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Thread: Sabering, a GUIDE.

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    Senior Member Pluspy's Avatar
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    Post A Manual to playing Jedi & Sith in Moviebattles 2

    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!

    Chapter 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, sometimes even killing you outright.
    -Getting hit mid-swing causes a BP loss (You lose more 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's 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 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.

    Attack 1: Swingblocking (SB) & Combo attacks

    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 blaster bolts.
    -Prevents being slapped mid-swing.

    Disadvantages:
    -Does less BP damage than a pure attack.

    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. Accidental Mblocks is one of the leading causes of death among rookie duelists. Even seasoned duelists can make mistakes like this once in awhile so beware!

    Combo attacks

    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.

    Nudge/Halfswing

    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.

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

    Counter-attacks

    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.

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

    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.
    Last edited by Pluspy; 20-07-2014 at 23:31.
    "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
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    A Manual to playing Jedi & Sith in Moviebattles 2

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

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

    When you PB an attack, your opponent will still gain 0.25 AP 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 BP damage growing with every hit you inflict and decreasing with every bodyhit you take. ACM is a huge advantage and if your opponent has it, the best course of action is to dodge all of his attacks and try to hit him as much as possible. Trying to PB someone who has ACM is folly, you should've been PBing long before he actually got ACM on you.

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

    Section 2 – Advanced

    Attacking effectively, Run-attacks & the 4-hit yellow combo

    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. As a general rule, single hitting is a more defensive playstyle, while focusing heavily on combo-attacks is an aggressive playstyle. Finding a balance somewhere is key, as you don't want to over-extend yourself.

    Run-attacks

    Run-attacks do more BP damage (1.2), but they are very risky to perform. We've already established that if you take a hit while running you will lose alot of BP. So only skilled duelists should attempt to sneak in these extra damaging attacks! The way to do it is to only be running the moment your attack hits your opponent. After you successfully pulled it off, you should immediately return to walking/blocking.


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

    The trick enabling you to use 4 hit combos 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 any further. 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 required. 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 of combos, you can practice it with uppercuts and so on.

    Dueling theory: Rhythm:

    Once you have mastered the techniques in Section 1, you will establish a rhythm of your own. An average player will have one or two rhythms to switch into. What makes a Master great is his ability to switch rhythms and disrupt the opponents rhythm. Rhythm changes often occur during duels, and can be the point where the balance tips definitively in one players direction. It can also be caused by low bp, aka being forced into a defensive rhythm utilizing blue style and dodges.

    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 an attack 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.

    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 balance in your favour if your opponent can't adapt to your rhythm fast enough. What makes a great duelist great is also his ability to adapt instantly to rhythm changes, making it harder to catch him off guard because he immediately switches 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 predictable, the only thing you need to do to win the duel 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.

    Here's an example of a rhythm-break by movement. Some players only move clockwise around their opponent and if you want to mess with them you can walk anti-clockwise, disrupting their rhythm that way.

    Here is a rhythm-break by sequence analysis. Every time you hit him, he will counter-attack. To exploit his tendency to counter-attack instantly, you set yourself up to dodge his initial counter-attack and crush him with a strong mid-swing combo after you baited the counter out of him.

    Some random dueling tips

    -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 your best choice.
    -Time your melee abilities well, don't use them randomly. It is often better to hold back until your opponent facehugs you and tries to combo.
    -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 you die too fast, try to use mostly single hits and 2 hit combos. 3 hit combos are riskier.
    -A single well timed yellow hit will drain more bp than a bad 3 hit combo.


    Section 3 Open Mode

    The power of a skilled force user should not be underestimated. He can push grenades and rockets away from teammates, sometimes even repelling them back at the enemy. He can knock down enemies with force push 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 them 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 disrupt 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 a few different playstyles, for example.
    -Support
    -Attack
    -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 and push 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; 19-07-2014 at 15:45.

  3. #3
    Senior Member fries's Avatar
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    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?

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    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.

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    Nice guide. Particularly good explanation of parry+counterblows.

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    Veteran Darc's Avatar
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    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.

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    Nerd Gargos's Avatar
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    nice guide, i might start training jedi now since it is clearly my weakest class atm :D

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    Senior Member selman_akinci's Avatar
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    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
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    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.

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    Does switching stance reset your ACM?

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