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Single Saber Techniques
From JAWiki
[edit] Red Poke
Red poke is a maneuver that 'red style masters' all know. Poking is the art of spinning and shaking the mouse to maximize damage.
When someone is on your right, which is when Poke is usually used, the mouse can be turned, with practice, so the saber actually stays in the same area. Once this is done, damage can range from 20-100.
The next step is 'wiggle', which is the art of then shaking the mouse while using the above technique to run the saber through the opponent, in the same area, multiple times, and when used by the best can result in 140-200 damage (in other words a One Hit Kill in FFA duels or modded duel servers).
Other forms of Wiggle:
Downwards attack: Using Forward + Attack, and wiggling the mouse back and forth, lots of damage can be done, ranging from 30-130. The idea is that when the opponent swerves to avoid it, you follow them while wiggling (this takes more skill). Also combinable with this is the less known Red Style Uppercut. This involves doing the above and then jumping backwards at the end, (needs timing, but easily done otherwise) and running the saber up through the torso and head. When used correctly, this can result in 120-200 damage, another OHK. This move is also useful in FFA, where you can swing about 120 degrees distance in front of you to destroy opponents block and hit multiple people with about 40 damage each at best.
Note: The above techniques are appliable in other styles, mainly yellow, but does not enhance attacks as much because of their speed of attack length. Red style allows for the saber to have almost 2 seconds of attack.
[edit] Delayed Attacks in Red and Yellow Style
There are two main delayed attack styles possible in JA.
The first is Delayed Wall Attacks. To use these, you can use any of the wall acrobatics: wall run, wall jump, kick off, and side jump. Attacks with these can be combined in combos just like other attacks, and are best when the opponent is frustrated.
Wall-Run: Using any attack, mainly Right attack, you can start the attack, and then the wall run. When the move finishes, the attack animation finishes again. If used at the right time, the attack can be used to it someone following you or ahead of you.
Run Up Wall Backflip Delay: Similar to above, but the best move to do with this is the downward attack. Make your opponent frustrated, by leading him around. Get a long distance run to the wall and start the attack. When it is above your head, wall jump/run up the wall, using logic to know when to jump off again, and turn around while flying off. The attack will finish and you will get an attack that will not require build up near opponent.
Wall Grab: Same as above, but this is where you jump on the wall and press space, and you grab it and jump off. Combine this with a halfway done attack and turn around to face your opponent and you have another delayed, quick attack.
Side-flip/Back-flip off Wall: This is where you come up to the wall and press space while strafing away from it (but near it), or space and back in the same situation. Combine this usually with a right attack for side flip or downward attack for back-flip and turn to face opponent. Very quick and useful in close quarters.
The other delayed attacks are by jumping and using certain key combos.
A downward delayed attack is the most common, often used without even knowing it. It is done by not tapping, but jumping enough to flip once. It makes the attack slightly longer, and can be good to make your style more variational, combining it with tapping for jump attacks and flipping for delay.
The second is the right attack, but you can flip to the side when you jump forward by pressing Right Key and it also seems to make the attack a bit more powerful. It is hard to control as the amount of time to activate it is short.
The third is like the 'Red Style Uppercut', but the focus is behind you not infront of you. Lead up to the attack by making the opponent follow you directly, and behind you. Then, pull down a downwards attack, and when it is above your head, jump backwards. You will quickly end up behind your previous position, hopefully right near your following opponent. During the backflip, make turn around to face them and slice down with the end of that delayed attack. You can combine it with wiggle. Great for catching your opponent by surprise.
For Yellow Users: Only the Side-flip delay is actually useful, otherwise its almost the same as any other attack. The Wall Jump delay is practically useless as the attack seems to finish usually in mid air.
Note: Blue Style delays are possible, but useless as they end so quickly, and are so easily parried.
[edit] Jump Attacks
Jump attacks are an easy way to get on to a circling opponent quickly. By tapping space and moving forward, a great deal of speed is gained. Combine this into a Jump Attack by using a right attack (in red style) and then jumping when the saber is near your head. It is then combinable with a poke if desired. You now probably want to jump backwards after touching down after the initial jump; this will keep you safe and deliver a surprise attack of up to 120 damage usually (or 40 if your unlucky or he moves/parries) and should be used sparringly so it is not predictable. It is a powerful move when used well.
