
Intermediate
Techniques
Mastering
the basics of single move execution represents only the
surface of fighting. The remaining and more interesting
part of fighting is in the developing of timing, positioning
and control through combo attacks and other tactics.
Combo
Attacks
When certain attacks hit an enemy cleanly, you will immediately
and automatically follow up with a combo attack. Combo attacks
are flurries of slashes, slices, and strikes that are both
faster and stronger than any of your other attacks. With
skill and practice you can take down a group of enemies
in the blink of an eye. If a combo attack hits an enemy
cleanly than it will sometimes link to another combo attack,
and the result can be a long combo chain that will pummel
most opponents. Also, every combo attack that connects will
give you a boost of energy, and you will receive small health
bonuses depending on how long his combo chains are –
yet another incentive to learn this skill.
The
attacks that will initiate combos are jabs and the three
main quick katana attacks, and all will produce different
combo chains. At any time during a combo you can cancel
the combo (by running or doing a dodge out of the way);
you can customize the combo; or you can redirect the combo
(more on these techniques later).
TIP:
Although jump kicks cannot be used to initiate combos, you
can do a quick hit immediately after landing from a jump
kick and start a combo from there. So using a jump kick
to get in close to your opponent before launching a combo
can be an effective strategy.
Juggling
Just because an enemy is knocked out doesn't mean he has
to stop getting beaten up. You can now continue slicing
up an opponent as long as he doesn’t hit the floor
or get chopped to pieces. This is what we call "juggling".
Juggling is not only a great way to let out your frustrations
and get back at a particularly annoying enemy, it is also
useful for extending your combos (for combo health bonuses
or for buffering) and for enemy "tumbling" (more
on tumbling next). To juggle enemies simply continue pounding
them with hits after they have been killed.
TIP:
You will notice that particular combo hits mark the
end of the combo chain or will disengage the enemy. For
longer juggles/combos learn to interrupt and customize your
combos to skip these hits, thus extending your combo chain
even longer. Note that the human body can only take so much
damage -- your honour demands that you exercise control.
Tumbling
Certain attacks in your arsenal will send enemies flying
backwards. For example, the forward flying kick, and most
gunshots can knock enemies clean off their feet and into
any unfortunate others who happen to be standing behind
them. This is called "tumbling", and mastering
it is a testament to one's control and precision with fighting
techniques. If you tumble an enemy into another enemy, that
enemy might also tumble, which can cause another enemy to
tumble and so on -- a domino effect that could theoretically
allow you to take down an entire group of enemies with a
hit.
However,
be forewarned that an enemy who is knocked backwards has
not necessarily been defeated. Stronger adversaries will
be able survive such an attack and get back on their feet,
so act quickly.
TIPS:
Using this tumbling technique you can also "slam"
enemies into walls causing further damage to them and their
surroundings. Tumbling is also a great way to separate enemies
and to create some space on the battlefield. Learn the moves
that trigger tumbling and use it for breaking out of situations
where you’re surrounded.