Hello, friends!
This theory was developed over the years based on when attacks did and didn't work, with my longer sword. I stepped away from working on it for a while, because I didn't see its potential as a universal method for executing swords. Previously, I had only understood it in terms of its applications for attacking. As I've worked with shorter swords and in different styles, I've started to see how it applies to defense as well.
So, let's get started.
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First - a convention. If two fencers are described, they will be Alexandra and Zachary. Alexandra will be on the right and doing the "correct" thing, if there is a correct and incorrect thing. Zachary will be on the left and doing the "incorrect" thing. Alexandra uses feminine pronouns, whereas Zachary uses masculine pronouns. Unless mentioned otherwise, they are both right-handed.
(I choose these names because Thibault uses these same conventions, except that women are under-represented in a fencing context, so Alexander is now Alexandra.)
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SWORD ANATOMY
There are three parts of a sword that matter, for our purposes. I will call them
key points of the blade.
- There is the hilt and quillons or hilt-point.
- There is the point in the middle of the blade, or mid-point.
- There is the point on the blade about six inches from the tip, or tip-point.
(I will be happy to describe how I chose these later. Stay with me now.)
Beyond that, we can ignore the rest of the blade for the time being. Our aim here is to reduce sword interactions to a simplicity that allows them to be considered in-combat.
The contact of two swords can be described by where on each sword they either touching or near.
(The meaning of "near" is left deliberately squishy. If you need a number, it's something like within six inches. Close enough to a part of their sword, usually their hilt, that they can't easily place the middle of their sword on your sword without a large arm movement.)
So, if Alexandra parries Zachary's thrust with the middle of her sword, you might say that her
mid-point is
touching Zachary's
tip-point. Or, for shorter terminology, her 2 touches Zachary's 3.
Similarly, if she places her tip on Zachary's hilt, we would say her
tip-point is
touching Zachary's
hilt-point.
If, as Thibault advises, she places her sword under Zachary's, we could say that her
tip-point is
near Zachary's
hilt-point. In the particular case described by Thibault, where he wants your sword to be parallel to their sword, this would also mean that her
mid-point is
near his
mid-point, and her
hilt-point is
near his
tip-point.
This isn't necessarily the case - Alexandra's tip-point could be near his hilt-point without her mid-point or hilt-point being anywhere near his sword. We could define this exhaustively every time, but in general we won't because that wastes a lot of time and honestly, it usually is only important where one or two parts of their sword are.
In general, only one part of your sword can be touching one part of theirs. It's true that we can do silly things like lock their sword in place between our quillon and blade, but that usually limits our movement too much to be useful and should be avoided.
(Beyond this, the side of the blade that you are on or they are on is important, but not being covered in-depth right now. I'm hoping it will be obvious when we get there, but I leave this here for future-me to reference. In general, "side" is dictated by the direction, clockwise or counter-clockwise, that your opponent would have to disengage in order to get around your sword and stab you in the shortest and easiest path.)
(Beyond even this is "inside of presence" and "outside of presence", which is dictated by the line drawn from one of the three points on your opponent's sword to an arbitrary point on your body, and whether that line is intersected by your sword. So if your sword isn't in the way, that part of their weapon is "inside of your presence". Otherwise, that part of their weapon is "outside of your presence".)
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We only want to consider three points on the sword because humans have a limited reaction time, determined by the number of options available to them. Most Spanish systems have at least eight divisions of the blade. If we want to exhaustively enumerate the ways blades can interact, that means we need to multiply our blade's divisions by their blade's divisions, resulting in 64 different relationships. This is before mentioning distance, timing, off-hand usage, or anything else.
In order to be able to react, we need to simplify things. Three times three is nine, which is a reasonable number of things for someone to keep in mind in a fight.
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ANATOMY OF AN ATTACK, Part 1
Our sport begins with attacking. We win by stabbing our opponent, and we prevent them from winning by defending ourselves from attacks. The basic attack is a simple thrust, in which we extend our arm toward our opponent and hope to hit them.
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ANATOMY OF A DEFENSE, Part 1
The basic defense is a parry. Intuitively, this is easy to grasp - we push their sword such that their blade will pass by us. Generally this is done to one side or the other. Simple, right?
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ANATOMY OF AN ATTACK, Part 2
Attacks, however, are harder to stop than that. Our opponents can confound our defenses in several ways.
- They can slow their attack or pull out or move through, allowing our parry to sail uselessly by, and stab us when our sword has gotten out of the way.
- They can take advantage of the fact that the sword is a line connected to our hand, disengaging below our sword, getting to the other side of our weapon in that way.
- They can travel with our parry, pushing their hand out and rotating around the middle of their blade such that their tip can point at our body again, while their blade yields around our defenses.
- They can use their sword as a lever, placing a part of their blade closer to their hilt on a part of our blade farther from our hilt, allowing them to exert more force and push through our parry using opposition.
- They can attack to our hilt's slowness, taking advantage of the fact that the hand is slower than the wrist and thus batting an attack out of the way with your hilt or the strong of your blade will likely not complete before they stab you.
- They can use a combination of any of these methods.
In general yielding around is only applicable at middle range or closer.
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TERMINOLOGY
profile - This is the shape of your body, with respect to their weapon. "Out of our profile" means that they can't attack us without their sword beating against our sword.
control - This is a weird one. It's generally used in terms of two points; "my tip point controls your hilt point". It means that, if you draw a line from their point to the edge of your profile, that particular one of your points is somewhere in the middle of that line. This means that part of your sword presents an obstacle to your opponent's sword becoming "in your profile".
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ANATOMY OF A DEFENSE, Part 2
That sucks to have to deal with! But it's not impossible. At a base, we want their blade to be out of our presence or too far away. In addition...
- To counter pulling out, we follow their sword with ours, making sure to maintain contact.
- To counter disengages, we move counter to the clock-direction they are moving their sword.
- To counter yielding around, we either move our body forward or pull our sword back to force their defense wider.
- To counter opposition, we gain stronger opposition and rotate ourselves until our opponent over-commits away from our body, at which point we leave the bind.
- To counter attacks to slowness, we push with our hilt or void with our body, or use a faster part of our blade to defend.
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ANATOMY OF AN ATTACK, Part 3
Most people gain the ability to deal with the above techniques relatively quickly. It's not easy, but people usually gain an intuitive sense of what does and what does not work.
At this point, things get more interesting. When people see others defend, they realize that defenses can leave openings. So they start launching false, feint attacks, to take advantage of the openings that their opponents leave.
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ANATOMY OF A DEFENSE, Part 3
At this point, the fencer realizes that committing to defenses too much results in holes and flaws in their guard. As well, there are ways to make the various types of attack take longer or be more predictable, allowing more time to execute defenses.
- Pulling out requires pulling back from your blade.
- Disengaging requires moving around your blade.
- Yielding around requires you not having contact with their mid-point or their tip-point.
- Opposition requires their hilt-point or mid-point to touch your mid-point or tip-point.
- Attacks to slowness require their tip-point to be near-but-not-touching your hilt-point.
These act as tells. Further, we can look at the actions that will lead to these requirements being fulfilled.
- If they don't have contact with your blade, they can more easily disengage or yield.
- If you have opposition on their blade, they can more easily yield around.
- If your blade is across your body, they can more easily attack with opposition.
- If their hilt-point is blocked from being in-presence by your hilt-point, they can likely attack to slowness.
So we want to stop them from getting into these positions where they can do these things.
- To deal with pulling out, we
need to make sure we always control their blade deeply enough that we have time to
react if they try to pull away. This place is the tip-point or deeper.
- To
deal with disengaging, we need to make sure that, in order to
disengage, their tip has to move a very long distance, to allow us time
to react appropriately. This means we need to either have contact with
their blade, or our mid-point has to control one of the points of their blade.
- To deal with yielding around, we
need to make sure that we control either a point far enough toward their hilt that
their yield can't hinge appropriately, like the mid-point, or a point close enough to
the tip that they can't come on-line, like the tip-point.
- To deal with opposition, we need contact with their blade so we can react in time, or we need our hilt-point to control their mid-point.
- To deal with attacks to slowness, our hilt-point needs to control their tip point or their hilt point, but not both, unless we also control their hilt point. This last scenario would allow us to void if they try to take advantage of slowness of our hilt.
All of these only matter when we get close enough that our opponent can, with a small lunge, strike us.
This
is all doable and doesn't conflict with itself. In general, it means
that we want contact with their blade, and we want to have one of the
points of our blade intersecting the line connecting one of the points
of their blade to us.
In practice, this means that as long as one of the key points is touching one of the key points of their blade, we're safe enough.
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ANATOMY OF ATTACK, Part 4
At this point, the game becomes making your opponent fail. We do this with compound attacks and feints. The easiest way to do this is to feint to one side of your opponent's blade, then disengage and attack using one or more of the above principles, to one of the key points of their sword.
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ANATOMY OF DEFENSE, Part 4
At this point, the game becomes not allowing them to do this. Their attacks create weaknesses in their form, depending on what way they attack. These weaknesses can be taken advantage of in the following ways.
- Pulling out gives you free reign to approach.
- Disengaging allows you to choose where on their blade the re-engage happens.
- Yielding around allows you to win opposition and approach.
- Opposition means that they need to approach or they will lose.
- Attacks to slowness can be either voided or cleared with a wide sweep of your sword, allowing you to win opposition.
Beyond this, it's your game to win.
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A brief interlude.