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For those interested in Fallen Order lightsaber combat...
I broke down the fight from the footage of Cal fighting the first Purge Trooper (as it's easy to track with just one enemy) in .25 playback speed several times. I'll give a quick synopsis of combat basics and then explain what I deduced:
Bars/Meters
Cal has a health bar, as well as defense and force power meters. The trooper has health bar and defense meter.
Attack variations:
We know a bit about the button controls from this IGN article. Cal has two attack buttons, light and heavy. Force powers push and pull appear to be mapped to triggers, with slow mapped to a bumper. No mention of what button it is assigned to, but there is a block button. Holding block while attacking executes a saber toss. Another button lets Cal do a short hop/dash, while double tapping it lets him roll. In melee combat, if you can time pressing block correctly you can parry and leave an opening for a counter-attack, or riposte.
Examining Cal fighting Purge Trooper #1
This section may seem tedious but you can actually dissect how combos and other mechanics work simply by observing the Trooper's defense meter. If you want to skim just read the italicized sections.
- Cal strikes and Trooper parries. [Trooper defense meter at 90%]
- Cal strikes again, Trooper parries again. [Trooper defense meter at 70%]
- Cal strikes a third time, Trooper parries. [Trooper defense meter at 45%]
- Trooper ripostes, Cal counter-parries. [Trooper defense meter broken, now vulnerable]
- Cal counter-ripostes and lands a hit on the Trooper [Trooper health bar at 50%, defense meter back at 100%]
- Cal strikes and Trooper dashes backwards.
- Cal force-pulls trooper and consequently is hit by staff [Cal takes damage, but Cal's defense meter remains at 100%]
- Trooper executes unblockable swing and Cal is hit [Again, Cal takes damage but Cal's defense meter is still at 100%]
- Trooper strikes and Cal dashes away.
- Trooper strikes and Cal parries [Trooper defense meter at 65%]
- Trooper strikes again and Cal parries [Trooper defense meter at 15%]
- Trooper strikes a third time and Cal parries [Trooper defense meter broken, vulnerable again]
- Cal ripostes, and lands a hit on the Trooper [Trooper health at 10%, defense meter back at 100%]
Also note that while the first exchange cost the trooper 50% health, this second exchange left him at 10%, meaning he took less damage than the first hit. This might indicate the first exchange was a heavy combo, and the second was a light combo.
- Cal dodges Trooper for a bit, Force-pushes.
- Both strike, but Cal's strike is short and misses. Trooper strikes Cal 7x [Cal takes small damage for each hit, Cal's defense meter still at 100%]
- Trooper executes unblockable strike, but Cal dashes away.
- Cal strikes, and Trooper parries [Trooper defense meter at 90%]
- Cal strikes, Trooper parries again [Trooper defense meter at 70%]
- Cal strikes a third time, Trooper parries again [Trooper defense meter at 45%]
- Trooper ripostes and Cal counter-parries [Trooper defense meter broken again, now vulnerable]
- Cal counter-ripostes and executes kill animation [Trooper is now dead].
Summary/Semi-TLDR
-Looking back to the old-
While many games have taken a stab at lightsaber combat, The Jedi Knight series is regarded as the pinnacle of satisfying lightsaber game-play. The series even touts preferences on nuances like whether Outcast 1.02 or 1.04 was better, or base game Academy was better than the Movie Battles II mod. The Jedi Knight series was characterized by unique attacks for different directional inputs, blocking by keeping your saber in front of where you are being attacked, and more.
-Examining the new-
The lightsaber combat mechanics in JFO vary significantly from those of the Jedi Outcast and Academy. The keynote difference is that you must time pressing the block button correctly to parry the enemy's strike (More akin to Dark Souls/Sekiro), and it's hard to tell whether directional input affects hitbox collision or merely the executed animation.
We've never seen a system quite like JFO, and while it certainly looks different, it deserves recognition for exploring deeper mechanics than were attempted in the flagship lightsaber game, Jedi Arena, or in the revered Battlefront series (both new and old).
It's hard to say for certain from this footage the exact mechanics of light/heavy attacks and combos, but we do see a variation in the number of clashes it took to break defense as well as variation in damage dealt.
For enemies like the Purge Trooper, parrying/counter-parrying your attacks depletes their defense meter, but as soon as you land a hit their meter replenishes to 100% instantly, meaning you'll need to break it back down to hit them again. More enigmatic is Cal's defense meter, as it stays full the entire duel. There's not enough information to deduce what it takes to trigger breaking his defense, but the IGN article mentions once broken Cal can take hits that have the potential to kill him.
TLDR
The JFO combat utilizes manual blocking, light and heavy attacks/combos, and has enough complexity to hop in the ring with the Jedi Knight series. Whether the GOAT will be dethroned is to be seen, but I honestly think JFO looks fun and am excited to give it a chance.
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