starwars star wars video games Darth Vader: Non-Force
This is the first installment of the non force guides/studies. Most of the basics of the characters can be found on the force pages, such as health, movement speed, and basic attacks. So these points will not be focused on too much unless directly talking about strategies. Most of the ideas in these guides regarding arena duels are from the pen of Sneek, while the full map tactics and little edits here and there are from me. So, let's begin: Vader is a strong no force character with a powerful dash attack, a decent saber combo, the fastest dash speed in the game, good air attack, good backswing, but a terrible block. In duels, Vader's biggest advantage is his running speed. Since the arena is a very limited space, you can quickly get from one side to the other without spending much energy. The dash is also good for running behind opponents who are attacking and striking from behind. A commonly used tactic is running straight at someone, stopping and baiting an attack (getting them to start swinging). The primary baiting method you can use with Vader is by faking a dash at them, and getting close enough for them to want to start an attack. You then sprint to the left or right, and end up dashing them as they finish their combo. This is especially powerful in duels. It is very hard for them to get away because of the speed that Vader can cover ground. Vader's dash attack is also very easily blocked, so be ready to get out of there. His biggest advantage can also be a weakness. Vader requires careful management with his energy. Since his block is the worst in the game, you cannot rely on it as much as other characters. You need some energy to run out of the way of attacks, and for rolling. Vader's block radius is terrible. If Vader is attacked from the sides while blocking, the hit will almost always go through. The same thing even applies to the front because most attacks cover a range of attack greater than the range that Vader blocks. What this means, is that if someone is hitting your block and even touches the side of you, the hit will go though your block and you will die. The only times I (Sneek) use block with Vader in no force fighting are against dash attacks such as Obi-Wan's which are pretty easy to block. After Obi's attack is blocked, I can easily run up and do a charge attack. Since Vader has such a terrible block, you have to play very offensively with him. However, offensive players have to watch out for two things: block, and backswing/nulling. Because of the time Vader takes to pivot after a dash, you can easily be killed if an opponent blocks an attack, and hits you with a saber combo. One simple way of getting around blocking opponents is roll canceling, which is simply hitting roll immediately after a swing to cancel the recover animation. Be careful doing this against advanced opponents, they may wait for you to finish your roll and dash you. Advanced opponents require different strategies altogether. On tactic is not to directly dash them, but to sprint up to them, stop the dash, and begin a combo (behind them if you can). There are many advantages to this: your opponent will expect a dash and may release the block before you are done with the saber combo. Vader's saber combo is hard to block so you may just puncture the block anyway. There isn't nearly as much of a cool downtime between his saber combos, so you can just hammer away at your opponent's block until something breaks through. There are many applications for Vader's air attack when dueling, but unless you have almost complete mastery over when and when not to jump, these techniques are not recommended. One common technique is the jet jump ground stomp. This is when you run, then jump, then immediately do a vader ground stomp (in essence you hit jump and click at the same time). You will move faster than vader's dash in the air for a certain distance and land with the ground stomp. The hit will also cover a slightly greater distance than normal allowing for a bigger margin of error. This is a very good tactic for hitting someone at the very start of a duel when the person will most likely not expect it. Another ground stomp tactic is to bait your opponent into dashing at you or doing a saber combo, then you can jump above quickly and land an attack. Be careful with Vader's close range air attack though, if you do not get high enough you could be pulled down with a combo and lose the fight. As a last thought on dueling, the best way to avoid deaths, is not being where their saber is. As Vader you need to be quick and agressive. His block will rarely save you so evading and getting out of the way can be much more efficient. Be patient and wait for the proper time to strike. Many new duelers will dash then roll, dash then roll, dash then roll. They will learn their error as soon as you avoid the dash and wait for them to roll. A quick dash to their finishing roll position takes care of that. Vader on full map no force is also extremely effective. You will want to utilize all the tactics mentioned with dueling, but you will also want to be wary of the buildings and where you are located. I've (Mawk) said it a million times and I will say it again, the rooftops are the truly pivotal position in Mos Eisley, the higher ground is truly a defining factor. Think of it as camping if you will, but one day you will realize that you die less by using rooftops to your advantage. Due to Vader's great sprint jump (previously mentioned as jet jump) he can cover a lot of distance on the map. This can be used to confuse your opponent and also spring at them from far away without them even realizing it. If you see your opponent in the distance about ready to jump to a location close to them, you can launch over and stun them. You can use his jump to run out of minimap range and still remain safe. As Vader even in full map you want to be aggressive. If you are not aggressive and try to wait for them to get close it will not always work. I tend to wait a lot for specific moments in full map as Vader, not just camping and waiting, but waiting for that perfect moment to strike. It is quite different than being a defensive Vader player. One moment to wait for is the enemy jumping to your location (assuming you are above them). You can simply dash them as they land. If they are near the edge of the roof they may be thrown off, this will not stun them so follow them carefully. They will most likely backswing once they land and you do NOT want to dash into that. Most people will attempt 2-3 backswings before realizing you aren't coming. At this point be sure to dash them before they can get away. If they jump up to you and you dash and they are stunned, great, finish them off. Using obstacles in full map non force is essential. You want to use objects that will make you in a key position against your enemy. Full map is a lot about how you are positioned and involves a lot of strategy compared to force. As Vader you will not want them to get close to you enough to begin a combo, because Vader will rarely block it. Instead coax them to your locations either by waiting or you can jump toward a roof and then switch locations (they will most likely jump to where you looked like you were going). At the point where they are near you, do a quick dash and finish them. If your dash is blocked GET OUT OF THERE. The times you want to saber combo are generally not right after you dash. After you dash you can quickly hit roll and usually can escape. The times you DO want to saber combo them in force are generally as follows: When you are behind them and they haven't seen you. You can also sprint past them without being hit and do a surprise combo instead of dashing. If they start their combo before you, you should probably roll away and try to dash, instead of also starting your combo. Vader doesn't always win in head on saber combo battles. He will however get through and interrupt them if they are more in front of him and he is hitting their back or side. Otherwise try to get away, it's pointless otherwise. With characters that have a longer reaching finishing combo move (primarily Luke, Mace, Ki-Adi, and Dooku), try to stay out of the way of that final swing. It will usually penetrate block and will usually kill you. The whole point really of using Vader in non force full map, is quick attacks and evasion. Try to force your opponent to keep leaping around and having to land. When they land they are vulnerable, and you have to be quick. I choose roofs mainly for people to try to come get me and have that slight downtime when they land. It makes your job much easier, especially since they won't be blocking. The final tactic that I will mention now and probably later with the characters, is the backhand while they are leaping at you. This is a very powerful tactic that really has yet to reach it's potential in non force. If the enemy is across from you and does a leaping aerial attack at you, you can flip around quickly and backswing as they are landing on you. If you are full health you will probably not die, but they will be thrown forward and stunned (if they land on something). You can then follow them and finish. If this trick is done quickly it can nearly negate all aerial attacks against you. They can sometimes squeeze through but usually you'll stun them and get hit once. Don't try this when you're low health unless you think you won't be hit, which does happen, it takes practice and timing. Due to Vader's height, he usually always gets hit with this trick. Non Force is quite fun once you get into it, and once you realize that you don't need force to survive, you'll feel a huge relief. Then you'll be able to conserve your energy for your block, which is very important to many characters in non force. Not so much for Vader in particular, but the more guides that come out you will see what we mean. Thank you all for your patience waiting for these guides to come out. I hope the next few months we will enlighten those who haven't played non force and make the non force population improve in play style. As a final reminder, Non Force is NOT about Dash-Roll-Dash-Roll. |