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Compiled: All Saber Fighting Moves (huge text post)


ArtifeX

This helped me out:  

143 members have voted

  1. 1. This helped me out:

    • A lot! Holy crap, I didn\\\'t know you could do {x}!
      29
    • A lot! But now I know your secrets! 0\\\\/\\\\/nag3!
      30
    • Some. I still think Light style is da\\\' shiznaaaht!
      36
    • Not at all. U R t3h sUck!
      39
    • I\'m S!TH!NATOR or Lord Slart and I wish you\'d told me that before our challenge! gh3y!
      9


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In general I have to say very good post ArtifeX, thanks.

 

After reading it there are few things I disagree with mostly for personal style reasons, and I think that it needs to be stressed a little more that your comments are more about dueling if I'm not mistaken. Light and medium come into play much more when you are fighting multiple opponents (such as FFA or CTF games) and need mobility to dodge while maintaining marginal attack powers. For example I can usually take down 3 weaker players through the Light style and an endless combo chain. Since you have multiple people, the swing about works because you can chain the way you need to based off of three targets. Just a thought.

 

In general I stick with medium style for everything I do, but I like to move between them all when fighting an extremely good duelist. Tends to make for a better fight, and I notice they do the same thing, always trying to play the chess game of which style will work best in the exact situation needed.

 

:lsduel:

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Man, I'm afraid you're just plain wrong about blue countering red. It's more like this:

 

red counters red, yellow and blue

yellow counters yellow and blue

blue counters blue

 

I did some experimenting with a guy last night on a server. He was a total red stance user. He was dominating by his score when I got there. He had like 9/1 where no one else (4 others) had any score to count of. The others on the server were complaining he was constantly only using the kick and red stance DFA. His argument. It works. No one could really argue with that, because it had been. I don't know how long he had been dominating the server, but I assume a while based on the frustration levels expressed by the others.

 

When I got up, feeling cocky, I warned, that red won't solve all your problems. My plan was to apply the wisdom of 'Nutz' (The 'master' I spoke of in a different post). Blue against red. At first, very unsuccessful. He got a good chuckle I am sure. :) I am by no means a master of blue, since yellow has been my stance of choice. Nutz uses blue like a Ninja and I was using it like a drunk street fighter ;) The first 3 times I went against him, I was killed. However, I started to get a feel for blue that I hadn't had before. I applied the second principle of the master. Change stance often. My next fight, I went in with blue, fast and agile trying to emulate the 'Nutz' style. It worked 2 clean solid swipes on him. He swung, but I dove out before I was at any kind of risk. I was starting to get a feel for what 'Nutz' is doing. I quickly rolled behind him, while still in role changed to yellow stance. As I came out of my role, he healed. I wapped him with a very nice twist slash with yellow. He jumped and healed again...twice this time. That told me the strategy was working. I still had full armor as I hadn't been hit, and he had been within death range of a light tap with blue. I went in very fast, straffing and jumping about, keeping him off balance. Because red is very slow, fast moving and crossing alot of ground keeps red players from getting a good swing at you, but it won't work forever, this I knew. Again, I went in for the attack. Blue this time. 3 swipes this time, I knew he would hit me, but I also knew he wouldn't kill me and he would only get 1 shot. He did hit me, and knocked me down to about 40 (that was armor gone and down to 40, nice hit)But, it was to little to late, and I think he knew it. While being hit, I switched to yellow. I immediately attacked again, while he was still following through on that damaging strike. A single slash down the shoulder did it. Fight over. His words: "OMG!" The next guy that came in to fight me's words: "WOW! That was awesome!" then "Bout time someone kicked his ass" I continued to play on the server for another 2 maps, I was feeling 'Nutz'. the next map, I completely dominated 10/0. Mr. red stance, changed his mood and even eventually changed his stance...Perhaps he saw a glimmer of what I saw in Nutz. I am sure Nutz would still clean my clock, but I now understand much more about what he is doing and how he does it. Like him, I also mixed some red into my fighting, but never relied on it for everything. Like Nutz, I also know that blue can be just as effective in the right hands ;)

 

- Vorax

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This is a great thread, I learned a few new tricks, much to my opponents dismay.

 

One thing I've had great success with is against Dark-force users: Hit them with an initial strong saber hit, this will knock off all but 25 health, make sure you maintain 0 force (through absorb preferably) for them to drain for health. They will be so focused on draining you to get back within a safe amount they will be easy pickings for a single medium slash if you are a decent saberist without force to use (Fight enough drainers and you will be good enough!). The only thing I've seen that highly disrupts this is for them to start tossing lightning, if they dare grip you then you just hit absorb and have an entire new force pool to use for a heal or more absorb.

 

Light siders I tend to just try to hit with 2 strong hits, because they will usually heal and waste my time with medium hits (unless you can get them in a corner, then using strong is a waste of opportunity.

 

Never forget that you can just jump to avoid either side strong slash, provided you make sure not to get tagged by a DFA in their midswing.

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Originally posted by Soul-Burn

For all of you saying that: "I usually kill Heavy users really easily because they are so open for attack".

 

That's because you are playing with really unexperienced people. One of the big advantages of the Strong style, is the range. You can swing the saber, and if u keep enough range from your enemy, you will never get hit, while you can actually land a move.

 

I agree that, most guys state that he is good when countering a heavy user in medium stance just reveal the one he killed was not that experienced in heavy stance.

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Originally posted by Jman3ooo

Arti you are a sore loser...

 

I was looking forward to figting you when you were on a duel server and as soon as you lost you ran.

 

O well

 

I believe you're forgetting to mention that I was leaving after a 25 win streak. I'd been playing for a while--I gotta eat sometime.

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Anyone have any more additions to the saber moves? I'm going to try to put the lid on this and post it on the web for everybody, so if you've got something you think hasn't been mentioned yet, make sure to post about it and I'll consider it for addition.

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Guest HertogJan

Here's something, posted it in another thread too:

 

Yeah, light stance has never ben of good use to me...

 

BUT!!

 

I saw a guy one, I belive his name was POX or something like that. He could do the light stance special (forward linge) from the air, so you'd never see it coming. It takes good timing, but when you get good in it, it's a good move.

 

1) Select blue stance

2) Jump to your opponent

3) When landing; tap crouch and press forward+attack

 

You will learn how to do it soon enough ;)

 

After doing this trick, I switch back to medium or heavy stance...

 

The point of this move is that you can't see it coming!

 

 

It really works... But I think this is the only usefull blue stance trick!

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Originally posted by HertogJan

Here's something, posted it in another thread too:

 

Yeah, light stance has never ben of good use to me...

 

BUT!!

 

I saw a guy one, I belive his name was POX or something like that. He could do the light stance special (forward linge) from the air, so you'd never see it coming. It takes good timing, but when you get good in it, it's a good move.

 

1) Select blue stance

2) Jump to your opponent

3) When landing; tap crouch and press forward+attack

 

You will learn how to do it soon enough ;)

 

After doing this trick, I switch back to medium or heavy stance...

 

The point of this move is that you can't see it coming!

 

 

It really works... But I think this is the only usefull blue stance trick!

 

That sounds like a good addition. I'll see if I can duplicate it and if so I'll add it to the post with a credit in your name.

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Ok... here's how to do the 3 move combo with medium:

 

Do a Left swing, but release it soon enough and press Right, then Left again (while holding attack). Seems like u can alternate moves (R,L,R... L,F,R...) and it'll do more nice stuff.

 

Note that it should be almost immedietly after the swing started, enough time before it ends..

 

Already got the 5 move combo with it a few times.

 

With the Light stance, the combos are actually harder, prolly need to press the keys at a more distint time.

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Hmmm I found some minor flaws with this post, advice is when you make a thread like this try not to put your personal opinion in it too much, for example you say that the strong stance is "the best" okay so the wording may not be exact but that's what it sounds like, and you're almost making light stance look like nothing more than air...well I seem to be able to kill a lot with the weaker stances...there is no "best stance" people can be comfortable with different things, or all of them at once...

 

Aside from that, this was a great post ,good contribution to the community :)

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It's been a while since I've seen a saber moves thread, and I wanted to post a more current list than the ones I've seen so far. Hopefully this will help out some of the players struggling with saber duelling, and up the average skill level of the online players.

 

I'm becoming afraid that all the saber moves have indeed been found. If there isn't something new discovered or added by Raven via a patch soon, I'm not sure I'll keep playing. The moves that are truly effective and practical are far outweighed by those that seem to be useless filler. Hence, even with every combat option enabled, the fights become repetitive if your aim is to win rather than just goof around.

 

General Notes:

 

- All swings made to the left are generally faster than those made to the right, but have shorter range.

 

- Vertical swings are harder to hit with than horizontal ones.

 

- Downward swings break through defenses better than upwards or sideways swings.

 

- Defense Strength (strongest to weakest) - Standing still, Moving, Jumping, Using Force Power, Attacking.

 

- Light swings do 30 damage, Medium 60, and Strong 100.

 

- Non-swinging saber strikes to 5 damage each.

 

 

The Stances:

 

Light Stance -- 95% useless. You'll see this style used by a lot of newbies who constantly echo, "I'm Drizzt Do'Urden! I'm Drizzt Do'Urden!". It should be renamed to "Headless Chicken" style. Almost everyone you see using this style will run at you swing-spamming like a chicken with its head cut off (hence the monicker). The swings themselves are little faster than the medium style and do far less damage (about half) and have severely abbreviated range. Anyone trying to use this in a serious duel can consider themselves duly warned. The only swing of any use from this style is the duck-forward rush attack, but I'll describe it further down. The normal attacks are only effective in a no-force duel environment where healing is impossible and you can nick your opponent to death. Because of that you'll see many proponents of this style complaining about use of Force Heal and Force Drain in Force-powered matches.

 

Defense Holes: behind and right side.

 

Moves :

 

- Forward Rush - duck + forward + attack

- Damage: 60 pts.

- Recovery Time: Moderate

- Usage: A good long-range surprise attack. Most will telegraph this move by ducking and waiting for their opponent to come to them. Don't. Just tap duck, then forward + attack. The surprise factor is much higher that way. Still, there's many better tactics than this when your opponent is within this move's range that won't leave you open during a recovery time. Because this is a vertical attack, it's more difficult to hit with. You can chain these swings together ad infinitum. See my discussion of chained attacks below.

 

- Backstab - (opponent behind) back + attack

- Damage: 40 pts. (?, I think I remember this correctly)

- Recovery Time: Long

- Usage: This move blows. It's the hardest move to hit with except for maybe the Medium style's finishing move, is very slow, leaves you open to attack forever, and has very low damage. An all-around loser move. Use this when you're just trying to show off or humiliate someone.

 

 

Medium Stance -- Double the damage, better range, almost the exact same attack speed, and better special moves make this better than Light style by a factor of two at least. This style only allows a maximum of 5 swings to be chained together, but any more swings than 5 are just spam anyway.

 

Defense Holes: left behind, behind, right behind

 

Moves:

 

- Medium Finisher - (opponent in front and close) jump + forward + attack

- Damage : 60

- Recovery: long (special)

- Usage: This is a very unique move that causes you to flip over the head of your opponent and slash downwards at him while at the apex of your jump. It does fair damage, but leaves you open for some time. My advice is to use this infrequently to vary your attacks and to make sure that as you finish the move, turn so that your oppenent is in the 1-2 o'clock position relative to you, that way your saber will be pointing at them. If they rush you, they'll impale themselves on your still-dangerous saber. That's why I've marked this recovery time as "special"-- if you count the fact your saber is still dangerous until the animation is finished, then effective recovery time is shorter.

 

It has been reported that you can begin a medium slash and halfway through it hit jump + attack and you will begin the medium finisher. This is similar to pulling off the Strong finisher. (Thx, Tam) Haven't verified this yet myself. I will and report the findings.

 

- Rear Sweep (Medium) - (opponent close and behind) back + attack

- Damage : 80 or 160

- Recovery : Moderate

- Usage: This does a turning, corkscrew sweep. Useful in the right hands. If your opponent is VERY close and in the 8 o'clock position relative to you, you can actually strike twice with this for a total damage of 120 points. Incidental, non-swing damage is frequently inflicted with this attack, so you may get an extra 5, 10 or even 15 points of damage out of it depending on how you time it.

 

Strong Stance -- All the best players I've met have used this stance. This should be renamed to, "Experienced Stance" or "Thoughtful Stance" because it is the only stance that allows you to choose a swing and move in the direction of your choice. The range is fantastic; as is the damage. The finishing move is almost always a 1-hit-kill and can be launched from a myriad of other attacks. The under-used vanilla jump attacks are also tactically superior to the other stances. Healers and Drainers got you down? Hit them once to knock off their default 25 shields and let them heal all they want, because the next time you hit them with even the basic strong swing, they're dead.

 

This stance also has the advantage of blasting through weaker defenses. If you've not been putting 3 levels into Saber Defense, you're going to get eaten alive by Strong stance players. The overhand chop is especially viscious (forward/backwards + attack). It's been reported that some have a lot of success with the back + right + attack swing breaking through defenses while someone's on the move (thx, Lord Nodata). I think this isn't swing-specific, however: I think it has more to do with the target having a weak defense by being on the move. I'll test it and post my findings.

 

Defense Holes: left and behind

 

Moves:

- Finisher (Strong) - (half second after the start of any strong swing) jump + forward

- Damage - 100-200

- Recovery Time - Long (special)

- Usage - This is the most powerful swing in the game (Maybe. See Strong Back Sweep below). You'll see a lot of newbies spamming this move once they've learned it. Using it halfway through a regular swing or after a vanilla jump attack works equally well; only the range is different. Make sure to stay turned towards your target all the way through the animation as your saber is still dangerous even when completely buried in the ground in front of you. Many have died walking over that subterranian saber. At certain points during the animation it is uncounterable except by some force powers(push always works). Very early in the swing you can be cut down out of the air fairly easily, but the window of opportunity is very short. My advice is if you see someone start this, get away from them, then retailate, or use force push on them (using force pull is a great way to commit suicide here).

 

- Strong Back Sweep - (opponent close behind) back + attack

- Damage - 120 or 240 or 360(!)

- Recovery - Moderate

- Usage - This has the potential to be more powerful than the strong finishing move. I've backed someone into a corner and hit them 3 times with this one swing. Once with the wind up, once with the start of the swing, and once with the end of it. I'll try to duplicate it and post a demo later. This should be possible with the medium version as well since they're the same animation, but I haven't tried that yet. This beats the medium version anyway for just that reason: same animation, more damage.

 

Chained Attacks

 

Because of the way swings are chosen in jk2, by moving in a particular direction and hitting attack, the usefulness of chained attacks is somewhat dubious. This means that when you are attacking your opponent with fast medium (or light) stance swings you have two choices. You can either: 1--choose which swing you want, or 2--move in the direction of (or away from) your opponent and take the swing that direction gives you. It is seldom (1 out of 8 times) that your opponent will just happen to be in the direction of exactly the swing you want to do. To me, this makes both medium and light stance pretty useless since you should always control your position before your swing. Hence, every swing after the initial one is just potluck depending on which direction you need to move in at the time.

 

Kicks

 

If you don't use kicks now, start. They're the fastest attacks in the game and their damage ignores shielding. 20 points armor-piercing damage is not to be scoffed at. Nor is the chance that you will knock your opponent down a la force push. Kicking can be done by either pressing forward or sideways into your opponent and hitting the jump key. Forward does a back flip-kick and sideways does a side flip-kick. Extra style kudos for using the side flip-kicks. Many times I have turned off my saber during a duel and kicked someone to death from full health. It's a most humiliating way to die. This is a great way to set your opponent up for a coup-de-grace.

 

I have a big problem with No-Force matches because they don't allow kicks, which are the only counter against a rushing player in that environment (aside from a disengaging roll, but all that does is drag out the match. No, blocking i don't consider a counter, because it has a random factor associated with it). I generally won't play them for that reason.

 

Rolls

 

Rolls are the better of the two faster movement modes, the other being jumping. You can move about a map faster by constantly rolling rather than running. Rolling has the advantange over jumping of better directional control. While jumping, air control is minimal, but you can actually completely reverse direction during a roll by quickly flicking the view around 180 degrees just as you start the roll. The only drawback is the slight recovery time that leaves you open to attack.

 

Wall-walking and flips

 

Wall-walking - (Gotta have level 2 jump) run along side a wall while strafing in its direction and hit and hold the jump key. You'll run up the wall. Release and hit jump again quickly to flip off the wall. Simply release to fall to the ground.

 

A neat trick is to wall-walk along irregular surfaces. This will give you an extra boost up every time you hit another polygon surface. You can almost hit the sky box in duel_jedi outside near the stream doing this. Make sure you hold down jump all the way through the walk if you try this.

 

Wall-flip - run forward into a wall and hit jump just as you make contact. You'll do a back flip off the wall. Hitting and holding the back key will give you enough distance from the wall to get behind a closely persuing opponent.

 

Saber Locking

 

Who wins a saber lock is determined by two factors: who can click their attack button faster and who can use force push more without running out of force power. Try to finish a successful saber lock with a push, otherwise while absorbed in your clicking fervor, you'll make an accidental swing after knocking them over that won't reach them. If you're using the strong stance then you won't have enough time before they recover to get in another swing.

 

Saber Defense (blocking)

After a very thorough amount of testing, I have compiled a large amount of surprising information on saber blocking. I'll organize this into three sections: the affect of the Saber Defense Force power, the "blockability" of the different stance's swings, and Saber Throw blocking.

 

First of all, spending points on level 3 saber defense IS worthwhile when blocking blaster fire or saber swings. Far fewer blaster shots will make it through your defense with a higher skill level. Defending against a saber swing isn't quite so simple. Raising your defense will increase your chances of blocking an attack, but equally important is the placement of your saber at the time your opponent makes his attack. If you can maneuver you saber between your player model and the incoming saber swing, your chances of blocking will be massively more successful. This, I believe is why Light stance and Medium stance are thought to be(or are) more successful at blocking strikes--because if you're facing your opponent then your saber is between the two of you, which is exactly where it needs to be. This is more important when you have a low saber defense score, as you'll have to "manually" block most incoming strikes if you want to survive. Think of having high defense as blocking on "auto".

 

I feel I have to break this to all the Light and Medium stance proponents out there: there's yet another reason not to use your styles. A player can render himself completely invulnerable to your Light Style attacks and about 90% resistant to Medium attacks simply by getting level 3 saber defense, squatting in a corner and facing you. That 10% of Medium that will hit is the finishing move (sometimes) and the occasional swing that gets a bit behind him. I did this over and over again to verify it, and I am sorry to say it's true. This even works against many of the Strong stance swings, although you can break the defense nearly 100% if you get extremely close. That's because the swing's range is so great that the saber ends up behind the opponent and effectively gets them in the back. I actually killed myself on my assistants immobile outstretched blade while trying to score a hit with Light Stance. Did we need any more reasons not to use it? There are two exceptions to this: The light stance backstab is completely unblockable when your opponent is crouched, and the Light Stance lunge move can break through maybe 5% of the time.

 

Light Stance Blockability - you can block this all day long even with only level 1 saber defense. Someone using this is basically going to have to get behind you or far to one side to hit you with anything or charge blindly into you while you are swinging at them. The backstab is fully blockable, and is oddly moved off to the right sometimes by the block (make that very oddly), but is unblockable by a crouched target. The lunge move is also easily blocked by a stationary opponent, but not a moving one.

 

Medium Stance Blockability - Slightly more effective than light style because of its greater range which makes its attacks come more from the sides or behind than the Light Style counterparts. These are still blocked easily by looking at your attacker directly and not moving or attacking. The Medium finisher move is blockable, but rarely, because it slices down from above and to the side. The rear sweep attack is blockable but is dangerous in 3 different stages, all of which must be blocked if you are positioned correctly. This combined with the strangeness of the attack makes the chances of a successful block very slim.

 

Strong Stance Blockability - By far the least blockable of the stances. The oft-decried "Death from Above" finisher is actually blockable, but the close positioning required to do so is not only difficult, but seemingly inconsistent. Better to just get out of the way. I have not seen a successful block yet against the strong back sweep swing. This is for all sakes and purposes, unblockable. Of special note is the overhand vertical swing (forward or backwards + attack). This swing actually hits a stationary target twice and was the most successful at breaking through the "squatters" defense mentioned above. Many times the first hit near the head will be blocked, but the second hit near the knees will not. The backwards+right swing is also very penetrative when it connects low in the animation near the feet.

 

- Saber Throw Blocking - The saber defense skill appears to have no effect whatsoever on whether or not a thrown saber will be blocked. Even with only level 1 defense every front-impact throw can be successfully blocked using any stance as long as you are standing still. The only throws that will connect are those that attack from the sides or behind. Someone is always vulnerable to a throw while they are attacking. Despite beliefs to the contrary, testing has shown that it makes no difference whatsoever whether you throw at the feet, the body or the head--all frontal attacks will still be blocked.

 

Long Story short:

- If you want to block something, use light or medium stance.

- If you want to hit something, use strong stance.

- If you want to keep from getting hit by light and medium stance, stand still or crouch with your back to a corner.

- If you want to keep from getting hit by Strong stance, get the h3ll out of the way.

 

Countering "Death From Above" (DFA)

Also known as the Strong Finishing Move or Strong Leap Attack, this move seems to have caused players more grief than any other saber move. The ease with which it can be done, the massive damage it inflicts, the ability to rotate the swing during execution, and the huge hitbox it seemingly has make this cut one of the most effective in the game.

 

Though difficult, there are several saber-only ways of countering this move. The simplest of those would be to get out of the way. The drawback to that is that if you retreat too far then you have gained nothing, but neither have you lost anything. Learn to judge the minimum safe distance from the DFA and retreat no farther than you must--that will maximize your ability to counter. Another easy solution is to back away and throw your saber where they land. It's a quick 30 points of damage and they are completely defenseless against it. That's the strategy I recommend for FFA private duels: a few of those and they'll think twice before using DFA again. I would not recommend using this against someone who can heal themselves through heal, drain or by picking up nearby health and shield packs. All that would do is drain your force by 3 bars that could have been used on a more effective tactic. Third, you can attempt to counter their DFA with one of your own. The timing for this is very tricky, as is judging the distance and angle of your target. I have found that if you begin the swing that will lead into your DFA as soon as you know which direction they are lunging in, then your timing will drop you on top of them just as they are recovering from their slice: it should be a duel-winner. Lastly, if you find someone repeatedly spamming this move, you can choose to crowd them by staying close. The DFA-user is very susceptible to a counterswing very early in their execution when their saber is far back over their head. Try staying right on top of them and using a lot of the forward/back + attack downward chops and the back + right + attack diagonal uppercuts with the Strong style.

 

Though this isn't a guide on using force powers, in the interests of being thorough i'll mention a few force power counters. First, and most simple, using Force Push on them while they are in the air is 100% guaranteed to push them away from you. This may just serve to disengage you from melee for a few seconds and not allow you to counterattack, but it is very effective when in a closed in space where other strategies are not viable and when your enemy is close to a bottomless pit. Force Lightning can also be a big help. Being able to damage your opponent without ever entering his DFA range will force him to either change tactics or face eventual death (you are unlikely to kill him on the first shot, even by using up a full charge from your force pool). The Drain and Grip combination is a winner in this situation, though it uses up a ton of force power. The idea is to Drain them while avoiding their initial swings, then to Grip them once they hit the ground with their DFA. At that point, either complete the grip for full damage, or carry them to the nearest bottomless pit and drop them in for an easy kill. The last tactic is the most difficult, but can be the most punishing. Once they complete the DFA, there will be a very brief recovery where they will be completely vulnerable to being Pushed or Pulled from close range. If you time it perfectly, you can rush them at this point and knock them over 100% of the time. The importance of grasping the opportunity at just the right point cannot be stressed enough! If you go too soon, you risk being hacked by their still-dangerous saber. Too late, and they can counter your Push/Pull or simply get away. Follow the knock-down with a powerful swing and this could win you the duel.

 

Getting Up off Your 4$$ and Back Into the Fight

 

Getting knocked down by kicks, Push and Pull is a common occurrence in jk2. Getting up quickly and avoiding the incoming saber aimed at your head is not so common. There are three ways to get up: a back flip, a high back flip, and a kick-flip.

 

A simple back flip is done by pushing one of the directional movement keys or your attack button when you're knocked to the ground. This performs a low backflip off of the ground to a standing position. The Good: very fast; gives you a chance to block incoming attacks if you stand completely still and face your opponent immediately after getting up. The Bad: you're a sitting duck; the Strong overhand chop can frequently break through your block and hit you once or twice; if you don't get up quickly, then instead of blocking that cut you're going to take it in the teeth.

 

The high back flip is accomplished by mashing your jump key repeatedly when knocked down. This performs the same animation as the simple flip, but gets some air between you and your attacker. The Good: fast; most horizontal swings will go underneath you. The Bad: not as fast as the simple flip; a saber hit will throw you a good distance, which might result in a falling death; still susceptible to the overhand chop.

 

The kick flip is like the high back flip except that as you hit the jump key, you push forward towards your opponent. Done properly, this will not only avoid damage from the incoming attack, but will inflict 20 points of kick damage on your opponent. The Good: fast; can counter-attack; may knock the opponent over. The bad: enemy has to be within kick range.

 

Notes: You are not helpless while getting up. You are free to use Force Push, Pull, Protection, Absorb and many other force powers as soon as you begin to get up. If your enemy is a little too slow to come in for the kill, you may succeed in knocking him flat with Push or Pull. Another Light Side tactic would be to turn on Force Protection as soon as you get knocked over. That way, even if you do get hit with the incoming swing it will take off far less damage. Make sure to turn it off quickly after getting up as it drains your Force pool quickly.

 

Suggestions for Additions to Saber Combat

 

- More lunge moves. The light style lunge isn't enough, though i suppose the medium finisher is arguably a lunge. They are the only hope for L & M styles to counter the range of Strong outside of force power use.

- Different moves triggered by control commands like: left, left + attack; or back, left + attack.

- Make Light style not teh sUck.

- Give Medium style more acrobatic moves. One acrobatic move hardly justifies the game manual's description of medium style as including "acrobatics".

- Allow interactive parries to occur. (When opponent attacks) + Back would allow you to knock the enemy saber aside and

counter.

- After balancing the stances against one another, change how Saber offense is "bought" with force points. Make each style cost 4 or 5 points and allow each to be bought individually with no requirement to buy the others.

- Allow kicks with No-Force ruleset.

 

 

Last edited by ArtifeX on 04-22-2002 at 10:30 AM

 

:atat::band::deathstar

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Originally posted by DBSS SSJ4Gogeta

It's ...No-Force ruleset.

 

 

Last edited by ArtifeX on 04-22-2002 at 10:30 AM

 

:atat::band::deathstar

 

Holy crap man, new to forums? Think you could edit your post and remove the massive quote? Or maybe even add a real comment or something?

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I'll say this, my style of saber-fighting is rather fast an agile. I will not stand still when I fight. As a result fo that, I find heavy stance tends to work against me, I'm rooted in one place for too long.

Light stance, well...I might use that is someone starts blasting away at me with a gun, but I tend to just leave it on medium.

 

Average power, average reach, average speed. It suits my playing style the bes,t that's why I use it. (Though I will admit, I grumble a LOT about DFA spammers...to myself, I never bitch about it in game or on a forum, this post excepted).

 

I tend to come out of duels 50-50. Melees of 4-6 people, on the other hand...no so good.

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Vorax, I agree with you. Rolling around with blue has worked well for me against red. When they miss with a swing you can often get lucky and roll in to scratch their tummy two or three or even four times.

 

Once nice pattern when you start slashing with blue is to alternate mashing down left-forward/right-forward while holding down the attack button. If you do it at the right speed, you get a *very* quick succession of left and right diagonal downstrokes which at the very least are somewhat demoralizing. All the flashing and "uhhh" sounds from you opponent also makes for good showmanship ;) Hey, you gotta throw a bone to the spectators now and then!

 

Needless to say, you are very vulnerable when you're constantly slashing away because you are, of course, undefended. That's why it really only works against red with its unbearably lenghty "refractory" period. Whoever it was who said "blue counters red/red counters yellow/yellow counters blue" was right on, in my opinion.

 

The other problem particular to this left/right back-and-forth slash attack is that if you screw up and alternate too quickly or two slowly, you'll go into that pesky spin attack which always seems to get me killed, or worse, mistaken for a n00b ;) j/k

 

Useful thread, BTW ArtifeX. Thanks for the kick-off.

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Wanted to let you guys know that there are plans to move this thread (along with my near-completed force power guide, hopefully) to the new strategy.jediknightii.net page as a user submission. I will still continue to update this thread in tandem with the page there. Please keep posting your moves/tactics/combos here or private message them to me and I'll make sure they get added into the post and page!

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I dont understand what you meen with a strong stance, what is it ??? Saber attack, saber defense, saber throw or what???

And i also would like to know some kick ass moves i just got some today which is pretty effective...

Does the aim circle have to be on the opponenent or just where the sword is??? plz help me.....

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Light Stance -- 95% useless. You'll see this style used by a lot of newbies who constantly echo, "I'm Drizzt Do'Urden! I'm Drizzt Do'Urden!". It should be renamed to "Headless Chicken" style. Almost everyone you see using this style will run at you swing-spamming like a chicken with its head cut off (hence the monicker).

 

To keep this fair, please remove this part. I understand you preffer red, but that statement is not doing anyone any good. It is very much your oppinion and it's simply not true.

 

As players skills are improving, more and more are understanding that no single stance is the one to use. Use them all. Blue definetly has it's place, as does yellow and red. I spent 2 hours dominating the duels last night with mostly blue and yellow. Obviously if it were 95% useless, I would have lost alot. But I only lost 5 out of about 40+ duels. Focusing mostly on using blue. Stance split was about 60% blue, 30% yellow and about 10% red. No, these weren't newbies (well one guy was..but he was just funny).

 

- Vorax

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