How to Play Coda
From Coda Wiki
Check out Coda's video tutorials, its probably a better way to learn Coda!
|PC||PS3||CMD Binding||Coda Action|
|WASD||Left Thumb||-||Move (Tap and hold Forward to sprint)|
|F||L2 or D-Down||FeignDeath||Switch Sword/Magic|
|1||-||-||Toggle Camera Mode|
|2||-||-||Toggle Camera Mode during Swings|
|F1||Select||-||Display Scores and Slash Wheel|
|F2||Triangle||-||Cycle Sword Type for Next Round|
|LeftMouseButton||R1||View next player|
|RightMouseButton||X||Cycle camera type (free, follow, fixed rotation follow)|
Just explain the controls and get out of my face
- Swords can be swung about by quickly click dragging mouse motions. You can drag the mouse in any direction while holding down either mouse button to Slash.
- If you quickly click and release without moving the mouse, the character will attack with a jab.
- If you hold down the mouse button, the character will block.
- Tapping a directional key twice executes a quick dodge. Tap and holding W to allow your character to sprint.
- You can press F at any time to put your sword away and begin using ranged Xing attacks, which are performed just like sword slashes.
Thats really all you need to know to get into the game, experiment and have fun!
- Swords will kill a player with a single unblocked hit, so be careful!
- Don't swing unless you are confident about landing a hit - swing and miss (whiff) attacks leave you extra vulnerable to counter attack.
- If you see that you've knocked your opponent's character off balance, go in for the kill! They won't remain defenseless for long.
- Downward attacks will always stun a Blocking player. Keep this in mind for players overly reliant on their block move.
- Different swords have different strengths and weaknesses. Make sure you choose the one that fits your play style.
- Slashing with the right mouse button performs a power slash. These slashes are much faster to execute and recover, but are substantially more difficult to use.
- Characters are allowed 2 Taiji moves while in the air. These are basically extra jumps performed mid-air once they've left the ground. Taiji can be performed with Spacebar, or by tapping a direction key twice quickly.
- If you are quick, you can combo several of these moves into the same action. For example, a mid-air W+W+Spacebar performed very quickly will combine an air-dash and air-jump while only penalizing you for a single extra jump. The possibilities for this this system are huge, and allow skilled players minute control over their character's motion.
- Xing also kills with a single hit... so be even more careful!
- There are 5 different element types you can create once your sword is put away. Dragging the mouse in different directions creates Xing of different elements.
- Xing is about disrupting and mixing up normal sword combat, it can help you control space through a match.
- Fighting a battle entirely with Xing is not recommended, but a skilled player could make it happen.
- Skilled opponents can bat your Xing out of the air with their swords, so try to catch them unprepared.
- Xing can grow in size. Be careful when trying to strike a larger than normal Xing out of the air, your sword will only absorb a single normal sized Xing per slash.
- Pay attention to the Xing wheel (press F1 to view this in game). If you have an element on your sword which feeds the Xing type you are slashing, you will only increase the strength of the Xing you meant to destroy!
After some practice, you might be a little curious about how the system works in detail. Here are a few explanations, but we recommend playing and getting used to the game before diving into these specifics. They only become useful once the basics of timing your swings have been mastered.
Every type of slash has good and bad match ups when you clash swords with an opponent. Try to get a mental image of this wheel burned into your mind, but this graphic can be viewed during game play by hitting 'F1'.
If you attack at the same time as your opponent, the swords will clash and no one will be killed. Attacks can overpower one another based on what type of swing the players have chosen. Reference the image above and pay attention during game play to learn this system.
- Stun means the victim's character will become dizzy and unable to move or attack for a short period of time.
- Hyper means the victim's character will have LESS recovery time for the current slash, so watch out for a quick counter attack!
- PlayerA clicks and holds without moving the mouse, he is using the HoldSlash (the defensive move). PlayerB strikes with a downward motion, he is using OverSlash. PlayerB will Stun PlayerA, giving PlayerB opportunity to attack again most likely winning the exchange.
- PlayerA gets wise, and this time attempts a RisingSlash by dragging upward. PlayerA knows that a RisingSlash will Stun PlayerB should he try the OverSlash again. Unfortunately, PlayerB expects this and opts for a DirectSlash (the jab move) by clicking and quickly releasing. PlayerA is stunned once again.
Players who swing without hitting anything are penalized should they choose to swing again immediately. You'll find that inexperienced players do this frequently without realizing it. It makes them extremely vulnerable to a counter attack.
When a player swings and hits nothing then immediately swings again, white particles will appear around an attacker's sword hand. This shows that he has whiffed.
If the attacker waits for the first swing to complete in full before making the second attack, he will not whiff - the white particles will not appear and he will not be penalized.
As you probably already noticed, slashes require a small amount of warmup time before they become dangerous to opponents. Even though swings are not dangerous to opponents during warmup time, warmup can intercept an opponents strike against you. During warmup time, your sword trail will be blue rather than red. Even if you swing slightly after your opponent, your blue trail will be able to clash with his (preventing your death) even before it would have been able to do damage to him.
By slashing immediately after a missed attack (whiffing), this window of safety during the warm up is sacrificed, and you must wait until the sword trail becomes red to clash with an opponent. So anytime you see that whiff effect, you know there will be a much larger window of vulnerability. You'll know you took advantage of an opponent's whiff vulnerability when you see the red confirmation effect as in the image above.
The end result is that players who choose to wildly spam their attacks (the Blender technique) are actually very vulnerable.
'An example of Whiffing:'
I press, drag and release the mouse button. Attack begins.
- 1 second of Warmup: the animation begins, sword trail is BLUE
- 1 second of Heat: the attack is dangerous to people, sword trail is RED
- 1 second of Recovery: the attack is no longer dangerous, but not yet returned to the default standing pose, no sword trail
If a player swings, waits 3 seconds, then swings again there is no whiff - just 2 completely separate slashes. If a player swings and then immediately swings again, the the input will buffer and wait until the Warmup and Heat phases complete. Then it will execute during Recovery. So a whiff slash does come out faster (after 2 seconds instead of 3) than a normal slash by skipping the Recovery phase. The Femur sword has the special ability of "avoiding whiffing" by simply delaying your input until the full 3 seconds has passed. An expert player would be able to simply time his input perfectly and have no need of this special ability.
Elemental Sword Abilities
Swords can be charged with different element types. You can charge your sword by either slashing a Xing ball out of the air with your sword, or by pulling your sword immediately before throwing a new Xing ball. Having these elemental charges gives your character access to special abilities and attacks.
To perform these attacks, you must have the element on your sword and you must slash with RightMouseButton.
- Earth slows your attack and movement for a brief period, but will ragdoll and throw any opponents you clash with... unless your opponent stuns you on the clash. It also increases your weight, causing you to fall quickly.
- Sky reduces your speed and gravity for a short time, allowing you to float through the air. Its tricky, but you can do a SkyDash by executing a forward TaijiDash during a whiff.
- Fire creates a short lived fire Xing attack that will spawn on your character and inherit your velocity. Really dangerous if you can coax them into hitting your opponents.
- Water will reflect the movement of thrown Xing. As a bonus, having water on your sword will kill any player who hits you with the fire Xing attack from a fire sword (no need to swing to activate this ability).
- Nature can grow trees from whatever surface you are looking at. The trees block players from moving through them and allow you to stand on and jump off of them. Overslash will create a special glowing tree (the glow is only visible to the creator). Once a glowing tree exits, RisingSlash will cause you to teleport into the glowing tree. Be careful, if opponents slash your glowing tree, you'll take the hit for it.
All these attacks are very exploratory and will be changed around as people get good at the game and we discover the most interesting ability types.
Our hope is to get a distinct ability for each element which can support teamplay in interesting ways, and which balance one another (i.e. water kills fire, nature supports fire). If you have any new ideas for this section of the game, head over to this thread in our forums for discussion.