Friday, December 25, 2015

Force profiles

A repeat of a discussion I had with another fighter over practice.  The question asked was "what is the point of using a heavier weapon?".  The short answer is the force profile.  That's vague, I know, so let me break that down a bit.

Force


F  =M*A is the equation that tells us exactly how much force is exerted on an object by another object.  It stands for Force is equal to an object's mass, times it's acceleration.  If you can get an object moving faster it will hit harder.  If you get a heavier object it will hit harder then a lighter object swung at the same speed.  Since the numbers are multiplied jumping either of them significantly will lead to a big jump in the force generated.  Generally speaking the differential between a "slow" swing and a "fast" swing in belegarth is pretty marginal, so assuming that you can get a heavier weapon moving, that's the best way to generate the most force from any particular swing.  Using correct body mechanics (like using your hips) will also generate significantly more force.  A weapon that's heavy but still light enough to swing at your maximum velocity will have a heavy force profile.  A weapon that's light so even when it's swung at your maximum velocity it still doesn't have much force has a light force profile.  Using the information in this paragraph you can mess with speed generated from good body mechanics and weapon weight to do what you can to generate either a heavy or a light force profile from each swing.  From here on out I'll just talk about a heavy or a light swing.  So refer back to this paragraph as necessary.

Attack

Heavy swings have some pretty obvious downsides, but like anything else in bel, it's not without it's merits.  Neither a heavy nor a light swing is inherently superior.  They're both just tools in your tool shed.  They both have their place if you know how to use them right.  A light swing typically has more speed then a heavy swing.  If you're trying to throw a very accurate shot, or you're about to combo it into another swing because you're building momentum then a light swing is great.  The downside of a light swing is that it's pretty easy to block, and it's also easy to redirect or swat away if the person does an offensive parry instead of a standard block.  This becomes increasingly true of stabs, where the lower your force profile the easier it is to evade.  That having been said, there's a feint where you stab for torso, they block aside and then you flip your wrist into an arm strike.  When going for that particular feint a stab with a light force profile is what you'll want.

A heavy swing tends to be slower moving then a light swing because, for the most part, it involves using a heavier weapon to really generate the kind of force that you'd need for it to matter.  A heavy swing can often blow right through an opponents blocks.  This is becoming even more true, as more people in bel are starting to use min-weight weapons, even when it comes to reds.  A heavy swing can either go through a block into the target area that's supposed to be protected, or can just disarm the person if they aren't prepared for it.  When thrown as a wrap shot this also usually means more angle on the swing, leading to a higher rate of success.  Thrown as a stab it is going to be very difficult to block or redirect, but, if you miss it's going to be a while before you'll be able to return to guard.  Generally speaking the downside of a heavy shot is going to be that you can't quickly transition into a guard or a second strike and depending on how you throw the shot you may telegraph what you're about to do, giving your opponent more time to react.

A quick additional note on how this effects red weapons... If the heavy swing was a red swing aimed at a shield and someone punch blocks it, this is often the kind of thing that will crush that individuals hand.  Most people only make the mistake of punch blocking a red swing once.  That having been said, as more fighters switch over to lighter and lighter reds it's reaching the point where even red swings can have light force profiles making it possible to safely punch block.  Generally speaking people, don't punch block reds.  If you think it's coming in light and you're wrong, your mistake may mean either the end of your fighting day or a rather serious injury to your hands ESPECIALLY if you aren't wearing gloves.

Defense

A heavier weapon tends to mean much higher defense then a lighter weapon.  The downside of a heavier weapon is that you won't be able to move it quite as fast as a lighter weapon, which means that blocking things at extreme angles is going to be much more difficult.  The relevant metric here is that in order for someone to move your gear out oft he way to get a swing in, they need to impart enough force into that piece of gear to get it moving.  The heavier that piece of gear is, the more force is required to move it.  The lighter that piece of gear is, the easier it is to move.  That having been said your opponent can always try to get you to move that bit of gear for them.

In the case of a shield, having a heavier board makes it much less susceptible to shield manipulation (the process of using one shield aggressively on the other shield to create an opening).  Having a heavier board also means that if you use shield manipulation on an opponents board the effects of this aggressive shieldwork will be magnified.  A heavier shield will also do a better job of absorbing strikes from things like reds and spears, which will sometimes seek to open a shieldsman up by knocking the shield around.  The downside to having a heavy shield is that it takes longer for you to move it, resulting in lower defense against fleet of foot fighters throwing wrap shots.  It also means that if someone can get you to bite on a feint you are even more likely to get hit by the subsequent swing because it will take you longer to recover from your mistake.

Having a heavier melee weapon is going to make you less susceptible to melee strikes, but potentially more vulnerable to stabs.  Especially against an opponents red weapon, having a heavier weapon yourself will give you a fighting chance of warding of their heavy swings.  It will also mean that you can get the block without having to rely on a punch block, which, as mentioned above, is potentially hazardous to your health.  I have a particular heavy stick I use as a down stick when I take a shield into a siege that I use to ward off red swings if my shield gets broken.  A heavy melee weapon can also mean that the effectiveness of your offensive parry is magnified.  The differential between the weight of your weapon and your opponents force profile means that when you deflect their weapon away from you it will travel farther then if you had a lighter weapon.  The reason why a heavier weapon will make you more vulnerable to melee strikes is because when trying to deal with a stab the most important aspect is not, how far away you can deflect the stab, but rather, how quickly you are able to deflect the stab.  If you're doing it correctly you only need to redirect a stab a few inches to make it miss and having extra deflection won't do anything else for you.  In fact, ideally, you get a stab to slide straight past you, deflecting it only enough to make it miss, while allowing it to pass by you, thereby increasing the amount of time it takes your opponent to return to guard.  Having a heavier weapon means that, in many cases, you're simply dead before you have the opportunity to deflect the strike.  Assuming you do manage to get the deflection you'll often give your opponent back some of their momentum, making it easier for them to turn the missed stab into another shot.

Balance


Hopefully I've shown you some of the merits of a heavier weapon and you can see how the decision to use a light or heavy weapon isn't completely one sided (or if you're more advanced, the decision to throw heavy vs light swings regardless of weapon weight).  A light weapon/swing is nice if you're a person who relies on speed, combos, momentum and shot selection to take your opponent apart a piece at a time.  A heavy weapon/swing is going to give your shots a much higher chance of going through your opponents defenses - crushing their guard to land the hit, wrapping at a more extreme angle to bypass a guard, being a stab that's more difficult to stop or simply allowing your manipulation of your opponents gear to be more effective.  A heavier weapon generally speaking will also do a much better job of absorbing swings, even though it also leaves you more vulnerable to feints.

Thursday, December 24, 2015

Expanding Other things

After much delay I'm going to restart the project that I had initially kicked off as a one shot attempt to get a training manual built of all the things I knew.  As it turns out, that's way too damn much to write down in one go.  I got as far as a bunch of basics, some intermediate skills, a few weapon specific advanced things... and then I was something like 60 pages in.  I decided at that point to cut myself off so that I could actually finish.  The idea was to then start adding additional bits and pieces as addendums.  The first one was going to be a list of drills that I've used over the past 10 years to teach people different bits and pieces of body mechanics.  So that will be coming soon.  I'll set it up as one or more posts and also load it into the google doc for the book of rift which you can get to here.  Next up I'm going to start in on the florentine manual since several people have been asking me to teach them and I've been spread a bit too thin to really do a good job of that.

I'll note, now that I have a blog to do so, that if there are any people out there who are some kind of artist or can process text well to proof read, all of the stuff I've written so far is in bad need of visuals and proof-reading.  I suspect by the time I get done with the the next two addendums that will remain the case.  So... if you are one of those people and you would like to help please get in touch.

I've spent some thought on possibly also making video recordings of the stuff I've developed for training so far.  I've got a volunteer for helping me with that... I just have to find the time to actually invest in it.  So perhaps that will be coming sometime in February since this and next month will be kind of frantic for me.

Finally, Merry Christmas (to anyone who celebrates).

Thursday, December 17, 2015

Metrics

Math.  Literally things to factor in that, at least in my opinion determine a person's success or failure out on the field.  Depending on a weapon and their job, there's a lot of different things that one could value.  This post is ALSO in response to a serious foam fighters post.  All of these equations are TOTALLY made up and have no basis in anything.  Just spitballing.

Dueling Ratio


( (1ST / SL) + 1/2(F / FF) - (2(SL / ST) + 1/2(F/ FF))
ST shots thrown
SL shots landed
F Feints that were successful
FF feints that failed

Basically your hit ratio is what matters the most based on how successful you are at getting your shots to connect but by successfully getting your opponent to bite on fakes you either create openings for yourself or on a bigger field, another person so those matter too.  Your overall success or failure should be something you can compare to their relative success or failure.

Individual Contribution to a Field Battle


(2K + 1L) - (2D + 1L)
K 2 points per kill,
L 1 point per limb
minus
D 2 points if you died
L 1 point per limb taken (stabbed or slashed) otherwise.

Theoretically this means that taking one opponents sword arm and another opponents leg is about as valuable as finishing off someone who is already injured.  If you do nothing and die you have a negative contribution, if you kill someone an die you have a null contribution and if you kill at least one person and don't die you have a positive contribution.

Field Battle Team Analysis


(1FK, 1AK, 3Br, 2 Fla) / (1F, 1AK, 3B, 2Fla)

FK 1 point for killing an enemy flanker as this either helps you win the flank you're on, or is the act of counterflanking
AK 1 point for taking out an enemy archer while there's still a line
Br 3 points for breaching the enemy line by breaking through a hole in the line
Fla 2 points for successfully maneuvering yourself or your group into a good flanking position that causes the enemy line to crumble
over
1 point every time a flanker makes it past your line
3 points every time your line gets breached
Fla 2 points every time your force gets flanked

So basically your metrics for success as a group depends on how well you were able to win the flanks and maneuver, while taking out key objectives over the enemies ability to do the same.

Weapon specific


Redsman


2 K + 2 S + 1 L
2 points per kill, 2 points per broken shield, 1 point per legged opponent

-> Since there are already metrics for comparing an individuals skill this is more a useful thing when trying to decide between reds, who is more effective at being a support weapon based on the things they can do that would matter.  Breaking a shield on a line is as good as getting a kill because a person deprived of all of their protection has no hope of defending themselves from multiple opponents.

Spear


2K + 1L
2 points per kill, 1 point per leg

-> Pretty much same as above, except that spears can't break shields.

Archer


5L + 2P + 1K
5points for leadership, 2 points per polearm, 1 point for everyone else.  Nothing for limbs.

Greater than?

The question was posed on serious foam fighters, what weapon sets counter other weapon sets, assuming equivalent level of skill.  The question sort of went sideways but the gist of it is, what tools are best for specific gear sets.  So here are my answers.

vs Sword and Board


By far the most common weapons set sword and board sacrifices reach and offense for better defense.  Wrap shots, generally speaking, are the best way to kill a S&B fighter which makes flails a good weapon of choice to hunt them.  The larger the shield the more effective wrap shots become.  The same set of thinking is true for reds, which are also a good thing to hunt a shield with (though this goes better with support).  Spears, as long as they are supported, tend to do a good job at taking them apart as well as they can work angles to bypass a shields defense.  Shields can also be taken apart by legging and then getting angles as many shield fighters haven't learned good footwork.  Trying to snipe shields with an archer can also be extremely effective if they're engaged with someone else as this distraction leaves openings and makes it so that the aren't still necessarily watching for incoming fire.


vs Florentine


Florentine fighters tend to be weak against stabs.  I'd pick archery gear as my first choice then a spear armed with a secondary.  While a polearm certainly has an OFFENSIVE advantage they are potentially at a DEFENSIVE disadvantage because they can get rushed.  Failing to immediately get the stab or take a leg the polearm is then in serious trouble.  I generally recommend taking a support for the polearm if they're going against a florentine fighter.  A secondary weapon on a spear largely negates this disadvantage as you can sill block and strike should the close.

vs Polearms


Polearms trade range for defensive ability which means that anyone who can close that gap represents a significant threat.  As any polearm your primary threat is going to be archers because they take away your one advantage.  As a spear the biggest threat is a shield as they have the highest defense so being able to throw shots quickly does less for you.  As a redsman your biggest threat is a florentine fighter as 1) you cannot destroy the thing they block with (unlike a S&B fighter) 2) because they aren't carrying very much they typically can engage very quickly once you miss 3) once the florentine fighter closes they can throw many more swings then any other weapons set.

vs Archers


Archers can't melee so that's the pretty obvious disadvantage.  Their counter is pretty much anyone with a shield.  They also tend to get picked off by flankers (including florentine fighters) due to having their eyes on the line in front of them and not the flanks.

Serious foam fighters

If you are reading this blog to become a better fighter and you have facebook... then you should join this group - https://www.facebook.com/groups/248802771912296/.  Lots of good random theory on stuff.  Going to do a few quick posts in response to questions that were on there where I didn't feel like writing it into a comment.

Friday, December 11, 2015

Juxtaposition

Agency


This sport functions largely without referee's and largely without a well written book of legalize in order to keep us all in line.  The reason for that is because theoretically we're all supposed to be honorable people.  It should mean that when you have a problem with someone you can go talk to them about that problem.  We're all human beings and so hit communication is important.  In an ideal situation as one person throws, the other communicates what feedback they received from each swing, calling out what happened so both people are on the same page.  In an ideal situation mistakes are handled in the moment, where one fighter communicates to the other that a shot was late, or that they're dead, just as soon as it happens.  If something goes awry then that gets discussed and handled instantly.  The problem being, things are rarely an ideal situation.  In the midst of a heated melee people make the kind of mistakes that would be rare for them to make in a one on one duel.  In addition to having more things going on, your ability to communicate to one individual in the midst of an army is going to be severely limited.  But depending on who you are you may be treated differently when this happens...

The novice


No matter what particular skill set you have, when you start at being a belegrim you'll be a novice.  Skills even from other sword arts don't necessarily translate correctly because either the hit locations that are valid have changed (kendo, fencing, SCA, rapier) or because the hit thresholds are entirely different (LARP, aamptgard).  Sometimes there are assumptions that are made that don't hold true anymore; in fencing you learn to fight in one straight line.  Belegarth, by and large is all about stepping to either side of that central line to get yourself shots that will hit.  If you've only learned how to move forwards and backwards in a straight line you'll be outmatched very quickly.

Due to your period of adjustment there's going to be some time where people are aggravated with you for some or other reason.  At first it's small details like putting the tip of the sword on the ground (especially if it's a loaner) and then leaning on it, as this is a sure fire way to help work the pipe through the padding faster.

Sometimes it's issue of communication; either you don't speak up about what happened, or you don't communicate dead well.  I have been repeatedly killed by people who, at least in my eyes, looked very much like dead bodies at the time I turned my back on them.

Sometimes it's an issue of processing, because it takes a while for a new person's brain to track the damage from the hits they've received they freeze while they process the hits.  As a florentine fighter in particular... it's not unusual for me to throw many shots.

Sometimes the issue is that the person's hit threshold is off; either for throwing shots or receiving them.  Either they are afraid to hurt another person or they simply don't know how to generate enough force and as a result they can only throw light shots.  Sometimes a person's hit threshold is too low (though that's much more rare) and as a result they take anything that connects.  Other times the reverse is true, and due to doing some other version of a sport they only take the kinds of hits that leave bruises.  While it's true that there is no maximum force in belegarth there's also a rule about safety coming first, which should mean that striking with enough force that you will almost certainly bruise and possibly injure someone is against the spirit of the rules even if it's not directly in conflict with the letter of the rules.

During your tuning period I've found that the majority of individuals are pretty understanding (at least in the places where I've been fighting).  If a person makes a cultural mistake like putting the tip on the ground, or using someone else's gear without asking the community as a whole tends to react pretty quickly, but also pretty nicely.  A warning is usually given, along with an explanation of why that particular thing they did was bad.  The situation gets resolved and life moves on.

When it comes to an issue about hit taking (at least out here in California) people are quickly encouraged by their peers to be vocal about the feedback that they feel from hits so that their opponent knows what's going on.  If a person's hit threshold is too low or too high that also tends to be adjusted pretty quickly, with a quick demonstration of the right amount of force.

If there's an issue about communication then it's also usually addressed pretty quickly.  People who have a history of suddenly being animated corpses get taught to either display dead correctly, or step off the field when they are deceased, leaving no further room for misinterpretation.  Repeat offenders usually find out the hard way that not looking dead in a pitched battle is a great way to get hit repeatedly by whatever forces are passing by because they want to make sure they don't get backed.

Generally speaking, whenever there's a problem with a new person folks are polite and communicative.  The assumptions being that they're new so they don't know any better and that we want to keep them around so having manners is important to keep them.

The vet


The veteran isn't necessarily a person who is great at the sport.  The vet is just a person that the rest of the field recognizes as a fighter who theoretically knows what they're doing.  Whenever that person makes a mistake, it's assumed to be the act of conscious ill will towards their opponent.

If a vet makes a cultural misstep there's often a knee jerk reaction to demonize them.  Stop that.  If a vet picks up someone else's gear because they think it's a loaner there's no sense in getting angry with them.  Simply let them know it belongs to someone else and most vets will realize their mistake and put it down.  Sometimes they'll loot gear from the field.  If someone loots your gear and you don't want them to, you can simply call personals before they pick it up.  ...Try to avoid doing this AFTER they've already run off with your gear as doing so will almost certainly get them killed.

If a vet fails to communicate what's going on, because they never learned early, or because where they learned to fight didn't prioritize that as a relevant skill for them to learn, then the assumption becomes that they are cheating.  Simply not taking hits that their opponent can tell are landing (nevermind that it hit shield, pommel, hand on weapon, skiffed a bit of pant leg, etc).  In most cases I've seen the approach to this vet who doesn't communicate is to 1) assume they're cheating, 2) hit them harder, 3) talk shit behind their back about what a cheater they are.  If you've ever been that person... stop that.  Just because a person doesn't communicate well doesn't meant that they're cheating.  Talk to that person and be proactive because they are not.  Ask them what happened, or simply hit them again until they call dead.  But don't start trying to wail on them just because you don't know what happened.

Sometimes, even as a vet, especially one that's surrounded or just dealing with a lot of shots being thrown at them, it can take a vet a while to die.  I have seen COUNTLESS times when a person's adrenaline gets going and they jump into a line, only to die six or seven times while they're still swinging.  While that's generally inadvisable, this is part of what we have heralds for.  Sometimes a person literally just can't feel a shot that was perfectly good, or feels that shot but not until much much later compared to when it was thrown.  Use heralds, communicate to that person that they've died, and move on.  Again, use your own agency if that person fails at using their agency.

Sometimes vets hit thresholds will be off for a field.  They'll either be swinging way too hard and be expecting to receive at the same level, or they'll be taking and swinging way too light.  Typically I've seen more people who swing and receive heavy compared to those that are offset light.  Too often this is met with overt silence.  A vet who is fighting in a way that is dangerous is allowed to continue doing so simply because they're a vet.  Again, be proactive.  Just because they think that what they're doing is okay because they've gotten away with it in the past, doesn't actually mean it's alright.  If you see a vet swinging a red primarily in a 12-6 arc that's a person who probably shouldn't be using that weapon.  Similarly if a person isn't taking hits because their hit threshold is way too high, rather then talk shit behind their back and create a toxic atmosphere, respectfully engage that individual and talk to them about expectations on your field.  If a vet swings and receives too light, also communicate with them and let them know what the expectations are for your field.  This will stop them from in turn talking about your group as a bunch of rhino-hiders.


We're all human


When it comes right down to it we're all human.  We all make mistakes.  It has been my experience that the sport works best when we treat each other with dignity and respect.  That positive cycles of communication will lead to more communication and being kind to people will net more of the same in return.  What I've also noticed is that the reverse is often true.  If one vet thinks another vet is cheating, rather then engage them in conversation, or try to spar with that person to figure things out they will immediately start being a bad actor.  That fighter will often start sluffing hits themselves and will start to throw heavy hits.  One of the problems with heavy hits is that they tend to lack control because you're putting all of the force you can generate into making the shot hit, which means you have nothing left over to divert or control the shot should it go someplace you don't want it to.  If you get too heated though, you may stop caring.  Furthermore, if one person (A) thinks another is cheating (B), and as a result begins cheating to get back at them then if person A wasn't cheating to begin with, often they will START cheating because person B is now definitely not taking A's hits.  This behavior tends to lead to rivalries, when all the two fighters had to do was communicate a bit at the start.  Incidentally, if you see two people kicking the shit out of each other on the field, both clearly sluffing, that's probably how that situation came to pass.  Most of the time bad behavior is the result of mistakes, when it's not, that's what you have heralds for.

Since we're all human, it's important to note that veterans can and will also make mistakes.  We should hold them to a human standard.  This means that we call them out on the things that they do badly and encourage them to behave well, (myself included).  If someone is doing something that is unsafe then they need to be told to stop, regardless of how many years they've been fighting.  If you find a person who is obviously cheating, again, regardless of how many years they've been fighting they need to be talked to about it.  If it continues then it's something that needs to be called out and dealt with.  Again, while most people in the sport are good people, some are bad actors, and for that we have heralds, we don't need to take matters into our own hands by beating them senseless.

Friday, December 4, 2015

All is one, one is all

Certain things take time to master.  So let me preface everything else that I'll say with that.  The more time you spend with any particular style the better you'll get at that style.  That's true whether it's a particular style of fighting, or a particular set of weapons in your hands.  Familiarity and practice will eventually get you farther then actually knowing what the hell you're doing.  The reason being that you can probably figure things out as you go just from trial and error.  Hell, I did.  That having been said, there's no reason to haphazardly wander through things.

Lessons


Each weapon set starts with a basic set of design decisions.  Certain weapons optimize more for one thing or another.  That means that if you learn to become at least proficient with each weapon set you'll slowly pick up on the particular optimizations that, that particular weapon set is designed around.  I'm going to go through each of them in turn so that I can be more specific then simply, "it optimizes for something".  The point being that each weapon set has a specific thing that it does well, and by mastering that particular weapon set, you can gain the knowledge or the lessons that that particular weapon set has to teach you.  While it's not practical to try and become a master of all weapons (largely because of the time it would take) it's not a bad idea to spend a little bit of time with each weapon set before you decide that you're going to pick something and stick with it.  Even top tier fighters like myself have a few things that are comfort zones.

Lessons from single sword


Single blue is probably the best thing that you can learn to do.  Sure, it's not practical out on an actual battlefield because it makes more sense to use both of your hands, but if you're good at it you can still be effective.  Single blue excels at nothing, but also doesn't have any inherent weaknesses.  Failing that, you can always do single blue in duels.  If it gets too easy with one hand, you can always switch hands.  Training your off hand to be good is valuable for all sorts of other things, not the least of which is being better then your opponent if you both lose your main hand.  Anyways...

Single blue gives you a single item to block and strike with.  This teaches a number of valuable lessons.  The first of which is range control.  Range control is knowing how far away your opponent is relative to how far you can hit things.  Range control is also knowing how far away YOU are from your opponent relative to how far away THEY can hit things.  Range control is manipulating these distances so that you're in your sweet spot.  If you have more range then they do, it's making sure that you are always able to hit them while remaining just outside of their reach.  If they have more reach then you, it's making sure that you stay out of their reach until YOU want to engage and then making sure that when you step into their range you also step into your own range.  Range control is very important, and it translate to every other melee weapon you can pick up.  It is a very valuable thing.

Single blue also teaches you footwork.  If you aren't close enough to your opponent, or you constantly leave your legs open, then you'll lose.  Knowing what range control is isn't the same as knowing how to execute on it well.  To do range control well you have to be able to move your feet well so that you can make sure that when you aggress on your opponent you can actually hit them.  Footwork is also, generally, what keeps you from getting hit in the leg when you don't have a shield to block for you.  Because you are required to keep your weapon up to guard your torso and to swing, you can't really afford to be using it to block low for your legs.

Single blue teaches you the fundamentals of blocking and striking.  Not only the basic mechanics of how to block quickly and how to throw blocks that cover your entire body, but also the timing of it. When you get good at single blue, you don't JUST block, you also counterblow whenever your opponent makes a mistake.  Single blue also teaches you how to throw shots, and not just the standard set of slashes, stabs and wraps.  Single blue will reward your creativity when throwing swings, whether it's using momentum and linking together combos, or it's throwing trick shots and playing mind games on your enemy.

Single blue is your first lesson in stabbing well.  You can throw a bad stab a bunch of times and have it simply swatted away.  But eventually you'll learn to use your whole body to throw that stab and it will be brutal.  Anything other then a swift and decisive block will be meaningless in the face of such a stab and the end result it a quick death to your enemy.

It should be clear to see... learn single sword first, learn it well, and learn it with both your hands.

Lesson from sword and board


Of the styles that require both of your hands to execute well on, sword and board is the most forgiving.  The board in your off hand gives you the greatest passive guard of any other weapons combination, but learning to use it well means not simply having it in a resting guard but also learning to use the shield to manipulate your opponent and their weapons.  While sword and board is good for new people, because, even if you're terrible at it, you've still got a good guard which allows you to practice swings, there's much more to it then simply having the board in front of you for it's passive guard.  So, for the sake of argument, when we talk about the lessons of sword and board, let's assume that I'm talking about a person who is competent, rather then just a noob who happens to have picked up a shield.  The main weakness of sword and board is that the defense offered by your board can sometimes inhibit your ability to swing, and it tends to make people's footwork lazy.

Sword and board teaches you how to manipulate your opponents weapons.  Since sword and board tends to be the most common weapon set out on the field, learning to do it well means learning to bypass the defenses of other sword and board fighters without letting your own defenses get compromised.  For me at least this meant learning shield manipulation and wrap shots.  Shield manipulation is using the edge of your own shield to knock their shield out of place so that it's no longer protecting their body in the way it was meant to.  One example of this is simply tagging the bottom of their board so it tips forward, exposing their shoulder, giving you just an instant to snag a kill.  Another set of techniques with sword and board involve using your weapon to bind their weapon while you step in to get better shots.  By swinging at their sword arm to get it to block you are effectively manipulating their weapon in order to line up a potential wrap shot at a better target.  Most fighters will warn you that the high cross is a bad shot, but over and over again you'll see most fighters throw that swing.

Sword and board teaches you how to stand your ground with your footwork.  Because you have a shield, other fighters are allowed to; kick your shield, crash into you, hammer the side of your shield with a red weapon, stab violently at the shield and it's edges and try to run you over or pancake you (IE, pin you on the ground beneath their shield).  Because of these things learning to get deep and low into your stance so that it's strong is super important.  There's a lot of footwork/dodging that you can do to avoid getting steamrolled or pancaked but before any of that becomes relevant you need to be able to absorb a body check without getting sprawled out on the ground.  Shields are also what makes up a line so in addition to being able to absorb that physical engage from other fighters you also have to be able to weather a volley of weapon strikes without having your guard crumple.  Learning to do that is also valuable because once you don't have a shield to rely on not having a guard crumple becomes infinitely more important.

Sword and board does NOT teach you what to do with your off hand, which is why it's important to do other things like single blue.  Many, many sword and board fighters become completely useless once you take off their sword arm because they've never learned how to do anything else.
Don't be that guy.

Lessons from the spear


Ah the spear, potentially the most deadly weapon the field on account of it's ability to throw swings at range faster then any other weapon on the field.  It's major downside being that if you only have one spear and nothing else, trying to get through a shield is a pain in the ass.  The spear is optimized to kill things very quickly and at range, but it's ability to defend itself when someone closes is almost non-existent.

Fighting with a spear will make you aware of angles on a line.  Angles are what allow you to break your opponents guard, turning a perfectly reasonable static guard into a free kill shot.  On a line you are probably not going to do much damage to the guy directly in front of you.  Most of the kill shots are going to be the person to the right or left of the guy directly in front of you.  With a spear the same thing is true, only now you have a reach of 3 people.  So, you may not kill the guy in front of you, but with one step, you can threaten the 3 people to your left, the guy in front of you and the 3 people to his right.  Chances are, at LEAST one of them isn't paying enough attention to you, the spear, and will have a sweet opening, often right under their pommel on their weapon side.  Since you only need 1 of 7 people to make a mistake there tends to be plenty of opportunities to cause havoc.  If you get 2 spears together then you can practice shield manipulation and do even more damage.

Fighting with a spear will teach you some degree of field awareness on a line.  Because you have to be watching 7 people instead of just the guy in front of you, fighting with a spear is the first step towards developing field awareness beyond the people immediately in front of you.  As a polearm you also have to worry about being shot by an archer so you learn to watch for arrows in a way that a person with a board does not.  Since you have to watch for arrows it means you're scanning the backline of the enemy team watching for incoming projectiles.  As a polearm on a line you're also probably fighting other polearms so you need to learn to watch them as well, trying to either snipe them so that they get shut down, or at the very least make sure you avoid getting sniped by a well place stab or red swing.

Fighting with a spear will teach you aggression.  When done correctly a spear is an EXTREMELY active weapon.  The main reason to use a spear over a red is that you can simply stab many more times then a red can swing.  To put it another way, you have more actions per minute then a red does.  Assuming your strikes actually hit something you'll do infinitely more damage in the same amount of time.  A spear that passively pokes at whatever openings happen to present themselves simply isn't doing their job.  A spear's job is to MAKE openings, either by picking off targets at angles, or by picking legs so that the line itself can have easy wrap shots or can work angles on a nearly immobile opponent.

Lessons from a red


A red weapon (such as a glaive) is the first response to an entrenched position.  With a red weapon you can clear any number of tower shields and open your opponents up to other aggression, whether that's the melee of other team members, or a ranged attack from support weapons like spear or archers.  A red weapon is optimized for range.  While it's better at defending itself in close quarters then a spear is, and has the added advantage of being able to destroy shields for going through a line, is major predator is the spear.  Because the red weapon is heavier in order to accomplish being able to swing it can't fire off nearly as many shots as you can get with a spear.

A red weapon will teach you how to use your hips.  In order to generate enough force to have a red swing actually be considered a "red" swing you need to learn how to generate power.  This is done primarily through a quick rotation of your hips to give the weapon a sudden bit of acceleration.  Using this technique you need less then a foot to turn a normal swing into a "red" swing.  Learning to do this correctly means that you can throw lots of potentially dangerous swings without any real force, and then only accelerate them if you're sure that they will land safely.  That having been said, please know I am not generally an advocate of the 12 to 6 swing.  The ability to generate force and use your body is useful globally for two reasons.  The first being that learning to use your body to throw swings (instead of your arms) will make them faster and more accurate.  The second being that if a person starts calling your shots light being able to add that extra bit of heat to them usually fixes the problem.

A red weapon will teach you momentum with your footwork.  It is my opinion (which I doubt is shared very widely) that learning to fight with a red well is about learning how to use momentum well.  Momentum with a red is less about throwing multiple swings, as this requires a strong base (IE, planted feet) to throw from and more about using the momentum generated from weapon swings in time with your feet.  As a red on a line your goal is to rapid fire shots as fast as you can, but if for some reason you are alone or you get caught out you'll need to know how to fight without someone doing the work for you.  As a red alone you learn to throw a swing and then use that momentum to move your body.  So that after your swing connects you are far enough away (range control) that you get to swing a second time, without being immediately cut in half by your enemy.

Lessons from archery


While archery isn't (obviously) a melee art it teaches relevant meta skills that are relevant to the field as a whole, even if they don't directly relate to your ability to swing stick.  Archery is optimized for surgical strikes.  By having a nearly arbitrary range you have stifling field presence while also potentially being able to pick off high priority targets that aren't watching you.  What archery suffers from is the inhibitions on shooting into a melee due to safety reasons and having no ability to deal with a fighter who successfully closes.

An archer must have COMPLETE field awareness.  An archer must know the location of all other archers on the field, so as not to get shot by them.  An archer must know the location of all the polearms on the field, as it's generally their job to deal with them.  An archer also has to keep an eye on any flankers, and get people to deal with them should they happen to get around the line, because if they don't, those flankers will probably hunt down the archers first.  If those archers aren't paying attention to the flankers, they'll simply all be cut down the moment a flanker gets behind.  An archer also needs to be able to understand the flow of the battle as a whole.  If the left or right side is losing they need to make sure that they're there trying to help fix that problem, rather then adding firepower to a side that's already rolling.  Archers generate a ton of threat, and even without firing any arrows they can be a strong deterrent that keeps an overwhelming force from advancing in spite of having superior numbers.

Becoming a good archer will require you to communicate and coordinate.  As an archer you have no ability to melee, which means that if someone should get to you you'll need to get a teammate over to help you ASAP.  This requires that you learn how to quickly communicate with teammates so that they can come to your aid.  If you voice isn't heard, aid will not come, and you will die.  From an offensive perspective, learning to be an effective archer requires you to know not only where to stand but also requires you to work with the right people.  If you're facing down a shield wall you won't do much on your own, but if you have a shield wall on your side against a shield wall on their side with polearms on either side then it can become interesting.  If you can simply deter the opposing polearms from swinging because of the threat you generate from a knocked arrow, then you can let your own polearms do work.  It's much better to use your polearms to bait out their polearms, or to generate openings on the shield wall then it is to simply try volleying shots that have a low percentage chance to connect.  This again requires that your voice is heard so that your strikes are coordinated with your teammates.  You can also do this with your fellow archers by working angles so that a target can't avoid all of the arrows fired at them.

Lessons from florentine


Florentine is theoretically the most deadly weapon set as it gives you the greatest ability to work angles on your opponent and the most number of shots.  There isn't a shot you know that you can't throw with a florentine set and because one hand is always free to block you can throw shots at crazy angles that would normally be lethal.  What florentine lacks however is any kind of passive guard which makes them an excellent target for any support weapon.  Additionally, since a florentine fighter has no resting guard they are excellent archer bait.  Florentine fighting optimizes offense at the expense of an effective defense.

First and foremost what florentine fighting teaches you, is how to block with your weapon because that's the only thing you have that will keep you alive.  Miss a block by the width of your weapon and most of the time you've died.  Perhaps some of the time it's an arm or a leg but then you're still badly handicapped.  With a florentine set you need to be able to actually attack your opponent, so trying to avoid them or kite away won't work.  Additionally, many weapons have reach on you so playing a passive game won't work either.  A florentine fighter needs to be able to be aggressive which means being able to confidently step into another fighters reach while throwing shots.  This means that they have to obviously block as well as swing.

Florentine fighting will make you much better with your off hand.  Because florentine fighting requires that you actually USE your off hand it will become more adept at everything.  Learning to block with it will make you better at single blue, even if you haven't otherwise practiced it, and it means that if you normally sword and board, suddenly you'll win fights where you and your opponent have both lost your sword arm.  The thing is though, most setups require you to use your off hand to some degree.  Making your off hand faster will mean you blocks with a board becomes faster and more efficient, as well as your weapon manipulation.  Learning to use your off hand well will make your blocks with a red weapon better as well.

Florentine fighting will teach you chess like nothing else will.  Chess, as I refer to it here, is the process by which you throw swings to create openings on your opponent so that you can kill them while simultaneously avoiding providing them with any openings.  With florentine you can aggress with both hands at extreme angles which allows you to play all sorts of mind games with your opponent.  Feinting with your right hand may give you time to swing with your left.  If they learn to reach by blocking their right side because they've learned to expect this second swing, simply turn your feint into an actual swing to exploit the opening that you've been given.

Florentine fighting teaches you about options.  An option (under one swing that was many) is when one swing can become 3.  As a florentine fighter who can throw shots with both hand and is constantly playing a game of chess you need to know that any shot you can throw with one hand has options, so that if the block comes for the shot you were going to throw you can quickly adapt it to something that will connect.  Were you going to throw a stab and they swatted it away?  No problem.  Roll your wrist around and turn it into an arm chop.  Learning to open up your options and use then with both hands will mean that most fighters can't do much of anything to stop you from hitting them.  The best way to not be hit by a florentine fighter? Don't let them swing at you, eventually, most will overcome your guard.


Putting it all together in [no particular order]


Field awareness.  Field awareness is the skill that you develop to know what else is happening in the field around you.  Field awareness means watching the person in front of you, and the people next to them, and all the support weapons, and all the projectiles, and the flow of the battle.  As you get down your own ability to swing stick you then open up the potential for doing this because you no longer have to focus on the basic mechanics of swinging and taking hits.  Field awareness is primarily taught by support weapons like spears, reds and archery.

Angles. The idea behind angles is learning how to fight your opponent by breaking their center line so that you can swing at them where their guard isn't.  This is best taught from fighting with a spear or other stabbing support weapon even though it's most utilized by archers and florentine fighters.  That having been said, theoretically EVERY weapon set can make use of angles as bypassing your opponents guard is always a good idea.

Footwork.  Footwork is so many things.  Footwork is learning to position yourself to work angles (like you would with florentine).  Footwork is learning to use your weapons momentum to propel you away from your enemy (like you would with a red).  Footwork is about having a solid base to swing from, so that other fighters can't knock you around (which you learn from fighting sword and board).  Footwork is also about working range control effectively while simultaneously guarding your legs (which you'd pick up from single blue).

Weapon manipulation.  Weapon manipulations is the processing of controlling your opponents gear so that it's where you want it to be.  This is primarily taught with a sword and board with shield manipulation but is utilized by other styles.  Spears and reds may do shield manipulation by knocking the shield around.  Shields can use weapon manipulation to redirect support weapon swings, or can pin weapons.  Florentine can use their two swords to first pin a sword arm and then swing around it.  Florentine can also do shield manipulation by stabbing the edge of a shield with one hand and then swinging with the other.  Reds can do weapon manipulation simply by the force of their strike.  But enough oomph behind the swing and suddenly it becomes very difficult to block it with anything less then a shield.

Range Control.  Range control refers to how well you control the area in which you can swing as opposed to the area in which your opponent can swing.  Effective range control means that whenever possible you don't give your opponent a chance to hit you, something that's super important for red fighters.  Effective range control also means that you stay close enough for you to strike or that if they out range you, whenever you enter their threat range you also make sure you get close enough to put them in your threat range.  This is a particularly important skill for florentine fighters, especially against support weapons.  That having been said it's a generally relevant skill to have even when it comes to blue weapons though it's by far less punishing if you get it wrong.

Force/Torque/Swinging with your body.  These are the skills that you'll learn if you want to fight with a red well.  But, once you learn them you'll find that they apply to all swung melee weapons.  Knowing how to make a shot go faster by using your hips to apply extra torque is quite useful.  It makes it much harder for opponents to sluff swings and it also tends to make wrap shots go further.  Learning to swing with your body and not your arms will additionally grant stability, making your swings more accurate, in addition to just having them go faster.

Aggression.  Aggression is an all important, and often ignored, bit of battlefield tech.  When you have the numbers advantage you MUST push the advantage by being aggressive.  Passively standing by while the rest of the fight goes on will usually mean you are soon outnumbered.  Aggression for a support weapon just means that they actively swing.  Aggression for a sword and board fighter means that they actively block incoming projectiles, protect their support weapons, move the line forward when they are at an advantage and will rush and opening in the opposing line should one present itself.  For a florentine fighter aggression is everything.  Simply waiting for counterblows when your opponent either out ranges you, or has a much better passive guard then you is almost always a death sentence.  It's why, as a rule, florentine fighters do better away from a line where they can use their footwork to aggress on their opponents without worrying about being hit from the sides as much.

Coordination / Communication.  This skill is also generally applicable no matter what set of weapons you're using.  Coordination is what allows melee fighters to work angles, or for support weapons to work together to ruin the fighters in front of them instead of just those that are off the sides.  Communication is required in order to coordinate, but it also extends to doing things like letting the rest of your team know about the state of the field.  Sometimes it's as simply as shouting out to someone who is about to get backed before it happens.  Other times it's about convincing a line that it should move up because it has the advantage.  These skills are generally taught by archery though they can also be picked up from working in a well organized unit.

Chess.  Chess is the process of outwitting your opponent.  It's taught by all weapon sets at a higher level, though it's taught most immediately by fighting florentine to a basic degree of competency.  Learning to play chess well is, at least in my opinion, what separates veteran fighters from new fighters.  Having access to a lot of shots is good, but knowing how to use them and WHEN to use them is infinitely more important.

Options / Shot selection.  Options is about having a series of shots that all start with the same motion but then end at different points.  It means that no matter where you start your swing from it remains impossible to predict where the shot will end.  Combine this with feints and you can really keep your opponent on your their toes.  This of course also requires that you have a wide variety of shots so that an opponent can't learn to guard against 3 basic swings and be safe forever.  These skills are taught primarily by florentine, but are relevant to any set of swung weapons.

Weapon blocking.  Weapon blocking is taught, brutally, by florentine but it should be also used by every swung weapon.  Spears aren't swung weapons but they also require you to know how to block with your weapon while you reach for some kind of secondary or just generally get the hell out of the way.  Learning to weapon block well will mean that your guard with a sword and board is more complete.  Weapon blocking with a red (specifically using the handle) is incredibly important.

Off hand proficiency.  Off hand proficiency is trained with either florentine or by fighting off hand single blue.  While it's crucial for florentine, you'll also see the benefits when blocking while fighting with sword and board or red.

Tuesday, December 1, 2015

Not the only resource

While I've spent a fair amount of time teaching and trying to generate content that will help folks learn I'm by no means the only one out there generating stuff that might help you learn.  Here's some stuff in no particular order.

Tussles (has some duels)

https://www.youtube.com/channel/UC2iBnm-UAWfdxmnd_dJ0jDQ

Electronic Samurai

has some stuff about fighting from a cross gaming perspective.
http://www.electricsamurai.com/

The Belegarth boards

Apparently are less toxic now then they used to be.  Lots of information stored there if you want to go looking.  In particular I found one post of a fighters tips for newbies here -
http://board.belegarth.com/viewtopic.php?f=135&t=24557

Fighters Shadow

Another blog, similar in style and structure to mine... but with more attention paid to details like spellchecking, editing and images.
http://fightershadow.blogspot.com/

Bahkdar's Videos

Bahkdar is an excellent fighter but also a good teacher.  If you haven't met him you should take the time to.  He's taken the time to put together a bunch of tutorial videos related to things like how to stab, footwork and proper guard.  But he's also taken the time to put together tutorial videos on more advanced topics like teamwork, position, and the role of support weapons.  While I won't take the time to find all of his playlists here's a link to videos he's uploaded that you can sort through.
https://www.youtube.com/channel/UCInWhMWvCMSFUYV9PntTxuA/videos

Quinn's Videos

Quinn is a relatively new red fighter who has started taking the time to record duels that also include a fighters perspective as far as not only how the fight went but also what was going through their mind.  That list is here -
https://www.youtube.com/watch?v=mYNIjsxxgYo&list=PLEfzQMdrn0Q-G3ksduXq10mVr8d4tWEXN

My own videos

Which I was totally going to forget about.... because I'm me.  I try to keep and record any duels I find myself in so that I can analyze my own form but if you're curious to see me in action the link for that is here -
https://www.youtube.com/playlist?list=PLd3uZy_YtCccRppyP7y6WNCU8PRqKSlvm

This is by no means a complete list, I'm sure that's more things out there, but since I was watching tussles I thought I'd pass that along.

Friday, November 27, 2015

Momentum / Flow

Advanced techniques!  I've already written a bunch on the basics but I rarely touch on any of the harder stuff since I'm not sure it will translate well into text.  But here goes.  For the purposes of all examples assume it's a right handed sword and board fighter against another right handed sword and board fighter.  Adapt the rest as you see fit.

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.

"Rift"

This is a post about lore.  It won't make you a better fighter.  This is the story of how I got my name and how the lore around it developed.  Also something of a shorter version of my own journey... in case anyone was curious about that process.

Before there was anything, I was 14.


Rift, as a name, before it was anything else, was the idea of a fullness from emptiness that got encapsulated in a poem I wrote back when I was something like 14.  I am not finding and linking that thing because a 14 year old's poetry is terrible :-P.  The gist of it was that I guess by then I'd figured out I was odd.  Between being ADHD, dyslexic and perhaps mildly autistic I'd never really fit in.  The idea of that poem was back when was embracing that the idea that only by accepting myself as a break in what was normal would I truly be complete, and that trying to pretend that I was the same as everyone else would be like drowning, like dying slowly.  ...I wasn't a happy 14 year old.

I started fighting when I was 17, fall of 2003 in the realm of Chamonix at Grinnell College in Iowa.  Though I've said it before, I'll mention it again.  Back then I was terrible.  It took me on the order of months to reach the point where when the battle started I actually moved or responded instead of just freezing and standing there while I got hit.  The first weapons I ever picked up were "aho" and "baka" two huge blue swords which had at one point been reds, but had been broken so often that there wasn't much left of them now.  While it was murderous on my wrists having the ability to batter other people's weapons aside was good when, even trying to get myself to swing, was a mental effort.


Back in Chamonix



As I started to develop as a fighter I started to be an "all in" kind of fighter - a brawler if you've read rock, paper, scissors.  At first I started to just look for backs because I wasn't able to match up to other fighters on the field, but as time went on I started to be able to beat people 1 on 1.  I still found joy in finding a gap and backing a bunch of folks though.  When it came time to choose a name I choose "Rift".  For a year no one really used that name because apparently it didn't suit me much.  I was still a silly kid who was more "Eric" then I was "Rift".

A year later and we got a new group of freshman to join us.  To them I became Rift.  That was also the start of the original blades.  A group of fighters who met on Wednesday nights to practice and learn new things.  For the first time I had to start to think about how I fought, reverse engineering what I knew so I could help the new fighters pick things up.  All around me there had been good teachers if you wanted to fight red, or arch, or fight sword and board.  But there was no one to teach florentine, so I decided I would be that guy.  Some version of that first set of things I taught to the freshman back then have stayed with me and become part of the "boot camp" I now put people through.  10 years later, much of what I had to say then is still good advice, though, since then I've learned more and added to what I started teaching.

About 3 years into fighting I think I probably hit the peak of my speed to the point where I could match shots with Peter the Quick.  Although, looking back on it, I wonder if it wasn't just my noob foo that caught him unaware.  On that field day ages ago I came to the realization that speed wasn't enough.  Sure, I landed shots on people before they could counter strike, but there shots came in a second later and at least on that day, most of my opponents were armored while I was not.  So I'd take arm or torso armor and then die.  I realized then that I'd either have to develop the skill to be able to not get hit, or I'd have to armor up so that when blows were traded I'd be on the winning side of the engagement.  Of course, the latter option would only work person to person once my armor was broken I'd be on the losing side of the engagement again.  So, it was time to start over and start learning some technique, rather then just flailing wildly at great speeds.  But, by that time, with my (foot) speed at the highest it's ever been people knew better then to let me get around the sides.  Now that name "Rift" meant something.  I'd become the hole in the lines, something to be wary of.

For "CHAM-...Anduril"



Clearing college I didn't fight much for the first year or so, until I landed down in Anduril after my own series of mis-adventures that mostly involved bad decisions around women... which remains an ongoing theme.  It was there that the name Rift really became a thing and took root.  I simply started by introducing myself with that name and it stuck.  There was a day where Brian walked up to talk to me while I was on the field and called out "Eric".  The person literally standing next to me replied to him "There's no one here by that name".  Apparently the name "Rift" was the dominant one people knew me by then.

Having to do something of a restart after not fighting for a while I had to re-learn the things I'd once known, but without the athleticism I had in college from being able to eat, sleep and fight to my hearts content my body wasn't in the same shape.  I still threw down a murderous volley of blows that sounded something like a machine gun when I started to go off and my foot speed was fast, but now at 24 with a job that started with me getting up at 5:45am, my stamina wasn't what it used to be.  So I started to learn technique, properly.  Rather then just reverse engineer what I knew back when I started the blades I started to really think about all the body mechanics involved in how I moved.  I started interacting with more fighters who had historical knowledge of a set of body mechanics like Tulga who had a system for how he fought with a board.  As I matched wits with him and other fighters like him I started to develop my own system in an attempt to counter specific fighting styles that I encountered.

Another year passed.  I knocked the rust off I straightened out my own ego, I got my life more together.  In the next few years the realm of Anduril / Sword at UCI had taken off.  My presence in that space and my efforts to push myself to be a competitive fighter had changed the face of the small campus club to the point where many of the original members weren't there anymore.  In spite of this myself, Ana and Cheeseheart spent our time visiting any new realm that started up, showing them belegarth and did what we could to help them get off the ground.  We visited Andor much more frequently and had a good relationship with them.  Some realms got off the ground and stayed that way like Desert Winds, others failed to last long, like several attempts at a "Northern Anduril".  Eventually though the region had plenty of fighters to the point where even Battle for the Ring had taken off, after 2 years of being on campus.

All the things


For my part, traveling everywhere, fighting bel, ampt, dag and even a few LARP systems, all while striving to improve my own skills had really shaped me into a good fighter.  Dag was good practice at getting around enormous shields and learning to dodge stabs.  Amptgaard taught me speed in a way that no other system did and opened my mind up to new shot angles.  While many of the shots you can throw in ampt don't have the torque to work in bel, many of the shots can still be executed if you throw them right.  The LARP systems taught me about pin point accuracy because any deflection in those systems is sufficient, and you aren't allowed to get within two feet of your opponent.  Additionally, their hit thresholds are much lower so I had to lose some of my speed in order to actually play.  Bel was still my main grind so it let me practice what I learned in all the other systems to see what would work in my own.

As new people joined who only fought dag or bel some of the shots that I had learned to throw or had adapted from ampt confused the new fighters.  At first I tried to explain what I knew in order to pass it along to people, but after I was ridiculed for doing so I decided it was easier just to explain it off as "magic".  As those years went by I also started participating in camping events in a way I hadn't when I was back in college.  I wound up taking a bunch of technology with me to campouts despite the way it might ruin someone's medieval experience, when they complained it was 'sorcery'.  Eventually, taking a queue from one of Anastasia's kits I named myself a mage.  At this point "Rift" started to be more then a name, it started to take on the aspect of a character.

"Magic"


As the joke about all my skills being "magic" became more prevalent ("How did you dodge that?!" "Magic ;)") a second identity developed.  The joke instead became that I was a time mage.  By altering the flow of time I could escape lethal swings, or appear behind someone by way of explaining the impossible.  Back when my swings sounded like a machine gun going off the other joke was that my ability to swing and block at the speed that I did was the result of a phantom third limb that gave me those extra actions but only appeared when I started swinging.  (The simply truth of the matter was I had short weapons that I could move fast, and excellent body mechanics to avoid having to move much).

More time passed.  I developed my own seal as the set of weapons and armor I had increased from 2 blue swords, to 4 blue swords, to 4 blues a shield, a red, some armor, etc.  My full inventory is now; 4 blue bats, a flail, and a red blocking stick, a red bat, a glaive, a set of torso armor and two shoulder pauldrons and my shield.  My seal is made of 3 parts.  A predator's teeth similar to what you'd see on a wolf, an eye, and inside of it a fire.  The symbol was meant to reflect my fighting style.  Animal instinct and a burning ferocity guided by insight.  After all, anyone can pick up two swords and flail, but to really be any good at florentine you have to kill your enemy AND not be killed.  In some versions of the symbol there was also a vortex to remind me of the first meaning of that name.  I also hoped that having a set of different colors in a pattern that were moving I might throw off my opponents.

By now my name was well known, as was Anduril's.  There was a surreal moment in time where, after being basically mistreated by Chaos Wars a few years in a row, the event did a 180.  Instead of us being nobody we were now somebodys.  I can still remember that moment when Cedric, leader of the Empire (a group of units that were banded together, including Elite Blood Falcons [EBF]) stopped me while I was walking onto the field to let me know I could use his pavilion and that he had a beer for me if I wanted it.  Also during that year I knew I had made it as a fighter when, during a unit battle, and representing the blades alone three fighters from EBF broke off to kill me and Elwrath, one of my old idols and then field commander, told them not engage me because I would kill them.  ...and much to my own surprise I did.  After baiting out the first shieldsman and killing him for free I managed to then close on the spearman and remaining shieldsman and pick up both kills for an arm.

The world was a beautiful place and things were going well.

"Broken"



Good things only last so long though.  While things had gone well for me in the fighting world that had not gone as well for me in real life, and I was starting to stress out about work/money and just generally staying alive.  Partway through a new job that was already looking like it wasn't going to end while I broke my leg and ankle.  For the next 4 months I couldn't stand, let alone fight, or participate much in the unit that I'd created which had reached it's peak height of just over 20 people.  I tried to offload (forcibly) responsible for running the unit to anyone who I thought might be able to do so.  In the end no one really wanted to be responsible for running a unit that wasn't their own.  As my own influence began to wane more internal conflict began to crop up, eventually tearing the blades apart as people with different visions for the unit competed over it's future.  Eventually, I got on my own feet again, but I wasn't the fighter I was before I broke myself.

Now 28, still with a job (though a better one) and without any other real form of exercise then fighting I had to once again bring myself back up.  Without being able to stand the musculature in my legs had degraded and in my right leg there was now a bunch of scar tissue I would have to work through before I could get that back.  After 4 months of not throwing a single swing and using my arms primarily for crutches the musculature for certain swings, like wrap shots, had also degraded to the point where shots that I had taken for granted as being easy because I would throw them repeatedly, several times a weak, had become sloppy, inaccurate and slow.  My honor tanked, as all the reflexes I had developed for taking shots had been out of use and discarded.  Many of my blocks also disappeared seemingly overnight and tangential skills like field awareness, or even tracking shots which hadn't been used simply ceased to exist.

Returning from being on the bench injured seemed to be the last blow the blades as a unit could take with them already struggling.  A year later it collapsed completely, in part because of internal conflicts and in part because of my own frustration and unwillingness to commit more energy to it.


Recovery / Then came the Void



I am nothing, if not persistent however, and in time most of those skills came back.  I pushed my legs as far as they would go, eventually working out the scar tissue that had developed.  I started practicing swings that had long gone unused with the help of some of the people I'd trained in my time around Orange County (thanks JK!).  Eventually I was mostly re-assembled in part thanks to my own drive to recover and in part due to the charity of the fighting world around me that had grown attached to having me around (because who doesn't enjoy watching a man in a wheelchair joust).

After some more disasters with a particular woman even the gear I had was reset, with my weapons bag disappearing, taking all my stuff with it.  Now, without a unit to put time, energy or money into I had time to actually develop my own kit, after YEARS of getting shit for not being all about garb.  The first thing that got built was the now infamous "acid trip" garb (made by Nicole).  My own response to garb-nazi-ism that in additional to being comfortable to wear I knew would annoy anyone who cared too much about garb.

This is where the idea of the void really came into it's own as it's own piece of lore.  The crazy garb that I wore somehow passed at most events until it was part of my identity to the point where someone a person recently identified me as "hey, were you that guy wearing the blue"?  The weapons I carry used to be crafted by my own hand and given names as though they were ceremonial objects.  Now older and with more money but less time I started to commission pretty much anything I needed built.

My garb became normal fabric that had been twisted by the void, a consequence of traveling through time and space.  My weapons, which had previously been ceremonially objects were now simply pieces of void, all mostly identical and with a unique property that let them pass through solid objects (also known as half wraps and footwork).  The joke became that when I broke a bat it was discarded back into the void, until a new one fell back out so that I could continue fighting.

Full Circle


At 30 I've now come full circle.  I used to be a joke because I was awful.  I didn't have a place where I fit and I wasn't sure what to do with myself.  Now I joke about my skills because otherwise I fear that my own ability would go to my head and corrupt me with overwhelming ego.  I never want to forget where I started from, so I can maintain my own humility.  Now having spent the last decade teaching new fighters, helping realms get off the ground and helping pick up slack at events (though never officially volunteering), it's not so much that I have a place or a home for myself, I'm simply welcome everywhere instead.  It's been quite the journey so far and I'm glad it's not over yet.

TheyCallMeRift


Time mage and denizen of the the void.  Known for fighting with two weapons that seem to pass through material objects like shields or other swords, striking into the soft tissue of his opponents.  The blows rain down at supernatural speeds, perhaps from using magic to accelerate his own body.  Seemingly always in reach yet never quite there, strikes seem to unnervingly pass right through where he ought to be, probably the result of short distance teleportation.  Sometimes he'll appear behind an enemy line with little to no warning, choosing to instead to teleport a greater distance.  He wears strangely colored garb that while perhaps once a normal piece of cloth has now been mangled by his travels through the void.  He is most to be feared when his hair blazes unnatural colors as this is a sign that he has free access to the mana he needs to cast his spells.  Strike when the color has burned out and he's at his weakest.  Recently he's taken to making and distributing potions which are just as deadly as he is so treat them with the greatest care when ingesting, or find yourself, like the juggernaut laid out for the evening over a hay bale.  

Thursday, November 26, 2015

Updates Friday / Happy Thanksgiving

I have a few things to write, but was otherwise distracted by thanksgiving today.  I'll post updates tomorrow.  In the meantime, happy thanksgiving to everyone who celebrates the holiday.

Friday, November 20, 2015

The forward pommel


When I fight with a red sword or other equivalent weapon I fight with the pommel forward.  Wherever I go, I see everyone else fighting with their pommel back and their blade forward.  For the life of me, I just don't understand why that is.  It may be that there's a good explanation I simply haven't heard in the years I've been fighting but so far it seems like that's just how everyone learned to do it.  So allow me to explain what I think is wrong with that.

All melee weapons are an extension of basic body mechanics


The reason why fighting skills transfer from one skill set to the next is because even though the objectives of what each hand attempts to accomplish (IE, blocking only, striking only, doing both) you still have a limited set of body mechanics.  Regardless of the weapon set you pick up, your arms still work the same way.  Regardless of the gear that you're carrying your feet will still move the same way.  It's up to the individual to make adjustments to their form to bring out the best that the gear that they're using has to offer.  If you've got a giant board to hide behind, it probably makes more sense to take a defensive stance unless your plan is to run headfirst into a line while getting beat to death (clearly that was sarcasm, in spite of the fact that I see it all the time).

The red "florentine" stance


For me, as primarily a florentine fighter, red fighting, at least when it's with a red sword or equivalent rather then a glaive, is very much an extension of how I fight with two sticks.  My dominant (right) hand is back and my other hand is forward.  My right foot matches my right hand and my left foot matches my left hand.  This positioning means that both sides of my body are in sync from the top of my shoulders all the way down to my toes.  My right hand is primarily responsible for throwing swings while my left hand is primarily responsible for making sure that nothing gets close to my torso.  (It's important to note that this is a DEFAULT stance, not a set in stone thing to do, as stance changes with the ebb and flow of battle).  For a red weapon this means my top hand is my right hand and my bottom hand is my left hand.  This means that I'm primarily using the weapons hilt to block, keeping the blocking surface as far away from my torso as possible, while keeping the blade back and ready to strike.

The "come at me bro" stance


For whatever reason the thing that I see most people favor is almost the polar opposite of this.  While the top hand is still often the person's dominant hand the blade is extended to the maximum distance it can reach, and the pommel is either at a person's hip or right above their hip.  Typically when people explain this stance to me and why they chose to fight that way it boils down to a few things.  The most common reason I hear is that a person who fights this way was simply taught that this was how you fight with a red.  They haven't really taken the time to consider their design decisions, they are simply doing something they once saw some other person do.  Generally speaking, if you're just copying another person it's likely you're doing it wrong.  What works for someone else may or may not work for you, but without consciously choosing their form and knowing how it works it's likely that you're missing something.  Assuming you've got everything from their form right it may not be the best stance for you given how your body is built.

Another thing that I've heard is that it makes the stab easier.  While it may be true that you can throw a stab easier when it's pointed right at the other person's chest, it's also true that 1) it makes many other shots much more difficult to throw and 2) while it's possible that your shot is easier to throw it's also much easier for your opponent to block because it's much more obvious.  You're basically in a stance that asks your enemy to impale themselves FOR you.  At best that's lazy.  A good fighter is rarely going to run directly into that stab, even if you add a bit extra by lunging at them.

The last excuse I've heard is that it's more comfortable for a person to be set up that way because it feels like a better defense.  This is only partially true.  Putting the pointy end of the weapon towards your opponent may serve to ward off newer fighters as well as ward off shots to your arms.  However, what you sacrifice is an effective guard against wrap shots, or really any shot that comes in either above below your center line.  A person who attempts to exploit an outside lane is going to have an easy time doing so.  If you want to try to get a block and your blade is in front of you the only way to get that block is to use the blade of your weapon to intercept the swing.

What is best


Aside from crushing your enemies, seeing them driven before you and hearing the lamentations of their women.

Pommel forward, bottom hand forward; keeping your bottom hand as your forward hand (whether that's your dominant one or not) will give you the block you want around your hips as a red fighter.  If you keep your top hand forward you push your bottom hand in towards your body which stops you from cutting off those angles.  Additionally when you pull your hand back, it tends to ride up as the weight of the red tipping forward is generally counterbalanced by pulling the pommel close to one's center of mass.

Top hand back; keep the hand on top of the weapon back.  With a red range control is super important as your ability to kill your opponent is going to largely depend on how well you can keep them away from you.  If you find yourself blocking repeatedly you are probably close to dead.  Putting your weapon in front of you let's your opponent know EXACTLY how far you can swing.  If you keep the blade part back it's much harder for them to guess and much easier for you to get shots to land that they won't be expecting.  Also, by keeping you top hand as your back hand you have access to many more swings then if your weapon is as far out in front of you as it will go.  Block with the handle not the blade; When you block with the handle it means you can ALSO swing.  In fact if you catch the block at just the right angle you can actually steal the momentum of their swing and convert it into one of your own by effectively using your handle as a lever to throw the shot.  This is particularly spectacular against sword and board where, once they throw for your torso and you snipe their arm in response, they simply can't hit you anymore.

Back hand forward WITH same leg forward; this is more personal preference then I think it is directly core to the fighting style but let me say a word about it anyways.  If you fight with you pommel forward and you match your feet to that hand it means that the easiest shots to land on you are going to be your arm holding the weapon and the leg that's forward.  It means that the hardest shots to land will be the arm responsible for swinging the weapon and your torso.  If you flip your feet you basically push the side of your body closer to your opponents swing arc and make torso shots more likely.

What works for me...


May not work for you but what that doesn't mean that this is somehow bad advice.  You need to figure out what works for you, and what mechanics you can make cooperate with whatever your build is.  There isn't really a wrong answer, as long as you've spent time thinking about and engineering your stance.  The reason why I write about this particular bit of stance is that people doing things that I think are obviously wrong who have never even taken the time to question why they do things that way annoys me.  If your form was handed to you by someone else, examine it.  Try to figure out why they told you to do the things they suggested you do.  It may be that there's a really good idea in there, or it may be that they, just like you, simply learned it from someone else and have been mindlessly repeating that same form ever since.  In the end, there's something to be said for having to figure it out yourself.