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In the posts below, I will try to describe the techniques and strategies which I have found particularly useful in saber dueling. Please feel free to make your own additions and comments.
The Jedi Mindset

Respect - Always respect your opponent. Even if you privately detest or despise him, respect him as an opponent. As soon as you feel above your opponent, you are bound to make careless errors which will be your demise. Which, incidentally, would only add to your frustration.

Confidence - If you approach a duel, already intimidated by your opponent, you have doomed yourself to fail. Your fear will show through your movements and, if your opponent is skilled, he will capitalize on it and demolish you. Having confidence is extremely important when you are low on health and you have barely touched your opponent. Chances are, if you play defensively, it is only a matter of time before he lands another hit and you are history. Sometimes, it is better to be bold and commit to the audacious counter-attack, or the risky Death-From-Above attack (DFA), which is hard to do when intimidated.

Creativity - Never forget that another human is is controlling that character on your screen. Thus, never underestimate his ability to adapt to your strategy and create new tactics against you. If you use the same strategy over and over, you will likely find that any edge you may have had, will slowly disappear. Be creative, be capricious, be random. Just when your opponent thinks he's figured you out, do something completely unexpected.

Equanimity - Try not to let your opponent unsettle you. If you can stay calm and objective during a duel, you will make many less blunders than if you were fighting out of anger, frustration, intimidation, or any other emotion. This mindset is the most challenging to achieve, especially against wily opponents who find creative and subtle ways to get under your skin.

Patience - Do not hesitate to use time and timing to your advantage in a duel. If your opponent is hurried, then take your time. If he likes to ponder his next attack, overwhelm him with a flurry of calculated swings. A most common error, observable even among the most experienced duelists, is committing to an attack that you know is disadvantageous, just to expedite the outcome of a battle. This is a fatal error, and should be avoided at all costs.
Extremely well stated EQ.

Although I agree with every bit of it, I will reinforce the Confidence note (which blends with Equanimity for me).

The amount of times I have been at less than 10 HP and won solely because my opponent had no idea that I was sufferring is uncountable. Confidence. Maintaining your game regardless of your health IS the secret of secrets.

One way that is not so obvious, often forgotten and I was the recipient of yesterday on many occasions from the (still) Mighty Tyrannus is the ability to "stay the course" during a combo while you are getting pummeled. He beat me several times simply because he didn't give up on his move as I was hitting him. Continuing Red crushing sets of blows as he sees my notorious Lemon coming, not being shy of it and taking me out anyway. Well done Tryannus. Confidence. It is what made you the player you were and sharpens your skill ever so quickly after a hiatus now.

I'm priveleged to play with all of you. You make me become the player I want to be.

Now that I'm done crying from reading Jay's statements, I think I can form some words instead of babbling like a school-girl. This goes along with most of what has been said already, but points should be stressed.

First off, you should really understand the moves of this game. How to work them, how to perform them, et cetera. Get very used to them, so they are instinctive, like blocking a punch thrown at you (for any fighter, anyhow). That way, when you see an opening, you'll take it. And fast! For you are toned and ready for it. Confidence. Yes, that is very important. The second your opponent sees that you are playing a little more defensive, he'll know your fear. He can smell and taste it, and it is only a matter of a couple swipes to take you down. You don't want that to happen.. so, my suggestion is maintain your "game" all the way through the fight. Make sure you don't falter in strategy, or else your downfall it will be.

Now, onto what Jay said. If you care to try and keep your move set, like I do, then you must keep this in mind: it is certain suicide for those unpracticed in the art. You have to know what you're doing to make this very effective. This isn't so hard, though. Just make sure you have a lot of health when trying this, for you will lose health. Maybe lots of it, depending on what the opponent does. But, if done effectively, you will take off what you wanted, and maybe even end the match. I don't try to do this so often, trying to maintain the "keep it random" plan, but I find this very effective, and therefore necessary at times.

Now, seeing as I realize you must be feeling your eyelids getting ever-so heavy by the second, I will bring this "riff-raff" to a close. I hope that somewhere in this rambling there was a grain of insight, otherwise it's just old-man gibberish. One of those tales that trails off into nothingness, and you have to sit there, listening, until he stops. Anywho.. until I crush you on the server, heed my advice. laugh.gif
The Jedi Stances

Red - Here is the mainstay stance of most duelists. With wide sweeping swings and devastating overhead attacks, two good hits with red stance will leave you dead. There are three main advantages to using the red stance. Firstly, it has the largest range of any stance, and is useful in keeping enemies at bay. Secondly, when properly used, it can really deal a large amount of damage to your opponent in a short encounter. Finally, the sheer intimidation factor of the red stance is upsetting to many opponents and can seriously throw off their strategy.

There are equally some disadvantages which need to be heeded carefully. Red stance suffers from a significant recovery time after the last swing. This is especially true after executing a three-swing combination (more on this in "Combination Attacks"), when your opponent knows as a certainty that you cannot swing for another one second. If you don't take appropriate defensive measures, the recovery time could well be the end of you. Another setback of the red stance is the speed of your attack. It is painfully slow. Thus, you must make your every swing count, either by making contact, or fending off your opponent. Learn to time your attacks so your swing will not be parried.

Red stance is also home to the most temptingly lethal attack, and thus, also the most common blunder of many people. The red stance special attack has the ability to kill an opponent with 100 health/100 shields if it strikes cleanly. Yet the recovery time is painfully slow, and leaves plenty of time for a skilled opponent to seriously injure you with relatively no risk to himself.

Blue - The riposte stance. With quick, jabbing hits, blue stance is useful in counter-attacks and attacks of opportunity generated by your opponent's recovery time. Mastery of blue stance requires patience and accuracy. Because of the short range of the blue stance, you need to position yourself just out of range, so you can step in and capitalize on your opponent's recovery. Be careful not to attack of so long that you get caught in your enemy's next attack, for then, any advantage you gain could well be lost. A final note on the blue stance. There is no enforced recovery time when using this stance. This gives rise to the possibility of chaining an infinite number of combination attacks.

Blue stance gives you the ability to perform two extremely useful special attacks. The first is the lunge, which can be performed from a crouching, or an upright position. These are generally useful after your opponent has executed a DFA attack, or when he is running heedlessly towards you. Watch out for these attacks: when performed well, it is hard to see them coming.

The second attack in blue stance is the flying backstab. The basic backstab itself requires extreme accuracy and is generally not worthwhile to attempt in a duel. However, because the flying backstab is capable of dealing 60 damage on a clean hit, it could be a devastating addition to the repertoire of strong duelists. Please note that the flying backstab requires extremely accurate spacial awareness, and is not a good idea for everyone.

Yellow Stance - The versatile stance. Yellow stance takes the best from both red and blue stances to create a unique and extremely lethal stance for the clever duelist. Yellow stance attacks are much swifter than red stance attacks, but do more damage than blue stance attacks. Yellow stance can be used both as a primary offensive and as attacks of opportunity. The thing to remember is that yellow stance affords you the possibility of chaining up to four combination attacks. Because of the higher damage dealt by yellow stance, even two clean hits can win you a duel. Still, this stance requires the most creative footwork and is probably the most challenging to master.

The yellow stance special attack is the yellow DFA. This is by far the safest and most devastating special attack when performed well. It is an aerial attack, which gives you both initiative and a better chance at hitting your opponent. Best of all, if you can parry incoming attacks from your recovery position. This is the true finisher, because it does not require any telltale movements before its execution. The key to mastering the recovery is to recall that you can rotate once you land. If you manage to parry your opponent's attack, you can immediately follow-up with four chained hits, which effectively ends the battle.
Combination Attacks

Red - The execution of a red stance combination attack is simple. Just remember that you must chain attacks which are 45 degrees away from your previous attack. For example, you can swing forward and then forward+right, but not forward followed by right. You can also chain two of the same attacks at the start of your combination. For example, you could chain forward, forward, forward+left. You can also revert back to your original attack at the end of a combination. For example, you could chain forward, forward+right, forward. Each combination has its own personality. You must be familiar with each in order to use them effectively.

For example, while approaching your opponent, you might consider this combination: right, forward+right, forward. The range starts from long (as you are farthest from your enemy) and ends with a short ranged, but devastating overhead swing. You might try the reverse when you are trying to distance yourself from your opponent. Be wary of how you are forced to move as a result of your combination attacks. Unless you toggle walking, you are likely to make a distinct pattern of movement of which you must be aware. It will determine what sorts of attacks you expose yourself to after your series of swings. It also determines your position relative to your opponent. If you are aware of how you move as you execute a combination attack, you can plan both your escape route as well as your next offensive.

Yellow and Blue In addition to the 45 degree attacks available in red, yellow and blue stances lend you the flexibility of all the permutations you can think of. Most notably, the side to side swipes can be a dangerous attack. Many people are also fond of the forward+left, forward+right, forward+left, forward+right combination. This is a high risk attack to use against an opponent in red stance, but is lethal during an attack of opportunity.

Special Combinations - There are some highly effective combinations involving the special moves in each stance. While you can experiment with each one, here are a few particularly useful ones: 1) red stance DFA followed by the blue stance lunge or backstab, depending on your opponent's location; 2) yellow stance DFA followed by the blue stance lunge; and finally, 3) the red stance DFA followed by the yellow stance DFA followed by the blue stance lunge.
I will only add to your Yellow stance thoughts as I am a decidedly Yellow player.

Most people would agree that yellow falls "somewhere in the middle" of both stances, I give it more credit than that. I have found that if you can avoid your opponents Red combinations, Yellow, with its combos, is the most lethal of all stances. It's recovery time is quick enough to not get you caught in too many precarious positions and its swings are strong enough to deal some serious damage.

I consistently swing combinations of 4 moves in Yellow, with many variations. One good combo set and your opponent is almost gone. Unlike the Red combos that one must start well in advance of approaching your opponent, Yellow leaves a certain element of surprise in it's execution.

Switching that up with some Red combos to draw your opponent in (yes, I said, in), followed by a series of Yellows will absolutely prove lethal.

It's quick and relatively heavy. Master Yellow and you have quite a game.

wow....i guess i never put this much thought into this...i guess i could ramble for a while though...

just thinking....about red stance, you dont necessarily have to start very far away from your opponent you start right after they start (for example a yellow or blue combo) and just swing with a right or left swing and if you do it right you could just like....plow thru their combo....

also, what better to counter the blue upper but with a red over-head? ive noticed that most players dont think as much as they should.....but if you time it right and they attack youll just knock their attack outta the way and hit them....

one more thing.......some of the red combos, i think that if you use a well balanced combo, like if your opponent is dodging or far or somethin like that you prolly should use a combo with more wide/diagonal swings, or if they are might want to use more vertical swings..

Now, these are i guess you could use them.....but they might not work...just trying to sound like i know what im tlaking about biggrin.gif

QUOTE(JayBaen @ Aug 6 2003, 10:34 PM)
I have found that if you can avoid your opponents Red combinations, Yellow, with its combos, is the most lethal of all stances.  It's recovery time is quick enough to not get you caught in too many precarious positions and its swings are strong enough to deal some serious damage.

Amen, Brother. sad.gif dry.gif mad.gif

Of all the specials, the yellow is indeed both the hardest to both pull off and to avoid. A quick side roll is the way to go, followed by a blue, turn-sweep combo -- if you can swing it. But you have to be ready for it at all times, which is not as easy as it sounds.

I would like point out, however, that there are many ways to begin a red combination while close to your opponent. It is indeed slow, but the swing can begin in the air, on the ground, or anywhere else you choose to be - such as behind a red DFA. Sweep is not always the best choice in that situation. If you're close, you have plenty of time to pull of at least 2 red swipes of your own. But, if you're far away, running in to sweep is definitely the way to go.

You RJs appear to have mastered the ability to abort a lemon as soon as its started, which is something I have never seen anywhere else. Most impressive. I cannot rest until I know the secret. biggrin.gif

Just a few thoughts from a (very) battle-scarred Padawan. It's players of a (slightly wink.gif) higher caliber that are keeping me in this game.
QUOTE(Infinite Warrior @ Aug 8 2003, 10:04 PM.)
You RJs appear to have mastered the ability to abort a lemon as soon as its started, which is something I have never seen anywhere else. Most impressive. I cannot rest until I know the secret.

Honestly, I wish we didn't/couldn't do it. It's appears to be a bug with the lack of a Slot 0 player in all JK2 flavors (not just JAMod). If we add a Bot to run around as Slot 0, we are never able to get out of the yellow DFA (of course, we lose a slot on the server). We're tyring to figure out the best of both worlds with this as having a normal player on Slot 0 private causes all sorts of other strange anomalies.

We have found half a solution recently. We'll keep you updated.

If that's a bug, it's a happy one that no one else is exploiting. biggrin.gif The others you speak of I have experienced elsewhere and those are a pain. (I've been defeated by someone just jumping up and down in front of me to push me back during an attack - the "hiccup" bug. lol) Aborting the yellow special, otoh, is a challenging glitch, methinks. Makes things more interesting.

Wonder if you could hold on to that one while eliminating the rest? biggrin.gif
The Art of Defense

The ability to protect yourself from your opponent is of paramount importance to any duelist. However, one cannot achieve victory with defense alone.

An often ignored piece of information (due to its banality) is the fact that both duelists begin with the same amount of health and shields. Think of these numbers in terms of risk allowance. Thus, the key is to understand that the purpose of defense is nothing more than to gain/preserve a larger risk allowance than your opponent. This may seem an odd way of characterizing health and shields, but consider the following analysis of what happens in a duel.

Regardless of a duelist's style, the goal at the start of the duel is to strike your opponent without being struck or to strike your opponent harder than he strikes you. If this is successfully accomplished, what you achieve is a greater allowance to execute risky strategies. Say you are left with 95 health after the encounter, and you surmise that your opponent is left with approximately 50 health. There are a number of ways to win the duel at this point. Two lunges, four slashes in blue stance, two slashes in yellow stance, one overhead in red stance will all win you the duel. What is meant by risk allowance is that you have the flexibility to launch into a salvo of three red stance swings ending in an overhead, which you might not be willing to try if you knew you were left with 18 health and could be killed with a quick lunge. With 95 health, you don't care if you get hit with a lunge, because you have enough to survive it.

Then, there comes a point where risk allowance is meaningless. If you have 2 health left, and your opponent can kill you by rolling into you twice, you may attempt to end the duel with a "do-or-die" attack. This often comes in the form of a red stance DFA. As a duelist, you must be extremely wary of those opponents who have nothing to lose, for they may try anything conceivable in a last ditch effort towards victory.

All that being a roundabout way of describing the purpose of defense, there are five main ways of defending yourself in a duel.

Parrying - The simplest, but least often used method to defend against an attack is to parry the attack. The reason it is the least often used is that most duelists fear that the parry will fail and damage will be needlessly taken. The way to overcome this fear is to spend a few days allowing opponents to attack you with your saber drawn. Once you understand the dynamics of parrying, you will feel much more confident about it. Parrying deserves special mention because it also gives rise to the opportunity for a counter-stroke (refer to the upcoming section on "Counter-Strokes" for more details).

Horizontal Plane - When completely out of your opponent's range, you cannot take damage from them. Therefore, defending against an attack is as simple as sidestepping, retreating, or rolling away. Often overlooked in this scenario, is actually moving toward your opponent, before the attack is actually completed. Often, this maneuver gives you the upperhand in the following attack.

Vertical Plane - The other way to evade an attack is to simply jump out of the way. By adding a third dimension to the duel, you give yourself much greater space within which to operate. If you jump far above your opponent, not only do you gain time to plan your next assault, but your opponent also loses sight of you momentarily. This can often give you the opportunity to devastate the enemy with an aerial attack. If you do a quick hop over your opponent, suddenly, you are now behind him, and you have the strategic upperhand.

Reversal - The two aforementioned techniques involve you moving to avoid your enemy. This third technique involves you moving the enemy. If you kick your opponent right as he is attacking, you can completely halt or nullify the effect of his attack. Furthermore, the kick stuns your opponent for a split second, which can be used for an attack of opportunity.

The Last Defense - Sometimes, defense is not preferable. In certain situations, either for surprise, strategy, or necessity, the best defense is to ignore your opponent's attack and counter with your own. Most people don't expect to be the object of an assault while carrying out their own attack. Counter-attacks can lead to extremely fast duels, especially if your opponent had the same thing in mind. It is easy to get caught in a furious attack/counter-attack battle, but you need to keep your eye on your health bar to make sure you're actually coming out ahead. Don't fall for the sunk cost fallacy: just because you've lost all but 10 health trying to execute an attack, don't lose the other 10 trying to finish what you started, unless you are sure it will benefit you. 10 health always gives you more maneuvering room than if you are dead.

Here is a subtle part of each duel which many duelists pass off as being an uncontrollable part of the game, when, in fact, it is not a random occurrence at all.

When you parry an opponent's attack, both clashing sabers will flinch characteristically. That flinch is a signal that a counter-stroke is possible. In order to execute a counter-stroke, simply tap lightly on the attack button. This requires some amount of previous practice and a good deal of excellent timing, because you must tap it almost the instant the saber flinches.

The damage dealt by the counter-stroke is a function of the stance you are using. Blue counter-strokes deal up to 15 damage. Yellow counter-strokes up to 60. Red counter-strokes can inflict a whopping 100 damage. When using the different stances, be mindful of your opponent's stance and range as well. If you parry an opponent's red stance swipe while in yellow stance, you need to actively move forward while performing the counter-stroke, otherwise you will be out of range.

Counter-strokes require a significant amount of timing and is definitely a powerful addition to the repertoire of finesse fighters.

Inevitably, every duelist will find himself in a saber-lock. This occurs when both fighters swing an attack at the other simultaneously and the swing trajectories are such that the sabers meet somewhere in the middle. A saber-lock will then ensue, in which both parties should try to win the lock, in which case the other person is thrown to the ground.

Many duelists impose on themselves a strict code of honor, which forbids striking a fallen opponent. Thus, they will merely retreat and give the fallen opponent a chance to rise to his feet.

The technique of winning a saber-lock is very simple. It invovlves the repeated pressing of the following three keys as fast as your fingers will allow: attack, force-push, move forward. Some duelists believe that alternating these three keys instead of mashing them simultaneously produces a stronger effect, but this has yet to be proven or disproven.

This part of the duel is often taken for granted, yet strategically, it is a most valuable tool. It can gain you initiative and often lure your opponent into making tactical errors. The objectives of footwork can be reduced to three categories: positioning, feinting and stalling.

Positioning - An obvious goal of every duel is to gain a stronger attack position than your enemy. This can be accomplished by masterful footwork. Circling around your opponent, or strafing from side to side, but slowly inching closer can be extremely effective. After all, if you can attack from behind, your opponent has drastically fewer options than if you engaged in a frontal attack. Similarly, if your opponent believes he is out of range, but your movements have slowly brought you within range, you can sneak in a first attack with relatively little risk.

Feinting - Deceiving your opponent is an excellent way to gain the upperhand. A large amount of duel time is spent reading your opponent's body language, trying to decipher his intentions from the way he moves. By taking control of your footwork, you can actively mislead your opponent into predicting your next attack. In this situation, you now have the advantage, because you can guess his likely response. For example, if you start to move backwards, your opponent will likely advance, wanting to capitalize on your display of weakness. Armed with this knowledge, you can now abruptly reverse your course, and slash forwards, right into your unsuspecting foe. (Incidentally, this wily maneuver was developed by our very own Ruggiero and has earned the appellation of 'Ye olde Rodian stutterstep.' Cheers, Ruggiero.)

Stalling - Constant footwork results in your opponent having to pause and evaluate your next move. Done continuously, this is a great way to bide your time in a duel, especially if you are low on health and are looking for an attack of opportunity. Such stalling can also frustrate an impatient opponent.
I guess I'll spout some more help for some hopeless Jedi. One word: opportunity. You see an opportunity in the fight, you take it. Anything that doesn't qualify as cheap fighting should do. Now, you must be fast to do this. Something that helps me is to just start a swing anyway, despite if it hits anything, so that if the opening appears, you can branch that swing into another and hit the opponent. Example.. opponent comes at you with red swings. As the move set is finishing, move forward with yellow and swing, making sure to do branched hits then getting out of there. Fast! You should have done a lot of damage.

I don't know if this will help.. or if you can even understand it. But I wanted to try and help some more. Either way, have fun reading! Catch you on the server...
i think i qualify as a "hopeless" jedi biggrin.gif
Advanced Aerial Techniques
(Cool names courtesy of Tyrannus)

Barrel-Roll Slash - Performed in red stance. This maneuver is extremely useful in closing a large distance between you and your opponent. To perform it, simply begin a strafing swing (left or right) and then jump towards your opponent while performing a barrel-roll. Barrel rolls can be independently performed by tapping the jump key and the left or right key. You should hurtle in mid air towards your opponent, doing a full 360 degree mid-air roll while swinging your saber. The key is in timing your landing, so that you are near your opponent just when the saber swing is past the lead-up stage.

This attack is extremely versatile, in that you suffer no recovery time. You can immediately jump or roll out of harm's way, after the swing is complete, or, chain on additional swings.

Hanging Slash - Performed in red stance or yellow stance. This maneuver is not only visually impressive, but an extremely useful way to confuse your opponent. The first step is to glide. This can be accomplished by holding down one of the direction keys, then shifting to hold down jump and releasing the direction key. It is during this glide in which you can perform a number of different swings.

Flying Somersault Slash - Performed in red stance or yellow stance. This maneuver is especially useful in red stance, because it eliminates recovery time. The instant the attack is complete, you can jump or roll away. To execute this attack, simply perform a flying somersault towards your opponent, by pressing the forward and jump keys. During the flying somersault, you can initiate a number of swings. The key is to time the swing such that it hits the opponent as you are landing.

*The aforementioned attacks can be modified, so that instead of landing in front of your opponent, you can execute the attack from his flank, or better still, from behind.

Flying Lemon - (Credit to Snake for this one) Performed in yellow stance, this maneuver is simple but deadly. All it requires is a high jump towards your opponent. Aim it so that you essentially land in front of him. When you are a split second away from touching the ground, execute a yellow DFA. If you kept your saber completely still during your jump, this should catch your opponent by surprise.
Advanced Ground Techniques

Sweeping - Performed in yellow stance or blue stance, or both. This is a simple combination, but highly lethal when mastered. Simply chain alternating left and right sweeping attacks in yellow or blue stances (both, if you can manage), as your opponent approaches. Because of the rapidity with which this combination can be executed, your opponent could be easily killed in a single encounter.

Ankle-Biting - Any attacks that can be performed standing, can be performed crouching. However, your opponent's defenses are much weaker if you attack his ankles. Unless he starts to crouch as well, you are much more likely to get successful hits. Ankle-Biting pertains to performing the aforementioned sweeping attack while crouched, however, using wide red stance sweeps in this position can be highly effective as well. Special credit to Kyzene, an avid ankle-biter, for this technique.

The Hook - This attack is, simply put, the left, left+forward combination in red stance. Because of the odd angle of attack, this move can easily be used to hit your opponent's back, while he is facing you!

The Aborted Hook - A great single swing attack. Simply do a left attack in red stance, and, halfway through the swing, press right. This should cause your saber to flick characteristically. If you are fond of chaining one attack upon the other, this maneuver will deceive your opponent into thinking that you are starting another combination, when in fact, you are performing a single swing. Best of all, by pressing right, you are actually abruptly changing directions.

The Parting Kiss - This maneuver is bound to leave your opponent scratching his head, wondering how you managed to hit him. Simply execute a single right swing in red stance. One third through the swing, press forward, two-thirds through the swing, press left. And linger, ever so slightly, so that the swing completes itself entirely. Now, the key is to *not* hit your opponent until the very end of the swing. You should be getting farther and farther from your enemy as this attack comes to a close, so that your saber will ever so lightly graze your opponent at the very end. Hence the name "Parting Kiss." Surprisingly, if timed correctly, this does the full damage of a red strafing swing. If your opponent is slow on adaptation, repeated use of this attack could lead to a flawless victory.

The Aborted Parting Kiss - This is the exact opposite of the Aborted Hook. Instead of aborting a combination, now, you are aborting a single swing attack and transforming it into a combination. This is much harder to time. You must perform an accelerated Parting Kiss, so that you can revert back to the rest of your combination before the halfway point in the swing.
Observations From A Fellow Padawan

Observation - Set aside some time to observe others duel. Don't just watch idly. Watch actively and analyze every mistake, every hit and strike. Watch from different angles and altitudes. Even watch when you yourself are dueling.

Practice - As Tyrannus mentioned, when you have such a mastery of every move so that you need not even think about it to execute it, then you will excel. This is accomplished, in large part, through practice.

Learning - There is generally something you can learn, or be reminded of, from everyone you duel. No matter how inferior, lame, or aggravating the other person is, put your emotions aside, and allow yourself to learn from the situation. You will be much better off.

Faith - Trust yourself. Give your strategy and attacks a fighting chance. Never let up on them, and never hesitate.

Never Forget - Have fun. Don't take duels too seriously and don't let anyone get under your skin. All too many people judge themselves by their present skill and fail to see their all-important potential!

Thus ends this section of the Jedi Primer. Hopefully, it will do just what its title advertises: give you a jumpstart into the complex and sophisticated matter of saber duels. Please remember that what you see here are just the basics. There is always more to learn, and a good deal of dueling cannot be learned. It is just a simple instinct, a gut feeling that tells you to do something. Listen carefully. It will serve you well.

Good Luck!


Post Scriptum - This Primer could not have been written without the constant insights, suggestions and truly inspired tutelage of all my elders at RJ - JayBaen, Tyrannus, TheLizardKing, Huma, Ruggiero, Kyzene, OneWingAngel and TheBeast. Special thanks to all those dueling partners (especially InfiniteWarrior, Deacon and Magnomious) who have put up with my crazy experimentation and my bizarre tactics. Aforementioned ladies, gentlemen, lizards AND rodians...This Primer is dedicated to you.
Teary eyed now..

Thanks, Equanimity! I was glad to lend what feeble advice I could to you.
Don't you think you should call the 'ankle biting' technique the "Kyzene Memorial Ankle-Biting" technique?

Amen Rugg, we all have our "thing."

Just as I've dubbed "The JayBaen," ... I know all-to-well of "The Ruggiero" and "The Kyzene."

It might be interesting for another PS from EQ regarding the signature style of our various RJ'ers.

I can give at least titles to signature moves... perhaps EQ can describe them. smile.gif

JayBaen: "TheJayBaen" and "The JayBaen Wallow"

Tyrannus: "The Tyrannus I-have-no-idea-how-he-just-killed-me"

TheLizardKing: "The Humiliator"

Huma: "TheWonderBum Duck and Cover"

Ruggiero: "The Rodian Lunge & The Rodian Stutterstep"

Kyzene: "The Kyzene Memorial Anklebite"

OneWingAngel: "The Icarus"

Beast: "The Quebecois Two-Step"

Equanimity "The Random Red DFA by Mistake" smile.gif
ankle biting? i think being able to "out kyzene" someone sounds much better dry.gif ankle biting sounds....i dunno....
After much deliberation, I have decided to write a sequel to the primer on saber duels. As with anything, this knowledge can be used for both good and evil deeds. Please use this with discretion. If you should choose to ignore my advice, know this: come-uppance comes in many different ways, but it will most surely come.

That said, here is a compilation of my observations about force usage. As before, please feel free to make your own comments and additions.
The Nature Of The Force

There is a common misconception that the force is a separate weapon from the saber. This idea must be erased from your mind. When two opponents of equally high skill conduct a force duel, it is completely impossible to determine a victor based on force usage alone. However, the misconception is perpetuated by the success of certain skilled lamers in defeating their hapless victims - which, incidentally, is no measure of effectiveness at all.

The force is an extension of your saber, nothing more.

A quick examination of the two sides of the force reveals a most interesting dichotomy of attributes. Keep in mind, however, that each side is truly only half, one side, of the same coin.

The Light Side - The light side is passive, subtle, precise and self-contained. Two powers define the light side: force absorb and force heal. Inherent in this combination are the ability to deny your opponent's ability to use any manner of force on you without also giving you more force to use in return and the ability to replenish health internally. Aggression is manifested in a battle of attrition, in which the victor is he who can most efficiently use the saber and budget the force. In force duels, the light side is ultimately stronger than the dark side, but mastery of the light side is both difficult and time-consuming. It demands an exacting precision that is not easy to acquire.

The Dark Side - The dark side is aggressive, direct, approximate and reliant. Two powers define the dark side: force drain and force grip. Inherent in this combination are the ability to heal yourself while denying your opponent of the force and the ability to conduct a devastating attack on your opponents health (ignoring shields completely). Aggression is manifested in a fierce race towards the death, in which the victor is he who can most efficiently deal damage in the least amount of time. In melee battles, the dark side is ultimately stronger than the light side, even with the server imposed restrictions on the use of force lightning. This is due to the dark side's ability to kill quickly.

The Two Sides In Battle - Another way to think about the two sides of the force: light side powers manipulate yourself; dark side powers manipulate your opponent. Understand the limitations and characteristics of each side, as it is essential to being able to use the force powers properly.

In any force duel, there are three possible combinations: dark vs. dark, light vs. light, light vs. dark. As can be deduced from the description of the dark side, dark vs. dark is just an accelerated race to do most damage. If both parties use force drain properly, then, the victor is decided by the one possessing superior saber and kicking skills. Likewise, in light vs. light battles, one witnesses an acute battle of attrition. If both parties use force heal properly, the victor is also decided by saber and kicking skills. Invariably, then, spectators will find light vs. dark duels to be the most intriguing, for the simple reason that a drawn out duel is not a possibility. Rather, this duel tends to be both a race to do most damage and a battle of attrition simultaneously.
The Nature of the Force (cont.) & Repelling the Wily Lamer

Please accept my most humble opinion on this issue. You have stated that:

The force is an extension of your saber, nothing more.

I would take this a step further and say that your being is an extension of the force, the force is an extension of your saber and your saber is an extension of your being. Therefore, the relationship of the three is cyclical and symbiotic. Understanding that, the three when balanced can prolong your life in battle and when there is discord among them, can bring a quick and unsatisfactory end to your melee.

I unfortunately suffer, though not as much of late, the pitfalls of the later.

You must, at all times, be aware of your body, your saber and your force attack/defense range. All too often, I see young Jedi wasting their force reserve only to have it completely exhausted when they need it most.

My recommendation, other than using absorb or drain to recapture precious force points is to take a step back and allow yourself to regenerate. Also, use this time to carefully calculate your next move. If your enemy thinks that you are on the run, they will waste their energy attacking, only to be found wanting when your attack begins. Take control of the situation, or the situation will take control of you.

Many skilled opponents, and especially the wily lamer, are keen to this and will attempt to wear you down while you chase them. When they think you are tired, they quickly attack and then run again. In the end, the lamer attempts to control the situation by putting, into discord, your connection with the force, your body and your saber. They will antagonize you, kick you, and block you, all in an attempt to make you lose control. Many times, their focus is impressive, but their arrogance is often their downfall. Take their control away and they are nothing. Take control and force them to come to you.

Equanimity, I hope that my opinion does not detract from or contradict your message as that is not my intention.

On more of a light note; Saber, Force and Body, is this yet another example of the devastation inherent with the dreaded three?
As you may have noticed, I have decided to put the force primer on hold. Rather, in the coming year (2004), I will be making certain additions to the Duel Primer. Several of which will revisit material I have already written.
Ah but it seems as if your Jedi Primer is a little flawed. I dont remember the yellow dfa being any use at all in jk3. But then again, RJ is mainly jk2.

Risky But very effective moves if done correctly:

Kata Surprise: Jump on TOP of a person and do a red kata.

'no name': while facing the opponent with your back to them (have red stance ready) walk or run backward while avoiding them. and as they move foward to attack your back dodge while foward attacking, hitting them in the back!

Red Finisher: Similar to Eq's glide attack. Grab the wall and then do a sweep. I always do a sweep while gliding sideways, gets right underneath a person.

Dfa Crossed: Red Dfa far from an opponent but not so far as he/she wont go after you. You will hopefully recover before they reach you and do a side slash with the red and flick your mouse to the left our right and catch them in the act of back stabbing you.

Tip: besides the dfa crossed that only works 50% of the time depending on the stupidity of ur opponent, never do the red dfa. but im sure u pros kno.

Favorite move: RED BARREL ROLL 4EVA! Yea jump from in front of them to in back of them hitting them twice in the back! LOVE THAT MOVE!
Thanks for your additions, Slicer smile.gif

Also, I'd like to commend you on your good memory, as we are, in fact, mainly a JK2 clan, though we have a JK3 server, etc. smile.gif
QUOTE(JayBaen @ Aug 9 2003, 11:19 AM)
QUOTE(Infinite Warrior @ Aug 8 2003, 10:04 PM.)
You RJs appear to have mastered the ability to abort a lemon as soon as its started, which is something I have never seen anywhere else. Most impressive. I cannot rest until I know the secret.

Honestly, I wish we didn't/couldn't do it. It's appears to be a bug with the lack of a Slot 0 player in all JK2 flavors (not just JAMod). If we add a Bot to run around as Slot 0, we are never able to get out of the yellow DFA (of course, we lose a slot on the server). We're tyring to figure out the best of both worlds with this as having a normal player on Slot 0 private causes all sorts of other strange anomalies.

We have found half a solution recently. We'll keep you updated.


err quite incorrect it is a bug with the programming...more to the point is that there is a miscalculation of the land time. the bug refers to the inability to yellow dfa, which inturn makes you jump straight up.
well If you ask me I always thought it should have looked like or very similar to the ydfa in single player before the bug was descovered. with a little recover time added for fareness of course.
Deez ...

I think I mis - explained to what she's referring ---

We've had 2 different problems recently:

1) the yDFA escape. The ability to by choice jump out of the move. Seems to be an Academy Mod issue only, and a later flavor of it at that. Changing the mod has solved the problem.

2) the yDFA 'push.' I think this is more to what you are speaking, Deez. This does seem to crop up as a result of the Slot 0 anamoly, which as you've stated is in the programming. It would be nice if they'd solve that.

well we had a server lent to use for a week and configged by =(NT)= WabbidWabbit and he set up our lent server to leave the Client 0 Slot as a reserved slot. I dont know if you know how to set the private spot but it is set up with password and such so you had a 15 client server that had clients 1-15 and then 0 is reserved.
Don't use Deez's h4x with JediServers, however. They get angry. Or at least they got angry at Boog. I have the script to make it work, and it takes a bit of confumbling to set up (needs to have an empty server with someone joining with the pass so that that client 0 becomes the private slot).
There are some server-hosts that allow it.
That is...if you're not running your own server? I dunno about that.

(w00t, frospamage!)
<--- among the proud and the few not using JediServers ... smile.gif

We do have this solved already, and it is by reserving the two private slots that you see the bots dancing around in before the crowd joins. Once they get kicked, Slot 0 and Slot 1 never get given out again.


You know, that primer is really one of the most amazing pieces of JK2 Knowledge I have ever run across.

Just reread it, and man. I miss Eq. sad.gif
<-- with you on this one.

Thinking it's about time to make a true <html> version of this bad boy ... indicies and all.

I think I might write one up for CTF tongue.gif

Lesson 1.- Use Team Heal and Team Energize.

Lesson 2.- Get out of the way of the flag carrier.

Lesson 3.- Don't horde the rockets unless you're good with them.

Lesson 4.- Chase the enemy flag carrier, don't just sit in the base.

Done. That's all you need to know about CTF.
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