Difference between revisions of "The Way and the Power"

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Remember, no one can master all the strategies. Familiarize yourself with all of them to sense when they are being used again you. Only take the time to master your favorites.
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'''''The Way and the Power''''' is a compendium of tactics used by the swordsmen-strategists of the Ittō Tenshin-ryū. Written by Fredrick J. Lovrett in 1987, ''The Way and the Power'' organizes and discusses these strategies in plain language, with direct examples from both swordfighting and debating. Sadly, this book is now out-of-print due to the 2018 closure of its infamous publisher, [https://en.wikipedia.org/wiki/Paladin_Press Paladin Press]. While used copies are still easily available, this will not always be true, so either get the [https://www.amazon.com/Way-Power-Secrets-Japanese-Strategy-ebook/dp/B089GZRRQW ebook], or refer to the summary of this book's core ideas presented below.  
 
 
  
 +
Familiarize yourself with each of these strategies, and become able to discern when they are being used against you. Life is too short to master all of these strategies, so focus on mastering your personal favorites.
  
 
== Distancing ==
 
== Distancing ==
  
'''Stretching.''' Force the enemy to stretch and/or overextend themselves past their center or supply lines. The opponent will wind-up off-balancing themselves, or they will spread themselves out to thin (like in the board game "Risk").
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'''Stretching.''' Force the enemy to stretch and/or overextend themselves past their [[Center|center]] so they off-balance themselves. Armies should be allowed to advance beyond the reach of their supply lines, so that they spread themselves out to thin (like in the board game "Risk").
  
'''Sudden, Large Steps.''' Immediately [[Closing_the_distance|close the distance]] between you and the enemy with one, great leap. This will foster a negative, defensive spirit in the enemy. Additionally, it will throw off their notions of distancing.
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'''Sudden, Large Steps.''' Use one, giant leap to immediately [[Maai#Closing_the_distance|close the distance]] between you and the enemy. This fosters a negative, defensive spirit in the enemy, and it will throw off their sense of distancing.
  
'''Standing Close.''' Stick to your enemy like a coat of paint, denying them the room to maneuver.
+
'''Standing a Little Closer than Normal.''' Keep your hands close to your chest. This conceals the length of your reach, giving the enemy an incorrect sense of distancing.
  
'''Sticking.''' Clash, and press your weapon against the enemy's, and refuse to disengage. The enemy will momentarily drop their guard as they disengage to assume a striking position; attack in that moment.
+
'''Standing Close.''' Stick to your enemy like a coat of paint, to deny them space to maneuver.
  
'''Expanding.''' As enemy inhales or expands, attack as though a vacuum is pulling your technique in. Soldiers take cover under heavy fire, but light fire causes them to seek better cover, forcing them to reveal themselves.
+
'''Sticking.''' Clash, press your weapon against the enemy's weapon, and refuse to disengage. The enemy cannot assume an attack position without dropping their guard to disengage, and creating a moment of vulnerability.  
  
'''Standing a Little Closer than Normal.''' Holding your arms close to your chest conceals the length of your reach. This false boundary will give the enemy an incorrect sense of distancing.
+
'''Expanding.''' Pretend that the enemy creates as vacuum whenever they inhale or lighten up their attacks, which sucks your techniques towards them. Soldiers take cover under heavy fire, but they will reveal themselves under light fire while they seek better cover.
  
 
== Timing ==
 
== Timing ==
  
'''Half-beat.''' Establish a rhythm, then introduce a split-second pause in the middle of a technique to strike the enemy between intervals, to disrupt their sense of timing. Also, remember that fast or complex attacks cannot go on forever.
+
'''Half-beat.''' Establish a rhythm, then strike in-between beats (like grace notes or drum fills) to disrupt the enemy's sense of timing.
  
'''The Method of Winning.''' Do not fight at the enemy’s pace; either speed up or slow down to force the enemy to fight at your pace -- and one that the enemy is uncomfortable with.  
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'''The Method of Winning.''' Never fight at the enemy’s pace. Either speed up or slow down, to force the enemy into fighting at an uncomfortable pace.  
  
'''[[Wedge Technique]].''' A totally committed, perfectly timed attack cannot be stopped. Even if you are being attacked, this will still be true, as your technique will act as a wedge, and automatically deflecting their blow.
+
'''[[Wedge_technique|Wedge Technique]].''' A totally-committed, perfectly-timed attack ''cannot'' be stopped. This holds true even when you are being attacked, because your technique will act as a wedge which automatically deflects the enemy's attack aside.
  
 
== Passing ==
 
== Passing ==
  
[[Manipulations_and_Takedowns#The_Principle_of_J.C5.AB |'''The Principle of Softness''']]. Cause a stationary enemy to move, and then strike them at a different (preferably diagonal) angle. Drive [[Manipulations_and_Takedowns|takedowns]] using the enemy’s momentum, not yours.
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[[Manipulations_and_Takedowns#The_Principle_of_J.C5.AB |'''The Principle of Softness''']]. Cause stationary enemies to move, and then attack at a different (typically diagonal) angle. Use the enemy’s momentum to drive [[Manipulations_and_Takedowns|takedowns]], instead of depleting your strength.
  
'''Baiting.''' Present an obvious, seemingly unguarded target to provoke an enemy attack. When focused attacking, the enemy will not think of defense; allowing your to evade and counterattack.
+
'''Baiting.''' Present an obvious, seemingly-unguarded target to provoke enemy attacks. By overly-focusing on offense, the enemy neglects defense, which sets them up for your surprise counterattack.
  
'''Positioning.''' Don’t run away from danger, move towards a place of advantage. Pass the enemy and wind up behind them, where they can’t get you. (This is the [https://youtu.be/jqfXXaOisKo?t=8m7s Top Gun] maneuver.)
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'''Positioning.''' Don’t run from danger, move towards advantageous places. Pass the enemy and wind up behind them, where they can’t get you. (This is the [https://youtu.be/jqfXXaOisKo?t=8m7s ''Top Gun''] maneuver.)
  
'''Joining Centers.''' Weld yourself to the opponent, and at all times think that you are one piece. As you move yourself, you will move them.
+
'''Joining Centers.''' Imagine you are welded to the opponent, so that you are one piece. You will move them whenever you move yourself.
  
'''Dropping Your Guard.''' Completely drop your guard, so that you can be attacked in any direction. The enemy realizes that you are awaiting an attack, and will momentarily hesitate, since you must be incredibly insane and/or badass to try this.
+
'''Dropping Your Guard.''' Completely drop your guard, so that you can be attacked from any direction. The enemy will momentarily hesitate once they realize you are awaiting an attack, because only an incredibly insane and/or badass person would try this.
 
   
 
   
'''Over-preparation.''' Through exhaustive preparation and drills, you can attack at any moment, from any position. Thus, you can always seize the initiative, since you are never off-guard.
+
'''Over-preparation.''' Exhaustive preparation and drills will allow you to attack at any moment, from any position. Being prepared for anything from any position precludes your from ever being caught off-guard, so you can always seize the initiative.
  
 
== Centering ==
 
== Centering ==
  
'''Drawing Lines.''' When there are no boundaries, establish some, then control them. Invade the enemy’s personal space and control his centerline.
+
'''Drawing Lines.''' When there are no boundaries, establish some, and then control them. Invade the enemy’s personal space and control their centerline.
  
'''Parrying.''' When the centerline is threatened, quickly knock the sweep the enemy’s attacks aside, creating openings for counter-attacks.
+
'''Parrying.''' When your centerline is threatened, quickly sweep the enemy’s attacks aside to create openings for counterattacks.
  
'''Springing Away.''' Counter the enemy's strength with equalystrength, then suddenly stop to off-balance the enemy with a their own continued momentum.
+
'''Springing Away.''' Counter the enemy's strength with equal strength, then suddenly let off. The enemy will off-balance themselves with their own continued momentum.
  
'''Subtlety.''' By giving your enemies nothing to resist, they cannot resist you. Manipulation must be always subtle to prevent your enemies from realizing that they are being manipulated.
+
'''Subtlety.''' By giving your enemies nothing to resist, they cannot resist you. Manipulation must be always subtle, or else your enemies will realize that they're being manipulated.
  
'''Countering Leverage.''' The enemy is strongest near their absolute [[center]]. Pushing away from their center will make everything they do weak.
+
'''Countering Leverage.''' The enemy is strongest near their absolute [[center]]. Pushing or extending them away from their center weakens everything they do.
  
 
== Appearing ==
 
== Appearing ==
'''Intimidating Appearance.''' Fool your enemies with your appearance. By carrying yourself as though you cannot be attacked or defeated, the enemy will think the same. (This can be countered by studying the enemy; by concerning yourself only with what they can do, rather than what they can seem to do.)
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[[File:JailPants.jpg|frame|80% of professionalism is just convincing people that you're a professional.]]
 +
 
 +
'''Intimidating Appearance.''' If you carry yourself like you can't be attacked or defeated, the enemy will think that it's true.  
 +
*This is countered by focusing on what the enemy ''does'', and not on what they ''claim to do''.
 +
 
 +
'''Professional Appearance.''' You can weaken an enemy's spirit by simply maintaining good posture and a neat personal appearance. These will make you seem like a trained professional, even if you’re really not.  
  
'''Threatening.''' By posing a threat, the enemy will momentarily lock up as their mind transitions from peace to war. Figuring out how to counter the threat can extend this delay. (This technique only works on untrained people, and when there is a clearly-defined goal.)
+
'''Threatening.''' Making threats momentarily stuns enemies while their minds transition from peace to war, and as they make plans to counter your threat.  
 +
*This tactic only works against untrained opponents in situations with clearly-defined goals.
  
'''Transferring Emotion.'''Foster certain feelings between you and the enemy, and then quickly change your demeanor. (i.e. Make them feel tense, then lighten up and strike. Make the enemy feel safe, then strike.)
+
'''Transferring Emotion.''' Foster mutual feelings between you and the enemy, and then quickly change your demeanor. (This is the [https://www.youtube.com/watch?v=7JphQZ9z_ic ''Evil Dead''] maneuver; lightening up lulls tense enemies into feeling safe, which sets up surprise attacks.)
Hard and Soft Be equally skilled at hard and soft approaches, starting with one and finishing with the other. The enemy must now fight two opponents contained in the same man.  
+
 
 +
'''Hard and Soft.''' Become equally skilled with hard and soft approaches; starting with one and finishing with the other. This off-balances the enemy, who much constantly switch their strategy and fighting style to deal with two opponents contained within one person.
  
'''Professional Appearance.''' Maintaining good posture and a neat appearance will make enemies think you are a trained professional -– even if you’re not. This will weaken their spirit.
 
 
== Changing ==
 
== Changing ==
'''The Mountain and the Sea.''' If the enemy resists strongly, abandon the current strategy and immediately take a new approach -- one which is as vastly different and unrelated as the mountains are from the sea. The enemy will be unprepared for the new strategy, and will hesitate while adapting to it.
 
  
'''Flow or Bounce.''' Create additional attacking power by working with the momentum, or the recoil, of the previous attack to setup the next attack.
+
'''Letting Go.''' If your current strategy isn't working, then it must be completely, entirely abandoned and replaced with a different strategy.
 +
 
 +
'''The Mountain and the Sea.''' If the enemy strongly resists, then immediately abandon the current strategy and adopt a new approach, which is as vastly different and unrelated as the mountains are from the sea. Most enemies are unprepared for abrupt change, and will hesitate while they adapt.
 +
 
 +
'''Flow / Bounce.''' Boost your attacking power by using your previous attack's momentum to setup your next attack.
 
   
 
   
'''Stirring Up.''' Frequently make small, random changes to a strategy, to appear illogical. The confused enemy can then no longer discern -- or counter -- your strategy.
+
'''Stirring Up.''' Frequently making small, random changes to your strategy makes you appear illogical, and keeps your confused enemy from discerning -- or countering -- your true strategy.  
 
 
'''Letting Go.''' If the current strategy does not work, then it must be completely, entirely abandoned and replaced with a different strategy.
 
  
'''Variation of a Technique.''' By changing the ending of one of your standard techniques, all of the standard defenses against that technique will no longer work.
+
'''Variations.''' Changing the ending of a technique counters the standard defenses against that technique.
  
 
== Concealing ==
 
== Concealing ==
  
'''Mirroring Movements.''' If you don’t know what to do, copy the enemy’s strategy. While this will never solve anything, it will delay the enemy’s plan from working, buying you some time.
+
'''Mirroring.''' Copy the enemy’s strategy when you don’t know what to do. This is ''not'' a solution, but it can delay the enemy’s plans long enough for you to develop and implement a better strategy.
  
'''Stomping on a Sword.''' Constantly attack the enemy while they try to set up their attacks. By countering their attempts to attack rather than their attacks, they will be constantly imbalanced.
+
'''Pre-emptive Counters.''' Attack as the enemy tries to set up their attacks. By countering ''attempts'' to attack rather than actual attacks, the enemy will be constantly imbalanced.
  
'''Moving a Shadow.''' When the enemy’s intentions are unknown, throw a feint to make them move. The enemy will then be forced to reveal their plan, and execute it before they are ready.
+
'''Goading.''' When the enemy’s intentions are unknown, throw a feint to force them to act. The enemy will then reveal and execute their plan before they are ready.
  
'''Pressing a Shadow.''' When you have discovered the enemy’s intentions, make the necessary changes which will force the enemy to abandon this strategy for one which they are not as good with. These changes do not have to be large or elaborate.  
+
'''Framing.''' When you have discovered the enemy’s intentions, make the necessary changes which will force the enemy to abandon that strategy, and frame them into adopting a new strategy which they aren't as skilled with.  
 +
*Be mindful that these changes do not have to be large or elaborate.  
  
'''Flanking / Pincer.''' Use an attack to distract the enemy from noticing another attack from a different direction. Unlike a feint, pressure is maintained on both attacks, which are both meant to hurt.
+
'''Flanking / Pincer Maneuvers.''' Attack, so you can distract the enemy from noticing another attack, which comes from a different direction.  
 +
*Unlike a feint, both of these attacks must be legitimate threats.
  
'''Focal point.''' Do not look directly your at enemies, look past them, as thought you were [https://en.wikipedia.org/wiki/Thousand-yard_stare looking at a faraway mountain]. This forces you to use use your peripheral vision, which is more sensitive than foveal vision. Additionally, defocusing the eyes defocuses the mind, allowing you to flow from one task to another.
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'''1000-Yard Stare.''' Don't look directly at your enemy, ''look behind them'', as thought you were [https://en.wikipedia.org/wiki/Thousand-yard_stare gazing at a faraway mountain]. This improves your reaction time by forcing you to rely on your peripheral vision, which is more motion-sensitive than foveal vision. Additionally, de-focusing the eyes de-focuses the mind, which allows you to easily [https://en.wikipedia.org/wiki/Flow_(psychology) flow] from one task to another.
  
 
== Initiating ==
 
== Initiating ==
  
'''Rhythm of One.''' Drill constantly, so that you can react to anything without any delay or wasted motion. Then, the enemy cannot act, since they will be immediately countered.
+
'''Rhythm of One.''' Drill constantly, so that you can react to anything without any delay or wasted motion. Then the enemy cannot act, since they'll immediately be countered.
  
'''Free of All Thoughts and Plans.''' Train to the point where you can automatically react in the best possible way. Be a sword wearing a man, not a man with a sword. ''This is not running on "autopilot."'' There is a stage beyond of devlopment beyond "autopilot" where reflexes will generate unique situation-specific solutions.
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'''Free of All Thoughts and Plans.''' Train until you can automatically react in the best possible way.  
 +
*''This is not running on "autopilot."'' There is a stage of skill-development beyond "autopilot" where new and unique solutions are reflexively generated as-needed.
  
'''Heading Off.''' Perceive the enemy’s attack, plan, or train of thought, and calculate the shortest possible path to counter it.
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'''Heading Off.''' Perceive the enemy’s attack / plan / train of thought, and calculate the shortest possible path to counter it.
  
 
== Sacrificing ==
 
== Sacrificing ==
  
'''Sacrifice.''' One must accept receiving small injuries in order to inflict a major injury on the enemy.
+
'''Sacrifice.''' You must accept the fact that you will receive minor injuries whenever you try to inflict a major injury to your enemies.
  
'''Accepting Death.''' Accepting your own mortality robs the enemy of their ability to frighten or intimidate you. By making peace with the worst-case scenario, you are rendered completely unstoppable. By being willing to get hurt in order to hurt; to be killed in order to kill, enemies with anything < 100% commitment will become overwhelmed and try to flee (and get killed in the process).
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'''Accept Death.''' Accepting your own mortality renders the enemy unable to frighten or intimidate you. By being willing to get hurt in order to hurt -- to be killed in order to kill -- you will overwhelm enemies who are < 100% committed, forcing them to flee (and likely die trying). Planning for the worst-case scenario automatically prepares you for all lesser scenarios.
  
 
== Responding ==
 
== Responding ==
  
'''Broken Rhythm.''' By constantly varying the speed, intensity, and duration of attacks, the enemy cannot develop a counter-strategy, because they cannot discern a pattern.
+
'''Broken Rhythm.''' Constantly vary your attack speed, intensity, and duration. If the enemy cannot discern a pattern, then they cannot develop a counter-strategy.  
  
'''Leading the Target.''' Rather than launching multiple attacks against a mobile enemy, launch the initial attack along the enemy’s projected path. ''Strike where the enemy will be; not where they are.''
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'''Leading the Target.''' Strike where the enemy will be; not where they are. Rather than launching multiple attacks against a mobile enemy, launch your initial attack along the enemy’s projected path.  
  
'''Big Picture.''' Take a larger view. and treat the enemy as one large unit, rather than a complex multi-component being.
+
'''Big Picture.''' Treat the enemy as one large unit, and not as a complex multi-component being.
  
'''Feinting.''' If you cannot make a decisive attack, make the enemy flinch; then attack. (This will not work on skilled opponents.)
+
'''Feinting.''' If you can't make a decisive attack, the make the enemy flinch, and attack in the brief moment when they're flinching.  
 +
*Note that feints do not work against highly-skilled opponents, since they can discern this trick.
  
'''Picking Away.''' If you cannot immediately destroy your opponents, attack targets of opportunity.  
+
'''Picking Away.''' If you cannot immediately destroy your enemy, attack targets of opportunity.  
  
'''Striking the Heart.''' Fixating your mind on defeating the enemy grants the inner strength needed to let you recover from failure and then win. As long as the enemy’s heart beats, they are potentially dangerous.
+
'''Striking the Heart.''' Fixating on defeating the enemy grants you the inner strength which needed to recover from failures. Any enemy whose heart still beats is a potential danger -- because they will eventually win.
  
 
== Controlling ==
 
== Controlling ==
  
'''Decapitation.''' A person's mobility can be completely restricted by directly manipulating their heads. Likewise, organizations can be completely hampered by attacking or controlling their officers or leaders.
+
'''Decapitation.''' Controlling a person's head completely restrict their mobility. Likewise, organizations can be completely impeded by attacking or controlling their officers or leaders.
  
'''Balance-Breaking.''' Weaken the enemy by breaking their balance, by pushing or pulling on their shoulders. The balance of an organizan can be overthrouwn by focusing on a single branch or division.
+
'''Balance-Breaking.''' Anyone can be severely weakened by breaking their balance, usually, by pushing or pulling on their shoulders. Likewise, an organization's balance can be overthrown by overly-focusing on a single branch or division.
  
'''Officers and Men.''' Pretend your enemies are your subordinates, not your opponents. This allows you to exploit their conditioned responses to authority figures to give them simple commands, like “Stop!” (Do not use this to make threats; the enemy won't comply.)
+
'''Officers and Men.''' Pretend that your enemies are your subordinates, and not your opponents. By exploiting their conditioned response to authority figures, you can stun enemies by giving them simple commands, like “Stop!”  
 +
*''Do not'' make threats, since the enemy won't comply.
  
'''Crushing.''' Be mindful that the ultimate goal of conflict is to reduce the enemy into a mentally and spiritually crushed pile of shattered bones and torn flesh. All other techniques and strategies are only steps to achieve this larger goal.
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'''Crushing.''' Be mindful of the ultimate goal of conflict -- reducing your enemies into mentally and spiritually crushed piles of shattered bones and torn flesh. Any and all other strategies and techniques are just a means to this larger end.
  
 
== Planning ==
 
== Planning ==
'''Large and Small.''' Large problems should not be treated in the same way as small problems. Small problems should not be treated in the same way as large problems.
+
'''Large and Small.''' Large problems should not be treated like small problems. Small problems should not be treated like large problems.
  
'''Strategies for Dealing with Multiple Enemies.''' Turn organized enemy groups into disorganized mobs by doing the following:
+
'''Dealing with Multiple Enemies.''' Organized enemy groups should be reduced to disorganized mobs via the following best practices:
*Immediately and brutall incapacitate the most powerful enemy first. This has a chilling effect that breaks the group's sprit. More importantly, you will have to fight the toughest enemy eventually, so do this before fighting the other enemies wears you out.
+
*Brutally incapacitate the most powerful enemy first. The resulting chilling effect will break the group's morale. More importantly, you will have to fight the toughest enemy eventually, so you should do this before the other enemies tire you out.
*Incapacitate the group's officers or leaders to destroy unit cohesion and disrupt communication. The entire group will become distracted, since they must come up with a new plan, and no knows who is in charge.
+
*Incapacitate the group's officers or leaders to destroy unit cohesion and disrupt communication. This distracts the entire group, since they must come up with a new plan, without knowing who is now in charge.
*Push your enemies into the paths of your other enemies.  
+
*Push your enemies into the paths of your other enemies. At worst, they must waste their energy maneuvering around themselves. At best, they become human shields.
 +
*''Never'' position yourself between your enemies. Keeping all the enemies to one side eliminates their numerical advantage, as the fight is effectively reduced to single combat with a large, amorphous enemy.
  
'''Circumstances.''' Do not fight on the enemy’s terms. Choose a place and time for battle whcih stifles the enemy. Prior to engagement, study the opponent for exploitable personal weaknesses and character flaws.
+
'''Circumstances.''' Do not fight on the enemy’s terms. Only fight at places and times which stifle the enemy. Study the enemy prior to the engagement to find their exploitable personal weaknesses and/or character flaws.
  
'''Trojan Horse.''' Rather than wasting energy tearing down elaborate defenses, coax an overly-defensive enemy into letting their guard down.
+
'''Trojan Horse.''' Rather than wasting energy tearing down an elaborate defense, coax an overly-defensive enemy into dropping their guard.
 +
----
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{{Navigation}}

Latest revision as of 21:38, 9 April 2022

The Way and the Power is a compendium of tactics used by the swordsmen-strategists of the Ittō Tenshin-ryū. Written by Fredrick J. Lovrett in 1987, The Way and the Power organizes and discusses these strategies in plain language, with direct examples from both swordfighting and debating. Sadly, this book is now out-of-print due to the 2018 closure of its infamous publisher, Paladin Press. While used copies are still easily available, this will not always be true, so either get the ebook, or refer to the summary of this book's core ideas presented below.

Familiarize yourself with each of these strategies, and become able to discern when they are being used against you. Life is too short to master all of these strategies, so focus on mastering your personal favorites.

Distancing

Stretching. Force the enemy to stretch and/or overextend themselves past their center so they off-balance themselves. Armies should be allowed to advance beyond the reach of their supply lines, so that they spread themselves out to thin (like in the board game "Risk").

Sudden, Large Steps. Use one, giant leap to immediately close the distance between you and the enemy. This fosters a negative, defensive spirit in the enemy, and it will throw off their sense of distancing.

Standing a Little Closer than Normal. Keep your hands close to your chest. This conceals the length of your reach, giving the enemy an incorrect sense of distancing.

Standing Close. Stick to your enemy like a coat of paint, to deny them space to maneuver.

Sticking. Clash, press your weapon against the enemy's weapon, and refuse to disengage. The enemy cannot assume an attack position without dropping their guard to disengage, and creating a moment of vulnerability.

Expanding. Pretend that the enemy creates as vacuum whenever they inhale or lighten up their attacks, which sucks your techniques towards them. Soldiers take cover under heavy fire, but they will reveal themselves under light fire while they seek better cover.

Timing

Half-beat. Establish a rhythm, then strike in-between beats (like grace notes or drum fills) to disrupt the enemy's sense of timing.

The Method of Winning. Never fight at the enemy’s pace. Either speed up or slow down, to force the enemy into fighting at an uncomfortable pace.

Wedge Technique. A totally-committed, perfectly-timed attack cannot be stopped. This holds true even when you are being attacked, because your technique will act as a wedge which automatically deflects the enemy's attack aside.

Passing

The Principle of Softness. Cause stationary enemies to move, and then attack at a different (typically diagonal) angle. Use the enemy’s momentum to drive takedowns, instead of depleting your strength.

Baiting. Present an obvious, seemingly-unguarded target to provoke enemy attacks. By overly-focusing on offense, the enemy neglects defense, which sets them up for your surprise counterattack.

Positioning. Don’t run from danger, move towards advantageous places. Pass the enemy and wind up behind them, where they can’t get you. (This is the Top Gun maneuver.)

Joining Centers. Imagine you are welded to the opponent, so that you are one piece. You will move them whenever you move yourself.

Dropping Your Guard. Completely drop your guard, so that you can be attacked from any direction. The enemy will momentarily hesitate once they realize you are awaiting an attack, because only an incredibly insane and/or badass person would try this.

Over-preparation. Exhaustive preparation and drills will allow you to attack at any moment, from any position. Being prepared for anything from any position precludes your from ever being caught off-guard, so you can always seize the initiative.

Centering

Drawing Lines. When there are no boundaries, establish some, and then control them. Invade the enemy’s personal space and control their centerline.

Parrying. When your centerline is threatened, quickly sweep the enemy’s attacks aside to create openings for counterattacks.

Springing Away. Counter the enemy's strength with equal strength, then suddenly let off. The enemy will off-balance themselves with their own continued momentum.

Subtlety. By giving your enemies nothing to resist, they cannot resist you. Manipulation must be always subtle, or else your enemies will realize that they're being manipulated.

Countering Leverage. The enemy is strongest near their absolute center. Pushing or extending them away from their center weakens everything they do.

Appearing

80% of professionalism is just convincing people that you're a professional.

Intimidating Appearance. If you carry yourself like you can't be attacked or defeated, the enemy will think that it's true.

  • This is countered by focusing on what the enemy does, and not on what they claim to do.

Professional Appearance. You can weaken an enemy's spirit by simply maintaining good posture and a neat personal appearance. These will make you seem like a trained professional, even if you’re really not.

Threatening. Making threats momentarily stuns enemies while their minds transition from peace to war, and as they make plans to counter your threat.

  • This tactic only works against untrained opponents in situations with clearly-defined goals.

Transferring Emotion. Foster mutual feelings between you and the enemy, and then quickly change your demeanor. (This is the Evil Dead maneuver; lightening up lulls tense enemies into feeling safe, which sets up surprise attacks.)

Hard and Soft. Become equally skilled with hard and soft approaches; starting with one and finishing with the other. This off-balances the enemy, who much constantly switch their strategy and fighting style to deal with two opponents contained within one person.

Changing

Letting Go. If your current strategy isn't working, then it must be completely, entirely abandoned and replaced with a different strategy.

The Mountain and the Sea. If the enemy strongly resists, then immediately abandon the current strategy and adopt a new approach, which is as vastly different and unrelated as the mountains are from the sea. Most enemies are unprepared for abrupt change, and will hesitate while they adapt.

Flow / Bounce. Boost your attacking power by using your previous attack's momentum to setup your next attack.

Stirring Up. Frequently making small, random changes to your strategy makes you appear illogical, and keeps your confused enemy from discerning -- or countering -- your true strategy.

Variations. Changing the ending of a technique counters the standard defenses against that technique.

Concealing

Mirroring. Copy the enemy’s strategy when you don’t know what to do. This is not a solution, but it can delay the enemy’s plans long enough for you to develop and implement a better strategy.

Pre-emptive Counters. Attack as the enemy tries to set up their attacks. By countering attempts to attack rather than actual attacks, the enemy will be constantly imbalanced.

Goading. When the enemy’s intentions are unknown, throw a feint to force them to act. The enemy will then reveal and execute their plan before they are ready.

Framing. When you have discovered the enemy’s intentions, make the necessary changes which will force the enemy to abandon that strategy, and frame them into adopting a new strategy which they aren't as skilled with.

  • Be mindful that these changes do not have to be large or elaborate.

Flanking / Pincer Maneuvers. Attack, so you can distract the enemy from noticing another attack, which comes from a different direction.

  • Unlike a feint, both of these attacks must be legitimate threats.

1000-Yard Stare. Don't look directly at your enemy, look behind them, as thought you were gazing at a faraway mountain. This improves your reaction time by forcing you to rely on your peripheral vision, which is more motion-sensitive than foveal vision. Additionally, de-focusing the eyes de-focuses the mind, which allows you to easily flow from one task to another.

Initiating

Rhythm of One. Drill constantly, so that you can react to anything without any delay or wasted motion. Then the enemy cannot act, since they'll immediately be countered.

Free of All Thoughts and Plans. Train until you can automatically react in the best possible way.

  • This is not running on "autopilot." There is a stage of skill-development beyond "autopilot" where new and unique solutions are reflexively generated as-needed.

Heading Off. Perceive the enemy’s attack / plan / train of thought, and calculate the shortest possible path to counter it.

Sacrificing

Sacrifice. You must accept the fact that you will receive minor injuries whenever you try to inflict a major injury to your enemies.

Accept Death. Accepting your own mortality renders the enemy unable to frighten or intimidate you. By being willing to get hurt in order to hurt -- to be killed in order to kill -- you will overwhelm enemies who are < 100% committed, forcing them to flee (and likely die trying). Planning for the worst-case scenario automatically prepares you for all lesser scenarios.

Responding

Broken Rhythm. Constantly vary your attack speed, intensity, and duration. If the enemy cannot discern a pattern, then they cannot develop a counter-strategy.

Leading the Target. Strike where the enemy will be; not where they are. Rather than launching multiple attacks against a mobile enemy, launch your initial attack along the enemy’s projected path.

Big Picture. Treat the enemy as one large unit, and not as a complex multi-component being.

Feinting. If you can't make a decisive attack, the make the enemy flinch, and attack in the brief moment when they're flinching.

  • Note that feints do not work against highly-skilled opponents, since they can discern this trick.

Picking Away. If you cannot immediately destroy your enemy, attack targets of opportunity.

Striking the Heart. Fixating on defeating the enemy grants you the inner strength which needed to recover from failures. Any enemy whose heart still beats is a potential danger -- because they will eventually win.

Controlling

Decapitation. Controlling a person's head completely restrict their mobility. Likewise, organizations can be completely impeded by attacking or controlling their officers or leaders.

Balance-Breaking. Anyone can be severely weakened by breaking their balance, usually, by pushing or pulling on their shoulders. Likewise, an organization's balance can be overthrown by overly-focusing on a single branch or division.

Officers and Men. Pretend that your enemies are your subordinates, and not your opponents. By exploiting their conditioned response to authority figures, you can stun enemies by giving them simple commands, like “Stop!”

  • Do not make threats, since the enemy won't comply.

Crushing. Be mindful of the ultimate goal of conflict -- reducing your enemies into mentally and spiritually crushed piles of shattered bones and torn flesh. Any and all other strategies and techniques are just a means to this larger end.

Planning

Large and Small. Large problems should not be treated like small problems. Small problems should not be treated like large problems.

Dealing with Multiple Enemies. Organized enemy groups should be reduced to disorganized mobs via the following best practices:

  • Brutally incapacitate the most powerful enemy first. The resulting chilling effect will break the group's morale. More importantly, you will have to fight the toughest enemy eventually, so you should do this before the other enemies tire you out.
  • Incapacitate the group's officers or leaders to destroy unit cohesion and disrupt communication. This distracts the entire group, since they must come up with a new plan, without knowing who is now in charge.
  • Push your enemies into the paths of your other enemies. At worst, they must waste their energy maneuvering around themselves. At best, they become human shields.
  • Never position yourself between your enemies. Keeping all the enemies to one side eliminates their numerical advantage, as the fight is effectively reduced to single combat with a large, amorphous enemy.

Circumstances. Do not fight on the enemy’s terms. Only fight at places and times which stifle the enemy. Study the enemy prior to the engagement to find their exploitable personal weaknesses and/or character flaws.

Trojan Horse. Rather than wasting energy tearing down an elaborate defense, coax an overly-defensive enemy into dropping their guard.