Post by Methos on Dec 8, 2014 21:18:23 GMT
Most people that have been playing JKA for a while, know that there is a bunch of exploits that are regularly used.
Here, I'm gonna list some of the most common, and describe their respective strengths and weaknesses.
If you see any errors, or missing information, you are welcome to add to it
That said, on with the show:
Poke: I've heard a ton of different definitions/explanations on what "poke" is. The definition that I use, is most easily explained by simply describing how it's performed.
Using a basic swing as an example: You do a Red-Stance Right Swing(D swing), and while the saber is moving, you move your mouse in the opposite direction, causing the saber to stay in the same position for the entire duration of the swing.
The three main strengths are that:
1. It extends the range of your swing(leading to some people referring to this move as "extension")
2. It increases damage, by keeping the saber in the hitbox
3. It has no real "weaknesses".
Wiggle: Just like Poke, this is pretty simple. You move your mouse swiftly left/right(or up/down), causing the saber to move through the hitbox several times in a minimal amount of time.
The main strengths of this:
1. A high increase in damage
2. An increase in blocking
The main weakness of this, is that while you are wiggling, you also take an increased amount of damage. This means that a skilled opponent can 'exploit' the fact that you are wiggling, to kill you, quickly and easily.
The best way to minimize the weakness, is to only "wiggle" when you have a confirmed hit. I.e. don't wiggle on every swing, only when you see your swing hit your opponent.
Delay: Pretty much any move that causes the 'normal' timing of the swings to be delayed. This can be done by jumping, wall-running, waiting, etc.
Main strength: This can be used to throw off people who are 'timing' your swings, so instead of attacking you when you are open, they receive a face full of lightsaber.
Weakness: Like any other move in JKA, pretty much any experienced player already knows how to include this when they are 'timing' you(the standard jump-delay, for example, causes a delay of about 1-2 seconds, depending on when you start the swing).
If you have any questions, requests, comments, additions, etc. feel free to post them here.
Here, I'm gonna list some of the most common, and describe their respective strengths and weaknesses.
If you see any errors, or missing information, you are welcome to add to it
That said, on with the show:
Poke: I've heard a ton of different definitions/explanations on what "poke" is. The definition that I use, is most easily explained by simply describing how it's performed.
Using a basic swing as an example: You do a Red-Stance Right Swing(D swing), and while the saber is moving, you move your mouse in the opposite direction, causing the saber to stay in the same position for the entire duration of the swing.
The three main strengths are that:
1. It extends the range of your swing(leading to some people referring to this move as "extension")
2. It increases damage, by keeping the saber in the hitbox
3. It has no real "weaknesses".
Wiggle: Just like Poke, this is pretty simple. You move your mouse swiftly left/right(or up/down), causing the saber to move through the hitbox several times in a minimal amount of time.
The main strengths of this:
1. A high increase in damage
2. An increase in blocking
The main weakness of this, is that while you are wiggling, you also take an increased amount of damage. This means that a skilled opponent can 'exploit' the fact that you are wiggling, to kill you, quickly and easily.
The best way to minimize the weakness, is to only "wiggle" when you have a confirmed hit. I.e. don't wiggle on every swing, only when you see your swing hit your opponent.
Delay: Pretty much any move that causes the 'normal' timing of the swings to be delayed. This can be done by jumping, wall-running, waiting, etc.
Main strength: This can be used to throw off people who are 'timing' your swings, so instead of attacking you when you are open, they receive a face full of lightsaber.
Weakness: Like any other move in JKA, pretty much any experienced player already knows how to include this when they are 'timing' you(the standard jump-delay, for example, causes a delay of about 1-2 seconds, depending on when you start the swing).
If you have any questions, requests, comments, additions, etc. feel free to post them here.