Unofficial Class of JA ABC's | |
SaberWeildinKow - Student ![]() |
Class Name: | Date/Time: | Instructor: Spelling 101 | Right Now | KoW w/Lightstick Details | Many Comments /click *Sorry, class is cancelled for today (I know, it hurts me too), But Remember Folks(!) it takes Two sabers to use a dual, two People to duel, and dule means absolutely Nothing!* Your Bovine Friend, KoW This post was edited by SaberWeildinKow on Jul 09 2004 11:24pm. |
Login and add your comment! |
Comments |
Tido - Student ![]() |
yeah I agree with you...editing |
3th - Retired ![]() |
i'd call the strike that knocks away the blow a parry, and the counter is the offensive strike that may follow ![]() ![]() _______________ this is the internet, be serious damn it! |
Tido - Student ![]() |
![]() Also while we are on a similar subject, I'd like to get some terms explained to folks: Overhead: a red swing that goes straight over, just primary fire, no movement Hesitation: a swing that is started, but a backward jump is added to 'hesitate' the swing. So the swing only completes after the jump finishes Delay: Instead of a combo (one swing after another), a second swing is performed just before the saber resets itself. Rotation: In a combo, setting your second or third movement back + current strafing direction, causing yourself to do a single rotation. Spin: In a swing, using your mouse to rotate your body. Sissor: Chaining left/right movements to create a combo (in yellow stance primarily, also in staff and duals). Sway: Using mouse movement during a sissor to exaggerate the left/right pattern. Parry: when one saber's impact counteracts the swing/impact of another. This is usually followed up by a second motion striking the opponent. (Counter) I'll think of more later This comment was edited by Tido on Jul 13 2004 04:07am. |
Login and add your comment! |