• Sas [she/her]@beehaw.org
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    9 hours ago

    Especially then. What souls gets realistic is the sizing up the enemy before clashing. Our flights usually were: pace back and forth together waiting for an opportunity/bait with an opportunity. Then execution of each person’s plan was over in a flash and either one landed a hit or you separated again, going back to pacing. But a plan of a person usually was not a single hit unless you were just probing for their reaction.

    For example my favourite thing to do, was lowering the point of my sword (you usually start with tips touching uwu), baiting the opponent to attack the opposite side of were my tip was moving, the snapping the tip back up to hit the opponents incoming sword close to the handle, transferring a lot of kinetic energy into a fairly static part of their blade, thus moving their hands and influencing their whole arc such that their blade passes over me. Now i have to be very quick to attack them while repositioning into a new defensible line towards them to not get hit by their hit after recovery. This whole interaction would take about a second or less maybe.

    Then there’s also the thing not really represented in souls at all which is driving your opponent through the hall. So if you attack and your opponent does only manage to block, you sometimes keep going to not give them the time to counter attack, and each swing carries you quite far which causes them to have to walk backwards very fast, to keep in blocking distance and not get into grapple range. This phrase usually has 3-4 hits a second and is quite tiring but being the one attacking usually is the winning move while the defending person has to get creative to get back into the attacking position.

    I now realize that talking about sword fighting in English is quite tiring as i don’t know the terminology outside of German