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The Dual Lightsabers (aka "Sabers Akimbo","Double Sabers","Twin Sabers", etc)

At various times in Jedi history, individuals have found themselves in situations where taking on a second blade was necessary (for example to deny a fallen comrade's blade to an enemy). There have been a few individuals who have an actual preference for this mode of combat, such as the Dark Jedi Boc, whom Kyle Katarn slew at the Valley of the Jedi.

While they are fun to use, and definately powerful and versatile (when combined with the Force), I do not consider them the ultimate weapon for all situations. In fact, I consider it folly to use it in certain situations when better weapons are available. Still, some players swear by it as their sole weapon of honor, so do what you feel is best, according to your own playing style. However, our strategies are designed to optimize your chances of winning the game, if you take them to heart, so bear that in mind.

This section will take you through the basics of the dual lightsabers, various special abilities you gain when using the weapon, and on to more advanced strategies and techniques.

There are three types of Lightsaber weapons in the game. Skip ahead to a section below:


***WARNING! Read this before proceeding!***

Players new to JKA should realize that the Multiplayer mode is substantially different from the Single Player mode. In particular, the weapons, items, power-ups, and other features are different in many ways from their offline counterpart. We strongly recommend playing against Bots (AI simulated multiplayer opponents) as training for internet or LAN games, as they represent the type of gameplay you will experience online. However, there is no substitute for the unpredictability and inventiveness of human opponents, so eventually you must venture out if you expect to master the game! Players migrating over from other FPS games will have many new challenges ahead, including learning Force Powers, the Lightsaber, as well as the different nuances of the game. Even veteran players of other Dark Forces series games (JK, MotS, etc) will have many new things to learn. In short, you must "unlearn what you have learned," to quote a wise Jedi Master. ; )

The site will be presented with the assumption that players have already read over the official JKA manual (that comes with every legitimate copy of the game), readme documentation and the in-game help ("Rules"). Some material from these sources may be covered in more detail however.


Dual Lightsabers - Weapon Stats

Closeup view of the elegant weapons

Weapon Type
Melee
Ammo Type
N/A
Ammo Use
N/A
Primary Fire
Swing blade (varies with stance and movement directions)
Secondary Fire Saber Throw (if Force points assigned to this power)
Rate of Fire

Medium to Fast (varies with swing and stance)

Saber Throw: Slow to Fast (depends on how quickly saber comes back)

Range Good (Primary) to Medium (Saber Throw)
Damage Medium to Very High (Low for a swinging saber merely brushing a limb).
Danger Level
None. Cannot harm user

By default, six colors can be chosen for the Dual Lightsabers's energy blade (with two these colors can be mixed and matched):

Blue, Green, Yellow, Orange, Purple (actually Pink/Violet), and Red. Ten hilt designs may also be chosen. Hilts and colors between the two sabers do not have to match.

The colors and hilts have no affect on the actual performance of the saber, and depend solely on player preference. In team games, players will be forced to use a saber color that matches their team color (red or blue).

The Dual Lightsabers are very dangerous weapons. A mere touch of the swinging blade can cause damage to enemies it touches. Normally in JKA, a touch of an ignited blade does no damage if an attack is not in progress. In most team games, your saber cannot damage your allies, but it is considered rude and is counter-productive to go about playfully striking your teammates.

A single well placed hit can kill even the most heavily shielded foes, and fast, repeated blows can whittle down your enemies in seconds. Powerful hits can send an opponent reeling. The blade itself can block blaster shots and small projectiles, even sending them back towards the player who fired them (this skill varies depending on the angle of the shots and level of Saber Defense that is assigned).

To block shots with the saber, simply "aim" at the enemy doing the firing, while not attacking. Focusing on the head of the person firing helps increase the chance that you'll get a good angle on them. But don't relax however, as your opponent will try to vary the angle of their shots and aim for your vulnerable areas (your non-saber side, your back, and below the belt). An overconfident Saber-user is an easy target for experienced gunners, so watch out! Close the distance and slash your opponent down, disarming them if possible (with Force Pull) and using your other Force powers to augment the saber's strengths. Similar techniques are employed in blocking other Saber blades. If someone throws their blade at you, don't panic, this too can be blocked.

The saber can be turned off (hit the "select saber" key a second time) for purposes of stealth (since the Saber gives off a bright colored glow around your character and an audible hum, giving away your position). It will flare up again if thrown or swung, ready for action.

Special Note: during battle one or both of the sabers can be knocked away (to the ground) by a well placed strike of an opponent (this usually occurs during a Saber Throw or Saber Shield manuver). To recover your lost blade, stand near it and hold down the attack key. After a short period of time (in which you are vulnerable) the saber will "respawn" in your hands and be usable again. If one blade is knocked away you can continue to use the other until you have recovered your missing blade.

First Person Lightsaber (almost!):

It is possible to use the Dual Lightsabers in Pseudo Person POV in multiplayer (by default you are limited to Third Person only). However, since there is no semi-transparent skin, your characters head still partially obscures the action. Go to the console and type in this command:

CG_fpls 1

Now the Dual Lightsabers will default to a Pseudo-First Person viewpoint when used. Type the command again with a 0 instead of a 1 and it will default back to normal. You can also bind the command to a key or put it into a CFG file for easy access. Decide for yourself if it's easier for you.

I find that blocking blaster shots is somewhat easier to do in this mode.

A mod that makes true First Person Lightsaber possible in Multiplayer is OJP mod, Check it out!

It has often been said that any Lightsaber in the hands of a beginner can be laughable, but in the hands of a master, something to be feared. To help work your way from the former to the latter, I advise reviewing and practicing the following techniques:


Dual Lightsaber Stances

Dual Lightsabers possess one unique stance from all the others. When one Lightsaber is thrown, the other reverts to a specific stance, until the thrown Lightsaber is regained. One blade may also be turned off (press the "Lightsaber" key to do this, and again to turn to normal) to use the stance below:


Fast (Blue):

"Fast" Stance

Fastest swings, virtually unlimited chainable combos and lots of spin moves. Best overall blocking ability for blaster shots and projectiles. Blocking against Medium and especially Strong stances are sometimes less effective. These swings also tend to do the least amount of damage of the three stances. This is the stance that all Dual Lightsabers carriers possess by default.

The official documentation recommends this stance for battling non Lightsaber opponents (though I've found it can be quite useful in dueling as well).


Stance Specific Lightsaber Moves

Fast:

Uppercut Thrust (aka "Lunge"):

Crouch+Forward+Attack

This move produces an "uppercut" swing as your character lunges forward and uses 25 force mana points.

The strike itself has poor range (like most Fast stance attacks) compared to the other stances, but is a good suprise move, if your timing is good.

Lacks the Fast Attack Kata. Other moves are identical to the Single Saber Fast Stance.


Dual Lightsabers Attacks

The Dual Lightsabers has a variety of different attack swings. Think of each "stance" as a seperate weapon. For each stance, memorize what each swing looks like (noting its speed and damage), and how it hits a target (practice on a wall or other object where you can see it hit and make marks). As in many fighting games, this technique for learning the saber will make each move more automatic, and may help you anticipate the moves of your opponent in order to better counter them (in a saber duel for example). Keep in mind that the same moves vary in strength, speed, and range as well as animation depending on your Saber Stance (see that section for details).


Backslash

Back+Attack

This fabled move has the air of "coolness" about it. Your character leans back with a stab directly behind him with the saber, running through anyone foolish enough to be in the way.

To do this move, press Back+Attack while the enemy is directly behind you. It is somewhat slow and can be dodged, but is seemingly impossible to block and can be deadly in one hit if successful. A good surprisemove, especially when being "snuck up on" during a saber fight.

With Fast stance, the move is a quick backstab. With Medium and Strong stances, a spinning slash (or "back sweep").Reportedly, some players adopt the tactic of, for lack of a better term "ass fighting" which is to say, they have their back to their opponent for the majority of the battle, and continually attempt to execute this move. I do not recommend this tactic, as it makes your actions very predictable to your opponent, and leaves you totally open to attack, while your back is unprotected.


Flip Forward Attack

Attack + Jump + Forward

Using 25 force mana points, this move causes your character to flop about like a dying fish while tumbling forward and spinning with sabers outstretched. You can "turn" at certain points during the move using the mouse. Be careful not to fall off a cliff.

Can be a good surprise move, and can do a lot of damage if it hits multiple times, but can be blocked.


Dual Saber Twirl

Crouch, then press Forward+Attack

Using 25 force mana points, this move does a rapid pattern of "twirls" (in a 'figure' 8 pattern) with the two ignited blades in front of you, slicing and dicing any opponents in its path. Once the move has begun, it cannot be stopped by the user and you cannot move until it has completed (thus you are vulnerable from the back and an opponent can easily dodge it).


Attack Enemy On Ground

Hold Forward + Attack (near fallen enemy body)

This is a "finishing move" which uses no mana, causing you to leap into the air and land with a double downward stab through the fallen opponent's body. Most of the time it is fatal, considering the person is not blocking, however it is also easily dodged.

A fallen opponent can hold jump to get up quickly before the move hits (in time to block), roll away using the strafing keys or tap jump rapidly to "kick up" and knock back the would-be ground stabber.

The move also has the tendency to "miss" if you're not lined up with the body properly.


Dual Saber Barrier (aka "Saber Shield","Double Saber Throw")

Attack + Alt Attack

By pressing Primary and Secondary fire firmly together, this move uses 50 force mana points, causing the player to crouch while the two blades leave his hands and orbit his body in a circle of destruction for a few seconds.

You can "turn" with the mouse during the move which may or may not help you.

If you are Force Pushed at the start of the move you will be forced into a standing position with the blades orbiting you at a much higher level (thus causing them to miss most targets). Also well placed slashes can cause the blades to be knocked to the ground (with the blades turned off) and leave you vulnerable until you can recover your saber blade(s).

To recover lost sabers, stand within sight of the dropped handle and hold the primary Attack key and it should return to your hand. If enough time passes (30 seconds?), it will respawn in your inventory and can be ignited again.


Dual Sabers Stab Front & Back

Forward or Back + Attack when enemies are in front and back

This is a good move to use when surrounded by enemies. You will quickly "point" your sabers towards the front and back, hopefully dealing killing blows to two attackers. The move is very quick, but can be dodged if your opponents move quickly backward away from you at the right moment.


Dual Sabers Stab Left & Right

Left or Right + Attack when enemies are to your left and right

Much the same as the above move, this is another one to use when surrounded. It can be dodged if your enemies are quick enough to move farther away out of range in time.


Cartwheel

Strafe Left/Right+Attack

Uses 25 force mana points, and virtually identical to the move when used by a Single Saber user, this move causes a sideways mid-air cartwheel with blades extended. Not so much an attack as an escape move to sidestep attacks or to hop over some terrain obstacles.


Stab Forward (aka Rolling Stab)

Crouch+Forward then attack (as roll completes)

Uses 25 force mana points, thrusting your blade forward after a roll. Can be dodged, but is difficult (if not impossible) to block. Without sufficient mana, the move cannot be performed.


Once you have become familiar with the Dual Lightsabers, you should review the Force Powers and Weapons pages in our other sections.

 

  >>Siege Guide - by Kurgan
  >>Force Profiles - by Kurgan
  >>SP Walkthrough - by Various Authors
  >>Your article here!