How do I duel?
What is the Nexus Guide?
How do I send my moves to the Nexus Guide?
Can I use the same move twice in a row?
What is a fancy and how do I use one?
What is a feint and how do I use one?
What are the moves?
How do I know who won?
What happens if my opponent or I are disconnected mid-duel?
How do I become an Emerald?
How do I become an Opal?
How do I issue a challenge?
How do I become the Diamond?
What are the ranks?
How many modifiers does each rank have available?
How often are tournaments held?
How long is a cycle?
How does the Emerald Ranking System (ERS) work?
Duel of Fists Has Special Rings? What Are They?
What is the Duel of Fists Mentor Program?
I have a problem. Who do I talk to?
The basics of dueling are described here.
You are welcomed and encouraged to roleplay the waiting and watching looking for openings in your opponent's defenses, or circling them etc., while you are waiting for the Nexus Guide to announce the round results of your duel.
We also encourage you to roleplay as much as possible while you are with us in the room whether or not your character’s engaged in a duel; a lot of fun can be had bantering with potential opponents or just hanging out and relaxing.
The Nexus Guide is our handy dandy robotic friend. They are a neutral party similar to a referee that the two people dueling send their moves to via Direct Message. The Nexus Guide will then send into the chat room, and your direct message conversation with it, the results of that round so the players know what the result of each round is.
Send moves to the Nexus Guide by directly messaging it with a command. The Nexus Guide is always located at the top of the member list on the right side of your Discord client.
?m XX is the move command for the Nexus Guide, with XX representing your move code of choice. The correct way to send a move to the Nexus Guide is like this:
?m JB for instance.
Always put the ?m command and then your move code when sending them in the Direct Message. For a full list of DoF move codes, send ?movelist dof to the Nexus Guide. You can also see the move codes here.
No, you cannot use the same move twice in a row in the Duel of Fists.
A fancy is considered a “modifier.”
A successful fancy will score a point with defense instead of an advantage.
Example: Jab vs. Armblock = Advantage Armblock
Jab vs. Fancy Armblock = 1 point Armblock
There are two ways to use a fancy:
Put the number 1 after your move command to the Nexus Guide: ?m DO 1
Or, add "F" to the front of your move code in your command to the Nexus Guide: ?m FDO
A feint is considered a “modifier.”
A successful feint scores you a point if your opponent’s defense would have scored against you.
Example: Jab vs. Dodge = Advantage Dodge
Feint Jab vs. Dodge = 1 point Feint Jab
There are two ways to use a feint:
Put the number 2 after your move command to the Nexus Guide: ?m JB 2
Or, add "FE" to the front of your move code in your command to the Nexus Guide: ?m FeJB
Feints are further explained in the Duel of Fists Game Guide.
These are the moves allowed in the Duel of Fists (and their common abbreviations/move codes).
1. Jab [JB] - A quick, thrusting punch to the upper body or head.
2. Hook [HK] - A roundhouse "Haymaker" punch that swings wide and is directed to the head or upper body.
3. Uppercut [UC] - An upward swing, usually to the stomach or head.
4. Chop [CH] - A "karate"-style chop, usually to the stomach or head.
5. Jumpkick [JK] - A kick where the fighter first jumps into the air towards their opponent with their foot extended.
6. Snapkick [SN] - A quick kick to the mid-section or lower body of your opponent.
7. Spinkick [SP] - A kick where the fighter spins their whole body around and into the kick.
8. Legsweep [LS] - A spinning strike to the lower leg designed to trip your opponent.
9. Flip [FL] - A maneuver allowing the fighter to grab their opponent and use their movements against them.
10. Armblock [AB] - An attempt to block your opponent's attack with your arm(s).
11. Legblock [LB] - An attempt to block your opponent's attack with your leg.
12. Dodge [DO]- Quickly moving to one side as your opponent moves toward you.
13. Duck [DU] - Dropping into a crouch.
14. Leap [LP] - Jumping to the side of, away from, or over your opponent.
Note: The above move descriptions are simply guidelines and do not have to be followed to the letter; if your roleplay of your character’s Jumpkick is a flying tackle instead of as described above, that’s perfectly fine!
The Nexus Guide will announce the winner of a given duel in the chat room.
In a regular duel, the character that gets to 5 points first wins the duel. In the Duel of Fists, if neither dueler has reached 5 points after 15 rounds, the duel will end in a tie (note: the Duel of Swords and Duel of Magic handle this scenario differently).
Typically, in tournaments or challenges, duelers fight until there is a winner and are not limited by a 15 round cap.
When a duelist disconnects or are unresponsive then you have the option to send the Nexus Guide the [ ?timer ] command and follow the directions, then after 15 minutes: if the Remaining Duelist is LOSING or TIED, the duel becomes an automatic Tie. If the Remaining Duelist is WINNING, the Remaining Duelist is given their Win.
Typically, your character must be ranked Emerald, be an active member of the sport as described in the Rules of Rank, issue a valid challenge and defeat the incumbent Opal in order to become an Opal.
At times, special tournaments or challenge grants may allow a character to win an Opal without following the above criteria.
Glass = 0-1 wins more than losses
Jade = 2 wins more than losses
Ruby = 5 wins more than losses
Sapphire = 10 wins more than losses
Emerald = 15 wins more than losses
Opal = By Challenge
Diamond = By Victory in the Diamond Quest
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