Every fantasy writer should know how to write a fight scene
that is neither boring nor Hollywood exaggeration. To that end I came up with
this guide to help fantasy authors write exciting and logical fight
scenes. You need to start with the 8’s.
The 8’s are the basis of all hand to hand fighting be it martial arts with
hands and feet or weapons. Besides the eights you will need to know the three
basic guards. It is from the guards all the hero’s attacks will come but more
of that later. Melee combat can then be boiled down to what I call 3-8-8.
The basic guards are-
1- High Guard
2- Middle Guard
3- Low Guard
The high guard will place a weapon up to protect the head
and shoulders.
The middle guard places your weapon before the torso
protecting from the shoulders to the groin. The low guard protects the groin to
the ankles.
From any guard you are able to attack based on the 8s. You
will have to make sure your writing flows with your imagination and your
actions but if done well it all works together.
Mobility-
The first thing you need to focus on is the hero’s footwork.
It is from the footwork that the hero can move and attack, or dodge and evade
an attack. This is the first 8, the eight paths of movement.
In any combat situation you can only move in eight (8)
directions-
1- Forward
2- Forward Right
3- Right
4- Back Right
5- Back
6- Back Left
7- Left
8- Forward Left.
This is it. If you stand up you can see the directions
naturally. If you step forward or to the right you use your right foot. If you
step forward and left it is your left foot that leads unless you do a crossing
move in that direction. Crossing moves are called transitional movements
because they take you from one place to another and adjusts your body position,
slightly but provides for more offense or defense if done away from or towards
your opponents dominant hand.
In any fight, real or imagined, everything takes places with
these movements. Watch any boxing match, or MMA fight and see where the
fighters place their feet. Someone is moving forward in one of those directions
and the corresponding footwork backward is conducted by the other fighter. So if
you understand how your character is moving, you will see how your villain will
naturally move to get away from the hero, or move to meet the hero.
A key to helping you understand spatial placement during the
move is that the average man's stride is 18 inches from heel to heel. Thus if
your hero moves you can be reasonably accurate in your distances if you keep
this in mind. A crossing move would place your hero 36 inches away if he is
moving to dodge or flank, thus he is three feet from his opponent. Taking that
into consideration, with a sword the hero might be away from the foe but able
to still strike effectively.
Attack Angles and Zones-
The second 8 is the angles of attack: They also come from
the eight points on the compass. Imagine the human body radiates the compass
points outward starting with the high or head spot. You can see a progression
from head to shoulder/chest to stomach/groin to upper legs to calf/feet and
back up on the left side.
1- High
2- High Right
3- Right
4- Low Right
5- Low
6- Low Left
7- Left
8- High Left.
It is from these directions all melee attacks you write will
come. And it is from these directions
that you will be able to see the most logical way your characters will defend
the attack.
Thus if the hero has a sword in a high guard, it will be up
near their shoulders protecting their head. From here they can swing to the
high, high right or high left naturally.
However, they can also attack right, low right, low left or left as
easily by moving along the corresponding eight paths and then striking along
the 8 angles open to them.
For instance your hero has a right-handed high guard with a
long sword. His opponent has a long sword in a right-handed middle guard. The
hero moves right then forward right to get an angle on her foe. By these two
moves she is now on his left flank he has to turn to face the hero, since the
movement places the hero outside of the natural range of the villain’s sword
the hero can attack to the high, high right, right or low right areas of his
body. These correspondingly are the head, left shoulder, left arm, left torso
or left upper thigh.
Remember every move your hero makes is opposite to their
opponent. If the hero moves right it is the villains left. If the move is to
the left it is the villains right. Always describe the moves from your heroes
perspective and when describing where your hero is hitting from the villain’s
perspective.
i.e. Jerok swings his war sword from a high guard into a
quick right strike to the surprised man's torso with the blade arcing down in a blur towards
the exposed ribs on the left side of the barbarian guard.
Attack and counter-attack: The primary tactical principle
for all text fights is that for every attack there is a counter-attack.
Opponent’s attacks are met with counter-cuts and thrusts that set aside the
opponent’s weapon to force a way through their guard. Counters can be combined
with avoidance, grapples and disarms to make them defenseless.
Avoidance: The first and most basic defense to a fighter is
to not be where the weapon strikes. This may be accomplished by stepping back
and out of range. However with a sword or any weapon that is being used in a
swinging attack, the best method is to step into the opponent directly or at an
angle to either side and counter-attacking.
Setting Aside: Attacks may be countered by setting them
aside with the heroes own weapon. This is similar to a parry. Setting aside is
an action that happens two ways, by either cutting into it to strike the
opponent by passing through his own attack, or by redirecting the blow with the
heroes weapon to gain an advantage over the opponent. Well executed setting
aside techniques are fluid and naturally set-up a counter attack.
Grappling: When the distance is closed and the length of
weapons make strikes ineffective, grappling is used to regain proper fighting
distance, to throw an opponent off-balance or disarm them.
While many other techniques are used in actual sword
fighting, understanding the basic movement patterns and striking options will
help develop the scene you want to create. Understanding when and how to use
counters, avoidance, setting aside and grappling can make you a writer who
creates compelling fighting scenes and sequences that are engrossing and vivid
for the reader.