Sword Styles Guide

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This is distinct from A guide to playing Blade Master in that it explores different ways of playing that do not necessarily confer any specific mechanical bonuses but rather covers different ways of fighting that may or may not have various advantages from a roleplaying perspective (depending on ones own taste).

## Sword Styles

### One Handed Rapier

A style composed mainly of thrust and small cuts. Defense is done by evasively moving in and out of range to attack and defend.
### One Handed Uchigatana

A style imitating samurai and anime. Characteristics include dedicated full body movements and circular motion allowing attacking and defending from any angle.
### One Handed Bastard Sword

A style imitating european skimishing. This is not for any artful flashy performance. Brutal? Refined? Who cares. If it works do it.

### Duel Wield 1Sword Attack + 1Sword Defend/Interrupt

The main hand attacks, the other hand always stays charged and ready to block or interrupt attacks.
### Duel Wield 1Sword Attack Half Charge + 1Sword Attack Full Charge

Defensive style where timing between enemy attack animations are capitalized on with Interrupting Attacks executed on full Charge, while regular attacks done with the main hand every half charge.

## Basic Mechanics

### Don't touch swords they hurt

Even when an enemy is not attacking, contacting any part its sword will cause damage to you, even when its dead. In this way an enemy may just be walking into you, turning, or seem to not be attacking in anyway, but still will attack you without you being able to block.

##### Sword Charges

*See also: A guide to playing Blade Master*
Ding: (1 second) the first charge up of the blade masters sword, a thin airy ring will appear at your blade tip followed by the sound of a light bell.
Ding2: (2 seconds) the second charge of the blade masters sword, a thin airy ring will appear at the blade tip and the sword will glow with blue fire but no bell sound.

## Tips on using Power Attack with Cadence and Block and Master attack in combat flow

1. Block enemy--> Power Attack --> Stagger --> Regular Attack --> Cadence
2. Regular Attack --> Vital Strike Interrupt enemy--> Power Attack/Cadence --> Stagger --> Power Attack/Master Strike
3. Regular Attack 2x Set up Cadence on 3rd --> Cadence Interrupt enemy--> Power Attack --> Stagger --> Power Attack/Master Strike
4. Ranged Attack--> Stagger --> Continue holding power strike after landing ranged hit hit --> Master Strike when up close.

### How to Roleplay using Regular attack

Any attack aimed at wearing down your opponent rather then dealing a decisive blow. Any half attack.

### How to Role Play using Power attack

Any hard Block, Stop Cut, Full Cut, emphasizing raw power.

### How to Role Play using Cadence

Any exaggerated swift cut, full cut, emphasizing more finesse based power and full motion.

### How to Role Play using Master attack

Any kind of charging release, done in a similar manner to power attack or mental focused based art.

### How to Roleplay being Deflected in a block

When two weapons collide with equal force they are repelled with opposite force. Role Players should simulate being pushed back with their limbs being pushed away while they fight to regain control of them.

This should be done with any half, weakly executed, or badly positioned block.

### How to Roleplay a Clashing Block

When two weapons collide with equal force they are repelled with opposite force. The only difference from the above with that Role Players are able to retain control over their weapon, experiencing a smaller push back.

This should be done with any full, properly executed, or well positioned block.

### How to Roleplay a Hold/Grappling Block

When a weapon is "caught" with you own weapon rather then struck against.

Role Players should have a firm sense of position and base while avoiding movement. They should also not just lock in place, but bend with the catch of the weapon, like a bamboo shoot swaying in wind.

A "caught weapon" from long range should almost always end as you being deflected from your own end, due to having to deal with the full force of the attack at the worst position.

### How to Roleplay a Reprisal/Riposte

When a Role player is only able to Block and Counter attack quickly instead of parrying that is a Reprisal.

Unless Stabbing, the reprisal should be executed as a swift cut and not a full cut or stop cut due to lacking power and full motion. A Slow Reprisal is not a reprisal but just a separate block and attack. In that case it can be any form power or regular.

### How to Roleplay a Parry

When a block + power thru attack is done while blocking a weapon and hitting a body part at the same time, this is what a parry is.

To properly roleplay a parry, execution may either be done with power or with finesse, however you should not pass your weapon thru your opponents weapon "clipping thru objects". When parries are done with a weak motion end in a swift cut. When done in a powerful
motion end with a stop cut or a full cut.

## Deep Cut vs Shallow Cut + Hit Detection Relationship

When you are cutting with the body of the blade, mainly in Full Cut Style Striking you are Deep Cutting.

Generally With a Deep Cut especially in frantic situations, you may initiate the strike too close or actually inside the enemy causing hit detection to not occur.

With a Shallow cut, executed with a chop or whip motion (stop cut/swift cut), you may be too far from your target and actually not make contact.

### Hit Detection: Speed and Distance

Hit detection does not occur when strikes are started inside the body of the target. As a general rule, the sword must initiate the strike half the sword length away from the body of the target for a hit to register.

Speed detection: Speed limits are generally more forgiving after the first charge up. Before the first charge up if you draw and swing to fast immediately your hit will not register reliably.

## Universal Strike Styles

Full Cut:

You cut and follow through on your strike, passing clean through your target .
[ Hit Registration is based on strength and steadiness of flow.]
Stop Cut:

You cut as if to chop wood. As you contact you create your own counter force as if hitting something solid like an anvil. Your blade does not bounce and its full force is absorbed by the surface.
(Damage Bonus - Motion detection)
[ Hit Registration is based on force needed to stop swing in motion.]
Swift Cut:

You strike your target--prioritizing speed over force--and pull back with a whipping motion as you penetrate.
(Damage Bonus - Motion detection)
[ Hit Registration is based on force needed to stop swing in motion. Also can create a double strike in the pull back motion]
Thrown Cut:

Your target is out of your reach in some way, and you must hit them. You perform a Swift Cut as if your target was right in front of you but let go right before the return point, sending your weapons flying at your target. They return to your hand after a moment and you are ready for another strike.
Does *not* require having any throwing skills unlocked, Sword Throws behave as normal attacks including charge mechanics when landing a direct hit (in addition to any godstone abilities they may or may not possess)
>The difference between a "Thrown Cut" and a sword throw is that a Thrown Cut specifically refers to landing a direct hit on a target rather than just landing nearby and hitting with an AOE effect.
Stop-Throw Cut:

Combination of Stop Cut & Thrown Cut. You cut as if performing a Full Cut but you release your sword the moment a hit is registered, resulting in also landing a Thrown Cut on the same enemy.
Dash Cut:

You activate your Dash ability while moving towards a target, turning into a blur of speed. You come to a stop and your target dies. You performed a Full Cut while you were a blur of motion.
Dash Throw:

You activate your Dash ability while moving towards a distant target, turning into a blur of speed. While in motion you perform a Thrown cut and as you come to a stop your sword continues on--still a blur--until your strike lands true.
Plunge Cut:

You plunge your sword point first into an enemy, and just as it reaches the enemy you turn it into a Swift Cut and perform a horizontal/vertical strike. Prevents telegraphing which one you're about to do.
## Ways of Defense

### Move out of Range

Real Life Moving - Works well for rotating around, but generally insufficient room or spacial change detection to retreat out of range.
Walking - Too slow
Boost Dash - Limited Best
Flight - Good
Running - OK
To run start by walking and then press but [DONT HOLD] your directional button down while in the direction you wish to run. Game will not let you start off running with the the direction button pressed down. You will walk instead causing you to be hit.
Run backward, strafe to the side, or run past and end up behind your opponent.  !!!CAUTION!!! Looking at your opponent and moving your neck while you run will often cause you to collide into them if running forward. This is due to head tracking deciding forward movement.
### Block

Intercept the path of the weapon and stop it. When Range is in doubt block. There is no other penalty but a miss-fired power attack.

(Cost Stamina)
(No damage to Opponent)
(Anytime)
### Block + Power thru Counter Hit

Intercept the path of the weapon push it aside with raw power and strike you enemy.

(Cost Stamina)
(Damages Opponent)
(More forgiving on timing and placement, just weapon and any body part)
(Works on mini bosses+)
### Cadence Interrupting Attack

Strike anywhere on your opponents body interrupting them mid action using the power of cadence

(Does not use Stamina)
(Damages Opponent)
(Only after 3 charged hit with cadence)
### Stagger Interrupt

Strike your opponent and put them over the edge of their stagger limit stopping them mid action.

(Does not use Stamina)
(Damages Opponent)
(Only when fully stagger damaged)
### Glowing Weak Red Point Strike Destroyed

Strike glowing red the weak point on your opponent interrupting them mid action only if destroyed.

(Only available when glowing red weak point appears on enemy)
### Vital Point Strike Interrupt (Face/Back)

Strike First a vulnerable part of your opponent interrupting them mid action.

(**!!!** Only works on Normal Monster)
(**!!!** Hit must register as a "Strong Motion" hit and not a weak motion hit).
(**!!!** Must be higher level then monster - "Strong Motion" may be based off of damage done, so even if done correctly will fail monsters outside level range)
(**!!!** Must interrupt before the strike is in motion, a strike in motion will follow thru and still hit you.)
(Does not use Stamina)
(Damages Opponent)
(After 1st Charge up)

Your sword must have at least 1 charge up. Wait for the enemies attack animation to start and strike at a Vital Point. Valid Vital points vary between animations and monsters hit boxes.

strike the [face]. (Sylphid, Enforcer, Confirmed)

strike the [back] of [any body part] from side or rear arch. (Sylphid, Enforcer, Confirmed)
## Interrupt Fail (Any of the above Interrupt Types) + Block & Power Thru Attack

Recommended:

(Damages Opponent)
(Anytime)
(More forgiving on timing and placement, just weapon and any body part)
(Works on mini bosses+)
A Block + Power Thru Counter Attacker only consumes stamina if blocking occurs. Therefore if you get into the habit of first attempting to interrupt a strike, you will save stamina most of the time if it succeeds. The Block + Power thru does not depend on sword charges so you may activate immediately if you fail to hit your mark while attempting to interrupt. Best of all it will allow you to stop a follow thru attack from the opponent if you miss your timing. You can apply 2 hit combination attacks to memory for this but should be wary of letting this take over.
### Gourmet Defense

Grab some food with one hand and keep it ready holding it thru out battle. After you are hit immediately eat food to heal back the damage you receive. Ready a new food item in your off hand.

(Does not use Stamina)
(Cost Food)
(No damage to Opponent)
(Anytime)

## Thrust Type

#### Required Distance

##### Creating More Distance when up Close

Create distance by winding your arm behind your back past your hips.

## Slash type

#### Air Drag Slash [Power Hold Moving Block/Slash]

Hold Power Attack Button, Instead of peforming a blocking swing, hold swords out and drag across the air while intercepting path of attack. Tie into body interception to perform dragging attack after block.

## Learning How to throw Fast and systematically

Aim = Starting Height + (Wrist movement in degrees \* Wrist movement power)

1. Start with your weakest power.
2. Experiment with slightly increasing your wrist movement in degrees each time and observe how your blade travels.
3. Exercise throwing repeatedly, starting from your smallest degree and building to your largest.
4. Repeat this exercise this time increasing your power after each set of throws

## Throwing Techniques

### Forehead Overhand throw

The Forehead overhand throw is the easiest to calibrate with no experience so start with that style.
1. Line up your throwing hand with your forehead. Your throwing object should rest right between your eyes, at forehead level.
2. This makes it so when you throw you will generally aim to exactly what your looking at and wont have to make an turning or wrist tilt adjustments.
3. Adjust the height of your arm for distance. Closer objects will not require a height adjustment. Far off objects will require you to start higher due to dropping over distance with gravity.
4. Flick your wrist in a chopping motion, but keep your arm still.
5. As you gain experience, experiment with the degree of movement and power of your wrist motion.
6. In later stages chop and extend out your arm forward to add more distance and power.

### Hip Overhand Side Throw

Best used with dual wielding with one hand serving as the dedicated throw side

### Hip Overhand Side Spear Throw

Send a sword flying strait from the hip. There is almost zero wrist movement involved. Overhand grip and release in a smooth gliding motion extending level and outward from the hip strait. Quarter turning upper torso and returning to position while throwing can be used prevent sword sheathing on release and to help generate force.

### Hip Underhand Side Throw

Send a sword flying strait from the hip. Hand moves to opposite hip arm resting across waist using mostly wrist movement and torso rotation to throw. Quarter turning upper torso and returning to position while throwing can be used prevent sword sheathing on release and to help generate force.

### Hadoken

##### Combines Hip spear throw and Underhand hip throw in one motion for DUEL sword throwing

An DEADLY short to medium range DUEL sword throw. Both swords travel together and tend to hit at the same time.
Mastery of Hadoken allows [Stop-Throw Cut technique] and [Face][Vital Point Strike] at very close range, allowing for even more damage and attack animation interruption. 1:11 second mark in video.
Is possible increase cadence counter and activate cadence with.

### Metsu Hadoken

An VERY DEADLY short to medium range DUEL sword throw that is especially damaging to the stagger bar. Both swords travel together and tend to hit at the same time. Also has the chance to cast horizontal power strikes specials at range hit. Power attack must be held down for both swords before being thrown and continued to be held down until swords hit after being thrown.
It is recommended to sheath and reset your swords instead of letting them respawn in your hands due to a button glitch that occurs afterwards.
For maximum affect fully charge your swords before holding powerstrike while released.
Can be used as a shield to first block enemy attacks (adding stagger) and followed thru with a (triggered reset) power ranged attack (adds even more stagger). Or the ranged attacks themselves can be used to interrupt enemies by staggering interrupting at range and then power thrown again for stagger multiplier damage at range.
Mastery of Metsu Hadoken allows [Stop-Throw Cut] technique and [Block - Power Thru Strike] at very close range, allowing for even more damage and attack animation interruption.
### How to Hadoken Tips

See Video for hip overhand spear throwc(Top)
See Video for hip underhand throw(Bottom)
Combine these two motions into one.
Make sure swords are not tangled up!
You may need to exit game and restart with lower belt placement to keep from accidentally sheathing swords.
DPS Blade Masters remember to stationary Ghost Step for 20% damage.

## Movement Arts

#### Double Jump

Jump in game then at the peak height jump in real life for extra height
Or jump in real life then jump in game for extra height

#### Double Dash

Boost Dash in game and Dash in real life for extra distance

#### Shorten Boost

Boost Dash in game then Dash back in real life to shorten boost or utilize [Dash Flick] and make Z like pattern.

## Flying Techniques

### Flapping like a Bird

For gaining greater height and nothing else raise your arms and up flap and and return to T pose in in a swooping motion.

### Swooping acceleration

From T pose, tilt your hand pinky side up and thumb side down. For faster falling bring your arms down or behind your back like a hawk.

### Strafe Surfing

From T pose, tilt you arms so you begin to strafe to the side in one direction. Change direction is done by moving and rotating your real body using your strafe lower arm as forward.

## Strategies

### Changing Rhythm

Slow pace for utilizing your sword charges for interrupting attacks as a defense and fully charged power strikes for attack. Also when you need to rebuild real life stamina.

Fast pace for rebuilding fighting spirit when you have stamina to burn, with dexterous positioning as your defense. Damage is not your concern, only rate of fighting spirit regeneration. Also when you need to rebuild real life fighting spirit..

### Team work playing the Defender specialist

You are only concerned with looking for the timing to Interrupt Attacks and Block your opponents strikes. When an enemy moves in to strike an ally, that in when you move in to shield them and burn your sword charges and stamina. Attacking and damage comes last.

### Team work playing the back stabbing Rogue

You stay on the outer edges of combat. Only approaching to strike when you sword is fully charged or have stamina to power and master strike. Other wise you avoid aggro. Throwing fully charged swords are your primary attacks from the shadows.

## Custom Player Combos

### Cut styles Combos

1. X pattern
2. Z pattern
3. t pattern
4. tri -pattern
5. sqr -pattern
6. stop - press - butt
7. layered cake

### Ending Combo Strikes

##### The types of Strike done at the end of a combination that allow for simultaneous position change/retreat/attack into defensive/reactive position.

1. Linear Air drag cut
2. reversing cut
3. rotational cut
4. retreating/ juking stab
5. crescent cut
6. Circular Motioned Drags Cuts

# The way of Dimensional Unity

Learning how to combine movement of directional pad with movement in reality to gain extra distance or move in opposite direction to create weird jumpy movement. Rotating around target while moving another direction and otherwise humanly impossible movement is possible this way.
Combining flight mechanics with jumping and combative skills in both real and VR dimensions also falls under this.

# Recognizing Real Life Stamina Depletion

Like in game, when you run out of stamina you cease to be able to do special moves and lose your situational awareness.

Warning signs include:

* Wanting to sit down and not get back up.
* A lack of fighting spirit and ability to put willpower behind techniques.
* A naturally tendency to look for the easiest less physically demanding way to attack.
* Tapping or wrist flicking your sword to slash in an unrealistic way.
* Standing or slouching without any use of hips and stances.
* Approaching enemies in an easy going mechanical automated kinda of stride, a lack of caution or tension.
* Losing situational awareness, such as not being aware of number of enemies around you, their position relative to your back and sides and general position in open fields, rooms, and behind walls.

# How to avoid Tunnel Vision

* Know that your are most vulnerable when you are focused. Locking on target also blocks out other non essential information. Staring strait ahead will only let you see strait ahead.
* Strike and Move. When starting and ending a strike give yourself a new position different then when you began. Strike and move to the left facing right seeing what is there. Strike and move to the right facing left seeing what is there. This not only forces you opponent to adjust and compensate for your position but gives you a new viewing angle to collect new data for your mental map. In this way although your eyes and face do not leave your opponent, your field of view is not locked on the same information due to a locked position.

* Learn to strike moving into range, and to strike and move out of range. Moving back will let you see the big picture. Deception and the hiding of motion is most effect up close when the view is narrow and there is no time or space to react. Knowing how to strike to position yourself out of range will also help keep you from being surrounded and preserve your stamina. Do not neglect your ability to throw. By making your opponent approach, you see in future time.

* Utilize peripheral vision and circular movements. Although your attention maybe focused, that does not mean you cannot see what is to the side. By circling your opponent you can fill in the information missing. A full circle will let you see 360 degrees around you. A strike that requires you to circle and rotate also give you the opportunity to see.

* Do Not Stand Square. Learn to step, pivot, and rotate with both your leading foot and back foot. Learn how to back step and change stance and lead foot. Doing so will greatly increase your rotational ability.

* Learn to side glance and change height up and down while leaning to the side. The act of lowering you body and glancing to the side still keeps your opponent in vision while revealing more information then just standing level and opening you up for attack when looking left or right.

* Dominate your opponents vision and reaction thru movement. A snake charmer uses distance and direction to entrance, locking their opponent into a catatonic state of constant analysis, attention, and calculation. By moving you direct your opponents eyes towards you and the direction they must proceed. Consequently you direct your opponents eyes away from what is behind and to the side. Perhaps you have a friend thats a little back stabby? Give them an opening. Perhaps there is uneven terrain behind your opponent that might cause them to slip, stumble, or fall. Just a little sudden advance will make them retreat right into it.

# How to Preserve Aliveness of Fighting

* MOVE
* Advance/Retreat/Reset [STRIKE DEPTH/Origin Of Motion]
* Practice Attack/Def/Evasion with your WEAK side until it is STRONG
* Practice with different facings: neck turned/bowed down/looking backwards/looking to the side/crouched down/one knee on floor
* Vary Pace
* Vary Power
* Vary Tension and Resistance to force
* Vary Speed
* Vary Approach
* Vary Distance Using Both Short and Long Strikes
* Vary Stance height
* Vary Center of Gravity
* Get High Striking
* Get Low Striking
* Get Forward Striking
* Get Back Striking
* Twist and Turn
* Breath Both Slow and Fast with control, shallow and Deep
* Vary Timing, strike count, and attack intervals

* Use your joystick movement TO ONLY to set engagement distance. Boost out to avoid. Otherwise using it to move in and out to attack will seriously screw up any form of technique you use to attack and train bad habits of standing still.

* Keep Combos short. [2] hits in a row is your most realistic outcome. Anything more then [3] consecutive hits is over dedication. Not only will this subject you to tunnel vision, but such things rarely happen in real combat where the opponent does not stand locked in place.

* When you do decide to combination attack, keep in mind the timing windows you have available and the power distribution behind you flow. Controlling the flow of power and its changes through the course of actions will let you control both your movement and the opponents reaction and mind. Have a plan, a direction, a goal, and a number of set strikes to launch in your time window in mind. Going by plan as you go pure reaction will make you react with the opponent making you slower and opening you up to manipulations. Striking only in single hits in a back and forth reaction does not allow you to overwhelm and create openings.

* Don't be afraid to miss and just hit air. By swinging your sword around you are controlling and limiting the options where an opponent can move safely. Also missing attacks lets you practice attacking from different positioning and angles that you usually don't start in. Best of all any missed attack gives charge up time to your next attack to hit even harder.

* Dodges and combinations go hand in hand. You could say dodges are actually a part of your combinations action count in the time windows you have. Incorporate dodge actions into a branching list combinations. That way for any specific type of evasion you do a multiple list of ways you can combination attack present themself, giving you seamless flow for defense and attack without any pauses in between.

# STANCES

* Your main [starting engagement] stances should be position based advantages stances, meaning they give bonus to range of movement, Field of View, and reaction depending on terrain, relative position of opponent, and opponent stance.
* Your next set of stances should be your [end strike positions], as knowing these will help execute your strikes in a complete well balanced and well executed motion.
* Your last set of stances should be your [movement, height, rest, and position transition] stances. This is to tie together your ending positions to your starting position and give you understanding of your movement limits and balance.
* Approaching a battle in a readied stance will make your planning, reaction, and speed vastly superior to a wandering reaction based stance. Familiarity will allow you both to hide and skip motions assuming the foundation is strong. This will give rise to seemly relaxed unreadiness to explosive movements.
* Do not neglect training your wrist positioning as stances themself. It will open up another dimension of transitional attacks and stances and movements

# Strike Flow

A general guide on how to flow motion of the body with any kind of strike. This should be taken as a basic lesson to build good form. Keep in mind that any advanced forms can have any variations in flow.

* Wrist --> Arm --> Torso --> Hip --> Legs --> Feet
* Feet --> Legs --> Hips --> Torso --> Arms --> Wrist
* Be sure to include body rotation of different degrees and expansion and contraction of body area and space into your flow.
* Do not neglect the application of changing depth and heights of strikes and the body motions.

# Choosing How and What to Train

When starting fresh you will have to experience and learn everything. Practice getting the general ideas down, learning how to move, learning how to feel, learning how to read, learning how everything fits together and how deep the layers they apply. The idea is that your prepare your liquid foundations, the ability to be adaptable, and quick to understand. At some point you will reach a plateau in your performance. At that point in order to exert at a higher level you will need FOCUS TRAINING.

FOCUS TRAINING is exactly as it sounds. It is the crystallization of any action, concept, perception, analysis, into a solid form that you may use without having to go thru the liquid process of understanding. Because experience is compacted layer after layer, your experience is immediately usable to be drawn out at moments notice with its form already taken shape. Repetition, Isolation, Concentration, and Depth are the keys to focused training. You are both building muscle memory and crystal memory with focused training. This is how you build real life specials moves.

An example:

You see this guy? Looks easy right? Do it more then 10 times fighting sylphids and tell me if its easy to do anymore. Do only that, focus only on that, eventually you will get good at it, making it smooth and easy and not so weird feeling. As your body adapts and strengthens you will be able to put more power and speed into your motion. As your mind adapts, so will it take less mental energy to apply and understand its use and control.

# Perspectives + Efficiency

### Resisting Primal Urges

1. You do not need to lock eyes with AI and stare them down with intimidation. At most they only possess insect level intelligence.
2. Do not reach for your opponent. It will compromise your motions and execution of various strikes and leave you open to manipulation. Instinctually even against a taller opponent, you will reach to strike the head or chest. This is not necessary as waiting for timing will only delay your actions making you slower in executing movements. Instead develop the habit of striking what is within reach and exposed, such as legs and arms or tail if hits register. AI is not intelligent enough to feint movements or bait.
3. Do not pause and admire your works of art. The instinctual urge to look for the pain in your opponents face and to seek body languages cues of submission do not exist here. After executing action move to your next course of action.
4. Resist the urge to fight reactionary. Do not let the enemies movements dictate your own movements. Instead prepare a short sequence of action with a direction, a line of movement, and a plan. Keep it short as to remain adaptable. This will lead to less "pauses" in mental processing and execution lag.

### Unlocking your brains processing power

1. Learn to see opponents as object with more then 3 dimensions. Learn to see Time. Learn to see distance. Learn to see motion potential. Learn to see "Intent". Learn to plan around these new unlocked perceptions.
2. AI monsters lucky possess a "set" speed of movement that never changes.
3. AI monster always possess a "set" timing for completing attacks motions.
4. Because of the above 2, distance needed before contact, or to move within range, can also have a time dimension associated with it.
5. Because AI are literally programed, they will always behave in the same set of patterns making their "Intent" crystal clear. Act plan and perceive based in "Intent" accordingly.
6. Now that you are free from the instinctual programming to lock eyes with your opponent and judge them, this will free up mental space to develop your ability to mental map 3 dimensional space. Learn to utilize your "Minds Eye" see where you are relative to your mental map, where you enemies are, and where approach and contact lines exist. Incorporate the time dimension into these. This will eliminate the need to constantly stare at your target making your actions and responses and planning faster.
7. Be aware of your own stats. Know yourself, your condition, your movement limit, and your timing. Fit this together in planning with your mental map and actions.

### Map forward mental processing VS change forward mental processing

#### Map Forward

Before any action, Mental map is rebuilt.
Advantage
1. Less mental map information degrading.

Disadvantage
1. More mental resource consuming.
2. Longer response time although mitigated by buffering course of actions.

#### Change forward

Updates to mental map only happen when a change is noticed.
Advantages
1. Natural way of information processing
2. Less mental resources consumed

Disadvantage
1. Low quality mental map, as brain operates on partial mix and fill information. This limits ability to analyze and plan.

#### Deciding which method to use and when

1. For living normally and other less demanding low stress environments, use Change forward mental mapping ... or rather don't do anything your brain will take over on its own.
2. Short duration combat, in periods of stress intervals, use Mental Map forward processing to allow for planning and action sequences.

#### Training Exercises

1. Find a suitable area to map out in your mind and focus on a target.
2. Lock in your mental map. Close your eyes and strike your opponent.
3. Open your eyes and update your mental map seeing where you are and where your opponent have changed position.
4. Recenter with your opponent.
5. Lock in your mental map. Close your eyes and strike your opponent twice. Again once you are done open your eyes and update your mental map
6. Recenter with your opponent.
7. Lock in your mental map. Close your eyes and strike your opponent three times. This time rotate and change position around your opponent while keeping your eyes closed as you strike and move. Again once you are done open your eyes and update your mental map.
8. Repeat this continuously increasing the number of strikes and position changes until you are satisfied.