A “Guide” to Dueling (by Tempest)
General
notes:
From the
perspective of more skilled duelists, every guide that’s been made (videos or
forum content) has seemed like it’s been written to “teach beginners how to
duel beginners.” This is written in an attempt to help fix some of the problems
that are seen with those guides (and is simply how I’ve come to see dueling
based on how I’ve gotten better; also a reason why some of the points are not
expanded upon – I explain things in person when I teach to help prevent
confusion when things are mentioned in this way). This guide is also meant to
provide references to many of the different parts of dueling that many see as
mysterious (like how various parts of the system work) and to clear up
misconceptions about commonly debated things. It is also written in a manner
meant to help teach those who are starting from the ground up.
I’ve
organized the flow of learning into “lessons” for readability. I’ve also grouped
specific lessons into sections (section names bolded and marked with quotes)
based on how close they relate to each other (from my perspective). If you go
through with the intent and desire to learn/teach effectively, you should be
successful (based on personal experience with using this to teach people to duel
at least on a level to where they enjoy dueling in general).
Additionally,
a lot of dueling is about the mentality you have while you’re playing. If you
have the fundamentals to work with, you only need the thought process to put
them together in order to win (assuming you put everything together perfectly
and practice until you’re the best duelist) each duel. Anybody can learn the
mechanics and such, but the ones that learn how to apply them correctly will
always win given perfect play.
_____________________________________________________________________________________
Notes
for those wanting to learn:
The aim
is to provide a base for new duelists looking for somewhere to start learning or
for those who want to teach but don’t have any structure to follow. It is not written (specifically designed not
to) for those wanting to be spoonfed about dueling. Definitions of terms will
be italicized in a bullet point under the term.
You
won’t become a “great” duelist just by reading about dueling (or watching
videos on YouTube). It helps, but the only actual way to become better is by
taking the things you read/learn about and actually putting them into practice.
_____________________________________________________________________________________
Notes
for those wanting to teach:
A lot of
the points of this guide will overlap with others. While some details may be
similar (or even identical), there are always different perspectives that you
need to take in. There’s never just
one way to approach something.
Some of
the names used for terms may be different or the same as others. Not everybody
uses the same way to describe things. Make sure to read through the
explanations/definitions about each point before jumping to any conclusions
about trying to point out inconsistencies or false information.
_____________________________________________________________________________________
Table of Contents:
Lesson
1: Concepts versus Mechanics
Lesson
2: Circle of defense
Lesson
3: Factors of sabering
3.1. How
you defend (concepts/mechanics)
3.2. How
you attack (concepts/mechanics)
3.3. Your
movement during your attacks/defense
3.4. Your
timing during your attacks/defense
3.5. Knowledge
of dueling mechanics
3.6. Natural
skill
3.7. Adjusting
for ping/FPS differences
Lesson
4: Duality in all things
_____________________________________________________________________________________
“Dueling 101”
This
section is focused on going over the generalities of dueling and establishing
common terms used throughout the guide. Being able to understand the
information presented in this will get you a good starting foothold on dueling.
Lesson
1 - Concepts versus Mechanics
·
What
is a concept?
o
Something that is generally more
of an idea about how a part of the system works rather than a physical aspect
of it.
o
Walking
while swinging
§
Walking
while swinging generally gives better control over the flow of your swings and
helps prevent taking drains associated with running.
o
Not
“basing”
§
Basing
is a term that’s used to describe the common behavior that occurs in JA+
dueling where people are jumping around and swinging or running constantly
while swinging. Doing these causes your BP to drain rapidly or to never have a
chance to regenerate back.
·
What
is a mechanic?
o
An actual working part of the
system that can be seen and/or replicated at will.
o
Example: BP (Blocking Points) – The red bar on the HUD that determines if you’re
able to block incoming saber swings. Once you get low enough (generally around
1/3 of the total bar), it can be easier to be killed during your swings. Once
your BP reaches zero, you can’t block incoming swings at all. An important
thing to note is that you take much larger drains for getting hit while
running, jumping, or crouching.
Lesson
2 - Circle of defense
·
Finding
a “point of focus”
o
The
scale of defense
§
A
theoretical idea based on the positioning between you and your opponent.
Essentially, the farther someone is from you, the easier/more effective your
blocks are overall (and vice versa). Keeping this idea in mind can help you get
a solid sense of spacing throughout your duel. Starting at swing length would
be a 10 on the “scale” (being the highest level of defense) while being
adjacent to someone would be you at a 1 or 0.
o
7
points of contact (by direction of swing and where it hits on your opponent)
§
A
– Right to left horizontal at their left arm/ribs
§
D
– Left to right horizontal at their right arm/ribs
§
WA
– Forward and left diagonal at their left shoulder
§
WD
– Forward and right diagonal at their right shoulder
§
AS
– Backward and left diagonal at their left foot
§
SD
– Backward and right diagonal at their right foot
§
W
(special case due to hitboxes) – Downward vertical at their head
o
Body
hits versus Saber clashes
§
Body
hit – Where your saber makes direct
contact with the opponent’s body. There is a smaller visual impact effect
and quieter sound when a body hit is made. These are required to build AP/ACM
and to drain someone’s BP in general.
§
Saber
clashes – Where your saber makes direct
contact with the opponent’s saber blade. This is what happens when a perfect
block occurs. There is no BP loss associated with saber to saber contact.
o
Positioning
(being up close and personal versus the scale)
§
This
is mainly just a reinforcement of the scale of defense idea overall. You want
to keep your idea of where you position yourself related to how well you’re
going to be able to block possible attacks or how well you’re going to be able
to attack your opponent.
_____________________________________________________________________________________
Lesson 3
- Factors of sabering
When I
was originally thinking about how to write a “guide” about dueling, trying to
figure out how to break it down was a difficult task. Making it simple enough
to follow while keeping enough detail was the main concern that I had to deal
with initially. Eventually, I came up with the idea that turned into the seven
“factors” of dueling, which seems to cover everything while keeping it
understandable.
_____________________________________________________________________________________
“Your Foundation” / Dueling 102
You (the
learner or the teacher) can start with either of the two points (defending or
attacking). You’ll need to know both either way, but everyone that I’ve asked
when teaching has wanted to start with defense as the first part of their
foundation of dueling. Knowing one will help you understand the other either
way.
3.1 How you defend:
Mechanics:
·
Counters
(The swing and the “technique”)
o
The
swing - Attacking right after you block a
swing. If you do it correctly, there will be no windup animation to the
swing (very similar to a half swing, but performed off of a block instead).
This is most commonly an A swing (since it is the fastest overall).
o
The
technique – Not as much a mechanic as the actual counter swing but it is still
something that is constant. Once someone initiates a swing or has an animation
start, they can no longer perfect block. This means that if someone hits you,
they are then open to a body hit until the swing finishes.
·
Parrying/Canceling
o
Two swings clashing and neither
duelist losing BP
o
The
“swinging as blocking” strategy
§
In
addition to trying to block as best as possible in order to lose minimal BP
from swings, you can also use your actual swings as a method to prevent yourself
from losing BP. This works when two swings hit around the middle of the
animation of each one that was done. Preventing someone from getting body hits
with your swings while regenerating from blocking well is a very useful
combination.
·
Interruptions
o
When someone is hit during the
early part of the animation of their swing for maximum BP drain. This can also
cause the entire swing to “reset”, causing further possible drains from messed
up timing.
o
Why
they’re both offensive and defensive
§
The
main aspect of interruptions is that if you try to adjust your timing to
intentionally cause interruptions more often, it can rapidly drain someone’s BP
and put them on the defensive or get them low enough to kill them. This is
extremely useful if you’re at a disadvantage or if you are trying to get an
edge on your opponent.
·
Manual
blocking
o
Disarming an opponent
o
Performing
a manual block is done by clicking attack while holding block at the correct
time. If done successfully, your opponent will drop their saber and have to
wait a short time before being able to call it back. Generally (with
adjustments for higher ping as well), you want to try and manually block right
before their saber hits yours (it can look like you’re shoving the saber out of
their hand in certain circumstances).
Concepts:
This
almost had a section of its own based on its importance. Perfect blocking is
probably the most essential skill
that you can have for dueling with the current system. If you don’t know how to
block, you’re going to lose BP regardless of how well you can attack someone.
I’ve
divided perfect blocking (or “pblocking”) into five different “levels”. The
fourth and fifth “levels” are occasionally switched in terms of progression,
but knowing how to do both will add up to the same effect in the end (knowing
either one also qualifies as the current “standard” of perfect blocking as
noted in the description for what I put as the fourth). The “levels” of
blocking are described with a “what’s done” and “what happens as a result” below:
1)
What’s
done: You’re essentially standing still and doing nothing to keep you from
receiving body hits (looks like blank staring off into space).
What
happens: Almost constantly receiving body hits from your opponent. This isn’t a
very common problem, but I’ve seen it with enough newer players that I felt to
add it for progression’s sake.
2)
What’s
done: Keeping your focus on your opponent rather than just staring off into
space.
What
happens: This causes you to get some saber to saber clashes instead of
consistent body hits by your opponent.
3)
What’s
done: In addition to keeping your focus on your opponent, adjustments are made
with the distance between you and your opponent.
What
happens: Much more consistent saber to saber clashes and less body hits
received from your opponent (scale of defense concept applied directly in this
type of perfect blocking). This is what used to be the “standard” of perfect
blocking.
4)
What’s
done: While applying the previous type of perfect blocking, an additional
adjustment is made for the angle your opponent is looking at.
What
happens: Matching the angle that your opponent is looking at causes the sabers
to clash more “properly” (For example, if you’re both staring directly at each
other with a centered line of vision, the sabers will both clash at a perfect
180° angle with the correct timing. This adjustment attempts to mimic the
“perfect” default conditions for clashing, in simple terms.). This is the
current “standard” of perfect blocking in most circles.
5)
What’s
done: In addition to adjusting for the angle that your opponent is looking at,
an adjustment is made for the direction that their swings are coming from.
What
happens: In addition to mimicking the “perfect” conditions as noted in the
fourth “level” of perfect blocking, making this adjustment is mainly an
enhancement to the overall decrease in how many body hits you receive from your
opponent. Doing this will give you an actual
perfect block (both by observation and by mechanics/coding) almost every time (accounting for lag, human
error, etc…) once you’re proficient at it.
3.2 How you attack:
Concepts:
·
Body
hits
o
Scale
of defense
§
A
theoretical idea based on the positioning between you and your opponent.
Essentially, the farther someone is from you, the easier/more effective your
blocks are overall (and vice versa). Keeping this idea in mind can help you get
a solid sense of spacing throughout your duel. Starting at swing length would
be a 10 on the “scale” (being the highest level of defense) while being
adjacent to someone would be you at a 1 or 0.
o
Comparison
to saber clashes
§
Body
hits are the foundation of offense in dueling. They’re how you drain any amount
of BP from your opponent, build AP, or kill them in general. However, if you’re
getting saber hits on someone, then you won’t be draining BP or getting any
kind of advantage over the other person. Making sure you’re able to get body
hits consistently/more often than not is a key part of winning all duels.
o
Getting
“around” someone’s saber
§
Having
the goal of getting “around” someone’s saber can help you get body hits more
consistently. With the scale of defense idea in mind, you should be trying to
get one of the 7 points of contact while avoiding hitting their saber (so they
don’t get perfect blocks) as much as possible.
·
AP/ACM
o
Attack Points/Attack Chain
Modifier – As
you get body hits on someone, it builds your ACM (you can think of it like a
type of BP bar that you fill with body hits). As you receive body hits, your
ACM decreases (+1 for a body hit you give, -2 for a body hit you receive). Once
your ACM increases to a certain point, your AP will also increase, giving you
more BP drain per swing that you land.
o
Body
hits required for ACM to build into AP for each stance:
§
Red
- 4
§
Blue
– 9
§
Staff
- 7
§
Duals
- 6
§
Yellow
– 7
§
Perfect
blocked hits – Add 0.25 each
·
Nudge
o
The animation caused by being too
close to someone and having your saber touching them (slight bouncing)
o
How
it causes “instant” swings
§
When
any animation for a swing is started, it allows for certain swings to be done
instantly (typically the A horizontal). Knowing how to time the nudges can
allow for quicker swings more often, giving a slight advantage over your
opponent.
·
Combos
o
Doing two or more swings
consecutively
o
Exchanging
hits – It’s important to be able to do at least as many swings as the other
person does (typically three is how many swings are done). If you do less, then
they get an additional body hit and/or +1 to their ACM while you take an
additional -2 to your ACM.
o
Linking
swings
§
Knowing
how to link swings together is a fundamental part of dueling. The more ways you
know how to link them, the more combinations you understand how to counter as
well. A good thing to remember is that opposite swings (such as A to D or WD to
AS) are linked the easiest and/or fastest.
o
The
“two and one” strategy
§
The
easiest three swing combos (generally the most ideal is three swings chained
together) are either two horizontals followed by a diagonal or two diagonals
followed by a horizontal.
Mechanics:
·
“Half”
swings
o
A swing that does half of an
animation and as a result, does a swing that’s twice as fast as normal swings
o
How
they apply with combos
§
You
can do a half swing after any swing (as long as you aren’t already in the
middle of one), which allows for a lot of possibilities.
§
Delayed
swing timing – There is a window for doing a half swing that varies slightly
from immediately after a swing to a few moments following it. One of the main
ones that people don’t realize is that you can completely alter the timing of
your combo by changing between regular linked swings and doing half swings.
o
Drawbacks
(Versus blocking and countering in general)
§
Using
half swings repeatedly is an easy way to build AP or to get hits on someone in
general, but there are downsides to it (along with doing anything repeatedly).
Repeatedly attacking from the same side with the same swing makes it incredibly
easy to both block your attacks and to counter what you’re doing.
§
Simple
question to keep in mind: “If I only do one thing, how easy is it for someone
to come up with a way to beat me?”
·
Instant
swings
o
A swing that can occur after a
nudge from either sabers being close enough to cause the nudge animation or
from a slap animation with certain timing.
o
Initiating
combos
§
Using
an instant swing to initiate a combo can give less time for your opponent to be
able to react/counter you and let’s be on the offensive more often.
o
Use
in countering
§
If
you learn how to control when instant swings happen (at least somewhat
consistently), then you can use that to cause interrupts and out of the
ordinary timing shifts to counter what your opponent is doing.
·
Swing
blocking
o
Holding block after you initiate
a swing
o
Comparison
to non-swing blocks
§
Non-swing
blocks do an additional 40% BP drain compared to swing blocks. It’s not a
complete necessity to swing block on every swing you do, but knowing how to do
it consistently is a fundamental that is
a necessity.
o
Advantages/disadvantages
§
The
main purpose of swing blocking is to prevent yourself from being mblocked
(disarmed). However, this does give you less BP drain on your hits than
non-swing blocks.
§
One
side effect of trying to swing block a lot is that it makes you prone to
accidentally mblocking if you get into a rhythm of bad timing. This mainly
occurs when you are extremely close to your opponent.
_____________________________________________________________________________________
“Teacher’s Preference” / Dueling 103
The
points in this section are mainly based on the perspective of whoever is
teaching (since they’re rather vague/general ideas and depend on the personal
style of whoever is playing). There isn’t really much to go into specifically
other than that most of what relates to this section comes with time and
practice. Additionally, some of these are included simply as things to keep in
mind or to think about if you don’t already.
3.3 Your movement during your attacks/defense
·
General
positioning ideas
o
Scale
of defense relational positioning
§
Kind
of a review of things already said, but you should be keeping the scale of
defense idea in your mind while you’re positioning yourself (whether that’s
defending or attacking). It’s a rather underrated thing that can make a big
difference once you actively incorporate it into your dueling.
·
Footwork
o
Positioning
the saber (starting/interrupting animations)
§
You
have to be able to move around and get your saber into a good position for
being able to attack or defend on a constant basis. Remembering that a major
part of dueling comes from where you/your saber are in relation to the other
person is another underrated skill that can make a big difference.
o
Momentum
shifts
§
Being
able to move around and make a good situation out of a bad one is typically
what I call a momentum shift. Not only is it knowing how to hold out in a bad
situation to try and make a good one out of it, it’s also knowing how to keep a
situation that’s in your favor that way until you win the duel. Generally the
most common way to do either of these is to understand when to be aggressive,
when to be more neutral, and when to be on the defensive at the appropriate
times.
3.4 Your timing during your attacks/defense
·
Getting
in/staying in your rhythm
o
Bluffing
(varying when/how)
§
Knowing
when to bluff (it’s a small part of dueling that isn’t really
required/necessary to be successful but it can help) depends mainly on who
you’re dueling and their level of experience combined with how familiar they
are with you. There’s not any one way to do it or any one time you should
(important note to remember). Doing it at the right time can give you the extra
time you need to get back on your feet or give you a moment to get momentum
going in your favor.
§
The
first thing to know about how you can try to “bluff” your BP is to first
recognize what you do when you’re at certain levels of BP (what you do when
you’re almost at zero, what you do when you’re at half, and what you do at full
are good places to start). Knowing what you do at certain times (especially
with people that are familiar with how you duel) can let you throw people off
by giving them a false sense of security (when they think you’re low) or by
making them less aggressive (when they think you’re full). Also, understanding
what most people normally do when they’re at certain levels of BP (i.e. backing
off, playing more aggressive, etc.) can help you even further with creating an
illusion of false security/aggression when properly done.
o
Never
back down (the “aggressive-aggressive” problem)
§
This
is a concept that I want to emphasis more than a lot of others. One mistake
that I see both in newer players and more experienced ones is that once
something happens that puts them at a disadvantage against an (extremely)
aggressive duelist, they immediately play defensive. That’s not a bad thing to
do, necessarily, but when you stay in a defensive playing style against someone
that’s very aggressive, you often won’t ever be able to get momentum going back
in your favor. You have to be confident enough in yourself to not lose control
when you make a mistake and to keep on dueling how you normally do (this is
also a part of bluffing as a side note).
·
Reading
your opponent
o
While
this takes a bit of practice and comes mainly from understanding the main
concepts and mechanics, it makes duels much easier. Being able to find
someone’s habits during duels makes it easy to counter what they’re doing
(whether that’s just using certain movements, playing more
aggressively/defensively, so on). The main things to look for (from my
experience/observation) are how your opponent tries to block, how
aggressive/defensive they are, any repetitive combos that are done, and (a bit
more advanced and harder to see generally) to see if they understand how to
compensate for disadvantages such as ping delay (a lot of these types of things
aren’t verbalized for the most part but you can always ask if they don’t use a
mouse, are having FPS problems, etc…).
·
Adapting
to your opponent
o
Know
when to change what you’re doing
§
While
it is good to get good at doing certain things (being exceptional at
countering, manual blocking, or any number of things), they won’t always work
in every circumstance. Having a wide enough variety in your dueling is very
important for when you (and you will) duel someone that plays in a way that
your normal routine just doesn’t work at all. Small changes to what you are
already doing can work, but sometimes it does take an entire shift in
mentality/playstyle to deal with certain individuals.
3.5
Knowledge
of dueling mechanics (slight review in some regards)
·
Swings
versus swings (clashing and importance of swing timing)
o
Understanding
how key timing is to dueling is one of the most important parts of dueling
itself (and most people don’t have this). From determining when an interruption
will happen, to who wins an exchange of swings, timing is everything. The idea
to understand is that the earlier someone is hit in their swing, the larger
drains they will receive (while being hit early enough causes an
interruption/reset along with high drains).
·
The
“Doing X action against Y action at Z time” idea
o
“There
is no one way to approach dueling”
§
A
common misconception (especially among newer players) is that there’s some
secret combo or magical mechanic that will make them a better
duelist/automatically better in general. This is false. There are many things
that can all factor into your skill, but there’s not any one thing that is
going to guarantee you to win each time.
·
Understanding
what works and what doesn’t
o
Emphasizing
adaptation
§
Going
back to the concept of adaptation for a moment…You have to understand as many
mechanics/concepts (whether from reading or experimentation or both) to be able
to adapt to what your opponent is doing on a constant basis. Without that,
you’ll just be doing the same thing against everyone and when it fails, you
won’t understand why/how to change to stop it from continuing.
·
Combining
concepts and mechanics
o
Going
hand in hand with each other
§
Another
reiteration of previously mentioned things that needs to be emphasized again…You
need to understand both the conceptual things in dueling and the mechanical to
be able to reach your full potential.
·
The
“Play to win” mentality
o
Do
what works
§
When
it comes down to winning, you should do what you know how to do well to give
you the best chances of winning. Trying to do stuff you learned ten minutes
prior against someone that’s competent isn’t likely to work out well. However,
practicing new things against competent players is the best way to know that
you’re able to do them well enough to always be reliable.
3.6 Natural skill
·
Timing
o
Some
players will naturally have better timing (usually people that play a lot of
games, not even competitively, will have a better sense of timing that can
transfer over to MB2). That’s just a fact of how things work. However, the more
you practice something, the better you get at it. For example, if you want to
get good at certain combos, you have to practice them over and over until you
have the timing down precisely. That’s the process for improving your timing
with everything (practice, practice, practice).
·
Reflex
o
Good
reflexes are an important aspect that I think goes along with timing rather
well. Being able to block sudden swings or do correct swings when needed
without having to think it through is a very noticeable difference I’ve seen
between many players of equal technical/mechanical skill. Even with equal
technical/mechanical skill, one could dominate the other simply because they
can do more (possibly better) things on reflex.
·
Instinct
o
A
kind of subtle addition to reflex, if you have a solid foundation with
mechanics/concepts (and any other number of things that can make you a good
player), then your “dueling instinct” will be able to do the things that you do
best throughout each and every duel.
·
Reaction
time
o
Also
one of the more important things alongside timing (that also takes in
instinct/reflex into account). Being able to react quickly with the best
possible option is also a skill that can set players equal in everything else
apart by a large margin.
3.7 Adjusting for ping/FPS differences (more
theoretical with some observable parts though)
·
Changing
your timing
o
Ping
ranges (1-45, 45-85, 90-125, 125-150, 150-200, 200-215, 215+; personal opinion
for the most part)
§
I’ve
personally seen how much ping can make a difference in dueling (both for the
person lagging and the person dueling against the one lagging). The ranges I’ve
listed are typically the ones that I’ve seen have no problems in timing or
having to adjust at all.
§
Generally,
if there’s a 50 or higher ping difference between you and the person you’re
dueling, you need to think about what you
need to do to adjust in the duel.
§
Important
tip: If you have a lower ping/higher FPS, you can generally be more aggressive
because your inputs will be faster and recognized better (in my
opinion/logically) and vice versa as well.
o
A
note for extra caution: If there’s a situation where one (or both in rare
cases) where you have large ping/FPS fluctuations, you need to take extra care
when you go in to take swings or when you try to react. Trying to do too much
with a lot of fluctuating going on can end up with your timing shifting
randomly (i.e. going from 50 to 150 ping suddenly) and you losing large chunks
of BP from bad inputs as a result.
·
Re-working
your approach
o
Differences
in American and European dueling mentalities
§
A
way that you can improve your dueling without actually learning anything new mechanically/technically
is by looking at different groups (whether that’s a pair that duels often or
the other half of the dueling “community”) that duel often. I personally
learned a lot just by going and watching people duel on the EuroDuelArena server
and seeing what differences there were compared to Glowstick Nation or Honor
Duels (quite a lot as a side note). Simply observing or asking is all it takes
to improve or learn something new that can make you better (there’s no harm in
asking!).
·
Conscious
efforts to change how you duel
o
While
this partially applies to the adaptation idea, it’s not solely tied into that.
If you notice that something is harming how you duel (whether that’s having
cold hands, being sick, having bad internet, etc.), then you need to figure out
what’s happening and fix it as best as possible. Trying to duel your best or
practice new things can’t happen effectively if you physically can’t do inputs
or your equipment (mouse/keyboard) doesn’t work properly, as an example.
·
Consistent
changes
o
Adaptation
and integration
§
Not
only is a part of dueling about adapting and changing what you do, but you need
to keep the changes that help your
dueling. This can be difficult, but it is very worth it (speaking from personal
experience). This can happen via having mechanical errors pointed out, seeing
how something negatively affects you, or just repeating something over and over
until you develop/replace muscle memory. It depends entirely on the individual.
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“A Personal Touch”
This
short section is about something that’s always been a foreign idea to those
that I’ve discussed it with. I think that once you’ve gotten a solid
understanding of your offense, defense, and everything else that relates
between the two, you’ll have a full understanding of the system (not knowing
just one or the other is always sufficient). I believe that when you reach that
point, you’ll understand the idea of “duality” in all things.
Lesson 4
- Duality in all things
·
Offensive/Defensive
aspect to all things
o
Pretty
much the entire theory behind this idea is that there is a defensive part of an
action and an offensive part of an action. That can be apply to anything from
slaps, swings, positioning, the style you’re using, and so forth.
·
Seeing
both sides of an offensive or defensive action
o
All
it takes to see the offensive and/or defensive aspect of what happens is
thinking about how it affects you and how it affects the other person. An easy
example is how will your opening swing alter your positioning in relation to
your opponent (can be either offensive or defensive), what kind of hit
(saber/body) will it do (can be offensive or defensive, depending on intention),
and what kind of swings can/will you follow up with (can be offensive or
defensive depending on how the initial swing/positioning/etc went). Thinking
about things like that can improve your performance alone because having an
understanding of what your actions are going to do will naturally make you do
them better (if you think about it enough and actually apply it in your dueling).
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