The aim of this guideThe path one must take to master dueling is simple but not easy. Mastery requires that you obtain an understanding of the various mechanics relevant to dueling, aswell as the interplay between them. It also requires constant practice and polishing of technique and finally to go the extra mile you must strive to elimitate any small problems from your dueling style. Gimmicks will only take you so far. They come and go and change with the times. Solid fundamentals however, are eternally relevant. I aim to cover these things detail in this guide. When you're finished reading this, you should have a good understanding of the mechanics of lightsaber dueling, and an idea of how to go about practicing and getting better. It may require several read-throughs for you to grasp most of what is in this guide, as it is more densely packed by ideas and focuses on details. You can head over to Noel's guide for a more tl;dr style guide with an easy to read presentation. I recommend reading noel's guide in its entirety before reading my guide, as I've structured it so that it is more complementary to his rather than repeating everything. This is especially true when it comes to basics like how to perform different special attacks, so if you are a new player definitely read noel's guide before you read this guide. I also have to thank noel for helping me with gifs, and give credit to him for the idea of imbedding gifs in documents. I hope the gifs used in this guide will help make it easier to understand and grasp concepts. Introduction to duelingThe aim is to kill your opponent and avoid death yourself. The essential mechanic that governs life and death in a duel is blocking points (BP), represented by a red bar near your FP counter. With this resource, you are able to block incoming lightsaber strikes. If you are to defeat your opponent, the surest way to do so is to exhaust his BP, which makes him vulnerable to attack. Therefore, we can say that fundamentally, there are two different phases of dueling that you constantly cycle between. They are Attack and Defense and it's all with the aim of exhausting your opponents blocking points so that your attack can get through his defense and kill him. It's a tug of war between the two duelists and if you fall too far behind and the other side gains too much momentum making it hard to make a comeback. Thus you must always strive to push back! Beginners often make the mistake of not attacking enough and thus simply lose without ever posing a real threat to their opponent. Imagine that you stand on one side of an old-style scale, your opponent on the other and each attack, each skillful defense, each little mechanic and detail subtly shifts the scale in either your or your opponents favour. It's a fairly easy to understand concept when you consider this: Defense being equal, the person that attacks the most and in the best way wins. He gains more weight on his scale than his opponents, he has more momentum. But for every attack, there is a defense and sometimes a counter-attack. So we can also say that attacks being equal, the one with the best defense will win. Dueling is a complex exchange of swings, of attacking and defending constantly. Therefore, to master dueling, we must divide attack and defense into their respective single elements and study each little mechanic in detail, understand it and know how it affects the grand scale of things. That is why this first section is devoted to comprehensively understanding the mechanics of MBII dueling. Lightsaber mechanics Table of contents Perfect Blocking Manual Blocking (Disarm) Swingblocking Parrying Counter attacking (Mblock Counters + Bodyhit & PB Counters) Attacking (Halfswinging, Comboing, Yawing etc) Knockdown techniques The Force in dueling List of Style AP/BP and damage modifiers Perfect Blocking (PB) To get similar PB effect, use a small crosshair with a large crosshairsize (cg_crosshairsize 45) When receiving an attack, you can either take it as a bodyhit, parry it with one of your own attacks or perfect block it with mouse aim. Pbing is extremely important and has many benefits. First of all, each PB you perform will block all damage received from the enemy attack and give you 8 BP which is technically two ticks of BP regen, almost a whole second of BP regen. This makes a big difference if added up over the course of a fight. In other words, Perfect blocking is directly related to your ability to sustain in a duel, and being skilled at PB means you have high sustain and can often outlast your opponents. Against someone who attacks frivolously, you can easily keep your BP tank healthy as long as you have strong PB fundamentals. Another benefit of Pbing is that it allows you to block in returns, meaning right after you finish attacking but before you can continue attacking. If you can PB well, you can close that gap. A strong ability to PB will allow you to go on the offensive more freely aswell. So, how do you PB? It is fairly simple. Around and attached to the enemy player model, there are 7 zones in which you aim to PB different attacks. You can view where these zones are in-game by using /pbindicator 1 and aiming with your crosshair in the space around the enemy model, straight above the head, over either shoulder, to the left and right of the head and crotch/knee level to either side. The pbindicator 1 command will show clearly where the zones are, and what attacks you will be able to block by aiming there. It is a useful new command added to the game for the benefit of beginners seeking to learn the ways of dueling. With practice, even the newest youngling can become a force to be reckoned with. So train the fundamental mechanics of dueling if you wish to become better. /pbindicator 1 aiming to show PB zones. Manual Blocking (Mblock, Disarm) Mblock Disarm by itself, then Mblock Counter. This is another important mechanic and it's related to perfect blocking. When you PB an attack, you have the opportunity to also attempt to disarm your opponent. This is done by holding both mouse buttons and the direction button(s) corresponding to the swing you wish to disarm. It is easy to see visually, just hold walk and both mouse buttons and play around with WASD to see which Mblock direction blocks what swing, it is fairly intuitive. So what you do is you aim at the correct PB zone, then hold SD for example and then tap attack ( so that you are holding down both mouse buttons). You do this right as the swing hits you and the PB is supposed to hit. Not before the PB or after it, but right when you anticipate the PB will happen. Mblock has a short cooldown of 1.5s so you cant just spam it in the hope of getting a lucky disarm. It is worth attempting Mblocks frequently, not just because of how often you can disarm noobs and even fairly seasoned duelists, but also because an Mblock allows you to perform a fast counter attack afterwards. This helps you kill the opponent quickly after you disarm him, but even if you don't, it can often interrupt the opponent mid-swing to deals a lot of damage. Swingblocking (SB) It'd be bad if there wasn't a way to counter disarms, but luckily for us there is! However, swingblocking is not just beneficial for avoiding disarms and instant death, it is also a defensive technique that helps alleviate the considerable damage you receive when you get interrupted. An interrupt is when you get hit during a swing start-up animation. This causes you to take alot more damage than you normally would. A whole1.6x if you aren't holding block, but only 1.2x if you are holding block. 1.0x is the normal amount of damage taken from a bodyhit if you were to simply hold block and do nothing. 1.6x is huge, but 1.2x is bearable in small doses, so swingblocking is extremely important. We are talking about a 40 percent difference in interrupt damage here! Although you shouldn't go around making a habit of getting interrupted, since no matter how you turn the issue, getting interrupted is bad. It is just a lot less bad if you swingblock. Furthermore, swingblocking prevents you from being knocked down. It is truly an important fundamental mechanic that even alot of mid-tier duelists overlook practicing in favour of more PB and Mblock training, but swingblocking is really just as fundamental to dueling as PB is. So how do you SB? It's simple. SBing simply means that you are holding block during a swing. The best way is to tap every single attack and hold block after you tap. So a two hit combo would look like this: tap attack, let go, quickly hold block down until the attack winds up, then tap again at the correct timing to start another attack. Then rinse repeat. This timing is difficult in the beginning, so alot of people hold mouse 1 when they combo, leaving them open to disarms, knockdowns and interrupts. Basically easy pickings for any decently skilled duelist. To attain sound swingblocking fundamentals, first start by making sure you always swingblock your first attack. Whether it's a single swing or part of a combo, it doesn't matter. You MUST swingblock the first attack in your combo unless your opponent is knocked down or otherwise incapable of responding. An alternative way of swingblocking, utilized by very few duelists over the years, the most well known being KillinG, is called using Mblock style. This removes your ability to disarm your opponent, but has the benefit of covering your 4 hit combos more fully with tighter swingblocks, thus it's a good choice for people who wish to use a combo heavy style. With Mblock style, you basically do the opposite of normal swingblocking. That is, you hold both mouse buttons at all times, and release block to attack, then quickly hold block again after you start the attack. To combo with this uber-safety oriented swingblock style, you tap-release block instead of mouse 1. It is an advanced technique you can use if you want to stand out and style on your opponent. It is also good for style switching if you use it while holding block, as it hides your saber style in mblock animations. This means you can change from yellow to red without your opponent knowing, and hit him with a meaty red counter when he least expects it. ParryingParrying is something that happens naturally over the course of a duel. It can be used to prevent taking excessive damage from certain special attacks aswell as combos you have a hard time PBing. A parry occurs when two swings/attacks hit each other mid-air within a certain timing window. Outside of this window, the attacks don't clash but one attack causes the other to get interrupted or you hit someone in the return part of their swing (after their attacking window is gone). Anything other than that will become a parry. When you parry someone, you deal 20% of what your attack would normally do as a bodyhit to your opponent and the opponents parry works the same way. Thus you often end up with parry numbers like 2-6 BP damage dealt/taken for a single parry. Styles with different AP/BP will generate different parry numbers, refer to the damage modifiers section to see how you can calculcate these numbers. This includes special attacks aswell and since you cannot PB special attacks like RDFA or butterfly, parrying them will reduce the damage they deal to you significantly because 20% of 75 is alot better than 100% of 75. To give you an example of how to utilize parries to block special attacks. When you are about to be hit by a yellow DFA move and you don't have time to dodge it, start a swing instead and you will parry it. You still take some BP damage, but it becomes 20% which is a significant reduction. Another example is if you are in a tight corridor and someone does a staff butterfly attack towards you. You can combo into the butterfly attack and parry the a lot of the damage, thus reducing the amount of BP you lose in the exchange. It's always best to dodge specials if you can, since the person in a special attack takes 0.5x less BP damage and usually also deals more damage than you due to how much BP damage specials deal in general. Also, when you are 0 BP, you can parry once but will then be combo broken, meaning you can only parry one attack and then die unless you jump out of the way. This means that when someone is low BP, you can combo them to try and make the kill more certain. Counter attacking Bodyhit counters and PB counters. Basically just attacking back after getting hit. Different from MBC showed above. There are three fundamental forms of counter attacking. The first is counter attacking from a bodyhit. The second is counter attacking from a PB. The third is counter attacking from an Mblock. This is called an Mblock counter (MBC), and is the most powerful of all the counters due to its potential to quickly interrupt the opponent often when he isn't swingblocking, thus dealing 1.6x normal swing damage. If you hit one of those MBC's with red style, you will absolutely decimate the opponents BP and be on the fast-track to victory. So what are counter attacks and how do they work? First of all, the purpose of counters is to retaliate against an opponent to maintain momentum or take back momentum. Remember the scale? A counter is a swift response to an opponents aggression, a way to break through and to fight back. First form of countering we shall cover is bodyhit countering. I found that many people, even high level duelists, don't know this. Bodyhit countering is only possible if your opponent does a single swing or a halfswing and bodyhits you. If he is comboing, attempting to use a bodyhit counter will result in you getting interrupted, thus this is a technique that you must deploy with care and it is actually fairly high level to use it effectively as it requires reading the opponent. But it is good vs people whose styles you know, and ppl that use alot of single swings carelessly. To perform a bodyhit counter, you simple attack back as soon as you can after getting bodyhit. You can go back and forth forever with someone like shown in the gif below. WA is my favorite bodyhit counter choice for attack, but you can use other swings aswell. A PB counter is what the name implies, attacking back after you get a PB. When you do this with the correct timing, it can often allow you to start your own attack afterwards without getting interrupted, which enables you to start parrying defensively. Thus a PB counter doesn't have the same weakness as a bodyhit counter. It is most often used to start a series of parries to defend against a combo and get last hits, but it is also good to use on single hits. You could say that a bodyhit counter is a failed PB counter. They both function the same way, but one is superior to the other. However, it is important to know that Bodyhit countering exists, as it is something that even high level players often overlook. So if you master all of these forms of countering you will have some great tools in your dueling toolbox with which to work. Mblock countering has been briefly touched on before, but basically you perform a disarm and make sure to activate an attack right after, usually by letting go of block in the same way that one attacks when using Mblock-style. The timing is tight and it isn't easy to hit MBCs, but they are strong and should be one of those things you work on continuously as you hit disarms. It should be a natural part of your dueling style to go for these whenever you can. Attacking (Halfswinging, Comboing, Yawing etc) A combination of halfswinging and chaining with yellow style. Just like there are different ways to defend such as Pbing, Mblocking and parrying or different ways to counter like PB counter and MBC, so too are there different ways of attacking! It's not just about holding mouse 1 and adad and suddenly you got a god-tier attack going. Dueling is not that barbaric. Skillfully attacking is something that requires finesse and a feel for timing in much the same way that skillfully defending does. First, there are three standard swing types. First swing, halfswing and consecutives. First swing is self-explanatory. A halfswing is named thusly because it cuts out part of the wind-up animation, making it hit slightly faster than first swing as a general rule. Atleast that used to be the case, though now the first swing and halfswing have been normalized to a more even speed. Both first swings and halfswings deal 1.0x damage, the standard amount. Some Yellow style halfswings demonstrated on a training dummy. Consecutive swings, also known as combos or chain swings deal 0.5x. If you were to 4 hit combo someone, you would deal 1.0x damage from the first swing, then three times 0.5x from the following consecutive swings. If instead you did two hits, pause, two hits, you would deal 1.0x, 0.5x, 1.0x, 0.5x. Simple enough, right? By the same logic, if you did 4 single swings, you would do 1.0x, 1.0x, 1.0x, 1.0x So since consecutive swings deal less damage, does that mean they are suboptimal? No! Consecutive swings happen in more rapid succession than halfswings, meaning they are useful for barraging your enemy with attacks and their main purpose is to put pressure on the opponent and try to catch him in a swing and get that sweet, sweet interrupt damage I've mentioned before in the swingblock section. Consecutive swings also help protect you against immediate retaliation from bodyhit and PB counters by interrupting the counter attack or by parrying the counter attack. So the judgement of whether you should use single attacks or consecutives is a bit muddy and it depends on who you are facing, aswell as your own playstyle. As a general rule, it is good to mix every single type of attack aswell as every single type of combo you can think of to remain as unpredictable as humanly possible. If someone only does single hits, he becomes susceptible to bodyhit and PB counters and if someone only does 4 hit combos he also becomes more predictable and easy to deal with since you can just save your slap and time it well to deal with the 4 hit combo spam. Also, if you take care to not get interrupted by the 4 hit combo, it doesn't deal that much damage, the same amount as two and a half single hits in fact. This means that when you play against someone that has a combo heavy style, you should be careful and not overextend yourself, as the main aim of heavy comboing is to annoy the opponent into making timing mistakes. So how exactly do you go about halfswinging? To get a feel for the timing, all you need to do is hold a direction and mouse 1. I recommend yellow D swing as it is decently fast and one of my old favorites. You basically start holding the attack button right when the bounce/return animation of the last swing ends. That means there is a gap between swings that is larger than the gap between consecutive attacks. Luckily, if you are skilled at Perfect Blocking you can now PB during those gaps, making single hits a viable choice especially for skilled players. I should mention here that a common pitfall for new players is to wait for too long until they start their halfswing, thus they end up resetting their combo and doing two first hits instead of a halfswing, which is slightly slower and this small gap in speed actually matters a lot. This is especially true with styles like blue, where the halfswing timing is even faster than other styles. There is another way of speeding up your attacks. This method relies on aiming in such a way that your swing ends up inside the opponents model right at the moment when it can 'attack'. If you aim swings properly, they will always hit at the earliest possible moment, but if you do not aim properly some of the swing directions will hit later than others due to their animations. This speed difference is noticable when you observe a beginner vs a master of attacking. As a general principle, you should aim to one side of the opponents model or the other, in the direction of your swing. So if you are doing a yellow D swing, you should aim to the right of the enemy. If you do a WA swing, you should aim down and to the left of the opponent. If you do a SD, you should aim to the right and maybe slightly up. The main goal is to aim so that your lightsaber blade is close to or inside the opponents model at the moment it can attack. Once you get that basic principle, you can attack at the speed of a 1337 duelist without raping your mouse like a retard. But speaking of that, there is something else you can do with mouse aimed attacks, namely what is colloqually called yawing. The main purpose of yawing as opposed to simply aiming your attacks properly, is to obfuscate what swing you are doing, thus making it harder to PB you. There are many different ways of doing this, but one of the most common ones is to aim far into the ground and twitch left or right depending on what attack you are using, as per the aimed attack principle described above. The twitch blurs the attack more than simply aiming at the spot to begin with, and aiming into the ground also helps with obfuscating the swing. However, if you are doing this alot you will find it harder to PB during returns, which is also an important consideration when deciding whether or not to yaw an attack. You should never just yaw for the sake of yawing, as that can leave you open to side and backwhacks and also makes it harder for you to PB in returns. I also caution against spinning your mouse with high sens when attacking for the same reasons, and this sort of spin spam cannot be called true yawing, merely a noobs interpretation of what yawing actually is. The people who spin excessively, likely do not know how to aim their attacks, but they've seen some skilled player yawing and figure that it's just about mouse speed when it is infact more about where you aim. There are also a few other ways of making yourself harder to PB when attacking, especially from a distance. The first one is to purposefully miss one attack in the air and follow up with the same attack or another one as you run forward. This could be SD(airswing from distance, missed), run forward SD (hit). Or when chasing someone you could do WA halfswings as you run forward, missing one or two in the air, but reaching the opponent and smacking him. Another way of doing this would be to use the feint/swing cancel mechanic. Pressing the reload button (I bind it to R), cancels your swing. Useful for open mode when you swing close to your friends and have to stop your swing lest you kill them. But feinting in dueling by using reload to cancel your swings is an inferior version of simply airswing faking, so it shouldn't really be used unless you want to incorporate it to throw the opponents rhythm off. In general, it's not recommended though. The other way to make yourself harder to PB is by using jumps. If you have jump 3, you can hold +use whilst jumping to get a non-force jump 2, which is the best for engaging with jump from a distance. The way this is normally used is that you start from a distance, jump and start your attack in the air, timing it so that your attack hits the opponent right when you land infront of him. Damage from jump attacks is 1.2x, but you also take 1.3x more damage while in the air so it's not a way to receive free cookies. You can of course also combine jumping and airswinging to further obfuscate your initiation attack, but this is rarely needed and rather than going through the trouble and potential risk, you are sometimes better off simply wandering into range, Pbing and starting the engagement that way. Finally, it is important to make mention of the fact that if you're dueling yellow vs yellow and you 4 hit combo the opponent, he Pbs your first hit and also starts a 4 hit combo, his last hit will obviously hit you, since he has one more swing than you. But there is a hidden mechanic that can allow you to attack him back and get a 5th hit as a halfswing after such a combo exchange. This was added to the game to encourage people to be more aggressive, and so it is good to know about if you are an aggressive player. Basically, having exhausted your chain count (can't combo any longer), doesn't mean you can't bodyhit counter if you get attacked. Thus it seems like you can pull a 5th hit as a halfswing out of nowhere. This is an advanced technique often used to skilled players to keep the pressure high in a duel. It's important to know that you can get these swings off of bodyhit counters even if you have just used up all your swings in your combo. Take red as another example, you parry the yellow players first 3 swings but his 4th yellow swing hits you. That is not the end of your offensive with red! Since he hit you last, you can bodyhit counter him with a red halfswing. This can catch alot of people off guard. If they are wise to this, they can dodge away or counter you back, and in theory you can keep going back and forth with single bodyhit counters like this until you run out of BP. It is just another mechanic that you should be aware of in the pursuit of solid fundamentals. So with this in mind you now know that it's not necessarily disadvantageous to attack first, you just have to be careful about Pbs and making your attacks too easy to predict. Trying to be the aggressor in a duel has its advantages, so aggressive styles are not out of vogue or anything. Knockdown techniquesThis section really should just be called slap 101, but there are some other methods of knockdown available aswell. First of all, slap is activated by Moviebattles II special 2, usually players bind this to E or a button on their mouse. It has a 4 second cooldown represented by a white bar in the lower right part of your ui next to your force points. During the slap animation, you cannot PB or parry, so getting hit while you attempt to slap someone is always a bodyhit. When you get knocked down, there are five different ways you can get back on your feet. First, you can tap the jump button to do a quick-getup during which you are vulnerable to lightsaber attacks. This getup is used in open-mode versus gunners, and only very rarely in duel mode when you are not at risk of getting sabered, like when your opponent is far away or is using a heavy style and his attack is a bit slow in coming. Next, you have the side roll of either D or A + jump. A lot of people turn their camera 90 degrees away from the opponent as they roll, so that they are rolling sideways away from the opponent, thus putting the maximum possible distance between the opponent and themselves to make it harder to punish. The last way to get up is to either use W or S. This can knock down an opponent that isn't blocking. Meaning if someone is just holding mouse 1 and not swingblocking, he will get knocked over by the W or S getup. This getup, especially with S, is also a useful counter to the +use downstab punish discussed below. As before, we shall discuss why knockdowns are important. The first and most obvious is that someone on the ground cannot PB and cannot attack back. This means every swing you hit them with while they are down, will be a bodyhit, and you don't have to worry about getting countered or disarmed. When you knock someone down, there are many different ways to 'punish'. The most common is to simply 4 hit combo someone with yellow style, and while that isn't bad, it's quite ordinary. The second most common way is probably to get off two single hits on the downed opponent. This is also a viable option. One detail of note here is that walking non-swingblocks deal 1.1x damage, meaning that if you are not under threat from your opponent you can deal more damage by not swingblocking. This is one of the only times I recommend not swingblocking. However, if the opponent does a getup like W or S that can knock you over, you must swingblock. Crouching makes you deal half the damage you normally would, so it is inferior to simply swingblocking. In addition to walking + not swingblocking to deal 1.1x damage, you can also jump attack them on the ground for an extra 1.2x. These damage bonuses stack by the way, so if you can manage to hit a walking, jumping non-swingblocked attack, its damage will be buffed up quite nicely. This is mostly useful with red style punishes. When you slap someone down, you can also punish them by attempting to hit them with special attacks such as the +use downstab, a YDFA or one of the many crouched backattack variants depending on what getup your opponent chooses. You can also use the knockdown time to distance yourself from the opponent and make him run to you. This will often instigate noobs to attack from a distance, making it easier to PB their attack and filling your BP tank. But attack punishes are generally preferred over simply distancing yourself. So take note of what getup your opponent likes to do, and then pick an appropriate punish. Now that we know why knockdowns are important to know about as one of the fundamental mechanics of dueling, the question is how do we go about effectively knocking our opponents down? Slap, the bread and butter knockdown of every common duelist, requires that you hit someone when they aren't holding block, to be effective. Thus, the best times to slap is right when the opponent starts a swing, whether that is his first swing on the next one in a chain. Swingblocking a 4 hit combo is very difficult, and if you have the right slap timing you can knock most people down consistently. Sometimes, you will see duels in which one person is constantly on the ground. This is common when someone with sound slap and swingblock fundamentals faces off against a person without sound slap and swingblock fundamentals and the difference this makes is absolutely huge. The next method, one that I also recommend trying, is to slap right after your first swing has hit the opponent. As you know from the countering section, it is often the case that someone will try to bodyhit or PB counter you, especially if you are using a single-hit heavy style, but if they attempt this and you hit slap right after your attack hits the opponent, you will knock them down 95% of the time assuming they started a counter (which is likely the case if you single hit a lot). Many lazy duelists hit slap after a 4 hit combo every single time. These people do not have sound slap fundamentals. They do not save slap for the important timings, but just hit the button on cooldown as muscle memory. It goes without saying that this is bad. If you master slap restraint, you can mindfuck your opponents and seize the advantage. This is because it is a common tactic to use single hits to try and bait out a slap from the opponent, because if the opponents slap is on cooldown you can unload a full walking non-swingblocked combo on them without worrying about getting knocked down. Saving your slap can throw these sort of people off. And if you're facing an aggressive facehugger, it's a very bad idea to panic and slam spam the slap button. It's often better to forget that it exists than to constantly spam slap, because slap spam gives the opponent a clear opening to exploit. If your slap is on cooldown, your opponent is free to attack in any way he wants. Omitting slap for a long time can make the opponent wary and give you an advantage in the duel, especially if he is firing off slaps and giving you clear free-attack timings. There are other techniques to knock someone down and they have their pros and cons. The techniques below have a longer cooldown of 6 seconds as opposed to slap's 4 second cooldown, but they make the opponent stagger in return for the longer cooldown. +w +use +slap is my favorite. It makes you do a forward jump kick. This can often catch people off-guard and is useful on opponents that are slightly distanced from you and preparing to attack. When you duel long enough, you will get a feel for when someone is about to attack, and you can pre-emptively use a forward jumpkick. Even if you don't knock them down, you will atleast stagger them, and this stagger is also longer than the stagger from legsweep and side kick, so this is worth incorporating into your dueling style, if only to use on occasion. It is also a great way to knock people off ledges in open mode on maps like Deathstar @ the bridges, or in generator on Duel of the fates. If you want to knock down someone that is crouching and attacking, you can do +use +crouch +slap to perform a legsweep. Other variations include +use +wsd +slap to perform kicks. Forward kick does not work so if you want to kick someone in place of slapping them, turn to the side with either a D or an A kick. The only reason why you'd use the side kicks over a normal slap would be if you need the stagger for momentum reasons or if you want to throw the opponent off his rhythm.