Disclaimer
This document (c)2002 Ryan Moore. This FAQ may not be used or distributed for
commercial use. It may not be distributed at all without written permission
from the author(that's me). Jedi Knight 2: Jedi Outcast and the Jedi Knight
2: Jedi Outcast Logo are (c)2002 LucasArts Entertainment. All Star Wars
stuff (c)Lucasfilm. This guide must be displayed in its entirety. No pieces
of it may be removed and/or copied to another location for public display.
Version History
(1.0) 12/04/02 - Wrote entire sabers section.
(1.1) 15/04/02 - Added in force section and added more to sabers.
(1.2) 17/04/02 - Added in useless stuff to make my guide look cooler and so
people don't steal it.
Sections 1.0-General Sabering
2.0-The stances
2.1-Light
2.2-Medium
2.3-Heavy
3.0-Using the Force
3.1-General Force Tips
3.2-Light
3.3-Dark
Note: Print this out and practice what I'm telling you. You won't regret it.
Writing this cause I have nothing to do right now, and I think it will benefit
some of our less experienced members. I'm going to assume that you aren't a
complete newbie, and at least know the basics. Anyway, I'm going to be covering
pretty much everything I know. That included: When and when not to use certain
moves/stances, strengths and weaknesses of each, how to use force powers in
conjunction with the saber, diff force powers, and even a little bit on gunning.
I'm going to start off with NF sabers, because force can really mess you up
if you use it excessively (instead of learning proper saber ownage) when you're
learning, so practice and learn all of the saber stuff first. * Maybe (lol)
General Sabering (1.0) These are a few very important tips. I guarantee that after reading this
short section, you will be better almost instantaneously. * If you take anything
away from this guide, I want you to remember these, and apply them to every
aspect of your sabering. No matter what stance you're in, force or not, no matter
who you're facing, these apply to every stance. Keep that in mind.
-You don't need to mash the attack button. Holding it down works better, and
gives you better control. You pretty much need to use this technique to use
the heavy stance, due to its speed.
-Don't attack where someone is. People with half of a brain will move out of
the way. The trick is to attack where someone will be. Example: Someone is charging
you, you start a heavy swing. Instead of aiming right at em, turn/strafe slightly
left or right, chances are, you'll get them as they're trying to evade.
This is probably the most important thing I can
teach you. Words cannot express how important this is. You need to see this
in action. Apply this technique to EVERYTHING.
-Another important point. Know your enemy!! Learn and adapt to their fighting
style! Know which techniques they use and discover ways to counter them. There
is a counter to everything. I can't show them to you, you have to learn them.
Eventually, you will be able to counter most everything that comes your way
automatically. At the point, saber duels start to get extremely intense.
-Know your saber. Know what move you're going to do before you actually do
it. The LAST thing you want to be doing is hitting someone in the arm when you
were aiming for the head. Play around in an empty game and practice getting
the saber to do what you want. I'm not going to write out all of the combos
know to man, so you're on your on here, except for a few that I find very useful.
-Use your environment to your advantage. Back people up into walls, corners,
anything. Sometimes you can roll over small objects that launch you into the
air.
-Upward slashes take out people who roll or jump alot.
-Swing with the mouse. If you start a horizontal slash with heavy, and your
opponent moves away, simply move with him. This also needs to be demonstrated,
but you get the idea.
-Be patient, there is nothing worse than someone who charges blindly. This
is called the 'headless chicken' style.
-Don't change stances just because your opponent does. Stick to the styles
that YOU know best, because you'll be more able to counter an opponent with
a style that you're familiar with.
-Finally, the last general sabers tip. If you can pull this technique off,
nobody on earth will be able to beat you. "Don't get hit," -- NK_Ren
You're going to need to do whatever it takes to avoid getting hit. Generally,
I avoid jumping since it leaves you open for attacks. Rolling is quicker, but
has a slight recovery time. I still use it much more, because you can get out
of some impossible situations with this, and you're usually far enough away
from your opponent to react to their next attack.
The Stances (2.0)
From this point on, I'm going to assume you've read the general section, and
have practiced it.
If not, then go read it right now, you need to know it all. I'm going to explain
the basic uses of each stance, as well as more specific descriptions of how
to take down certain enemies. The tips here probably aren't as useful as the
general ones, because the general tips are MUCH more important to good sabering.
The Light Stance (blue) (2.1) This stance is fairly useless for offense. However, it is the best for defense
against gunners. It can deflect any incoming blaster shots. That includes the
bryer, stromie rifle, bowcaster, and repeater primary fire. It CAN block the
primary fire of that ball throwing gun (dunno name lol) but it seems very erratic. I only use this stance offensivley if I know my opponent will die in 1 hit from it. Other than defense and occasional schwing, this doesn't
get used.
Stance specific
-Front lunge/stab attack: Crouch and press forward + attack
-You can chain an infitite number of swings with this, just hold down attack
and move in the direction you wish to swing. Generally, people who run forward
holding attack get killed very easily, so don't do that. Ever.
-Against 2 or more, change your stance cause light sucks. lol.
The Medium Stance (yellow) (2.2) The most versitile stance of the three, you can pull it out for a variety
of situations.
For defense, it can block sabers better, (because it isn't as weak as light,
and can even stop heavy swings sometimes) but is a little less reliable than
light for stopping blaster shots. Offensivlely, it is more powerful than light, and nearly as fast. I will usually
pull this out after landing a heavy hit to finish them off. Overall, I use it
much more than light.
Stance specific
-Vertical jump/downward slash: Run forward at your opponent and move your crosshair
over top of them so it turns red. If your crosshair is not red, the move isn't
happening, period. Now you must hit jump and attack at the exact same time. You have to be fairly
close to your opponent for this to work. Useful for killing heavy-jump monkeys
as long as you avoid the saber.
-Do a horizontal slash one way, then reverse direction and go into a spin.
The spin starts immediatly, so you can catch em coming back at you after evading
the first. Awesome fake-out move, I love this.
-This stance has a lot of spins, making it good against 2 or more saberists.
Likely they will both attack, and you can spin to hit them both. You gotta be
careful when doing this. Hit and run is your friend here, you don't wanna get
caught up between 2 people. When this happens, you're dead, no matter how good
you are.
The Heavy Stance (2.3) This is what I use most of the time. Devastating offensive capabilites can
end a fight before you know what happened. Defensively, it sucks. It is horribly
unreliable agaist guns, and is too slow to deflect sabers much. This stance
is all about timing. Remeber when I told you that you need to know what you're
going to do before you actually do it? This is especially true here. Heavy is
a little tricky to use, since you need to hold direction + attack down for a
little longer to get the swing you want. The horizontal slash has HUGE range,
I use this a ton. It helps to set slightly to one side after you begin to swing,
and then back again, in the direction of the swing.
Standing still is fine, but this technique allows you to cover a much greater
area. The overhead is clumsy to use, you really need to be precise with it,
as it doesn't leave much room for error. Sounds crappy, but it isn't. It is faster than nearly all other heavy attacks.
Like baseball? This stance is great for smashing people off ledges. I really
don't have much to write for this stance, because it totally lacks combos of
any kind. However, if ya read the general section, and apply those techniques,
you're going to own.
In regards to the heavy-jump move, I'm not going to be writing it here. That
may seem sorta lame to you, but I want everyone to learn without it, as to not
use it excessively or become a jump monkey. This is the same reason why I'm
not including force just yet (actually it might be because I'm sick of typing
right now.)
Using The Force (3.0)
Adding force powers are going to totally change your strategy. Usually, there
will be less actual saber fighting. I'm going to show you how to use the force
effectively in conjuction with your saber. You should already be fairly good
with your saber, because you don't want the force to change your dueling style.
General Force Tips (3.1)
-When I'm playing a force game, there are a few things that I always max
out, no matter what level. I always max saber offense, defense, jump and force
push. I max the passive saber powers because I use heavy stance most of the
time, and level 3 defense help tons against gunners. I max push to well... push
people. On maps like Bespin Shafts, Warring Factions and Nar Shadda, push/grip
are probably used more than anything else, because 1 mistake will have you tumbling
into oblivion. I use wall walk for many situations, so level 3 jump is tremendously
useful. Obviously, being able to jump higher is another reason.
-Push counters grip. Just jam on the push key while looking at the gripper.
-Absorb counters everything. The only thing is, you'd better be a damn good
saberist if you're gonna use this, because it puts both players on level ground,
no force powers.
-Drain can render an opponnent helpless if you manage to drain all of their
force power. After doing this you are free to use grip/lightning on them.
-Level 3 speed is a MUST in CTF. You're going to need it for capping/defense.
-Pull isn't as usefull as push, but still useful because you can pull people
of ledges, pull that nasty gunner towards you to slice him, or pull the enemy
flag carrier closer to prevent him from getting away. Also, you can pull an
opponents gun, but you have to be fairly close.
Light Powers (3.2) The light side requires a little more thinking than the dark side, because
it has no offensive capabilities. When I'm playing light, I max absorb and heal.
Absorb counters all force powers. So you've got a few seconds to take em out
with your saber before it runs out and you're fair game again. Usually I know
which players are light/dark, and as soon as I see a dark, I just hit absorb
and run after em. I don't need to explain why heal is useful. Light side isn't
really hard to use, you just need to be prepared ahead of time for the drain
monkeys. I also find that light is better for gunners, due to its defensive
nature. A gun does more damage than lightning grip, so that makes them fairly
pointless if gunning (unless gripping an enemy flag carrier) Gunning seems to
go well with light, because you can just hit absorb/protect and blast em all
to hell.
The Dark Side (3.3) Quite different from light in that is it completely offensive in nature.
When playing dark, I max out grip and drain. A heavy hit will take your opponent
down to where you can (usually) take them out with grip alone. Its helpful for
tossing people as well. I use drain because it can (as I said earlier) render
your opponent useless, as well as heal you. It is an excellent counter to lightning.
Just be careful about using it against a light sider, because they'll probably
use absorb. I don't use lightning at all, because it is easily countered by absorb/drain,
doesn't do much damage, and you need to aim it. Usually when I see someone,
I'll drain them and move in for the kill with my saber. If they run I just grip
em. If you're in a battle with another drain monkey, make sure you get the drain
off first. Make sure you drain all of his power, and don't let him get enough
left to drain you. Then you can grip/toss/saber/gun him.
Conclusion
In conclusion, if there's one thing you take away from this, make sure you learn
and live the general sabering section. The stance section has some useful tips,
but applying the general section to everything you do is imperative. Again,
I don't think it is possible to put some of the things here in words. It just
isn't the same as seeing it demonstrated. If anyone has any questions on any
of this, just ask. Hope it helped.