Difference between revisions of "How to Play Coda"
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Revision as of 19:03, 13 September 2009
Check out Coda's video tutorials, its probably a better way to learn Coda!
|PC||PS3||CMD Binding||Coda Action|
|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||L1||View previous player|
|Spacebar||X||Cycle camera type (free, follow, fixed rotation follow)|
Tap and hold Forward to sprint
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.
- Blocks can be easily overpowered with a downward attack. 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. You should see a light blue trail effect. Power slashes double the amount of stun and hyper a sword clash creates.
- 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.
- Landing while moving too quickly will cause your player to trip. Use a Taiji mid-air jump or dash to cushion your fall.
- 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.
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. 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 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. If an opponent were to attack you causing you scramble to slash back at him in order to defend yourself, your swing 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. 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
- 1 second of Heat: the attack is dangerous to people
- 1 second of Recovery: the attack is no longer dangerous, but not yet returned to the default standing pose
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 batting a Xing ball out of the air with your sword, or by pulling your sword immediately before throwing a new Xing ball. Having these 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 but protects you from tripping due to high fall speeds.
- 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.
Starting a game with bots
Coda doesn't feature instant action but it does include bots. Just host a multiplayer game and choose how many bots you want to play against from the server creation menu. Currently the bots are pretty good for practicing.