Noel's Dueling Guide [1.6 - parts outdated]

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Contents (Ctrl+F for each section):
  1. Creating a class and saber styles.
  2. Blocking points, Force points and HUD.
  3. Blocking and basic movement.
  4. Attacking, damage, interrupts and combos.
  5. Slapping/kicking.
  6. Swing blocking.
  7. Perfect blocking.
  8. Counters.
  9. ACM and ACC (Attack Chain Multiplier and Attack Chain Count)
  10. Parrying.
  11. Manual/Movement Blocking/Disarming.
  12. Half swinging.
  13. Yaw(ing.)
  14. Shadow swinging.
  15. Special attacks (DFA, Kata.)
  16. Experimental attack styles (Jumps, delays etc.)
I recommend reading one section at a time, practising it and then carrying on to the next step. Learning everything in this order should be fairly logical and things should add and slot together fairly nicely.

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1. Creating a class and the various saber styles.

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Setting up the MBII-specific controls:

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The controls --> Moviebattles options. This image shows use of the very popular Peneke Pack which overhauls UI and adds new models.
Before you begin dueling there are a few things that you want to configure. The first is binding both Class Special 1 (Slap) and Class Special 2 (Saber throw/retrieve) to two separate keys. I use my two additional mouse buttons, however most people use Q and E or Z and X.

You also want to bind Class Configuration to a memorable key. I use comma.

You may also wish to disable auto-record demos in Controls --> Media --> Auto-record demos.


Setting up a class:


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The class configuration menu.
To open the class configuration menu, press ',' or whatever key you bound it to in the last step.

There are several aspects to consider when creating a class and there are several differences between what you should build on Open compared to Duel.

Putting points into each ability yields different effects, I will not go into detail about which ones do what to keep the focus onto dueling (force powers aren't very commonly used).

Placing any number of points into a fast, medium or strong style will unlock a new section of the class configuration menu which allows you to add Saber defense and Saber deflection abilities to your class.

You must buy Medium Styles 1 before being able to unlock other styles.


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When dueling, it is almost essential that you have at least 2 points in Saber defend so that you regenerate block points the fastest.

Saber defense 1 regenerates 4BP per tick but takes 1.4x more BP damage.

Saber defense 2 regenerates 4BP per tick, takes normal BP damage, however loses 2x Force Points on swingblocking against gunners.

Saber defense 3 regenerates 4BP per tick and takes normal BP and FP damage.

You can have up to three different saber styles selected at one time.


Different saber styles:

There are seven different types of lightsaber combat styles in MBII. Each style is categorized by being a light, medium or strong style. In general, light styles are the quickest and do the least BP damage per hit and strong styles are the slowest but do the most BP damage per hit.

Each style's Attack and defence values are as follows:

  • Blue: Offense: 6, defence: 75. Combo limit: 4.
  • Cyan: Offense: 9, defence 60. Combo limit: 6.
  • White (Staff): Offense: 10, defence: 70 Combo limit: 4.
  • Green (Dual): Offense: 11, defence: 60. Combo limit: 5.
  • Yellow: Offense: 12, defence: 55 Combo limit: 4.
  • Purple: Offense: 16, defence: 45. Combo limit: 3.
  • Red: Offense: 20, defence: 40. Combo limit: 3.

I'd recommend yellow to learn the game with.


Stopping lag:


You might notice the game is a little bit jittery or there is ping lag, use these commands to fix most of it.

Type into console (`):
/rate 25000
/cl_maxpackets 100
/snaps 40
/com_maxfps 125


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2. Block points, Force points and HUD.

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The two main elements of your hud:

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Left, health and armour bars. Right, Force points, ACM Meter and Block points.

Starting from the left, you'll notice you have a health and armour bar. If you're playing as a Jedi or Sith, you'll notice that the armour bar is empty. This is because Jedi/Sith classes do not have a perk which grants armour.

On the right, you'll notice you have a Force points bar and a Force points number value as well as a Block points bar and a small cyan, blue, yellow, white, green, red or purple aura surrounding an image of a lightsaber, which represents what style you currently have equipped (see above.)



Force points:

Force points are the blue bar on your HUD. They determine the number of force-based abilities you can do. Once you reach zero force points, you may no longer perform any more force-based abilities.

You regenerate force points automatically when you are not jumping or performing a force-based ability. The lower your force points, the more susceptible to force-based abilities you are. For instance, if someone tries to push you with 100 FP, they will not push you as hard as if you have 20 FP.

Force points are also used to defend against enemy firearms and projectiles.

Force Focus is a state in which, after keeping your crosshair on an enemy for a period of time, you may perform force-based abilities with more success. This is noted by an aura which will appear around an enemy after targeting them for a short time.

Having Force Focus on an enemy allows you to break through their Force Defense level.



Block points:

Block points are the red bar on your HUD. They determine the number of lightsaber swings you can block without Perfect blocking (see later).

Swinging, jumping
and most forms of attack also all consume block points.

You regenerate block points automatically so long as you are walking, blocking or standing still. Crouching, running, holding mblock (see Mblocking section) and jumping will all inhibit the regeneration of block points.

This is why most duelists prefer to walk throughout the duration of a fight, so that their Block points are continuously regenerating.


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3. Blocking and basic movement.

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Blocking:

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A player who isn't blocking (left) and who is blocking (right).
In order to stay alive during duels in MB2, you need to block. To block with your light saber, simply hold right click or mouse2.

Whilst blocking, you cannot run and will not be killed from any frontal light saber swings. Be careful not to get hit in your back or side, however.

If you are attacked by a light saber whilst blocking, you will lose BP (Block points - explained above.) Once your block points are too low, blocking will no longer defend against saber swings.


Basic Movement:


Just like in any normal PC game, you can move forwards, backwards, left, right and in all of the corresponding diagonal directions using WASD.

In addition to this, you can crouch and jump with c and space. If you hold space you will force jump, granting you the ability to jump higher depending on your force jump level (see class configuration section.)

If you jump and crouch as you land, you will roll.

Holding shift allows you to walk. This is extremely important for dueling as you will only regenerate block points when stood still or walking.

You can also walk quicker if you hold right click without shift.


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4. Attacking and combos.

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Attacking:

If you haven't already worked it out, to attack, simply hold or tap left click / mouse1.

It is essential that you know that tapping attack causes you to lose less BP per swing than holding attack. Because of this, it is good to learn the timings for combos, so that you aren't losing out on BP.

You may also have noticed that walking in different directions allows you to perform different swings. This is another essential piece of information.

For example, if you hold D then left click, you will perform a different animation and swing to holding WA then left click.

An attacks speed varies on the saber style that you have chosen, for instance, red is much slower than blue.


Damage factors:

Depending on your movement status, you take varying degrees of damage. Rather than list all of the specific values, you are best defended and do the most damage when you walk.

Running causes you to take more damage and to deal the least damage.
Jumping causes you to take more damage and to deal more damage.
Not swingblocking allows you to deal slightly more damage than with swingblocking.

You also take a very high amount of damage if you are attacked during a swing, this is known as an interrupt:


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SeV interrupts my swing because he swung first, meaning his hit lands faster. I timed my swing badly and as a result his hit first and dealt a very large chunk of BP damage to me. My swing was also cancelled as a result of this.


Combos:

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Two opponents performing combos on eachother. I highly recommend watching this video in order to see what top tier dueling is supposed to look like compared to the base game. Video source.

In order to attack quickly, you need to learn how to combo. The number of swings you can combo with varies on the saber style you choose. For example, red can only perform three attacks in a row, whereas yellow can perform four.

To perform a combo, simply hold or tap left click and walk in different directions, you will notice that the attacks chain together.

All styles except red and cyan can combo with a 'one key' gap (2 quadrants), this means you can combo A, W but not A, WA.

Red
and cyan have greater restrictions, meaning you must miss two keys (3 quadrants), this means you can combo A, D/WD/SD but not A, W/WA/SA.

2nd, 3rd, 4th, etc
swings all do 0.5x the damage of a single swing.

Some of the easiest combinations to do are:

  • A, D, A, D
  • WD, WA, WD, WA
  • SD, SA, SD, SA
  • SA, WD, SA, WD
  • WA, SD, WA, SD
You can also create your own, more interesting ones.

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5. Slapping/kicking.

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Basics:
Now that you've learned how to attack, block and combo, it is time for you to learn about slapping.

In step 2 where you bound keys to 'Class Special 1' and 'Class Special 2', you bound both the ability to saber throw/retrieve and slap.

If you get slapped, then make sure you get up by pressing space + w, a, s or d. Do not just press space, otherwise you will be able to be killed as you stand up.



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Slaps and kicks with yellow performed on SeV. Notice the difference between when he blocks and doesn't fall, compared to if he doesn't block and does fall.

If you press they key you bound to Class Special 2, you should perform a backhanded slap or kick (with staff or dual sabers). You can only slap every few seconds, which is displayed by a white bar you will notice next to your force points.

Slapping
an opponent who is not blocking will result in them falling on the ground, and presents an opportunity for you to attack them whilst they are on the floor.

Slapping an opponent who is blocking will result in them being knocked back a slight bit, but will not cause them to fall to the ground.

As of 1.6, kicking no longer causes a stagger as shown above.



Timing:

Slapping is most effective when you time it correctly, this means that constantly spamming slap is not all that effective.

The best times to slap are:

  • As your opponent is about to swing by prediction.
  • As your opponent has just swung.
  • As your opponent is doing longer combos.
  • As your opponent is running or jumping.
These timings are when your opponent is least likely to be blocking or 'swing blocking'. (See next step.)

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6. Swing blocking.

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Basics:

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Darth Nihilus performing a swing block. Notice he attacks but does not get slapped due to him swing blocking.

Swing blocking is one of the most fundamental parts to being good at dueling in MB2. Swing blocking allows you to attack your opponent whilst simultaneously blocking, meaning that you cannot be slapped or disarmed.

To swing block, simply tap left click to attack, and then hold down right click straight after.


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The finger pattern for swing blocking, you can see it's a little bit like a 'Mexican wave' across mouse1 then to mouse2. Excuse the long finger nails, I need them for guitar lol.

Practising swing block:

Learning the timing for swing blocking and swing blocking combos can be very difficult, so I have put together some advice beneath for practicing:

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The dummies you will find on mb2_duel_training. These are very useful for practicing.

1) Mb2_duel_training - Using this map, which is normally active on EU Official Duel, you can practise the timing on the dummies. It is essential you use these dummies because the timing is different when you're actually hitting an opponent compared to hitting the air.

This method is especially useful for learning combo swing blocking.


2) The 'unbind walk' method - This method is best suited for learning single hit swing blocking, but can also be used on the dummies in method one or in actual duels.

If you unbind walk, then you have to swing block in order to walk during duels. If you hold attack for too long, you will end up running around whilst you attack, which obviously you don't want to happen.

Holding right click therefore is the only way you can walk, which means you have to swingblock to walk during attacking. This is my personal favourite method.


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7. Perfect blocking.

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Basics:

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The crosshair now displays the pb zones via a partial green crosshair, displaying which zone you are in. Each zone corresponds to a different swing.
Perfect blocking is a very important part of MBII, and also one of the hardest to get consistent.

Being good at perfect blocking requires good knowledge of the zones, quick reactions and an element of prediction.

To perfect block, you simply move your mouse to the designated area the swing is coming from - if your opponent swings WA then you look to their top left, for example.


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A successful perfect block is notated by a green crosshair and green BP bar, displaying that you retain your BP.
Successfully perfect blocking results in you losing no BP from an opponents swing, so they are crucial to surviving duels.


Advice and good habit:

1) Crosshair placement: Always keep your crosshair high above the opponents head around the area of the 'W' zone. This allows quick reaction to the most common (W, WD, WA) swings.

2) Overlaps: Try to figure out any areas of overlap, for example there are places you can look that will block both SD and D swings/SA and A swings in one location.

3) Distance:
Distance affects the area of the zones, because they are relative to the model. This means that the closer you are, the more extreme your mouse movements need to be. Also, keeping your distance gives you a longer chance to react and makes PBing easier.


Practising
PB:

Practising PB can be very hard given that it requires you to have someone attacking you, however there are a few methods you can use to sped up the process:

1) Ask a friend or a player ingame to hit you slowly in each direction, repeating their swing until you get the correct zone.

For instance, they could swing WD over and over until you put your crosshair in the right place, then change direction. Do this for a while and get used to the zones.


2) Delayed reaction -
During duels, pay no attention to reacting fast to PB but rather correctly.

By this I mean, if your opponent uses a D swing, don't try to instantly react to it and block it, but rather think in your head 'that was a D swing' and then move your crosshair into place as soon as you've processed the thought.

This obviously isn't going to be effective short term, and will probably be quite frustrating/require a lot of self discipline, but it helps you to build up speed and eventually your reaction time will get better and better to the point where you can look at the swing and react instantly.


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8. Counters.

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Basics:

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This video shows both normal counters and pb counters.

Counters are done by anticipating your opponents swing, and then attacking back just before they hit, this results in a very quick swing which hits your opponent in return.

You can also perfect block their hit and then counter which is one of the best ways to defend yourself.


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9. Attack Chain Count/Multiplier (ACC/ACM).

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Basics:

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The ACM meter is in the bottom right. The yellow area increases in size after I hit SeV 6 times, signifying that I have a 6 hit advantage and that my damage has now increased by 1.2x.
ACM allows you to do more damage per swing. The higher your ACM value, the more damage each of your swings does. In order to get ACM you need to get ACC.

ACC
is built by successfully hitting your opponent whilst not being hit yourself, or perfect blocking their hits.

ACC cannot be built on subsequent combo hits, so if you hit a 4 hit combo, you won't get +4 ACC, just +1 from the first body hit of the combo.


ACC cannot be built if your opponent perfect blocks the swing, so make sure your crosshair flashes red to signify that you're hitting them successfully.

You gain +1 ACM when when, with:
Blue/Cyan: You get +8 ACC.
Yellow/White/Green : You get +6 ACC.
Red/Purple: You get +4 ACC.

Any successive hits after achieving 1 ACM add to your ACM stack. For example, if you got a +8 body hit advantage on an opponent you would get 3 ACM (+1 for the first 6 hits, +1 for the 7th, +1 for the 8th.)

Light styles (Blue and Cyan) lose -2 ACC upon being body hit rather than every other style's -1.

ACM values are as follows:
+1 ACM: 1.2x damage.
+2 ACM: 1.4x damage.
+3 ACM: 1.6x damage.. etc
+9 ACM (limit): 2.6x damage.

The best way to build ACM is by shadow swinging and half swinging (see later).


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10. Parrying.

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Normal Parrying:

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A 4 hit combo parry which's last hit counts as a regular swing.

Normal parrying is where you swing in between your opponent's swings, resulting in an 80% defense against your opponent's swings.

This isn't as effective as PBing as you are still getting hit but can be used to even out some of the damage your opponent does to you.

To parry, simply start a combo just as your opponent's first swing hits you.


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11. Manual Blocking/Disarming (MB).

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Basics:

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The corresponding keys to press in order to MB depending on swing direction.
In order to MB, you need to briefly press left click (mouse1), right click (mouse2) and the corresponding movement direction.

You will notice if you hold left and right click then walk about with shift, you will do different animations. It is these animations that you use to MB.

To time an MB correctly, walk in the right direction, block and then left click whilst holding the others down just before the swing hits you.

The correct keys to press when MBing are shown above, but you can think of it as inverting the height of a swing, but remaining on the same side. For example, if your opponent does a WA swing, you would MB it with SA, with SD you would MB with WD.


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A manual block, which successfully disarms my opponent.

When MBing you should remember:
  • You must perfect block at the same time as MBing otherwise it will not work.
  • Failing to MB gives you a one second cooldown time in which you cannot MB again successfully, so spamming MB does not work.
Practising:

In order to practise MB, the best thing to do is to worry about first hits of combos. Similar to method one of practising PB, you should react accurately not quickly, get the directions pinned down and practise with a friend or someone ingame to show you the timing, then react slowly in duels and slowly build up your speed.

To increase your chances of MB you can also learn to 2nd or 3rd hit MB, simply predict your opponents combo much like you would PB a combo and you can land second hit MBs which your opponent is less likely to be swingblocking.


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12. Half Swinging.

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Basics:
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Red half swings. Notice the first swing is a normal swing, followed by two quicker hits. The second two hits are the half swings.
Half swinging is fairly important in building ACM and allows for somewhat more defensive play, especially if combined with Shadow swinging (see later).

To half swing, swing once then wait until your saber reaches its full animation, just before the animation is about to finish, attack in the same, or a different, direction.

You should be able to feel the timing, and you will see how the swing is performed quicker.


Practising:

Use red at first to observe half swinging, because it is far more noticeable with red than it is yellow.

To practise half swing with yellow, just stand still and practise the timing on the air, you should aim to be able to tap the timing and swing block each hit (it's far easier to swing block than combos).

The timing is the same in air versus hitting your opponent so there is no need to use dummies etc.
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13. Yaw/Yawing.

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Basics:

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Some examples of yawed single hits.
Yawing is the act of turning your mouse with a swing, meaning that the attack is harder to perfect block as the swing time is less and the animation looks less obvious.

The goal with yaw is to hit your opponent with the earliest part of the animation as possible, without exposing too much of your back or side so that you can be killed.


You always move your mouse in the direction of the swing, so for instance, any swings on the D side, you would turn right and any on the A side you would turn left. You can also look down with W swings and up with S swings to improve it further.


Usage:

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Some examples of yawed combos. Notice how you turn with the direction of every swing.
Yawing can be done for single hits as well as in combos, doing it in combos essentially renders your combos unblockable due to how fast the animations land.

You can also use yaw to help you in shadow swing (see later).

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14. Shadow swinging.


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Basics:

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An example of how I shadow swing. Notice how I never use the s key during any of the running back.

Shadow swinging is where you aim to hit your opponent without being hit yourself. This can be with combos or single hits.

To shadow swing, simply run towards your enemy and swing, then yaw in the direction of your swing and run away.


Overthinking shadow swing often results in problems, so I tend to play from feel rather than mechanically working out the best direction to run after a swing etc.

You should always aim to run away using W, A and D only. When you run with S, you actually move slower, which increases your opponents chance of hitting you back.

Using half swings to shadow swing is most effective for single hits, and you can burst in and out at the rhythm of each half swing to build very quick ACM.


Usage:

Shadow swinging is best done to build ACM. Using shadow swing to get a higher ACM than your opponent and then comboing them to death is a very common playstyle for yellow in particular.

You can also use shadow swinging to do 2 hit combos and run away, this is very powerful if you land a few of these in a duel, as you are both gaining ACM and doing decent BP damage.

Swing blocking just as your swing connects stops any chance of your attack being MBed and you being disarmed.


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15. Special Attacks.

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Basics:

Special attacks come in a variety of forms, from backstabs to long acrobatic chains.

Special attacks have a variety of different uses and a range of effectiveness. Some attacks for example should probably never be done unless you feel like taking a risk.

There are also a variety of quirky things you can do with special attacks, such as red jumps, jumping backstabs etc which I'm not going to go into because they aren't really going to help you be that much of a better duelist.


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A video showing yellow, blue, cyan, red and purple's main special attacks.

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A video showing green and white's main special attacks.

Style specific specials:

Red DFA: Space + Left click + W - Performs a big groundslam, which is only really effective when taking your opponent by surprise or blasting them back from up close. Does a lot of damage if you land it and knocks over opponent. High risk, high reward.

Yellow DFA: Space + Left click + W - Performs a jumping slash attack, which does a lot of damage if you land it. This is a lot safer than a red DFA but is far more easily countered as you get stuck on the ground for a moment afterwards. Very effective when you slap and then hit them whilst they're on the ground. Moderate risk, high reward.

Cyan DFA: Space + Left click + W - Similar to yellows jumping slash attack and does roughly the same thing. Moderate risk, high reward.

Blue lunge: Crouch + Left click + W - Does a quick lunge which knocks back your opponent. Does barely any damage, best used to force an opponent off an edge or when you have high ACM. Low risk, low reward.

Purple flurry: Crouch + Left click + W - Does a flurry of attacks which deal a lot of damage. Very effective against slapped opponents. Fairly low risk and definitely worth using if you're a purple player. Low risk, moderate reward.

Dual saber (green) kata: Space + Left click + W - Jumping barrage of attacks, deals a lot of damage the more hits of it you land on your opponent. Low risk, moderate reward.

Staff (white) kata: Space + Left click + W - Jumping barrage of attacks similar to green. Similar effectiveness as green kata. Low risk, moderate reward.


Multi-style specials:

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A video showing all of the multi-style special attacks.

Ground stab: Use + Left click + W - Performs a very powerful stab attack that only works if your opponent is lower than you (i.e they're on the ground when you've slapped them/you're jumping off something onto them). Does huge damage but hard to land.

Backstabs: Facing away from opponent, (optional: Crouch) + S + Left click. These come in two forms, which are shown in the video above. The faster ones used with staff and blue are most effective, but other classes can also make use of the backstab if done carefully. Crouching makes a backstab slower but cause a stagger effect on your opponent.

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15. Experimental attack styles.

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Basics:

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1) A cartwheel jump and attack, 2) a force sideways jump and attack, 3) a short jump attack, 4) a long jump attack, 5) a 'house' swing.

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6) a regular back flip swing, 7) a 'noswing', 8) an off the wall 'noswing', 9) a 'jesus jump' or 'delay', 10) a red jump, 11) a chain of 3 red jumps.

There are numerous interesting and unique ways to attack in MB2, these are just the ones that I know and find interesting.

These are more for looking cool than anything else, most of them have no practical advantage in any way other than to hide the appearance of a swing. I wouldn't recommend doing them if you want to be good at the game, but they're good to show off every now and again and to be unpredictable.

I'm not going to describe how to use them, just how to do them, and you can use them in your own ways and develop them further.

1) Cartwheel attack: A/D + Left click + Space and attack just as you land.

2) Force jump attack: A/D + Hold space a little bit + attack in the direction you jump.

3) Short jump attack: Use + tap Jump and attack just as you begin to jump. This drains no BP.

4) Long jump attack: tap Jump + attack just as you begin to jump.

5) 'House' swing: D/A swing then jump and combo a SD/SA swing in mid air.

6) Back flip swing: Attack then hold S and tap jump as quick as you can.

7) 'Noswing': Attack, wait for the animation to reach halfway and then tap jump and hold S.

8) Off wall 'Noswing': With Force jump 2, swing then double jump off a wall and aim the attack.

9) 'Jesus jump'/'Delay': Jump and let go of W just as you get off of the ground then swing, when you land you should freeze for a second before swinging.

10) Red jump: With red, swing then hold reload to cancel it, as the swing cancels press Space + Left click + W.

11) Red jump chain: Repeat the action for a red jump just before you land.

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Credits:

@Biblical for being a test dummy and teaching me a lot.
@Shilling for putting up with my shit tier MBing and helping me not be shit in 1.4.5.
@SK55555555555555555 for somehow surviving my insanely good yawing and teaching me a lot.
@AaronAaron for support and guidance throughout the process of creating this.
[B]@A Potato[/B] for getting noswinged.
@KaelWindu for getting parried.
Xesh for getting dusted by my shadow swinging.
@Tempest for answering questions and proof reading.
@SeV for creating the original dueling guide which inspired this and for helping me collect footage in 1.5.
All of J| clan, @Aizencin and everyone who has left me feedback, given me inspiration or taught me in the past!


Thank you!

If you have any feedback/corrections or suggestions, let me know in a reply.
 
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Updated:
  • Added 'Blocking and basic movement'.
  • Added 'Attacking and combos'.

Aaaaaaaaaaand 29/6/17:
  • Added 'Slapping'.
  • Added 'Swing blocking'.
 
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SeV

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Looks like it will serve well as a neat introduction to new players and I wish noel the best of luck in developing this in the future.

I just want to briefly note that the 'there can be only one' philosophy with regards to guides, is rather bad. I think keeping whatever guides are posted around is preferable to removing them, because they will present different perspectives even if they cover the same things. The argument that it confuses newcomers does not ring true to me, and removing one guide to keep another around or whatever, kind of smacks of censorship. Atleast it feels a little bit icky. I think its best to have as much information around as possible.

Also, I had a brief conversation with noel in PM, where he asked if it was okay to use the contents of my guide. Of course I said yes, but on the condition that it's not used to advertise a clan or website or whatever. I don't like that very much tbh (Understatement). On that note, I'll update my own guide once a saber system that isn't painful to play comes out.
 
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Looks like it will serve well as a neat introduction to new players and I wish noel the best of luck in developing this in the future.

I just want to briefly note that the 'there can be only one' philosophy with regards to guides, is rather bad. I think keeping whatever guides are posted around is preferable to removing them, because they will present different perspectives even if they cover the same things. The argument that it confuses newcomers does not ring true to me, and removing one guide to keep another around or whatever, kind of smacks of censorship. Atleast it feels a little bit icky. I think its best to have as much information around as possible.

Also, I had a brief conversation with noel in PM, where he asked if it was okay to use the contents of my guide. Of course I said yes, but on the condition that it's not used to advertise a clan or website or whatever. I don't like that very much tbh (Understatement). On that note, I'll update my own guide once a saber system that isn't painful to play comes out.
I'm not even in J, they're a clan that have helped me a lot and many others so I felt it was fair to acknowledge them.

I also never asked to use the contents of your guide, I just simply meant if you wanted to keep yours pinned too I was fine with that.

Thanks for the good luck hope I don't come across as a dick or anything!!
 
D

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That is sooo cool! Will be very useful for new players and to improve skills. Good job @noel
 
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Nice guide.

The guy playing as kit fisto from the gifs looks like a beast
thanks, yeah i wonder who it is

That is sooo cool! Will be very useful for new players and to improve skills. Good job @noel
thank u brother


edit: I also removed the CC license because it looks scarier than it actually is - I'm just going to put my trust in the good people of MB2 not to steal this guide haha.

And added a section on PB and Semi PB, I think semi PB is getting removed so didnt go over it in that much detail. (can anyone confirm that?) and also i'm aware it isnt as well formatted as the text before, I'm going to try to make it look prettier at some point somehow as it looks quite wall-y, particularly near the end of the section.
 
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k4far

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@noel
If you could mention how does turning a bit in the direction of attack change the outcome, and when to do it and when to not do it.
Your swing should land faster if you help it by looking in approperiate direction. Good thing. I am not talking about just following the target. You can miss if you do not help yourself by doing a forty degrees turn sometimes (in that time target will go out of the range).

Also, I have seen a certain player with blue switching to melee extremely fast and grabbing people from behind then going back in to saber before they could react. Go more in to stuff like that too.

Great guide, looking forward to more!
 
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@noel
If you could mention how does turning a bit in the direction of attack change the outcome, and when to do it and when to not do it.
Your swing should land faster if you help it by looking in approperiate direction. Good thing. I am not talking about just following the target. You can miss if you do not help yourself by doing a forty degrees turn sometimes (in that time target will go out of the range).

Also, I have seen a certain player with blue switching to melee extremely fast and grabbing people from behind then going back in to saber before they could react. Go more in to stuff like that too.

Great guide, looking forward to more!
thats coming later, under a section specifically about yawing which i've just realised I forgot to put on the contents, oopsie

thanks for spotting that, I want to make the guide progressively more advanced, rather than clumping everything about attacking together in one go, and I think you can go a very long way without yaw so it'll probably be one of the last things I'll cover.

That was one thing I wanted to improve on, making it all in an order that makes sense. The thing with the other guide was that it teaches you how to swingblock, mb, pb before how to combo, so I sort of want this guide to be something new people can follow one section at a time and grow as a player that way.

the melee stuff will come under experimental attack styles, i gotchu.

thanks for the support and feedback, useful having someone else look over your work
 
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Added:
  • ACM section.
  • MB Section.
  • Clarity on tapping mechanics.
Removed:
  • Semi PB section.
Also going to add a gif of me MBing someone so that it's more clear and less of a wall of text.

Sorry for spamming these are more for my own recollection and planning than anything else.
 
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Okay so I just went HAM and thanks to a few special people in game I got some more video footage to accompany each section:

Added:
  • MB videos.
  • Parrying (getting remade)
  • Half swinging.
  • Yaw.
  • Special attacks.
  • Shadow swinging.
  • Credits.
  • Experimental attack forms.

The guide is now finished. Perhaps in the future I will make a guide on how to play yellow, but for now this is it.

Thanks to everyone that's helped to create it!

If anyone has any suggestions let me know.
 
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