This is a breddy gud swordfight.
>>13745731
>should do infighting well
I didn't see any from the parts I watched. It does the Outfighting well enough, but there didn't seem to be any moments where they attacked, the attack was parried and the weapons/attacks stayed connected and then based on the biomechanics of the two fighters, a specific move could then be initiated to defeat the other.
>do from your current stance and he will either try to block or counter-attack.
Yeah, that's Outfighting to a T. It looks neat enough at that and seems like it works.
>>13745862
Because it's not detailed enough information. You have to feel where on the sword the pressure is and how hard it is and into what direction. For example, Fiore dei Liberi preferred to keep things simple enough(because he taught mercenaries how to fight, for example), but his first Largo play(Outfighting) has three outcomes, based on what the opponent did. You read the information through your sense of touch, which is faster than your eyes and tells you more.
>>opponent strikes at you, from his right shoulder down, as if he was aiming to cut you from shoulder-to-hip, but aimed at the head.
>>you hold your sword extended outwards, pointing at his throat
>swords hit each other at the Foible(the half of the blade furthest away from you, called the "Weak")
<a) he is weaker; you can see him behind your blade
>step through while holding contact and run him through as his sword is pushed aside by your blade, keeping you safe
<b) he is stronger and aiming to hit you, possibly even doing the previous technique to stab you
>raise your sword tip by holding the right hand in place and pushing down the pommel with your left, just enough to clear the opponents sword and then with a quick step to the side strike him in the head. Due to pushing aside your sword, when you release yours from the bind, his will be completely offline. Like a man leaning against a wall which suddenly collapses, he will fall over.
<c) he is stronger than you, but he's not aiming for you but at your sword, pushing it away
>raise your hands into the Fenestra guard and slacken your wrist; go weak against his strong and push his sword to the side as you strike him in the face with the pommel with the energy he himself feeds into your sword. Leverage is a bitch.
It requires you to know that 1. You have contact. 2. How strong is he and 3. In what direction is he pushing. And that's a simple technique. It's not going to work with any of the existing controllers.
>>13750466
It would be a fucking bitch to simulate as well because the tiniest change in angle or force vector changes everything. I would love to see some gamedev trying to reason out how the fuck to make auswinden fucking work.