Post by Xarious on Sept 25, 2016 12:15:09 GMT -5
As you have already learned the basics of swing directions and chains from Lemonlime, I'm going to start into some of the more advanced aspects of swinging. Obviously, there are some very advanced areas that have been divided into several posts of their own (which I will link to), but this is a slightly more advanced perspective on the various swings. This post mostly serves to note some important elements of swings and combinations that are generally not thought of much.
Spin motions: Spinning motions are almost always self-lethal actions. They are usually done as the result of poor combination skills on the part of the user, so here are a few notes about how they are executed
-With Extra-Fast Styles: Specifically in the case of fast, dual, and staff, if you chain two of the same side swings (A-A, D-D, WA-WA, SD-SD, etc.) you will do a spin around motion.
-With Staff: The SD-D motion with a staff creates a sort of flurry move. While it looks fancy and has minor (but rare) uses, it is usually more dangerous to yourself than others.
-With all styles: Any time you use an attack and then attempt to chain it with a lower attack (WD-D, D-SD, etc.) it causes a spin that is unusually slower than other spins.
-With Delays: Using delays, you can chain things together that otherwise should not be able to be chained. Because of this, certain attacks (such as AS-SD) can still produce spins even though they aren't necessarily high-to-low swings. Other strikes that are high to low but unchainable (such as A-SD) can still be combo'd using delays, and will still produce a spin.
These are a heavy cause of death, but it can be cancelled and turned into a delay by jumping (for move effective use, hopping is advised). While this can also be done with any spinning motion listed, it is only truly useful with strong style high-to-low chain swings.
Delays: Delays are changes in timing and changes in the start of a swing. You can find information in detail here, as they warrant a separate post, but they are a much more advanced way to swing so they get a mention in here.
Delayed Katas: While this is not something I intend to add to the Delays section, it is something to note. Until the midway point of a swing has passed, you can still start any stationary kata and interrupt your swing. This is important to remember so that you are never caught off guard by a kata move. For more information about katas specifically, you can check here.
S-Key Swinging: It is not necessarily all too important to note, as you will only rarely if ever touch the S-key, but any swing while holding only S will produce an identical swing to holding W. This can be circumstantially used to allow your opponent to close distance faster while you prep an overhead swing.
Switching Between Styles: When you switch from one style to another, it is essentially instantaneous with dual sabers or staff. When switching with a single saber, the same applies, except if you are already swinging. A style switch will not take place until brand new swing begins. This means that you can switch styles during a swing, and as long as you continue chaining/delaying swings, the style change will not take effect. The stipulation on this, is that as long as you continue to hold attack (even once a combination or delay chain ends) your style still will not switch. In other words, you can continue fighting for 10 minutes straight (as long as you're in a constant attack state) with the next style queued.
Dual & Staff Details: With dual saber's secondary fast style, or staff's secondary medium style, you cannot cartwheel. You also cannot swing forward when running with W, it will always have you swing to the left.
Special Rule Exceptions: There are notable exceptions to general swing combination rules that will be mentioned here as they are found and recorded.
-Threepeat WD: You cannot chain WD-WD-WD. However, you can chain WD-WD-WD if you delay it (as in, WD, delay WD, delay WD).
{Still making some edits, so give me a bit of time }
Spin motions: Spinning motions are almost always self-lethal actions. They are usually done as the result of poor combination skills on the part of the user, so here are a few notes about how they are executed
-With Extra-Fast Styles: Specifically in the case of fast, dual, and staff, if you chain two of the same side swings (A-A, D-D, WA-WA, SD-SD, etc.) you will do a spin around motion.
-With Staff: The SD-D motion with a staff creates a sort of flurry move. While it looks fancy and has minor (but rare) uses, it is usually more dangerous to yourself than others.
-With all styles: Any time you use an attack and then attempt to chain it with a lower attack (WD-D, D-SD, etc.) it causes a spin that is unusually slower than other spins.
-With Delays: Using delays, you can chain things together that otherwise should not be able to be chained. Because of this, certain attacks (such as AS-SD) can still produce spins even though they aren't necessarily high-to-low swings. Other strikes that are high to low but unchainable (such as A-SD) can still be combo'd using delays, and will still produce a spin.
These are a heavy cause of death, but it can be cancelled and turned into a delay by jumping (for move effective use, hopping is advised). While this can also be done with any spinning motion listed, it is only truly useful with strong style high-to-low chain swings.
Delays: Delays are changes in timing and changes in the start of a swing. You can find information in detail here, as they warrant a separate post, but they are a much more advanced way to swing so they get a mention in here.
Delayed Katas: While this is not something I intend to add to the Delays section, it is something to note. Until the midway point of a swing has passed, you can still start any stationary kata and interrupt your swing. This is important to remember so that you are never caught off guard by a kata move. For more information about katas specifically, you can check here.
S-Key Swinging: It is not necessarily all too important to note, as you will only rarely if ever touch the S-key, but any swing while holding only S will produce an identical swing to holding W. This can be circumstantially used to allow your opponent to close distance faster while you prep an overhead swing.
Switching Between Styles: When you switch from one style to another, it is essentially instantaneous with dual sabers or staff. When switching with a single saber, the same applies, except if you are already swinging. A style switch will not take place until brand new swing begins. This means that you can switch styles during a swing, and as long as you continue chaining/delaying swings, the style change will not take effect. The stipulation on this, is that as long as you continue to hold attack (even once a combination or delay chain ends) your style still will not switch. In other words, you can continue fighting for 10 minutes straight (as long as you're in a constant attack state) with the next style queued.
Dual & Staff Details: With dual saber's secondary fast style, or staff's secondary medium style, you cannot cartwheel. You also cannot swing forward when running with W, it will always have you swing to the left.
Special Rule Exceptions: There are notable exceptions to general swing combination rules that will be mentioned here as they are found and recorded.
-Threepeat WD: You cannot chain WD-WD-WD. However, you can chain WD-WD-WD if you delay it (as in, WD, delay WD, delay WD).
{Still making some edits, so give me a bit of time }