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< Defeating Katas 4.7.1: Differences between Jedi Knight II: Jedi Outcast and Jedi Knight >
4.7: General Information -Lord Exar Kun - Nov 01 02:20am
In this part I will tell about saberlocks and give some general information. Four things
will be discussed:

General Comboing

A saberlock occurs when you and your opponent hit each other from the front, at the
same time. You and your opponent will then stand opposite of each other and will try
to push eachother over with your saber. This mostly happens in duels. To win a
saberlock, you'll have to tap your fire button and your Force Push (only
with push level three) button (F1) as fast as possible.

Tip: You can also bind your scroll wheel with fire. When in a saber lock, just
scroll your wheel. This will be very much faster than just tapping it.

Another tip: You can bind two keys for attack. For example mouse1 and e. This
way you can use both hands ruining your keyboard.

You can counter a swing at any time, meaning that you can block the swing. As two
sabers clash, sparks come. If you tap fire at that very moment, you will
counter, meaning you’ll be blocking the enemy’s swing and performing a small hit

Advanced: When an opponent throws his saber, you can also counter it. If you
keep fire pushed again, and tap forward and jump, you'll not only
counter his saber but also RDFA straight towards him very quickly. This can be a
devastating move. You can counter blaster shots the same way. Notice that you can
control your counter, means holding down forward will give you a forward swing
counter. A counter will count as one full swing in counters aswell, keep that in mind.
You can use counters for your combos though, for example doing a spin with a right
horizontal swing after doing a right diagonal counter.

-General Comboing
To understand combos you have to understand the way of the saber in Jedi Knight 2. It
is designed like a 8-way coolie hat on a Joystick, means you have 8 options to go to.

-forward right
-backward right
-backward left
-forward left

Imagine it like a clock face with only 8 hours. In red stance, you can combine two spins
to a combo if you change the direction one step. Shift one “hour” back or forward.

Example: From “8 o’clock” (forward) you can shift to “1 o’clock” (forward right) or 7
“o’clock”. You can *not* shift to more than one hour, for example you couldn’t change
from “2 o’clock” to “5 o’lock” as it would be 3 hours difference.

You can chain 3 swings though, means you can move twice. For example, “1 o’clock” -
“2 o’clock” - “3 o’clock”. This would be forward right - right - backward right.

Best is you go out on an empty server and try yourself.

Notice however that even the coolest combo is useless if it doesn’t hit anybody. One
deadly swing is better than three useless combos.

-Dueling Tactics
Dueling is the most important part of the saber. In duels, you'll have to use all the
knowledge in order to win. So far, we do not provide a Duel Tactic part, but as we think
it is one of the most important parts we have collected some tips for you.

Upward moving swings work very well against jumpers
- This includes the back swing, and lunge

Downward moving swings work well against crouchers
- This includes left and right diagonal swing

YDFA work very well against people who crouch to long when close
- If using red, roll swiftly and unpredictably!

Try to never stay crouched for more than one second
- Crouching only slows you down. Crouch if you know you will hit the person, or if you
need the extra defense.

Do not hold attack while moving towards an opponent and slashing
- Holding attack slows you down. Only hold it once positive you are within range.

When doing jump-ins (hold forward, tap jump and immediately after hold
), do not land on or very near your opponent
- Land just inside swing range.
- Otherwise you're asking for a backswing or lunge.
- Also, aim downwards.

When versus aggressive non-red users: use kick
- Blue and yellow users can be knocked down or away at any time, unlike red users
who can only be moved when not swinging.

Do not kick non-red users when they have begun the damaging animation in specials
- Yellow users cannot be knocked down after the primary flip of a ydfa.
- Likewise, blue users cannot be knocked down in mid-lunge.

Don't RDFA
- A non-force forward hop, then initiating a forward diagonal swing in mid-air will do an
extremely large amount of damage and basically win the duel, with far less risk than an

When countering, blocking or attempting to do either, be aware of your sabers position
- You can't counter what you can't touch. Keep your saber covering your body and your
chances of dealing damage without taking any are greatly increased. This cannot be
taught; it comes only with experience.

Control the roll!
- Use your rolls skillfully. If you wish to escape, roll the opposite direction your
opponent is moving.
- If you wish to cut short a left or right roll, hold back as well as crouch and strafe. This
can be done at any time.
- If you wish to evade a swing but not lose your distance, roll to the left or right while
turning in the opposite direction (e.g. roll right, turn left).
- If you wish to appear behind your opponent while gaining distance, roll forward past
him and, once past, turn towards him while holding back. The roll will continue in its
original direction if done properly.

It is vital to minimize the time between the end of your swing and your escape
- Rolls can be initiated before the last 1/5 of the main swing. Roll as fast as possible.
Being sluggish will cause your defeat against skilled players.
- If a swing is potentially fatal and you must escape, rolling will not work.

Rolls cannot be done in mid-swing
- However, jumps can, and are a perfect way to abort potentially disastrous attacks.
Doing a back flip (while holding 'back' during the entire maneuver) is an excellent way
to simultaneously abort a swing and escape.

Don't jump
- Jumping should be used for only two reasons: Closing the distance to your opponent,
and to find an opponent who you have lost sight of. The latter jump should be
maximum height, the former, minimum.
- Back flips are an excellent way to escape danger. They are quick and allow you a
speedy recovery. Also, if not already in mid-swing, attacks can be initiated whilst back
flipping, meaning an evasion can unpredictably become an attack.
- Combos already begun before back flipping can also be continued while in midair (e.g.
right-swing, backflip+right-swing, land, forward-right swing).

In red stance, there is no distinction between 'Pure Back' and 'Pure Forward' during
- What this means is that holding forward (and no other directional buttons) while
attacking is the exact same as holding back and doing the same thing. This means
that combos such as rightswing, forward-rightswing, forwarddiagonal swing, can also
be rightswing, forward-rightswing, backdiagonal swing. This is useful for aiming
purposes, or for a defensive retreat (and can also be used as a swing to counter any
incoming attacks!).

Don't try to counter specials
- Trying to use coded counters (where when the saber touches yours, you hit attack and
you quickly riposte) against specials is unwise. Specials do large amounts of damage
because when they strike your body they deal multiple hits in extremely rapid
succession. This number of hits may allow you one counter, but your counterattack will
be knocked away by the following hits and you will likely end up taking damage.
- Extra: It is possible to counter the first hit of an RDFA, allowing you enough
time to escape to the side without taking damage. This is very difficult, and leaves you
temporarily unable to attack (except with kicks).

Lead your target
- Aim for where your target will be, as opposed to where they are. Many players have
easily anticipated motions. Learn them and take advantage of them. The most
powerful attacks are dealt when your opponent simply walks into them.

Exploit your opponent’s weaknesses
- Learn the psyche of battle. A person who does one thing is doing it for a reason. This
means that they are usually very weak at the opposite. For example, if somebody is
going very defensive, they are weak in attack. Force them to attack you using taunts,
fake attacks, etc.

Focus on your opponent, not yourself
- Learn all the moves and abilities of your technique until it is second nature, a part of
yourself, so that you needn't think about it as you duel. Focus then on your opponent,
observe them, and anticipate them. A duel is primarily a duel of reaction, and not
action. Action is to be used only to put you in an opportunity to react.

Watch for signs of specials so you are prepared
- People who are crouching but not attacking are typically preparing for a lunge.
- People who jump and, at the same moment they jump, swing their saber in yellow
stance, are typically trying to YDFA.
- Anybody doing an overhead slash in red from two-to-four times the normal slashing
distance is typically trying to RDFA. Also, people who swing overhead in red stance
while doing a forward flip are typically people who have failed at an RDFA. People who
do this more than once are likely to eventually pull it off, so be prepared to backswing
or lunge.

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