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.