"How I win fights without knowing anything" - CollegeTuition's BDO Awakening Ninja PvP GuideJan 14, 2022
So you're making an Awakening Ninja and you want to learn how to PVP him. Well, I might be able to help with a thing or two. In this video, I'll do my best to give you a crash course in the fundamentals of PvPing with Ninja. I'm known as CollegeTuition or AllLuckNoSkill, and this is my Ninja PvP
guidebased on how I play the class. Captures In BDO, combat largely revolves around crowd control, or CC for short. Your CC are abilities that harden, stun, float, bind, or knock down. There are no CC breaks, so landing any individual CC can lead to a combo, and a combo usually guarantees a kill.
This means whoever gets their opponent CCed first will usually win the fight. Therefore,
fightswill heavily involve both players trying to CC each other, while preventing themselves from being CCed. There are 3 ways to avoid CC: iframe, which blocks all CC and damage; super armor, which blocks all CC, but doesn't block damage; or front guard, which only blocks CCs and damage from the front. So, in order to CC your opponent, you'll want to know not only which of your CC abilities, but also how to use them to bypass your opponent's defenses. In other words, you'll want to know what your conditions are for winning.
More Interesting Facts About,
how i win fights without knowing anything collegetuition s bdo awakening ninja pvp guide...
Well, as a
ninja, your main condition to win is to get behind your opponent's front guard. Keep this in mind, because this will be the main motive of the
ninjathat you will see in every fight. No matter how you end up catching them, it all starts with getting behind your opponent. So let's look at some ways to do it. Block jump. Probably the most iconic and direct Ninja ability. Simply switch Q to W to instantly teleport behind your opponent and harden them up. You can even delay pressing W a bit and it will stay in iframe, but don't wait too long as there is a time limit.
Smokescreen. You might be tempted to use this ability with fast slots, but it's actually much better to use spacebar and chain it with another ability. And you can even do this with certain movement skills like Ninja Step. So by combining Ninja Step with Smokescreen, you'll be able to get Smokescreen behind someone by doing W + RMB on space. Shadow stomp. This ability has a fast version and a slow version, but you're almost always going to want to use the fast one. In order to use the fast version, there are certain abilities that you need to chain together.
The most common is Shuriken Throw. So you would cast Shuriken first and then Shadow Stomp. RMB then S + E. However, this ability only attacks forward in the direction you are facing. So you'll also need to combine it with a movement ability to get behind your opponent first and then quickly perform a camera roll before Shadow Stomping. You can also activate the quick Shadow Stomp by chaining it directly with Ghost Step, Ghost Greeting, or even Smokescreen. So if you use one of these abilities to get behind your opponent, you can skip the Shuriken Throw to get an even faster Shadow Stomp.
You can also chain Leg Sweep and Shuriken Flight together, but their uses are much more situational. Beheading of the dead. The idea here is the same as with Smokescreen and Shadow Stomp: you have to get behind your opponent, then Shift + E to use the decapitation. But unlike the Smokescreen and Shadow Stomp, you're not limited to chaining it down with the Ninja Step or Shuriken Throw. This allows you to mix things up a bit with other abilities. For example, you can take advantage of Oni Shadow's move to get behind your opponent and then decapitate them. Or you can use Smokescreen, and you can press space again to activate Hide, and you can use that move to get behind your opponent and then Decapitate. murderous intent My favorite skill from Awakening Ninja.
Sort of like Shadow Stomp, there are two versions of this ability. If you just press Shift + LMB, it will do a horizontal bar, which isn't bad, but you'll usually want to press RMB first. What RMB does is it puts you in what's called a Transition Posture. If you press Shift + LMB while in this stance, you will do a downward slash. This version of the ability has a very interesting hitbox, where if you use it at the correct distance and angle, you can make the attack land behind your opponent despite starting your attack from in front of him.
And that's just the icing on the cake. You can always use Silent Charge to get behind your opponent. Right Click to enter Transition Position, then Shift + W for Silent Charge, then Camera Roll, on Shift + LMB for Assassin. Now you may have noticed a common theme with these abilities. They are fast, have long range, are shielded, or a combination of all three. And that's exactly why we chose to use these particular abilities to trap our opponents. When you look at your kit, you'll see a lot more skills that have CC on top of these. But just because an ability can CC, doesn't mean they're good capture candidates.
An ability like Fox Claw, for example, has CC Stiffness, but it doesn't meet any of our criteria above. This is the reason why the ability is not suitable to be used as a capture and is instead used in combos, which we will talk about later. Ok, getting behind your opponent makes sense against Front Guards, but what about iframes and Super Armor? Well, Iframes is just full immunity against everything, so there's not much going on there, but we do have a solution for Super Armor. There's one mechanic I haven't mentioned yet: Grabs. Death Descent in pre-
awakeningand Flash Bondage in Awakening.
Both used with E. Grabs are a special case in that they're not exactly a type of CC, but rather abilities that can bypass Frontal Guard or Super Armor when applying their own CC. However, the main reason I mentioned these two skills separately is because I don't want you to think of them in the same way as the other skills we just talked about. Don't think of your grabs as simply CC to trap your opponent. Instead, keep them in mind as tools to use against Super Armor specifically. This way, you can put your opponent in a sort of Catch-22 situation where he can't rely on his Front Guard and his Super Armor.
If they try to just use Super Armor to prevent you from getting behind them, then they become predictable and you can easily grab them. But if they try to mix Front Guard abilities, then well, you know how to deal with that. That's why even despite the existence of Super Armor, your win condition doesn't change. Because as long as you have your holds, your opponent can never wear super armor. And as long as you keep trying to get behind them, they can't just rely on their front guards either. Movement They say that the best defense is a good attack, and that is very true for Ninja.
awakeningthere is no way to stay put and shield indefinitely, and even though you have Q-block as an Awakening, using it really hurts more than it helps. Instead, Ninja survives by constantly being on the move. After all, you are a ninja, not a tank! So don't think in terms of how you can block the damage, think about how you can avoid it entirely. So, do you remember how before we used abilities like Ghost Greeting, Shadow Stomp, and Murderous Intent to trap our opponents? One thing you may have noticed is that while these abilities are your captures, they also move you a considerable distance as part of the ability itself.
Well, it turns out that this very move that we use to attack our opponent will also be the move that will keep us safe. We'll take a page from martial arts here and use their philosophy when thinking about Ninja: "The hand that hits also blocks." So let's take a look at the skills that move you. We have Ghost Step, Ninja Step, Silent Charge, Murderous Intent, Ghost Greeting, Shadow Stomp, Shadow Slash, Concealment, Oni Shadow. Just before, we used these skills to trap our opponent, but now, simply chaining them together, these same skills will also move us a long distance.
And that's a key idea here for Ninja. It's not a class where you separate movement from attack and defense. Your attacks are your movement, and your movement is your defense. But of course, in actual combat you won't be moving in a straight line. After all, you are fighting an opponent, not running a marathon. So instead, you'll want to move around your opponent while attacking them at the same time, alternating between movement and CC. Let me give you an example to illustrate what I mean by that. Let's say you start the fight with Silent Charge in Murderous Intent.
This serves both as your move to get within range of your opponent, as well as an attack to try to trap your opponent. It loses, so right after entering Ghost Step, then C swap. This serves as a defense to block your opponent's counter attack, as well as a setup for your next attack with Shuriken Malice. Your opponent Super Armors him, so you Phantom Step again. This time it acts as a defense to prevent your opponent from grabbing you, but also as a move to get behind your opponent, allowing you to immediately go for a Shadow Stomp.
But your opponent manages to block this too, so this time you use Ninja Step instead. Like Ghost Step, Ninja Step also serves as your defense to avoid your opponent's counter, while moving behind your opponent at the same time so you can attack with Smokescreen. Unfortunately, Smokescreen also misses, so he immediately uses Hide for his move to get behind them again, and then attacks with Decapitation. However, he becomes Super Armored. Now that you've used up most of your pre-awakening captures, you use Ghost Step and C Swap to defend yourself, but also to set up a killing intent later on.
At this point, your opponent has stood still in Super Armor, so you try to grab him, but he was smart enough to get out in time. Now you enter Blockjump. This defends against your opponent's counter attack and also attacks your opponent right after. But your opponent was able to iframe out again, so now you Ghost Step once more to defend yourself. Your opponent tries to back off, and since you're in the Awakened stance from the previous C switch, you go into Silent Charge and Murderous Intent, and the whole process repeats until you trap your opponent. So you can see how almost every skill you use serves two purposes, both to set up your next attack and to defend against your opponent's counterattack.
Ghost Step is a recurring theme here. You want to be constantly thinking about it, weaving it into your attacks. The C swap and transition stance are also very important as they give you frontal protection so make sure you are facing your opponent when he uses them. And while many of your captures are technically unguarded, this combination of movement and attack is what allows you to stay safe while using them. You can think of it like this: you have attacks inside your movement and you have movement inside your attacks. To move and fight like a ninja is to parry your opponent's attack and counter it with your own.
Cancellations Many Ninja abilities can be canceled with animation. Animation cancellation allows you to interrupt the ability midway and start a different ability instead. There are three main ways to cancel an ability: Ghost Step Malice or Smokescreen. Technically, there's also the option to do it with Brace and Seamless, but it's very situational, so we won't worry about those. All you need to do is press the keys to use one of those abilities, and it will instantly switch to that ability, canceling whatever ability you're currently using. So, as a quick example, let's say you use your Rabam Illusion of Restraint ability.
This puts you in Pre-awakening, and you can now press Q at any time to immediately use Malice instead. When you do this, you'll notice that your Front Guard is gone as well, which makes sense when you think about it, because you canceled Illusion, which is what gave you Front Guard in the first place. Now one of the reasons you might want to do this is if you cancel Illusion at the right time, you can still take the damage, but without having to wait for the full animation to play. However, not all abilities will be like this, so let's look at other reasons you might want to cancel the animation: Blade Spin.
The most common way to cancel Blade Spin is probably with Shuriken Malice. This is mainly used to cancel the final animation to deal more damage, like with Illusion of Restraint. But remember, canceling out Malice this way will also kill off Super Armor early. However, you don't have to wait until the end to cancel Blade Spin. In fact, you can cancel it at any point in your animation. You can then use Blade Spin defensively during your move, which you then cancel with Ghost Step or Smokescreen to try and trap your opponent. This way, Blade Spin won't fully damage you, but the point will be to CC your opponent, so that doesn't really matter.
Beheading of the dead. Since this ability has a rather long animation withjust a very short iframe in the middle, can often be risky to use. So to make it safer, you'll usually cancel it by holding W+F for Ghost Step or spacebar for Smokescreen. Unlike Blade Spin, this ability can only be canceled during specific points in the animation, so holding down one of those two abilities will cancel it right after the CC activates. However, this means you don't take the damage, so if you managed to CC your opponent, you can choose not to cancel it. Block jump.
Since this ability has an iframe, teleport, and CC built into it, it might seem a bit redundant to try to cancel this ability. The problem though is that you are actually vulnerable when you respawn behind your opponent. After using Blockjump, you may have second thoughts and decide that maybe appearing behind your opponent isn't such a great idea after all. You can press S to go back, but sometimes even that isn't an option. This is where you can cancel it with Smokescreen or Ghost Step. However, canceling with Ghost Step has an interesting property. If you target your opponent and Ghost Step, you'll actually teleport to them anyway, and then Ghost Step behind them instead of at your current position.
And all of that will be iframe. However, you need to be precise with your keypresses, tapping W + F at the exact same time, otherwise the game will interpret it as if you just pressed W. If you're having trouble doing this, you can go to its settings and set a hotkey for WW evasion. This way, pressing that key combination would accomplish the exact same thing as pressing W + F. Transition pose. If you were to switch from Awakening Stance to Transition Stance and back again, there is a slight delay before you can do
anythingelse. This is where you can use Ghost Step to cancel that delay and either use another ability or transition back into position again.
Since the swap animation is Front Guard and Ghost Step is iframe, this allows you to continuously switch between Front Guard and Iframe, and can be used to temporarily stop an opponent. This actually ends up being better than just using Front Guard alone, since the iframe gives you a bit of time for your Front Guard to recharge. But still, remember that you are a ninja, so try to rely on your movement to protect yourself, not this. Now be careful, not all abilities can be usefully cancelled, and some abilities can't even be canceled at all. For example, you should let the full animation of Serpent Ascension and Katana Shower play, leaving you vulnerable to CC during Serpent or grabs during Katana Shower.
Black Moonlight, on the other hand, can be cancelled, but only before the CC lands. For these types of abilities, you'll definitely want to think twice before throwing them out. In general, these are some of the most frequently canceled abilities, but this is by no means an exhaustive list of all abilities that can be cancelled. In fact, almost half of the abilities in our kit can be canceled in some way. So I encourage you to experiment with other abilities to get a feel for which abilities you can cancel and when, and tailor them to suit your needs.
Combos The reason we use combos is simply because our abilities do more damage when combined in a certain way. The Air Attack or Down Attack that you see in the skill descriptions are what are known as special attack modifiers, which grant additional damage to the skill when the target is floating or on the ground, respectively. So it makes sense that people want to put a lot of emphasis on optimizing their combos, since it's the flashiest part of a fight and ultimately what really kills your opponent. However, I personally think that comboing your opponent is probably the last thing you need to worry about when learning Ninja.
If you and your opponent have the same team score, and you're both trying to kill each other, so neither of you are running full DP setups, then you don't need very elaborate combos to kill your opponent. Therefore, the ability limit to fight an opponent will depend more on how well you can trap your opponent and how well you can avoid getting caught, rather than how well you can combine. BDO is a very fast paced game, and Ninja is a fast paced class on top of that. Abilities will constantly be powering up or coming off cooldown throughout a fight, by the time you trap your opponent, it's a complete confusion which ability you trapped him with and what abilities are available to you off cooldown.
That means what you really need to know about combos is how to start a combo with every possible catch and still be able to do that combo even if certain abilities are on cooldown. That's a lot of variations you'll need to prepare for, so I think you shouldn't start learning combos by looking at long streamlined sequences of abilities that you have to memorize and repeat word for word. Instead, you want to understand the anatomy of a combo and what makes a combo tick so that you can put together lots of simple combos that you can then adapt on the fly to any situation.
And that's why before any of that, you'll want to make sure you understand how CCs work in BDO. There are now several
guides that explain the mechanics in detail, but here's a TL; Simplified DR – First, there are three categories of CC: Stiff Smashes and everything else. You can CC anyone twice in a row before it has a chance to recover. , but Stiff counts as 0.7 of a CC - weirdly specific, I know. And hits count as 0 CC, but only work on opponents who already have CC. So anytime you reach or exceed 2 CC, you won't be able to CC your opponent back for 5 seconds.
Another way to think of this is that you can do a total of 3 CCs if either the first or second CCs are stiff, but only 2 CCs if none of them are stiff. Second, the CCs will overwrite each other, they won't stack. So if you stun someone and then harden them, the rigid will immediately overwrite the stun, and you'll also get 0.7 added to your CC count. But, if you use two of the same CC in a row very quickly, only the first CC will take effect and contribute to the CC count. The second CC is completely ignored.
And third, Stiff and Stun doesn't work against someone who is already floating, tethered, or downed. So if you understand this, you won't have created a new combo for every different ability you use. Just
knowingwhat type of CC you used will be enough to determine how to proceed with the combo. Let me explain. Let's start with a very standard combo, where you're Awakened and you trapped your opponent by hardening them with Killing Intent. Stiff is very short, so you immediately go to Serpent Ascension. And that's 1.7 CC. Now you do DPS with Blade Spin which puts you in Pre-awakening, then you go into Malice, and then into Shadow Stomp, and now you hit the CC cap.
And if they're not dead yet, you can add more DPS, like maybe Fatal Blow on Illusion of Restraint. Now, what if this time, you start at the previous awakening and trap your opponent with Blockjump? You decide to try Death's Drop and that's 1.7 CC. And despite opening up completely differently than last time, you can still Blade Spin into Malice into Shadow Stomp for the DPS and second CC. Then you switch C and finish them off with Serpent Ascension, which now only does damage because you've already hit the CC cap. So did you notice that in both examples we open with completely different abilities and end up with completely different abilities, but still use Blade Spin into Malice into Shadow Stomp for the DPS and second CC?
This is what I mean. It didn't matter if it was Murderous Intent and Serpent Ascension the first time, or that it was Blockjump and Death's Descent the second time. In both cases it was still 1.7 CC, so you're still good for DPS, then Shadow Stomp before you hit the CC cap. So you really didn't need to memorize both examples in their entirety. Because now you know that every time you get that first CC, you can do a Blade Spin into Malice into Shadow Stomp. So if we were to stick with this example and start off by saying, I don't know, Boss Slaughter this time, you can do the exact same thing.
But no matter how complicated the combos get, the general idea remains the same: you want to go in for 1 CC, do fill DPS, go in for a second CC, do more fill DPS, and then either die or roll back from then on. You have reached the CC limit. The goal of today is not really to show you all possible combos, or even the best combos. There are way too many combos to cover in this video, and people create new combos all the time. Instead, I want to focus more on how you can think in combos, so you can execute some simple combos and win
But hey, if you want to take the time to optimize the timing of each ability in your combo and get as much damage as possible, then by all means go for it. But if not, you don't have to worry either. A slightly unoptimized combo will still be better than running into a situation where you don't know how to combo someone at all. CC Fishing Alright, that's good and all. But what if I don't know what abilities my opponents have? With 23 classes in the game as of this recording and more on the way, do I really need to spend months learning every front guard and super armor for every class?
What if I'm tired of seeing guides right now and want to jump into PvP right now? Well dude, let me teach you this weird hack that everyone hates: CC fishing, or as I like to call it, how to win fights in Ninja without
anything. If you've ever gone fishing, it doesn't matter if it's in real life or in BDO, you'll know that a big part of it is just casting the hook and seeing if a fish bites. You are not hunting a particular fish, you just know that there are fish in the area and if you try to fish there, you will either get a fish or you can try somewhere else.
So, as the name suggests, CC fishing is simply casting a CC and seeing if it works on your opponent or not. You're not predicting that they'll use a particular ability, you just know that if you try to CCing, you'll either catch them or be able to back off safely. And while this might sound like a bad strategy where you're just casting Hail Marys, it actually turns out that CC-fishing is somehow an inherent part of BDO combat. See, the thing about BDO is that each class will have ways to keep themselves protected most of the time. It won't be the same as the Ninjas do, but they will have their own ways.
Although you ideally want to know the exact ability your opponent will use and counter it, your opponent may have too many options available to him. Therefore, fishing for CC is his way of forcing his opponent to choose an option, reducing the number of remaining options they have and making them more predictable. And this isn't a rash move either, because the main reason CC fishing even works is due to BDO design decisions. See, back in 2018, the devs balanced the game with the idea that most abilities had either CC or Protection, but not both. Meaning that even if your CC is blocked by your opponent's shielded abilities, that ability won't CC you back either.
Not getting a CC doesn't mean you lose, it just means you have to try again. So CC fishing is something all classes can do, and many classes do to some degree. It's just that out of all the classes in BDO, Ninja is one class that can do this continuously, and even base their entire playstyle around it. Between our variety of quick catches, the ability to cancel most abilities, the reason for getting behind the opponent, and even the way we attack and move. It all complements CC fishing so well. The only thing you really have to worry about are those skills that CC multiple times, or that are shielded and CC you at the same time, like the main Awakening Skills.
Those are the ones you have to memorize, regardless of the strategy you're using. But you will discover them as you fight more and more opponents. At the end of the day, I in no way recommend CC fishing as the strategy you should employ. I'm just saying that since it's a natural part of the game, it can be a good starting point if you want to jump right into the battle. After all, when you're just starting out, the important thing is that you're comfortable with your movement, captures, cancels, and combos. Then over time you can develop better strategies against individual classes.
As they say, practice makes perfect. Conclusion We have reached the end of the video. Today we discuss the fundamental ideas of PvPing as a Ninja. We have focused on why we do the things we do, not just how to do them. So when you close this video today, it doesn't matter if you forgot the exact examples I gave, because what's important is that you now know how to think like a Ninja. Remember: Get behind your opponent's front guard Use your movement to stay alive And combine your attack and defense together And ultimately be flexible in your thinking, adapt what we talk about today to your style.
As Bruce Lee would say: "be water, my friend." So good luck and have fun.
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