Your partner here seems very well trained. I noticed how tight his counter measures were while you were demonstrating things, virtually no wasted movement. I would really like to see some sparring with this guy, he seems great.
@@Skallagrim Oh really? Cool! I've been skipping a few videos for no real reason, sorry. I'll have to check that out soon, thanks. Also for some reason youtube isn't suggesting your videos to me as much as it was before even though I watch all the time and I'm subscribed.
@@scottmacgregor3444 I do but I dont always pay attention to them. Usually when I see a Skallagrim video I click on it instantly but I haven't really been looking at my notifications lately.
@@scottmacgregor3444 I just simply don't get them. I have them on, but since I transitioned to using my computer for UA-cam instead of my phone, I just don't get notified.
"Again we can't assume that I have Action Points if he doesn't". Very well put. I've seen a number of HEMA and other martial arts instructors try to demonstrate things on a far too overly cooperative opponent.
When demonstrating a technique you do need a certain amount of cooperation just to show what it is clearly. It's when the instructor does five things to the other guy's one that I call bull.
There's a bunch of ways to do games: Normal turn-based: I get my actions, then the other guy gets his. Simultaneous turn-based: I choose my actions while the other player chooses theirs, and they clash together at the same time and you hope you predicted and countered the opponent's move. Sometimes you have different action "types" with different timing, or different speeds associated with your action so you get a more realtime feel while still playing your actions simultaneously. Realtime: Actually works like reality with everything moving dynamically, but usually with scripted actions that limit your options because videogames. Doesn't work in tabletop gaming very often and usually even more restricted than videogames when it does. Semi-simultaneous: This usually involves a time track or timeline where you place actions into a line of events so they happen with specific timings that clash into one another. Usually you can see some measure of what the opponent is doing before it happens, so at least one player gets a sense of reactive ability based on partial knowledge of the opponent's upcoming move. This is a turn-based system but feels a lot more like reality than most turn-based games. It's how the card game I made works, and I think that's the first card game to do something like this, but definitely not the first game ever to do it.
@@shilohshush530 weapons are badass, my man. Give flowery details to an item and BOOM, your players will either fight for the coolness or just take it, even if it has the stats of a longsword
Ah, you missed the obvious trick. You step back, point at something behind them and shout "look out!" and while their head is turned, kick them in the nuts. Works every time
Any conflict, battle or war is like a game of chess. A swordfight or even unarmed fight is no exception. Also, that fisheye lens is messin' with my head. Makes it look like the swords change from long swords to sabers as they approach the sides.
Yeah, I was about to make a comment asking why some lenses are like that. What's the benefit? It just makes everything look weird. The one in this video wasn't too bad, but I've seen some videos where you just cannot tell what's going on.
@@KingNedya the lens is used to get a wider field of vision so the camera can see more than normal. The unfortunate side effect is the distortion around the edges as the lens bends the light.
My Lord Dragon, I mean no offense to Your Majesty, but wasn't having your soul transported to Elin's body enough to heal the damage inflicted upon your eye by Semirhage? And if I may be so bold as to ask, is it an aftereffect of your eye being healed, but your instincts being accustomed to fighting with your damaged eye?
This also applies to martial arts. It's funny to see those "teachers" how they are showing how easy it is to immobilize someone... ofc it's easy when the person is standing like a doll.
@@Sam-iw6te depends, mid-level throws and locks are often useful too. In a real fight I fancy my chances better landing a seio nage than a kote gaeshi.
What i really love about this is that everything has a purpose. There is nothing made to look fancy, its just straight forward techniques and weapons both of them used as functional as possible.
I would be very interested on more of these! Not as flashy as sparring, but you explaining the thought process for actions is extremely informative and much easier digestible in that slower pace as many interesting maneuvers and choices evade the untrained eye during sparring.
I love this!!! Personally I feel that this type of weapons play is how we develop to "real world " application. First we learn the tool and its proper technique then, through slow sparring we can see how those things are adapted when in a more unpredictable situation. Great stuff!
@John Beaton Being "crazy" doesn't rewrite the laws of physics. Swinging like a maniac just means you're making exaggerated motions that are easier to react to. That's one of the big points of this video, showing how if your movements aren't very efficient and quick they'll just get intercepted by someone who positions themselves so they need far less time to deal with what you're doing than you need to do it.
@John Beaton In a REAL battle, you would see tight formations of soldiers, not an every man for himself free-for-all. Morale, or "heart" as you call it, is not swinging as wildly as possible, but rather maintaining formation against all odds. If a formation had your version of morale, they would make their first attack, and then almost immediately break formation to make as many swings at their opponents as possible. Against spearmen, such tactics will get you stabbed. Against shields, such tactics will accomplish nothing but leave you open for a counterattack from several different opponents. Precision and discipline are king. Even in one-on-one fights, that "survival mode" you speak of isn't just swinging wildly like a moron. That survival mode is built from training, such that a trained, skilled combatant will naturally shift into strong defensive and offensive positions to best defend and attack. You seem to believe that those positions are unnatural, but for trained swordsman, their survival mode IS those positions. Will a real swordfight be much faster then this? Yes, of course, and that is where the swordsman's abilities to maintain their posture and break their opponents posture will be tested. In such a fight, where a single mistake can and will cost you your life, you can't afford to swing wildly. You must attack with precision, and without weakness. Any weakness will be punished with death.
@John Beaton Smaller armies beat larger armies by using the terrain to force the larger army to engage them in smaller numbers, catching them off guard, getting an edge over a small subset of the larger army that hurts the larger groups morale to the point that they retreat from a battle they could have won, etc. "Heart" doesn't magically let you rewrite reality, morale matters on a battlefield but not because it makes you better at fighting, it's because it makes you stand and fight. The idea of technique and strategy going away in battle is hollywood bullshit. As is the idea that being from a specific location gives you magical insight into combat. In reality armies fought in formation and stuck to their training as much as possible, because when they didn't they died.
@John Beaton You clearly have no idea what you're talking about. Formations are key in battle. A disorganized army without technique, skill, or discipline trying to fight an organized army is always going to lose, no matter how much "heart" they have. In fact, the organized army is going to have "heart" in spades, because they will laugh at the pathetic mob trying to fight them. As for spears and shields, they have always ruled the battlefield. I challenge you to find an era where spears and shields WEREN'T integral parts of organized warfare. As mentioned, one-on-one combat is also ruled by technique and precision. Wildly flailing a sword at your opponent leaves you wide open for a lethal wound inflicted by a precise and controlled opponent, no matter how much "heart" you have. I don't know why I'm even responding, I doubt you're going to listen.
@John Beaton There was a pretty big tradition of generals giving pre-battle speeches in Rome, actually, though it was most likely just there to serve as a reminder of the things that actually maintain morale. Which varies a lot by culture, but is never based on "all heart". One of the biggest things isn't even courage, but rather the fear of appearing cowardly. Soldiers who were part of a unit they trained with extensively or who were serving alongside people they knew in their civilian lives who had been conscripted alongside them will hold together better because they don't want to be seen as letting down their comrades/friends/families. And morale counted for more than nothing in battle...in fact it was the most important thing. Battles were not won and lost by killing the other side, they were won by making the other side retreat or surrender. Hence the term "rout" that is commonly used to discuss beating someone badly, but in military terms means making an opposing force lose cohesion and run under the stress of combat.
The content of the video reminds me of a (mis)quote: "How often do you lose because you weren't prepared, and how how often because the other guy wants to win too?" The title reminds me (of course) of the card game I made recently. I hope someone is prompted by this comment to look it up, because it's awesome. I've had it described as "the best parts of chess and fighting games but in a card game" by one player who keeps coming back. Most people who play the game do keep coming back to it, which is nice for me to see! If you google "Clean Cut card game", or search on Tabletopia for "Clean Cut" (the Tabletopia version is free and accessible in a web browser) you'll find it. It's a 2 player sword duel that only uses 15 cards, and I've taken a lot of inspiration from videogames and from experience with HEMA in designing it. It's only a handful of cards per player, but you put your cards into a timeline, with each player's actions lining up opposite the opponent's and creating timing-based interactions that work like a real fight. If you do a slow action, you give your opponent an opening to do something faster and potentially interrupt you. The title is a reference to the idea of a duel to first blood - it only takes one Clean Cut to win a fight. Your "health" in the game is your stance, maintaining a defensive posture to avoid getting hit cleanly, and if you take a hit while out of stance, the fight is over. Also still hope to see Skall play Griefhelm (which is already out) and Unto The End (which is coming in less than 2 weeks but has a demo available already). Both are great 2D games themed around sword combat, and the dev for Griefhelm cites "Skallagrim videos" as a source he used while developing the game!
That go-pro is an incredible idea, I think all coaches/teachers/experienced fighters sharing their knowledge would really improve their teaching by adopting it
This video was very informative, and I would love to see more of these kinds of mental walkthroughs in a sword fight, through a better quality mic hopefully, lol.
I'm glad you made this video. Some people don't understand this, and, unfortunately, a lot of them won't see this video *DOH!* But they need to! It's part of the fight as much as anything else. I used to be a sword and board, but I went over to music instead. Fingers hurt just as much though! :-D
Head mounted POV cams should be used in all instructional martial arts videos, having that angle as well as the traditional side camera angle is tremendous.
I like how he made this video, its rly important to think like this in a sword duel I got really good at thinking this way in swordfights after a lot of practice and it really helps
Great video. I can see your skills are starting to mature. You basically started to understand what are advanced concepts in Kendo. Ri-ai and Seme. In short, controlling the center-line (or crossing the center as you say in HEMA) is fundamental in Kendo because the person in that situation is at an efficiency and control advantage. It is fundamental to break that control to be able to attack safely. That is done either through Seme (taking initiative, pressuring him, creating hesitation and exploiting it) or Ri-ai (exchanging to find patterns in his behavior and exploiting them). Other in such opportunities, attacking with full intention is foolhardy. It might work, but it has a high element of randomness. So, great job. It's nice to see you advance. All the best
I would enjoy speaking to you on this and offer some of my personal experience perspective. I have been speaking to the superiority of thrusts over cuts for years now but with a twist. You mention that his thrust was much faster than your cut. This is very true and it's also more deadly for reasons I won't describe here. You're on a path I can possibly help with. I'm not better than anyone, I just found something in sparring that took me down a different path but I'm not going to post it here. I just wish I had all the equipment again so I can continue study. Fell on hard times.
I just had a swordfight with girahim in zelda skyward sword. It was ridiculous he grabbed my sword everytime i strike. And i can't feint to fool him. Help me skallagrim, you're my only hope
You have to feint just based on sword positioning eg: position your sword for a cut from the left shoulder, then quickly switch to another angle and hit.
@@breaden4381 i did that alot but the wiimote is not sensitive enough to register the feint. It's just attacking in straight line. In the end i just flail around and get 10% of my attack through his hand
I'm an intuitive chess player. I never studied the so called classic openings or maneuvers but play at a rather higher level than one might think. I see a lot of my playing style in your video. The video really explained to me, in terms I can understand, what's gong on n a sword fight.
Fascinating. In chess, you often try to "control the board" by keeping attacking units near the center of the board. In this video, you use "blade tip wrestling" to control the space in an imaginary line (or "plane" as mentioned in the video) between your opponent's chin and belly button. You use hard and soft "mini-sweeps" in the "bind" to keep your opponent from controlling the center on your own "plane". Then you plan side-steps ("feints" and "evades"), and target hands ("cuts") and body ("thrusts"). The long sweeps involve abandoning "blade-tip wrestling" entirely, leaving your center open for your opponent's direct short cuts.
1.34, your left hand/arm pushes his blade up and away opening his stance up to maintain his balance and as you step in your right hand comes down and delivers the insides of his right thigh to the air, You may continue to hold his right arm for the thirty seconds it takes him to journey onwards.
As a for honor player, definitely there’s pretty much no skill ceiling I love it. Also yes I know for honor is nowhere near as complicated as real sword fighting
I've noticed in sword fighting it only looks good when there is a massive difference in skill. I'll do fancy stuff when I know I'm better than my opponent but when we're equal skill it won't be as theatrical
There are three ways sword fighting looks "good": 1. Both fighters suck and do flashy moves and counters and it's blind luck when someone actually lands a hit but it looks stylish. 2. One fighter is amazing and they do fancy moves because they know they can get away with it. 3. You actually know how to appreciate the subtlety of a fight between skilled fighters even though it doesn't look as flashy.
@@a-blivvy-yus there's definitely times I do flashy moves because I can get away with it. I'm very familiar with Katanas and sometimes when sparing if I think I can get away with it I'll end the spar in a few seconds. I'm not as good with rapiers though, so I won't be nearly as flashy or cocky because I'm out of my element, it still looks 'good' but I'm not gonna do a bait and switch that ends with my opponent on the ground because my opponent has more experience and knows more tricks.
@@adude8216 yeah, I do flashy moves when I can get away with it too. Or when doing performance fighting or sword/lightsaber dancing because then it's more about the show.
Completely understand where you're coming from even before watching the video, Skall. Whoever makes the first mistake is usually the guy who's going to lose, and sometimes you can force that mistake to happen by tactical decisions, misdirections, and feints. But there's also the matter of timing. The moment they open themselves up for even half a second, they're vulnerable, and you HAVE to exploit that opening or it may be YOU who gets killed instead of your opponent.
Reminds me of BJJ(Brazilian Jiu Jitsu) There are is no one move fits all. Instead it is all moves and counter moves to gain a dominate position that gives you more options then the opponent. Then it is a chess match until one person doesn't know the proper countermove or is too slow. Except instead of blades you are using your arms and legs.
Welcome to the world of boxing and mma and why everyone likes it so much. Every move counts and you need to be more steps ahead at all times. Hard to catch up if your *dead* or *KO* .
@@randompanda3415 in this context it’s not. There are rules. It simulates a life or death battle as best it can. The nature of the fight is the same. Mma and boxing are just more perfected and wide spread. It’s also easy to go harder and get more out of it. Look up UWM league. It will put weapons back on the map on the level of MMA. The combat armor they have created is amazing and will allow full on sparring and accurate readings of death blows.
Economy of motion, still my problem. I used to come in strong, get stabbed or lose my head. Now I'm more cautious. And try to exploit a opening and get out. I still favor a "en passe" type of attack. Which does work some of the time. More of a shock tactic than anything. Still learning here. Thank u. Great intel.
Taking an unexpected angle and striking as you move past the opponent to a more favourable angle can be good for catching them unaware. Relying on it too much makes you predictable though.
And just like JJ, the layman sees/understands practically nothing of what's actually going on without at least a little bit of training and knowledge. "It's just two sweaty guys lying on each other. Gayeeee!"
Side note, if you really do want to try it out, go to the HEMA Alliance website and find the HEMA club finder under resources. There's a searchable map that has the most comprehensive listing of HEMA clubs I'm aware of.
I've always thought that the concept of timing that German school of fencing uses (vor, nach, indes) could be something that can be mixed with a Meyer square and implemented as options in a video game setting. And also not necessarily as a first-person view - that was the problem "CLANG" by Subutai - while it helps with immersion, it detracts a lot from the abstraction which helps newbies and outsiders understand and relate to what is happening during a fight. I imagine that by designing a (timer based, maybe?) interface menu similar to the one used in _The Elder Scrolls IV: Oblivion_ for bartering and persuasion but with an expanding list of options (like "counter, riposte, parry, lunge" ) that become available on key moments and expand as you gain experience or level up certain stats; placing a "results" window on the side where one could see something like this: watch?v=-TzdtyMC7ek it could be possible to game-ify on a very basic level the strategic chess factor that swordfighting offers. Maybe even throw in tutorial or practice ("sparring") modes with mechanics like those found in the parkour scenes from _Detroit: Become Human_ where you predict possible reactions to the choices you make, stating a risk / reward percentage and we have the basis of what could be an amazing experience... the only thing I still have not figured out would be how to implement realistic footwork and distance management, but who knows! maybe someone with a better understanding of this can be inspired by my ramblings and figure it out.
It's not EXPLAINED as such in the game, but a game coming out in a couple of weeks called Unto The End has a very realistic feel to its timing. It's very obviously game-ified but when opponents attack and put you on the defensive, you feel like you're acting "behind" the opponent and having to try and reverse that pressure much like in sparring or a real fight. You get similar in Griefhelm (which on the surface is basically Nidhogg but with better graphics) too. Also might be good to look up First Cut. Unto The End has a demo available even though it's not out yet, and I actually took inspiration from it in designing a card game about sword duelling. Along with real sword training, but videogames and particularly Unto provided some gameplay elements too. My card game uses a sort of simultaneous action system, where you play cards sequentially in a timeline, so it works kind of like watching frame data in a videogame, or like making faster or slower moves in a real fight.
@@lokuzt I'd recommend looking up my game too (it's called Clean Cut and you can find it free online on Tabletopia or buy a physical copy from TheGameCrafter) but I'm biased :P
I've usually found that a circle disengage not just push it to the side but circle once or twice and the blade is out of position and if it's done fast enough you can throw his sword. Though my training is Epee not longsword
SKALL! You have to try horseback ridig. Please do so. You will love it. It will give you a whole new world of medieval, renaissance times perception and perspective. I still thing you could make a video on building srenght and stamina for swordfighting. Losing weight is losing muscles most of the times. This is a thing to concern. I know what Im talking about cuz Im like 15kg too heavy for my norm now. Love your new practical aproach content very much. Maybe some techique spoted on duels of the HEMA masters. Greatings from Poland 😀
Hey Skall, I have a video idea. Many HEMA/History youtubers say that an untrained person can defeat someone who's much more trained at sword fighting if there's a big enough difference at strength. So my suggestion for you is to find the strongest person you can find and try sword fighting lol. What do you guys think?
Well, a fight is a fight. Ultimately, Chess is a wargame, and that's why some pieces move the way they do. For example, the Pawns move forward, and attack sideways, because of the Roman Scutum, and Gladius formation. (Also, the Rooks were originally Hannibal's Elephants. It's that old.) What's different is it isn't Turn Based, so you don't have to make 1 move, then think about the next while the opponent makes their move. You also have to react, in the time it takes for a feint to become a repost. (Not very long.) You can't just sit back, looking at the board, and considering your next move before you take it. even in Speed Chess, you have time to plan moves ahead, and think about what you're doing before you take your hand off the piece.
A duel isn't really like chess, because at best, both sides have only 2 pieces to work with: An axe, and shield, sword, and buckler, rapier, and main gauche... Maybe you could consider warhammers, or halberds having a spear point, front blade, and usually a back spike, or Bec de Corbin. The haft is basically a quarterstaff once you close past the smashy/stabby bits, there's different ways to hold it, stances, and footwork. Compared with a Wargame, where both sides start with 16 pieces, and wear each other down until the board is clear enough to start thinking about the endgame. Chess is more like Battle, because it's supposed to be.
1:35 I see this, and I'm going to (Fairly predictably, which is bad) try to ground his point. That's my low risk/high reward win condition from this point. He's at least partially committed to that side, and he's likely coming into that frame with some momentum, just to get my blade (Or spear, I learned this from Spear) that far out. So, rather than fighting it, I tend to let it go, get my weapon on the inside, and guide his point down to the side. Since that has worked so much better in the past than going for the point/strike/kill. Take care of his weapon, first. Ideally, you want to disarm, but about halfway between that and on guard, you've got his point on the ground, where it can go him very little good. At that point, his best option is probably a drawing cut to my foreleg, which is predictable. He really doesn't have anything better to go for, while I have my whole sword (Or spear) on the inside, and most of his body exposed to attack.
However, people that know me will bait me into this position. Because they know what my first reaction is, and if I hesitate, that opens me up to a counter. It's not an unbeatable tactic, especially if it's that predictable, which is why I bring that up. It's a pretty safe bet, unless you're sparring with someone who knows you well enough to bait it, and counter you. (There's too many counters to even list.) I've lost a lot of points with that particular reaction, but it works really reliably on those that don't know me, and expect me to go for the point first. That's what most people do. They see an opening, and go for the strike. I see an opening, and try to make it even wider.
"you wanna play some chess?"
"Sure! ill get my sword."
"What?"
Your partner here seems very well trained. I noticed how tight his counter measures were while you were demonstrating things, virtually no wasted movement. I would really like to see some sparring with this guy, he seems great.
I put up sparring footage just a few days ago, on Wednesday. And there was more before that.
@@Skallagrim Oh really? Cool! I've been skipping a few videos for no real reason, sorry. I'll have to check that out soon, thanks. Also for some reason youtube isn't suggesting your videos to me as much as it was before even though I watch all the time and I'm subscribed.
@@GuidedByCompassion do you have notifications on? That's what I use.
@@scottmacgregor3444 I do but I dont always pay attention to them. Usually when I see a Skallagrim video I click on it instantly but I haven't really been looking at my notifications lately.
@@scottmacgregor3444 I just simply don't get them. I have them on, but since I transitioned to using my computer for UA-cam instead of my phone, I just don't get notified.
"BARBRA, THOSE NINJAS ARE OUTSIDE FIGHTING AGAIN!"
What kind of name is barbra?
And if Skall ever refers to himself as a ninja I'm un-subbing lol
At least Karen isn’t complaining about them this time
@@kh3rb I mean, that's the opposite of Roman
@@lukemcinerny8220 thats never gonna happend so ur gonna be subbed forever 😁
"Again we can't assume that I have Action Points if he doesn't". Very well put. I've seen a number of HEMA and other martial arts instructors try to demonstrate things on a far too overly cooperative opponent.
When demonstrating a technique you do need a certain amount of cooperation just to show what it is clearly. It's when the instructor does five things to the other guy's one that I call bull.
@@scottmacgregor3444 Yeah that's what I was mostly talking about. Instructor going HAM on the opponent while they just stand there.
@@GuidedByCompassion I figured you knew that. I was agreeing with clarification for "the audience."
@@scottmacgregor3444 Right on, bruthah. Yeah I can be a little vague at times.
There's a bunch of ways to do games:
Normal turn-based: I get my actions, then the other guy gets his.
Simultaneous turn-based: I choose my actions while the other player chooses theirs, and they clash together at the same time and you hope you predicted and countered the opponent's move. Sometimes you have different action "types" with different timing, or different speeds associated with your action so you get a more realtime feel while still playing your actions simultaneously.
Realtime: Actually works like reality with everything moving dynamically, but usually with scripted actions that limit your options because videogames. Doesn't work in tabletop gaming very often and usually even more restricted than videogames when it does.
Semi-simultaneous: This usually involves a time track or timeline where you place actions into a line of events so they happen with specific timings that clash into one another. Usually you can see some measure of what the opponent is doing before it happens, so at least one player gets a sense of reactive ability based on partial knowledge of the opponent's upcoming move. This is a turn-based system but feels a lot more like reality than most turn-based games. It's how the card game I made works, and I think that's the first card game to do something like this, but definitely not the first game ever to do it.
I love how finesse weapon fighting is in actuality
All kinds of fighting honestly
@@Muscaplays even prison shanking has more tactics and maneuvering to it than just dumb charge and stab
@@Sk0lzky jousters: 👁👄👁
Yeah but, most real blade fights are just slash, dodge, slash, dodge, etc.
@@blondeuchiha8195 that's because most real blade fights happen between untrained machete wielding thugs in south american slums
I have yet to see a pommel be used in chess to end the king rightly
The chess equivalent is checkmating the enemy king with only pawns
White Knight on g3. Guarded by a pawn. opposed by a dark square bishop. In a closed position with open f-file. ended the entire position rightly.
I carry a pommel in my pocket during every chess match. Just in case.
Aren't your pawns shaped like pommels?
"... is like playing chess with a knight. No matter how well you play he'll just flip the pieces and throw a pommel on the board"
Really cool watching skilled fighters train like this.
@@sunwukong3108
...
...What?
Well, I suppose that's why people watch him, myself included.
My fencing instructor once referred to swordplay as an extremely high-speed game of chess where you’re only allowed to make one or two mistakes.
"this is a situation I don't like to be in, he can do things to me that I don't want"
The main reason I watch Skallagrim is to just learn how to describe DnD sword fights in a much more interesting way.
And in the next turn you forced to listen the rogue about how he somersaulted 3 times while mixing 5 different poisons in the air
@@indraservo5764 Yea, I hated that when starting out. Getting a group with a solid head about them is REALLY hard, but it's satisfying.
My group hates me now for all the innacuracy I point out.
Pray tell wise one, what lessons you have learned? I'm curious for my own sessions
@@shilohshush530 weapons are badass, my man. Give flowery details to an item and BOOM, your players will either fight for the coolness or just take it, even if it has the stats of a longsword
Ah, you missed the obvious trick. You step back, point at something behind them and shout "look out!" and while their head is turned, kick them in the nuts. Works every time
LOL. I wonder if anyone ever got away with that old diddy during an actual duel? Can you imagine?
Oooooooooh shit got him
In this context would that be called a fool's mate?
Imagine that
Nah fam. Throw them with pommel grenade
The gopro footage looks like Kingdom come deliverance combat hahah, thx for the video
Except with RTX on.
Any conflict, battle or war is like a game of chess. A swordfight or even unarmed fight is no exception. Also, that fisheye lens is messin' with my head. Makes it look like the swords change from long swords to sabers as they approach the sides.
Yeah, I was about to make a comment asking why some lenses are like that. What's the benefit? It just makes everything look weird. The one in this video wasn't too bad, but I've seen some videos where you just cannot tell what's going on.
@@KingNedya the lens is used to get a wider field of vision so the camera can see more than normal. The unfortunate side effect is the distortion around the edges as the lens bends the light.
@@jabbott6748 Oh okay, that makes sense.
Brains AND Brawn. Never just Brawn.
My Lord Dragon, I mean no offense to Your Majesty, but wasn't having your soul transported to Elin's body enough to heal the damage inflicted upon your eye by Semirhage? And if I may be so bold as to ask, is it an aftereffect of your eye being healed, but your instincts being accustomed to fighting with your damaged eye?
As Da Mystery of Chessboxing told us, a game of chess is like a swordfight. You must think first, before you move.
That's why the knight moves in an L though. run up near an opponent and chuck a pommel. a good old fashioned ride by
Untrue. Never think in chess.
Da Mystery of Chessboxing is an amazing track lol
toad style is immensely strong, and immine to almost any weapon
WU!!
This also applies to martial arts. It's funny to see those "teachers" how they are showing how easy it is to immobilize someone... ofc it's easy when the person is standing like a doll.
Lol exactly. 99% of what you will use in martial arts is discovered in the first few lessons. Everything else is kung fu theory
@@Sam-iw6te depends, mid-level throws and locks are often useful too. In a real fight I fancy my chances better landing a seio nage than a kote gaeshi.
@@OnlyKaerius eh yeah grappling and throws were among the first lessons. Other instructors may vary i suppose.
A game of swords is like a chessfight
But more deadly
you must think first, before you move.
Unless it's Fiore Dei Liberi, then it's "You are a noob and I will own you."
Toad style is immensely strong and immune to nearly any weapon
@@caas2z when it’s properly used, it’s almost invincible..
Was waiting for Skallagrim to show us the ultimate move of throwing the pommel from distance and checkmate him rightly.
Skall,
the gopro POV looks really good - easy to understand the mechanics you're trying to explain. Keep it up
What i really love about this is that everything has a purpose. There is nothing made to look fancy, its just straight forward techniques and weapons both of them used as functional as possible.
I wish I could “love” this video or at least like it 537 times. More fencing instructional videos with the POV cam please.
please more videos like this, the analysis was great and interesting to watch
I role play as Skallagrim whenever I play Kingdom Come: Deliverance
I hope as a snarky timetraveling Skal 😋
swordfighting is really cool.
Very cool video - the commentary, the POV camera, everything!
Many thanks to your awesome sparring partner.
I would be very interested on more of these! Not as flashy as sparring, but you explaining the thought process for actions is extremely informative and much easier digestible in that slower pace as many interesting maneuvers and choices evade the untrained eye during sparring.
I love this!!! Personally I feel that this type of weapons play is how we develop to "real world " application. First we learn the tool and its proper technique then, through slow sparring we can see how those things are adapted when in a more unpredictable situation. Great stuff!
@John Beaton Being "crazy" doesn't rewrite the laws of physics. Swinging like a maniac just means you're making exaggerated motions that are easier to react to. That's one of the big points of this video, showing how if your movements aren't very efficient and quick they'll just get intercepted by someone who positions themselves so they need far less time to deal with what you're doing than you need to do it.
@John Beaton In a REAL battle, you would see tight formations of soldiers, not an every man for himself free-for-all. Morale, or "heart" as you call it, is not swinging as wildly as possible, but rather maintaining formation against all odds. If a formation had your version of morale, they would make their first attack, and then almost immediately break formation to make as many swings at their opponents as possible. Against spearmen, such tactics will get you stabbed. Against shields, such tactics will accomplish nothing but leave you open for a counterattack from several different opponents. Precision and discipline are king.
Even in one-on-one fights, that "survival mode" you speak of isn't just swinging wildly like a moron. That survival mode is built from training, such that a trained, skilled combatant will naturally shift into strong defensive and offensive positions to best defend and attack. You seem to believe that those positions are unnatural, but for trained swordsman, their survival mode IS those positions. Will a real swordfight be much faster then this? Yes, of course, and that is where the swordsman's abilities to maintain their posture and break their opponents posture will be tested. In such a fight, where a single mistake can and will cost you your life, you can't afford to swing wildly. You must attack with precision, and without weakness. Any weakness will be punished with death.
@John Beaton Smaller armies beat larger armies by using the terrain to force the larger army to engage them in smaller numbers, catching them off guard, getting an edge over a small subset of the larger army that hurts the larger groups morale to the point that they retreat from a battle they could have won, etc. "Heart" doesn't magically let you rewrite reality, morale matters on a battlefield but not because it makes you better at fighting, it's because it makes you stand and fight. The idea of technique and strategy going away in battle is hollywood bullshit. As is the idea that being from a specific location gives you magical insight into combat. In reality armies fought in formation and stuck to their training as much as possible, because when they didn't they died.
@John Beaton You clearly have no idea what you're talking about. Formations are key in battle. A disorganized army without technique, skill, or discipline trying to fight an organized army is always going to lose, no matter how much "heart" they have. In fact, the organized army is going to have "heart" in spades, because they will laugh at the pathetic mob trying to fight them.
As for spears and shields, they have always ruled the battlefield. I challenge you to find an era where spears and shields WEREN'T integral parts of organized warfare.
As mentioned, one-on-one combat is also ruled by technique and precision. Wildly flailing a sword at your opponent leaves you wide open for a lethal wound inflicted by a precise and controlled opponent, no matter how much "heart" you have.
I don't know why I'm even responding, I doubt you're going to listen.
@John Beaton There was a pretty big tradition of generals giving pre-battle speeches in Rome, actually, though it was most likely just there to serve as a reminder of the things that actually maintain morale. Which varies a lot by culture, but is never based on "all heart". One of the biggest things isn't even courage, but rather the fear of appearing cowardly. Soldiers who were part of a unit they trained with extensively or who were serving alongside people they knew in their civilian lives who had been conscripted alongside them will hold together better because they don't want to be seen as letting down their comrades/friends/families. And morale counted for more than nothing in battle...in fact it was the most important thing. Battles were not won and lost by killing the other side, they were won by making the other side retreat or surrender. Hence the term "rout" that is commonly used to discuss beating someone badly, but in military terms means making an opposing force lose cohesion and run under the stress of combat.
The content of the video reminds me of a (mis)quote: "How often do you lose because you weren't prepared, and how how often because the other guy wants to win too?"
The title reminds me (of course) of the card game I made recently. I hope someone is prompted by this comment to look it up, because it's awesome. I've had it described as "the best parts of chess and fighting games but in a card game" by one player who keeps coming back. Most people who play the game do keep coming back to it, which is nice for me to see!
If you google "Clean Cut card game", or search on Tabletopia for "Clean Cut" (the Tabletopia version is free and accessible in a web browser) you'll find it. It's a 2 player sword duel that only uses 15 cards, and I've taken a lot of inspiration from videogames and from experience with HEMA in designing it. It's only a handful of cards per player, but you put your cards into a timeline, with each player's actions lining up opposite the opponent's and creating timing-based interactions that work like a real fight. If you do a slow action, you give your opponent an opening to do something faster and potentially interrupt you. The title is a reference to the idea of a duel to first blood - it only takes one Clean Cut to win a fight. Your "health" in the game is your stance, maintaining a defensive posture to avoid getting hit cleanly, and if you take a hit while out of stance, the fight is over.
Also still hope to see Skall play Griefhelm (which is already out) and Unto The End (which is coming in less than 2 weeks but has a demo available already). Both are great 2D games themed around sword combat, and the dev for Griefhelm cites "Skallagrim videos" as a source he used while developing the game!
That go-pro is an incredible idea, I think all coaches/teachers/experienced fighters sharing their knowledge would really improve their teaching by adopting it
This video was very informative, and I would love to see more of these kinds of mental walkthroughs in a sword fight, through a better quality mic hopefully, lol.
Turtle approved.
Omg turtle i love you
he is approving
Thank you, I can watch the video now.
You should go and play WoW Vanilla over at turtle-wow.org 😉
sounds like you have found a great new tutor and spar partner! So happy for you!
I'm glad you made this video. Some people don't understand this, and, unfortunately, a lot of them won't see this video *DOH!* But they need to! It's part of the fight as much as anything else.
I used to be a sword and board, but I went over to music instead. Fingers hurt just as much though! :-D
My fencing teacher called it "high speed chess with a three foot blade".
Loved the camera angles and explanations in this video. Really shows the usefulness of the rings on the hilt of the longsword as well.
Sword fighting is the Dark Souls of chess
Love it! More sparring and what ever this is! It's fun to watch.
Head mounted POV cams should be used in all instructional martial arts videos, having that angle as well as the traditional side camera angle is tremendous.
Fabulous video guys. Really gave a concentrated great view of sword combat.
This is valuable stuff for me and my little sword fighting group. Thank you
I like how he made this video, its rly important to think like this in a sword duel
I got really good at thinking this way in swordfights after a lot of practice and it really helps
Very nice video. This is your first video that I've watched in 12-18 months. Iam glad I did, but so scary TBTH!
Great video. I can see your skills are starting to mature.
You basically started to understand what are advanced concepts in Kendo. Ri-ai and Seme.
In short, controlling the center-line (or crossing the center as you say in HEMA) is fundamental in Kendo because the person in that situation is at an efficiency and control advantage. It is fundamental to break that control to be able to attack safely.
That is done either through Seme (taking initiative, pressuring him, creating hesitation and exploiting it) or Ri-ai (exchanging to find patterns in his behavior and exploiting them).
Other in such opportunities, attacking with full intention is foolhardy. It might work, but it has a high element of randomness.
So, great job. It's nice to see you advance.
All the best
I really enjoyed this style of video! Please do some more.
I would enjoy speaking to you on this and offer some of my personal experience perspective. I have been speaking to the superiority of thrusts over cuts for years now but with a twist. You mention that his thrust was much faster than your cut. This is very true and it's also more deadly for reasons I won't describe here. You're on a path I can possibly help with. I'm not better than anyone, I just found something in sparring that took me down a different path but I'm not going to post it here. I just wish I had all the equipment again so I can continue study. Fell on hard times.
Great video! Very interesting and very educational! More of this kind of stuff please! :)
I just had a swordfight with girahim in zelda skyward sword. It was ridiculous he grabbed my sword everytime i strike. And i can't feint to fool him. Help me skallagrim, you're my only hope
You have to feint just based on sword positioning eg: position your sword for a cut from the left shoulder, then quickly switch to another angle and hit.
@@breaden4381 i did that alot but the wiimote is not sensitive enough to register the feint. It's just attacking in straight line. In the end i just flail around and get 10% of my attack through his hand
According to the guide if you let him approach you with his hand outstretched when he’s close he will lower his guard a bit and then you hit him
I'm an intuitive chess player. I never studied the so called classic openings or maneuvers but play at a rather higher level than one might think.
I see a lot of my playing style in your video.
The video really explained to me, in terms I can understand, what's gong on n a sword fight.
Xian was an absolute pleasure to watch, really good stuff!
Can we get more sparring analysis videos? This was super interesting. The thought process can apply to a lot of other things as well.
Did you see the one I put up on Wednesday?
@@Skallagrim I actually watched it right after this one, haha. Great work on the videos!!!
Probably my favorite video on the channel
Thank you I'm work on train ING my self and I love these videos because there fary instructed
I don’t know why, but whenever I see the building in the background, I imagine I’m walking towards electro in DayZ
@menervah DayZ war flashbacks 0-0
Do you have any stories from the game?
I love this video. Got a lot of entertainment and information out of this. I'll be meditating on these lessons.
Idos Domi, just yesterday I explained to my friend how I beat him in chess by thinking of tactics like sword fighting.
Very good. Nice technique.and excellent breakdown
Great to see more sparring videos again!
This is excellent. Deserves more veiws
Kinda surprised at how good accidental gopro audio is tbh
If someone gives me a sword they need to call the ambulance instantly
for you or for them?
@@losgargabonzi97 For both
@@vanguard616 And the 2 innocent bystanders behind them.
Fascinating. In chess, you often try to "control the board" by keeping attacking units near the center of the board. In this video, you use "blade tip wrestling" to control the space in an imaginary line (or "plane" as mentioned in the video) between your opponent's chin and belly button. You use hard and soft "mini-sweeps" in the "bind" to keep your opponent from controlling the center on your own "plane". Then you plan side-steps ("feints" and "evades"), and target hands ("cuts") and body ("thrusts"). The long sweeps involve abandoning "blade-tip wrestling" entirely, leaving your center open for your opponent's direct short cuts.
That instructor is insanely good!
Cool video!
I learn again something new,thx Skall.
This is really awesome stuff.
Props to Xian, his swordplay was beautiful
1.34, your left hand/arm pushes his blade up and away opening his stance up to maintain his balance and as you step in your right hand comes down and delivers the insides of his right thigh to the air,
You may continue to hold his right arm for the thirty seconds it takes him to journey onwards.
As a for honor player, definitely there’s pretty much no skill ceiling I love it. Also yes I know for honor is nowhere near as complicated as real sword fighting
“The game of chess is like a sword fight
you must think first before you move”
I working in a ttrpg and want combat to be brutal and unforgiving.
thank you it helped.
Oh, very good. Thank you!
I've noticed in sword fighting it only looks good when there is a massive difference in skill. I'll do fancy stuff when I know I'm better than my opponent but when we're equal skill it won't be as theatrical
There are three ways sword fighting looks "good":
1. Both fighters suck and do flashy moves and counters and it's blind luck when someone actually lands a hit but it looks stylish.
2. One fighter is amazing and they do fancy moves because they know they can get away with it.
3. You actually know how to appreciate the subtlety of a fight between skilled fighters even though it doesn't look as flashy.
@@a-blivvy-yus there's definitely times I do flashy moves because I can get away with it. I'm very familiar with Katanas and sometimes when sparing if I think I can get away with it I'll end the spar in a few seconds. I'm not as good with rapiers though, so I won't be nearly as flashy or cocky because I'm out of my element, it still looks 'good' but I'm not gonna do a bait and switch that ends with my opponent on the ground because my opponent has more experience and knows more tricks.
@@adude8216 yeah, I do flashy moves when I can get away with it too. Or when doing performance fighting or sword/lightsaber dancing because then it's more about the show.
The bugs in this video are giving me anxiety
I scrolled down 24 seconds into the video for the bug comments lol
what bugs?
Completely understand where you're coming from even before watching the video, Skall. Whoever makes the first mistake is usually the guy who's going to lose, and sometimes you can force that mistake to happen by tactical decisions, misdirections, and feints. But there's also the matter of timing. The moment they open themselves up for even half a second, they're vulnerable, and you HAVE to exploit that opening or it may be YOU who gets killed instead of your opponent.
Reminds me of BJJ(Brazilian Jiu Jitsu) There are is no one move fits all. Instead it is all moves and counter moves to gain a dominate position that gives you more options then the opponent. Then it is a chess match until one person doesn't know the proper countermove or is too slow. Except instead of blades you are using your arms and legs.
"The game of chess is like a sword fight, you must think first - before you move!"
Welcome to the world of boxing and mma and why everyone likes it so much. Every move counts and you need to be more steps ahead at all times. Hard to catch up if your *dead* or *KO* .
Obviously with swords it's more critical
@@randompanda3415 in this context it’s not. There are rules. It simulates a life or death battle as best it can. The nature of the fight is the same. Mma and boxing are just more perfected and wide spread. It’s also easy to go harder and get more out of it. Look up UWM league. It will put weapons back on the map on the level of MMA. The combat armor they have created is amazing and will allow full on sparring and accurate readings of death blows.
Economy of motion, still my problem. I used to come in strong, get stabbed or lose my head. Now I'm more cautious. And try to exploit a opening and get out. I still favor a "en passe" type of attack. Which does work some of the time. More of a shock tactic than anything. Still learning here. Thank u. Great intel.
Taking an unexpected angle and striking as you move past the opponent to a more favourable angle can be good for catching them unaware. Relying on it too much makes you predictable though.
This is very cool. Really makes me want to learn how to do this stuff. Reminds me of Jiu Jitsu.
And just like JJ, the layman sees/understands practically nothing of what's actually going on without at least a little bit of training and knowledge.
"It's just two sweaty guys lying on each other. Gayeeee!"
Side note, if you really do want to try it out, go to the HEMA Alliance website and find the HEMA club finder under resources. There's a searchable map that has the most comprehensive listing of HEMA clubs I'm aware of.
GM Hikaru confirmed as the greatest swordsman
"In the Nach " funny Denglish and very interesting HEMA infos
It's one of the terms used in the German fighting manuscripts, meaning a response to an opponent's action (after he took initiative).
@@Skallagrim interesting, thanks for the awnser
If I were a king I’d have people sword fight to me and my colleagues’ chess game
Its flashy speed chess with sharp metal rods. And i fucking love it
I liked that. Thank you.
Have you been watching the Chess channel this Covid season too? They have exploded this year. I love Agadmator's channel the most.
I've always thought that the concept of timing that German school of fencing uses (vor, nach, indes) could be something that can be mixed with a Meyer square and implemented as options in a video game setting. And also not necessarily as a first-person view - that was the problem "CLANG" by Subutai - while it helps with immersion, it detracts a lot from the abstraction which helps newbies and outsiders understand and relate to what is happening during a fight. I imagine that by designing a (timer based, maybe?) interface menu similar to the one used in _The Elder Scrolls IV: Oblivion_ for bartering and persuasion but with an expanding list of options (like "counter, riposte, parry, lunge" ) that become available on key moments and expand as you gain experience or level up certain stats; placing a "results" window on the side where one could see something like this: watch?v=-TzdtyMC7ek it could be possible to game-ify on a very basic level the strategic chess factor that swordfighting offers. Maybe even throw in tutorial or practice ("sparring") modes with mechanics like those found in the parkour scenes from _Detroit: Become Human_ where you predict possible reactions to the choices you make, stating a risk / reward percentage and we have the basis of what could be an amazing experience... the only thing I still have not figured out would be how to implement realistic footwork and distance management, but who knows! maybe someone with a better understanding of this can be inspired by my ramblings and figure it out.
It's not EXPLAINED as such in the game, but a game coming out in a couple of weeks called Unto The End has a very realistic feel to its timing. It's very obviously game-ified but when opponents attack and put you on the defensive, you feel like you're acting "behind" the opponent and having to try and reverse that pressure much like in sparring or a real fight. You get similar in Griefhelm (which on the surface is basically Nidhogg but with better graphics) too. Also might be good to look up First Cut.
Unto The End has a demo available even though it's not out yet, and I actually took inspiration from it in designing a card game about sword duelling. Along with real sword training, but videogames and particularly Unto provided some gameplay elements too. My card game uses a sort of simultaneous action system, where you play cards sequentially in a timeline, so it works kind of like watching frame data in a videogame, or like making faster or slower moves in a real fight.
@@a-blivvy-yus thank you! I will give Unto the End and First Cut a look!
@@lokuzt I'd recommend looking up my game too (it's called Clean Cut and you can find it free online on Tabletopia or buy a physical copy from TheGameCrafter) but I'm biased :P
Dip under and thrust from the bind used to be my favourite move, a bit risky but really quick
I've usually found that a circle disengage not just push it to the side but circle once or twice and the blade is out of position and if it's done fast enough you can throw his sword. Though my training is Epee not longsword
Great vid!
SKALL! You have to try horseback ridig. Please do so. You will love it. It will give you a whole new world of medieval, renaissance times perception and perspective.
I still thing you could make a video on building srenght and stamina for swordfighting. Losing weight is losing muscles most of the times. This is a thing to concern.
I know what Im talking about cuz Im like 15kg too heavy for my norm now.
Love your new practical aproach content very much. Maybe some techique spoted on duels of the HEMA masters.
Greatings from Poland 😀
Hey Skall, I have a video idea. Many HEMA/History youtubers say that an untrained person can defeat someone who's much more trained at sword fighting if there's a big enough difference at strength. So my suggestion for you is to find the strongest person you can find and try sword fighting lol. What do you guys think?
Well, a fight is a fight. Ultimately, Chess is a wargame, and that's why some pieces move the way they do. For example, the Pawns move forward, and attack sideways, because of the Roman Scutum, and Gladius formation. (Also, the Rooks were originally Hannibal's Elephants. It's that old.) What's different is it isn't Turn Based, so you don't have to make 1 move, then think about the next while the opponent makes their move. You also have to react, in the time it takes for a feint to become a repost. (Not very long.) You can't just sit back, looking at the board, and considering your next move before you take it. even in Speed Chess, you have time to plan moves ahead, and think about what you're doing before you take your hand off the piece.
A duel isn't really like chess, because at best, both sides have only 2 pieces to work with: An axe, and shield, sword, and buckler, rapier, and main gauche... Maybe you could consider warhammers, or halberds having a spear point, front blade, and usually a back spike, or Bec de Corbin. The haft is basically a quarterstaff once you close past the smashy/stabby bits, there's different ways to hold it, stances, and footwork. Compared with a Wargame, where both sides start with 16 pieces, and wear each other down until the board is clear enough to start thinking about the endgame. Chess is more like Battle, because it's supposed to be.
Holy bug swarms, Batman. Hope they weren't mosquitos.
Mikiri counter the trusts
Stabbed through the chest with a longsword, Checkmate!
Hit's scored:
Skall:16
Xian: 28
Tiny bugs:9001
What's wild about this is when sparring all this kind of thinking is "front loaded" as muscle memory
i prefer the thrust over the cut its much more suddle and quicker however can be seen as risky compared to the cut
the audio is good
1:35 I see this, and I'm going to (Fairly predictably, which is bad) try to ground his point. That's my low risk/high reward win condition from this point. He's at least partially committed to that side, and he's likely coming into that frame with some momentum, just to get my blade (Or spear, I learned this from Spear) that far out. So, rather than fighting it, I tend to let it go, get my weapon on the inside, and guide his point down to the side. Since that has worked so much better in the past than going for the point/strike/kill. Take care of his weapon, first. Ideally, you want to disarm, but about halfway between that and on guard, you've got his point on the ground, where it can go him very little good. At that point, his best option is probably a drawing cut to my foreleg, which is predictable. He really doesn't have anything better to go for, while I have my whole sword (Or spear) on the inside, and most of his body exposed to attack.
However, people that know me will bait me into this position. Because they know what my first reaction is, and if I hesitate, that opens me up to a counter. It's not an unbeatable tactic, especially if it's that predictable, which is why I bring that up. It's a pretty safe bet, unless you're sparring with someone who knows you well enough to bait it, and counter you. (There's too many counters to even list.) I've lost a lot of points with that particular reaction, but it works really reliably on those that don't know me, and expect me to go for the point first. That's what most people do. They see an opening, and go for the strike. I see an opening, and try to make it even wider.
How do you record audio for the gopro, just the GoPro mic? The sword clashing sound on this and the viral smith vs marsden one is fantastic.
Gopro mic is not enough. Smal direct on the collarcis the first good direction. Also cheap.
A sword fighty way of doing mittwork would be really fun