend to think that these fights
are even more random than Staff VS Staff duels.
However, if you know what to do and when to do it
you can easily gain the upper hand.

Always watch for "open points", or points of attack
where they end their combo or spin their combo and
make themselves vulnerable. They wont happen often
so you will have to take advantage of them when they
do happen.

Also, because of the counters your opponent will
throw at all of your moves, try to throw in some
aerial diagonal counters. If one hits you are quite
likely to get a headshot which will take a lot of
trouble away from killing them hit by hit.

And the most important thing, remember that with
duals if you aren't crouching you are vulnerable
below the waist to lower attacks. Most duals users
do not realize this, therefore this is very easy
to take advantage of. If they stand on all of their
combos, crouch on all of yours. If they crouch on
their combos, do a mix of standing and crouching
on your combos (stand one slash, crouch the next).

Remember to watch out for open points on your end.
If your saber is throw off, immediately backflip
out of the frey. This can easily save your life
in a Duals VS Duals match.

If they counter while standing: Crouch and use
counters with a little
spin for extra damage.
You can also try
aerial diagonal
counters if you want
to push your luck with
a headshot.

If they counter while crouching: Do a mix of
crouched and standing
(while walking)
counters. Try
crouching one attack
of the combo and
crouching the next.
If you want to press
your luck, try an
aerial.

If they use diagonal counters: Use a double lunge if
they are stationary
and just expect you
to run into their
attacks. Try an
aerial counter
(not a diagonal aerial)
if they are moving.

If they use aerial counters: If they try it once,
they will most likely
try it again until it
hits. You should see a
pattern and be able to
tell where/when they
will try it next. When
they do, double lunge
them.

If they kata: Wait until the last moment of the kata
so they wont have a chance to spin it
and get an instant kill. At the
last moment do a double lunge.

If they butterfly: A double lunge will easily deal
with a butterfly.

If they at any time switch to blue: Switch to duals
and use random
counter combos.
Watch out though,
they may be about
to lunge/double
lunge you.

Always make sure your double lunges are instantaneous
(the second you switch to Blue, you lunge). That
way, you aren't predictable. Predictability will
always be your biggest downfall on any saber. It
is important to overcome it.

- vB. Duals Strategies & Exploits
As mentioned earlier, this is the least used
saber online. This makes it the hardest to learn
how to use because there aren't many experienced
duals users around. Let's go over the basic
exploits first. Some of these may have been
mentioned earlier.


<- Duals -Vs- Staff ->

This will be your easiest fight. Why? As clearly
stated earlier, duals is a defensive weapon that
depends mostly upon deflection damage when an
opponent tries to attack them. Staff is the most
offensive saber.. so they have no choice but to
attempt to attack you.

If you know what you are doing, this fight can
easily be won. You will have to change your
style up a bit when fighting a staff, though.

Always crouch your combos. If your opponent has
read this guide or has recieved formal training from
someone, they will know that crouch diagonal
counters will decimate you if you are countering
while standing.

Never kata against a staff (never kata period),
never butterfly (never butterfly period), and
never twirl (never twirl period).

If they use crouching diagonal counters: You can do
one of two
things. One,
you can use
a running
forward
attack. Or
two, you can
use a
double lunge.

If they use counters: Diagonal counters will
usually work well against any
counter a staff throws at
you. Normal counters work too.

If they use butterflies: Double lunge them or just
avoid the butterfly.

If they kata: Assume they will roll at you at the
end of the kata to do a roll stab.
Double lunge them when they do.

Aerial attacks will work well against any
staff user. However, because of the staff's high
vulnerability, a staff user may just try to
ground butterfly you for an instant kill.

If you see the staff user backflip and then
start to run towards you, be prepared for a
1-hit kill exploit. Back off. Don't let them
get too close to you right after a backflip. Let
them do a few combos, and then return to fight them.

- vD. Staff Strategies & Exploits
This is the most offense-based saber that you
can use. Your damage comes purely off of what combos
and attacks you use, unlike duals which depends on
side-damage. What you see is basically what you get.

Lets go over the most basic exploits.

<- SINGLE YELLOW TRANSITION ->
The most underused and most important staff
exploits are the transitions. The single yellow
transition is the most important of the two
types. Since no one really ever uses them, I will
first explain what a transition actually is.

A transition is a style branch from Yellow to Staff
or Staff to Yellow that bugs your other opponent's
saber causing it to become inert. A transition can
easily throw off almost ANY COMBO OR ATTACK IN
THE ENTIRE GAME and it can get attacks through to
moves like kata and butterfly while they are being
performed that other attacks normally would not do.

With the use of transitions, it is possible to
gain the upper hand against a Single user by
actually throwing off their attacks. If its strong
enough to throw off an attack from Single Red, you
can imagine how much it hurts.

Now, what you've been waiting for. How to actually
perform a transition. It's a lot easier than some
people tend to think. To do this kind of transition,
first make you are in Yellow. When you are about
to attack your opponent, start a combo like you
normally would with staff, but right before it hits,
change your saber style to Staff. It's that easy.

<- STAFF TRANSITION ->
Staff transitions are even more underused than
Single Yellow transitions. They have a purpose
though, otherwise I wouldn't have included them.

A Staff transition is exactly the opposite of a
Single Yellow transition. Instead starting your
combos on yellow and switching to staff mid-attack,
you start your combos on staff and switch to
yellow mid-attack.


Now that you have the two transitions down, I'll
explain what makes them different. Single Yellow
transitions have a high rate of deflecting staff
and duals. Staff transitions have a better rate of
deflecting Single Red attacks, even if they don't
do as much damage.


<- GROUND BUTTERFLY ->
Because of the amount of abuse that the people
who know this exploit do, I will not put it here.
I no longer teach how to perform this expoit because
it is abused to the point that the player only wants
to use it and not actually learn how to play.

Yes it is a one hit instant kill that comes with
only one warning. For the purposes of this guide,
I will teach you what that warning is and nothing
else.

You can tell someone is about to ground butterfly
if they backflip and then run towards you. If they
do this, wait for them to perform a few combos before
attempting to approach them.


To use staff effectively and efficiently, you need
to first get down the basic rules, which are:

<- Basic Staff Rules ->

- Do not kata.
- Do not twirl.
- Do not taunt your opponent. This leaves you
open to attack assuming your opponent is faster
than you are.
- Do not butterfly unless it is called for. I
will tell you when it is called for.
- The only thing you should be using yellow for
is transitions, which I discussed above.
- Transition often!!!!


<- Staff -Vs- Single ->

This will probably be the most challenging of the
staff fights. Single users are quite prepared for
anything you will throw at them, so you will have
to find some way to gain the upper hand.

If they use Red combos: Wait until the end of their
attacks when they are most
vulnerable, then use a
diagonal counter.

If they use Yellow counters: Use crouching counters
with some spin.

If they switch to blue: Chase them down and use
any counter you want.

If they lunge: Get on their sides or behind them and
use a diagonal counter.

If they pull a Death From Above: Use a crouching
diagonal counter.

If they kata with Yellow or Blue: Butterfly them.

If they kata with Red: Wait until the end of the
kata when they are
vulnerable and use diagonal
counters.

<- Staff -Vs- Duals ->

This may be a bit tough because you will have to
rely on offensive damage to attack your opponent,
and your opponent will rely on side-damage from
your own attacks to kill you. If you know what
you are doing though, this shouldn't be too tough
for you to handle.

First, take notice that if the duals user is
NOT crouching on their combos, crouch on ALL of
yours. The waist of a duals user is very vulnerable
and very easy for a staff to attack because staff
attacks aim down just a little bit.

If the duals user is crouching, use a mix of
standing and crouching combos (stand one slash,
crouch the next).

If all else fails, butterfly them (don't spam it!).
Only use butterfly as a LAST RESORT.

If they kata: Wait until the end of the kata and
butterfly them.

If they twirl: Butterfly them.

If they roll stab: Get on one of their strafe sides
and use crouching diagonal
counters.

If they switch to blue: Expect an incoming lunge or
double lunge. Try to stay on
one of their strafe sides and
attempt to get close enough
to attack. Just keep in mind
that a lunge will probably be
incoming in a few moments.

If they counter: Read the few paragraphs above.

If they butterfly: Don't try to counter this, just
move out of the way. If they spam
it, use a butterfly as a counter.

<- Staff -Vs- Staff ->

These fights are supposed to be "random" and
"battles of the lucky", but if you know what you
are doing, they aren't.

Transition a lot. If you don't know what a transition
is or how to perform them, read up on the staff
exploits above.

Transitions will easily throw off most, if not all,
staff combos. This makes the fight a little bit
less random, especially when none of their combos
work! =P

If they counter: Use transitions.

If they diagonal counter: Use transitions that start
with a diagonal attack.

If they butterfly: Use a butterfly, or even a
transitioned butterfly.

If they twirl: Butterfly them.

If they kata: Butterfly them.

If they switch to yellow: They are either stupid or
are going to try to pull
some transitions on you!
We can't have that, now
can we? Use the same
Last edited by Loki on Mon Apr 19, 2010 6:52 pm, edited 1 time in total.

 #68461  by Loki
 
hat they are,
but change styles right
after they do. You will
effectively be doing a
transition-block.

If they backflip: Stand back because they are most
likely losing hope against you and
will try to ground butterfly. Give
it a few seconds after they
backflip, and then reapproach
them.


--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
VI.) Random Useful Info [SECVI]
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--

- viA. Common Terms

A lot of first time Jedi Knight players pick up this
game, and they instantly start hearing stuff that
they've never heard before in a First-Person Shooter.
Some of it, in my opinion, is ridiculous, but
nonetheless I'll put it here.

This is only to help a new person understand some of
what goes on online. I'll write the word, then the
definition by it. I'm assuming you aren't a total
newbie and know what stuff like "lol" etc means.

lamer - Someone who kills you when you're chatting, or
who kills you with your saber down (if your
into that whole honor code nonsense)

noobstick - A noob's name for a staff. They will only
glowstick say it if their crying because they lost
lightstick to you.
lightrod
Double-Ended Flashlight

scrim - A Clan VS Clan match usually between 3 to 6
people per clan.

force pool - The amount of force energy you have.

NSE - Some of the most dominant clans in JKA
GOA (in no particular order).
YV
SITH
NSA
Bondage
USA
CFM
DJ
DOX
IW
WOV
n02
o3
{O}
TJO


- viB. Honor Philosophy

The whole "honor code" is very dominant and
active in JKA. Those who follow it treat it, accept
it, tend to it, and follow it like a religion. I
personally do not follow it.

For this guide, I will put in the honor code compared
to my own "honor code".

THE HONOR CODE
1.) Do not attack other players with their chat
bubbles up or their sabers down, even in duels.

2.) If your opponent falls down, do not attack
them. Wait for them to get up.

3.) Always bow (by crouching) before a fight
begins. This shows respect to your opponent.

4.) Do not spam a move (such as butterfly) against
your opponent. This is considered "unhonor-ly".

5.) If you disarm your opponent's lightsaber,
you must wait for them to pick it up before
attacking them.

6.) Do not taunt your opponent during a fight. This
is also considered "unhonorly".

7.) If you are using staff, do not kick your opponents
to the ground. This is considered a move of
cowardice against your opponent. If you
accidently kick them to the ground, you must
wait for them to first get up before resuming
the fight.

8.) Do not use wiggles, pokes, ground butterflies,
delay swings, or any other exploits in the
game. These are considered sins against God
and are very unhonorly.

Remarkably, 95% of every single person who plays
online follows this "religion". I personally think
it is all ridiculous and that it was established by
the higher-tiered players as a means of control for
the lower-tiered players. Yet to this day, if you
go to almost any Free For All server, you are forced
to follow this code, religiously.

For me, I just want to play the game and have fun.
I don't want to follow the "Way of the Warrior"
crap. Therefore, I have taken the liberty of
writing my own honor code. This is the code that
I follow in-game:

KAO'S HONOR CODE
1.) Do not attack other players with their chat
bubbles up or their sabers down. If their
saber is down during a duel, they take their
life into their own hands. The purpose of a duel
is to kill each other, not stand around.

2.) If your opponent falls down, you have knocked
them down. If you are skilled enough to knock
them down, you have every right to kill them.

3.) Only bow before a fight if you feel it is
nececarry.

4.) Do not spam a move (such as butterfly) against
your opponent unless they are spamming it
against you. If that happens, you have every
right to counter-spam them.

5.) If you disarm your opponent's lightsaber,
procede to kill them. You are the one who
knocked it out of their hand, it's their own
fault they are stupid enough to get hit by
the combos that did it.

6.) Taunt your opponent during a fight if you
feel it is nececarry. The developers didn't
put it in the game for decoration.

7.) If you are using a staff, feel free to kick
your opponents to the ground. Once again, if
they are stupid enough to get kicked down,
they deserve to die.

8.) Use wiggles, pokes, and other exploits at
will. Everyone else does, why should you
put yourself at a disadvantage?

If everyone followed my code, the world would be
a much better place.


- viC. Useful Websites


JK3Files.com - Download the 1.01 patch (needed
to play on most online servers)
and download addons such as models,
skins, and maps to add into your
game.

LucasFiles.com - Same thing as JK3Files, just
different content.

PCGameMods.com - Has a lot of content, but
unfortunately they have a
horrible reputation. They literally
steal content from other sites
without the permission of the
website or the author of the
content and put it on their site.
That's just wrong.

GameFAQs.com - One of the mirrors of this guide
and the original single host of
this guide.


- viD. My Key Configuration (for reference)

I do not use the WASD default configuration.
Instead, I use the arrow keys which allows me to
have the Jump, Walk, and Crouch buttons readily
available for use.

FORWARD: Up Arrow
BACKWARDS: Back Arrow
STRAFE LEFT: Left Arrow
STRAFE RIGHT: Right Arrow
JUMP: Enter
WALK: Right Shift
CROUCH: Right Control
FORCE PUSH: \
LIGHTSABER STYLE CHANGE: Mousewheel Down
ATTACK: Left Click
ALTERNATE ATTACK: Right Click


--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
VII.) Frequently Asked Questions [SECVII]
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--

Q: Does the color of the lightsaber matter?

A: No. The color of your lightsaber does not
affect any factor at all besides appearance.


Q: Does the hilt of the lightsaber matter?

A: Reborn hilts (and other short hilts) will
make your saber appear to be short. For
practice purposes, I recommend not using the
Reborn hilt. Other than that, no it does not
matter.



--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
VIII.) Closure, Contact Info & Mentions [SECVIII]
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--

I would like to take this time to make some
honorable mentions. These are the people who have
made a difference or stood out to me while I've
played JKA, in no particular order. If I know you
and you aren't on this list, then you probably
didn't signifigantly stand out to me:

- Ackbah
- [IW] Undisputed
- [IW] Xanthus
- [IW] Tamriel (Profit$)
- [NSA] Phantom
- [Bondage] Malice
- [Bondage] Jin
- Celestia
- [LRRP] Volta
- [LRRP] RagDoll
- Evil.Weevil
- Stillborn
- [NSE] TheDarkOne
- [GZH] Larathydo
- [GZH] Binnkin
- [GZH] Yojimbo

Well, thanks for having the patience to read my
guide. Due to the amount of spam I recieved when I
posted my last FAQs on the internet, I will refrain
from posting my e-mail address here. Sorry, spammers.

HOWEVER, if you would like to contact me, I am
regularly in-game with my clan, NSE. You can
regularly find me on the NSE server at this
IP address: 64.182.159.3:29960

If you would like to talk to me over Xfire,
my username is Kaoii. BE SURE TO PUT A REASON
WHY YOU ARE SENDING ME A FRIENDS INVITE WHEN
YOU WANT TO ADD ME OR I WILL DENY ADDING YOU
TO MY FRIENDS LIST.

Good examples of reasons would be "i need
help with a certain move" or "i have a question"
or "i just want to play against you".

Bad examples of reasons would be "OMG I PWN j00"
etc.

Once again, thanks for reading my guide =)

- End -






This is to help anyone out there struggling with any saber combat issues and might want quick answers :]. Also serves as a pretty good pre-trial review. Goodluck all!
Last edited by Loki on Mon Apr 19, 2010 6:51 pm, edited 1 time in total.

 #68468  by Wolferion
 
I found this pretty much useful to any JKA player here. Sticked!
(At least for now.)

 #68470  by Akimoto
 
How'bout posting the link to the original guide instead of copy/paste.

 #68473  by Lothar
 
Aki that seem's rather " Attacking " at loki? he is only trying to help m8.

 #68479  by Loki
 
Akimoto wrote:How'bout posting the link to the original guide instead of copy/paste.
As requested I have added the site to my original post. Enjoy :wink:

 #68483  by Phreedom
 
Wow... big guide... could be helpful to many! :D

@Aki Let us not forget our question marks... :P

 #68494  by Akimoto
 
Phreedom wrote:Wow... big guide... could be helpful to many! :D

@Aki Let us not forget our question marks... :P
It wasn't a question! Bwaha!
Greed wrote:
Akimoto wrote:
Phreedom wrote:Wow... big guide... could be helpful to many! :D

@Aki Let us not forget our question marks... :P
It wasn't a question! Bwaha!
Yes it was. A rhetorical question is a question nonetheless.

Back on topic: Nice guide Loki :D
Nu uh!
It's not a question when I already knew the answer; knew what was going to happen; and what has already happened. It is done.
And you might have not noticed; There was no question mark behind. A question mark is usually used in English written language to indicate a question by putting it behind a sentence!
Loki wrote:
Akimoto wrote:How'bout posting the link to the original guide instead of copy/paste.
As requested I have added the site to my original post. Enjoy :wink:
ty
Last edited by Akimoto on Mon Apr 19, 2010 8:45 pm, edited 1 time in total.

 #68496  by Greed
 
Akimoto wrote:
Phreedom wrote:Wow... big guide... could be helpful to many! :D

@Aki Let us not forget our question marks... :P
It wasn't a question! Bwaha!
Yes it was. A rhetorical question is a question nonetheless.

Back on topic: Nice guide Loki :D

 #72207  by Mendel
 
Nice. Ive not seen that guide before. I've scanned it some, but will read it more later. Thought I'd share my list here too, for anyone who might be interested.

NOTE: This is an itemized list of moves in JKA along with various game controls and strategies, developed into a form of study by Mendel (formerly Kuro Ryukei , aka Black Dragon).

LEARNING PROCESS:
1. Listen – Pay attention to instructions.
2. Watch – Watch examples.
3. Repeat – Imitate what is said & done.
4. Teach – Share this with others. Teaching advances personal learning.

PHILOSOPHY: Respect. We all play for fun. Sometimes we win, sometimes we lose. But win or lose, no one enjoyed being mistreated. So, play, win all you can, but always treat others in the way you want to be treated.

METHOD: As each category is taught, some things from other sections will of necessity be included. But each section is constructed in a progressive order. Focus on the skills of the particular phase you are in. The others will be focused on later.

CONSOLE ADJUSTMENTS:
/sens 25 Default mouse sensitivity is 5. Your mouse will have its own sensitivity level, I currently use 25.

\cg_fov 100 Default field of view is 80. Allows wider field of vision.

\plugin 13 On some servers you can switch this to "Disallowed". This changes simple cartwheels into active cut moves.

\cg_drawstatus 0 Turns off health meter. Useful when trying to keep in your mind "Always have one hp."

\cg_drawenemyinfo 0 Turns off leader icon.
\rate 25000
\snaps 40
\cl_timenudge 4
\com_maxfps 120
\r_fastsky 0 Turns of sky for better fps.

\ping flush
\cg_drawfps 1

THE KEYS: The setup of your keys is up to you, but here is what I use. Right mouse is crouch, middle mouse is alt attack, Mouse wheel up is saber style change. C and V are use and use held item. Moving crouch makes some moves easier in my opinion.

CONCENTRATION: Commonly called "focus". This can mean the difference between winning and losing a duel. Find your own focus. For some it is music. For some it is silence and sheer mental concentration. Personally, I use the second. Some call this "the flame and the void". Cast all distractions to the flame in your mind until your mind is void of distractions. This mindset takes practice to create and maintain. But in time it will help you maintain focus no matter what distractions arise. Anger helps some focus, but anger tends to lead to unnecessary conflicts beyond just heightened focus in dueling.

Some talk to themselves while they play.

Bottom line, always play as if you have 1 hp.

SERVER SETTINGS: We often do not control server settings, but they do affect the effectiveness of attacks and styles. Damages, parry settings, etc. can all allow or completely nullify predictability of game mechanics. Be aware of what the trends are in each, and adjust accordingly.

I. BASIC CUTS, RED RANGE & FORM There are 7 red cuts:

Vertical,
LCross
RCross
LSide
RSide
LUpper
RUpper

Basic training involves performing these cuts repeatedly, correctly. On average it takes someone who is new to these moves 2-4 days of actual training to become reasonably proficient. 10-20 repetitions are recommended, if not more, in order to develop coordination and ease of use.

---Pole Practice---
a) CUT: Start the cut BEFORE moving.
b) MOVE: Move forward in a straight line (approximately for 2 seconds).
c) STOP: Just before the pole stop and allow the cut to finish its form fully in a stationary position. When done correctly you will notice a straight line drawn by your light saber and a difference in your avatar's stance.
d) RETURN: Walk backwards to the red range starting position.

*Do right cuts on the right side, and left cuts on the left side.

RANGE: When done properly you will learn proper red range (the distance needed to successfully complete a cut on an opponent, while minimizing your vulnerability).

FORM: Also, you will learn the difference between a running cut and a stationary cut. Running results in a sloppy, off target cut. Learning to pause and for how long develops a more accurate cut, which results in more damage to an opponent. In time this form practice will become instinctive and you will be able to use it or not at will and as needed.

TIMING: Practice these steps until they become instinctive. As they become instinct, you will begin thinking of specific moves and cuts and to instantly and properly time your moves. And you will learn to recognize specific cuts in an opponent, find specific openings in the opponent's defenses.

AIM: Generally, a low aim is better. For example, single saber at rest position auto-defenses will block much. But the left shoulder and back, as well as below the knees are more vulnerable. Also, staff and duals increase the opponent's defenses. The best area to attack is behind or below the knees. Thus lower aim (i.e. uppercuts) can be very sueful..

Spin
Start with a right side cut, turn with the cut to make a wide arc, half circle, a full circle, or even several full circles. Using a normal mouse, this may be difficult, unless you raise the sensitivity or use a thumball. The use of full circles is often frowned upon, since it falls more into the spam category than into a move of precision and skill.

Poke
Also known as counter motion. Basically as your cut moves to the right, you rotate to the left so that your saber remains in the enemy as long as possible. To some this is a move which is frowned upon, but if you look carefully you will see that this is a true skill move, not spam.

Wiggle
Same as Poke, but adding a back and forth motion or circular motion.

Shimmy
Fluttering between the movement keys during a saber cut results in a shimmy or quivering cut. Not commonly seen, but extremely effective when used properly.


II. COMBOS

The 1-2 and the 1-2-3 cuts.
In learning the 32 three cut combos, you will learn somethings of the 2s.

Vertical Vertical LCross
Vertical Vertical RCross

Vertical LCross LSide
Vertical RCross RSide

LCross Vertical LCross
LCross Vertical RCross

RCross Vertical RCross
RCross Vertical LCross

LCross LCross Vertical
RCross RCross Vertical

LCross LCross LSide
RCross RCross RSide

LCross LSide LCross
RCross RSide RCross

LCross LSide LUpper
RCross RSide RUpper

LSide LCross Vertical
RSide RCross Vertical

RSide RSide RCross
LSide LSide LCross

LSide LSide LUpper
RSide RSide RUpper

LSide LCross LSide
RSide RCross RSide

LSide LUpper LSide
RSide RUpper RSide

LUpper LSide LCross
RUpper RSide RCross

LUpper LSide LUpper
RUpper RSide RUpper

LUpper LUpper LSide
RUpper RUpper RSide

---Sunrise Exercise---
Starting from the left upper cut, do all the combo variations. I.e. all the left upper variables, then all the left side variables, etc.

---Pole Practice---
a) CUT: Start the cut BEFORE moving.
b) MOVE: Move straight forward.
c) STOP: Just before the pole STOP and complete the 3 cut combos. Cuts 1 and 2 are mobile, but allow cut 3 to be stationary.
d) RETURN: Walk backwards to the red range starting position.

---Star Practice---
This exercise teaches timing and control. Face a wall and do a Red right cross, right side, right upper combo. When recover, finish with a vertical. The goal is to make all cuts straight and have them all intersect in the exact same spot. The end result is four lines forming a star.

Do this also with the left combo in red. Then do a right upper, side, cross combo. Then the left side of this. Then try these combos in yellow.


---Live Practice---
Target begins cut exposing middle, student lands cut.

III. BCA (Basic Cut Application)
Target zones – There are 4 target zones: Front Zone (FZ), Right Zone (RZ), Left Zone (LZ), Back Zone (BZ). Eventually, we will learn to apply ANY cut to ANY zone.

1. Start with a right side cut directly in front of the pole at red range, no turning for now. Allow the cut to move you off center to the right, then proceed forward to the right side of the pole (RZ) or just before the right side. Do not go past this.

2. While you can end close to the pole, for now work on ending only close enough to contact the pole with the tip of your saber.

3. Walk backwards to the starting position.

Use the above pattern to work on the right cross and right upper. Then start with the left side, left cross and left upper. Allow these left cuts to move you left, the forward into the left zone.

Apply every cut to every side. For example, a right side cut to the LZ. For this you must turn 90 degrees with the cut/into the opponent. Basically turn into the cut / spin slightly toward your opponent so that you when you make contact you are facing them.

Understanding A Cut
A cut has three parts: Windup, cut, recovery. You can cut during the windup. Example: Right side cut, turn so that you left side leads your movement toward an opponent. This allows you to contact sooner in the swing, often beating an opponent to the first punch.

Also crouching during some cuts allows you to go under defenses. Crouching while doing a sweeping upper cut can be very effective.

Also, learn to do combos by momentary key presses, not by constant key holding. Precision in control adds more options in your movements.

IV. DELAY COMBOS
1-2-Delay-3
Any combo of 2 cuts on the left or right can be followed by a delayed Right Upper Cut or a delayed Right Cross. The Right Upper is used in the examples below. The left side combo to right side are also called "Delay Crossovers". There are forty-two 1-2-Delay-3 combos.

Vertical Vertical (Recover) RUpper

Vertical LCross (Recover) RUpper
Vertical RCross (Recover) RUpper

LCross LCross (Recover) RUpper
RCross RCross (Recover) RUpper

LCross LSide (Recover) RUpper
RCross RSide (Recover) RUpper

LCross Vertical (Recover) RUpper
RCross Vertical (Recover) RUpper

LSide LSide (Recover) RUpper
RSide RSide (Recover) RUpper

LSide LCross (Recover) RUpper
RSide RCross (Recover) RUpper

LSide LSide (Recover) RUpper
RSide RSide (Recover) RUpper

LSide LUpper (recover) RUpper
RSide RUpper (recover) RUpper

LUpper LSide (recover) RUpper
RUpper RSide (recover) RUpper

LUpper LUpper (recover) RUpper
RUpper RUpper (recover) RUpper

Sunrise Exercise
Starting from the left to right, do all the combos.


V. ADVANCED DELAY COMBOS
1-Delay-2 Cut
Any left or right cut may be first, but for now use a right side cut (using the full windup). As recover do a delayed right side cut (no full windup).

1-Delay-2-3 Cut
Any left or right cut, as recover do a delay right side cut (no full windup) followed by a normal right cross or right upper. This pattern works for any first cut (left or right).

1-Delay-2-Delay-3
(1) Any left or right cut , (2) follow with a delayed Right Side, Delayed Right Cross or Delayed Right Upper. If you use a Delayed Right Upper, then only a (3) Delayed Right cross can follow it. If you use a delayed Right Side or Delayed Right Cross, then these can be followed by (3) a delayed right cross or delayed right upper. The left cut-delay right- delay right" is also called a "Crossover Double Delay".

Delay Cut Exercises:
a. Right Side cut to pole, then move to alternate pole for the delay right side cut.

b. Right side cut, jump straight up just before finish, land as do 2nd delay right side cut.

c. Right side cut to pole, just before finish the cut, jump to second pole & land with a delay right side cut.

d. Right side cut, jump before finish, land as do 2nd delay right side cut, jump again and land doing a delay right cross.

e. Right side cut to pole, then move to alternate pole for the delay right side cut, then back to first pole for the delay right cross.

f. Right side cut to pole, just before finish the cut, jump to second pole & land with the delay right side cut, then jump again back to first pole for the delay right cross.

Combo Concepts & Applications:
1. One cut generally must be followed by a cut in the same position or the next left or right over. (Ex. A vertical cut may be followed by a second vertical cut, a left cross or a right cross. A Left side cut may be followed by a left side cut, a left upper or a left cross.) Exceptions are the delay combos.

2. Generally combos cannot do more than 2 of the same cut in a row. Exceptions are some delay cuts.

3. Combos can be used to do repeated damage to an opponent.

4. Combos can be used to lure an opponent into cutting range.

Timing Practice: Combos taping the keys, not holding. Stand on top of a pole or narrow tower, or the like. The precision needed will help you minimize other motions.

VI. SPECIALTY MOVES
(DFAs, KATAs, Etc.)
Repetitious use of these is considered spamming and a demonstration of a lack of skill. But used wisely, they can become deadly moves, and especially galling when used as finishing moves. Pros is power, cons are that you are vulnerable to knowledgeable opponents for a short time during and/or after the move.

Red DFA (w+jump+att) fly forward in a vertical cut. Even a glancing blow from this is very damaging. But catch an opponent full on and you will kill him even if he is 100/100. Learn the range though, if you are too close, you will sail right over them.

Red DFA from a higher position.
Red DFA while opponent jumps.
Recovering to a Red DFA.

Red Kata (attack 1 and alt attack). Creates 4 right side twirls and ends with one swing on the left, some forward movement with turning capability.

Red Backslash (back + attack 1)
Creates sweeping reverse side cut when an enemy is behind you. Crouch for 2 handed back slash.

Yellow DFA (w+jump+att)
A jumping multiple sweep down on the head of an opponent, leaves you vulnerable afterward.

Yellow Kata (attack 1 and alt attack)
Creates 4 left and 5 right twirls, some forward movement with turning capability. Vulnerable after.

Yellow Backslash (back + attack 1)
Creates sweeping reverse side cut when an enemy is behind you. Crouch for 2 handed back slash.

Blue Lunge (w+crouch+att)

Blue Kata (attack 1 and alt attack)
Creates 5 left and 7 right swipes.

Blue Reverse Lunge (attack 1)
Creates a reverse lunge when an enemy is behind you.

DFA Pit One person in a pit or smallish area. 4+ others walk around the pit with sabers down. They may DFA only. If the person dies or leaves the pit they start over. They must dodge 40 DFAs in a row.

VII. YELLOW
Basic Yellow Cuts
Yellow Range
Yellow Fan (1-2 to 1-2-3-4-5)
Soft Fan (Repeated cuts on just one side)
Charging Fan (5 Alternate Cross Cuts)
Soft Upper Fan (Repeated upper cuts on one side)
Hop to Fan
Diagonal Fan
Hopping side cut
Yellow DFA Application
Fan to DFA
Chain DFA
Hiding a DFA (walk, stop, dfa fast)
Yellow (and Red) Backslash Application
Chain Backslash
Leaping Backslash – Can be done in the air or from the ground. Ex. Back toward person, tap jump and then backslash very in very quick succession. Cannot crouch and do this from the ground.

Double Handed Backslash (Red Crouch)
Backslash Combos (Any Red left cut, hold attack and back, turn back toward opponent for the backslash)

Cartwheel
Cartwheel to upper cut
Cartwheel to DFA
BF 90 to cartwheel side cut.

Anti spam training
Countering yellow fan (1) Right red upper cut, (2) walk away with poke or wiggle, (3) stall cuts, (4) Aerials, (5) Fan better, (6) timed red cuts after the 5th yellow cut.

Countering Red wiggle (1) wiggle better, (2) yellow sweep, (3) red side cut while crouched, (4) flip kicks, etc.

Yellow Gauntlet – Drop mines in a straight line, spaced out. Run in a zig zag through them and on each pass do a cut through the beam. A variation in this is to do a fan at the peak of each zig and zag.

Yellow Combo Training – Place 5 Kyles in a J formation. Starting at the small end of the J, do a 5 cut combo smoothly. Example: wd, d, sd, d, a.

Yellow strategies. Attack the opponent during windup or during recovery. Best cuts are sides and crosses. Simple combo is: Left side, left side, right side ( or the reverse). One cut, in and out.

Yellow cross cuts – hook them into the shoulder to get around defenses.

VIII. BLUE
Basic Blue Cuts
Blue Range
Blue Saber Reach vs Yellow & Red
Blue Fanning (A 12 cut chain).
Blue Lunge – Hold your walk key and you will get it much more easily.
Lunge Application
Chain Lunge
Hiding a Lunge (walk, stop, lunge fast)
Reverse Lunge Application
Chain Reverse Lunge
Blue Cartwheel to Blue Lunge
Blue Flash Cuts Ex. Right Side Cut, move forward & move away. Can bypass blocks if rotate properly. Left is slower, right faster.
Blue Flash Cut Roll Sometimes can't escape by running. Right Cut, the instant the saber returns to "neutral", roll away (turn-forward roll or a side roll). Too early = crouch. Too late = get hit.
Cartwheel to lunge
Jump to lunge


IX. REVIEW & FOOTWORK
Walking (accuracy) vs. running (speed)

Ranges are the proper distances required for a proper Red, Yellow or Blue cuts. These include:

Maximum Red Range – Distance to stationary opponent can only be completed in a straight line. The process is: Move, cut, close, contact, return.

Red Range - Distance to stationary opponent can be covered by a straight line or step turn, or step curve, etc. The process is: Cut, close, contact, return.

Yellow Range - Same as above, except side steps and turns have more play in them. The process is: Cut, evade, close, contact, return.

Blue Range - Same as above, except side steps and turns have the most play in them as well as the most vulnerability. The process is: Cut, evade, close, contact, return.

If you find you are ghosting hits (i.e. your saber goes through your opponent without contacting them), try aiming earlier.

Extended Poke: Right side cut, keep saber in the pole from the beginning of the cut (behind the head) all the way round to the right side.

The Lunging Step Cut - As you do the step cut, tap forward right at the full snap to lunge or glide forward. This extends your reach while maintaining the correct step cut form.

The Burst 1& 3 sec (Evasion & counters)

The Side Steps Cuts
1. Begin cut, 1 second burst to side, return & land.
2. Three second burst to side, begin cut, return & land.
3. Side Step TURN cut. Nose to the pole, 3 second burst to the side, start the Side Cut. As reach the end of the burst, turn 90 degrees to face where u started and come back just close enough to contact with your saber.
4. Side Step TURN cut. Begin cut, 1 second burst to side, turn to face and WALK back to land.

The Curve Steps
1. From red range, begin the cut. Instead of running straight in, curve out then back in. Like a curveball to the front zone.
2. From yellow range, begin cut, move further to the side & then return to opponent's side.
3. Side Step Curve: From blue range at the pole, start the R. Side Cut. Immediately move sideways to the right. Almost midway between poles curve around to the left and behind the pole to finish the cut.

The Feint Step
Front feint step – From red range move in enough to make opponent react & think he can hit you. As he begins a cut backtrack, then begin a cut & retrace your steps forward again to land it after the opponent's cut. If the opponent does not respond with a cut, don't start your cut.

ex. Forward, back, start vertical, forward again into opponent.

ex. Forward, start cut then move back & forward into opponent.

ex. Side step feint – 1 Second burst to the right to lure the opponents attention and attack. As he attacks, burst back to his left side starting your cut, rotate 90 degrees to the right (facing where u just came from) and land your cut.

Live practice. Opponent walks toward you attacking OR jumps toward you attacking; perform Side step turn OR side step curve.


X. PARRYING
Basic parrying ("Neutral" position, "neutral" crouching, S button, counter cuts)

Red parry vs Yellow or Red.

Finishing attacks with parry

Parry Cut (A split second after a saber clash, press attack)

There are 5 zones for parry cuts.
Center High – Aiming here for the parry results in a vertical cut.
Left High – Aiming here results in a cross cut.
Right High – Aiming here results in a cross cut.
Left Low – Aiming here results in an upper cut.
Right Low – Aiming here results in an upper cut.

If you crouch, you may only utilize the Center Right and left HIGH zones.

Also, you cannot do a parry side cut UNLESS your saber is in the knockback position. This effect is when your saber looks like it is farther back, as if it is almost bouncing out of your hands.

You can parry by moving into the opponents cut or with it. But moving back is typically the easiest.

Counter parrying (Multiple Parries) & Aerial Parries.

Reasons Parries Fail
Parrying vs duals will fail.
Parrying before completing last move will result in failure.

Disarm – Contact their hands/wrists with red.

Break – Example, a right side cut while crouching and wiggling.

Parry Hierarchy:
Red over Yellow over Blue.
Right over Left.
Base JA+ more consistent.
Certain moves parry later.
Crouch over standing.
Roll 100% block except for back.
Always roll red. Counter after does major damage.
Air to ground will go thru.

XI. FOOTWORK APPLICATIONS
THE SPIN STEPS (3 types)
The main purpose of Spin Steps is deception. An opponent thinks you are attack, when u are not, and thinks you are vulnerable when you are not.

Spin Step 1 Normal Spin Step. From red range run past the pole, as you pass the pole start the cut, just past the pole spin away from the pole in a tight circle to land the cut on the opponent's flank. If you are on the left side - spin left. If on the right - spin right. Variations include a step cut, a walk back cut, the lunging step cut, stall cut, etc.

Spin Step 2 False Spin Step. From red range begin a cross cut so that it peeks as you pass the pole, but miss the pole with it. Combo off this with a spin cut that turns into the side the pole is on to strike the back of the opponent. Passing the pole on the right, do a right cross to right side spin, but turn your forward motion left to cut the back zone. Left side turn your forward motion right.

Spin Step 3 Rotational Spin Step. Run to the left zone of the pole, start your right side cut, still facing the same direction move behind the pole then to the right zone of the pole to land the cut. Useful also in blind fighting. Always be aware of where your opponent is even when you cannot see them

The Feint Side Step
Three second burst to the right, start a right side cut, return to the left and rotate 90 degrees so that you end facing /cutting the left zone of the opponent. Also can be done left burst to right zone.

Circling Burst or Walk
Imagine a circle around the opponent that is divided into 4 quarters or pie pieces. A 3 second burst will carry you along the arc of the circle from front to side, and another from side to back zone while continually looking at the opponent.

The Duck (Crouching)
You can duck any cut except a vertical. Crosses, duck at the start on the same side as the cut. Uppers, duck at the start on the opposite side as the cut. Looking straight down helps keep your head lower. As soon as opponent's cut passes, cut.


"Sheathing the Sword" Learning when to take a hit in order to deal a death blow.

Red Sweep A right side cut may be used in broad sweeping motions. Timing is critical. The typical pattern is when an enemy is on the right side - move right and pivot into them.


XII. BASIC ACROBATICS
Front Flip (Hold Forward + Hold Jump)
Side Flip
Back Flip (Rolling Flip, Full Body Flip)

Forward Stalls (Tap Forward + Hold Jump)
Side Stalls
Back Stalls
(Run, release and jump = distinctive position in the air)

Forward Hops (Hold Forward + Tap Jump)
Side Hops
Back Hops
Vertical Hops
(Hopping while moving is called "Strafe Jumping")


Side Wall Flip
Side Wall Run
Side Wall Stick – R cut, stick, to r. upper.

Forward Wall Run
Extended Wall Run – Run wall, hold crouch as go up, release and press jump before reaching max run height = high jump at the end.
Hopping Wall Run – Hop then run.

Forward Wall Stick
Forward Wall Multi Jump Some curved surfaces allow multiple jumps, each allowing you to go higher if controlled properly.
Forward Spin Stick Forward jump, rotate in the air, stick with back to the wall.

The Kick Flip
The Roll

Cartwheels (as evasion and as attack)
Cartwheel to rolls
Cartwheel practice in FFA3 dinner, from table to table.

Remember that red combos three cuts max., hence you can perform up to 3 cartwheels if you do not make any cuts. If you cut once, you can perform 2 cartwheels.. If you cut twice, you can only cartwheel once. Yellow 5 moves total. Blue can cartwheel endlessly.

If you cartwheel off a cut and it leaves a saber trail, this means your move is not just evasion but also an active cut.

The Fast Drop
a. Jump forward, then pull back.
b. Crouch while in air.

Forward jump - back flip
Forward jump - side flip
Side jump - forward flip
Side jump - back flip
Side jump - side flip

Strafe Jump – Start by moving to the right (D) and then hop. Now, turn the mouse slightly into the jump and hold W+D.
Grapple Jump Grapple far away. Hold forward and jump, release for a fast strafe jump.


XIII. SABER REACH
Each cut in each style has variables. Stand by a wall and do a vertical cut in all three styles. Notice the reach and the depth / breadth of each cut. Do this for all the cuts until you are familiar with the differences. Then you can understand why an opponent using blue verticals can reach you while your yellow verticals miss him...

XIV. ACROBATIC CUTS
*Cuts may begin before or after the move.

Front Flip Cuts
Side Flip Cuts
Doubled Side Swipe (A + Side Jump = doubled up swing)

Wheel of Death – shift A or D, then as start to swing side flip so saber does a tight circle mid-flip.

Back Flip Cuts (Rolling Flip)
Double Cut (A + S + Jump = Left cut + down cut)

Back Flip Cuts (Full Body Flip)
Cleave and retrieve (Vertical Cut, then back flip)

Delayed Back Flip Cut (Start vertical cut, then back flip, then finish cut).

Right cut (is parried) then Back flip & land with vertical.

Forward Stall Cuts
Side Stall Cuts
Back Stall Cuts

Forward Hops Cuts (aka Strafe Cuts) Right cut forward hop into opponent while in the air or ground.
Side Hop Cuts
Back Hop Cuts
Vertical Hop Cuts
Red vertical hop – insert saber in enemy, hop up and away, or up and down.

Alternating Hop Cuts
Right side cut, hop so that as u cut u land. The hope can be in any side, forward or diagonal direction. As finish the cut, you can then spring away – even in the opposite direction of your original cut.

Strafe Cuts – Same as strafe jump, just add a side or cross cut. Time it so that you cut as you land.

Minimal Hop Attacks

Side Wall Flip Cuts
Side Wall Run Cuts
Side Wall Stick Cuts

Forward Wall Run Cuts
Forward Wall Stick Cuts
Forward Wall Multi Jump Cuts
Forward Spin Stick Cuts

Kick Flip Cuts
Kick flip then Red DFA.
Kick flip then Red vertical, side or upper.
Kick-flip opponents off ledges.

Roll Cuts
Right Cross Roll (continues damage & evades)

Cartwheel Cuts
One hit kill cartwheel.

Fast Drop Cuts
a. Jump forward, then pull back. As near ground press attack.
b. Crouch while in air. As near ground press attack.
c. Combine with 1-Delay-2-3 Cuts.

Forward jump - back flip cuts
Forward jump - side flip cuts
Side jump - forward flip cuts
Side jump - back flip cuts
Side jump - side flip cuts

--Pole Practice--
Wall run cuts to the poles, etc.
Flip cuts, back flip cuts, hops, cartwheels, fast drops to the pole. Start in a variety of locations.

Jump cut practice in FFA3 near the shuttle on the there are three boxes. Judges says "Yo!" and opponents jump one time from box to box, either one cut in the air or one cut as land vs the opponent. Points: +1 for successful jump, +2 for successful hit during a jump or as land, -1 for fall off/miss box, -1 for each cut beyond one per round. First to 10 wins the round. Expand this to a larger competition, the one who wins the most rounds is the victor.

--Jumping Drills—
1. FFA3 across from the poles is a curved wall. A border is the line marking when to begin a cut to attack someone while they are coming down.
2. Target practice. Several attempt to jump and cut one person who crosses the room jumping at max height. The one who kills him becomes the next target.

XV. ADV. ACROBATIC CUTS
The Back Flip Cut (1, 1-2, 1-2-3)
(One direction Or Back and Forth )

The Back Flip 180 Cut (1, 1-2, 1-2-3)

The Back Flip 90 Cut (1, 1-2, 1-2-3)

Half-moon BF Cut (+180, then -180)
Full-moon BF Cut (+180, then +180)

The Running Wall Cut
The Side Flip Wall Cut
The Sticking Wall Cut
The Side Step Cuts
The Spin Step Cuts (1, 1-2, Reverse)
The Back Step Cuts (Red range but going backwards, BCA in reverse).
The Curve Step Cuts
The Front Flip Cuts
The Side Flip Cuts

Forward Stall Cuts (Run, release and jump = distinctive position in the air) Attack right before land = longer stall cut. Hit attack right after jump = shorter stall cut.
Side Stall Cuts
Back Stall Cuts

Boost Jumps
1) Right red side/cross/upper cut BF. As land the BF cut and the arm extends, then do a right side or left side cartwheel combo. The effect is not a cartwheel, but a boost jump in that direction. Before u land the BF rotate to direct the boost jump where you want it.
2) Any rolling jump cut can have the same effect if you time the cartwheel buttons right. Including forward moving back flip cuts.
3) The left upper cut forward run to jump also has a boost effect for some reason.


XVI. MORE ACROBATIC CUTS
The Red & Yellow Winds (Cross, upper, upper with jumps) R. Cross, almost hit ground, tap and jump + right side cut for ½ second. As second cut goes directly in front of you, then begin jumping and complete with the upper cut.

BF Poke R. cross to right side combo. As start the right side, back flip to delay it. As land poke opponent.

The Front Kick Flip to DFA or Vertical & Upper Cuts

The Side Kick Flip to DFA or Vertical & Upper Cuts

Aerial Poke – Jump, rotate to where your back faces opponent as you start a right side cut. As cut develops, rotate left through the whole cut.

Satoru Special – Face pole. Begin right cut & turn left 180, when back is to pole do a back flip, turn 180 to face pole and land the cut. The simplified reminder is: Cut, Turn, Back, Turn.

Dragon Special – Forward jump, in air turn 180, as land start right side cut & back flip, in air turn 180 again to face pole and land the cut. The simplified reminder is: Jump, Turn, Back, Turn.

Genjo-Moo – R. side cut hop – hop just after start right side cut, so that you cut the head as you land. R. cross is deflected more, r. upper has shorter reach. Right side breaks through more.

Twister – Right side cut poked. As near the end of the cut (the arm is fully extended) BF to prolong the cut/poke. As you flip, keep the saber in the opponent as long as possible. Useful also for when they jump at you.

Zu's Wall DFA – On some slopped surfaces, like FFA3 main area has, run at it and HOP up toward it. Turn 180 and do a red dfa from the wall!

Sweeping Red Cut – Upper (s+d or a+s) and as contact then forward hop.

The Art of the Red DFA
Left cross to DFA
Right cross to DFA
Cross BF to DFA

The Sticky Cut Right side cut, just as finish, jump, stick & immediately release into a spinning right upper cut.

The Spike Red DFA looking straight up. Principle applicable to yellow DFA, but unlike the Red DFA, yellow is adjustable during the cut.

Circling Burst Cuts
Kata application
Dual & Triple Back Flips

The Swift Wind After learning the art of the red DFA, you will discover that only red crosses can lead into DFAs. Red side cuts or uppers using this same pattern result in a fast forward hop without the vertical cut of the DFA. This can be used to surprise an opponent or escape an opponent.

Cut & Run Easiest versions to do are: Right cross to right zone. As enter right zone, press left and forward (a+w) and do a wall run off them. The reverse is a left cross to left zone, then pressing right and forward (w+d) and wall running off them.

Cut & Kick Same as Cut & Run, except instead of a wall run (a+w or w+d) you do a simple left (a) or right (d) kick.

BF 90 Surprise Any right cut BF away from opponent & turn a 90 left. Just after land as cut almost ends do a right (d) + jump + att (cartwheel move). Produces a fast direction change jump towards the opponent. Release for low jump, hold jump longer for height to get behind opponent. Also can be done with a left cut and left jump (a).

Jawfin’s Back Flip Lunge - Turn 180, start a blue vertical, back flip, turn 180 in the air and land with a lunge. Final aim can be adjusted, the last 180 can be any turn you wish.

Delayed Spin Retreat - Any 1 or 2 cuts (last cut cannot be a vertical). Hop back while timing for a delay right upper.

XVII. COUNTER MOVES
Countering Basic Cuts
Countering Combos
Countering The Fan
Timed Red Vertical.
Red Uppercut (crouch to stand, then jump away).
Air attack (Red Vertical)
Countering Fan with Fan.
Red right side cut while crouching and moving away. Use feints to lure and yellow to confuse and draw in.

Countering Red DFA
Flip kick then attack.
Side step cuts.
Charging the DFA before the blade comes down.
Rolling under and turning to stab.

Countering Yellow DFA
Countering Blue Lunge
Countering Red KATA
Countering Yellow KATA
Countering Blue KATA

Weaknesses In Staff
Side cuts can stop the fan. But if you have difficulty stopping the staff's fan, try parrying or evading. Then wait for an opening for a vertical to the head. Crouching while wiggling a side cut is best.

Weaknesses In Duals
Duals block horizontal red more easily. Vert red succeeds more.

XVIII. SPECIAL COMBOS & STYLE CHANGES
Place your style change key in a convenient location. It makes changes easier and allows you to throw an opponent off with a greater variety of moves.

Example, a yellow fan to a red strike. With single, it takes 0.8 of a second for a saber switch to apply from when the last swing was completed. So if you are yellow fanning and cycle during that, it won't take affect until 0.8 of a second after the fan has finished and the saber isn't "swinging" / leaving a trail.

Blue Lunge to Blue Kata – quick transition, if you don’t mind being locked into a stationary kata...

Blue lunge then yellow fan.
Red DFA then side kick.
Red DFA then back flip side cut.

Yellow soft fan to full fan.

Yellow fan (1-2, 1-2-3, 1-2-3-4) to Yellow DFA

Yellow Wheel (vertical, left side, right side, right cross, left cross, right upper, left upper)

Yellow Circling – Using the yellow soft fan (a repeated single left or right side cut), circle the opponent. Like circling in boxing.

Melee to red saber ignite (vertical cut) = fast attack and kill.

The Sweeper – Bind amsit4 to a key easily reached. Press crouch to slowly release from thsi position and begin movement while attacking with side cuts. Press bind again to resume seated position. Also works with /amsit, but the position is more vulnerable. Amdie2 also works, but is much less mobile.

XIX. LOCKING
Server settings must be normal. Increased parry settings reduce chances for locks.

Induced Lock Lesson (s in duel only)
Contact Lock Lesson

Unlock- Evasions
Walk away from the side the lock is on.
Flip kick.
Parry.
Left & back or right and back (layback).

Unlock-Cuts Left side cut is a common exit strategy, as well as a Kata. But Kata can leave u exposed.
Walk away from the side the lock is on and counter attack.
Flip kick then attack.
Parry-cut.
Side step counters.


XX. BASICS IN THE FORCE
Basic Powers
Push
Pull
Speed
Seeing
Saber Throw
Throw – Pull
Long Jump (W+jump+speed)

Dark powers
Grip
Lightening
Rage
Drain

Light powers Lesson
Absorb
Protect
Heal
Mind Trick

XXI. IAIDO
A Japanese martial art associated with smooth, controlled movements of drawing the sword, striking and then replacing the sword in the scabbard. Its focus is constant readiness against a surprise attack. Every unnecessary movement is cut away. The technique is simple and direct.

Hence, the art of the fast draw. Ideally, one cut (or combo) per clash.

Strategies Include:
1) Move into their movement.
2) Pattern setting.
3) Anticipation.

XXII. THE ONE PERFECT CUT
A mindset used in all cuts.

XXIII. TRAINING PLAN
Skill work: 10 - 20 reps [pick 4 - 5 skills]
Avoiding drills: 2 - 3 duels
Parrying drills: 10 - 20 reps [red & yellow]
Skill work: sparring [1 - 3 skills only]


XXIV. EXERCISES & GAMES:
Form Practice (use the pole)
Jump Training (use platforms & pylons)
BF Training (use Rift, or Academy platforms)
Epic Duel Training (using a variety of terrain to your advantage)
Coordinated Fighting
1 vs 1 1 vs 2 1 vs 3 1 vs 4
2 vs 2 2 vs 3 2 vs 4
3 vs 3 3 vs 4
4 vs 4

2 vs 2 vs 2 Plain – Dead player returns unless BOTH on the team die. Cannot use grapple or speed to return.

2 vs 2 vs 2DFA – Use Red DFA only. One life only.

1 vs 1 NPC
1 vs Multiple NPCs

Coordinated Fighting & FFA strategies
Use Vent or TS to communicate.
Keep opponent in the middle.
When to use yellow or red.
Distractions (bait and hook).
Attacker & Defender – one attacks while other fends off those who try to get the attacker.
Lead & Shadow – One attacks, while the shadow anticipates that targets escape and attacks there.

24/7 Ghost Training - Training constant awareness. Participants are on 24/7 alert. Light saber, wait 2 seconds, then attempt one single DFA onthe target. They may simply evade or even counter. But no more than one attack and one counter attack (combo acceptable) per attempt. This is not an FFA.

XXV. TACTICS
Against low jumpers continue combos.
Against high jumps don't.

Uppercut = crouch killer
Side cut = all round & for people who move a lot
Overhead = trump card and for jumpers

Upper cuts and verticals versus jumpers.

THREE RULES
1. Be Simple - anything too complex fails.
2. Be Direct - shortest path between two
points is a DIRECT line.
3. Be Flexible – If you are not flexible,
you will be broken.


THE FIVE MODES
1. SAA Single Angle Attack (A single cut to test your opponent's reactions, take advantage of a weak point, lure him closer or "control" him into a bad position).
2. ABC Attack By Combo (Charging, Luring into a Trap, Intimidating / "Controlling")
3. HIA Hand Immobilizing Attack (Prevent an opponent from cutting by kick flips, parries, etc).
4. Progressive Indirect Attack Motor setting. Setting an opponent up by conditioning their response, then changing. The conditioning moves do not even have to contact the opponent.
5. Attack By Drawing Letting your defenses down, turning your saber off, turning your back – to appear vulnerable, when in fact you are not.

Learn to see which Tactic you use most and change so as not to become stale. The ability to change to another tactic is essential, for if the opponent sees your patterns, he will use them against you.

The cuts mean nothing by themselves. But if you know different modes of attack then these cuts come alive with the power to overcome an opponent.


XXVI. STAFF
Basic moves
DFA
Kata
Fanning (The Unlimited Fan)
Lunge
Spin Kick (Alt attack)
Forward Kick (W+Alt Att)
Back Flip Attack (Jump back + att)

Basic staff attack is using a single right side cut. This allows precision as well as leaving available a chain cut if needed.

In touch dmg servers, do a forward kick just before landing. This creates a inward J curve cut which does severe damage.

Fa-Suto Fanning - Done by doing d,w,a, repeatively while rotating your mouse with the direction of the fanning (right,left,right,left). Also known as the Absolute Offensive fanning.

Reverse Fa-Suto Fanning - Done by doing d,s,a, repeatively while rotating your mouse the opposite direction of your swings (if you swing right then rotate your mouse to the left). Also known as the absolute Defensive fanning.

Fa-Suto Poke fanning - Done by doing d,w,a repeatively while rotating your mouse the opposite direction of your swings(if you swing right then rotate your mouse to the left). This will allow you to do a 2 second kill on an open shot. *drawback* while fanning correctly, you force yourself to stay in one spot. ONLY do this if you have an absolute open spot to attack your target.

R. crosses and verticals have more reach, but sides and crosses are easier to combo.

Staff glide –cut just before you land and jump again.

Staffers should attack passing BY the opponent, not directly into the opponent. Glancing blows and converting to combos when openings come are most effective.

Combos:
1) Side cit BF stall, switch to single for landing in a fan.
2) S+D cut, to d cut. As start the d cut back flip and change to single blade. Land in a fan.
3) Forward moving back flip – Run forward, jump and BF, immediately releasing to continue forward momentum.
4) Yellow single. Right cross BF stall at the start. Do another BF stall near the finish.
5) Single yellow cut to break parry, as contact switch to full staff and fan away.

Style switching – Again, with single it takes 0.8 of a second for a saber switch to apply after the last swing was completed. With staff, it is a lot harder to switch from staff to single during a fan & requires perfect timing so you don't lose the fan (the same timing for hopping the fan without butterflying). Note that its very easy to switch from single to staff, no issues of timing there.


XXVII. DUAL SABERS
Basic cuts
DFA
Kata
Fanning
Lunge
Kicking

Aim to the side you cut to. Left cuts mostly aim left, right cuts right.

A+S Back flip, as land BF again before move finishes and wiggle as land.

Double Lunge - When you lunge, the second the move starts, quickly change your style back to duals and BOTH of your sabers will be up for the lunge. Increases damage and parry rate.


XXVIII. MARTIAL ARTS
Basic punches and kicks
Side Kick with 45 degree spin
Roundhouse
Grabs & Throws
Instant Death (Both mouse buttons + A, jump and throw = death)
Ragdoll (D grab. After grab crouch and pummel then immediately grab again...)

XXIX. FORCE COMBOS
While we do not usually use force, it is useful to know what moves can be done, and by knowing them learn how to counter them.

Grip lunge (blue)
Grip 180 spin reverse lunge
Grip crush under elevator
Grip fling off cliff
Grip push charge

Pushing jumpers
Pull lunge
Pull slash

Grip-Kick (1) Grip and look down to draw them close, then flip kick (2) Repeat.

Grip-Kick Instant Kill (1) Grip and look down to draw them close, then flip kick. (2) Draw near again and flip kick again at the head to knock them down. (3) Raise opponent up and down again in this fallen position, releasing grip just before he slams to the ground flat on his back.

Pull-Kick


XXX. "TRAIN"
A game like "horse". Leader has 2 chances to do a move. A miss = a letter & the next person becomes the leader. The leader can be asked to repeat the move 2 additional times. Again, a miss = a letter and the leadership changes.

The follower(s) have 2 chances each to do the same move. Miss = a letter.

As each player gains all 5 letters (T-R-A-I-N) they are eliminated. Last one wins.

XXXI. MATCH RULES
A match may follow a simple point base system.

Both contestants start with 2 points.

Victory in combat gives you 2 points (for a maximum of 4 potential points per match).

You will lose 1 point if you do not bow (/ambow) before Combat (\bind <key> ambow).

You will lose 1 point if you spam moves (such as more than 3 DFAs or kicks in one duel) and/or fan for more than 2 seconds (or use fan more than 3 times) during a duel. (Ask what spamming/fanning are before the match!)

You will lose 1 point if you touch the ground out of the arena. (You may use the walls, they are not considered ground)

Those assigned to score the match will calculate these points and will announce the winner shortly after the duel. It is possible to score a -1 in the duel. It is also possible for someone to win the duel, but due to violating 3 rules make a 1, while the other combatant makes a 2. Thus one who died could still win.

When you win a sanctioned match you will gain a point in the league and your profile will be updated shortly after.

Combatants must face all other players in the league. Final scores determine the winners. Tied scores will be determined by play off duels.

XXXI. GAMES
1) Jousting – Red cuts, no boost/boost, feints (left to right, right to left), intercepts, targeting.

Rules: Referee counts down. One pass per count down. Dismounted person continues, by staying in center area for the passes.

2) R2D2 – Hide R2D2, place desann, evil jawa, or ridable things under.

3) Jedi - Ever play Horse in basketball? The *Jedi* game is similar to that but with saber moves.

Basically, list the names of the ppl playing. First person starts by doing a single saber move. The next person has 3 chances to copy the move without flaw. If he succeeds the next person tries. If all succeed, then the 1st person does a new move.

If someone fails (even if its because they didnt pay attention and see what the move was) then they gain a letter from the word Jedi. When someone fails, the next in line then gets to pick a move.

When a person gets all four letters (JEDI) they are eliminated. Last person still playing wins.

MISC.
Hogosha's Flying Saber. When disarmed or using /amdropsaber, retrieve your saber and run in a tight circle to make the saber circle you in the air. It does better damage if you contact the opponent while the saber is circling you, rather than when it is farther away.

Twirl – Bind e + right. do /cl_yawspeed 999. Throw saber and spin till it is circling you. Then bind Q amhips. When complete stop spinning & watch.
Last edited by Mendel on Sat Nov 13, 2010 11:55 pm, edited 2 times in total.

 #79274  by Clank
 
that is a big list for the groceri store

 #91445  by Seeker
 
Very good, i use the kata whit duals, in the right moment its mortal :D, but a little suicide, like you say :D

 #93391  by Snorlax
 
tl;dr

 #101876  by Sentreth
 
Well I guess I should start studying this and stop scrolling...

 #103428  by Bazookapc
 
THANK you for this post. I have been looking for a written JKA saber guide for the past week I've been on the game!! This helps a lot. :)

 #103473  by MetaDragoon
 
Maybe I should read this over too lol

 #103658  by Bazookapc
 
That took me 3 hours spanned out over a week to read half of that. lol

 #103694  by Gollum
 
Bazookapc wrote:That took me 3 hours spanned out over a week to read half of that. lol
Based on that I'm not reading it all.

 #104715  by Uscari
 
I reccomend any who read looks or Mendel's guide to look at theses guides as GUIDES only. As we all can tell, the bulk of their guides focus on the combat mechanics of the game. These mechanics are only contents of any individual style. Its important not to overwhelm your minds with all these mechanics, they shouldn't define your style, only add to it. If one just stuffs all these combos and exploits in there pocket like a tool belt, there will be too many tools and weigh you down, rather than assist you. This information that Loki and Mendel has provided are essential, I just reccomend you use it the best possible way it works for you. One more thing... hope you guys liked the tool metaphore lol!

 #104717  by Uscari
 
I also forgot to say thc Loki and Mendel xD!

 #104719  by Uscari
 
I also forgot to say thc Loki and Mendel xD!

 #107162  by Water
 
Ive played for years and I don't understand this :(.

 #107297  by Uscari
 
Lol find BadWolf, hes good wth words lol
 #129068  by Owl
 
Is this up to date? & Am I suppose to be able to read the star diagrams (*) with the player as a plus symbol (+)? I feel like there is a formatting issue