Tuesday, December 13, 2016

Practice Report, and a Discussion of Tempo, Stance, and Distance

Practice was a good, solid, fun time. One fencer who moved up north showed up again, which was really nice. He's good people.

After practice I did a plus-minus-plus exercise with Sorcha in the car on the way home. My points were:
  • Plus: Successfully implemented a strategy that I have trouble against, and gained ideas from how other people dealt with it.
  • Minus: I lost a bunch against a particular opponent who usually uses buckler, but couldn't tell quite why I lost. The minus is not the losing, the minus is the couldn't-figure-out-why.
  • Plus: I had a realization about how I think a particular very-skilled fighter uses tempo and distance and successfully implemented it later in practice. I will explain it here.
I also was not patient enough against one very effective case fighter, but I suppose that practice is for trying shit out, rather than for fighting a conservative fight. So that's kind of a neutral.

Also, I need to not thug people as much. Usually, when I hit people hard, it's because I expect them to void backwards, so I throw the shot such that it will still touch them if they move backwards. Then, they move forwards. It usually gives me enough time to break with my hand, but especially if the shot is particularly whippy, it ends up being uncomfortable for my opponent. Against particular people who I fight at full-speed and at full extension, sets of fights tend to end when I land a shot that's too hard.

I'd like to figure out a better strategy for hitting people who are zigging backwards, without necessarily hitting them hard if they zag forwards. I'm not 100% sure how to do that, without giving up many opportunities to touch my opponent. Other people seem to manage to, but they might be giving up numerous opportunities. One idea is to throw more "structured", straight-on shots. Basically, throw better shots that are less disengage-y. That's not really my style, and would tend to favor a shorter blade. But it is a possibility. Those shots wouldn't whip hard, they would just have followthrough.

Against people who I out-range significantly, this tends not to be a problem, because I need to pull the shot earlier so that I'm not over-committed. This means I can throw at an angle that bends more easily.

Anyhow, on to tempo, distance, and stance.

*****

I had a realization about tempo! It's great. I think it's something I've sort-of understood in the past, but before I had a blog. I'll explain the principles first, then the specifics of how I implement the principles near the end of this section.

Theory

Basically, whenever someone "settles" into their stance, there's a tempo in which you can act. If you begin acting in that fourth-of-a-second as they are finishing settling their weight between their feet, you can generally catch people off-guard. This is how I have lost my hand in fights many, many times. I settled my weight without thinking about it, and gave my opponent a tempo.

The bit I didn't realize was that there's a counter-tempo available. So, if you take a half-step inside of lunge measure and begin to settle, there are two basic possibilities available. If your opponent isn't aware of the above principle of tempo, they will wait until you're settled and then begin fighting. If they are aware of that above principle, they will attempt to jump you in that fourth-of-a-second before you finish settling into your stance.

If you're aware of the second step in that process, you can abort your settling-into-position at that time, and then perform an action which will catch your opponent unawares. I only realized that this was a possibility after it was done to me time and time again. I noted my opponent settling into stance well within our respective lunge ranges, but that he was still acting before I thought to act. Then it clicked that this was what he was doing, and I was able to execute the same against him.

Though, it did result in a few nasty train wrecks, because once or twice I tried to just clear his sword and lunge. And we both did that, and were better at attacking than at defending. OH WELL.

Application

So, in terms of implementation - when I settle into stance, there's a very specific "rising" and then "falling into place" step. During the "rising" step, I place my feet in the correct location. Then, during the "falling into place" step, I allocate my weight appropriately for whatever stance I'm doing. usually 70%-back, 30%-forward, because I like my Giganti stance.

(Note that by "rising" step and "falling" step, I mean "step" as in "part of the process", rather than "step" as in "taking a step forwards".)

This is how most people get into a stance. It's a vaguely universal way that human beings move. Some people place their back foot, allocate all their weight to it, and then place their front foot and shift some of their weight to their front foot, but that's the same thing - at that point the "falling into place" step occurs after they set down their front foot, while they're shifting their weight from their back to their front.

It takes about a second for all of this to occur. So, using my bro-science definition of "tempo" as "about a fifth of a second", there are about two tempi during the "rising" step, and two tempi during the "falling" step. Yes, I realize that if we're being super-strict, that leaves a fifth of a second un-allocated, but this is bro-science, and not exact. And not completely accurate, but the way my definition of "tempo" has changed is not a discussion I want to have here.

Basically, there are about two tempi during the "falling" step - you want to act such that your lunge will end about as they finish settling. So, in the second available tempo during the "falling" step.

Obviously, this is only applicable if you have convinced your opponent to settle into stance while inside of your lunge range. There are many ways to do this.
  • You can deceive your opponent as to your true lunge range in a variety of ways, which is a whole discussion in and of itself. The easiest way is to gather your back foot to your front foot ahead of time, which extends your lunge.
  • You can select a location to set up in your list area which doesn't *allow* them to be out of your lunge range.
  • You can select a lunge-target which is closer than their body, such as their hand or a cut into their blade to unsettle them.
  • You can take a tiny single-tempo step forward during the "rising" step in the process of your opponent settling into guard. This is probably the best, most universally-applicable choice.
So, this is all great. This will allow you to take advantage of tempo in exciting ways. As well, if your opponent recognizes that they are inside of your measure during any step in the process of settling into guard, it will force them to move back and begin the process of settling into guard all over again.

It's great. I love it.

But all of that is just the basic level. There's more yet!

Next Level, Bro!

If you are aware of the "rising" and "falling" parts of settling into stance, you can take advantage of this yourself. Indeed, you can take advantage of your opponent's knowledge of tempo and turn "getting into stance too close in measure" into an advantage, rather than a disadvantage.

If you are aware that your opponent could act before you settle into stance, you can abort that "settling into stance" right before the second half of the "falling" step, to perform an action. This allows you to settle into your stance just a bit closer than is normally preferred - inside of your opponent's extended lunge measure. If you do this, and then abort your "settling into stance" action, you don't even need deceive your opponent into being too close! You can take an action that seems like a bad choice, but make it a good choice by playing with your opponent's expectations of timing.

That is to say, by acting instead of finishing settling into stance, either:
  • Your opponent is waiting to fight until you finish settling into stance, in which case you stab them.
  • Your opponent is planning to attack during the last bit of time as you "fall into stance", in which case you both attack at the same time.
    • Hope you covered your openings, bro!
This is great. This is wonderful. It lets you play with tempo in a way that will feel like you're cheating time. You can even do this when you are performing advancing steps, by aborting the step at the last minute to turn it into a lunge.

But that's not all!

The Levels Don't Stop Coming, Bro!

So, let's consider the above actions.
  • Attack in your the tempo of your opponent settling into stance.
  • Attack out of the tempo of you settling into stance.
Both of these are actions in the tempo of "settling into" stance, whether yours or your opponents. As I said above, there are two tempi in the "falling" step - what if you aborted getting-into-stance during the first of these "falling" tempi?

This would allow you to attack before your opponent, even if they understand tempo well enough to attack both into and out of settling into stance. Things do get a bit weird here. If you are attacking into your opponent settling into stance, they usually are still looking "outside" of their body, rather than "inside". There are two things which make attacking into someone settling their weight effective.
  • Settling your weight requires you to concentrate on a sensation, rather than something visual, so for a brief moment you are not paying full attention to what you're seeing.
  • Settling your weight means you can't move immediately.
So, if you attack during the first part of the "settling into" step, your opponent will be in a better position to defend themselves. But, if your opponent is playing tempo games, such as trying to settle into stance within your measure in order to deceive you, it is an effective strategy.

Attacking out of the first part of yourself setting into a stance has similar disadvantages. Normally, watching the first half of someone "settling into" stance creates the expectation that the second half of "settling into" stance will happen. If you abort the first part, which would have set that expectation, then your opponent doesn't have an expectation of what is going to happen. This means you don't gain the advantages of attacking out of the latter half of settling into stance, and you might as well have just let yourself settle completely into a good, structured stance.

I Lied. That's All the Levels.

So, we have generated for ourselves a modified rock-paper-scissors. Let's flowchart it.

I decided to go backwards, from the last tempo to the first tempo, because if I did it in order that would imply that you can make choices based on what your opponent is doing here. The timing here is such that you can't react fast enough based on what your opponent is doing. You can make the choice of when to act, but your opponent's choice of when to act is entirely separate, due to how fast this set of things happens. This is what I mean by tempo - it takes a full tempo for you to process and react to what your opponent is doing, and while that's happening your opponent is already processing and reacting to what you just did. BROSCIENCE.

As yet another aside, this is why I disagree with people who put too much weight in slow-fencing. There are legitimately things which work at full-speed, which don't work at slower speeds due to human reaction time. Which I generally equate to tempo, which isn't exactly correct, but it's correct enough for my purposes.
  • If you're settling into stance...
    • And you decide to finish settling into stance...
      • And your opponent lets you finish...
        • You end neutral, match continues.
      • And your opponent attacks in the second tempo of your settling...
        • Your opponent has an advantage to their attack, probably stabbing your hand or something.
      • And your opponent attacks in the first tempo of your settling...
        • You can probably defend yourself just fine, meaning your opponent is at a disadvantage.
    • And you decide to attack out of the second tempo of your settling...
      • And your opponent was going to let you finish...
        • You have an advantage to your attack, and probably stab their hand.
      • And your opponent attacks in the second tempo of your settling...
        • A double-kill is likely, unless someone successfully parries. Good game everyone. Feel shame.
      • And your opponent attacks in the first tempo of your settling...
        • Your opponent has an advantage by attacking before you.
    • And you decide to preemptively attack out of the first tempo of your settling...
      • And your opponent was going to let you finish...
        • Your opponent has the advantage, because this gave them enough time to see your attack and respond.
      • And your opponent was going to attack in the second tempo of your settling...
        • You have the advantage, because you're attacking before them, but close enough to when they're attacking that they can't abort.
      • And your opponent was going to attack in the first tempo of your settling...
        • Something something, double-kill, shame.
  • If they're settling into stance...
    • And they decide to finish settling into stance...
      • And you let them finish...
        • Neutral
      • And you attack them in the second tempo of their settling...
        • Advantage to you.
      • And you attack them in the first tempo of their settling...
        • Advantage to them.
    • And they decide to act out of the second tempo of their settling...
      • And you were going to let them finish...
        • Advantage to them.
      • And you attack them at the same time...
        • Double-kill is likely.
      • And you act in the first tempo of their settling...
        • Advantage to you.
    • And they decide to act out of the first tempo of their settling...
      • And you were going to let them finish...
        • Advantage to you.
      • And you were going to attack them in the second tempo...
        • Advantage to them.
      • And you attacked at the same time...
        • Double-kill is likely.
I feel like this would have made a better set of graphs than bulleted list. Oh well.

So, in all of the above "double-kill is likely" bits, that doesn't mean not to do it - it means to only do it if you feel super safe. This usually means you have their sword covered with your dagger or some such. As with all things, "advantage" doesn't necessarily mean "win" - it means "advantage".

There are some parts of the above list that I'm somewhat unsure of. I'll work on mapping those out more thoroughly over time.

So, it's a weighted rock-paper-scissors. The "meta-game" tends to allow people to finish because double-kills are bad, which means that acting in the second tempo is the best action in most circumstances. But since double-kills are bad, that means the true best action is to just get out of damn measure and have both people settle into their stance.

I'm super frustrated, because this seemed like something that was going to be a cool thing, but it really just ends up being a frustratingly dead-ended rock-paper-scissors in which two draw conditions lend themselves to double-kills. Sigh.

Anyhow. That's all for now.

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