The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.

—Obi-Wan Kenobi

The Jedi Temple — Dueling Etiqette

The Jedi are expected to follow these new standards of dueling etiquette. Dueling etiquette applies when engaged in any normal duel (challenging or accepting a (no-Force or full-Force) duel), Duel Tournaments, or fighting in the Duel or Power Duel gametypes. It does not apply when engaging in a (Team) Free For All, Capture the Flag, etc., or when one is training.

Younglings are expected to learn about informal dueling and strive to adhere to it; their evaluation for becoming a Jedi Padawan will include the evaluation of compliance to informal duel standards. Padawans are expected to learn about formal duels and strive to adhere to their standards; their trial to Knighthood will include the requirement of following formal duel etiquette.

Strict limits are limits that should not be disobeyed. Flexible limits are limits that are not inherently bad to disobey, but one should try not to disobey them. Butterflies are the result of pressing forward / right / left, jump, and attack at the same time in dual sabers or the saber staff. Katas are the result of simultaneously pressing attack one and attack two in any saber type. DFAs, or "Death From Above"s are the result of pressing forward, attack, and jump at the same time in yellow stance or red stance of the single saber. The Lunge is the result of pressing crouch, then forward, then attack in the blue stance of the single saber.

It should be noted that these are not absolute rules; they are guidelines. While the numbers change greatly depending on what combat form you are using, the following guidelines are generic and apply only to generic combat forms; more exotic forms may call for more or less of these guidelines in truth.

The Standards

Informal Duels

Procedure

– When the duel begins, allow the auto bow to occur. If the server has it disabled, skip this step.
– If necessary, walk or run to a logical position from which to begin the duel.
– Bow/crouch again, and you may freely begin however you wish to proceed with the duel.
• One hit kill moves should only be used if one gets desperate, and it should only be used towards the end.
• If your opponent's saber gets knocked away, you may freely move around and swing but do not unfairly hit the opponent until they have their saber back.
– When the duel is over, say "Good Fight" at minimum; say more if you wish.

Limits

– medium number of jumps: jump just enough to hold a good duel and keep yourself defended; only jump when there is no other alternative
– medium number of crouches

Flexible limits

– one butterfly
– two DFAs or lunges

Strict limits

– one kata
– three kicks (more are allowed when using blue stance due to its defensive, acrobatic nature). If the opponent falls down from a kick, you may move around after the kick and swing, but don't let the swing hit the opponent until he or she has gotten up.

Formal Duels

Procedure

– When the duel begins, allow auto-bow if there is one.
– If necessary, walk to the nearest logical place from which to begin the duel.
– Bow/crouch again, but also bow your head with your mouse.
– Do not ignite saber until you stand; after the bow, stand (don't move), and ignite. Begin the duel.
• No one hit kill moves should ever be used.
• If your opponent's saber gets knocked away, both should stand still. Keep your saber ignited while waiting for your opponent to get his/her saber back; when it does, both should bow to continue duel.
– Say "Good Fight" when finished. Destroying your opponent's body would be disrespectful; don't.

Limits

– low number of jumps; stay pretty much grounded for the most part
– low number of crouches

Flexible limits

– no butterflies
– one DFA or lunge

Strict limits

– no katas
– two kicks, but bow after the kick; wait until the opponent is standing before moving