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Author Topic: Reverse Grip - Pro's and Con's  (Read 29120 times)
Bluesky
Knight Officer
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Force Alignment: -1
Posts: 109



« Reply #60 on: March 29, 2013, 01:09:47 AM »

Hi there from Australia Grin

Using Zatoichi was quite deliberate; it shows mistakes, guards, cuts, thrusts, footwork and tempo. Zatoichi stumbles around half the time!

Reverse Grip does not have the full range of the Forward Grip but has a nitrous mix, that is for sure. Shocked

How many guards, cuts, thrusts did you see that are what I was talking about? I counted many Grin

Did you see the forward grips OX guard?

Did you see d-cuts and A-cuts and H-cuts?

Thank you for you post Tanq

Thank you Eerockk for your kind words; I really appreciate it. I have given it allot of thought about the idea of one or two Techniques described in extended detail. Looking at my first list of techniques; I realized they were bunched together and not as clear as the format I am now using. If I extend each technique it will take so long I may only share once a week. I would rather get it all up there and improve in flight; a sort of fail forwards, fire and adjust in flight sort of thing. Take for instance how I responded to your queries about visualizing the cuts with simple and clear explanations. You are helping make this better. If I tried to do it all myself it might overwhelm me Grin

One of my goal is to collate everything into a PDF so people can print and play!  Grin

Take for instance my walkthrough; I want to provide genuine advancement of the ideas like the CAP footwork! Grin

Thank you for contributing I appreciate it and hope other people post their RG theory, techniques problems and solutions.

Kind Regards
Bluesky
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And they live untouched by sorrow in the islands of the blessed along the shore of deep-swirling Ocean, happy heroes for whom the grain-giving earth bears honey-sweet fruit flourishing thrice a year, far from the deathless gods, and Cronos rules over them

— Hesiod,Works and Days (170)

Krebz
Knight Apprentice
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Force Alignment: 0
Posts: 23



« Reply #61 on: March 29, 2013, 01:44:35 AM »

As you asked for it bluesky here you go my ideas for flanking at speed attacks  Smiley

I've been thinking about the "speed" concept some more, I have decided its all well and good to hit faster then your opposition, but that forces them to block and any good duelist I'm assuming can block what ever is coming at them. So basically my ideas for speed comes down to moving out and around your opponent whilst keeping in your combat stance

For Example

Say your dueling with your opponent, it is possible to move around but your opponent will either follow you or retreat depending on what direction your moving, therefor if you want to strike into a completley open area (the back) you will have to find away of distracting them and getting behind them in the fastest possible time


> Move quickly out diagonally from your opposition with one side step
> Begin a quick succsesion of angled strikes to your opponents side
> Do one last side step to move in behind your opponent
> Danger!!! Turn as quickly as you can preferably whilst you are moving towards your opponent
> Strike quickly before they turn around to block



(Your movement should be quick and in only two to three motions, whilst keeping your footing on an offensive position)


Im thinking even if they do turn around and block, if your fast enough you may be able to follow some attacks to the open spots because of the speed with which they had to turn.



On the subject of side steps, your position of your feet will be critical, if you move horiziontally equal (defensive stance) you should be able to block attacks on the move, however if your moving quickly in an offensive stance you can land a barrage of shots


Pro's and Con's


Pro's

> If moving with enough speed you should be able to land a very damaging strike to your opponent
> Unpredictable if coming from a grab or close range attack
> Able to defend and attack whilst moving


Con's

> If you move to fast in the offensive stance you might go crashing into your opponent
> Only effective once in a fight, your opposition will most likely learn after the first time (if you don't win after the first time) and learn to turn around
> The strike's most dangerous spot is where you turn around. so you have to find a way of turning quickly (if possible use this turning time to give more power to your strike)



I think thats all my ideas summed up
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Oramac
Knight Commander
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Posts: 2204


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« Reply #62 on: March 29, 2013, 03:32:18 AM »

Using Zatoichi was quite deliberate; it shows mistakes

I think I see where you're going with this.  Even though the fight is obviously choreographed, we can see the Blind Swordsman accidentally fall over a horse tie, then take advantage of that mistake to strike the opponent. 

I do agree that your adding definitions and context to your examples definitely helps visualize them. 

The more I read and study, the more I want to get out and spar.  Now if only this damn snow would melt!
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Bluesky
Knight Officer
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Force Alignment: -1
Posts: 109



« Reply #63 on: April 01, 2013, 09:19:26 AM »

Hi there from Australia

Here is my Reverse Grip Fix for the week!

<a href="http://www.youtube.com/watch?v=hIqgZKOt2Kk" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=hIqgZKOt2Kk</a>


Kind Regards
Bluesky
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And they live untouched by sorrow in the islands of the blessed along the shore of deep-swirling Ocean, happy heroes for whom the grain-giving earth bears honey-sweet fruit flourishing thrice a year, far from the deathless gods, and Cronos rules over them

— Hesiod,Works and Days (170)

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