暂定ing。。。。

GunZ—-Korean Style 2006/05/30

Filed under: GunZ Skills — Saiga @ 11:40
I personally specialize in K-Style, so the K-Style sections in this guide are going to be very detailed. =]  

Note: All the moves in this guide will use the SWORD as the melee weapon.

Before starting K-Style, you should familiarize yourself with these basic K-Style moves:

Wall-Canceling
To do a Wall-Cancel, Stand perpindicular to a wall. Have melee active. Run at the wall, jump, jump off the wall, slash, dash at the wall, jump off the wall, slash, dash at the wall, jump off the wall, repeat. This is a basic move to keeping yourself in the air.

Multiple-Wall Run
This is a harder move, due to the small angle-of-approach used for a wall-run. I’ve taken a picture of the proper angle of approach for a wall-run.

As you can see, you can’t approach from a large span. So when doing this move, keep this angle in mind.

To do a Multiple Wall-Run, start a Wall run on a wall. When you near the end of the wall/run, jump off, slash, turn 180 degrees, dash at wall, and double-tap space bar. This is a tough move to get down. You can turn this into a continuous wall-run by not doing a 180 degree turn. I’ve taken replays of both to give you a better understanding of what to do.

Replays: Multiple Wall Run and Continuous Wall-Run

Light Step
This will train your fingers for the half-step and flash-step. It’s a pretty useless move, all it does it let you dash twice in midair.

To Light-Step, jump, dash, slash, and dash.

Replay: Light-Step

Butterfly-Step
A fundamental of swordfighting.

To Butterfly-Step, Jump, Dash, Slash, and Block right after the slash.

Replay: Butterfly Step

The Slash-Shot
Yeah, now you’ll learn how to do the famed slash-shot =]

To Slash-Shot, Jump, Dash, Slash(HOLD), Change to a Gun, Gun will shoot.

Replay: SlashShot

Advanced K-Style

Now onto the advanced moves, these are what makes a K-Styler so good =]

Half-Step
Once you get this move down, chances are you wont use the Slash-Shot anymore.

To Half-Step: Jump, Dash, Slash(HOLD), Change, Dash(RIGHT AFTER CHANGE), Gun will shoot.

Replay: Half-Step

Eighth-Step
Apparently this is not the half-half, but it sure works hella better.

Another Variation of Half-Step, with 3 Dashes.

To Half-Half Step: Jump, Dash, Slash(HOLD), Change, Dash(RIGHT AFTER CHANGE), Jump, Dash, Gun will shoot.

The timing on this move is very difficult, heres a replay: HalfHalfStep

Flash-Step
A Move that lets you slash twice in one jump. This is a very versatile move.

To Flash-Step: Jump, Slash, Change to gun, Change to melee, Slash

You can switch up this move by throwing in dashes and the such.

Replay or a Flash-Step (With variations thrown in): Flash Step

Replay of a Flash-Step combo (Thanks to JargonJohnny for being the test-dummy): Flash Step Combo

Unblockable Massive
An unblockable massive strike. Simply turn around 180* when you encounter a blocker with a massive strike. They will get hurt by the massive, but they will still be in block mode, so you must aim the feet.

Replay: Unblockable Massive

“Instant-Kill”
The “Instant-Kill” is a move that uses the alternate swing of the sword to do. What you do is knock the enemy in the air, then aim at the apex of the knock, and fire. You can either then take this move separate ways:

Butterfly near landing point -> Knock Shoot near landing point -> Knock Knock and repeat.

Replay of an “Instant-Kill”: Insta-Kill

Wall-Post
The Wall-Post is a move that I started to use. Basically a Wall-Post is a Half-Step off of a wall instead of the ground.

To Wall-Post: Jump, Dash at wall, Slash(HOLD), Jump, Change, Dash away from wall, Fire

Replay: Wall-Post

Air-Reload
This can only be done in certain points of maps. It’s basically sustaining yourself in the air while you reload, so you can keep yourself safe and/or get away at the same time, while reloading your gun.

Replay: Air-Reload

Quickmedding
Quickmedding is a basic skill that allows you to drop meds twice as fast.

YOU MUST HAVE 2 SETS OF MEDS EQUIPPED FOR THIS TO WORK.

To Quickmed, keep running at a wall, ttake out the first set of meds, and drop it (HOLD DROP). Change to second set of meds, it will drop, then change back to first set, it will drop, then change to second set. Do this for how long you need to.

Slashmedding
A rarely-used move, but sometimes helpful. It’s just like a slashshot, but with a MedKit/RepairKit in the hand. In this move, you hold Fire till you hit the ground, at which the medkit will drop. After this, you should light step over the medkit to ensure you picking the medkit up. Remember that the medkit will drop in the direction you are moving, so make sure to plan your pickup in the way the medkit is going to move to.

Replay: Slashmedding

Equipment for K-Stylers

So, wondering about what equipment you should be carrying? There are many good combinations for K-Stylers, here are some below. I’m rating the combinations from 1 Star (*) up to 5 stars (*****) as I see it in my opinion.

Shotgun – Shotgun : The most common combination seen, and arguably the easiest to use, and most powerful. Shotguns do good damages at medium range, but when it comes to long-range fighting, you’ll have to get closer to deal some damage. (*****)

Shotgun – Revolver : Another good combination. This gives you the ability to do damage at both long ranges and short ranges. (*****)

Revolver – Revolver : A tougher combination to use, since at closer ranges you will lose the ability for a spread hit and unconcentrated damage. Also, revolvers tend to be pretty accurate, and lag may become an issue on your accuracy. (***)

Shotgun – Rocket : Another good combination, although the rocket will not work at long ranges. (****)

Revolver – Rocket : Good damages at long range and short, although I’d prefer a shotty over a rocket anyday. (****)

Rocket – Rocket : A tough combination to use, but if used correctly can be very formidable. You lose any hope of damaging at long ranges, so any Rifle/Revolver users out there will tear Rocket/Rocket users up. (**)

Rifle – Shotgun : You now only have one “SS”-able weapon now, so you’ll be going hybrid now. This is a very unexpected combo as most players don’t expect a SG user to whip out a rifle at any given point. (****)

Rifle – Revolver : Meh. Another long-ranged base set, I’d prefer going Revolver/Revolver for the concentrated damages. (**)

Controls Many newer and older K-Stylers are still trying to get in a comfortable stance on the keyboard to play K-Style. There is a right stance for every person, and it takes some time to get used to newer stances. There are 2 Basic Stances, If anyone has some that they would like me to add, please reply.

Default Stance
Using the games default controls. I use this, I’ve never had any problems. Many people say that reaching 1 2 and 3 is too hard for them, although I have to problems getting to them. Pinky on Shift, Thumb on Space, Ring for W A S 1, Middle for W S D 1 2 3, Pointer for W A S D 2 3 4 5. Fingers in this stance will change roles on certain keys a lot, Example: During a Flash step my middle and ring go up to 2 and 1 respectively, while my pointer dashes on WASD. Here’s an image guide:

QEF Stance
Changing 1,2 and 3 to Q, E, and F respectively. People with smaller hands will like this better than the Default Stance. This makes 4 and 5 hard to access, and makes slashmedding virtually useless.

Afterword

Yeah, you can now half-half and flash step combo like no other. But can you put all of the hard work and training to use in a real fight? Don’t worry, many people have trouble at this step too. I hear that it’s 10 times harder to use these moves effectively in-game. Why? I personally never experienced this myself, so I can’t really say. All I can say though, is that there is a time to use every move, and a possible varied use for each move. Half-Half-Step can be used to reload; It can keep momentum up for the time you are reloading, an example of using this would be to give you enough momentum to bunny-hop into an alley for cover, while reloading. K-Style moves are not for just attacking, they can be used defensively too. To truly master this style, you must learn to transform the moves to your own preference.

 

 

 

 

 

 

And Half-K style/concept guide

Half-K Guide by ScouSin

Forward: Sorta like a disclaimer.

Any assumptions made in terms of how certain types of people play, or common terms of styles of play of methods of performance are only mentioned here in their fashion for the sake of actually being easy to relate to, or mentioning in terms of noticing counters for them.  Any OTHER opinions expressed here are expressly my own, and are not to be taken heavily.

Introduction to Half-K: So you want something new.

For those of you out there who know the different ways to play, you will recognize Half-K as simply another hybrid guide.  Whether you follow 100% Half-K or just one sentence, this guide also follows purpose to encourage players to not follow ways to play that are easy to exploit by other players, or in some way get the most kills or success in their matches.

Half-K is a system of play that has no one way to play.  It relies on the user’s ability to fight with the natural counter to any strategy or situation the their opponent(s) may send out at them.  If you want to try a new idea, or want ideas on countering popular (or sometimes unpopular) strategies, then this is the concept/style of play for you.  If you want an alternative to spraying, slashshooting, or KStyling, then this is not.  It is a method of play that requires a very wide range of skills and a will to do whatever it takes to win (aside from obvious things, like hacking).

Who I am: If anyone wants to know my credibility, or lack there-of.

I don’t have as much time under my belt as many, many other players, but at the time of writing this guide, I have a level 25 main, and a level 11 alt.  I am master to a small clan (Motherland) that contains me and a few friends.  My constance of play falls under the category of ‘casual’, in that I don’t play for long periods of time non-stop, etc etc.  I started playing early this year, and took breaks every now and then.  My experiences involve plenty of KStyle Walljumping, some Slashshooting, lots of Butterflying, lots of sniping, lots of constant dash, plenty on all three weapon types (but mostly kodachi), and controlled spraying.  My preferred weapons are Rifles, Shotguns, and Revolvers.

I have been using ideas similar to those in Half-K ever since my main was 10, but I’ve only made it an actual style I use recently, since I’ve found that by using it, I can get plenty of kills in free and expert games (deathmatch and team deathmatch), without as many deaths.

Things to understand: If you are serious about Half-K.

People probably will whine and complain about your play habits.  Most likely players with a chip on their shoulders (because the common ‘cheap’ methods are used on them).  Understand the logic behind most complaints, and don’t change your method just because some people have a problem with your strategy, or strategies.  Keep playing, keep killing.

Further into the fact players will complain, understand that people will complain (let’s use a KStyler dying to a sprayer for example) about how their style takes more skill than yours, or how you’re a ‘noob’ or some other stupid insult.  Keep in mind the idea is not to play with the most idiotic, complex method possible.  I’m not saying KStyling is a bad style (many parts of it are used in Half-K), but keep in mind that if a KStyler is killed by a sprayer, it is only themself they are degrading when they die.  If someone complains about your style, it’s either showing that they can’t beat it (or beat it often enough for them), or that they are annoyed because you’re doing well with the method you are using, and they can’t handle the fact that they’ve been practicing their fancy (but possibly useless) play-style.  If either of these explanations are untrue, someone give me a hollar, I’d love to know.

The goal of this guide and Half-K, is not a rare one.  It’s to make you able to kill your targets (or make them dead through a teammate) with you sustaining as little damage or death as possible.

What does it mean: Half-K.

Half-K simply means you are only using part Korean Style, which is a method of play involving rapidly dashing in set ways, and killing your target with extreme dexterity, while avoiding many shots.  Half-K takes the parts of KStyle that are good (or without as many flaws), and parts from Spraying (the ones without many flaws), and the parts from every other common method of play, and puts them into a plan that attempts to get kills.  with Half-K, you’re not trying to impress anybody, you’re not trying to look good, and you aren’t trying to be complex unless it helps you win.  Kill as much as possible, and you will earn all of those naturally if you are doing well.  Heck, someone might even accuse you of hacking (when I hope you’re not)…

What is needed: Preparing for battle.

Half-K is possible with any weapon.  You sacrifice an advantage in some way every time you pick one weapon over another (the one exception is SMGs.  Those aren’t the worst in plenty situations, but there is always a better choice than them for every scenario).  Use what you are best with, then adjust Half-K for YOU.  No sacrifices need-be made, since perfection in planning and not skill is unrealistic, no matter how tempting it is.

Basic Skills Needed: You have to be ready, or you will die.

Half-K uses many generic or sometimes rare methods of play.  Learn these methods of play, and hone them to play at your full potential.

KStyle Walljumping: Walljump, slash, dash, walljump, slash, dash.  This is the best way to treverse walls or anywhere with a wall.  This is a must-have if you want to do ANY speedy getting-around, and it will save you in Island and Gladiator, should you be unlucky.

Constant Dash: Rhythm is a beautiful thing.  Abuse that ability, and make people think you’re doing some sort of crouch-running thing.  All you need to do is have melee out, and double-tap forward at set intervals.  It is infinitely faster than running, and much faster than tumbling (even if they do constant tumbling through rhythm).  You will get where you want first, and have one advantage under your belt.

Butterflying: Yes, you need to be able to Butterfly.  It is one of the best ways to stop laggers, and it is a strong ability in almost any non-sprayer situation (and even some sprayer situations).

Half-Stepping: This is the least-needed must have ability.  It will help you in stopping melee-freaks, but that’s all I bother to use it for.

Slashshooting: There is nothing better to surprise a sniper or poor un-moving opponent.  Don’t make it a habit though, Slashshooters aren’t a problem for Half-K (or most other styles of play) simply because there is PLENTY of easy countering to it.

Controlled Spraying: A lost art with every KStyler who thinks double shotguns will get them every kill.  Controlled Spraying will help all the newbies of the world fight KStylers, and at the same time helps laggers.  What it IS, though, is when you use a weapon (Rifle is by far your best bet, but SMGs can work too) to fight at or where a target is going.  Too many people I know miss KStylers because they’re so Hellbent on firing directly on them, or firing wherever they please.  Take the space in between, and watch them call you a sprayer.  Grin with pride.

Wide Spraying: This will take laggers who have pings over 400, mostly.  It will also take KStylers who lag over 200.  You really, REALLY should only use this when you’re down to one or two targets in Team Deathmatch or Assassination, though.  Otherwise, you waste too much ammo and time missing a target that isn’t worth it.  Also, for the record, you’re firing wildly at standing level in a 45-degree angle (assuming it’s somewhere like Museum’s main room).

KStyle Hopping: If you can dash, jump, pull out a weapon, fire, switch back to melee, and repeat, that’s all you need to know how to do.  Heck, if you’re using a shotgun or rocket launcher, you can usually finish off what targets this strategy belongs to with something else, like Butterflying.

Outside-looking-in/Sniping: When you’re on the outside looking in, that means two or more people are fighting, and you’re not one of them.  Tossing a grenade is a favorite of mine, but any pistol, revolver, or rifle will do (in that order I recommend).  Rocket Launchers are bad, because people will know exactly who did it.  Then you will join them, and your advantage is lost.  To snipe is very similar.  Revolvers, pistols, then rifles in that order once again.  Don’t waste time doing it with SMGs, Shotguns, or Machine Guns though, since you will narrowly hit.  Rocket Launchers take too long to reach impact and once again point out your location.  If you ARE using a rifle though, stress Controlled Spraying even if your opponent’s ping is less than 50.  If it’s above 200, using revolvers or pistols isn’t the smartest thing.

Teamwork: This means don’t whine about kill stealing, and haul it when you’re low, so your teammate can kill the wolf after you.  Too many times have I enjoyed people complaining about that.

Advanced Combat: This isn’t very important, because Gladiator matches aren’t of my concern, but should you ever be in a situation where you are using melee against melee, stress any trick you know (the ones more advanced than turtling and butterflying).  I won’t be mentioning them however, due to a friend’s wishes, who once taught me them, and because the knowledge is not trivial.  However, some of it is clear-access.

Know your enemy: Sprayers, KStylers, Slashshooters…

You will fight all sorts of enemies.  It doesn’t matter how good you are.  Without a plan, you will fall every time.  The ability to target your enemy, and identify their main plan is very important, to keep from having to die before you find out what they do.

The styles I use here are not the definitive styles themselves.  For the sake of simplicity, I am naming these because these are what they most resemble or relate to, so that any Half-K player can counter them.

KStylers: These players are very easy to identify.  The majority of them do a dash, and a jump close together, whether they dash first or jump, you will easily know if they are KStyle dominant.  Some KStylers won’t necessarily do this right away though.  They may do a straight consecutive dash, but we can’t base from that since that is a universal tool move.  If your target sees you and is in clear sight of a gun shot, but still has melee out, you can be certain they are high on KStyle, because soon they will probably show it by trying to Butterfly you, or perform KStyle hits (most likely with a shotgun, although sometimes with rocket launcher, but rarely other weapons).  KStylers have a strong stereotype about them, but some are ready for someone with a plan.

Sprayers: Ah yes, the underdog of Gunz as I like to think of them.  They are nothing short of a nuisance, and sometimes as strong as a game leader if they themselves have a plan.  This is quite rare however, so abuse the somewhat misaligned methods they can exhibit.  You will rarely find them doing a constant dash, and instead with them tumbling to their destination, and sometimes walking.  The next hint (and this is a relatively large one) is if they have SMGs.  If they have SMGs, it is very possible they could just not be dominantly a sprayer, but they will have some sprayer in them, that you could use against them.  The final sign of a sprayer you will find is if they are firing a weapon mid-to-long range away from you, that is an SMG or Rifle.  This is what many consider the sign of a sprayer, and this is what Half-K uses as its main identifier for its plan.

Slashshooters: These are by far the most important to learn, because they have the harshest consequence.  Most of the time these people will go VERY narrowly behind a wall (usually after avoiding you), to charge up, then pop out dashing at you with all Hell blazing.  If you ever see anyone’s melee go through a wall at standing level, you can be certain they are preparing a slash.  Knowing if they are a slashshooter will help you counter at least 50% of their attempts.  Knowing if they’re preparing a slashshot will counter 45% more.

Everyone else: Everyone has a little bit of KStyler and a little bit of Sprayer in them.  Yes, even that KStyler with two shotguns has some sprayer in him that you can apply.  Take every situation with its natural counter which will be explained in the next sections.

The plans: Fire N’ Ice.

Everyone differs, and everyone has suspections of what you will do of their own.  After all, only a fool never learns from a death.  Change it up, if your opponent is difficult, smart, or could be catching on.  In general though, here are the plans for all the mainstream styles.

KStylers:

These will usually be your hardest opponent, since almost all KStylers have a plan to go with an often-times effective strategy.  Assuming it’s deathmatch, your best plan is avoiding them.  Their hopping will only cause you headaches, and the kill will always be in the air for anyone to obtain.  If you’re the target, it still isn’t worth it, so retreat using constant dash (which by the way, most KStylers can’t keep up with, due to most doing jump into dash), or Walljump high up, and around them.  Fake them out so they have to suffer too.

If you are fighting them in Team Deathmatch, they will almost ALWAYS have a specific target.  Most KStylers go for the most armored, or highest leveled player.  If this is you, make distance between you two, so either their time is wasted, or teammates can shoot at them.  If you are on the outside looking in and they are Butterflying, Controlled Spray them.  If they are doing KStyle Hopping, either Controlled Spray them, or Butterfly them (the latter is more likely to get you hurt, but offers stunning on them, and more likely hits).  Delaying KStylers won’t do a heck of a lot FOR you unless they’re being killed in the process, since KStylers generally won’t kill targets as fast as you can.  The delay is time and advantage lost on your part, unless a team is helping to kill them, you are killing them as you do it, or your teammates have the KStyler’s teammate(s) covered.  In any case though, remember that it is safer to tumble, since KStylers are doing you a favor by jumping around ruining half their accuracy.

Sprayers:

Unlike KStylers, these guys aren’t contempted on hitting you for half your life every few seconds.  It is a constant threat.  Since they will be using SMGs or Rifles, getting close-up isn’t the best strategy for you.  Make sure you’re near cover, and peak out to shoot with your weapon whenever he stops shooting.  You should be able to peak back before he can press the mouse button, the ping gets from his computer to yours, and you get hit (assuming you did it fast enough).  The following recommended weapons for this (at mid-range) are: Revolvers > Pistols > Rocket Launcher > Shotgun > Rifle > Machine Gun > SMGs.

Now let’s assume you don’t kill him before he reaches you (assuming he does).  Either Butterfly him then KStyle Hop him, or get out of there using a quick tumble with a Controlled Spray.  From there either KStyle Hop him, Butterfly him, or repeat the cover plan.

Slashshooters:

Pay attention to whatever other strategies they are, and prepare for those.  Otherwise, stay away from them when they have charged melee, or simply walk away if it’s Team Deathmatch or they aren’t the VIP.  If they ARE the VIP, or you want that kill in Deathmatch, walk behind a nearby corner if you’re near one (as if you’re going somewhere else).  Then tween the camera to see if they come out.  If they are (but don’t have charged melee), surprise them with a power-hit to the face.  Assuming they don’t have a shotgun or melee out, do this at close-range using one of these in this order: Shotgun > Butterfly > Rocket Launcher > Rifle > Machine Gun > SMGs > Pistols > Revolvers.  If they have melee or shotgun, do it at mid-range, or tumble back (perpendicular to their approach, so you remain hidden), with one of the following out: Rifle, Grenade, Pistols, Revolvers, Rocket Launcher, Machine Gun, SMGs, Shotgun.  If they have charge, do the same thing as if they had melee or shotgun, except don’t abort after the first tumble back into one of the other strategies you plan, and instead keep going back, or otherwise away from them (in the form of tumbles).  If they persist in going straight at you, use: Rifle > Revolvers > Pistols > Shotgun > Machine Gun > SMGs > Rocket Launcher.  If they slash and miss, unload on them with whatever you currently have out ON THEIR LEGS.  If you are using Machine Gun, SMG, or Rifle, unload on their crotch.  You unload on their legs so you counter them blocking.  With those weapons you do it on the crotch so you get more landed shots if they block, but still a strong amount if they are.  If they abort their slash into a gun or the like, IMMEDIATELY tumble to a side, and abort slashshooter countering into whatever they are next.

Opportunists:

These people will be the ones who like to be on the outside looking in the most.  Usually they won’t be moving.  If that happens, either slashshoot them, or goto the appropriate distance (within reason.  If you’re on the other side of Town, don’t use a shotgun) and use: Shotgun > Rifle > Machine Gun (*When they notice, they’ll run, but they will be in your cone still, so the job will be finished) > Revolvers > Pistols > SMGs > Rocket Launcher (*Way too weak for its damage).  If they are moving, you’ll want to plan to account for missing: Machine Gun > Shotgun > Rifle > Rocket Launcher > SMGs > Pistols > Revolvers > Butterflying.  When they notice you, abort to whatever strategy is their secondary (okay, if they’re not dead).

(only deathmatch) If you’re on the inside, and they’re on the outside, abort your inside fight.  It could easily end in you dying, or your target dying.  You don’t want either of these.  Either lead your inside fight into another room and finish it quickly, or trick him into following you, then bring him into the fight.  In any case though, the last thing you want is to be on a fight that CAN be an inside.  The next last thing is for there to be ANY outsiders.  Prevent this as best as you can, but this is a problem everyone will face.

Snipers:

First scenario: He is somewhere high up, shooting at you from the outside, and you’re on the inside of a fight when you notice.
Solution: Bring the other one(s) on the inside to an unseen part if you can.  If there’s more than one and they don’t follow, congratulations on becoming someone on the outside.  Do your thing.  If they DO follow, proceed in the fight more.  If you cannot evade his sight for whatever reason, kill him with: Rocket Launcher (*Knock him out of his perch if it applies) > Revolvers > Pistols > Rifle.  If for some reason one of these weapons is not available, get out of there yourself.  There are many horrible things he can do with such safety, and he is likely to notice you get up to him, if you can’t evade his sight to begin with.  Remember where he was, then pay attention to a repeat-visit that could arise, or get up there when he may not have spotted you yet, but be quick if it’s a method he could hear you doing, or if it is in his sight.

Second scenario: He is somewhere high up, shooting at a group from the outside, and you are not a part of the group fighting.
Solution: If you are also on the outside shooting in on the group, ignore the sniper unless you are in clear sight (if that is the case, get to a more favorable position.  If one isn’t, then risk it for the kills).  Ignoring the sniper, you need to simply try to get the kills he’s trying to get.  May the better opportunist win.  After the group has disbanded or one person remains victor, chase down the survivor(s), if you suspect them to be low, then quickly eliminate them, since the sniper will want the kill just as you will.  If you become a target though, abort into scenario 1’s solution, or finish it very, very quickly.

Third scenario: He is in any position you have decent access to (or better), shooting at someone else who is nowhere near you.
Solution: This is (of course) a great situation.  You don’t want to attack who he is, simply because it won’t be worth it in most situations.  Besides, if you kill him, you have his spot until the battle ends (probably very soon anyway).  Anyway, get to his position in any way possible so he doesn’t notice, then act as if he’s just another opportunist.

Stunner:

I’m not honestly expecting anyone to need advice other than safe-fall if hit, and keep your distance.  Just felt like saying it.

Laggers:

Half-K has many methods of taking out laggers, which I’m quite proud of.  Let’s assume through this, that voting out isn’t an option for one reason or another, and their lag makes them seemingly impossible to kill, but you can still see them moving as if they are normal.

If in deathmatch: just don’t fight them.  Avoid them and the like, and fight someone else.  Remember that on their screen you seem like you are lagging as well, so they can’t hit you any easier than you hit them.  Simple solution.

If it’s team or assassination, avoid them until the end.  They will waste your ammo, time, and if their team is near, your life.  Keep in mind that if they’re the last one left (or something similar), all the powerups on the map are fair game.  Since YOU are not the lagger, the powerups will usually not be taken until YOU see them, or somewhere within a close time proximity (assuming the lagger wants the powerups).  Realizing this, ammo ammo ammo ammo ammo.  You can fire whatever you want and click your heels.  If you get hurt by his luck, be more careful (and if the map has halth or armor, get a pickup).  Hope that he is in a wide-open space, since both the things you are about to do are best done in said areas.

Method 1: Everyone likes bombs!  Make the ground explode every chance you get using your explosives.  I’m OCD, so here’s the tier: Frag Grenades > Rocket Launcher.

Method 2: Wide Spray.  Anywhere within 10 yards of him must be shot up.  Do this until you run out of all your ammo for every weapon in this tier: Machine Gun > SMGs > Rifle.

Method 3: If there is a long hallway that they are in, or they are against a wall or touch a wall often, shoot down that wall even if you don’t see him there.  A shot may land seconds later if he ends up there.  Only use these weapons for this though: Pistols > Revolvers > Rifle.

Method 4: The final method isn’t necessarily the worst, but it IS the most random.  You need to weapon out your melee (sword or kodachi is best, but you could still do it with dagger), and hop around swinging.  The more hits you land on the air, the better your chances of landing a phantom hit are.  If you can do it at the same basic rate you can slash, you should butterfly the air instead.  That block could save you a hit.  Just constantly do this anywhere within 5 yards of your neighborhood lagger (although closer is usually better).

Weapons: The plot thickens!

You will need to counter the weaponry you face.  If you treat any weapon like it isn’t a threat for any case, you are dooming yourself from square one.  Assume always that your target is the best player ever, if you don’t already know something else about their abilities.  These counters assume your opponent is very balanced in terms of being basic non-weighted strategic play (in a sense, like me when I use Half-K).

Keep in mind that opponents will be switching weapons to whatever fits a situation.  There’s too many situations to go with plans to go with pairs of weapon setups.  Use your judgement to avoid the evils (one of the hardest pairs to try and counter being pistols and shotgun).

SMGs: First 10 levels, this is your prime opposition.  We still want to avoid all damage, so first notice your distance.  No matter how far away, you will almost always be hit if you’re in plain sight, and stay as thus.  Even when clear across Town.  Keeping this in mind, you don’t want to be close (obviously).  If you must though, make space between you two.  At about 10 yards away, you have a solid diminish of his hit chance, so whip out your favorite: Revolver > Pistol > Rocket Launcher > Rifle > SMGs > Machine Gun.  If you don’t have Rifle or better, ugh.  What were you thinking?  If you need ammo, abort the battle and get ammo, unless you want to risk hits/take hits (which can be fine).  If the situation is the same, but extreme range, swap Rocket Launcher with Rifle (no new tier for this one, kiddies).

Pistols: The kid-brother of revolvers as I see it.  These are more of a threat to your no-hit goal, but should you fail, it’s much less of a punish.  Your best friend in this situation (very much best) would be KStyle Hopping.  Do it at point-blank as much as you can, because a shot on you is a shot on you, and pistols will beat you EVERY TIME in a sniping match, (once again assumingyour opponent is God).  If you can’t KStyle Hop for whatever reason (like no good weapon for it), butterfly him, or butterfly him into a combo with your melee.

Revolvers: This is even easier to no-hit, but it will hurt if a shot is landed.  A lot.  Use the same plan you did for pistols (if not for the similarities, for the fact that you won’t notice the difference in battle anyway).

Rifles: Rifles are always hard to face.  The only weapon that is awesome point-blank, and one map side to the other.  Incredibly hard to counter, you are recommended to surprise your opponent with either a smart slashshot, or a shotgun to the chest (*Not head, the shots will triangle upwards and you’ll get a headshot or two, and besides that, the hitbox for the head is low) at point-blank.  If at a range, Pistol or Revolver for the win, just make sure you only come out for a split second, and when he’s not firing.

Shotguns: Some people call these bloody things overpowered.  Must be the same people who never got the level 18 Maxwell Rifle.  Shotguns are great, but they are far from overpowered, because range will ruin most shotgunning attempts.  The longer, the better.  Make for 10 yards of safety, and pull the same countering you did with SMGs.  That, OR  do KStyle Hopping.  Butterflying leaves your legs too low, and your generic higher-than-him situation will leave you to be a more than desirable target.  If you’re 20 yards away or more, snipe with: Pistols > Revolvers > Rifle > Rocket Launcher (*Keep him at bay!  If he’s coming at you, predict it to land about a tumble ahead of him, so he either barely takes direct damage, tumbles into an explosion, or you get distance on him for more damage).

Rocket Launchers: Range is a great friend…even better than it was when facing shotguns.  Your goal isn’t to get close to him.  No no, far from it.  Whip out one of these tier weapons, then let loose at your leisure, while keeping distance and dodging.  Just don’t tumble until you see a rocket…play it like a good ol’ Game & Watch game: Revolvers (*Pick these over pistols because of his speed loss) > Pistols > Rifle > SMGs > Machine Gun.  If you have to use rocket launcher or shotgun, don’t bother.  Machine Gun is a stretch even.  If you’re already close to him, you have no option but to take damage, if he aims at the ground.  You can either make him suffer for it, or get position.

Make him suffer: I recommend this more.  It involves staying point-blank, and hoping he hits the air.  He’d be wise to switch weapons (*No one wants to hurt themself), but assuming he could care less (but if he did, abort to whatever he switched to), tier like this: (KStyle Hop it if you are using a gun) Shotgun > Butterfly > Rifle > Revolvers > Rocket Launcher > Pistols > Haha, no…not those two.  SMGs and Machine Gun are worthless in KStyle Hop, and on the ground you’ll be getting major owies.

Position: If you want to bail from close-range, whip out your melee if you can (if you can’t or won’t, use either quick jumps or jump-tumbles) and jump-dash backwards (or forwards if you don’t care to face him, but you are recommended to do so to avoid his rockets).  After good distance, Side-dash to avoid his rockets if you’re facing away from him, jump into a Half-step into shots twice, with one of the following: Shotgun (*If closer than 10 yards) > Rocket Launcher > Revolvers > Rifle > Pistols > SMGs > Machine Gun.  After you do your two Half-steps, or, one, or whatever you did to fake him out and net free shots (if anything), get behind a corner, then jump over it KStyle, or get to the top of it KStyle (without him able to see you), then jump out into a constant dash around him.  Then butterfly him a few times, repeat.  This plan seems complex, but it just requires a lot of description.  It nets plenty of damage while taking minimal damage.

Machine Gun: Treat this like a better SMG.  Make due for 15 yards if you’re using a corner, but expect to be hit a lot more.

A reminder is that the strategies above are very, VERY situational.  Use what works when it works, where it works.  But when all is said and done, use what works for you for the situation you have, or you made for yourself, as well as what your opponent may have planned, or secondary.

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