Swordplay from the Ground: Wrist, Elbow & Shoulder Cuts
Not only are there eight lines on which to cut, there are three places from which to cut, wrist, shoulder and elbow. For the Green Spur you are required to demonstrate all three types with the sword in one hand, and wrist and elbow cuts with the sword in two hands.
1. Wrist Cuts: The power for these cuts is generated almost entirely from the weight of the sword as it wheels through its arc. The shoulder and upper arm are fixed. When cutting to the inside of the body, only the hand and wrist move; on the outside it may be necessary to move your forearm and elbow very slightly. With the sword in two hands the pommel hand makes a circle around the sword hand. Wrist cuts should end high, with both the elbow and sword point at mid body or above.
2. Elbow Cuts: The pivot point of the sword arc is now the elbow, and the forearm appears to move like the spoke of a wheel on the steady drive shaft of your upper arm. Don’t make your elbow cuts too small — the sword point may travel behind you, but the elbow should stay in front of your body throughout the cut.
3. Shoulder Cuts: These are delivered with the sword in one hand (your head gets in the way if your try to deliver a two-handed shoulder cut). The entire sword arm swings in a single arc, as if the sword point is a ball on the end of a string, with your shoulder as the tether — though with more control. A shoulder cut should end with the sword point very low (larga guards), above your heard (guardia alta or posta di donna) or behind the body (eg, with the sword under your arm).
You should be able to demonstrate all eight cutting lines with each type of cut, though some will feel more awkward than others. Work on the proper timing of hand and foot, so that regardless of the type or line of the cut, the blow is delivered as your foot falls. It’s not necessary to demonstrate fancy cutting patterns. However, flowing between all three types of cut is excellent practice and will prepare you for more advanced drills.
This video demonstrates all three cuts, and a flow exercise for practising them:
Originally posted in January 2013 on Academie Duello’s blog. April is a great time to check in on those heady resolutions and see where they’re at …
Good Morning and Happy New Year!
(sorry, was that too loud?)
Since it is far too soon after last night’s indulgences to be practising cutting in a safe and responsible manner, I’ll eschew wrist, shoulder and elbow cuts for another week. Instead, sit back in a comfy chair with the hangover remedy of your choice and consider your goals for 2013.
If your goals for the year are fame, wealth and everlasting happiness you’re on your own. But if they involve improving your Riding, Horsemanship, or Mounted Combat skills and perhaps achieving the next rank in the Cavaliere Program here are some tips on getting there.
1. Sign up for the Integrated Training Packages. For either $120 per month or $675 for six months you get all the classes offered in the Cavaliere program. This includes one Mounted Combat Workshop and two Cavaliere Classes per month. On this training schedule, the average amount of time it should take you to achieve each rank is as follows:
Green Spur: 6 months Blue Spur: 12 – 24 months Red Spur: 18 – 36 months
This presumes no prior riding or swordfighting experience, and some practice outside of class time. But how do you get practice time without a horse of your own?
2. Take Riding Lessons. Additional private or semi-private riding lessons are available at Red Colt and many other excellent riding facilities around the Lower Mainland. If you want some help finding a riding stable near where you live contact me directly at jennifer@academieduello.com.
3. Lease a Horse. Leasing one or two days a week is an excellent way to experience the responsibilities and joys of horse ownership without taking the full plunge. Our school horses are all available for part lease, with special rates for Academie Duello students starting as low as $100 per month, and there are several other horses at the barn for lease by their owners.
4. Book Extra Riding Time. If a lease is too much of a commitment, those students with a minimum of Riding Level 2 can book individual rides on our horses at $35 per time.
5. Become an Apprentice. Strapped for cash, but have plenty of time on your hands? Trade your muscles for riding time by assisting at the barn. Duties include grooming, mucking, ring & paddock maintenance, and for more experienced apprentices, longeing, warming up and cooling out horses.
6. Attend Open Barn. Offered once a month, Open Barn is a chance to practise all your Cavaliere skills. The sessions are free and use of a school horse is only $10 (free to apprentices and leasers).
7. Audit Clinics. Even if you don’t have a horse to ride, watching other people take lessons or clinics is a valuable learning tool. I often find I get more from watching clinics than riding in them, as I can observe other horses and riders and listen more closely to the instructor than I would be able to if focussing only on my own horse.
8. Read, read, read. Aside from our core book, The Manual of Horsemanship, there are hundreds of fabulous magazines and books out there. Subscribing to a magazine is an excellent way of building your knowledge base, and is far less overwhelming than digesting a whole book. Some of my favourites are:
General, with more Natural Horsemanship: HorseCanada
And all these are just tips on improving the horsey side of your skills. What about swordplay?
9. Take extra classes. Warrior Fundamentals, Swordfit, Longsword and Sidesword Focus classes, and Quarterstaff, Polearm or Abrazare (wrestling) workshops will all give you additional practice and new techniques with our core weapons. Mastery classes also include abrazare and, as you progress through the ranks, increasing focus on side- and longsword.
10. Watch videos. Duello TV has an ever-expanding array of excellent videos. New videos are posted each week and are generally free to view when they first go up. Don’t be afraid to check out the advanced Red Cord curriculum — that’s where you’ll find a lot of the longsword mechanics that will help your mounted swordplay.
11. Practise, practise, practise. Swordplay’s a lot easier to practise at home than riding is, so make sure you take advantage spare moments in your day to practise movement, guards and cutting. If you don’t have a sword, a long stick, a dressage whip, or your imagination will do. Remember practise is 80% mental, so visualization will go a long way.
12. Attend VISS. The Vancouver International Swordplay Symposium is happening in Vancouver in February. Don’t miss this fabulous opportunity to learn swordplay from the panoply of well-respected masters coming to our town. There is something for everyone at this amazing conference, and I for one, can hardly wait!
Of course these are all standard means of improving your skills aboard a warhorse. If you’re more of an iconoclast you could follow Matthew Inman’s advice … but please, not on our horses!
In the last three posts I’ve covered posture, movement and turns of the body, with or without a sword in hand. Now we’ll turn our attention to the sword and look at cutting and thrusting in the next few posts, beginning with the eight cutting lines.
Terminology
Our terminology is taken from Italian sources ranging from Mediaeval to late Renaissance. Spelling will vary between manuscripts but the available cuts remains fairly standard. All the terms refer to a right-handed swordsman.
Mandritto: delivered from the right (literally ‘right hand’).
Riverso: delivered from the left.
Falso: a cut with the false edge of the sword.
If you are holding the sword left-handed, a cut delivered deliverd from your left is a mandritto and from the right a riverso. The following cuts may be delivered as mandritti or riversi, with the either the true edge (knuckle side leading) or false edge (thumb side leading):
Fendente (‘toothbreaker’): a cut which decends vertically through the head or shoulder. In practice a fendente will descend slightly off the vertical.
Squalembrato: a diagonal cut, passing from shoulder to hip of the target
Tondo: a horizontal cut
Sotano: an upward diagonal cut, opposite of the squalembrato
Montante: an upward vertical cut, opposite of the fendente.
By following clockwise around the target we end up with the following eight true edge cuts:
Fendente
Mandritto Squalembrato
Mandritto Tondo
Mandritto Sotano
Montante
Roverso Sotano
Roverso Tondo
Roverso Squalembrato
All these cuts may be delivered with the false edge as well, though some may feel more awkward than others, creating 16 cuts overall.
Cutting Mechanics
Aside from the direction of the cut, we are looking for good cutting mechanics in the delivery. At this level you do not need to do multiple flowing cuts. Perform simple cuts from one guard to another, keeping the following in mind:
The cut should be a single fluid movement.
When stepping, the cut should land when the foot falls, not before or after.
The sword should move ahead of the body.
The line of the sword through the target is be straight, not curved.
The edge of the sword (rather than the flat) whether true or false, leads the cut.
You should be able to deliver all eight cuts with both true and false edge, and with one hand or two on the hilt of the sword.
Practice
To improve the fluidity of your cuts start with large movements, swinging your sword like a tetherball on the end your very loose shoulder, and using your hips and shoulders to increase the motion. Gradually rein in your cuts, keeping the fluidity and increasing precision.
As you become more precise, focus on envisioning your target. It helps to have someone stand in front of you (out of range, of course) so you can see the sword edge trace a straight line along one of the eight cutting paths.
Last week’s post on the Mounted Combat Green Spur Curriculum covered moving forward, back and side to side. This week we’re adding turns to menu.
Demonstrate the three turns of the body.
‘Volta‘ is the Italian word for ‘turn’. (Dressage riders will recognize it from ‘volte’, which is a small circle). The three types of turn are the volta stabile, or ‘stable turn’ the mezza volta, or ‘half turn’ and the tutta volta or ‘full turn’.
1. Volta Stabile. Pivot on the balls of your feet, changing the orientation of your body without changing the placement of your feet. The direction of the hips can change by anywhere from 60 – 120 degrees. Any turn larger than that will put you off balance.
2. Mezza Volta. Pass forward or backward, changing the orientation of the hips by up to 90 degrees. The legs should move straight forward to their new position without swinging out. Where a simple passata, or passing step, moves in a straight line with the hips forward, a series of mezze volte will take you in a zig zag path, facing left and right as you go.
3. Tutta Volta. This is a diagonal step across the line of the body, followed by a volta stabile, resulting in a turn of 180 degrees. There are four ways to step into the tutta volta:
a. Pass the back foot forward. b. Pass the front foot back. c. Step across the body with the front foot. d. Step across and behind the body with the back foot.
In all turns remember to keep your knees bent, your footfalls soft and your head at the same height. Turns should feel like a smooth and integral part of your already established stance and movement.
Turns by themselves make great exercises. Practise moving through all three turns smoothly. When you feel you need to increase the challenge you can add in the abrazare poste (unarmed guards) found in the Abrazare section of Duello TV, or practise moving through your sword guards as you turn.
Last week I covered the essentials of a balanced and martial stance. Now we need to add mobility, without losing the effectiveness of that grounded posture, for the second item in the mounted combat checklist:
Demonstrate methods of movement
The movements we are looking for are:
1. Advance: take a step forward with the leading leg followed by the trailing leg.
2. Retreat: take a step backward with the trailing leg, followed by the leg in front.
3. Sideways step: if moving to the left, step sideways with the left foot, followed by the right. If moving to the right, begin with the right foot.
4. Passing step: the most natural step in which the back foot comes ahead of the lead foot (or vice versa if passing backward).
5. Triangle step: imagine a ‘V’ shape, in which your back foot is the point of the ‘V’ and your front foot is the tip of one of the sides. Bring your back foot forward to the opposite tip, and move your front foot back to the point of the ‘V’.
6. Pivot step: Pass forward, turning 180 degrees (or slightly less), as your front foot pivots on the ground. This can also be performed while passing backward.
As you move, keep these points in mind:
Keep your knees bent and your back heel slightly lifted
Weight should be carried on the balls of your feet
Short and precise steps are better than long ones — avoid dragging or sliding your feet.
Maintain your grounded and stable posture as you move
No bouncing! The movement of the hips should be smooth and level, and your head should remain at a constant height.
Don’t try to be fast at first. Be as low and steady as possible, and work toward greater depth and speed with time. Avoid crossing your feet as well as bringing them too close together. Both of these will make you less stable, and the latter will cause you to bob up and down as you move.
Try to practise your footwork every day, even if only for a few minutes. Move smoothly up and down the hallway, using pivot steps at the end, or practice your triangle steps while brushing your teeth. The more often you ask your body to move in this grounded, balanced fashion, the more natural it will become.
For those of you with a Duello TV subscription, the video is here.
Last week I gave an overview of the Mounted Combat portion of the Green Spur program, which includes Swordplay from the Ground, Swordplay Knowledge and Mounted Swordplay Knowledge. For the next little while we’ll look at each of those checklist items in a bit more detail, starting with
Swordplay from the Ground: Stance and Posture
Demonstrate proper stance and posture
If you’ve practised rapier or sport fencing you will probably be used to a narrow stance, where the back foot is in line with the front. For mediaeval cut and thrust swordplay the stance is more natural, with the feet on parallel lines or ‘railroad tracks’. It is a stable and centred way to stand, useful with many different weapons (spear, polearm, sword), as well as for grappling.
Feet: a comfortable width apart, so that you could roll at least a 10-pin bowling ball between them. Imagine a square, with your front foot in one corner, toes pointing straight forward, and your back foot in the opposite corner, toes pointing slightly outward. If you’re right-handed, the most natural starting stance will have your left foot forward.
Knees: both bent, lowering your centre of gravity, making sure the knees bend in the same direction as the toes point.
Hips: facing forward and level. Think of your pelvis as a bucket full of water you don’t want to spill by tipping either forward (swaying the back) or back (tucking in the tailbone).
Torso: upright, with your weight distributed more or less equally, chest lifted, shoulders relaxed and back.
Note that this is a starting posture. As you deliver a cut or thrust your feet, hips and shoulders will all move to control direction and generate power. However, you should maintain the balanced, grounded feeling of your stance throughout all your movements.
To improve your stance, simply practise standing in it every day. When you’re in line at the grocery store, standing in class listening to the instructor, or even watching tv, sink into a correct, balanced stance and train your muscles to remember it. Check in a mirror whenever possible, or ask a friend to critique and correct your posture.
When you’ve established your stance, practise moving one or two steps forward and back to change your lead foot. Does your posture fall apart as you step, or can you maintain it as you move?
For video instruction, check out the DuelloTV video on abrazare posture and movement:
Like the Mastery program, we have five ranks within the Cavaliere program, denoted by Spurs: Green, Blue, Red, Silver and Gold.To acquire each rank you need to be a triple threat, demonstrating your skill in Horsemanship, Riding and Mounted Combat.
Now that we’ve covered all the things you need to know and be able to do for the Horsemanship and Riding portions of the Green Spur we’ll move onto the Mounted Combat checklist.
To advance to the Green Spur you will need to be assessed in three areas: Swordplay Skills from the Ground, Swordplay Knowledge, and Mounted Combat Knowledge.
Swordplay Skills from the Ground
Before we let you get on our horses and swing swords around we want to make sure you can use them competently from the ground.Historically, a mounted knight also needed to know how to fight from the ground since being unhorsed in battle was extremely common.For these reasons much of the Mounted Combat Workshop time is spent working on swordplay on foot.To sign off this section you will need to demonstrate:
·The three turns of the body: volta stabile, mezza volta, tutta volta
·The eight cuts of the sword true and false
·Cutting from the wrist, elbow, and shoulder
·The three thrusts of the sword
·Proper cutting mechanics and timing
·Crossing the sword in front and behind
·The three turnings of the sword: volta stabile, mezza volta, tutta volta
Swordplay Knowledge
For this section you will need to show a basic knowledge of weapon terminology and function, beyond which end to point at the enemy.We will ask you to describe:
·The anatomy of the cut and thrust sword
·Two different types of cavalry sword
·Three alternate types of mounted weapons
Mounted Swordplay Knowledge
This section is a bit more theoretical, and requires a basic understanding of the anatomy and gaits of the horse, the physics of delivering blows, and mechanics of a good seat.You will need to describe:
·The mechanics and timing of throwing a sword blow from horseback
·Which sword blows can and should be thrown from horseback to a mounted rider and a fighter on the ground
·The mechanics required to keep your seat when striking from horseback.
Next week I’ll begin to delve into the specifics of each requirement, starting with stance and posture.
This is similar and related to the last point on the Horsemanship Level1 sheet:
11. Demonstrate safety and common sense when working around horses
In your riding test you will be marked on your habits from the ground as well as mounted, so before you read further, go back and review the Horse Sense post which covers safety and common sense from the ground.
In the ring you will not only have to show good spacing and ring manners as outlined last week, but will also need to demonstrate that you are in control of your horse, not the other way around.
Here are some of the things we are looking for
You are able to keep your horse on the rail and make turns and changes of direction efficiently (see: Alphabet Soup and Rein-changing)
You are able to maintain the required pace (see: Setting the Pace)
You deal with disobedience promptly and humanely. That is, a horse that does something wrong is corrected, not punished.
The aids are used appropriately and in the correct order: hands & legs, then voice, then whips. (See: Setting the Pace and Stick ’em up)
And here, for your amusement, are some of the things we are hoping not to see.
(These cartoons by are Norman Thelwell. If you haven’t read A Leg at Each Corner or any other of his works, do yourself a favour and find some copies now.)
Bottom line is we want to make sure you are safe and in control of your horse before we let you in the ring with other people and with a sword in your hand, wooden or otherwise!
This concludes the series of posts dealing with the first Riding level. If you’d like to review them all, you can click on the Riding Level 1 tag. For Horsemanship, see the Horsemanship Level 1 tag. Next week I’ll start going over the Mounted Combat checklist needed to acheive Green Spur rank.
Or rather, safety with numbers, is this week’s topic. In other words, how do you
14. Identify and maintain safe distance in group while riding and halted
It’s not enough to simply maintain the pace and direction of your own mount in relation to the fixed objects in the ring; you also need to be able to adjust your position in relation to other riders. This applies to shows, lessons, and general group riding. For level one you are not expected to ride your horse into combat interactions, which obviously require much closer spacing.
The Danger Zone
Horses are herd animals and prefer to be near one another, which means they will tend to clump together given their druthers. However some horses have larger ‘personal bubbles’ than others and will kick, bite or shoulder aside horses that crowd them. To avoid being kicked, always keep at least one horse length back from the rider in front of you, pass with a horse-length between you, and come back to the rail a horse-length in front.
The Speed Factor
Except in precision drill team work, there’s seldom a time when all horses in the ring move at the same speed. This means your horse may catch up to the one in front of you. When this happens you have several options.
Slow down to match the pace of the horse in front. This is probably the hardest option, especially if you are a beginning rider. It may also ruin the gait you are trying to work on or demonstrate in a lesson or show.
Pass on the inside, if there are no obstacles (such as jumps on the quarterline) in the way. Only pass if you are considerably faster than the other horse. If your horse is only slightly faster you may spend too much time riding side by side, which means the instructor or judge has an obstructed view of the outside horse.
Make a 20m circle, which eats up time and allows you come back to the rail further behind the lead horse. This is a good option for horses that are close to the same speed but have become clumped together.
Cut across the ring, for example from B to E. This is usually the best choice as it completely removes you from the pack and takes you to a open part of the ring to work freely.
Halt or transition to a slower gait. This is a last resort as it will cost you marks in the show ring, but sometimes due to obstacles in the ring and other riders crowding you, you may have no choice. And it’s always better to break the gait than collide with or be kicked by the horse in front of you!
Think ahead
A good rider always has her eyes up, watching what’s going on in the ring. See which horses are acting up or pinning their ears and avoid them. Horses that are prone to kick should wear a red ribbon in their tails, but to be on the safe side, consider all horses potential kickers and ride accordingly. If an instructor or judge asks for an up transition and you are in a crowd of riders you won’t lose marks for waiting till the other riders have moved off — rather you will gain them for showing good ring sense.
Getting Closer
As work your way toward combat interactions, notice your horse’s personality. Does he pin his ears when another horse approaches? A biter is more prone to turn towards a horse he doesn’t like; a kicker is more likely to swing her haunches towards a unfriendly horse. Even the most submissive and quiet horse has defensive reactions and you will benefit by becoming aware of them now in order to work around them later.
Use good ring manners to maintain safe distances in the arena where possible, and be alert to the body language of your horse and the others around you to keep your ride safe, effective and enjoyable.
Sorry, it’s a dreadful pun, but I couldn’t resist.
The stirrup is arguably one of the most important inventions in the history of mounted warfare, and of riding in general. The advent of the stirrup allowed a rider to mount more easily (making it feasible to wear heavier armour into battle), to rise out of the saddle and isolate his movement from that of the horse when necessary, and to recover his seat quickly when fighting in close contact with blows and grapples that may otherwise have ended in loss of balance or falls.
That said, an aid can easily become a crutch. Almost every riding instructor will agree that the best way to develop a good seat is by riding without stirrups, and almost every rider will benefit from dropping them from time to time. Only without stirrups can you train your legs and seat to respond naturally and intelligently to your horse’s movement. Training without stirrups is also insurance against the time (and it happens to all of us) that you lose a stirrup mid-gallop.
This is why one of the things we test in Riding level 1 is your ability to regain your stirrups.
13. Drop and retake stirrups at the walk
We’re looking for the ability to stay balanced in your tack without stirrups, and to retake them calmly by feel, reinserting your foot at the correct angle. This means your little toe will be against the outside branch of your stirrup iron, and your weight will be on the ball of your foot, with the heel lower than the toe.
Drop and retake your stirrups periodically as you ride. Not only is it a chance to loosen up the joints with some ankle rotations, it will improve your seat and your ability to regain your stirrups when you need to. If Xenophon rode without stirrups, you can too!