Post by Xarious on Aug 21, 2016 13:12:52 GMT -5
Another post I wasn't really planning on making because I kind of view these style of attacks as a bit outdated, but knowing how is still better than not knowing how. I considered adding this to the "delay" section because it is, in a lot of ways, a format of a delay. However, I believe cartwheel attacks to be their own special variant of delay that deserves its own section. Decided to make more of a step-by-step guide for this, with a short informational section at the end. So, here you guys go:
Step One: The Cartwheel
A cartwheel is what you will get if you press Attack+Jump+Left or Right (Click+Space+A or D). You can cartwheel slightly after the jump for extra height if you press jump first and wait just a moment more before adding the attack. The direction can come at any time during that few moments. As a fun side note, the cartwheel animation is replaced with the butterfly animation on a staff, but the extra height can still apply with butterflies as well.
Step Two: Adding Attacks
This is pretty simple to be honest. In order to add attacks, you have to make sure you're using a kind of attack that is compatible with a cartwheel. Once the given strike you're using has reached around the mid-way point, you can then cartwheel in either direction and it will keep the attack in an active post-swing delay. You have to switch back and forth between A and D carts to keep the attack active, and these attacks work like chains. With fast style and dual sabers, cartwheel attacks are infinitely chain-able. With medium, you can chain them up to four times. With strong, you can chain them up to two times. Obviously, as a staff cannot use the cartwheel animation because it gets replaced by a butterfly, this will never apply to a staff.
Types of Attacks that Work:
You can cartwheel with any attack in any saber that has the cartwheel animations except for with strong style. Strong style cartwheels are only compatible with variants of A-swings. A, AW, and AS all will work, but no other swings will allow for cartwheels in this style.
About Cartwheels:
Cartwheels are basically advanced katas. They are attacks that leave you stuck in an animation, are very predictable, and self-lethal in most cases. Times to effectively use cartwheels are extremely limited, and often very circumstantial. Whether or not this is practical in combat, I'll leave up to you to decide.
Cartwheels are parts of chains. This means if your first strike is a cartwheel, you can chain an attack after the cartwheel has finished. You can also do a strike and then a cartwheel, or cartwheel more than once. The act of cartwheeling itself counts as an attack in the chain, meaning you should subtract your standard number of chained swings to determine how many carts you can do (e.g. Strong style has a max of 3, you subtract the cart and this means you can do 2 cartwheels, or a cartwheel attack and a chain, or a swing followed by a cartwheel. You cannot do a 3-attack set if you choose to cartwheel attack).
My best advice for cartwheel use: The ending angle of a A-swing cartwheel with strong style to the right side, not the left, is generally very good for blocking and gives off a strong, body-length angle that is an effective instant kill when wiggled or spun. Many cartwheels, particularly that same A-swing cart, are useful for cutting opponents out of the air. Try to avoid spam use, as a cartwheel is an A-to-B style attack that will become obvious, leading to an eventual death. Avoid cartwheels in styles other than strong unless you are confident in your timing, as cartwheels are relatively bad at providing any level of safe blocking outside of strong style.
Step One: The Cartwheel
A cartwheel is what you will get if you press Attack+Jump+Left or Right (Click+Space+A or D). You can cartwheel slightly after the jump for extra height if you press jump first and wait just a moment more before adding the attack. The direction can come at any time during that few moments. As a fun side note, the cartwheel animation is replaced with the butterfly animation on a staff, but the extra height can still apply with butterflies as well.
Step Two: Adding Attacks
This is pretty simple to be honest. In order to add attacks, you have to make sure you're using a kind of attack that is compatible with a cartwheel. Once the given strike you're using has reached around the mid-way point, you can then cartwheel in either direction and it will keep the attack in an active post-swing delay. You have to switch back and forth between A and D carts to keep the attack active, and these attacks work like chains. With fast style and dual sabers, cartwheel attacks are infinitely chain-able. With medium, you can chain them up to four times. With strong, you can chain them up to two times. Obviously, as a staff cannot use the cartwheel animation because it gets replaced by a butterfly, this will never apply to a staff.
Types of Attacks that Work:
You can cartwheel with any attack in any saber that has the cartwheel animations except for with strong style. Strong style cartwheels are only compatible with variants of A-swings. A, AW, and AS all will work, but no other swings will allow for cartwheels in this style.
About Cartwheels:
Cartwheels are basically advanced katas. They are attacks that leave you stuck in an animation, are very predictable, and self-lethal in most cases. Times to effectively use cartwheels are extremely limited, and often very circumstantial. Whether or not this is practical in combat, I'll leave up to you to decide.
Cartwheels are parts of chains. This means if your first strike is a cartwheel, you can chain an attack after the cartwheel has finished. You can also do a strike and then a cartwheel, or cartwheel more than once. The act of cartwheeling itself counts as an attack in the chain, meaning you should subtract your standard number of chained swings to determine how many carts you can do (e.g. Strong style has a max of 3, you subtract the cart and this means you can do 2 cartwheels, or a cartwheel attack and a chain, or a swing followed by a cartwheel. You cannot do a 3-attack set if you choose to cartwheel attack).
My best advice for cartwheel use: The ending angle of a A-swing cartwheel with strong style to the right side, not the left, is generally very good for blocking and gives off a strong, body-length angle that is an effective instant kill when wiggled or spun. Many cartwheels, particularly that same A-swing cart, are useful for cutting opponents out of the air. Try to avoid spam use, as a cartwheel is an A-to-B style attack that will become obvious, leading to an eventual death. Avoid cartwheels in styles other than strong unless you are confident in your timing, as cartwheels are relatively bad at providing any level of safe blocking outside of strong style.