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. 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]
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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).
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V.) Strategies/Tactics & Exploits [SECV]
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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
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.
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
x.) Version List [SECx]
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
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.
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
I.) Introduction [SECI]
=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
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. 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).
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
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).
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
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.
Shout out to the 3 AM scholar.
There's a serenity in being awake when the rest of your nation is asleep.
A paradoxical experience, feeling so alone but working so diligently on your projects at hand.