Setup
This may get a bit arcane, so I'll start by trying to layout some terms. The first one is potential energy. "Potential energy" is what you have when you have a flexed joint. The more flexed it is the more force/speed/energy you can release in a direction when you unflex that joint. I think if you talk to weight lifters they'll tell you that, that release of energy is "exploding". So, allow me to define that as a thing to. "Exploding", for the purposes of this bit of writing, is when you release your built up energy in any particular direction. "Momentum" I'll define as the energy/speed/force that contained in your weapon and your arm when you swing. Right then. Onward.
Tap / Commit
There's basically two kinds of shots you can throw. You can throw a shot that doesn't have the intention of connecting, or you can throw a shot you do expect to connect. A shot that you don't expect to connect needs to be very fast, and use almost none of your potential energy because you need to conserve that energy for a shot that you do want to have connect. An example of this kind of shot is tapping the top of a person's shield. Most of the time this shot won't connect, but it's also usually pretty low risk; it requires a straight throw so the distance the shot travels is minimal, and because it goes in a straight line the return to guard is also very fast. An example of a kind of shot that's supposed to connect is a wrap shot. There's a great deal of risk in this throw because if it doesn't connect it will take significantly longer for you to return to guard. However, the shot has a high chance of success if thrown correctly because it can arc around a person's guard.
When you throw a shot that's not supposed to connect I'll call that a "tap swing" or "tap shot" because of the properties mentioned above. When you throw a deep shots that's supposed to connect I'll call that a "commit swing" or a "commit shot". Part of the reason why tap swings are successful is that after they connect with the target area that they're aimed for they regain their momentum as they bounce off the target area with near the same amount of force that they came in with. In other words if you throw a shot and it hits something it comes back to you. When you throw a commit shot it's usually at the extent of your range and with the extent of your energy, those swings tend to simply stop moving after they've connected, requiring you to pull the shot back to guard on your own. Or in other words commit shots don't come back to you.
Tick Tock
One of the starting advanced shots that you can learn I've referred to as the "tick tock". You throw a tap swing on the outside of your opponents shield to cause them to move to protect their back and then you immediately flip your wrist, redirecting the momentum from the bounce back and re-accelerate the shot into a commit swing against the inside of your opponents shield. A tick tock is a pretty easy swing to throw once you get the hang of it. The majority of learning it is simply knowing how to conserve the momentum from the first swing so that the second shot is as fast as the first one. Once you've mastered that bit then you have to learn how to accelerate the second shot is faster then the first one. Generally speaking this is largely a matter of using your wrist and waist to give it more momentum.
While in this example the tick tock is a straight side to side shot you can use the same motion to also throw low to high or vice versa. For instance instead of starting on shield side you could start with your opponents leg and then try to snipe high for their arm or shoulder. You can also do the same thing low to high by using that same technique of a tap and then a commit swing by aiming first leg and then throwing a wrap shot over the same side shoulder. By using your body to move as you swing you'll generate more momentum for your shot, making it explode faster and getting it to a deeper angle then you would without the additional potential energy provided by your body movement.
Don't stop the beat
The thing that most people lose is that you don't have to necessarily commit to a one two punch the way that you would with a tick tock. You can indefinitely throw the initial tap shot and simply transition it's energy from one target location to another. As long as you hit something other then an offensive parry (in which they direct your weapon for you) you'll continue to renew the momentum in your weapon with every swing. If you continue to add your own momentum in each swing by accelerating the weapon with your body or your wrist the swings will go faster and faster until either it connects or until you throw a commit shot at which point you'll have to bring your weapon back to guard before you can begin throwing again. By leveraging that particular bit of knowledge I've learned to throw swings with one hand very fast, and with two hands can throw a perpetually increasing number of shots.
It's important to note that even though you can use this technique to throw shots very fast you'll also leave the hand that's swinging vulnerable to counter strikes while you're doing so. As a result you need to make sure that the shots that you throw are either very safe, or threaten a part of your opponent so that they have to block rather then strike. A safe shot is something like a blow to the top of the shield and a threatening swing is a throw to the outside of their shield aimed at their back. If you simply throw wildly, while leaving yourself exposed, first you'll lose the arm and then they'll kill you.
Not just your hands
This technique works fine with just your hands but if you first build momentum and then transfer it over to the rest of your body you can make the rest of your body move faster too. Especially when using red weapons the amount of kick back you get after you connect a solid swing often has enough momentum to move your entire body. If you can learn to utilize this extra energy to move and not just to throw swings it will mean that footstep for footstep you will move faster then your opponent. Learning to harness that extra energy to continuously be moving allows you to enter what we generally call a "flow" state. This particular fighting style is almost without form as you don't have any real kind of static defense the way you would if you weren't in constant motion. It's not to say that you don't put up a guard, it's just that it shifts and moves the same that you do.
As an added bonus, if you hit flow state whenever you go to engage someone you'll already have momentum that you can add to your swings, so they'll seem faster and be flung deeper then normal. Your ability to dodge is also heightened as your body moves farther away whenever it dodges.
It's not infinite
While you can build momentum with each strike and body movement there's only so much your body can house at any one moment in time. Too much momentum in any given direction and you'll simply lose balance and fall over. Physics, being what they are, dictate that if you can't use or redirect the energy you get on the kickback from impact it will simply reflect back the way it was going to in the first place. For instance, if you go crashing into a shield and you don't immediately spin off of it the only direction for you to go is back the way you came (assuming they didn't move). If you slam into a shield and aren't prepared to get thrown back then you fall down at which point a person hacks at your legs while you're stunned. But, if you're ready to get knocked back you can simply pull your heels up off the ground and keep your feet set. This will cause you to glide along the ground until the momentum that was imparted to you by that shield runs out. I particular love that technique because a person who resorts to aggressing with their shield by slamming it into you tends to leave their side vulnerable to attack, allowing you to get a quick kill so long as you can avoid being trampled.
The point being every technique has it's downsides. If you aren't careful as you build momentum the downside is that it will cause you to lose balance. Losing balance in turn will mean you're easy to knock around, predict, or hit because your guard will get out of place.
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