Initial Duelling Guideline



The Only Proper
Initial Duelling Guideline

Valid for Movie Battles II R20.0.06


INTRODUCTION


This guide is written primarily for brand new players, who are willing to seriously start getting into duelling of Movie Battles II. It may still help other duellists, who are more or less acquainted with the game and want to get a proper start.

Make sure you go through the guide in your tempo, don’t rush. If you feel that you need to take a break from it or re-read some paragraph – go for it. The duelling system of MBII is deeper than it appears to be at first glance (and even second).

Sidenote: some things that are not important (at least for the initial period of playing in Duel Mode) are
described in “Tell me more” section at the end of this guide. It is recommended to read that part once you are done with the main guide.

Skip the PREPARATIONS section and part 2.1 if you are:

  1. Familiar with Class Configuration
  2. Familiar with the interface
  3. Aware of what BPs are and how they work
  4. Know what are differences between sabrestyles
  5. Know why new players are told to use yellow sabrestyle
  6. Capable of swinging in different directions and performing swing chains


PREPARATIONS

  • Part 1.1. Class Configuration and settings

Once you join Duel Mode server, pressing Escape key and then “PLAY” button brings you to class choice menu. Does not matter if you pick Jedi or Sith – basics of the duelling will remain the same, feel free to choose either (commented on in “Tell me more” section). After making a choice, you should see something like this:

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This is a Class Configuration menu. At the top you can see how many points you have for picking your skills. Use Left Mouse Button on a skill for taking it to the next level and Right Mouse Button to get it to lower one. Taking ability to a certain level requires you to put some points in it.

For example, getting Attunement ability to level 3 will require you to spend 0 + 6 + 6 = 12 points:

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Basic duelling (and not just basic in general) will require having following skills:

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and, desirably,
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Putting at least some points into any ability of sabrestyles section allows you to use a lightsabre. Having Medium Styles ability on level 1 makes it possible to use yellow sabrestyle (details later, in Part 1.2).

Level 2 or 3 of Sabre Defend ability gives you full pool of Blocking Points (details later, in Part 1.2), and that is the only thing that matters for us at this point. Level 2 and 3 are identically good for basic duelling (explained in “Tell me more” section).

Getting Jump to level 3 is recommended simply because it makes moving around the location more convenient sometimes, by allowing to perform higher jumps (not the only effect).

Force Block allows you to block incoming Force attacks, so if someone will try using Force Powers directly against you in duel, level 3 of this ability will make it much easier to avoid being affected by those attacks
(a little more detail in “Tell me more” section).

You may spend all the points you have left as you wish or just leave it like that – in any case, you will not need those to go through basic stage of duelling. You can get a demonstration of ability usage if you put your cursor over ability's level in menu:

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Now, go over different sections on the right side of the window:

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Pick character and sabre to your liking, then press “Okay”, you will appear somewhere on the location after that.

At this point (or after you finish this Part) i’d really recommend you to hang around a little bit and just have some fun if you feel like it, until you are ready to continue :)

Make sure you don’t break common rules: on Duel Mode servers, attacking a player whom you are not duelling with (interruption of duels, attacks on typing people or those who are AFK, attacking those who do not want to duel you, etc) is called laming and is prohibited.

Before we continue, we should check Settings (press Escape >> choose Settings). Once you open the window you will see a few tabs you can switch between:

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Controls tab is already opened by default, you can see its categories on the left.

Make sure you know the keys for main commands:
  • Movement >> Walk Forward, Backpedal, Step Left, Step Right, Run/Walk, Up/Jump, Down/Crouch;
  • Interaction >> Attack, Alt. Attack;
  • Weapons >> Melee/Lightsabre or Next Weapon and Previous Weapon (can set these on mouse wheel scrolls);
  • Moviebattles >> Class Special 1, Class Special 2, Class Configuration, End Private Duel;
  • Other >> Chat, Bow/challenge
In “Other” category check “Always Run” setting. If you set it to “Yes”, then Run/Walk key will be used for walking, if to “No” – for running. Set it to whatever you are used to in games, but consider, that you will mostly be walking (at least, on basic stage of duelling).

Also, set the comfortable sensitivity in “Mouse/Joystick” category.


Here are some other commands you may need:
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  • Aiming at player and pressing “U” key allows sending private message to them.
  • Pressing Shift + Tilde opens console


A pair of frequently used console commands:
  • /tell PartOfNickname text – another way to send a private message to a player.
  • /kill – kills you, you will respawn and Class Configuration changes will be applied (Class Configuration menu can be opened at any moment in game).

  • Part 1.2. Force and Blocking Points, sabrestyles.
You are in game; your interface is close to this:

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Most important indicator for duelling is a Blocking Points bar – red one you see on the right.


BPs allow you to block incoming sabre attacks by holding block (Right Mouse Button by default). As soon as you are out of BPs – you can no longer take hits, so opponent’s next successfully landed swing will kill you.


Generally, Blocking Points are:
  • Regenerated ⎼⎼⎼⎼⎼⎼⎼⎼⎼ when you walk or stand still
  • Not regenerated ⎼⎼⎼⎼⎼⎼ when you run or crouch
  • Wasted ⎼⎼⎼⎼⎼⎼⎼⎼⎼⎼⎼⎼⎼⎼ when you block attacks or hold attack key

The health bar on the bottom left corner is not too important usually, since when lightsabre hits the body, it instantly kills defenceless duellists (a bit more on indicators in “Tell me more” section).


The colour of glow around sabre icon in bottom right corner shows the sabrestyle you use at the moment. As you remember, we have got Medium Styles to level 1 to be able to use yellow sabrestyle. Some differences between sabrestyles include their attack and defence strengths, and speeds of swings. Since yellow one has balanced attack and defence rates in addition to basic speed of swings – it is great for beginners to learn and practice with.

Sidenote: yellow sabrestyle is not some sort of style to be used by beginners only, it is just better for new players to start with.


BASIC DUELLING

  • Part 2.1. Performing swings and chained attacks.

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Combining movement and attack keys allows performing different attacks. For example, pressing
attack while holding “step left” key will result in performing a swing that goes from right to left; “step right” + “forward” and attacka diagonal swing, going from top left to bottom right. You probably get the idea at this point.

In total there are 7 possible directions of swings (not 8, since vertical swing that goes from bottom to top does not exist): 1 vertical, 2 upper diagonals, 2 sideswings and 2 lower diagonals. They are often referred to, basing on directional “WASD” keys you use to perform them – the first swing we had in example from previous paragraph would be called “A swing”, second – “DW swing” (QWERTY keyboard).


Try performing different swings now. Don’t hold keys for a long time, you need just a short tap.

Get used to performing short simultaneous taps of attack + directional keys instead of holding them, it will be important for you soon (Parts 2.3 and 2.5). If you do not use any movement keys while pressing attack, you will perform a vertical top-to-bottom swing (W swing). If you keep getting a vertical swing despite trying to do some other ones – make sure that you press attack and directional key(s) simultaneously, it will solve the problem. But consider the depth of your keyboard, might need to start pressing key earlier for deeper keyboards.

Swings performed in a row without pauses make up a chain. Another difference between sabrestyles is in the way chains work. Several sabrestyles (including yellow) allow chaining up to 4 swings and prohibit performing neighbouring ones in chain. Means that, for example, after AS swing you cannot chain A as next one. Yet, the no-neighbouring-swings-in-chain restriction only applies to swings that reached their target.

After your swing has either reached its end (if missed) or fully bounced back after hitting the target – start the next swing. Do not “get used to timing in general”, but rather watch animation: once you see your sabre bounced all the way back after swing landed – tap keys you have learned for starting next one.


Try performing some chains, desirably on some opponent/training droid (if there are some in the location). You may hold attack key at first to adjust your timing, but then, as soon as you catch it well, switch back to short taps. Move on once you feel confident.

Now, there are two pairs of very basic techniques, which are always important for proper duelling. First is commonly known as “Perfect Blocking and Swingblocking”, and we’ll call second one – “Swing Control and Unpredictability”.
  • Part 2.2. Perfect Blocking.

Perfect Blocking is a technique that allows blocking incoming swings without taking BP damage. For PBing a swing, defender holds block (alt. attack) and aims at the direction it comes from. Try to imagine this for understanding: someone is attacking you with a DW swing, so you have to move your crosshair a little bit to the right and higher from opponent to score a perfect block. If your PB was successful – your crosshair and BP bar will turn green for a moment. Pay attention, for getting crosshair to a PB zone of a swing you do not need to aim too far away from opponent.

Also, valuable note: the shorter distance to opponent is – the further away from opponent you have to aim for scoring perfect block.


Ask someone around to perform single (not chained) swings from all directions for you, in a certain pattern (make sure they make a pause between each swing). Knowing the pattern, search for PB zones of each swing by adjusting your aim on every attempt. Don’t use movement keys during exercise. Make sure that aiming move is sharp enough, it should feel like an “instant” action. But don’t throw your mouse away, stay relaxed, and do not aim at any PB zone before opponent’s swing begins.

As you have noticed, first swing (opener) is longer than chained ones that may follow it. Here it is worth mentioning that chained swings are half as BP-damaging as openers. This is why it is important to be able to perfectly block at least first swing in opponent’s combo.

Important comment: never perform PBing through watching opponent's footwork – always watch the general animation of a swing, otherwise it might get you in trouble with those who learned basics properly.


After you have learned to confidently PB known pattern of single swings, ask someone around to perform more single swings for you. This time, directions should be random. Make sure they make pauses between swings. After some practice, you will be able to recognize the animation better and do the appropriate aiming move. Avoid common mistake – don’t allow your brain to force you into doing random aiming move before you recognize incoming swing – better miss, give yourself time for recognizing the attack rather than get a bad habit eventually.

As for PBing chained swings, reaction cannot be used due to having very little time between beginning and landing of a chained swing. Therefore, use prediction for it: remember the no-neighbouring-swings-in-chain restriction and make a guess on what next opponent’s swing can be (example: after getting hit by DS swing, D cannot come next (just as DS, obviously), so you pick any other one to put your bet on). You can imagine how any swing is divided in two parts: approach and bounce, divided by a moment of hit. During opponent’s chain, you may use the “bounce” part of previous swing to make a guess for next one.

Important note about blocking in general: usually, you want to keep holding
block most of the time in duel (except for some more or less rare occasions, like running; mentioned in Part 2.4)

This all may sound a bit complicated, but, despite taking solid amount of time to reach, confident level of Perfect Blocking is totally achievable. Practically proved by numerous learners.

  • Part 2.3. Swingblocking.

Second important technique allows you to defend against being disarmed or knocked down by slapping (that move you perform when pressing Class Special 2 key) and is called Swingblocking. Notice, how whenever you hold blocking key you cannot be knocked down. Same applies even during swing performance. To perform SB, start a swing with a short tap of attack and directional keys (as you learned in Part 2.1) and then, after swing has started, instantly press and hold down blocking (alt. attack) key.

Ask someone to stand still, block and attempt to knock you down by slapping, while you will be performing random single swings on them. Start from a blocking stance. Then release block, do as short tap of attack and directional keys as possible to open a swing, and switch to holding blocking key again instantly. Can be performed on training droids if nobody is around. The less of gap in holding blocking key you have – the harder it is for opponent to knock you down.

Now remember how you were watching animation of swings to perform chained attacks (Part 2.1). It is possible to use SBing in chains, yet it is not an easy thing to do. You may try to do this to get an understanding and practice in future. For SBing a chain, release blocking key for starting each next swing and switch back to blocking as soon as the swing was opened. Another important note: do not aim away from your opponent during own attacks, or you will have to alter your timing for Swingblocking as well.

Ask someone to stand still and block, while you will be performing chained attacks on them (can be done with training droid). Start with two swings in chain. For starting each next chained swing watch the animation instead of getting used to general timing. Shorten the gap in blocking as much as possible. Once you are able to confidently perform swingblocked chain of two, increase the number up to three and four swings in chain. Switch to swinging without target and back to see how timing changes and get used to watching the animation.

The exercise you were just given should not become your focus at the very first days of learning duelling. For the beginning it is important to be able to swingblock at least opening swing in chain, since undefended – it tends to give the most trouble due to being a good point to use disarming at (some details on disarming in “Tell me more” section).

Swingblocking is around as difficult to learn as Perfect Blocking, but, again – it is very real to achieve a decent mastery with this technique if enough time and patience are put in.

  • Part 2.4. Distancing.

Let’s take a break before moving to second pair of basic things, and talk about another important thing for duelling. In general, there are lots of correct options of distancing, but some of those are not for basic stage at all. Yet, even more advanced and detailed schemes of distancing will generally follow same principle: decreasing distance to opponent in offence, and increasing – in defence.

The idea partly comes from the way Perfect Blocking works: the closer opponent is – the further you have to aim for PBing successfully. In order to make it harder for opponent to block your attacks it is preferred to shorten the distance. When defending, obviously, you want to go further away from opponent, but here is a valuable note: make sure you control how far you go, because increasing distance way too much will make it harder for you to land your next attack successfully. For your current stage, it is recommended to control your offence level according to your Blocking Points level in duel. Find balance between how far you go and how offensive you will be afterwards.

Also remember how blocking points are not regenerated when you are running, so try to control your distance with walking most of the time. Exceptional situation is when your Blocking Points bar is nearly full – you can afford attempting to reach your opponent with running.

Before going for Parts 2.5 and 2.6 try to implement what you’ve learned in duels. At this point, making mistakes here and there is totally fine, just as having performance that is far from perfect. Practice can and will do wonders – confirmed by many people.

  • Part 2.5. Swing Control.

Until now you might’ve noticed how performing swings may notably influence your movement if tap of directional keys was not short enough. By attempting to make tapping directional keys as short as possible, you were already using Swing Control technique (just need a name to refer to). It also includes synchronization between taps of directional and attacking keys.

Stand still, start performing single swings, picking random directions. Be sure to make pauses between swings, do not rush. Don’t let the swinging change your position. Perform some chained attacks, while staying on one place as much as possible.

Desynchronized taps of directional and attacking keys on first swing will result in performing an undesired swing. Same desynchronization may have worse consequences if it happens in the middle of a chain – the next swing won’t start.

Usually, when duelling, attacking is combined with movement. Most common movement direction during offence is, as you know, forward.


On flat surface, find any long straight line on ground texture of location you are at. Start moving along it and performing upper diagonals (AW & DW swings) one by one. To practice greater control over your attacks, you may even cancel the swings (reload key) when they nearly reach their end. Make pauses between swings. Make sure your sidesteps during performance of swings are almost invisible. Move without stopping.

Once your swinging from this exercise has almost no influence on your movement, you may alter it: replace upper diagonals with sideswings (A and D), and later – with lower diagonals. Try to move with as short stops as possible.

Decent level of Swing Control unlocks your movement, allowing to control distancing much better.

  • Part 2.6. Unpredictability.

Correct distancing, good level of Swingblocking and Swing Control are important for offence, nevertheless, the number of perfect blocks opponent scores tends to grow even with that, if your attacks become predictable. Making own offence unpredictable may be a challenge for your focus.

As you remember, PBing chained swings is done through prediction, since reaction is usually not usable on such time frames. Thus, if you are being consistently PBed during your chained attacks – you have got repetitive patterns that opponent adjusted to. To make something unpredictable for opponent, make it unpredictable for yourself – go against what chains feel “convenient” to perform, and you will discover that there is much more variety than it seemed.


Ask someone to block your chained swings, staying in place on medium distance. While standing still, perform attacks as random as possible (direction-wise). If you are getting PBed too much during chains, try to go beyond what you have in your muscle memory for attacking. Once you are capable of decent Swing Control – ask them to walk away during you attacks, so you will have to walk forward constantly.

Technically, by forcing use of Swing Control in this exercise, you start to prepare your unpredictability for use in actual duelling.

Average amount of blocked chained swings will indicate how well you perform, at least relative to past self. Theoretically, ideal PBing against completely unpredictable chaining will result in maximum of only 1/3rd of chained (not opening) swings being PBed in average. Practically, it highly depends on skills of both defender and attacker.


IMPORTANT SUMMARY AND FINAL ADVICE


All the techniques mentioned above will have to be applied in duelling eventually. To do so, one should get used to performing them outside from duelling first. The more you practice them – the less focus they waste mid-duel, the easier it is to implement them in your duelling. Practice them outside of duels until you get to more or less confident level (that is, according to your feeling only).

You might also be shown some other techniques and told to use them. Indeed, there is a lot more to duelling than these basics, but they are essential for good duelling, no matter what you will build on top of that later on. Remember that, while learning and practicing these basic techniques, usage of other ones will only slow you down, if not straight up put a cap on your further progress.
Following moves are common suggestions you may receive that are to be put aside at least until achieving confident level of basics:
  • Trying to use disarming, halfswings (read “Tell me more” section), counters and parries intentionally​
  • Accelerating swings with camera movement (more commonly known as “yawing”), decelerating them, or doing any other manipulations with camera during attacks​
  • Evading swings, mostly instead of blocking them​
  • Using Force powers or melee combat in lightsabre duel​
  • Utilising special moves like stabs, lunges, DFAs, et cetera​


Long way is ahead

Good luck




TELL ME MORE

  • What is the difference between Jedi and Sith classes?

Technically, Jedi and Sith have difference in Force Powers available to them, though Force Powers are usually not used too widely in duelling, as often they would have little effect. Though some can even be overpowered (currently – Force Grip). Also, well, they have different character and sabre skins :)

  • How exactly does Force Block work?

Different levels of Force Block set different bars of immunity for Force Push and Pull. For example, if you have 60 Force Points and Force Block of level 1 when someone uses Push – you will not be immune, while level 2 or 3 will get you protected. A bit more details on this can be found in “Library” section in game.

  • What exactly is the advantage of Sabre Defend 3?

Unlike Sabre Defend 2, 3rd level allows jumping without wasting Blocking Points on it. This is desired for duelling with use of techniques, based on jumping (to be avoided at least up to the mid stage of learning). It also gives you the ability to perform Special Moves, while spending half their original BP cost.

  • What about other indicators?

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When someone uses Force Powers, it costs them certain amount of Force Points (blue bar). FPs are automatically regenerated when you don’t use any Force Powers. If you meditate (“
M” key by default), regeneration accelerates.

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Strength of attack is partly defined by Attack Chain Multiplier.

ACM increases when you land an opening swing or halfswing successfully, and decreases when a swing is successfully landed on you the same way. In short: the damage you deal grows with increase of ACM. The bigger the glow around sabre icon is – the higher is your ACM and the stronger your attacks are.

  • How does disarming work?

Disarming is more advanced technique, performed through simultaneous tap of attack and directional keys, while holding block. The mechanic you are using this way is called Manual Blocking. If you pick right timing and directional keys (example: DS, against DW swing) – your opponent will be disarmed when their sabre hits you, if they were not SBing. Therefore, normal, not altered opening swing is the best moment to perform successful Manual Block, and protecting it with Swingblocking is essential.

  • What are halfswings?

Halfswings are swings that start faster than regular openers, yet still deal full damage, unlike chained swings. Halfswings are considered to be part of the combo in terms of swing counter. They can be performed by starting a swing right after sabre fully bounced back following last swing (though there are other ways, involving special moves).
  • So, what's Class Special 1 for again?

Picking up / throwing you sabre.
  • What's this mysterious "confident level of basics"?

Approximately: the level when you can defeat some (more than a few) people who use "yawing", evasions and other things beyond basics, while you use only basics from this guide. This is usually an indicator, because relatively small number of people has good basics, can duel or perform these more advanced techniques properly.
  • Any more details?

Yes, in "Library" section in game client (may contain outdated information on some topics).​
 
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