Now that Knockout City is a free-to-play game, the city is home to many brand new players, with uninitiated dodgebrawlers taking to the rooftops every day. That means the skill gap between the best players and the most inexperienced players has never been greater. Whether you’re looking to climb the ladder in League Play, find your way around Street Play, or just learn how to master the fake throw, use our guide full of nine tips to get you started in Knockout City and you. You’ll be whipping players with that satisfying dodgeball-smacking sound in no time.
Master the art of the fake throw
A dodgeball is a powerful weapon in the hands of a skilled player, but sometimes it’s the moments when you… do not throw a ball in your hand that can give you the best advantage. If you click the right stick, you can fake dodgeball pumping like Peyton Manning on his kids’ field day. This can catch players off guard, allowing you to trick them into trying to catch the ball you didn’t actually throw. Knockout City is designed in such a way that once you start the capture animation it cannot be stopped, so when your opponents react early they will be stuck in the animation and leveled up by your next throw. Pooh!
Passing to teammates is faster than charging a ball yourself
Charging a ball to make it fly faster by holding the throw button (right trigger on controllers) is important. You don’t often want to throw the ball slowly – although it has its uses – but fully charging takes a stroke, so it’s good practice to play the ball around with your teammates. Whenever you do this, the ball is charged instantly.
In two-on-one situations, quick passes and timely KOs can make your crew look like the Globetrotters of dodgeball. Passing is often underused outside of top-tier League Play, so impress your friends by sharing the dodgeballs sometimes.
Sometimes bouncing a ball is just as good as catching it
Dodge and dodge are unique dodgeball rules in Knockout City. Normally an enemy that hits you with a ball means you are out. But in KOC, dodging an oncoming ball at the right time will knock it away, and you won’t take any damage. This strategy is especially useful if you are outnumbered and close to the enemy as it will knock the ball out of their hands (and maybe even off the map) and make them equally dizzy when you tackle them with your dodge .
Catching the ball is the first barrier to playing well in Knockout City, but the next big filter is figuring out who can dodge and who’s going to leave with dodgeball marks on their cheeks.
Avoid playing hot potato with opponents
Once you are able to reliably catch a ball thrown at you, you will find yourself in hot potato attacks, throwing the ball, the enemy catches it, throws it back, you catches him, throws him back and soon. This should be avoided for two reasons: first, the ball accelerates with every throw and even good players will often slip after about three or four volleys. But more importantly, the discard is often what the other player expects.
Hesitating, even just a little bit, to throw it back or pass it on to allies for a bit is the smarter game. Just as the fake throw can ruin the expected cadence for an enemy, delaying that potential instant volley, even for just half a second, can help you land a hit.
Take on your enemy
There are plenty of times in Knockout City where running is critical; grabbing a loose ball and competing to keep teammates afloat are just two examples. But one time you don’t want to run around much is when an enemy has your sights on you. If so, your screen will be filled with a red frame and the charge ball will show itself as a protrusion from that frame, moving relative to your attacker’s positioning.
Always look to your enemy when this happens. It means you may have to kick backwards or to the left or right, which will cause you to lose some speed, but you won’t be able to catch the ball if it hits you in the butt. It is extremely important to face them head on.
watch your corners
Knockout City can often feel hectic, but like some of the other tips in this guide, we want to remind you to slow down once in a while. If you go around the corner, you might end up with a problem you can’t solve, and while most players don’t necessarily play the corners, you should. When an enemy gives chase, or may not even know you’re lurking, manipulate the camera so you can spot them coming before they reach you.
This can help you land what is basically a stealth attack, with them walking right into your well placed trap. For an equally stealthy move, stalk a player from a height advantage and only lock him in when you jump down, like a dodgeball-wielding Batman.
If you quickly change your lock-on target, you can overwhelm players
One of our favorite tactics is the quick lock-on change you can perform when charging a ball. If you’re facing multiple enemies, the one you’re stuck with will have that aforementioned red box on their screen, but if you quickly move the lock-on targeting to another player and then throw it at full speed, the lack of a warning can often be unstoppable. Players are preoccupied with who’s aiming for them, so if you don’t tip your hand until the last second, they’ll take a dodge ball right in front of them.
Luring players into foolish decisions is surprisingly effective
Perhaps the most satisfying thing to do in Knockout City is to jump over someone’s dodge and have them bang their heads on the environment. Like a matador, you can easily lure them into this by using the taunt button (on top of the D-pad). Many players will seem enraged or determined to hit you even without a ball. Making them snort and crash into a wall — or better yet, dash off the map — is a dastardly, funny way to score a point for your team. I’ve noticed that the longer a player goes without taking revenge, the worse his tunnel vision gets.
Jumping is almost always better than sliding
You can often spot a new player as they will slide across the map. What would normally be the double jump button (A+A on an Xbox controller, for example) actually deploys your glider in KOC. This is useful if you want to close a dangerous hole on one of the deck’s cards, but that’s about the only time you need to slide. Sliding is slow and makes you vulnerable, while spin or flip jumping can be done as many times as the distance between your feet and the ground below allows. Any gap that can be closed without slipping should be closed that way.
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