What have you guys learned about martial technique in-game?
I suppose I will start with what I know.
Fast Compact Swings
One-handed weapons and light two handed weapons are capable of fast compact swings, exceeding that which is normal expected of them. To do this, you simply begin a swing in front of your character, then with varying timing, swing the cursor to the back of your character. This is especially potent at short range if you crouch during the slash, creating a sharp point blank hack to the knee.
Complications:
This maneuver can leave you spinning, but it is a controllable spin. Using close range blocking principles you should be fine if you aren't particularly stupid with it.
Greater Lunging and Advanced Movement
As everyone knows, holding down a key leads to a more exaggerated movement. This movement can be even great if a weapon slash carries it a farther distance. For various reasons, A and D are functionally better and this than W or S. That is to say "side to side" motion is superior. Move moving the mouse quickly though, you can twist your body only slightly while making use of this aspect, gaining a more powerful but slightly more reckless lunge.
Likewise, the positioning of your feet matters for being able to move quickly and readily. By paying attention to the cursors location and your orientation, you can make fluid movements that seem unlikely during normal play. These are mostly useful for dodging after a spin-out.
Additionally, crouch can be used at any part of a movement to dampen or cancel it. This leave you slightly more unstable against weapon attacks, but is in theory being used to avoid them anyway.
Finally, sword swings can be canceled and re-started at any point (or nearly) in their swing. Sword swings also carry momentum. This means you can use the momentum of a canceled sword swing to exaggerate your movements if you need to.
Improved Blocking Principles
Blocking is best done close to the handle of the other weapon. This is why attacks from the left are generally harder to block, because your weapon is on your right side, and therefore naturally farther from their grip when you block.
Shields combat this, and are very aggressive in their blocking decisions. This means that you can move -towards- blows with the shield, while angling it towards their hand, and very effectively stop blows, before they come up to speed or not.
Thats all I can think of for the moment, but I will try to write some more later. Some of these things get fairly complicated, and I don't think I could describe timings if I wanted to. There are simply too many factors.
I suppose I will start with what I know.
Fast Compact Swings
One-handed weapons and light two handed weapons are capable of fast compact swings, exceeding that which is normal expected of them. To do this, you simply begin a swing in front of your character, then with varying timing, swing the cursor to the back of your character. This is especially potent at short range if you crouch during the slash, creating a sharp point blank hack to the knee.
Complications:
This maneuver can leave you spinning, but it is a controllable spin. Using close range blocking principles you should be fine if you aren't particularly stupid with it.
Greater Lunging and Advanced Movement
As everyone knows, holding down a key leads to a more exaggerated movement. This movement can be even great if a weapon slash carries it a farther distance. For various reasons, A and D are functionally better and this than W or S. That is to say "side to side" motion is superior. Move moving the mouse quickly though, you can twist your body only slightly while making use of this aspect, gaining a more powerful but slightly more reckless lunge.
Likewise, the positioning of your feet matters for being able to move quickly and readily. By paying attention to the cursors location and your orientation, you can make fluid movements that seem unlikely during normal play. These are mostly useful for dodging after a spin-out.
Additionally, crouch can be used at any part of a movement to dampen or cancel it. This leave you slightly more unstable against weapon attacks, but is in theory being used to avoid them anyway.
Finally, sword swings can be canceled and re-started at any point (or nearly) in their swing. Sword swings also carry momentum. This means you can use the momentum of a canceled sword swing to exaggerate your movements if you need to.
Improved Blocking Principles
Blocking is best done close to the handle of the other weapon. This is why attacks from the left are generally harder to block, because your weapon is on your right side, and therefore naturally farther from their grip when you block.
Shields combat this, and are very aggressive in their blocking decisions. This means that you can move -towards- blows with the shield, while angling it towards their hand, and very effectively stop blows, before they come up to speed or not.
Thats all I can think of for the moment, but I will try to write some more later. Some of these things get fairly complicated, and I don't think I could describe timings if I wanted to. There are simply too many factors.