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No Force Dueling Guide by lf412

Version: 1.05 | Updated: 07/13/03

My Guide to No Force Dueling (version 1.05) by Adam Stanley Yu

[Table of Contents]
I. Legal disclaimer
II. Introduction
III. Terminology
IV. Lightsaber moves
V. Categories of no force duel players
VI. Offensive tactics
VII. Defensive tactics
VIII. Conclusion
IX. Version information
X. Other stuff

This guide may not be copied or reproduced in any way without expressed consent
from the author. This guide will not be used either directly or indirectly for
profit. The writer of this guide will not take any responsibility for any
actions or results directly or indirectly stemming from the use or misuse of
this guide. All information provided herein are the opinions and observations
of a Star Wars Jedi Knight II: Jedi Outcast player. The author does not claim
to be the best player on the net nor does he promote his ideas as the one and
only way to play. Furthermore, the author is in no way affiliated with
LucasArts or Raven Software.

Welcome to my first FAQ/guide. I decided to write this because I was bored, and
because I feel that this FAQ will benefit the newcomer and possibly the veteran
of JKII. People who are reading this FAQ right now should already be familiar
with standard JKII controls, such as knowing how to jump, changing stances,
moving around etc. People who finish reading this should basically have a good
idea of how to duel-no force. I repeat, you should have an IDEA of how to duel,
you still need to actually practice a lot to become proficient. I also assume
that the reader has the 1.04 patch installed. And yes, I do know that Jedi
Academy is coming out soon.


Blue stance - The color of the bar in the lower right corner of the screen. The
              player holds the saber with the tip tilted to the right. I might
              also refer to this as light or fast stance.

Yellow stance - The player holds the saber with the tip tilted to the left.
                Also known as medium stance.

Red stance - The saber is held completely straight with the hilt around the
             chest. Also known as heavy stance.

DFA - Death from above. The special move of the medium and heavy stances.

DFB - Death from below. More commonly known as lunge.

Note: Except for DFB, all other terminology is what is commonly heard online.
      I do not know where those terms originated from, but if anyone knows,
      please let me know.



F - Forward
L - Left
R - Right
B - Back
FL - Diagonal movement, forward and left direction keys depressed
FR - Diagonal movement, forward and right direction keys depressed
BL - Diagonal movement, back and left direction keys depressed
BR - Diagonal movement, back and right direction keys depressed
J - Jump
C - Crouch
A - Attack key depressed
* - tap the key


Lunge already moving: F => C*+A*
Lunge stationary: C => F => A*
Notes: Very fast move with little recovery time. Pierces through all defenses.
       Good move against people who jump in at you or always jump away.

Yellow death from above (stationary): crosshair on target, F*+A*+J*
Yellow death from above (moving): crosshair on target, F => A*+J*
Yellow death from above (in air): J*=>A*=>before swing ends and
                                  crosshair on target F*+J*

Notes: Either damages opponent close to death or kills them if hit cleanly.
       Use it mainly on people who are initiating attack or are staying rather
       close to you. Takes a while to actually connect. Long recovery time
       after move is initiated.

Red death from above: A=>before swing ends F*+J*

Notes: Hard to hit due to extreme delay and distance of move. Can be used to
       avoid fall damage if you can F*+J* a little bit above the ground.
       Longest recovery time once initiated.

[Swing combos]

Light stance - Unlimited chain ability. Hard to control due to the fast swings,
               but it is possible. All medium stance swing combos are possible
               in this stance. The F/B+A has longer range than the medium
               stance version.

Medium stance - 4 to 5 swings max. All red stance combos are possible in this

                R+A => L+A => R+A etc: Very fast swing speed. Can sideswing
                                       multiple times. Downside is the limited
                BL+A => BR+A => BL+A etc: General good retreating swings.
                FR+A => BL+A => FR+A etc: Very fast swings, an alternative to
                R+A => BL+A:￾@Very strange recoil with this swing. Fastest two
                             swings in yellow stance.

Red stance - 3 swings max, unless the server has ghoul2 collisions. In order to
             chain your swings together you need to hit the direction of the
             swing directly surrounding the current swing. For example:

             F*+A* => FR*+A* => R*+A*
             The first two swings can also be the same direction.

             FL+A: Fastest swing animation, although range is limited.

             FR+A => R+A => BR+A or
             FL+A => L+A => BL+A: The only two normal spin combos in red

             R+A => R+A => FR+A: Longest range combo

[Technical stuff]
Concerning just single swing speeds, there is no slow down in movement, in
relation to not swinging at all, if you are using blue or yellow. However, 
there is significant slow down while using red stance. This concerns only 
SINGLE swings, not combos.

The following data was derived from experimenting on a set distance and seeing
how long it would take to traverse that distance while swinging in a certain
stance. It is data that is derived from simply swinging in one direction, which
in a real duel, would probably never happen. All tests occured on the same flat
surface. Use this information accordingly.

'X' is an arbitrary unit of time, and '#' indicates there were spin swings.

                       ******** travel speed ********

          |  F    |  B    |  R    |  L    |   FR   |   FL   |   BR   |   BL   |
Saber off |  X    | 1.3X  |  X    |  X    |   X    |   X    |  1.3X  |  1.3X  |
Light     |  X    | 1.4X  | 1.2X# | 1.2X# |  1.3X# |  1.2X# |  2X#   |  2X#   |
Medium    |  X    | 1.4X  |  X    |  X    |   X    |   X    |  1.7X# |  1.6X  |
Heavy     | 1.2X  | 1.8X  | 1.2X  | 1.2X  |  1.2X  |  1.2X  |  1.9X# |  1.8X  |

                 ******** swings per second (average) ********

          |  F    |  B    |  R    |  L    |   FR   |   FL   |   BR   |   BL   |
Light     | 2.2   | 2.2   | 1.6#  | 1.6#  |  1.6#  |  1.7#  |   2#   |   2#   |
Medium    | 1.4   | 1.2   | 1.1   | 1.5   |  1.1   |  1.4   |   1#   |   1.2  |
Heavy     |  .6   |  .6   |  .6   |  .6   |   .6   |   .8   |    .5# |    .6  |

So what does all this stuff tell us? Well, some pretty obvious things. First,
moving backwards is slower than moving forwards. Swinging backwards is even
slower. Spinning slows you down as well. As for rate of swing of stances, heavy
is the slowest, and light is the fastest.

Note about all stances:
It is possible to add upward movement, aka jump, or downward, aka crouch, to
all combos. Just tap the jump or crouch key in between swings. It is also
possible to move in other directions that are independent of your swings.
Again, just hold down a direction in between your swings and then hit the
necessary direction and attack button when the swing ends. Useful in red
stance. Harder to do in yellow and blue due to faster swings, so practice!

Also with all stances, you can delay your combo and thus upset the timing of
your opponent just by letting a swing finish recovering, and then immediately
depress the attack and direction of swing. With delays, it is possible to combo
heavy stance without the immediate direction restriction.

Keep in mind when you are switching stances that if you have the attack key
depressed, you will continue to be in your previous stance that you were in.
You must wait for the animation of your former stance swing to finish before
you can depress the attack key in your new stance. Swinging in a different
stance than what appears on the HUD will not affect damage values.


A) The total newbie
This player never lets off the attack button and constantly swings at you, asks
questions like, "How do I change my stance," or "How do I wall jump?" If you
are playing a newbie, help them out within reason, since most likely people are
waiting to play. Otherwise they should just go read the manual. Playing a
newbie these days is quite interesting. They are usually unpredictable and you
should not play down to them, as I have seen many veteran players lose to
newbies, even if only once in a blue moon.

Tactics: Just think of them as an equal and don't feel like you need to "go
         easy" on them. Useful tip for people who just want to win...


B) The spammer
Uses only one or two "special" moves, like lunge. 

Tactics: If they are a red DFA spammer, stay a little bit out of their range
         and then attack them when they land the special. Be sure not to run
         over the area where the saber is in the ground as it can still inflict
         damage. Use a side swipe and try not to hit the saber as it can still
         be deflected. This kind of spammer is not seen very often these days,
         as this move is hard to land on a player.

         If they are using lunge, lunge them back and try not to miss. This
         kind of spammer is more likely than the other two. Be weary of using
         red stance too much against lungers as the attack recovery can leave
         you open to counter attack.

         Yellow DFA spammers are also pretty rare these days. Wait for them to
         DFA and then DFA them back, red or yellow works. You can also lunge
         through the yellow DFA if they miss, but make sure you lunge before
         reaching their saber so you don't get interrupted into a deflect
         animation. It is also possible to do a yellow DFA after jumping in the
         air, so if someone is jumping around a lot swinging in yellow, stay


C) The one stance specialist
Will mainly use one stance, whether it be blue, yellow or red. This player
should not be confused with the spammer as it can be expected that they know
how to use that one stance extremely well. Will primarily use side swings with
either jump-ins or ground.

Tactics: If using blue, will most likely strike when you are recovering from a
         swing or rush you to disrupt the direction of your swing. Keep in mind
         that blue users can trade damage with you very quickly if you are
         using yellow to swing at them.

         If they are using yellow, they will also be prone to swing once to
         draw you in. Try to swing when they are recovering from a combo. Or
         do an opposite swing. For example if they do a sideswing to the right,
         sideswing to the left.

         Red stance users main drawback is the slow speed of the swings. You
         can usually hit them twice within one swing without getting hit if you
         time it right. That's if you are not using red stance. Whenever your
         opponent is sideswinging, do not attempt to do a heavy overhead if you
         are not extremely close. The longer range of the sideswing will damage
         before you do damage to them.


D) The croucher
Loves to crouch and swing at your feet, in any stance. More common with blue
and yellow stance. 

Tactics: Get just within range of their attack and try to disrupt their
         swinging with swings of your own. Remember when they are crouching,
         they can't move around as much. Try not to use downward slashes
         against these types since the swing has less range than the crouching
         types, not to mention that the croucher is protected because of how
         the sabers strike each other. Lunge if they get abusive of the crouch.


E) The frog
Jumps all over the place as an attempt to confuse you either to hide their
stance or to attack quickly and jump back out.

Tactics: Time your swings to hit them where they land. Or try to meet them in
         the air, difficult to do. Use lunge to puncture them wherever they
         land. Heavy F/B+A swings work well if timed. Try to pay attention to
         what stance they are using, more likely than not it will be red


F) The turtle
Never makes the first move to attack you. Always waits for you to attack as to
leave you open. These guys are never in range when you are on the offensive.
Sometimes they taunt you to attack them by "dancing" in place. Feel free to do
the same.

Tactics: Best advice I can give you is to trick them with your delays. Or
         crouch and do crazy swings in blue, to show you are going to stay put.
         Lunge in place to draw them in, or any appropriate special. 

G) The bull
Might seem like a spammer as this person seems to never stop attacking. Good
aggressors will step back slightly after recovering from a combo so that when
they swing again they do not interrupt their own swing animations.

Tactics: Try to scare them off with a lunge. Otherwise, try crouch tactics.
         Play a little bit more defensive than usual to frustrate them.


H) The tumbleweed
Attacks you once or twice and then rolls away in an attempt to avoid taking
damage from your counter attack. 

Tactics: Watch where they roll, since most of the time they will always roll in
         the same direction. If you can pinpoint where they will roll, meet
         them there and swing. If you can get good at aiming the red DFA, use
         it to smack them where they roll to. 


I) The guy who likes to walk
Walks around most of the entire fight, except when they decide to attack you
starts to charge at you. This is done to surprise you, and since most people
that play don't walk too much, it can be very annoying.

Tactics: Charge them and use your superior speed to attack and pull out. After
         a while, they will probably stop walking. Use crouch to add insult
         to injury. Jump in combos work rather well since they are limited in


Note: More likely than not, your opponent will be a combination of any of these
character types. It might be smarter to adapt directly to an opponent than have
a style that supposedly works well against all players.

When playing offensive, there are a few things to keep in mind. Try to not spin
in a certain stance too much. Learn to control your combos so you don't spin.
Spin combos when you are attacking take too long and give too much time for
your opponent to react. Only use spin combos if you are far enough away to
not be counter-attacked.

Light stance - Try to hit the opponents saber and not the actual opponent if
               they are using medium or blue. This way your saber will most
               likely be deflected into them. A little risky using this stance
               since it's hard to control. Better to mix it up with other
               stances. Good confuser to throw in between stances.

Medium stance - Being the most well balanced stance of the three. This is ideal
                for going offensive. Use deflects to your advantage as it is
                possible to combo off of the deflects. Jump occasionally to
                make them move their mouse ;p.

Heavy stance - Use your incredible range to your advantage and pummel away at
               your opponent or their lightsaber. The R+A swing has awesome
               range so it is a good opener. The F+A or B+A does massive damage
               and does even more if you walk when you swing.

Some more things to think about.

You move slower backward in all stances whether you are running or swinging
backward. So if you need to get out of the way, try to jump or roll away. Also,
keeping your saber in neutral, not swinging, is a good defense against most
normal swings. Most of the time if you are just facing the player the saber
will protect you for a good amount of time.

Light stance - Lunge is a good move to interrupt your opponents timing. Overuse
               of this move seems to be generally frowned upon. Swing sideways
               a lot in blue.

Medium stance - Again, side swings have lots of range. If you are moving
                backward, utilize the BR/BL direction swings. Swing in the air
                when you jump back if they are jumping after you.

Heavy stance - Perfect jumping swing combos and you'll be able to cover
               yourself in the air fairly well. Stick with side swings to keep
               your opponent away.

VIII. Conclusion

Well, you've reached the end of this short guide. I highly recommend
experimenting with swings and combos on your own. Also play a lot of different
people. You'll learn something new whenever you play, well hopefully.

IX. Version information

Jul 10 2003 - Version 1.05 - Added technical data of stances, format changes
Jul 09 2003 - Version 1.03 - Format changes, small additions to categories
Jul 06 2003 - Version 1.02 - More format changes, minor additions to categories
Jul 04 2003 - Version 1.01 - Added more swing combos, changed format
Jun 30 2003 - Version 1.0 - First edition of no force duel FAQ

X. Other stuff

Special thanks to:
-LucasArts and Raven Software for releasing a great game.
-George Lucas for his great films and creating such a diverse world.
-The no force duelers who have continued to play this game.
-AZ House of Hoes server, where I really started to get into the game, and all
 the former players who use to reside there. May they rest in peace.

Contact me at LF412@hotmail.com with any suggestions, comments, questions, or
whatever, but please put GAMEFAQ in the subject of the email. Any contributions
to this FAQ will be credited in the next revision.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Copyright 2003 Adam Stanley Yu

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