|
|
Epee - Introduction &
Strategy Basics. |
|
|
|
by Michael McDarby, Swords and Strategy Fencing Club and Fulton-Montgomery Community College Fencing Club (Upstate NY)
|
|
|
|
|
|
|
|
|
|
|
|
EPEE “RIGHT-OF-WAY.” |
|
|
|
|
|
|
|
|
|
|
|
EPEE ON-GUARD. |
|
|
|
Body
position
is important - many fencers “square off,” with
the back shoulder swung somewhat in.
They may be comfortable this way, but there are a few things
that you must consider. First,
the “classical” position of having the back shoulder way back was
developed by people who were worried about loss of life - it wasn’t
invented on a whim. Having
your shoulder around presents more target to a deep attack - a lesser problem if you can train yourself to pivot away from such an
attack. But there is a
much more important consideration.
Try this - take up a “squared” position, and extend fully
to touch a wall. Now swing your
shoulder into classic position and extend, and you'll see that you actually
have to back up to fit a full extension between you and the wall - there is a decided reach advantage from the classical position!
Of course, many fencers with "bad body position" swing their shoulders
around
to deliver an attack, but many don’t, unaware of the distance
they are giving up. There are
also balance advantages getting into and out of lunges from the classic
position as well, if the back arm is used properly, but we won’t go into those here. What
do you look at while you're fencing? That
varies - some fencers watch their opponents’ eyes, some pick a
potential target and focus on it, some focus on the “back-up”
target that they will switch to if an initial stroke misses, some
don’t feel like they focus on anything in particular at all.
What best sustains concentration and produces the best results
is apparently different even among the best fencers. Remember, though, that if your approach is to lock
your eyes on what you want to hit, some of your opponents are watching
your eyes and may be forewarned (especially
critical with clear-windowed masks). |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The
other parts of opponents' on-guard for you to analyze is the position of the front foot -
is it close enough for you to hit? Remember,
however, that attacks to the leg or foot open your own arm to
counterattacks, and so are of limited use against someone who usually
counterattacks. A high feint with a drop to low target is more likely
to work against fencers who are trying to defend, or who back away but
are slow removing that front foot.
Look, too, for your opponent’s balance point - if their
weight is primarily on one foot or the other, this will affect how
well they move - if on their front foot, they will retreat faster than
they advance, and vice versa for the rear foot. Analyze,
too, the initial reaction of your opponent to your attacks.
If they parry, is it always the same way?
You may be able to take advantage of this.
Remember, however, that in many cases you may want them
to actually parry - the contact will often cause a break in their
rhythm, and of course for that split second you will know exactly
where their blade is. But when they push
on you, don't push back; you rarely will have the leverage to push
through a parry. From
the contact, a quick redouble - move the point quickly to open target
somewhere else - will beat many ripostes.
A foil-like feint and disengage that evades the parry completely will often cause them to
keep trying to parry, and that may block your disengage, especially if
the opponent has earlier foil training. Another reason that you may want to provoke a parry
is that foil-trained fencers will sometimes parry, release your blade (in
foil, they have right-of-way at this point and don't have to worry about what
you'll do then), and
riposte, leaving you an opportunity for a quick remise into the
now-opened target. Look
at the section on defense for a discussion of ripostes. If
your opponent counterattacks, is it coming from a predictable angle?
You may be able to adjust your hand position so that their
counterattack is diverted from your target, or just to cover the
target that you’re opening during your attacks.
Use your opponent's scored points to tell you what you are showing
to them - if they keep hitting a particular area of your target, you must be leaving it open.
Many counterattackers have good focus and point control; one of the common mistakes made against
counterattackers is the attempt of an attack where your intended
target is much too deep - you’re trying to reach the body and
getting hit on the arm as you try it.
Against many counterattackers, you may need to attack the
blade as a first step, disturbing their focus and forcing them to take time to regain
their point control. Sometimes
a simple beat
will do this, especially if executed (as they are supposed to be) as
an early-to-middle part
of your extension, so that your rebound from the beat puts your point very
close to their target while they are recovering from the beat.
Beats in epee are less effective at actually opening target than in
foil, usually, and can be tricky to deliver against a blade that’s
almost parallel to yours - you may need to angulate the blade
slightly to make good contact. Beats
can be from the inside out (attacks up the arm are good from this),
from the outside in (easier against an opposite-handed fencer), up
from underneath (can be quite disorienting to an opponent, but also
harder for the attacker to recover from), or down from above (better
on a grounded strip, because the point may be driven into the floor).
Attacks on the blade may also provide you with enough time to
allow you to attack to your opponent’s body, or may offset a reach
disadvantage. It’s
important to remember, when you are first starting, that it’s target,
not the other weapon, that is your first consideration - swinging at
the other weapon just "because it's there" won’t score many points
and can be a disadvantage in several ways. An
important aspect to attacks (or counterattacks) is the angle
of delivery.
You are much better off moving your point forward in a
direction where, if it misses your intended target, it continues into
other target. For
instance, an attack to the arm that, if it misses, tracks off into the
air is not as good as one that continues up the arm and may hit the shoulder,
armpit,
or mask. Attacks
may consistently fail against a good defender or counterattacker - if
you don’t feel comfortable moving to another strategy, try changing
your rhythm, or try countertime: feinting an attack (or
delivering a very shallow attack), dealing with their response,
and then hitting them.
Footwork
is critical to any epee strategy. For attackers, forward controlled speed is
very important. You want
to land in a position to deal if your attack is unsuccessful.
Don’t overlunge, leaving yourself off balance and often your
hand low. Be balanced
enough that, if your point is near target and you are not in immediate
danger of being hit yourself, you can continue to move in (or at the very
least, keep your point in the way of their forward movement).
Don't automatically move back out - how often do you get that close to open target?
But be ready to get out as well, or continue in if that is
advantageous. For
defenders, a judicious retreat that still leaves them close enough to land a
riposte is very important. For
counterattackers, an immediate retreat that stays close enough to
deliver the counter is most important. For
most epee grips, point
control
comes from the first two fingers and the thumb -
holding or squeezing with the back fingers makes point movement slow
and large, and may dip the point (if your point consistently dips at
the end of your attacks, you're squeezing - relax your grip).
It is easier to aim early in an attack and deliver the point
with your footwork; a
loose grip makes the fine-tuning of this approach possible.
Aiming done in the middle of an attack is possible but harder
to do consistently. If
your blade is bent, you may need to turn your hand so that the point
hits target flatly and will push in.
It is also a good idea to aim slightly “through” target -
if you’ve miscalculated the distance, or the opponent moves back, or
their jacket is a bit loose, you may need the extra distance.
Try not to run them through, however - beside being rather
unsportsmanlike, it tends to bring you habitually in closer than is wise. |
|
|
|
|
|
|
|
|
|
|
|
As
much as possible, use your bell guard and the inner part of your blade to parry by
moving your hand laterally, which allows you to cover without taking
your point too far out. The
farther out your point goes on a parry, the more it has to travel to
come back into target. Hand-out
/ point-in parries work well, especially if you extend through the
contact, almost a time-hit, a parry-riposte simultaneous combination.
If you take a large, point-out
parry, you cannot afford to release the blade on your riposte,
because their point will be closer to you than yours is to them.
You’ll need here to control their blade through most of your
riposte, “riding” down it to target.
An alternative, especially against attacks that come in as deep
as your body, is to parry, control their blade, step in past their point (your
bent arm
will be positioned to better place the point between the two of you, while they
will have to bend or lift their arm to accomplish this), and then
release. In this
instance, it’s often advantageous to release their blade so that it
is pressing against you - you’ll be able to track what they do by
feel after you release them. Of
course, whatever you do can’t be so repetitive that it becomes
predictable, or a good, experienced opponent will take advantage of
it. Beat
parries have limited effectiveness in epee, but binding (wrap-around)
parries can work well - remember, you have to clear the incoming blade
before it reaches any target (people often get hit in the thigh or
head trying these), and your
last move will usually be to “push” the attacking blade out with
your hand while using your fingers (you have to keep a relaxed grip,
which is tough while parrying) to bring the point into target. Another
consideration on defense is your opponent’s effective height - how
far up are their attacks coming from?
Fencers often deal better with low attacks than very high
attacks - tall fencers are often successful less due to reach and more
due to their opponents not adjusting to the different angle of the incoming attacks. If you want to
experiment as an attacker, vary your hand height, but don’t forget
the arm openings it presents to your opponent. COUNTERATTACKS.
Epee is a race - first one to target wins. With a machine to determine timing, it often makes
sense to attack into an incoming attack, hitting them before they
reach you. Hand
position can be critical to counterattacks - if your hand is too low,
or too far back, your counters can be slow enough to produce double
hits or be too late completely. Also,
as is true for attacks, you want your arm as protected as possible by
your bell guard as you extend, and your shoulder far enough around to
give you maximum reach. Speaking
of reach, most counterattackers are best served by trying to limit all
hits in a bout to the arms, unless they have
a considerable reach advantage.
A good counterattacker should have good point control, and so
should be able to hit an opponent’s arm more than the opponent can
hit their arm. To do
this, the counterattacker must use footwork to limit their
opponent’s reach - don’t let them reach your body. If they can hit your arm more than you can hit
theirs, it probably is time for more training and/or a change in
strategy! If you have the
reach advantage, adjust the distance so that your opponent cannot
reach your body but you can reach theirs.
If your opponent can do this, you may need to interrupt their
initial counters to give yourself time to reach them - see the section
above on attacks against counterattackers. Good
counterattackers possess or develop a good “feel” for the other
point - since any defensive moves you make are very subtle, you need a
good concept of the position and direction of the threat.
Eventually, evasion can become a major part of your strategy -
actively moving your arm (which sacrifices distance and opens target,
but if they are aimed elsewhere and closing, that shouldn’t matter)
or your body out of the way as you counterattack.
It can also be useful for defensive strategies, especially
time-hit approaches. There
is a concept that applies to the other strategies but it most
pertinent here: the “point
in the pipe.”
Imagine your opponent’s arm is in a pipe just a bit bigger
than the arm (and that their body is in a similar box with a vertical
center line). Your job is
to keep your own point in the pipe, especially when you are not really
focused on a particular target. When
your blade gets diverted, get your point back into the pipe (or if
your opponent is close enough, onto that center line of the box).
This will produce “accidental” hits, as well as keep your
opponent under constant threat. It
makes counterattacks quicker and easier as well, even against blade
contact. The pressure
that sets off the epee is often supplied by the attacker - you just
intercept their forward progress, whether your point is purposely
there or not. When
your opponent contacts your blade, they will almost always have a
leverage advantage over you. It
is almost always a mistake to push back, to wrestle with your opponent
- in most contact situations that persist (presses, binds, several
types of parries), the first blade to release and move elsewhere
usually produces the first hit. |
|
|
|
|
|
|
|
|
|
|
|
French
Grips
are sort
of straight, with enough curve to comfortably fit the hand.
They require good finger control, and as a practice weapon they
can help you develop improved point control.
Many fencers find the weapon's balance point, which is almost in the
hand, to be much more comfortable.
French grips can be shifted forward and backward to provide
additional reach - shifting back beyond a certain point affects finger
control (attacks tend to become more limited) and ability to defend,
and requires a very strong yet controlled hand.
The hand and forearm are a bit more protected than with most
pistol grips, as long as it is not held too far back.
Attacks on the blade tend to be harder to recover from with a
French grip - held properly and extended, leverage is a trifle worse
than with other grips. It's better
for pure attacking and counterattack strategies, poor for anything requiring
blade-to-blade power.
The pommel may get in the way when infighting.
Since a rules change, it was becoming common for a while to see French
grips strapped to the wrist. This
negates many of the French’s advantages, and in many major ways
makes it a de facto Italian grip. Pistol
Grips.
It is not really
fair to lump all pistol-type grips under one heading, but I’ll try
to keep this general enough to justify it.
Pistol grips, which come in a dizzying variety of styles and
sizes, generally provide set grip points for the back fingers.
This can strengthen most aspects of epee fencing requiring
power, especially defense, but the use of the back fingers at the wrong times can
interfere with precise point placement.
Since point control is so critical to epee, this tends to be
“unlearned” quicker than in foil, where even experienced fencers
deliver full-grip slashes with the wrist and forearm.
Still, point control may be slower to come with a pistol
grip. Some grips put the
edge of the last finger actually below the edge of bell guard and therefore vulnerable, and the
hand and forearm are slightly more open, although they don’t
necessarily appear to be to an opponent.
It generally isn’t possible to shift your hand position much
and increase reach. The
balance of the weapon is out the blade a bit, which makes the weapon seem
heavier (especially when you're first getting used to it) and may dip the point, although fencers generally adjust.
The shorter grips make the arm/wrist positions of infighting
easier. What sometimes
happens in clubs is that each member settles on a grip that they feel
comfortable with, which is good, but when weapons fail and fencers
borrow, it can be a disadvantage, even though the differences are often
more psychological than actual. Italian
Grips.
These are uncommon enough that they are difficult to discuss,
and when you do see fencers with them, many are not really wielding them in the classic
Italian manner, which
historically included binding them to the hand and wrist.
There are very few people who can properly teach the technique
required for this weapon, which I only know in broad terms. Point
control is maintained more with the entire lower arm, as are many
actions. An incredible amount of power is available but
limited flexibility, especially in close.
An Italian weapon wielded subtly can be an excellent arm-to-arm
weapon but less effective against quick attacks deep to the body. |
|
|
|
|
|
|
|
|
|
|
|
The
first thing to remember is that it’s hard to in-fight if you can’t
get your point between you and your opponent.
Usually some attack that clears out and controls the other
blade is best, although a deep attack - that misses - and a
counterattack - that misses - often leads to unintended close
quarters. It’s best if
you can get the point between your bodies;
trying to hit with an outside angulation is very hard unless
there’s a huge height difference.
If you are closer than an epee length, and the point’s
between you, your hand can’t be between you - proper in-fighting
involves moving the hand out and placing the point in.
It may involve raising the hand above the head, dropping it
low, or pulling the elbow back past the ribs;
while you’re doing it, though, your hand grip is important.
A relaxed grip will allow you to “snap” the point to
available target, but a tight grip makes a jab necessary, which is
slower, harder to land properly, and sometimes brutal. |
|
|
|
|
|
|
|
OVERVIEW. |
|
|
|
|
|
|
|
|
|
|
|
Using
the Strip and Distance. |
|
|
|
||
|
GETTING USED TO IT. |
||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Strategies:
Using the Back Line.
If
your opponent is using your back line against you by backing you up,
there are a couple of adjustments you can make.
First, go to meet them when fencing starts, don’t wait for
them to come to you - this will give you extra room behind you. Second, try to stop their advance with short attacks that will
probably not work but will probably not get you hit, either - it is
difficult to continually advance into such attacks.
You can use your opponent’s back line in several ways.
First, with some fencers you can actually back them over it - I
don’t personally like to get a touch that way, but it’s a valid
strategy. Second, you can
use the closeness of the back lines for its distraction, but be aware
that there are some opponents you do not want to do this with:
some fencers become wildly unpredictable when cornered, and may do
things that you are not prepared to deal with.
So who do you want to back up?
Fencers who “fade” away from your attacks while counterattacking, especially
if they have more reach than you do, are one type of opponent you want
backed up - they need room to “fade” through, and being too far
back takes that away. Another,
less obvious opponent is the thinker, whose attacks are well-planned
and who takes their time preparing them - this type of fencer is much
more likely to rush when feeling cornered.
And how do you back an opponent up?
Sometimes it’s a simple matter of continually advancing, and
sometimes you need to attack in a way that keeps you protected but
makes them retreat. Strategies:
Using the Side Lines.
If
you have no reason to do otherwise, stay in the middle of the strip -
on some strips in crowded venues, that will keep you from hitting
off-strip objects, including referees.
It will make you less likely to step off as well.
On grounded strips, fencing near the edge increases the chances
of an off-strip floor hit that may be counted against you (yes, they may be counted for you, but you don’t want that, do you?), and
stepping partly off a raised strip can turn your ankle. However, many
opponents will mount fleche attacks that carry past you, and most of
them will have a preferred side to fleche to.
Because of the sideline rules, you want these fencers off the
strip as soon as possible during these actions, so decide which side
they’re going to and move to that side. Referees may be slow to call halts when a fencer
closes and fences alongside their opponent, but they have little
choice if one fencer is off the strip.
It may be a good idea to request clarification of calls from
the referee to remind them of what they should be watching for under
these circumstances - a simple question of, “Were they off the
strip?” when a touch is
scored may get the ref keeping his eyes out for just that.
Keep in mind that, under crowded conditions, fencing the
sideline may also force the opponent to fleche at an angle that they
are not used to, to avoid off-strip objects - this can work for or
against you, depending upon how well you can adapt if they have to
crowd you while passing. If
fleching is one of your primary moves, you may want to try to
move laterally (if your opponent will move over with you) to give yourself more room to do it.
If
your opponent habitually moves to the sideline while fencing, try to
figure out why. Opposite-handed
fencers may move to their outsides to consciously close off
some angles, but often it’s a subconscious reaction to the change in
hand positions. If a
fencer moves to the side and you don’t want them to, you may want to
fence them diagonally on the strip (if you can do this and not step
off) - often they’ll move back in rather than fence in that
unfamiliar configuration. You
may, however, have to move over to not give up an angle you are
not used to fencing at. |
|
|
|
|
|
|
|
Strategies: Distance. |
|
|
|
How
is distance determined? Ideally,
it should be based on how far the other fencer is from your target,
but judging that is difficult for beginners and problematical for even
many experienced fencers. Many of your opponents will rely on the position of
the two blades to determine distance, a fact that you can use
strategically - such opponents can be drawn in by pulling your blade
in, or held more at bay by extending. Long
Distance.
If your opponent is staying well away from you, using reach to
counterattack, you may need to back them up and use the rear line to
prevent further withdrawal. You
can use the staying away strategy also - advance to meet your opponent
to give you maximum withdrawal room.
A good counterattack under these circumstances is usually
delivered early (before you have moved out of reach, obviously) in
such a way that if you miss, you don’t get hit by the attack.
A good extension, body position, and focus of the point are
all critical. Against an opponent using this tactic, it is possible
to fence in what is called counter-time - you start your initial
attack, divert and control the counterattack while still moving
forward, then hit with a riposte.
That sounds a lot easier than it is.
Footwork can be continuous advances, advance(s) leading into a
lunge, or jumps, or possibly a fleche.
The fleche can be used to cross the greater distance with an
initial attack (this has to be quick, deep, and focused), or as part
of counter-time (slower, more controlled, with a need for quick
changes). Close
Distance.
Many actions will bring fencers in close to one another, and
the amount of fencing allowed at close quarters varies hugely among
referees. At any rate,
you’ll need to be able to deal with it.
When in close, the most critical ability will be moving your
hand into position to get the point on target.
Many fencers move their hands up and strike down at target -
there is a certain logic to this because there should be a lot of
target to pass by on the way down. However, drawing the hand out to the side or back
along your flank will also position the point in a way that can be
manipulated by more normal finger control.
Try to imagine moving the point into the space between you -
often your hand will have to move to allow this.
You may find your opponent making body contact - in epee, often
the contact has to be very obvious for a halt to be called, and a
fencer pretty much has to clearly move their opponent with the contact for a
yellow card to be imposed (this rule, based partly upon bad interpretation of
the original French, allows a wide range of application). Close-contact
fencing should be practiced, like any other aspect of fencing, during
practice bouts. Being
able to hit an opponent who steps in, or who purposely fleches by at
close distance will discourage the move.
You can practice the move by advancing in as you attack, by
fleching, or by holding your ground against a very aggressive
opponent. It can be drilled, but simulation of actual bout
conditions may be better. |
|
|
|
|
|
|
|
Using
the Rhythm and Pacing. |
|
|
|
|
|
|
|
||
|
|
USING
RHYTHM AS A STRATEGY.
You can sometimes use an opponent’s rhythms against them: if
you know that your opponent is primarily a sabre fencer (especially if
they are fencing both weapons in the same event), you may want to
speed up your own rhythm - this will only work if you can keep your
technique and, more importantly, point control at the faster rhythm.
Making a sabre fencer fence at a sabre speed often interferes
with their epee technique - their hands will tend to cut rather than
thrust. Foil fencers can be fenced with broken rhythm - fence
into their “parry-riposte” pattern and then remise, or attack with
a break in the middle - they will riposte or attack when they should
be retreating or defending. It
may greatly benefit you to slow an opponent down - a speedy foe may
overwhelm you and break your focus.
This is not easy - the best way, if you can do it, is to
establish your point in the way of their forward movements.
This can be dangerous - holding your weapon in their way leaves
you vulnerable to controlling actions on the blade (but not every
opponent will do these, or they may do them so badly that the actions are
easily avoided), and quick counterattacks into attacks may not be easy
to control - look for repeating patterns and ways to “intercept”
their incoming target with your point.
If a fast-moving fencer continually gets hit or almost hit
repeatedly, they will tend to go slower.
Be careful that you don’t slow down too much - it’s one
thing to be cautious, another to be asleep. Just
in general, one should practice at varied rhythms so you get used to
them - an advanced fencer can force you into particular rhythms, but you
can minimize the advantage it gives them if you've practiced at different paces.
Also, practice changing rhythms - fast-slow, or
regular-irregular. Such
change-ups are common strategic approaches in a wide variety of sports,
and they work here too. |
|
|
|
|
|
|
|
|
|
|
|
ANALYSIS - IN-PROGRESS. Perhaps the most difficult of the analytical skills for a fencer is to be able to figure out what is going on while it is going on. Why did that attack fail? Why did you just get hit? Are there patterns being shown by your opponent? How is your opponent's strategy changing as the score changes? Have you tried the same basic move too many times? Have you given up on something too easily? Have you stuck with something much too long? This is a skill that is built up over time, first by relying on a coach's eyes to see what you and other fencers are doing right or wrong, then to planning your response before a bout, then to understanding just after a bout, then to gradually being able to do it "on the fly." ANALYSIS - OBSERVATION. You are going to face opponents with whom you are unfamiliar. You should be able to watch them in other bouts and see tendencies and techniques that you can use to plan your approach to them. Look for repetitive hand patterns, preferred parries or counters, "tells" before attacks, whether they engage or withdraw, etc. Of course, they may fence you differently than the others, but that too is something you have to consider. Do they fence badly at first and then improve? Is their opponent just too different from you for their responses to be predictive? Are they so good that they can to do just enough to win against lesser opponents without revealing very much (that paranoia alone may be useful to notice)? You will probably do better if each time you step on the strip you have some idea of what sort of fencing you'll be facing. And you might want to take notes, or have someone do it for you - build yourself an opponents' database. If you're planning on competing for a while, such a written record of opponents, along with notes on your own bouts, can be very useful. ANALYSIS - SELF. Perhaps one of the most important attributes a fencer can have, since very few get truly intensive analytical coaching. Develop the ability to decide what you are doing well and what needs improvement, what strategies are your best alternatives and what are the best back-ups if your primary approach isn't working (and you'll need to decide if something isn't working because of something your opponent is doing or because of some failing on your part). Being able to focus on specific moves during practice sessions is tough if you don't know what moves need to be worked on. For some, those skills will need to be drilled in, over and over; for some, they need to be part of sparring, worked in in the context of actual fencing time; many will need a combination. COACHABILITY. Perhaps the biggest reason that fencers drop out of the sport after some competition experience involves the phrase, "But it works!" Almost everyone that starts does some things "wrong," but there's something odd about many "wrong" things: such a style may produce a lot of success, especially against other inexperienced opponents but even against experienced fencers who don't expect "wrong" actions and haven't been taught how to take advantage of them. A beginner may have success on the local level, even the regional level, but there will be some opponents they just will not be able to beat and a plateau of ability that they will have problems moving beyond. Being coached from a "wrong" style to a "right" style almost always involves a frustrating interim where nothing seems to work and success seems impossible, and it is during this interim that many fencers give up and find something else to do. Just keep in mind that usually having success with a faulty approach implies physical gifts that will eventually make proper technique very successful. COORDINATION.
This is partly overall coordination and largely coordination of
specific fencing-type techniques.
The ability to control what your feet are doing independent of
what your hand is doing is huge (there’s a reason why fencing
improves your tennis game and vice-versa). EXPLOSIVENESS.
This is the ability to quickly reach target when some
indication of availability is recognized. It is a combination of recognizing when a moment has
arrived and reacting with proper, controlled footwork to make a quick
touch - see it, reach it, hit it. POWER. Useful but not absolutely necessary, the ability to deliver power through your weapon can greatly determine which strategies will work and which techniques to apply. Power can be overused and can result in brutality, so caution is advised. As a beginner, developing an effective power game will be more difficult than other strategic foundations (power can make it hard to develop the finesse needed for good point control), but if you stay at it you will become very difficult to deal with. REFLEXES. Like any sport, you train your reactions in fencing, and your raw ability to recognize an action and react to it has a basic foundation that can be heightened, but has limitations in the individual. Slow reflexes can be compensated for by early recognition, planning, and manipulation of distance. Also, technique training can help - moves done correctly, under control, are usually smaller and therefore quicker - you can react late but get to the parry-riposte stage faster with a small, controlled parry. RELAXATION.
A highly critical
skill. The resistance of tension, really. You don’t have to be calm, but you need to be able
to keep your muscles, especially in your hand, from tightening up to the
point that actions become large and uncontrolled. |
|
|
|
|
|
|
|
Totally
Subjective Ranking of Attribute Importance by Weapon |
|
||||||||||||||||||||||||||||||||||||||||||||
|
|
DEFINITIONS: In-Progress Analysis - Ability to analyze and adapt to what the opponent and / or the referee is doing as a bout progresses. Observation Analysis - Ability to watch bouts and analyze what an opponent's strengths and weaknesses are, and to "feel out" the leanings of a referee - how do they see the actions? Self-Analysis - Ability to recognize what you are doing right and wrong on a competition day and make proper adjustments. Coachability - Ability to understand and integrate instruction. Coordination - Overall ability to do controlled complex motions, both repeatedly and with necessary variations. Explosiveness - Ability to initiate a movement from an on-guard position and get it to target in the quickest possible time. Focus - Ability to recognize, follow, and hit target while on the move. Power - Ability to exert raw strength on opponent. Reflexes - Ability to react to and continue to adjust to sudden and complex attacks and exchanges. Relaxation - Ability to
avoid tension while waiting for something to happen. |
|
||||||||||||||||||||||||||||||||||||||||||||
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Copyright 2002 - 2011, Michael McDarby, Swords and Strategy Fencing Club.
Reproduction and/or dissemination without permission is prohibited.
Last update September 2008.