Leo

Internal Beta Team
Posts
219
Likes
239

With love, The Dueling Handbook (Dueling Guide)

The guide is split into these categories and their sub-categories:
ㅤㅤㅤㅤㅤㅤㅤㅤI. Beginner:ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤII. Advanced:
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User InterfaceㅤㅤㅤㅤㅤㅤㅤYawing
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Class SettingsㅤㅤㅤㅤㅤㅤㅤㅤDisarming
ㅤㅤㅤㅤㅤㅤForce PowersㅤㅤㅤㅤㅤㅤHalfswings
ㅤㅤㅤㅤㅤㅤStyles & BindsㅤㅤㅤㅤㅤMasking
ㅤㅤㅤㅤㅤㅤCombosㅤㅤㅤㅤㅤㅤㅤㅤParrying
ㅤㅤㅤㅤㅤㅤSwingblockㅤㅤㅤㅤㅤㅤㅤReverse Yawing

ㅤㅤㅤㅤㅤㅤSlappingㅤㅤㅤㅤㅤㅤACC, ACM
ㅤㅤㅤㅤㅤㅤPerfect BlockingㅤㅤㅤㅤㅤㅤInterrupts
ㅤㅤㅤㅤㅤㅤSpecial Attacks
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ㅤㅤDamage info
Simply click both CTRL + F on your keyboard and search for specific topic, or go through the entire guide, that is already sorted from Beginner to Advanced.
FYI: It's my steam guide with bit of improvements but here, on the forums.

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user interface
(HUD)
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Console log
  prints out voicechat, duels or other stuff
Chat
prints out text messages, voicechat
Team Score
⠀self-explanatory, shows the score of a team
Round Timer
shows how long until the round ends
Minimap
Radar

 *map layout & teammates, if sense activated, then enemies
Hit Points
HP

self-explanatory, max 100
Force Points
FP

your stamina for force powers (jump included)
Block Points
BP

+your stamina for blocking. attacking, jumping, getting hit decreases it,
 until you will no longer be able to sustain a hit

 Lightsaber style
shows you the color of your style

*map layout isn't always everywhere, that will be most likely the reason you will not see the map
+you can enable 'draw old class bar' in UI options which shows you your BP aswell.


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class settings


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This is how Jedi's class settings look like. You can set up your force powers, lightsaber styles or other things [saber defense, force block]

If you play on a duel server, you will not need Saber Deflect, Saber Defense 2 is the same as Saber Defense 3, you can choose up to 3 styles, second option unlocks alternative style and third option unlocks all two styles in a category. If using Medium Styles with duals / staff you can only choose that and one other style
The rest is really just up to you.

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There's around 126 hilts to choose from with color restrictions on Jedi vs. Sith
There's around ~90 models to choose from on both sides and you can download skin packs (.pk3) that add way more

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force powers
Neutral force (for both sides)
Jump
⥤ Jump 1:

useless
⥤ Jump 2:
way worse than jump 3, however commonly used due to its small jump ⤏ holding [use] while jumping
⥤ Jump 3:
highest jump, can grab walls, can do speed lunge (special boost by jumping with speed), fall damage negation in most cases

Push
⥤ Push 1:
drains 40fp
⥤ Push 2:
drains 20fp, range is increased
⥤ Push 3:
drains 20fp, range is increased and it can now knock down someone

Pull
⥤ Pull 1:

drains 40fp
⥤ Pull 2:
drains 20fp, range is increased
⥤ Pull 3:
drains 20fp, range is increased and it can now knock down someone

Seeing
⥤ Sense 1:

teammates and enemies on radar, 15fp insta, then 5fp per second
⥤ Sense 2:
teammates and enemies are visible now through wall, 10fp insta, then 5fp per second
⥤ Sense 3:
you can see the hp, shields of your enemy, 5fp insta, then 5fp per second

Jedi Force
Speed
⥤ Speed 1:
Start: -25fp
Every second: -15fp
Gain a speed boost

Speed 2:
Start: -25fp
Every second: -10fp
capable of doing speed lunge

Speed 3:
Start: -25fp
Every second: -5fp
can now swing a lightsaber while doing a speed lunge


Mind Trick
⥤ Mind Trick 1:
Start: -50fp
makes you invisible, as long as you have your saber off

⥤ Mind Trick 2:
Start: -30fp
⥤ Mind Trick 3:
Start: -30fp
lasts longer than Mind Trick 2

Sith Force
Choke
⥤ Choke 1:
deals only a bit of damage
can't move your target
drains fp over time

⥤ Choke 2:
drains less fp
⥤ Choke 3:
can now move your target while choking

Lightning
⥤ Lightning 1:
small damage coming out of your one hand
drains fp over time

⥤ Lightning 2:
higher damage
⥤ Lightning 3:
very high damage
melee: both hands
saber: only one hand


Can be used quite often with Push 3 combo, allowing you to stun an enemy on which you either have Force Focus; enemy is jumping or enemy is using force speed. Enemy will get knocked down and will be incapable of getting up for around ~5 seconds.

Force Focus
While looking at your enemy for a good while, smoke effect will start appearing,
signaling that you are now capable of using force power in its full power.


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"smoke" coming out of your opponent

the higher the level of a force block (in class settings), the longer it takes for your enemy to have a force focus on you.


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Styles & Binds

Do note that some of the information that will be covered in this topic could be for more Advanced players. But overall, it should serve a good purpose for deciding which style you like the best. Although I must recommend yellow, as it is the easiest style for learning all the mechanics.
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Fast Styles Faster attacks, lower damage
Medium Styles A mix of offense & defense styles
Strong Styles Slow attacks, higher damage
Style
Damage
Defense
Combo limit
Yellow
A
A-
4
Red
S
C
3
Staff
A-
A+
4
Blue
B-
S
4
Cyan
B
A
5
Duals
B+
B+
5
Purple
A+
B-
3
*Table rankings are based on AP and BP (Attack Power and Block Power, where S is the highest and C is the lowest)
*Combo limit is a limit of how many swings can you do in a combo for each style
For detailed stats of each style's damage in swings, check sub-category "Damage info" in category "Advanced"
 
Last edited:

Leo

Internal Beta Team
Posts
219
Likes
239
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Blue is a fast-paced style that shines under defensive playstyle, draining your opponent's ACC, interrupting him, and not letting him get any space for attacks.

To know how to use blue correctly is everyone's subjective opinion. While some think that spamming is the way to go, others think that blue's lack of offense is so notable they only use it to tank swings. But none of these will win you a fight against yellow style, so how do we accomplish that?

How does one beat Yellow with Blue?

As I've stated in the description, blue is most dangerous when it can threaten with an interrupt. That means you should use to your advantage a powerful mechanic with Blue, which are halfswings. Halfswings will not only help while building YOUR ACM, but also help with the task of interrupting someone. Just take into consideration, Blue is the fastest style in the game, so how fast can it be with halfswings? It is the key for interrupts.
The best swing to accomplish the highest effectiveness of this is SA. That is because people tend to use D, which is nearly as good, however, it is also the most predictable swing and could result in easy PB without even trying to PB it.

I'm talking from my own experience right now but, I personally think that swingblock with blue is the hardest thing about the style. The combos are just so fast, that it's impossible to swingblock. That's why I would recommend being patient, as going in with combos might really just result in a slap and punishment.

Some effective combos involve diagonal swings, such as executing SA⥤WD⥤SA, followed by a half-swing WD, for instance. This combo is often a strong choice because it can disrupt many yellow players who try to counter quickly when your combo ends. Swingblocking such combos and performing halfswings can be challenging, but is highly rewarding, once you can consistently do it.

In summary, it's crucial to vary your swings and combos while timing them for optimal interruption. A well-balanced mix of offense and defense makes you more unpredictable and intimidating, particularly when you can time your interruptions effectively.


How to counter blue?

This will be rather focused on the yellow style, as it is everyone's own journey to figure it out with different styles.

Keeping a good distance is the key. And I mean constantly sort of backpedaling, as blue user can just easily rush in and try to interrupt your attack. In that case, I would recommend something that I've already said, slap and punishment. Don't fear to use halfswings with yellow, you have a high chance of interrupting blue. You might as well see yourself benefiting from reverse yaws. You should also always try to predict blue's D swing, as it can result in an easy disarm once you somewhat know the basics. Once you get more advanced and you get more precision and good counter timings, you usually can predict which combos will be used, especially if somebody is using very aggressive blue. Being very aggressive comes with a bunch of disadvantages to most people. You usually get more lost in muscle memory and will repeat more often, which of course makes the blue player predictable, as well as open to slaps. The most important thing is to make sure you get as least interrupted as possible, since then you won't lose as much BP and will be up with yellow, as long as you get your counters in by timing them very precisely.


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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤHalfswingsㅤㅤㅤㅤDamage
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤDefenseㅤㅤㅤㅤㅤㅤSwingblocking
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ InterruptsㅤㅤㅤㅤㅤㅤㅤㅤRange
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤACM-building


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This style is quite weird on its own, it has a combo limit of 5 along with faster swings than yellow. Its damage is weaker, however, the style is still pretty much unpredictable, although not very lethal in Yellow-only user hands, but when played, the user can realize how powerful it is.

Cyan with yawing can be really fast, with combo variations even more powerful. The opponent will most likely be confused, especially with no prediction when blocking against Cyan.
Its most used swing is SA, as it is almost instant. There can also be a time when if you counter, or halfswing, or just get kind of lucky, you will land instant W swing while you're facehugging.

The main advantage of Cyan is its mentioned 'combo limit'. Because of it, you can not only bait your opponent with a 4hit combo, kinda making him think you can't do more than that, while in reality, you are already striking back with halfswing just to interrupt him - but also you can parry an entire combo against any style.

Cyan's animations look like Purple ones, which means they are not really known by many players. They are also faster than purple animations, much faster.
The combo limit and cyan's animations make cyan a very powerful style with not so many disadvantages. One of them is BP drain, which is still a lot for a fast style, and range. To actually build up Cyan's ACM however, you need to stick close to your opponent and truly focus on parrying every possible combo, so that no bodyhit can be done on you.
Overall, Cyan's gameplay is more facehug-like. Opponents hate playing against Cyan and for a good reason, once learned, it WILL HURT.
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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤCombo limitㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤDamage
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSpeedㅤㅤㅤㅤㅤㅤㅤㅤㅤSpecial Attacks

ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤParriesㅤㅤㅤㅤㅤㅤㅤㅤㅤRange

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ㅤYellow is the perfect balance of every aspect possible. It is the style to go to when you're starting your journey in Dueling. As you could have probably noticed, every single mechanic written in this guide has had examples of only Yellow style. Some mechanics are harder to do on some styles and that's usually the issue of them. That is why Yellow is the go-to.

Yellow can defeat every single style if you know how to use it. The same can not be said about the rest of the styles. It excels in all of the mechanics mentioned, its halfswings are quite powerful, masking has more opportunities, swingblocks are perfect for learning, your offense deals a decent amount of damage and your defense isn't really bad as well.

The problem you will often see with yourself, especially while using yellow as it's more notable, is that you will repeat yourself a lot while you're still in the 'beginning' phase. Swings like A, D, or combos of them, or WA, SD, are quite the architects of repetition, so keep an eye out for this.
You will find most of the players playing yellow, as yellow vs. yellow duels are simply more enjoyable, and even more roleplay-like. That of course doesn't mean you can't have fun with other styles, blue vs. blue is fun as well.

With yellow, and its admirable range, you can do your footwork however you want, which leaves you with many opportunities. Even though yellow is easier to learn, it doesn't mean it's easy to master. As a matter of fact, yellow seems like the hardest style to truly master, using all its capabilities to your advantage.

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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤRangeㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSkill gap
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤOffense, DefenseㅤㅤㅤㅤㅤㅤㅤㅤㅤHard to master
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤFootwork
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤBeginner-friendly



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Staff is a style of halfswings. It has short range, however, its halfswings are almost instant, which leaves many people incapable of pbing staff and thus it can thrive with ACM.

To be honest, I don't really see staff players anymore, but it is still a great style you can try or learn in the upcoming time. Its animations are hard to learn, thus it is harder for people who rely on their reaction time to PB. The great thing about staff is, it is a two-sided lightsaber. That means you can be theoretically revealing your back and if you are attacking there's little to no chance of you being sided. However, you must be facehugging for this style to work properly.

How can you counter staff?

As mentioned earlier, staff has a really short range. It has better defense than cyan but also worse offense, which means, that staff doesn't really deal that much damage as long as you keep your distance and won't let it farm ACM on you or interrupt you.
I found staff to be hard to deal some damage with, while trying to understand its concepts while typing this, that means fights against yellow users are hard, so what can we do?


How can you beat a yellow user?

I know it sounds easier than it is, however, you must not let him get any space, if he is allowed to backpedal there is a high probability of you failing swings and repeating yourself until he eventually disarms you and kills you. In that case, when you are "chasing" someone, I recommend first getting close before swinging, so he doesn't have that much time to react. You should also be careful on slaps, since while getting close to him you are sending a signal that you plan to attack, leaving you vulnerable to slaps.
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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤInstant halfswingsㅤㅤㅤㅤㅤㅤㅤㅤㅤRange
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤCover for sidesㅤㅤㅤㅤㅤㅤㅤㅤㅤDamage
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤEasy ACM-buildingㅤㅤㅤㅤㅤㅤㅤSpecial attacks
(compared against duals, for example)


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!! based opinion:
Duals are quite literally BROKEN. It is the most hated style in the game and it is very abusive. Eternal spamming with a shadowswing.

Spamming with duals makes them easily the most powerful style in the game right now. That is caused by the large amount of interrupts that will happen in a fight, for me, personally, it took thousands of fights against duals to be somewhat consistent in beating them, with yellow style at least.
The animations are really fast and extremely hard to read, from a normal user perspective. You need to build up your prediction and use that instead, as there is no other way of perfect blocking duals.


How can you counter duals?

Duals have a short range, which means the key difference in duels against duals will be the distance you will keep from them, making them chase you, which you can of course counter with things like Reverse yaws, masking or, a well-timed halfswing. PB is an important factor as well. Trying to parry duals will be a suicide mission for you, so I don't recommend trying that out until you get a bit more experience. As in every duel, you should also go for a slap when possible, but be careful about the timing, you don't want to suffer the damage you will get from failing your slap.

How can you beat a yellow user?

This task is going to be surprisingly easy for you once you get some hang of the in-game mechanics. Unless your opponent is keeping a good distance, your swings will absolutely destroy him. Swingblock should be your main thing to focus on, being punished by a slap is going to hurt a lot with duals.

It is up to you if you decide to spam-combo your opponent or build ACM with halfswings, both things are projects of destruction, however, you should be careful with the range of the swings, duals are so messed up that it's VERY EASY to miss a swing and at the same time, ironically, hit something they shouldn't.

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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤPossible damageㅤㅤㅤㅤㅤㅤㅤㅤㅤRange
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤHard animationsㅤㅤㅤㅤㅤㅤㅤㅤBroken, abusive
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤDefense

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Red is a style of counters. It suffers from a slow first swing, however, if used correctly, red can be a deadly style, with a lot of damage and consistent countering.

It's quite a flexible style, where you have to be always on the move for the highest effectiveness, which makes sense since its old most popular form was acrobatic based.

However, learning red will be a hard task. As mentioned earlier, its first swing is really slow, so that's something you need to overcome if you want to proceed with your combo. Extreme caution on swingblock as well, since blocking decreases your moving speed, red players tend to not use it and then get immediately disarmed.

Red has a different way of chaining swings for a combo. Let me quickly explain it by giving you an example,
while on yellow, you can do combo such as: SA, WA (skipping A, as there is one zone restriction), on red, you would have to skip two zones. So that leads us to SA, W.

Red has quite easily readable animations, and because of its limited combos, it can be easily perfect blocked by prediction. It has combo limit of 3, so good enough for parrying after countering almost every style.

After all that, all you have left is more advanced moves, like acrobatic stuff and missing swings.
Yawing and other forms of cutting/making animation longer are recommended too.

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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤDamageㅤㅤㅤㅤㅤㅤㅤㅤㅤSlow first swing
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤCountersㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤPredictable
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤDeadly DFAㅤㅤㅤㅤㅤㅤㅤㅤㅤCombo limitation



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Even though purple is, easily said, the worst style in the game , it can be quite powerful in good hands while also being quite useless in beginner's hands. You already have to be familiar with some mechanics before trying out purple, as otherwise, you will just suffer.

To use purple somewhat effectively, you should mask. And when I say mask, I mean mask a lot. Because of its slow animations, almost useless counters, and combo limit of 3, masking will be your best friend. It will be probably the only friend as well, unless we count yawing and pbing, as these are must-learns to not fail so terribly while playing purple.

This style is not for impatient people, because without masking and- proper swing manipulation, you won't get far with it. Due to purple's rather confusing animations, it could be easy at first to get some swings through the defense, especially while masking. However, if you spam, you will get interrupted, and getting interrupted while using purple is something you don't want to do, it will hurt.

Something that will probably keep you going with purple is the ACM count. Even though it is slower than yellow, and quite significantly, it only needs 4 ACC in order to get ACM. Pair it with some good halfswing masks, PB and you are on a good path.

Because of combo limit 3, even if you somehow manage to be successful at counters, you will only really parry the combo for defense rather than getting an extra hit on your opponent.

Some used tactic is missing the first swing, to have a second swing faster with some more freedom, this means you won't have any handicap on the direction it has to go through.

In summary, to be successful with Purple, or just achieve its potential, you shouldn't play it like any other style, as it's not similar to any at all. You should figure out your own style while using this style, with some possible mixes of shadowswinging if need be. Keep an eye out for your BP, playing purple is no joke.

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ㅤㅤㅤㅤㅤㅤㅤㅤㅤConfusing animationsㅤㅤㅤㅤㅤㅤㅤㅤHard to learn
ㅤㅤㅤㅤㅤㅤㅤㅤㅤACC needed for ACMㅤㅤㅤㅤㅤㅤㅤㅤDefense
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSlow swings
 

Leo

Internal Beta Team
Posts
219
Likes
239
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The format is as follows: Name AKA Name in settings AKA name in console

Saber Throw AKA Class Special 1 AKA +button13
⥤ X, MOUSE4 ⥢

+Slap AKA Class Special 2 AKA +button14
⥤ C, MOUSE5 ⥢


Jump AKA Up/Jump AKA +moveup
⥤ SPACE ⥢

Use AKA Use AKA +use
⥤ E ⥢


Jump kick
⥤ W + E + C ⥢ (with saber)
⥤ W + E + MOUSE2 ⥢ (with melee)

Sweepkick
⥤ CTRL + E + C ⥢ (with saber)
⥤ CTRL + E + MOUSE2 ⥢ (with melee)

Sidekick
⥤ E + MOVEMENT KEY + C ⥢ (with saber)
⥤ MOUSE2 + MOVEMENT KEY ⥢ (with melee)


Class settings AKA Class configuration AKA *
⥤ I, / ⥢


Reload AKA Reload weapon AKA +button12
⥤ R ⥢

Switch saber styles AKA Saber Style/Weapon Mode AKA saberAttackCycle
⥤ B, MOUSE3 ⥢

+Incase some melee moves that require a lot of keyboard input wouldn't work for you, try using your mouse button for slap instead of C
*ui_opensiegemenu ingame_playerforce

To bind stuff in console, do bind X Y - for example bind c +button14 or bind 3 say lol
If you ever lose your private message bind, do bind U messagemode3


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combos
A combo itself does a moderate amount of damage and you don't need to know any other mechanic to perform it.
Its effectiveness is however increased by using things such as:

Swingblock
Yawing
Masking
Each mechanic can be found in this guide.
To perform a combo, simply attack your opponent in chains using your movement key input.
Example: WA, W, WD are overhead swings, SA, SD are bottom swings

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example of 2 4-hit combos with the Yellow style
(mb2_duel_training map with training dummies)


Combos, however, do not need to be specifically structured with 4 or more swings [on other styles].
You can create a combo with, let's say, 2-2 ⥤ 2 swings ~break~ 2 swings
The ~break~ is a specific amount of time. It usually is before the animation of your second swing ends, then you can strike back with the second combo of 2 swings, while the first swing of this combo will still be as fast as if you had continued your 4hit combo.

You will get 1 ACC for a combo structured with 4 hits and 2 ACC for the 2-2 combo. But more on that in the ACC \\ ACM section.

The difference between tapping \\ holding your attack mouse button

While combos can be technically done while holding your attack mouse button,
as you could have probably noticed in the game already, it drains a lot of your BP.
That is why you need to learn 'Tapping'


Tapping:
Clicking, or tapping your attack mouse button drains little to no BP.
Approximately [0-2 BP] per click

Holding:
Average 10 BP loss per 4hit combo

However, the most important thing to note while comparing these two is,
that without tapping/clicking, you will be unable to perform so-called

Swingblock

There are some limitations to the patterns of swings you use to create a combo.
You can't repeat the same swing you have just done
that means ⥤ [SA, SA] can not be done
You can not do your horizontal swing while you are doing any of these following: SA, WA, SD, WD. So D or A in these cases are not an option

Some variations can not be done on some styles

ExampleYellow style can do [WD, WA, WD] combo
Red style can't do [WD, WA, WD] combo.


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swingblock
"The key to success"
One could say that it's the most important mechanic in the game
Swingblocking is the only reliable counter against any of the following:
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSlaps Cooldown of 4 seconds
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤJump kick Cooldown of 4 seconds
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSweepkick Cooldown of 4.5 seconds
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤSidekick Cooldown of 4.8 seconds
ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤDisarm

ㅤㅤㅤㅤ
DBF6E2FB1F4C6225A9213A62589F5FFEFFE87105

response to a slap while simply swinging

! Swingblocking in air doesn't work !

Theory is easy, practice is hard.
To perform a correct
swingblock, all you have to do is ⥤ Attack, then hold your block button

As much as you can perfect Swingblock, there will always be a time where you will get slapped or disarmed. Such is the way of MB2. However it helps out most of the time. I am serious, you do not want to duel without using swingblock.

EB5F453F5CC5B32A9AFC28883A79BA4B05E009D4

response to a slap while using swingblock


3972439D74BA518556D7F2814A954961F5216E5A

slapping
Slaps are used to knock down your opponent ⥤ he will be unable to attack you or PB your swings.
It's a way of punishing him with free swings.

All ways of slapping your opponent:
Slap
Sweepkick
Sidekick
Jumpkick

Ways of getting out of knockdown:
Fast getup
Roll
Forward getup
Back getup
  • Fast getup: Will result in the fastest getup, however, your opponent will be still able to land a swing on you. With a fast getup, if you get hit while getting up, you will die.
  • Roll: Is probably the most efficient way, as the opponent has to run to you to hit you. While aiming down when you are rolling, there is a possibility of you dodging a few hits, however, you also risk getting sided.
  • Forward getup: A chance of knocking down your opponent, little to none if he's swingblocking, however, coincidences can still happen.
  • Back getup: Works ~ the same as Forward getup, however, you can delay the knockdown and catch your opponent off-guard.​
! While slapped, you do not regen any BP !

Timing

You shouldn't spam slap, as it deals more damage when you're hit while in animation
Some commonly used and effective slap timings are:
Slapping after opponent's first swing
Slapping after you've finished your combo
8CBFDACA287B23F6F227D89972A365DC495EC74D

Slapping after your combo to counter opponent's response
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Slapping after opponent's first hit when he's most vulnerable






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perfect blocking

"The green block"

Perfect Blocking, or PB in short, is a mechanic used by many - if not everyone, to negate the incoming damage. The theory is to aim your crosshair towards the direction of the incoming swing, which will result in a 'Green crosshair', which means you have successfully perfect blocked the attack.

If you perfect block an attack, you will not lose any BP ⥤ and, if you PB multiple times in a row, you are capable of regenerating your BP ⥢ and your opponent will not receive ACC from the swing. He can, however, receive it from the next swing.

Two ways of "PBing" your opponent

Retreating​

While doing this, all you have to do is backpedal when the opponent swings. It will give you some extra time to react to the swings, there is however a very slight change in zone placement and they are further away from the model than while you're standing still.

Standing Still​

This is rather for the more experienced people, however, you can always try it out and see what it's like. You will need a good prediction for this to work as intended, as you have only a little bit of time to react to your opponent's swings, however, the zones are so close to the model there's a decent chance of perfect blocking an attack that you didn't even try to PB. You also risk getting face-hugged, which means if you try to attack your opponent you might get interrupted

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ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤ
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ㅤㅤBodyhit on opponent ㅤㅤㅤㅤㅤㅤㅤㅤOpponent's perfect block ㅤㅤㅤㅤㅤㅤㅤYour perfect block


PB zones

These are all PB zones and their corresponding keys for Manual Block (to disarm your opponent, more on that in "MBlock / Disarm" sub-category).
There are additional zones, which are overlaps that are capable of perfect blocking both zones between them, also called "magic zones"
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B2DED10FC805508372DED4E478D428A91F87C997




For using the ingame crosshair PB indicator, which shows you zones and their overlaps around your opponent's model, either type

pbindicator 1

in console or activate this option in

Crosshair Options 2

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special attacks
Special attacks that are unique to each style in the game, could be DFAs (Death From Above), stabs, lunges, or backstabs.
Footage is not included, but you can at least see how much what drains.​

Fast styles

Blue:

⥤ Lunge:
Drains from you: -35 FP
Drains from opponent: -10 BP
⥤ Backstab:
Drains from you: nothing
Drains from opponent: -32 BP

Cyan:

⥤ Backstab:
Drains from you: nothing
Drains from opponent: -32 BP
⥤ DFA:
Drains from you: -25 FP
Drains from opponent: -42 BP

Medium styles

Yellow:​

⥤ Backstab:
Drains from you: nothing
Drains from opponent: -32 BP
⥤ DFA:
Drains from you: -25 FP
Drains from opponent: -42 BP

Staff:​

⥤ Backstab:
Drains from you: nothing
Drains from opponent: -32 BP
⥤ Kata:
Drains from you: -25 FP
Drains from opponent: ~30 BP
⥤ DFA:
Drains from you: -25 FP
Drains from opponent: ~30 BP

Duals:

⥤ Backstab:
Drains from you: nothing
Drains from opponent: -32 BP
⥤ Kata:
Drains from you: -25 FP
Drains from opponent: ~44 BP
⥤ DFA:
Drains from you: -25 FP
Drains from opponent: ~44 BP
⥤ Stabs:
Drains from you: -35 FP
Drains from opponent: ~15 BP

Strong styles

Red:

⥤ Backstab:
Drains from you: nothing
Drains from opponent: -32 BP
⥤ DFA:
Drains from you: -25 FP
Drains from opponent: ~47 BP

Purple:

⥤ Backstab:
Drains from you: nothing
Drains from opponent: -32 BP
⥤ Stabs:
Drains from you: -35 FP
Drains from opponent: ~20 BP
────────────────────────────────────────────────────────────────────────────────────────────────
UdD2hli.jpg
────────────────────────────────────────────────────────────────────────────────────────────────​
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yawing
It's a mechanic based on rotating your player model ⥤ so that your swing lands faster.
Yawing makes it harder for your opponent to PB you, at the cost of risking getting sided,
if you are yet inexperienced (or sometimes even experienced).

The simple rule is

For swings on "D" side:
WD: You will want to look a bit to the right and look down
D: As shown in the gif, just look right approximately 90 degrees
SD: Look again to the right side, if possible, aim a bit up


2203183C6825FF64919633AB0F2B4180EAD4890A

execution of yawed D swings

For swings on "A" side:
WA: Look a bit to the left side and look down
A: Look to the left side by approximately 90 degrees
SA: Look to the left side and if possible, aim a bit up


ABA398A4A2814EC6687846C5A069D6CFCF469E6F

execution of yawed A swings

It is however very normal if you will fail at this mechanic in your early stages. Remember that only with practice can you improve yourself, the more you fail, the better you will get.


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mblock / disarming
This mechanic as the title suggested is based around disarming your opponent, leaving him unable to attack you, kind of a free kill.

How to perform mblock \\ disarm?

First of all, you will have to look at the PB zone ⥤ the direction, where the swing is coming from. Then you will have to press ⥤ MOUSE1, MOUSE2, and the corresponding key, depending on the direction of the swing, as seen in perfect blocking sub-category. You will have to do all this just as the swing is about to land for a successful MBlock. Doing it sooner or later will not result in disarm.

That means, if your enemy does a WA swing, you will respond with SA manual block.
If your enemy does a SD swing, you will respond with WD manual block.

! The only proper way to avoid a disarm is to properly swingblock
!

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halfswings
Halfswing is a mechanic that significantly helps with building ACM. Halfswings are faster than single swings, yet they deal the same damage. They can be also used with a combo, for example WD WA -> A, A (the last 2 hits are halfswings). This mix would result in +3 ACC, if not pblocked.

Timing

This is something you will have to figure out on your own, as it is slightly different with every swing, you can practice it with your friend, in the air with the reload button, or with some dummies on some servers/maps.

Every halfswing gives +1 ACC on successful bodyhit

To execute a halfswing, simply attack with some delay after your first swing. This will result in a faster swing, just as if it was from combo, however, it deals the same damage as your first swing. If you couldn't get it done normally, you can wait a while and then hold your attack button, just to see the difference.
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ㅤㅤㅤㅤexecution of single swings ㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤㅤexecution of halfswings


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masking
Masking is a mechanic that will confuse your opponent, as the swing that will hit him will be different than the one he's trying to block.

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execution of A swing into D, WA swing into SD

In this specific case, I will be talking about missing the first swing and hitting your opponent instead with the second swing. This is where the reverse yaws come to use, as your first swing will have to be a reverse yaw which you will eventually miss, intentionally, and start another swing that comes from the opposite direction, so it results in a fast connection.
For example -> A -> D, WA -> SD, as shown in the example gifs

You will most likely not succeed while doing this in the middle of the duel, that's why I also recommend as on almost everything to bring your friend with you, your clanmate or anything to try these out and get consistent with them.


You can also mask your upcoming swings by footwork
IQJR10I.gif

execution of footwork masking


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parrying
Parrying is a mechanic used to negate incoming damage. The only BP loss you will receive is the average loss for swinging a lightsaber.
You will find a use for this when you are low on BP or in 1vX situation.

There are 3 ways to parry

Counters
Random parry / Prediction parry
Dodge and parry

Counters:

Counter is a mechanic itself, which is being used to respond to your opponent's swings with your swings, which will start as fast as halfswings, because of that, you are capable of answering with a parry in specific situations.
It, however, does not work always as you would have thought. For counters ⥤ parrying to work, you will need some distance, since when you are close to your opponent, the risk of getting interrupted is at its
all-time high.

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Random parry / Prediction parry:

Prediction parry means attacking at the same time from the start, it is to avoid any BP damage and you will find its use most of the time in 1vX, where you do not have a chance to breathe and regenerate your BP, yet you need to somehow survive. I called it "Prediction Parry" because you have to predict when will your opponent attack. It is easier to predict when you are being chased.

Dodge and parry:

For this you should keep as much distance as possible, so it doesn't result in you getting extra damage while trying to dodge. You might as well use your prediction.

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poor laggy execution of both of these (i suck at it)


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reverse yawing
As the title suggested, reverse yaw is a mechanic which point is to turn to the opposite side you would have normally turned for a yaw.
This results in swings that land slower, as much as it seems like a disadvantage, it can catch your opponent off guard, especially if he relies on his prediction and muscle memory. You have to be patient to not get punished with reverse yaws.

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execution of randomly reverse yawed swings

Stay cautious while performing this, as in the start you may turn too much, reveal your side, or even miss your hit.



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attack chain count \ attack chain multiplier
These increase the damage of your swings significantly and are built up the more bodyhits you do.

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ACC stands for Attack Chain Count, it starts at 0 and does not go below that number. It represents successful hits against your opponent, with each bodyhit giving you 1 ACC and draining 1 ACC from your opponent and vice versa.

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ACM stands for Attack Chain Multiplier, this is used with ACC to calculate the increased damage you will do on your opponent, up to ACM+9

How can I know if my ACM is active?

The color of the lightsaber style in HUD gets bigger, and your character makes a taunt automatically on the FIRST time he gets ACM.
Both halfswings and single swings increase your ACC by +1, but so does combo. That means that even doing a 4hit combo will result in +1 ACC, and that is from the swing that lands first and was a bodyhit. There is however a trick, where if you have missed one hit in your combo and land the next swing, it would result in more ACC, max possible +2 per combo.


! If using "Simple Hud" you can see your value of ACM automatically !

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Type of style
ACC needed for first ACM
ACC drain upon getting hit
Fast
8
-2
Medium
6
-1
Strong
4
-1


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interrupts
Interrupts deal increased damage. It is whenever your opponent's swings land faster than yours, or the opposite way around. That is why you shouldn't be eager to do damage and you should keep some distance, for easier opportunity to parry.

There are 2 things representing an interrupt

I. Sound:

using a youtube video preview, the sound plays every single time an interrupt happens.


II. Effect:

it does not appear every single time, but if it appears, then it's only because of an interrupt
8A078D4B982072D563526EF4F9203BF4E3B1E2B0

getting interrupted in my swing windup

To avoid getting interrupted:

For counters, parrying, or stuff like that, try to always keep enough distance
Even though it may be impossible to predict, watch out for your backing opponent as he may return with a half swing just to interrupt you since he knows you might use the opportunity to attack.

The best way overall is to count the opponent's swings and know that, if he hits for the fourth time with a "faster swing" -> meaning he reaches the combo limit, the next swing he does is gonna be slower, with less chance of getting interrupted.

! High caution needed as your opponent could have waited a slightly longer while to reset his combo limit. !


AbpIlMN.jpg

damage info
A small bit of damage calculations so that we can stop spreading misinformation. Please keep in mind that all of these numbers are actually correct and accurate and if someone tells you otherwise or you've seen different number in other guides, it is wrong.
Yellow vs. yellow [BP drain]
State
base
ACM+1
ACM+2
ACM+3
ACM+4
ACM+5
ACM+6
ACM+7
ACM+8
ACM+9
Default damage
18
21
25
28
32
35
39
42
46
49
Attacker crouched
14
17
20
23
26
28
31
34
37
40
Defender crouched
22
27
31
35
40
44
48
53
57
62
Attacker jumping
21
26
30
34
38
42
47
51
55
59
Defender jumping
20
24
27
31
35
39
43
47
50
54
Defender not holding block
23
28
32
37
41
46
50
55
59
64
Saber defense 1
21
26
30
34
38
42
47
51
55
59
Interrupt
21
26
30
34
38
42
46
51
55
59
Slapped
×
×
×
×
×
×
×
×
×
×
In slap animation
×
×
×
×
×
×
×
×
×
×

*Couldn't calculate slapped damage as it is currently inaccurate and inconsistent (not using its proper 17BP drain value all the time, but instead 21BP on base)
*Couldn't calculate damage on enemy in a slap animation (i'm alone and I don't have six hands), should be around 40% for base value tho.

Do note that most of these can stack with others, so for example; Defender is crouching with saber defense 1 and gets interrupted against ACM+9. I believe that would actually result in a 100bp drain lol.
Styles
Blue Offense
Cyan Offense
Yellow Offense
Staff Offense
Duals Offense
Red Offense
Purple Offense
Blue Defense
8
10
15
12
13
24
19
Cyan Defense
9
12
18
13
15
28
22
Yellow Defense
9
12
18
14
15
28
22
Staff Defense
8
11
16
12
14
26
20
Duals Defense
10
13
20
15
16
31
24
Red Defense
12
16
23
18
20
37
29
Purple Defense
11
14
21
16
18
34
27

4 BP regen per 400ms
Crouching doesn't regen any block points
Counters are in the Parry sub-category
BP drain can be calculated like this:
100 * (AP of Attacker style) / (BP of Defender style) * 0.8
BP of Defender style means style's defense, for example, Yellow has 55 defense points, not BP as in Block Points, I did not include these in the guide as I was unable to find accurate and up-to-date information, although will probably add it later.

Much love to MOV, YDM, Kisiel, MIK, Kerajan for helping me and making this happen.

PS: There are trivia questions on Je'daii Ranked Duel, most of which are for MB2 dueling so that you can learn something that you didn't know.​
 
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