User Tag List

Page 1 of 17 123411 ... LastLast
Results 1 to 10 of 164

Thread: Sabering, a GUIDE.

  1. #1
    Senior Member Pluspy's Avatar
    Join Date
    Apr 2007
    Location
    Denmark
    Posts
    421
    Tournaments Joined
    0
    Tournaments Won
    0

    Post A Manual to playing Jedi & Sith in Moviebattles 2

    Introduction & Overview

    Playing a Jedi/Sith in Moviebattles 2 is very different from base jka and this guide aims to introduce you to the wonderful world of Moviebattles 2 Sabering. This guide focuses on dueling, as that is what I'm most interested in. But I have added an open mode section, so this guide should cover all the knowledge you need to start playing immediately. It will take time to become good of couse, but it's a simple matter of getting down to business and practising!

    This guide consists of three sections.

    Section 1 Understanding the Mechanics
    Understanding the Mechanics of Moviebattles 2.
    This section will introduce vital knowledge of the sabering system to you, and mastering all these techniques is vital.

    Section 2 Practical Theory
    I added this section because I felt the need to introduce some concepts to you all. I hope this will raise the level of moviebattles 2 dueling further and produce many skilled saberists. I realize I need to expand this section at some point to further realize this 'dream', so if you have suggestions please tell me.

    Section 3 Builds and Open mode play
    In this section I list a few ways you can set up your force powers and describe ways to use these skill sets. I also discuss open mode play, and how you should play your jedi/sith in open mode.

    Chapter 1 - Understanding the mechanics

    Blocking points(BP)

    The red bar on the right of your screen is a representation of your ability to block incoming lightsaber attacks. Needless to say this must be kept high. Preferrably above half, as you will stagger when taking bodyhits below half bp. To prevent staggering and to keep your bp high, you must perfect block. -I prefer the old BP bar which can be enabled in options. The reason is that I find it easier to look at when I am playing.

    Perfect Blocking(PB) - Active Defense

    Perfect blocking is the act of putting your saber between you and the enemy attack.
    It requires the use of the mouse and in alot of cases, the direction keys. If your opponent aims low, holding his saber downwards, his attacks will be low and you must account for this if you are to perfect block his attacks. If he attacks with low sidesweeps and you look at his head, for example, his attacks will hit your saber hilt or lower, and the attacks will not be perfect blocked. His saber has to connect to the blade of your saber to be perfectly blocked. This can be tricky when your opponent is skilled, because he will initiate a series of different attacks at different heights. Sometimes he will even move his mouse in a manner which, if not protected against correctly, will cut right through your defenses. You must face your opponent head on if you are to perfect block, or he can dance around your defenses and cut into your sides, leaving you staggered and vulnerable. But what happens if you fail to perfect block?
    If your BP is above half, you will simply take more BP damage and give your opponent a point towards getting ACM. (More on that in another section). If your BP is below half, you will stagger, leaving you open to enemy combo attacks. If you choose blue style, you will have an easier time perfect blocking and it takes less bp to block with blue aswell. Furthermore, Stagger BP threshold for blue style is 33BP, whereas yellow and red style is at 50BP (half). We can conclude that it is a good idea to use blue style if you're low on BP and want to regain BP by playing defensively.
    Red, on the other hand, will have a hard time blocking anything, but it breaks through perfect block and staggers regardless of BP level. Avoid getting hit by red style if possible!

    Defense level from Weakest to Strongest:

    Purple, Red, White,Green, Yellow, Cyan, Blue.

    Here are a few things you should watch out for.

    -If you take 2 bodyhits, you will not be able to perfect block anymore. To regain the ability to perfect block, you must take away your opponents AP by scoring bodyhits on him.
    -Getting hit while running will cause massive bp damage, sometimes even killing you outright.
    -Getting hit while swinging causes a rather big bp loss (especially if you're not swingblocking - see swingblocking section)
    -It's easier to perfect block at a distance. Alot of people like to get up close and personal because it is hard to block attacks up close. There are a number of ways to deal with these people. Slapping or kicking them during their combo, for example. You can also try to launch a counter-attack or a manual block, disarming them. Special attacks like blue lunge (Crouch+forward+attack) can also be useful. Some people will also backflip away after a combo to avoid the enemy counter attacking.

    Manual block (Mblock)

    Disarming the enemy

    To disarm an opponent at the cost of a little bit of BP, walk into the swing and press attack and block at the same time. You must use the appropriate direction for each hit, for example, your opponent uses a w attack on you, you walk forward/backwards and press attack+block when his saber will hit yours. If you did it right, you should have disarmed him. Follow through quickly with an attack or he will get away and regain his lightsaber.

    Swingblocking

    How: Tap attack, then simply hold block for the duration of the swing. (Never press both buttons at the same time unless you wish to perform an mblock).

    Advantages:
    -Prevents Mblocks.
    -You lose less BP if you get hit during a swing.
    -Swingblocking behaves like Q3 against guns.
    -Prevents being slapped mid-swing, but not kicked.


    Disadvantages:
    -Does 1.0 BP damage where non-swingblocked swings do 1.4
    -Slows you down a little bit.

    Always try to tap attack, as you continue to lose BP if you hold down attack.
    Beware of accidentally mblocking as it takes BP to perform an Mblock.

    Combination attacks (Combos)

    When you do an attack and your saber bounces off the opponent, you can perform another swing quickly. Depending on the saberstyle you're using, you can do combos of varying complexity.Combining your attacks is a key element in draining your opponents BP.
    However, using too many combo attacks can leave your defenses weak. Using a variety of combos and single hits is best. Every player has his favorite combos, find your own favorites and be sure to mix in all sorts of hits.

    4-hits with yellow style
    Demonstration: http://www.youtube.com/watch?v=s6LiW61qOrc

    The trick to being able to do 4 hits with yellow style consistently is timing. Start by trying to get left,right,left,right to work. Remember to swingblock the first hit. The trick is to release swingblock right before the swing is complete. This is when the swing will no longer travel further to the left. Right before this stopping point is where you must release swingblock.
    If you get the timing of the swingblock release right, you can get 3 additional swings. Swingblocking the follow-up swings in the combo isn't recommended. This can also be used to do a delayed half-hit after a 3 hit combo, which can catch even the greatest duelists off guard. Once you've grasped the timing with the simplest swing, you can practice it with uppercuts and so on.


    Nudge

    When your saber clashes with your opponents saber during a ready stance (not attacking), you generate a small window of opportunity to perform a fast attack. To perform the fast attack you simply click attack and a directional key when you hear the saber clashing sound. You can then follow through into a combo or back away, but it is essential to know this mechanic to duel properly. Nudging refers to the act of using this method as your main method of attack.

    Demonstrations:
    http://youtu.be/EHyRdRG0ltQ
    http://youtu.be/EzSQGoShSoE


    Knockdown techniques and how to use them

    There are two main ways to knock down opponents during a duel. Slapping an opponent is by far the most common method employed and we'll discuss it first. I suggest binding slap to q or e, or any other easy to access key.

    Alot of people slap after every combo instinctually as part of their attack pattern. This is bad, because the opponent can get up close and unleash a combo without worrying about being knocked down. This is because slap has a cooldown. You should use slaps with the concept of good timing in mind. What this means in practise is to slap when your opponent is up close unleashing a combo on you. If he uses swingblock, your slaps will not knock him down. You can also try to catch him off guard by initiating a swing and during the swing, press slap. This will cancel your swing and turn it into a slap. There is another technique you can use aswell. It's a little more risky but it's more powerful than a slap and will usually knock down opponents if it connects, regardless of their defensive measures. To perform this knockdown, press a directional key, the use key, and slap and then you will perform a kick in the direction you pressed. Note, though, that forward kicks do not work so to use this kick you have to use a side kick and turn your mouse enough for the side kick to connect. The reason why this is risky is because your opponent can more easily hit your back.
    Last edited by Pluspy; 12-07-2013 at 22:34. Reason: Added videos
    "If you want to make an apple pie from scratch, you must first invent the universe".- Carl Sagan.

  2. #2
    Senior Member Pluspy's Avatar
    Join Date
    Apr 2007
    Location
    Denmark
    Posts
    421
    Tournaments Joined
    0
    Tournaments Won
    0

    A Manual to playing Jedi & Sith in Moviebattles 2

    Attack power and Attack chain multiplier (AP/ACM):

    You get +1 AP if you hit an opponent and he doesn't PB. This is a Bodyhit, as opposed to a perfect block. You get -2 if you take a bodyhit.

    When you PB an enemy hit, he will still get 0.25 AP for the swing, so you can't keep defending forever.

    When you reach a certain AP value (dependant on saber style), you get ACM, or attack chain multiplier. Your saberstyle icon will glow brighter and brighter the more hits you inflict with ACM, the damage growing with every hit you inflict and decreasing with every bodyhit you take.

    This will give you more powerful attacks, especially if you use it without swingblock. If you get 2 AP (2 bodyhits) or more, the opponent won't be able to PB you, thus giving you a definite advantage. This is why defending and attacking are both very important aspects of the game.

    AP to gain ACM:
    Blue: 8
    Yellow: 6
    Red: 3
    Green/Silver: 5
    Purple: 4
    Cyan: 7

    Countering

    The act of initiating a halfswing by Perfect blocking and then following through with a fast attack is what we usually refer to as countering. This is the first manifestation of countering, and by far the easiest. It simply requires you to press attack + left with yellow, after you PB an enemy attack (For example). You can even use this to start a counter-combo and push back against your opponent.

    Countering really shines when it comes to red style. Taking a red hit is bad enough in and of it self, but taking a red hit counter-combo when you're in the middle of a yellow combo is downright deadly. As an added bonus, you will stagger your opponent, giving you ample time to switch to blue or yellow to defend.

    Demonstration: http://www.youtube.com/watch?v=kLWl6bD9B6s


    Chapter 2 – Practical Theory

    Attacking effectively

    To attack effectively, you must use a combination of combo attacks and single hits with halfswings. You must also balance the use of swingblocking with the use of normal swings, but your single hits should always be swingblocks.

    Rhythm:

    Once you have mastered the techniques in Chapter 1, you will establish a rhythm of your own. An average player will have one or two rhythms to switch into. What makes a player great is his ability to switch rhythms and disrupt the opponents rhythm. Rhythm changes often occur during duels, and can often be the point where the favor tips definitely towards one player. It can also be caused by one players BP dropping low, forcing him into a defensive rhythm.

    Rhythms are basically the way you're comfortable attacking and defending. Most players are comfortable with yellow. They have a set of favorite combos and attacking patterns, for example 1,2/2,1/1,1,1 Numbers being the amount of attacks in a sequence. They also have a set way they prefer to move. Some players like to get as close as possible, while others like to dance around their opponent.

    We call one such set a rhythm. Changing style means changing rhythm, so in essence you can have 3 different rhythms simply by changing styles and let me remind you that changing rhythm during a duel not only makes it more interesting, but it can tip the scale in your favour if your opponent can't adapt to your rhythm fast. What makes a great duelist great is also his ability to adapt instantly to rhythm changes. So it's harder to catch them off guard because they immediately switch gears. But, most people will still be caught off guard by a sudden red combo to da face if you've been locked in tight yellow style combat for awhile.

    Breaking down rhythms:

    Every rhythm has weaknesses, and finding them is just a matter of experience. Often, if your opponents attack pattern is the same, the only thing you need to do to win the game is to counter-attack at the right moment. Predict his movements, because that's all it takes to break down a rhythm. You have to predict it, read it like a book.

    Dueling tips

    -Do 1 hit with yellow to trick your opponent into counter-attacking, dodge his counter and use a 2 hit combo on him while he is attacking you.
    -If you land a knockdown on your opponent, switch to red and do a 3 hit combo, then switch to blue and use lunge and finish him with yellow.
    -Counter-attacking the opponents first hit is not always optimal.
    -Time your slaps well, don't use them randomly. It is often better to save it for when your opponent facehugs you and tries to combo you.
    -Learn to use pull with force-focus.
    -To kill a ydfa, use an SA uppercut and step left and forward aiming for his back. Ydfa is vulnerable to bw even in the air.
    -Stand still with yellow blocking a combo, at the end switch to red and use the last saber-clash to initiate a red counter-combo.
    -If your swing hits another swing, they cancel out. Use defensively when on low bp.
    -If you die too fast, try to use mostly single hits and 2 hit combos. 3 hit combos are higher risk.
    -A single well timed yellow hit will drain more bp than a bad 4 hit combo.


    Chapter 3 – Builds and Open Mode play

    Here, I have listed a number of builds that you can use for a variety of purposes. Of course, you can simply invent your own builds, but this is a general guide-line for people who don't quite know what force powers to go with.

    Jedi Guardian/Sith Marauder

    Jump 2
    Push 3
    Sense 1/2
    MT/Lightning/Grip 1
    Attack 3
    Defense 3
    Forceblock 2
    Deflect 1

    Fast blue style is a great offensive weapon against enemies with blaster rifles, and push will guarantee that you will not be useless to your team. The focus is on the use of the lightsaber.

    Shien/Djem So
    Jump 2
    Push 3
    sense 1
    Attack 3
    Defense 3
    Forceblock 1
    Deflect 3

    A specialized form for the force adept focusing on the use of the lightsaber.
    Blaster bolts are reflected and offensive capabilities are enhanced with the addition of Red and fast blue style.

    Vapaad

    Jump 2
    Push 2
    Sense 3
    Attack 3
    Defense 3
    Force Block 3

    An advanced technique is used to block blaster bolts even while you are attacking (called quadruple3/q3), giving you impressive offensive capabilities versus gunners, but it also leaves you vulnerable because of the lack of the push 3 knockdown effect.


    Sith Lord

    jump 2
    Push 3
    Sense 1
    attack 2
    Defense 3
    Forceblock 1
    Lightning 3

    Lightning 3 is a strong tool against gunners, but forceblock 1 leaves you vulnerable to force push from enemy Jedi. Switch to melee/empty hands and activate lightning to initiate an extra powerful lightning knockdown attack (Will work even on enemy force users if you catch them off guard with low fp).

    Consular

    Jump 3
    Push 3
    Sense 1
    Attack 2
    Defense 2
    Speed 3
    Mind trick 3
    Forceblock 2

    The height of stealth and speed, much skill is required to play this setup effectively. But it can be a turning point in any long battle due to its superb ability to reach the objective behind enemy lines. With the new update adding staggering, defense 2 has become more useful against enemy saber wielding opponents, but it remains weak against blaster fire.


    Open mode play

    The power of a skilled force user should not be underestimated. He can push grenades and rockets away from teammates, sometimes blowing up the enemy in the process. He can knock down enemies and his teammates can finish them off. He can even steal enemy weapons with pull and knock them down at the same time. He can sneak up behind and kill the enemy with mindtrick, or perform a rush with speed. He can use lightning and grip to prevent enemy gunners from shooting and damage them in the process. He can use sense to scout the map for enemies and report their positions to teammates. He can also dodge sniper fire if he chooses to go with sense 3! He can also help hold a position solidly, or control the flow of a battle by positioning himself as to disturb enemy gunners. This often entails the jedi/sith jumping above the enemy gunners. Getting behind enemy lines is a great way to break up a defensive position.

    When playing open mode, there are many choices for playstyle, for example.
    -Supportive
    -Aggressive
    -Ninja

    Tips and Tricks for Open mode:

    -Try to get the gunner to run by running at him as if you're about to swing, and then jump and push him down.

    -When facing a gunner, never blindly rush in and attack. Always wait until you get very close to start a swing.

    -Use saberthrow on a gunner, run around a corner, then pop out andpush the gunner down if he runs for you. Then retrieve your saber and kill him. (Doesn't work
    that well on quick getup classes like heroes and bounty hunters).

    -Manually dodge enemy blaster fire to avoid taking FP damage

    -When you have very low to no FP at all, wallrun vertically or horizontally until you get bailed out, or get a chance to kill the opponent.

    -Use the environment, jump to the catwalk in DOTF or use a lamp to hide. Use a bottleneck to regenerate FP or take out gunners 1v1 if you're fighting more than 1 vs you alone.

    -Use blue overhead (attack 3) to chase down opponents who flee from you, enemy saberists in particular are susceptible to this.

    -If your teammate gets pushed down by an enemy force user, you can step infront of him and use your lightsaber to block potentially lethal fire from reaching your downed teammate.

    -Always look for an opportunity to push rockets, nades and opponents down. Be careful, sometimes enemy sith push the rocket or nade you pushed, back!

    -Do not get in the way of gunners, move carefully and stick to the sides of large corridors. If you jump into the fire line, don't expect the gunners to be able to stop in time. If you get killed this way, it's usually your own fault. Try to let the gunners do their thing and play a supportive role.

    -Check out Helix' Open Guide for more information http://community.moviebattles.com/th...e-user-in-Open

    I hope you enjoyed my Guide and I wish you all the best!

    -SeV
    Last edited by Pluspy; 21-10-2013 at 20:25. Reason: Added link to Open Guide

  3. #3
    Senior Member fries's Avatar
    Join Date
    Oct 2007
    Location
    on da plate
    Posts
    335
    Tournaments Joined
    0
    Tournaments Won
    0
    Gamer IDs

    XFIRE ID: madnessowns
    Reading this, I find myself as a parrier and a Red-nudge whore :p
    it's really easy to understand. thx sev.
    Quote originally posted by ACiDuS
    Being able to kill saberists 'at the other end of dotf corridor' would demote the class into a counter-strike knife idiot

    日本唯一のMB2プレイヤー?

  4. #4
    Regular
    Join Date
    Jul 2005
    Posts
    1,626
    Tournaments Joined
    0
    Tournaments Won
    0

    Question

    One thing you should mention is that swingblocks do less BP damage than normal swings. Conversely, if you hold down the mouse button while swinging, you will do more BP damage.

  5. #5
    MovieBattles Team
    Retired
    Moderator
    ACiDuS's Avatar
    Join Date
    May 2004
    Posts
    10,521
    Tournaments Joined
    0
    Tournaments Won
    0
    Nice guide. Particularly good explanation of parry+counterblows.

  6. #6
    Veteran Darc's Avatar
    Join Date
    Sep 2006
    Location
    Stealing Roj's Avatar
    Posts
    558
    Tournaments Joined
    0
    Tournaments Won
    0
    The guide is very well done and explains some rather vague concepts well (nudge/parry) to those that are unfamiliar to it. I myself knew about using mblock outside of disarming in terms of defense, I was however unaware of the offensive capabilities of using mblock's animations to shorten swings and surprise the enemy.

    However, I found something to add about the mblocking section. Ever since I started mblocking in B17, I learned to use the opposite direction as oppose to the same direction in order to successfully block. (To block a W+A strike I would go S+D and vice versa). I have not tried it the way you describe it in the guide, so I can't say I have experience with it.
    E11 is too hard man.

  7. #7
    Nerd Gargos's Avatar
    Join Date
    Mar 2007
    Location
    Winland
    Posts
    1,079
    Tournaments Joined
    0
    Tournaments Won
    0
    nice guide, i might start training jedi now since it is clearly my weakest class atm :D

  8. #8
    Senior Member selman_akinci's Avatar
    Join Date
    Dec 2008
    Location
    U.S (Turkish)
    Posts
    312
    Tournaments Joined
    0
    Tournaments Won
    0
    Helped a lot, thank you very much. But practicing saber in RC3 is a total mess. I hope RC4 brings back the basics. When is the last time i seen a guy kill the other with a stab or mblock..... Even hit boxes suck... So many times I slashed through gunners right in the belly and they got 0 damage. So many times my saber got stuck in an animation and got killed...

    RC4, where are u?
    ======>> http://www.moddb.com/mods/chronicles-total-conversion <<======

    L4D2 Boycott has OVER 15,250 Members!!!

  9. #9
    MovieBattles Team
    Retired
    Not a car!
    Subaru's Avatar
    Join Date
    Aug 2007
    Location
    OHGODWHATISTHISIDONTEVEN
    Posts
    5,391
    Tournaments Joined
    0
    Tournaments Won
    0
    Gamer IDs

    Steam ID: shademan
    Theory of AP: If you get a number of bodyhits on your opponent and negate his bodyhits, you get AP. In layman math terms. +1 bodyhit if you hit your opponent, -1 if you get hit and it registers as a bodyhit. Different styles have different amounts of bodyhits required to unlock AP.
    Wasn't this changed to +1/-2?

    Good guide, regardless.

  10. #10
    Regular
    Join Date
    Jul 2005
    Posts
    1,626
    Tournaments Joined
    0
    Tournaments Won
    0
    Does switching stance reset your ACM?

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
This Modification is not made, distributed or supported by Activision, Raven Software or LucasArts Entertainment Company LLC. Elements TM & LucasArts Entertainment Company LLC and/or its licensors. All Logos, Images and any other types of Materials are the property of their respectful owners.