Introduction & Overview
Playing a force user in Moviebattles II is very different from what you may be used to.
This guide aims to introduce you to the wonderful world of Moviebattles II Sabering, as I like to call it. This guide focuses on dueling, because that is what I'm most interested in. But there is an open mode section too, so this guide should cover all the knowledge you need to start playing immediately. It will, however, take time to become a skilled saberist of course, but it's a simple matter of getting down to business and practising!
Section 1 Understanding the Mechanics
Understanding the Mechanics of Moviebattles II
This section will cover the basics of the sabering system, and mastering everything in this section is crucial!
Section 2 Advanced
Once you've mastered the basics and want to take it to the next level, lookie here!
Section 3 Open mode
Here I will cover the basics of how to play Open mode. After reading this section you should be all set to jump right into an open mode game with a bunch of tricks up your sleeve. Again, practice makes perfect of course. Play smart, play as a team!
Section 1 - Understanding the mechanics
Defense 1: Blocking points (BP) and Perfect Blocking (PB)
In a duel it is crucial to keep up your defenses at all times. So you should be holding the right mouse button (Block), alot! Forgetting to do so can mean a swift death indeed.
The red bar on the right side of your screen is a representation of your Lightsaber blocking power. If this gets reduced to zero you can no longer block lightsaber attacks, but you can still deflect blaster bolts.
Perfect blocking (PB) is the act of deliberately putting your lightsaber between you and the enemy attack. If you manage to pull this off, you will block the attack efficiently. If you fail, your character will autoblock using a chunk of your BP to do so. You will be able to tell if you pulled off a PBlock, because the BP bar will flash green for a moment, letting you know you succeeded in defending yourself efficiently.
You can use your mouse and your direction keys to manipulate the position of your lightsaber to correspond with the incoming attack. Let's say you keep your crosshair at your player model's neck, while the opponent tugs his crosshair down as far as possible and starts attacking with sidesweeps and uppercuts. What do you need to do to block such low attacks? Your first adjustment should be the height at which you aim, then you can focus on using your mouse and movement buttons to manipulate your lightsaber so that intercepts the opponents attacks. 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.
If two saber attacks clash, it is no longer counted as a PB. Both will take BP damage. Hitting an idle lightsaber will disarm the wielder. Remember to never get hit while jumping, crouching and running.
Defense 2: Defense level, Mblocking and things to watch out for.
Lightsaber style defense level from Weakest to Strongest:
Purple, Red, White,Green, Yellow, Cyan, Blue.
Note: The defense multiplier of Purple, red, white and green has been increased.
Here are a few things you should watch out for when defending yourself!
-Getting hit while running will drain a large chunk of BP, so avoid it at all costs. If you see an attack coming your way with no way to dodge it, hold block immediately!
-Getting hit mid-swing causes a BP loss (You lose more if you're not swingblocking - see swingblocking section)
-When trying to PB you must keep your distance. Up close, it is almost impossible to PB.
There are a number of ways to deal with these people. Slapping or kicking them during their combo is one way, if you can manage it. You can also try to launch a counter-attack with yellow or try and hit them with a red combo. Special attacks like blue lunge (Crouch+forward+attack) can also be useful because it knocks them back a little bit. Some people will also backflip away after a combo to avoid enemy counter attacks.
Manual block (Mblock)
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 attack. For example, your opponent uses a W attack on you, you walk forward/backwards and press attack+block when his saber is about to hit yours. If you did it right, you should have disarmed him. Finish him quickly or he will get away and pick up his lightsaber again.
Try to Mblock someone when they least expect it. For example, after you've just pulled out a red attack/combo switch to blue and Mblock their attempt at retaliating and evening the BP damage done. Most people will panic and just focus on doing maximum damage as payback after taking a red combo, so they will not even think about SB.
Attack 1: Swingblocking (SB) & Combo attacks
-You lose less BP if you get hit during a swing.
-Swingblocking behaves like Q3 against blaster bolts.
-Prevents being slapped mid-swing.
-Does less BP damage than a pure attack.
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.
Always try to tap attack, because you keep losing BP if you hold down attack.
Beware of accidentally mblocking, as it drains a good chunk of BP. Accidentally Mblocking is a leading cause of death among rookie duelists. Even seasoned duelists can make mistakes like this once in awhile so beware!
When you perform 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 key to draining your opponents BP.
However, using too many combo attacks can leave your defenses weakened so be careful not to over extend yourself. Using a variety of combos and single attacks is best. Every player has his favorite combo attacks, find your own and be sure to mix in all sorts of attacks to keep your opponent off-guard.
Attack 2: Nudge and Counter-attacking.
When your saber clashes with your opponents saber and you're both only holding block, you generate a small window of opportunity to perform a fast attack (Halfswing). It's basically like the second swing in a combo, but without the slow first swing. 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. This technique is essential when you're being pressured and need to reply with lower risk of being caught mid swing by an aggressive spammy opponent. A few well timed nudge-attacks can quickly turn an aggressive opponent into a retreating one.
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 to master. 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 to the face when you're in the middle of a yellow combo is downright deadly.
Saber-out melee techniques and how to use them
There are four saber-out melee attacks that you can use. Slapping an opponent is by far the most common method. Kicking works similar to slap, except that it is directed to the sides or backwards. To kick, press use+slap+direction (except W). Turn so that your kick hits your enemy and there you go. You can also perform a leg-sweep by pressing crouch+use+slap, aswell as a jumpkick by pressing w+use+slap.
I suggest binding slap to q or e, or any other easy to access key. I use F for use, which can be a little cumbersome at times, but it works for me.
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 on you without worrying about being knocked down. This is because slap has a cooldown. You can see a visual representation of this cooldown as a white bar that appears close to where your FP is displayed. As it drains away, so does your CD. You should use slaps with the concept of good timing in mind. What this means in practice 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.