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    Multiplayer Saber Combat FAQ by Kaoii

    Version: 2.2 | Updated: 05/02/06 | Printable Version | Search Guide | Bookmark Guide

            COMPLETE MULTIPLAYER SABER COMBAT GUIDE
              [with help in other  online things]
                       Written By Kaoii
                            v2.2
    
    
      TABLE OF CONTENTS))
        x.) Version List
        I.) Introduction
        II.) Single Moves & Combos
               - iiA. Yellow
               - iiB. Blue
               - iiC. Red
        III.) Dual Moves & Combos
               - iiiA. Duals
               - iiiB. Single Blue
        IV.) Staff Moves & Combos
               - ivA. Staff
               - ivB. Single Yellow
        V.) Strategies/Tactics & Exploits
               - vA. Acrobatic Techniques
               - vB. Single
               - vC. Duals
               - vD. Staff
        VI.) Random Useful Info
               - viA. Common Terms
               - viB. Honor Philosophy
               - viC. Useful Websites
               - viD. My Key Configuration (for reference)
        VII.) Frequently Asked Questions
        VIII.) Closure, Contact Info & Honorable Mentions
    
      To help you find the appropriate section, you can
     use your browsers Search feature by holding the CTRL
     key and pressing F. Then, all you do is type in
     SEC[section number]. For example, notice how
     the single section is labeled II.). I'd put in SECII.
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      x.) Version List [SECx]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
      v2.2 - Extreme overhaul of the guide. It turns out
    (4/28/06)there was a whole lot of stuff I missed
             and a lot of multiplayer info is now dated.
             I have gone in and completely revamped a lot
             of info and I have added or changed a lot of
             strategies. This guide is now the most
             comprehensive JKA saber combat FAQ online.
    
      v0.8 - I think I got mostly everything in this
    (6/8/05) version, but if theres something I missed,
             I'll go back and correct it.. which is why
             the guide is labeled 0.8.
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      I.) Introduction [SECI]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
      Hi =P. This guide has been online for almost a whole
     year without updates. I finally came back to give it
     a read and I noticed that it was very dated and a lot
     of info was missing. I have gone through and made
     several changes to the guide and have added a lot
     of strategies. This is now the most comprehensive
     saber combat guide online.
    
      Here's a little bit about me so you know that your
     information source is trustworthy =P. I am
     ex-Top 10% in the BWN league, which I voluntarity
     stopped playing on. I am ex-Leader of two clans
     (including IW which had a match record of 61-1 at
     the time I left) and have managed a few professional
     tournaments in the three years I have played. I
     am currently one of the leaders of a growing clan
     called NSE, in which I am also the head instructor
     of.
    
      I have read other guides on sites such as GameFAQs
     and IGN that try to go over this topic, but I have
     found them to be lacking. They do not provide
     information on how to actually kill your opponent,
     just what moves to use. This guide is aimed for
     the beginner player who wants to be on spot in
     professional leagues, not to just impress friends!
    
      This guide is also aimed as a tool to help teachers
     ingame if they need help explaining a subject to
     a student learner.
    
      I will give you helpful hints (things you
     may not have found out otherwise) such as strategies,
     exploits, and such as well.
    
      Anyways, enjoy my guide.. and if your interested in
     talking to me, check the contact information at the
     bottom of this FAQ.. I answer all of the questions
     my readers give me if they meet and confront me
     in-game!
    
      - Kaoii
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      II.) Single Saber [SECII]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
         NOTE: ALL STRATEGIES ARE LISTED IN SECTION vB!
    
      This is inarguably the most common saber used online.
     There is an unbelievable amount of players who will
     use only single and refuse to use anything else. I
     have no doubt whatsoever you will encounter many of
     them online.
    
     Let's go over the strengths and weaknesses of this 
     saber.
    
     STRENGTHS
      - Strong attacks.
      - Lunge as a special move in Blue.
      - You won't get complaints from whiners if they die.
      - Many exploits at your disposal including pokes,
        wiggles, and delay swings.
    
     WEAKNESSES
      - Most of the special attacks are useless.
      - Useless backstabs.
      - The only powerful swings you have are in Red,
        and those combos will take some time to master.
      - You cant have an endless combo chain, unlike duals
        and staff.
    
      Thats basically it. Now, lets move to stances.
    
     - iiA. Yellow [SECIIA]
      Single Yellow is the most basic stance in the entire
     game. Its the first stance you learn in Single Player,
     and has an overall balance between defense and
     offense.
    
     STRENGTHS
      - Balanced swings both defensively and offensively.
      - Has a combo that can counter inexperienced to
        moderately experienced staff users.
      - Jump backstabs (covered in strategies)
    
     WEAKNESSES
      - Your special move is useless.
      - Weak against duals.
    
      Now, lets go over the special moves:
      BACKSTAB 
      (When enemy is behind you, BACK + ATTACK)
      Basically you spin around with your lightsaber.
      This is effective and useful only if you know
      precisely what you are doing. I suggest only
      an experienced player try to master a jump
      backstab, which is covered in the strategies
      section.
    
      DEATH FROM ABOVE 
      (When enemy is in front of you + FORWARD + 
      JUMP + ATTACK)
      You jump up in the air and do some funky saber
      swing. Never do this. It may have been
      effective in singleplayer, but multiplayer's
      physics are completely different than
      singleplayer's. This almost never hits, and if it
      does hit, I'll admit it can do considerable damage
      (possibly even a headshot), but it leaves you
      open to attack for too long. An inexperienced
      player may not take advantage of this, but an
      experienced player will.
    
      KATA
      (ATTACK + ALTERNATE ATTACK)
      Basically you do some funky move that is useless
      and should never be used. For one, katas are the
      easiest moves to counter in the entire game. For
      two, it uses fifty points of your force pool. It's
      not worth it.
    
      CARTWHEEL
      (STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
      This is useless unless it is branched off of a
      combo, which is better discussed in the combos
      section of single red and in the
      strategies section.
    
      Ok, now for combos.
    
      FORWARD DIAGONAL COMBOS
      (DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL FORWARD
      LEFT ATTACK)
      Other Names: None
      To perform these combos, what you do is you move
      foward, left or right, in a diagonal motion, and then
      attack, then go the opposite diagonal way and do the
      same. These are good staff combos, however they are
      not that great on single yellow because they leave
      you more open for attack.
    
      DIAGONAL COUNTER
      (DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL BACKWARDS
      LEFT ATTACK)
      Other Names: None
      No one really uses these combos, but they do work.
      You'll use them especially a lot with Duals and
      Staff. This is a good defensive combo. And
      remember, you can't spin while doing this combo
      or it won't work (plus you'll probably die.) It
      will take practice to master, and remember it will
      not be as effective as it staff and duals
      counterpart.
    
      COUNTER
      (STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
      Other Names: Fan, Slice, Spam, Sweep
      These combos are only good in yellow for if your
      fighting a staff user and you dont want to risk
      using Red. You have to do this without spinning
      though, otherwise it wont work.
    
      NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
            TO REVERSE A COMBO, START WITH THE OPPOSITE
            MOVEMENT (Left -> Right, Right -> Left) AND
            THE COMBO WILL HAVE A DIFFERENT EFFECT.
    
      All of these combos can be done both crouching
      and walking. To master the combos it is important
      you able to do them all three ways (running,
      crouching, and walking). You also need to be able
      to do them reversed (left instead of right) to
      attain mastery. Experiment with which
      movement pattern does the most damage against what.
      More info about this is covered in the strategies
      sections.
    
     - iiB. Blue [SECIIB]
      Blue is the fastest style in the game. It is also
     the weakest, but there are some strategies that can
     make it useful. These are discussed in subsection D.
    
     STRENGTHS
      - Fast swings.
      - Powerful lunge special move.
      - Can fight against single red and even staff
        (covered in the strategies section) if used
        correctly.
    
     WEAKNESSES
      - All of the swings are extremely weak.
      - Completely useless backstab.
      - Not something you'll use regularly.
      - Short range, dont expect to be pulling those
        attacks you would with red where it doesnt even
        look like the saber hits the opponent and it
        nearly kills them.
    
      Special moves:
      LUNGE
      (CROUCH + FOWARD + ATTACK)
      This is basically the most important thing you'll be
      using in Blue. It's fast, powerful, and can counter
      basically every special move in the entire game.
      So, if you see a dual or staff user who is using
      butterfly or twirl constantly, retaliate with lunge
      every time that person does it. However, remember,
      lunge does have two weaknesses. One, it uses some
      force power. Two, what you see in your crosshair is
      basically what you get. Once you start the special
      move, you can't move until its over. When you lunge,
      you leave both of your sides open as well as the
      back, and at the end of the move you leave the
      front open. If you know your opponent is experienced,
      then they know how to handle this weakness. Use it
      sparingly against experienced players.
    
      BACKSTAB
      (When enemy is behind you, BACK + ATTACK)
      This is a wannabe Darth Maul backstab, only you're
      not using staff. This is only here in the guide so
      you actually know it exists, I personally never
      use this move because it almost never hits and
      leaves you open for a good five seconds to die.
    
      KATA
      (ATTACK + ALTERNATE ATTACK)
      Even more useless and suicidal than the yellow kata.
      Also uses your half of your force pool, and you're
      standing still the whole time.
    
      CARTWHEEL
      (STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
      This is useless unless it is branched off of a
      combo, which is better discussed in the combos
      section of single red and in the
      strategies section.
    
      Combos:
      COUNTER
      (STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
      Other Names: Fan, Slice, Spam, Sweep
      Same thing as the yellow counter. You strafe from
      left to right and attack (without spinning). However
      since the timing is different due to the difference
      in speeds, you'll have to practice doing this combo
      to stop yourself from spinning.
    
      DIAGONAL COUNTER
      (DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL BACKWARDS
      LEFT ATTACK)
      Other Names: None
      The exact same thing as the yellow, staff, and
      duals counterpart. This move is EXTREMELY
      difficult to do without spinning on blue, in fact
      I don't even recommend it because it's so hard.
    
      NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
            TO REVERSE A COMBO, START WITH THE OPPOSITE
            MOVEMENT (Left -> Right, Right -> Left) AND
            THE COMBO WILL HAVE A DIFFERENT EFFECT.
    
      Those are really the only two dual combos you need
      to know.
    
     - iiC. Red [SECIIC]
      Single Red is the most widely used Single Style.
      It does the most damage, and it's packed with
      exploits. In the previous version (0.8) of this
      guide, I chose not to reveal exploit technique
      (yes they require practice) because I only wanted
      to teach saber skills. Now that exploits are so
      widely used and are even recognized in professional
      leagues, I will put them here under the impression
      they will not be abused.
    
     STRENGTHS
      - Very powerful attacks.
      - Endless amount of combos.
    
     WEAKNESSES
      - Very, very slow attacks.
      - Each attack leaves you open for a short time.
      - There is a steep learning curve.
      - All of the special moves are completely useless.
    
      Special Moves:
      DEATH FROM ABOVE
      (FORWARD + JUMP + ATTACK)
      Using this move is just a symbol that shouts "I'm
      a newbie." No professional player using Red ever
      uses this move, or ever even has a need. This move
      leaves you open to a ground assault (against a
      mid-level player) and it leaves you open to
      an air assault (against a pro-level player). If
      you use this move, you will die.
    
      BACKSTAB
      (When enemy is behind you, BACK + ATTACK)
      Exact same as yellow backstab. It's good, but just
      not good to use on single. And seeing that you are
      on red, there is simply no need. You have more than
      enough power to kill your opponent without a
      backstab.
    
      KATA
      (ATTACK + ALTERNATE ATTACK)
      For some odd reason, this is the Kata that most
      people like to use in Single. They think its the
      best and only kata in the game they should be using.
      In truth, this is the next to worst kata to be
      using in the entire game. It is very easy to
      counter, because you at the end of the kata you step
      foward and are wide open because on the forward
      slash, you quite literally but the saber down to
      your knees. Therefore, it is obvious that I
      suggest you do not try to perform this move =P
    
      CARTWHEEL
      (STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
      This is useless unless it is branched off of a
      combo, which is better discussed in the combos
      section of single red (below) and in the
      strategies section.
    
      Combos:
      Due to the amount of combos that can be performed
      on Red, I simply can't post them all. In the previous
      version of the guide, I simply left you with an
      illustration. This time around, I'm teaching the
      three most basic Red combos that you will be using.
    
      Remember that all combos can be reversed.
      (Right -> Left, Left -> Right)
      Reversing a combo will change its effects. Right
      attacks tend to do more damage, left attacks tend
      to block/parry more.
    
      Basically, you can do one of three things. One, you
      can do one swing twice and do a swing that would be
      right next to it. I call this kind of combo a
      "diad" combo
    
      Each star represents a direction you can swing your
      lightsaber. If you still dont understand, the player
      is in the center of the circle (respresented with a
      + sign.) The sequence of the moves is numbered.
    
          *
         * *
        * + *                           (2) - Do one here.
         * *  (1) - You can do two swings here and then...
          *
    
      Two, you can do a "triad" combo, which goes down
      three points on the grid consecutively.
    
          *
         * *  (1) - You can swing here..
        * + *              (2)  - To here causing a spin.      
         * *                  (3) - Then to here, causing
          *                         a double spin.
    
      Or three, you can do a "rotating" combo. This
      combo goes from one point, to the next, then back
      to the starting point, like this:
    
          *            (2) Then here..
         * *   (1) Start here..     (3) Then here again.
        * + *         
         * *   
          *  
    
      Notice I have labeled each type of combo as a
      "diad", "triad", or "rotating" combo. These are
      not official names (laff), they are names I am
      using for the purposes of this guide. If you are
      a person who teaches people lightsaber skills in
      JKA, feel free to use any names or content in this
      guide to help you.
    
      As promised, here are the three basic combos with
      alternate diad (or any other) inversions. These dont
      have fancy names like "diagonal counter". In-game 
      they are just called simply "combos". For the 
      purposes of this guide I will label them Combo A, 
      Combo B, and Combo C.
    
      These combos are listed in a special order. Combo
      A is the easiest, Combo C is the hardest.
    
      COMBO A
      Triad Combo. Has An Effective Aerial Inversion.
      Has Two Effective Diad Inversions. Has a
      Reversed Cartwheel Inversion.
    
      Triad Inversion:
    
          *            
         * *   
        * + *                        (3) One slash here.
         * *   (1/2) Two slashes here..
          *  
    
      Diad Inversion One:
    
          *    
         * *   
        * + *         
         * *   (1/2) Two consecutive slashes here.
          *  
    
      Diad Inversion Two:
    
          *          
         * *   
        * + *                     (2) Followed by one here.
         * *   (1) One slash here..
          *  
    
      Aerial Inversion:
      There are no move changes in the aerial inversion
      of this combo. To perform this inversion, HOP
      (use NO FORCE in your jump) and the second you
      jump, start the combo. Continue it as and after
      you land.
    
      Reversed Cartwheel Inversion:
      This is a reversed combo, all of your right
      attacks will now be on your lefthand side.
      Any combo in the game can be reversed, as is
      noted several times in the guide!
    
                                       *
                                      * *
      (2/3) Perform a cartwheel      * + * (3) Another
    (1/2) Swing once or twice here    * *     cartwheel
                                       *      here if you
                                                 want.
    
      If you are lost on how this works, you swing once
      or twice backwards diagonally to the left. Remember
      that Red combos only last for a max of three moves.
      If you do one backwards diagonal slash, you will be
      able to do two cartwheels. If you do two slashes,
      you can only do one cartwheel.
    
      You can refer to the special moves sections of any
      single stance for how to perform a cartwheel. If
      you will notice, when you branch the cartwheel
      (assuming you do it right) from the first (or
      second) slash, there will be a saber trail on the
      move. This means it is now an active attack instead
      of just an evasive move (like the normal cartwheel
      which doesnt have a trail)! If your saber hits
      someone while you cartwheel, it will seriously
      hurt them. Also, try wiggling your saber, that way
      you only have to get in the general vicinity of
      your opponent to hit them.
    
      This takes time to perfect, especially on the aim.
      It will come with practice. When this hits, it is
      usually a one-hit install kill (headshot).
    
      Tips For Combo A:
      This combo is most effective against duals and
      staff users, and is probably one of the most
      effective combos against those sabers. This is
      why I decided to put it in this guide.
    
      When doing this combo, especially midair, on the
      backwards diagonal slashes try to aim a little
      higher than you normally would. This will make
      the slashes more precise and will most likely
      disarm your opponent. It is smart to always do
      this in the aerial inversion.
    
      Also, there is a bug in the game you can exploit
      while performing this combo. If you will notice,
      when you switch arrow keys in the middle of your
      backwards diagonal slash to the right, your
      saber will kind of move as your body sways. This
      does a touch more damage.
    
      COMBO B
      Triad Combo. Has Three Effective Diad Inversions.
    
      Triad Inversion:
    
          *            
         * *                           (3) One here.
        * + *   (1/2) Two slashes here..
         * *   
          *  
    
      Diad Inversion One:
    
          *            
         * *
        * + *   (1/2) Two slashes here.
         * *   
          *  
    
      Diad Inversion Two:
    
          *            
         * *           (2) One here.
        * + *   (1) One slash here..
         * *   
          *  
    
      Diad Inversion Three:
    
          *            
         * *       (1/2) Two slashes here.
        * + *   
         * *   
          *  
    
      Tips For Combo B:
      This is a very good combo against any saber. It has
      a good disarm rate and if you wiggle (discussed in
      strategies/exploits) during the strafe slashes,
      it could easily take a huge chunk out of your
      enemy's hit points.
    
      COMBO C
      Triad Combo. Has Two Effective Triad Inversions.
      Has Five Effective Diad Inversions. Has Two
      Effective Aerial Inversions.
    
      Triad Inversion One:
    
           *        (2/3) Two here.         
          * *  (1) One here..
         * + *
          * *   
           * 
    
      Traid Inversion Two:
      (this combo goes from right side to left side)
    
                       *            (2) Another here..
    (3) Lastly here.  * *   (1) One slash here..
                     * + *
                      * *   
                       *  
    
      Diad Inversion One:
    
          *            
         * *   (1/2) Two slashes here.
        * + *   
         * *   
          *  
    
      Diad Inversion Two:
    
          *              (2) Another here.
         * *   (1) One here...
        * + * 
         * *   
          *  
    
      Diad Inversion Three:
    
          *    (1/2) Two here.           
         * *
        * + * 
         * *   
          * 
    
      Diad Inversion Four:
    
                           *            
     (1/2) Two here =p    * *
                         * + *
                          * *   
                           *   
    
      Diad Inversion Five:
    
             (2) And then here.  *            
      (1) One here..            * *
                               * + *   
                                * *   
                                 *  
    
      Aerial Inversion One (Triad):
      Hop (a nonforce jump) forward, preferably a
      double hop for speed while doing this combo.
      Feel free to use any diad variation you want
      on this combo if you feel it is needed.
    
          * (3)       
         * * (2)
        * + * (1) 
         * *   
          * 
    
      Aerial Inversion Two (Diad):
      Hop forward like you did on the first aerial
      inversion, preferably two or three hops for
      speed.
    
          *    (1/2) Two here.           
         * *
        * + * 
         * *   
          * 
    
      Tips For Combo C:
      All of the inversions of this combo will take
      some time to master and even more time to apply
      correctly. However, it will be well worth the
      effort once you have applied the level C
      inversions.
    
    
      Those are all of the basic Red combo inversions.
      They will take time to learn and apply, but once
      you have mastered them all it will take your
      single skills to the next level.
    
      If you want to know how to further use and apply
      these combos (or anything else with the single
      saber) drop down to the stategies section (vB).
    
    
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      III.) Dual Sabers [SECIII]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
            ALL STRATEGIES ARE LISTED IN SECTION vC!
    
      Duals are probably the rarest saber used online.
     You will have trouble finding a professional dual
     user.. but I have seen them. That makes learning
     duals hard, you don't have anyone to look to. I've
     listed a lot of duals tactics in the strategies
     section, so give it a look if you are interested
     in dual saber mastery.
    
      Remember that while duals have nearly the exact
     same combos as staff, they are almost the total
     opposite. Whereas staff users depend mostly on
     the sheer offensive power of their attacks to
     cut through and annihalate their opponents, duals
     users depend mostly on the defensive capabilities
     of their weapon.
    
      An excellent way to look at it is instead of
     thinking of duals as "two lightsabers to cut down
     my foes!", think of your two sabers more as a shield
     that deals damage as a byproduct of the defense.
    
      If you block opponents attacks with duals, you will
     naturally deal them damage. You should focus on this
     more than just mindlessly charging them.
    
      Alright, let's talk about the most important aspects
     of duals: the strengths and weaknesses.
    
     STRENGTHS
      - Very limited range on both stances.
      - Highest defensive power in the game.
      - Can switch to Single Blue and lunge!
      - Kata that can be spun to instantly kill.
      - Neverending combos.
      - Extremely powerful, yet vulnerable, backstab.
    
     WEAKNESSES
      - Suicidal if used offensively.
      - There aren't many skilled dualists online that
        you can look to and learn from. Most of them are
        held up in clans and refuse to teach anything to
        non-members.
      - The twirl is completely useless.
      - The butterfly is completely useless.
    
     - iiiA. Duals [SECIIIA]
      Well, this is basically just dual sabers. This is
     the most defensive style in the entire game.. and it
     can really scare a staff user. Single users will give
     you one heck of a time, though.
    
     STRENGTHS
      - High rate of random one-hit kill headshots!
      - A kata that can be spun.
      - Extremely defensive.. if used correctly, not
        even a staff will get through those dual sabers.
      - Strong backstab.
    
     WEAKNESSES
      - Very limited range.
      - A little below average attack power.
      - Useless and suicidal butterfly and twirl.
      - May have difficulty with single users.
      - Few skilled dualists online.
    
      Special moves:
      TWIRL
      (CROUCH + FOWARD + ATTACK)
      I wouldn't get into a habit of using this move.
      Not only does it use a lot of your force pool, it
      also leaves you completely open to the back. A staff
      user and a single user would like nothing more than
      for you to use this special move, so trust me, avoid
      it.
    
      BUTTERFLY
      (When enemy is behind you, BACK + ATTACK)
      You get your sabers and do some funky jump in
      the air that I'm assuming is supposed to be
      effective. It's not. It misses about 90% of the
      time and uses a lot of force pool that you would
      probably want to use on jumping (if you havn't
      broken the habit of jumping and just started hopping
      yet.)
    
      KATA
      (ATTACK + ALTERNATE ATTACK)
      This is possibly the cheapest move
      in the entire game if done with duals. Basically,
      you lift your sabers in the air, etc. However, since
      the developers seem to have forgotten about the game,
      you can also spin while doing it, causing your
      sabers to go everywhere and kill every single person
      that touches them. It's very cheap and it's very
      gay.
    
      CARTWHEEL
      (STRAFE LEFT/RIGHT/DIAGONALLY + ATTACK + JUMP)
      This is useless unless it is branched off of
      a combo. Any combo will work.
    
      Combos:
      COUNTER
      (STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
      Other Names: Slice, Spam, Sweep, Fan
      You strafe left to right and attack. If you spin,
      it wont work and will only get you killed.. so
      practice doing it without spinning. I'd also
      suggest that you crouch when doing it, to protect
      the area below your waist. This is a very defensive
      combo that I don't believe any swing can counter.
    
      FORWARD DIAGONAL COMBOS
      Other Names: None
      (DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL FORWARD
      LEFT ATTACK)
      To perform these combos, what you do is you move
      foward, left or right, in a diagonal motion, and then
      attack, then go the opposite diagonal way and do the
      same. These combos are good for starting spins.
    
      DIAGONAL COUNTER
      (DIAGONAL FORWARD RIGHT ATTACK + DIAGONAL BACKWARDS
      LEFT ATTACK)
      Other Terms: None
      These combos are one of the most important dual
      combos, and the source of most of your random
      headshots. Try jumping into them for an added
      boost towards your opponent's head area. Just
      remember not to spin, or it breaks the combo.
    
      CARTWHEEL COUNTER
      (ANY STRAFE OR DIAGONAL ATTACK + CARTWHEEL)
      For help on how to do a cartwheel, check the
      special moves section above. You will know this
      has worked if you see a trail following your
      saber once you cartwheel. Experiment with different
      moves to see what position it puts your saber at.
      You will want a position closest to the air (so
      when you flip, itll be aiming straight down towards
      your opponent). Also remember since you are on
      duals and your combos can go forever, you can
      cartwheel back and forth however many times you
      want.
    
      NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
            TO REVERSE A COMBO, START WITH THE OPPOSITE
            MOVEMENT (Left -> Right, Right -> Left) AND
            THE COMBO WILL HAVE A DIFFERENT EFFECT.
    
     - iiiB. Single Blue (with small variations) [SECIIIB]
      There is no need to go into detail about this.
     If you want info on this stance check section iiB.
    
      The only differences between the Single version and
     the Duals version of this stance is that you cant 
     kata and you can't cartwheel. Also, your running
     forward attack is no longer a forward attack, your
     swing will go to the right. You can perform one
     combo with the Duals Single Blue stance that I will
     not hesitate to mention.
    
      DOUBLE LUNGE
      (LUNGE + CHANGE SABER STYLE)
      Lunge and the second you start doing the move,
      change your saber style back to duals. This will
      make you lunge with two lightsabers, doing more
      damage.
    
    
     If you want to further advance in dual saber
     mastery, drop down to the strategies section (vC).
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      IV.) Staff Saber [SECIV]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
        NOTE: ALL STRATEGIES ARE LISTED IN SECTION vD!
    
      Well, here we are, the staff. It's the most
     controversial weapon in the entire game, which I
     can understand. There are some idiots who use the
     staff and just spam butterfly and call themselves
     skilled (which they aren't.) (at all.)
     (they're noobs.)
    
      Also, before starting this section, I would like to
     get something behind us. NOT EVERY STAFF USER IS A
     NOOB. So all of these words:
    
     Lightstick
     Noobstick
     Glowstick
     Double-Ended Flashlight
     
     .. are meaningless. If you play on BWN, you'll
     hear them alot from the whiners who don't know how
     to take a loss. And yes, there is an existance of
     skill when using staff. It takes skill to use a
     staff (appropriately), and it takes skill to fight
     one. If you don't like it.. then you might as well
     uninstall JKA, because you'll have to deal with it.
    
      Now, for the Strengths and Weaknesses.
    
     STRENGTHS
      - Almost unstoppable offensive power.
      - All of the attacks have a defensive aspect
        with them, so when you attack you are actually
        blocking some of your opponent's attacks.. and
        possibly pushing them back.
      - Neverending combos.
      - Effective aerial combos.
      - Has Single Yellow that you can use.
    
     WEAKNESSES
      - Special move that does absolutely nothing.
      - Greatly upsets the whiners.
      - Useless backstab and twirl.
      - It has a bad reputation.
      - Vulnerable to both skilled dual and single
        users.
      - Weak against staff users.
    
     - ivA. Staff [SECIVA]
      Very controversial, very powerful. A popular
     choice amongst noobs and pros everywhere. It is
     my personal saber of choice.
    
     STRENGTHS
      - Unstoppable offensive power.
      - Endless combos.
      - Transitions for added offense (check exploits
        and strategies).
    
     WEAKNESSES
      - Useless kata, backstab, and twirl.
      - You'll have difficulty with experienced single
        and dual users. Dual users you may find will be
        near impossible to beat without special moves.
      - Horribly bad reputation. You may even get rejected
        from clans and teams if you're a staff user.
    
      Special moves:
      TWIRL
      (CROUCH + FOWARD + ATTACK)
      This is totally useless, and thats all I have to
      say. Don't use it.
    
      KATA
      (ATTACK + ALTERNATE ATTACK)
      Now I've gone through every special move in this
      game. As you may have taken notice, well over half
      of them are just pointless to use. Well, if there
      is a level of beyond useless, this kata certainly
      meets it. This is quite possibly the stupidest move
      (that can hurt the enemy) in the game.
    
      FLYING NOOB BACKFLIP THING
      (BACK + ATTACK + JUMP)
      The only purpose of this move is to look cool.
      It does zero damage.
    
      BUTTERFLY
      (FORWARD + ATTACK + JUMP)
      A very noob/newbie move. It does a lot of
      damage and is easy to spam because it doesn't
      use much force energy. Understand that an
      experienced player will be prepared to counter
      any butterfly you throw at them, and they will
      assume you will try to do it to them if you are
      using staff. The only reason you should ever
      use this move is to counter a special move that
      makes your opponent stationary, such as a twirl
      or a kata.
    
      Combos:
      COUNTER
      Other Names: Fan, Sweep, Spam, Slice
      (STRAFE LEFT ATTACK + STRAFE RIGHT ATTACK)
      You strafe left to right and attack. If you spin,
      it wont work and will only get you killed.. so
      practice doing it without spinning. A lot of people
      will cry when you use this because they don't
      understand how to play against it. Just rub it in
      their faces by spamming it if they keep crying
      about it.
    
      FORWARD DIAGONAL COMBOS
      Other Names: None
      (FORWARD DIAGONAL LEFT ATTACK + FORWARD DIAGONAL
      RIGHT ATTACK)
      When you do these combos, be sure you don't spin.
      It is good to branch this combo with the counter
      combo that way you have some mobility and offense
      at the same time.
    
      DIAGONAL COUNTER
      Other Names: Counter, Spam
      (FORWARD DIAGONAL RIGHT ATTACK + BACKWARDS DIAGONAL
      LEFT ATTACK)
      No one really uses these combos, but they do work.
      This is a good defensive combo. And
      remember, you can't spin while doing this combo
      or it won't work (plus you'll probably die.)
    
      AERIAL COMBOS
      Other Names: None
      Same for diagonal counters, no one really uses
      these combos. This is exactly why you should,
      because no one expects it. Basically, its like
      a strafe combo, but you hold down the right or left
      or any directional key besides forward and backward
      and make two attacks. On your second attack, you
      should jump and spin, and then make a combo that
      would go from that attack when you land.
    
      This may take practice.
    
      NOTE: ALL OF THESE COMBOS CAN BE REVERSED.
            TO REVERSE A COMBO, START WITH THE OPPOSITE
            MOVEMENT (Left -> Right, Right -> Left) AND
            THE COMBO WILL HAVE A DIFFERENT EFFECT.
    
     - ivB. Single Yellow (w/ small variations) [SECIVC]
      Same for the Dual version of Single Blue, you can't
     cartwheel and you can't kata.
    
      Another difference that you will put to use
     is the running forward attack. Instead of slashing
     forward like the single version, on staff it does
     a strafe left attack instead. This means, you can
     run forward and use a strafe left attack at the
     same time. Extra mobility! How to use this is
     covered in the strategies section (vD).
    
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      V.) Strategies/Tactics & Exploits [SECV]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
      NOTE: I highly recommend you go back and read
            over the previous sections before continuing.
            I may talk about things discussed earlier that
            you may not be familiar with.
    
      This is how this will work. I will go through each
     and every saber explaining what to use and when to
     use it to the best of my ability. I will first
     start with acrobatic techniques that will give you
     a very great edge over your opponents if you master
     them.
    
     - vA. Acrobatic Techniques
      Acrobatic skill is very important in duels. Being
     able to move around better than your opponent may
     give you a good enough edge that may mean the
     difference between a victory and a loss.
    
      FORCE JUMPS
      (ANY DIRECTION, HOLD THE JUMP BUTTON DOWN)
      This is the slowest kind of jump. You'll know
      you've done it right if you character rolls in
      the direction you are jumping. There is a way
      to use this jump to surprise your opponent in
      a duel:
    
        - SEMI-FORCE SIDE ROLL JUMP
          (STRAFE LEFT/RIGHT + JUMP JUST LONG ENOUGH TO
          ROLL, RELEASE SOON ENOUGH FOR SPEED + ATTACK)
          This one is a bit hard to master and even
          harder to learn without seeing someone doing it.
          I'll do my best to explain.
    
          Before starting, understand that your timing
          has to be absolutely perfect for this to work.
          If you let go of the jump button too soon,
          you will do a hop and not get the needed roll.
          If you let go of the jump button too late, you
          wont land where you aim and will soar too far
          above your opponent.
    
          Hit the strafe left/right key and the second you
          hit it, hit and hold the jump button down just
          long enough to get a side roll. Once the roll
          starts (not during the roll!), let go of the
          jump button and begin your combo mid-air.
    
          Why is this effective? Three reasons. One,
          the roll in the air makes a low to mid
          experienced player believe you are going to
          jump above them. Two, the roll mid air gives
          you a speed boost for the element of surprise.
          Three, starting the combo mid-air gives you
          a damage boost because it makes your saber
          drag from the head region to the mid or low
          region. The head region is the most vulnerable
          part of the body and one-hit kill headshots
          are a common thing.
    
      HOPS
      (MOVE ANY DIRECTION + TAP THE JUMP BUTTON)
      A hop is a jump that uses no force. These are
      the most important jumps in the game because
      if used consecutively, they make you jump faster
      and if you start a combo mid-air off of a hop
      it will do more damage if it hits when you land.
      You can also hop off of a cartwheel and off of a
      wall.
    
      FORCE CONSERVATIVE JUMPS
      (JUMP ANY DIRECTION + LET GO OF THE DIRECTION
      KEY ONCE THE JUMP BEGINS)
      These are very useful jumps because they are
      faster than force jumps and they use less force.
      You can also do a delay swing off of them, which
      is discussed in the single strategies.
    
      SIDE WALL RUNS
      (RUN AGAINST A WALL + STRAFE + JUMP + JUMP AGAIN)
      You will run up a wall. This really isnt very
      useful in duels and a lot of people will take
      advantage of it by trying to kill you while you
      are doing the run. You can flip off of the wall
      by hitting the jump button twice.
    
      WALL FLIPS
      (GET A WALL ON ONE OF YOUR STRAFE SIDES, STRAFE
      TOWARDS THE WALL + JUMP)
      This will make you flip off of a wall. You can
      delay your swings by doing this so it isnt
      completely useless. Delayed swings are discussed
      in the single strategies.
    
      FORWARD WALL RUNS
      (RUN AGAINST A WALL FORWARDS + JUMP TWICE + JUMP
      AGAIN TO FLIP OFF)
      This isn't useful unless you are trying to do
      a delayed swing, which is covered in the single
      strategies section.
    
     - vB. Single Strategies & Exploits
      Single is probably the most overexploited saber
     in the entire game. I find it ironic that single
     users often call staff and dual users "spammers",
     when in fact singlests are the biggest exploit
     spammers around.
    
      <- DELAY SWINGS ->
      A delay swing is quite simply, a swing that is
      delayed for a second. The delay can often fool your
      opponent or even extend your combo for it to last
      long enough to hit them. They are very very useful
      in any duel if you are a single user.
    
      There are many ways to perform a delay swing.
      The simplest of these is to do a force
      conservative jump and then forward attack right
      before you hit the ground. You will notice that
      your saber "hangs" before it hits. You can delay
      a swing in any direction and make combos off of
      delay swings.
    
      <- WIGGLE ->
      One of the most used single exploits. This also
      happens to work with staff and duals if you can
      implement it correctly. What happens is, you shake
      your saber to the left and right (wiggling it) and
      your saber will actually hit them several times
      (because it passes through them over and over).
    
      It is important that you set your mouse sensitivity
      very high.. even if you have no plan on using
      this exploit.
    
      You should ALWAYS be able to turn on a dime but
      move slow enough to be precise. Everyone's
      mouse is different, so everyone's setting will be
      different. To change your sensitivity setting,
      open up the console while you are in-game
      (by pressing SHIFT + ~) and type in /sens 0.00 .
      Change 0.00 to whatever number you want your
      sensitivity to be.
    
      For reference, my sensitivity setting is
      always set to 24.375. Yours may vary depending
      on your mouse.. but I can literally breathe on
      my mouse and my guy turns 360 degrees.
    
      <- POKE ->
      Information on this exploit will not be provided
      at this time. However, if you ask any player
      online I am sure they will assist you with how
      to perform this.   
    
      
      Ok, now for strategies.
    
      <- Basic Single Rules ->
    
      - Never kata nomatter what style you are on.
      - Only lunge when nececarry.
      - Do not taunt your opponent. This leaves you
        open to attack assuming your opponent is faster
        than you are.
    
      <- Single -Vs- Single ->
    
     Some basic things you need to remember here. Always
     be on your guard for their lunges, for their
     wiggles, and for their surprise counter attacks
     with yellow.
    
     If they lunge: Assuming you are in red, instantly
                    switch to blue and counter them.
                    If you are in yellow, use counters
                    while crouching.
    
     Memorize the different single katas so you will
     know how to respond to each.
    
     If they Blue kata: Lunge them because they are
                        stationary for the duration of
                        the move.
    
     If they Yellow kata: Either use a counter with
                          either blue or yellow or
                          use forward attacks with
                          red that hit at the end of
                          their kata. A delay swing
                          may help with the forward red
                          timing.
    
     If they Red kata: Lunge them with Blue if you are
                       in Red at the time, or if you are
                       in Yellow, do crouching counters
                       with a lot of spin for extra
                       damage. Always remember to hit
                       on the end of the kata when they
                       are most vulnerable.
    
     If they try to
     kill you with blue: Switch to yellow and counter
                         them.
    
     If they try to kill
     you with yellow: Red Diad Combos or Yellow counters
                      will usually work.
    
     If they try to kill
     you with red: Red combos are preferred, but you can
                   RARELY use blue and yellow counters
                   to surprise them.
    
     To counter their red combos, try playing defensive
     until the very end of their combo. This is when they
     are most vulnerable and have the hardest time
     moving. This is the best opportunity you have to
     attack them.
    
      <- Single -Vs- Duals ->
    
     This should be the easiest fight for single. Duals
     have an inferior range compared to you and have to
     rely on deflecting your attacks for random side
     damage. Keep in mind that almost none of your
     Red attacks can be deflected, however you can
     be attacked at the end of your combos when you
     are vulnerable.
    
     If they kata: If they spin it, keep away until the
                   very end of the kata. At the very
                   end of the kata, even if they are
                   spinning it it wont matter because it
                   cant hit you. Lunge them at this time.
                   If they aren't spinning the kata,
                   always assume they are playing stupid
                   with you and will spin it the second
                   you approach. Wait until the end
                   moments of the kata and lunge them.
    
     If they twirl: Get behind them (be sure not to
                    approach them from any other side
                    or you risk your saber being deflected
                    and you will recieve side-damage)
                    and lunge them.
    
     If they butterfly: Don't try to counter this, just
                        simply move out of the way. If
                        they spam it use a forward red
                        attack right on them when they
                        approach. If it doesn't kill them,
                        it will seriously cripple them and
                        give them second thoughts about
                        their strategy.
    
     If they counter: Use random inversions of Red
                      Combo B (discussed in the
                      Single section earlier).
    
     If they aerial diagonal counter: Use aerial
                                      inversions of
                                      Red Combo C.
    
     If they lunge: Switch to blue and attack them
                    from the sides or the back. If you
                    are on yellow, use crouch counters
                    with some spin.
    
      <- Single -Vs- Staff ->
    
     This shouldn't be very difficult if you know what
     you are doing. On the contrary, it will be difficult
     if you don't know what you are doing OR the staff
     user is one of those skilled few staff users who
     has creative talent to adapt to your technique. I
     know I do =p
    
     Always make sure you are using either red or
     yellow on staff. If you are bold and have enough
     practice, you can use crouching blue counters with
     a LOT of spin to kill a staff user assuming they
     dont know what they are doing, however experienced
     staff users wont hesitate to take advantage of
     the moment if you let down your guard.
    
     First I will answer what seems to be the holy
     grail of all questions in JKA combat.
    
     What to do if they butterfly: Always be prepared
                                   for a butterfly. With
                                   practice you will be
                                   able to recognize the
                                   signs that one is about
                                   to come (a few steps
                                   back, a backflip, etc).
                                   All you do is a forward
                                   attack. It will
                                   completely glitch the
                                   butterfly and
                                   practically make your
                                   opponent's saber inert.
    
     What to do if they twirl: Lunge them with blue or
                               do forward attacks with red.
    
     If they do the weird backflip: Just let them show
                                    off. You only put
                                    yourself at risk
                                    trying to counter this.
    
     If they ground butterfly: Use forward attacks and
                               treat it like an air
                               butterfly.
    
     If they counter/fan: Use Red Combo B with random
                          ia/di/tri inversions.
    
    
    
     - vC. Duals Strategies & Exploits
      As mentioned earlier, this is the least used
     saber online. This makes it the hardest to learn
     how to use because there aren't many experienced
     duals users around. Let's go over the rules and basic
     exploits first. Some of these may have been
     mentioned earlier.
    
      <- SUSTAINED CARTHWEEL ->
       A sustained cartwheel is a cartwheel that
     does damage. In the case of duals, it is an
     effective aerial combo because you can have an
     endless "cartwheel of uber death". To try it out,
     do a strafe left or right attack and cartwheel
     right after the attack in the fashion of a combo.
     You will notice a saber trail behind your cartwheel
     if you have done it correctly.
    
      This means your sabers are active and will do
     damage if they touch your enemies. Now to make
     a combo out of this, cartwheel in the opposite
     direction. Also remember you can cartwheel forward
     diagonally left and right for a speed boost and
     you can hop off of a cartwheel.
    
      <- DOUBLE LUNGE ->
       When you lunge, the second the move starts quickly
     change your lightsaber style back to duals so that
     both of your sabers are up as you lunge. This will
     give you an extra damage boost and make you just
     a touch harder to hit when you are vulnerable.
    
    
     Always remember that if you spin a counter, it will
     make you move forward (because you are effectively
     moving diagonally with the spin). Try to use some
     spin, but to never lose sight of your opponent.
     If you turn your back to them or leave one of your
     sides open to them, you will be attacked and sustain
     damage.
    
     And dont forget that you can branch your combos
     from Counter to Diagonal Forward Counters and back
     to Counter without spinning. This is extremely
     useful for outmanouvering your opponents.
    
    
      <- Basic Duals Rules ->
    
      - Do not kata.
      - Do not twirl.
      - Do not taunt your opponent. This leaves you
        open to attack assuming your opponent is faster
        than you are.
      - Crouch your combos when needed (covered in
        strategies on when its appropriate).
      - Do not butterfly. It almost always misses.
      - When you lunge, always do a double lunge (look
        above).
      - Do not use blue for anything besides lunges.
        I've seen newbies actually go against staffs
        with blue. You can guess the end result.
    
      <- Duals -Vs- Single ->
    
     This will probably be your hardest fight. The reason
     is because that Duals do not have a high range and
     single Red has a very high range.
    
     A single user will most likely not switch to
     yellow or blue in this fight, however they may try
     to lunge you because it will be harder to hit them
     at the end of their lunge because of your limited
     range.
    
     Do not use forward diagonal combos (the ones that
     go left and right and make you run diagonally).
     The reason being that this puts your lightsaber
     in the air for a split second leaving your front
     vulnerable. A single user will take advantage of
     this.
    
     When I refer to counters in the sense of duals,
     understand that you are more likely to get a
     headshot with your diagonal counters. Try both
     diagonal counters and normal counters to see
     whichever works best for you.
    
     If they use Red combos: Wait until the last second
                             of the combo when they are
                             vulnerable and use counter
                             combos, or lunge them to
                             hopefully disarm their
                             saber.
    
     If they counter with yellow: Use normal counters,
                                  but be sure to crouch
                                  while using them to
                                  protect the area below
                                  your waist.
    
     If they kata: With until the end of their kata to
                   either use a counter combo or a
                   double lunge.
    
     Try to avoid using backstabs, you always want to be
     facing your opponent. By not facing your opponent
     you will leave your backside vulnerable to attack.
    
     If they lunge: Use counters to attack them at their
                    sides or their back.
    
     If they do a Death From Above: Use crouching diagonal
                                    counters or a double
                                    lunge.
    
      <- Duals -Vs- Duals ->
    
     A lot of people tend to think that these fights
     are even more random than Staff VS Staff duels.
     However, if you know what to do and when to do it
     you can easily gain the upper hand.
    
     Always watch for "open points", or points of attack
     where they end their combo or spin their combo and
     make themselves vulnerable. They wont happen often
     so you will have to take advantage of them when they
     do happen.
    
     Also, because of the counters your opponent will
     throw at all of your moves, try to throw in some
     aerial diagonal counters. If one hits you are quite
     likely to get a headshot which will take a lot of
     trouble away from killing them hit by hit.
    
     And the most important thing, remember that with
     duals if you aren't crouching you are vulnerable
     below the waist to lower attacks. Most duals users
     do not realize this, therefore this is very easy
     to take advantage of. If they stand on all of their
     combos, crouch on all of yours. If they crouch on
     their combos, do a mix of standing and crouching
     on your combos (stand one slash, crouch the next).
    
     Remember to watch out for open points on your end.
     If your saber is throw off, immediately backflip
     out of the frey. This can easily save your life
     in a Duals VS Duals match.
    
     If they counter while standing: Crouch and use
                                     counters with a little
                                     spin for extra damage.
                                     You can also try
                                     aerial diagonal
                                     counters if you want
                                     to push your luck with
                                     a headshot.
    
     If they counter while crouching: Do a mix of
                                      crouched and standing
                                      (while walking)
                                      counters. Try
                                      crouching one attack
                                      of the combo and
                                      crouching the next.
                                      If you want to press
                                      your luck, try an
                                      aerial.
    
     If they use diagonal counters: Use a double lunge if
                                    they are stationary
                                    and just expect you
                                    to run into their
                                    attacks. Try an
                                    aerial counter
                                    (not a diagonal aerial)
                                    if they are moving.
    
     If they use aerial counters: If they try it once,
                                  they will most likely
                                  try it again until it
                                  hits. You should see a
                                  pattern and be able to
                                  tell where/when they
                                  will try it next. When
                                  they do, double lunge
                                  them.
    
     If they kata: Wait until the last moment of the kata
                   so they wont have a chance to spin it
                   and get an instant kill. At the
                   last moment do a double lunge.
    
     If they butterfly: A double lunge will easily deal
                        with a butterfly.
    
     If they at any time switch to blue: Switch to duals
                                         and use random
                                         counter combos.
                                         Watch out though,
                                         they may be about
                                         to lunge/double
                                         lunge you.
    
     Always make sure your double lunges are instantaneous
     (the second you switch to Blue, you lunge). That
     way, you aren't predictable. Predictability will
     always be your biggest downfall on any saber. It
     is important to overcome it.
    
     - vB. Duals Strategies & Exploits
      As mentioned earlier, this is the least used
     saber online. This makes it the hardest to learn
     how to use because there aren't many experienced
     duals users around. Let's go over the basic
     exploits first. Some of these may have been
     mentioned earlier.
    
    
      <- Duals -Vs- Staff ->
    
     This will be your easiest fight. Why? As clearly
     stated earlier, duals is a defensive weapon that
     depends mostly upon deflection damage when an
     opponent tries to attack them. Staff is the most
     offensive saber.. so they have no choice but to
     attempt to attack you.
    
     If you know what you are doing, this fight can
     easily be won. You will have to change your
     style up a bit when fighting a staff, though.
    
     Always crouch your combos. If your opponent has
     read this guide or has recieved formal training from
     someone, they will know that crouch diagonal
     counters will decimate you if you are countering
     while standing.
    
     Never kata against a staff (never kata period),
     never butterfly (never butterfly period), and
     never twirl (never twirl period).
    
     If they use crouching diagonal counters: You can do
                                              one of two
                                              things. One,
                                              you can use
                                              a running
                                              forward
                                              attack. Or
                                              two, you can
                                              use a
                                              double lunge.
    
     If they use counters: Diagonal counters will
                           usually work well against any
                           counter a staff throws at
                           you. Normal counters work too.
    
     If they use butterflies: Double lunge them or just
                              avoid the butterfly.
    
     If they kata: Assume they will roll at you at the
                   end of the kata to do a roll stab.
                   Double lunge them when they do.
    
     Aerial attacks will work well against any
     staff user. However, because of the staff's high
     vulnerability, a staff user may just try to
     ground butterfly you for an instant kill.
    
     If you see the staff user backflip and then
     start to run towards you, be prepared for a
     1-hit kill exploit. Back off. Don't let them
     get too close to you right after a backflip. Let
     them do a few combos, and then return to fight them.
    
     - vD. Staff Strategies & Exploits
      This is the most offense-based saber that you
     can use. Your damage comes purely off of what combos
     and attacks you use, unlike duals which depends on
     side-damage. What you see is basically what you get.
    
     Lets go over the most basic exploits.
    
      <- SINGLE YELLOW TRANSITION ->
       The most underused and most important staff
     exploits are the transitions. The single yellow
     transition is the most important of the two
     types. Since no one really ever uses them, I will
     first explain what a transition actually is.
    
       A transition is a style branch from Yellow to Staff
     or Staff to Yellow that bugs your other opponent's
     saber causing it to become inert. A transition can
     easily throw off almost ANY COMBO OR ATTACK IN
     THE ENTIRE GAME and it can get attacks through to
     moves like kata and butterfly while they are being
     performed that other attacks normally would not do.
    
      With the use of transitions, it is possible to
     gain the upper hand against a Single user by
     actually throwing off their attacks. If its strong
     enough to throw off an attack from Single Red, you
     can imagine how much it hurts.
    
      Now, what you've been waiting for. How to actually
     perform a transition. It's a lot easier than some
     people tend to think. To do this kind of transition,
     first make you are in Yellow. When you are about
     to attack your opponent, start a combo like you
     normally would with staff, but right before it hits,
     change your saber style to Staff. It's that easy.
    
      <- STAFF TRANSITION ->
       Staff transitions are even more underused than
     Single Yellow transitions. They have a purpose
     though, otherwise I wouldn't have included them.
    
       A Staff transition is exactly the opposite of a
     Single Yellow transition. Instead starting your
     combos on yellow and switching to staff mid-attack,
     you start your combos on staff and switch to
     yellow mid-attack.
    
    
     Now that you have the two transitions down, I'll
     explain what makes them different. Single Yellow
     transitions have a high rate of deflecting staff
     and duals. Staff transitions have a better rate of
     deflecting Single Red attacks, even if they don't
     do as much damage.
    
    
      <- GROUND BUTTERFLY ->
       Because of the amount of abuse that the people
     who know this exploit do, I will not put it here.
     I no longer teach how to perform this expoit because
     it is abused to the point that the player only wants
     to use it and not actually learn how to play.
    
       Yes it is a one hit instant kill that comes with
     only one warning. For the purposes of this guide,
     I will teach you what that warning is and nothing
     else.
    
       You can tell someone is about to ground butterfly
     if they backflip and then run towards you. If they
     do this, wait for them to perform a few combos before
     attempting to approach them.
    
    
     To use staff effectively and efficiently, you need
     to first get down the basic rules, which are:
    
      <- Basic Staff Rules ->
    
      - Do not kata.
      - Do not twirl.
      - Do not taunt your opponent. This leaves you
        open to attack assuming your opponent is faster
        than you are.
      - Do not butterfly unless it is called for. I
        will tell you when it is called for.
      - The only thing you should be using yellow for
        is transitions, which I discussed above.
      - Transition often!!!!
    
    
      <- Staff -Vs- Single ->
    
     This will probably be the most challenging of the
     staff fights. Single users are quite prepared for
     anything you will throw at them, so you will have
     to find some way to gain the upper hand.
    
     If they use Red combos: Wait until the end of their
                             attacks when they are most
                             vulnerable, then use a
                             diagonal counter.
    
     If they use Yellow counters: Use crouching counters
                                  with some spin.
    
     If they switch to blue: Chase them down and use
                             any counter you want.
    
     If they lunge: Get on their sides or behind them and
                    use a diagonal counter.
    
     If they pull a Death From Above: Use a crouching
                                      diagonal counter.
    
     If they kata with Yellow or Blue: Butterfly them.
    
     If they kata with Red: Wait until the end of the
                            kata when they are
                            vulnerable and use diagonal
                            counters.
    
      <- Staff -Vs- Duals ->
    
     This may be a bit tough because you will have to
     rely on offensive damage to attack your opponent,
     and your opponent will rely on side-damage from
     your own attacks to kill you. If you know what
     you are doing though, this shouldn't be too tough
     for you to handle.
    
     First, take notice that if the duals user is
     NOT crouching on their combos, crouch on ALL of
     yours. The waist of a duals user is very vulnerable
     and very easy for a staff to attack because staff
     attacks aim down just a little bit.
    
     If the duals user is crouching, use a mix of
     standing and crouching combos (stand one slash,
     crouch the next).
    
     If all else fails, butterfly them (don't spam it!).
     Only use butterfly as a LAST RESORT.
    
     If they kata: Wait until the end of the kata and
                   butterfly them.
    
     If they twirl: Butterfly them.
    
     If they roll stab: Get on one of their strafe sides
                        and use crouching diagonal
                        counters.
    
     If they switch to blue: Expect an incoming lunge or
                             double lunge. Try to stay on
                             one of their strafe sides and
                             attempt to get close enough
                             to attack. Just keep in mind
                             that a lunge will probably be
                             incoming in a few moments.
    
     If they counter: Read the few paragraphs above.
    
     If they butterfly: Don't try to counter this, just
                        move out of the way. If they spam
                        it, use a butterfly as a counter.
    
      <- Staff -Vs- Staff ->
    
     These fights are supposed to be "random" and
     "battles of the lucky", but if you know what you
     are doing, they aren't.
    
     Transition a lot. If you don't know what a transition
     is or how to perform them, read up on the staff
     exploits above.
    
     Transitions will easily throw off most, if not all,
     staff combos. This makes the fight a little bit
     less random, especially when none of their combos
     work! =P
    
     If they counter: Use transitions.
    
     If they diagonal counter: Use transitions that start
                               with a diagonal attack.
    
     If they butterfly: Use a butterfly, or even a
                        transitioned butterfly.
    
     If they twirl: Butterfly them.
    
     If they kata: Butterfly them.
    
     If they switch to yellow: They are either stupid or
                               are going to try to pull
                               some transitions on you!
                               We can't have that, now
                               can we? Use the same
                               transitions that they are,
                               but change styles right
                               after they do. You will
                               effectively be doing a
                               transition-block.
    
     If they backflip: Stand back because they are most
                       likely losing hope against you and
                       will try to ground butterfly. Give
                       it a few seconds after they
                       backflip, and then reapproach
                       them.
    
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      VI.) Random Useful Info [SECVI]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
     - viA. Common Terms
    
      A lot of first time Jedi Knight players pick up this
     game, and they instantly start hearing stuff that
     they've never heard before in a First-Person Shooter.
     Some of it, in my opinion, is ridiculous, but
     nonetheless I'll put it here.
    
      This is only to help a new person understand some of
     what goes on online. I'll write the word, then the
     definition by it. I'm assuming you aren't a total
     newbie and know what stuff like "lol" etc means.
    
     lamer - Someone who kills you when you're chatting, or
             who kills you with your saber down (if your
             into that whole honor code nonsense)
    
     noobstick - A noob's name for a staff. They will only
     glowstick   say it if their crying because they lost
     lightstick  to you.
     lightrod
     Double-Ended Flashlight
    
     scrim - A Clan VS Clan match usually between 3 to 6
             people per clan.
    
     force pool - The amount of force energy you have.
    
     NSE - Some of the most dominant clans in JKA
     GOA   (in no particular order).
     YV
     SITH
     NSA
     Bondage
     USA
     CFM
     DJ
     DOX
     IW
     WOV
     n02
     o3
     {O}
     TJO
    
    
     - viB. Honor Philosophy
    
      The whole "honor code" is very dominant and
     active in JKA. Those who follow it treat it, accept
     it, tend to it, and follow it like a religion. I
     personally do not follow it.
    
      For this guide, I will put in the honor code compared
     to my own "honor code".
    
      THE HONOR CODE
     1.) Do not attack other players with their chat
         bubbles up or their sabers down, even in duels.
    
     2.) If your opponent falls down, do not attack
         them. Wait for them to get up.
    
     3.) Always bow (by crouching) before a fight
         begins. This shows respect to your opponent.
    
     4.) Do not spam a move (such as butterfly) against
         your opponent. This is considered "unhonor-ly".
    
     5.) If you disarm your opponent's lightsaber,
         you must wait for them to pick it up before
         attacking them.
    
     6.) Do not taunt your opponent during a fight. This
         is also considered "unhonorly".
    
     7.) If you are using staff, do not kick your opponents
         to the ground. This is considered a move of
         cowardice against your opponent. If you
         accidently kick them to the ground, you must
         wait for them to first get up before resuming
         the fight.
    
     8.) Do not use wiggles, pokes, ground butterflies,
         delay swings, or any other exploits in the
         game. These are considered sins against God
         and are very unhonorly.
    
      Remarkably, 95% of every single person who plays
     online follows this "religion". I personally think
     it is all ridiculous and that it was established by
     the higher-tiered players as a means of control for
     the lower-tiered players. Yet to this day, if you
     go to almost any Free For All server, you are forced
     to follow this code, religiously.
    
      For me, I just want to play the game and have fun.
     I don't want to follow the "Way of the Warrior"
     crap. Therefore, I have taken the liberty of
     writing my own honor code. This is the code that
     I follow in-game:
    
      KAO'S HONOR CODE
     1.) Do not attack other players with their chat
         bubbles up or their sabers down. If their
         saber is down during a duel, they take their
         life into their own hands. The purpose of a duel
         is to kill each other, not stand around.
    
     2.) If your opponent falls down, you have knocked
         them down. If you are skilled enough to knock
         them down, you have every right to kill them.
    
     3.) Only bow before a fight if you feel it is
         nececarry.
    
     4.) Do not spam a move (such as butterfly) against
         your opponent unless they are spamming it
         against you. If that happens, you have every
         right to counter-spam them.
    
     5.) If you disarm your opponent's lightsaber,
         procede to kill them. You are the one who
         knocked it out of their hand, it's their own
         fault they are stupid enough to get hit by
         the combos that did it.
    
     6.) Taunt your opponent during a fight if you
         feel it is nececarry. The developers didn't
         put it in the game for decoration.
    
     7.) If you are using a staff, feel free to kick
         your opponents to the ground. Once again, if
         they are stupid enough to get kicked down,
         they deserve to die.
    
     8.) Use wiggles, pokes, and other exploits at
         will. Everyone else does, why should you
         put yourself at a disadvantage?
    
      If everyone followed my code, the world would be
     a much better place.
    
    
     - viC. Useful Websites
    
    
     JK3Files.com - Download the 1.01 patch (needed
                    to play on most online servers)
                    and download addons such as models,
                    skins, and maps to add into your
                    game.
    
     LucasFiles.com - Same thing as JK3Files, just
                      different content.
    
     PCGameMods.com - Has a lot of content, but
                      unfortunately they have a
                      horrible reputation. They literally
                      steal content from other sites
                      without the permission of the
                      website or the author of the
                      content and put it on their site.
                      That's just wrong.
    
     GameFAQs.com - One of the mirrors of this guide
                    and the original single host of
                    this guide.
    
    
     - viD. My Key Configuration (for reference)
    
      I do not use the WASD default configuration.
     Instead, I use the arrow keys which allows me to
     have the Jump, Walk, and Crouch buttons readily
     available for use.
    
      FORWARD: Up Arrow
      BACKWARDS: Back Arrow
      STRAFE LEFT: Left Arrow
      STRAFE RIGHT: Right Arrow
      JUMP: Enter
      WALK: Right Shift
      CROUCH: Right Control
      FORCE PUSH: \
      LIGHTSABER STYLE CHANGE: Mousewheel Down
      ATTACK: Left Click
      ALTERNATE ATTACK: Right Click
    
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      VII.) Frequently Asked Questions [SECVII]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
     Q: Does the color of the lightsaber matter?
    
     A: No. The color of your lightsaber does not
        affect any factor at all besides appearance.
    
    
     Q: Does the hilt of the lightsaber matter?
    
     A: Reborn hilts (and other short hilts) will
        make your saber appear to be short. For
        practice purposes, I recommend not using the
        Reborn hilt. Other than that, no it does not
        matter.
    
    
    
    --=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=
      VIII.) Closure, Contact Info & Mentions [SECVIII]
    =--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
    
      I would like to take this time to make some
     honorable mentions. These are the people who have
     made a difference or stood out to me while I've
     played JKA, in no particular order. If I know you
     and you aren't on this list, then you probably
     didn't signifigantly stand out to me:
    
       - Ackbah
       - [IW] Undisputed
       - [IW] Xanthus
       - [IW] Tamriel (Profit$)
       - [NSA] Phantom
       - [Bondage] Malice
       - [Bondage] Jin
       - Celestia
       - [LRRP] Volta
       - [LRRP] RagDoll
       - Evil.Weevil
       - Stillborn
       - [NSE] TheDarkOne
       - [GZH] Larathydo
       - [GZH] Binnkin
       - [GZH] Yojimbo
    
      Well, thanks for having the patience to read my
     guide. Due to the amount of spam I recieved when I
     posted my last FAQs on the internet, I will refrain
     from posting my e-mail address here. Sorry, spammers.
    
      HOWEVER, if you would like to contact me, I am
     regularly in-game with my clan, NSE. You can
     regularly find me on the NSE server at this
     IP address: 64.182.159.3:29960
    
      If you would like to talk to me over Xfire,
     my username is Kaoii. BE SURE TO PUT A REASON
     WHY YOU ARE SENDING ME A FRIENDS INVITE WHEN
     YOU WANT TO ADD ME OR I WILL DENY ADDING YOU
     TO MY FRIENDS LIST.
    
      Good examples of reasons would be "i need
     help with a certain move" or "i have a question"
     or "i just want to play against you".
    
      Bad examples of reasons would be "OMG I PWN j00"
     etc.
    
      Once again, thanks for reading my guide =)
    
     - End -