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
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): 
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.
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