Malachi sent me this guide today, specifically stating that he doesn’t mind if I publish it here, which sounds like a fantastic idea to me
I’ve not spent much time with the Blood Drinkers, so I have no strategy tips of my own to share, but even in the few duels I’ve had with them I can see why someone would like them enough to create a dedicated strategy guide.
Without further ado…
The Art of Blood Drinking: An Unofficial Guide
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-*-*-*-NOTE: This is an unofficial guide. I have no connection to the developers of c:si or any of the staff at Samurai Island. I’m just a common fan of the c:si combat system who’s taken a liking to the Blood Drinkers by Archatek. A number of people have come to me with questions about how the BD should be handled. Rather than only share what I’ve picked up with those who ask me (and to save myself from the repetition lol ) I’ve written up this guide that I hope you will find helps with the use of and defense against the Blood Drinkers. -*-*-*-
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*-=== The Art of Blood Drinking ===-*
An unofficial guide by Malachi Rothschild
Please pass this guide along to anyone who might benefit.
BD are not for beginners. Their mechanics are different from all other c:si weapons. I’ve found them to be both more fun and more technical than anything else yet in the combat system. With an in-depth understanding of how they operate I think you will too.
I will be using a shorthand throughout the guide where a number will represent the step in the combo and a letter will represent the key on the keyboard (e.g. 1w 2s 3w means the first step is a "w", second is an "s" and the third step is another "w".)
PART I: Combo Linking
The following is a list of the types of attack you’ll see with the different combination steps.
1w: single slash
1a: single slash
1s: single kick
1d: single slash
2w: single slash and small movement FWD (kills momentum in the air)
2a: single slash (activates 4-part special when followed by 3s)
2s: single kick and movement BKWD
2d: double slash (follow with 3w or 3s for a rapid additional attack)
3w: single slash
3a: single slash from starting position and moves to the LEFT
3s: single kick
*3s following 2a: single slash
3d: single slash from starting position and moves to the RIGHT
*4w when following 3s: leap FWD and single slash
PART II: Techniques and their Application
1. Avoiding Movement
Some of the people who have either used or fought against the BD feel that their movement is random. I suggest that the movement is hardly random. It just takes time to learn. Once you have learned how to apply the movement effectively you’ll find that not only does it come in very handy but you’ll have an easier time following your opponent’s movements when they use the BD.
The first thing I want to demonstrate in this guide is that you do not have to move with every combo. 2a, 2d, 3w and 3s contain no movement. Moreover if you consider the blocks as a part of the combo you can kill any linked combination and continue unabated. This is useful if you’re stuck in a tank and want to keep kicking. Just go back into block after each kick. In my experience most of the movements are best used sparingly.
2. The Second Kick
The first time I used the BD I didn’t like the second kick at all. It was messing up my tank. I was able to combat that by avoiding movement. Now I find that this is the type of movement that I use the most.
Aerial
In the air it serves as a fantastic evade when you’re headed straight into your opponent’s combo or special. You can use it to bluff an attack and setup your opponent for a full jump attack later on. In H4 you’ll be able to use 1w followed by 2s in a jump slash to get two hits in and move out of the way. Timed properly you can use 2s before hitting the ground in a longer jump attack to strike and move out of the way.
Ground
If you’re caught in a tank and need to regroup it’ll get you out and do some damage at the same time. If your opponent is running at you, slash or kick once and use 2s when they’re in range to hit and move out of the way. Alternatively use the same type of setup for 3a/3d.
Follow 2s on the ground with any of the 3rd steps and it will link fairly quickly should you be sparring one of those high pressure types.
3. Getting the Most Out of Jump Attacks
In addition to the aerial techniques mentioned above are a few more things that need mentioning. The first is that combos reset pretty quickly. If you use a 2-part combo at the start of your jump, that last hit at the end will start a new combo. If you’re setting up for one of the later steps on landing be sure to time it well.
Starting with a jump kick or slash, follow with 2d and 3d/3a. One of the 2d slashes should hopefully connect. Twist around for the last strike. The 3d/3a will attack to their head or back if timed right and land you off somewhere they’re not expecting.
Using the second w will allow you to fake a jump slash or kill one in progress. This is good if you want to avoid an aerial encounter or if you’d like to bait your opponent into a jump so that you can catch them off guard.
4. What’s the 4-part Combo Good For?
This is the special combo I use least primarily because I don’t like long combos. But the setup is also pretty easy to spot. You can fake by linking the first 3 parts and coming in with a jump kick to remove some of that predictability. If you link it in the air, at the end of the jump *4w will move you in whichever direction you face. This can give you an edge in catching up to or getting away from your opponent.
5. Vampire Buff
It takes time to pull off even if it is brief. Avoid it if you’re near your opponent. Once it’s activated DON’T run in with slashes constantly.That’s what’s expected. You’ll get blocked and countered. Spar as you normally would, keeping an eye out for slash openings. If you don’t get any hits in at least it bought you time. Hopefully you were able to get some good kicks to connect because your opponent was sticking hard to a block.
Part III: Strategy
The BD work fine in a tank but seem to especially lend themselves to movement, especially jump attacks. You’ll appreciate the movement even more if you try out these blades and another c:si weapon in H4. Since their slashes are weaker you won’t see a gain when slashing a kick but you will keep the dmg matched. 1w 2s is quick so if they have a habit of blocking after their kick, follow up and your second strike will get you out of the tank.
I avoid moving too much lest it becomes predictable. The only exception to that in most cases is the various 2s techniques. Knowing how to avoid movement will allow you to have much greater accuracy.
You won’t be able to link super-fast combos to kill your opponent’s sp like you can with the ninjaken. You need to know the drinkers inside and out so that they don’t surpr
ise you.
I’m currently attempting to learn how the drinkers link back from the 3rd step to the 1st step to create longer combos. An example of that is 1w 2d 3s 1w 2s. It begins with three slashes (one single, one double) followed by a kick, none of which moves you at all. 3s -> 1w is pretty seamless and the 2s moves you out of the way while throwing out a kick. If I find a number of those combos and they prove helpful in combat I’ll add another sub-section to Part II.
Thank you for taking the time to read my guide to the Blood Drinkers. If you have any ideas or suggestions for how it can be improved please IM me, Malachi Rothschild, or drop me a notecard in-world.
9 Comments
Hey Robbie. Thanks for getting this up. I revised the notecard a bit to fix typos and help it read more smoothly. Dropped you a copy in-world. Feel free to replace this with that version.
Thanks, Malachi, I got it, as you can see
Bummer… I wanted to link this post to the ArchaTek Blood Drinkers on SL Exchange, but they are not listed there (yet)
*hint, hint* Archanox
Thanks for the guide Malachi. Still trying to get through it. I’d thought for the long time that the Drinkers were fundamentally different from the Ninjaken even in light of their similarities (increased speed, reduced damages). Whereas the Ninjaken was a surprisingly good tank tool in addition to being a good run-and-hit tool, you appear to be establishing the Drinkers as an overwhelmingly good tool for run/jump-and-hit. Thanks for innovating. Keep it up!
Great guide Malachi. I’m hoping that I made a small contribution to this by dying at your hands so many times… ^.^
lol!
Its so true! Malachi is creepy good with the blood drinkers. Its honestly kind of scary.
Judo looks at her wounds and now understands why Malachi gave her so many.
I’m going to have to try fighting Malachi myself, when I’m not so sick – not that I’ll do a great deal better, but at least I’ll enjoy dying more
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