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Laws and Principles of Sera
These can be loosely interpreted as "rules for doing things."
The items listed here can be seen as rules for correct movement: technique
that conforms to these rules will be efficient and effective. They can also
be seen as tactical rules that maximize the Sera players chances of
success in a fight.
A distinction should be made between laws and principles. Laws are ccommon
to all situations, whereas principles offer choices. For example, Weapon
Before Body/Body Before Weapon- can be considered a principle, because
the Sera player chooses which to use depending on the needs of the moment.
On the other hand, Fighting is Positional is true in any situation,
and therefore qualifies as a law.
Laws can be broken under certain circumstances. (Some of these circumstances
are mentioned in the discussion of the individual laws.) But its only
after you understand the law and the reasons for it that you become able
to judge when, how and why to break it. Therefore, as a beginner, you should
regard the laws of Sera as absolute. In the following discussion, we will
mostly not distinguish between laws and principles.
Seras principles are highly interdependent, and its therefore
difficult to present them in any particular order. Weve chosen to
present them in a way that emphasizes the relationship of each principle
to the sequence of events that might take place in an idealized encounter
between two Sera players. Notice that the principles most closely related
to Entering, which occurs at the beginning of an encounter, are usually
the last to be trained. Understanding of these principles comes through
sparring, and as explained below, sparring is not part of beginner training
in Sera.
One of the goals of Serak practice is to condition the body of the student
to move in accordance with the principles. As with most physical training,
its initially the responsibility of the teacher to correct the students
movement: "Youre not separating your bases", "You
left the low line open" "Wheres your opposite lever?" These
corrections have to be applied to all aspects of training: djuru practice,
two-person drills, basic technique, and eventually sparring. (The knowledgeable
student will observe that many of the core drills of Sera are not only
in
agreement with the principles, but designed to help ingrain them.) No part
of Sera is exempt.
Initially, the student learns the principles associated with Positioning
and Finishing. Over time, these principles become habitual, and the student
no longer needs to think about each motion to ensure that its correct
with respect to them. Sparring in Sera is usually deferred until this stage,
because the student will now reflexively respond to a threat with correct
movement. If sparring is introduced too early, whatever erroneous habits
the student still has will be further ingrained.
Its important to understand that "correct movement" does
not imply that theres a single correct response to a given situation.
Any movement that gets you closer to your goal (whatever that happens to
be) is correct. Movement that conforms to the principles will be tactically
advantageous and mechanically efficient.
Fighting is Positional
"Positional" refers to the position of your body and limbs relative
to those of your opponent. This relationship determines what options each
of you has at a given moment. One of the strategies of Sera is to gain positional
advantage, i.e. to create a position in which your opponents options
are limited and therefore predictable, but which does not restrict your
options.
At long range, we gain superior position through footwork. The ideal is
to place the opponent in a position in which we can predict exactly how
and when she will respond to an entry. The geometric relationship determines
what tools the opponent can bring to bear. The distance determines the timing
of the opponents response: she will strike when the attacker comes
within range.
At arms reach or less, a superior position is one which gives you
control of the opponents body. In this range, position is gained by
a combination of good structure and sensitivity. Good structure, for the
purposes of this discussion, includes footwork. At this range, footwork
becomes one of several factors.
Close range is extremely dynamic, in the sense that minute changes in one
persons body alignment, balance and limb position can drastically
alter the others "optimal" tactics. Therefore there is no
single, static "good structure" that will serve throughout the
encounter.
Sensitivity helps the Sera player create appropriate structure in response
to a rapidly changing situation. The Sera player must maintain the criteria
of good structure while accomplishing various other tasks, such as striking
and throwing. This doesnt imply that the Sera player consciously thinks
about structure while fighting. Good structure comes from following the
principles associated with Positioning, and as stated in the Introduction,
these should have become instinctive by the time the student is introduced
to sparring.
Guru Plinck says: "Understanding is the transition between stances
and position." "Stances" here has a static connotation. The
beginning student learns correct stances, because it's necessary to start
somewhere-- as Guru Plinck also says, "You have to learn to stand before
you can learn to walk". But position is dynamic, and as the student
gains understanding, position replaces stance.
Separate Your Bases
"Base" in this case refers to the shoulder girdle and feet. In
application, this principle might be expressed as follows: when moving your
feet (sweeping, kicking, stepping), do not rotate your shoulders; when moving
your upper body (powering a strike with upper body rotation, unbalancing
your opponent for a throw), your feet should not move.
This principle exists because you need a stable base from which to generate
power. There is an exception: when being completely evasive (for instance,
getting out of the way of an incoming attack), its okay to move both
bases at once, because you are not applying power and have no need to generate
any.
Base, Angle, Leverage
These are the three components needed to set up a Sera-style throw. Most
throws can be executed using two out of the three, but for safetys
sake, you should try to have all three. Successful execution of many Sera
throws depends on precise use of these components. Though the terms are
now in wide use, it's important to understand exactly how they are defined
in this context.
"Base" in this context means the strength of the connection
of your upper body to your lower body, and of your lower body to the ground.
Often (not always) the placement of your feet will prevent your opponent
from moving his feet to adjust to the forces youre applying to
his upper body. Your djuru stance provides a good base for throwing.
"Angle" means force applied along the weak angle of your opponents
stance. Every stance has a weak angle, usually more than one. You can
usually find one of your opponents weak angles by pulling one of
her arms toward the point of a triangle on the ground, the other two points
of which are defined by her feet. Correctly applied, angle should bring
the opponents weight toward the foot that you plan to sweep,
because sweeping an unweighted leg will have little or no effect
on the opponent.
Also, the more weight your opponent has on that leg, the less able
she will be to move it and get away from the sweep.


"Leverage" means force applied to your opponents body
in a different direction than the angle, and in a different direction
than the force applied by the sweeping foot, creating Opposite Levers.
In combat, leverage is applied as a strike in a class setting, its
usually applied as pressure.
The three components can be initiated in any order, but once a component
has been initiated, it should be maintained until the throw is completed.
You should not, for instance, give up angle in order to apply leverage,
though the weak angle may change as the opponents balance shifts.
The net effect of angle and leverage is to move the opponents center
of gravity off the supporting foot, after which gravity takes over.
In the classic sapu, the sweep is followed by the upper-body unbalancing,
while in the classic beset the order is reversed. In application, either
order is permissible with either type of sweep. It's important to stress
that, if unbalancing the opponent's body requires moving your upper body,
this cannot be done simultaneously with the sweep. To do so would violate
Separation of Bases.
Control at the Root
One of the favorite strategies of Sera is to control the movement of
the whole body by controlling the spine. If the spine isnt directly
reachable, Sera players do the next best thing by controlling limbs as
close as possible
to where they join the spine. Thus, the arm should be controlled above
the elbow and the leg should be controlled above the knee.
This also reduces the opponents ability to maneuver. For instance,
if you hold an opponents arm at the wrist, he can still strike
with the elbow or shoulder of that arm, or turn to bring the other arm
into play.
 
 
If you pin his upper arm, he cannot strike with the elbow, fist, or
shoulder, and if you are on the outside, he cannot bring the other arm
into play
except
by a spinning move.
 
 
Another reason to attack the root is that it is the part of the limb
that moves the slowest. Intercepting a fast punch at the hand requires
extremely
good timing and hand speed. However, even on a very fast punch, the
shoulder hardly moves at all. Stopping the motion of the shoulder
will prevent the
punch from reaching its target. The same applies to the hip, in the
case of a kick.
Weapon Before Body for Speed/Body Before Weapon
for Power
For a given technique, there is a tradeoff between speed and power.
(Its a mistake to assume that more powerful techniques are necessarily
slower.) To deliver a technique at full power, the body should lead the
motion. This is almost always slower than the same technique delivered without
body involvement.
To enter, we usually need to deliver fast strikes to disrupt the opponents
timing and allow us to move the body into close range. Full-power techniques
are used as finishing shots, when the opponent is off-balance or already
damaged, and timing is less critical.
Always Have Backup
Backup is one of the most fundamental concepts of Sera, and also one of
the most complex. In the most general sense, the backup concept is that
you should expect each technique to fail and be ready to follow up with
something else. However, launching one independent strike after another
may not be the most efficient way to accomplish this.
In Sera, the concept of backup implies that each technique should set up
its own follow-up options.
One of the simplest formulations of this concept is the rule stated by
Pendekar Paul de Thouars: "One hand never goes into battle without the other." This
rule is exemplified in the djurus by the reinforced punch, in which one
hand backs up the other. The reinforcing arm physically supports the
lead arm, creating a structure like a brace, which can withstand a great
deal of incoming force. It also allows the entire upper body to be involved
in powering the strike, if desired, rather than just the arm muscles.
In
addition, the reinforcing hand is immediately available for a follow-up.
This should not be construed to mean that the hands are always right
next to each other. Backup and reinforcement can mean a variety of things.
Simple proximity and direct reinforcement are useful training tools for
the beginner to give him or her a simple physical application to illustrate
the concept.

 
Within this simple geometric relationship, either hand can be either
hard or soft, embodying a number of different attitudes. "Hard" and
"soft" are terms that mean many different things to different
martial artists. The usages defined below should be regarded as strictly
local: they may not be valid elsewhere in the martial arts world, or indeed,
elsewhere on this page. Even in this context, "hard" and "soft" can
imply a number of different things.
A physical interpretation might be that a hard hand is prepared to deliver
a strike: if the strike is a punch, the hand should be clenched into
a fist.
In contrast, a soft hand is open and relaxed, able to monitor or pin
one of the opponents limbs, deliver a strike, clear an obstruction,
etc. In a more tactical interpretation, a hand that is hard is committed
to a
specific objective. A hand that is soft is able to improvise in response
to a changing situation.
Another way of looking at it is that "hard" designates the hand
that is contributing the most force to the strike, even though it may not
be the one that is actually making contact. This is deceptive, because the
opponent will usually expect the line of the strike to be determined by
the striking hand. If the strike is in fact being guided by the rear hand,
the line will be subtly different. (See "Lead hand soft/reinforcing
hand hard" below).
We have the following possible soft/hard combinations, with examples
of how they might be applied:
- Lead hand hard/reinforcing hand soft-- Front hand delivers
a strike, rear hand can deliver whatever follow-up is desired.
- Lead hand soft/reinforcing hand hard-- Pressure from the rear
hand can be used to slightly change the angle of attack of the front
hand, circumventing obstacles.
- Lead hand soft/reinforcing hand soft-- Neither hand is committed
to a specific course of action, leaving the greatest number of follow-up
options.
- Lead hand hard/reinforcing hand hard-- This combination is
tactically risky, because it restricts the sensitivity of both hands
and leads to too much reliance on strength.
The hands can back each other up in many ways besides one reinforcing the
other. Some of these, with examples, are:
- Same line, same weapon-- Two rapid-fire hits are delivered
in the same line: if the first one is blocked, the second one will usually
get through. (Note: the first strike should not be regarded as a "fake".
If the first strike is not blocked, it should hit. This is a general
rule of Sera.)
- Same line, different weapon-- Closely related to reinforcing.
If the lead hand is blocked, the rear hand immediately strikes in the
same line.
- Same weapon, different line-- The rising punch in Djuru 2 is
a good example of this. The opponent directs a countering technique
to the line he expects the punch to be on, only to find that its
not there.
- Cover and hit-- The backup hand goes slightly ahead of the
striking hand and clears away any obstruction that it finds.


- Bait and switch-- Expect the first strike to be blocked; the
contact signals an immediate switch to a backup strike delivered in
a different line, usually with a different weapon. (Again, note that
if the first strike is not blocked, it hits.)
Backup need not be restricted to one hand backing up the other. Here are
some more backup concepts:
- Anatomical-- Any body part can back up any nearby body part.
For example, if your punch is blocked, it is easy to simply fold forward
and strike with the elbow of the same arm. Or, you might step in and
pivot to strike with the shoulder of the same arm.
- Upper body/lower body-- Another formulation of the backup concept
was stated by Pendekar de Thouars as "Hands dont go into
battle without feet." (It could just as easily be "Feet dont
go into battle without hands".) If you find your arms tied up,
consider delivering a kick or knee or using footwork to change the position
and give yourself more control. If your lower body is being attacked
with a sweep, you can use your upper body to support yourself.
High/Low, Inside/Outside, Left/Right
A useful way to think about Sera technique is to classify it in terms of
root motions. You can generate whole families of techniques by applying
the same root movement to your opponent from different positions. Guru Plinck
states this as follows: "What you can do high, you can do low. What
you can do inside, you can do outside. What you can do left, you can do
right."
The beset family is a good example. Beset luar and beset dalem are the same
motion, applied either from inside or outside. (Note that in beset dalem,
you are positioned outside the opponents arm but inside her foot:
in beset luar this relationship is reversed. These are examples of Opposite
Levers.) Both throws can also be done as low sweeps. And obviously, both
can be done whether the opponent is in a right or left lead. In all cases,
the root motion is the sweep.
Take the Line
Blocking is not encouraged in Sera. A block may keep you from getting
hit, but generally does no damage to the opponent (unless you train in
a style
that conditions heavily and delivers destructive blocks). More importantly,
blocking puts you a beat behind and, because action is faster then reaction,
its very difficult to catch up. The common "block, then hit" strategy
is likely to lose against an opponent who is your equal in speed, or
even slightly slower.


Instead of blocking, Sera players hit. The hit has the effect of blocking
the incoming strike, but its important that the goal is not to
block: the goal is to hit. The blow is directed in such a way that
it covers the
incoming line. This is what is meant by "taking the line".
If the blow reaches its target, it will have blocked the incoming strike.

Taking the line also brings your tools deep into the opponents
territory, where you can begin to gain Control at the Root over his
tools and limit
his options.
Cover High and Low
Your opponent is likely to launch a mixture of high-line and low-line attacks.
It behooves you to cover both lines at all times. In this context, "cover"
does not necessarily mean "physically occupy": it means that you
have something available to respond in that line.

An obvious way to accomplish this is to cover high line with one hand and
low line with the other. For example, in the context of reinforcing, the
Backup hand can be thought of as covering the high line if the strike is
being delivered low, and vice versa. A low stance is very helpful here,
because it means that your upper body tools can cover more of the target
area. When standing upright, most peoples fingertips reach about to
mid-thigh; in a crouch, your fingertips can easily reach to the knees or
below.


Less obviously, a hand can be used to cover high line and the elbow of the
same arm can cover the low line. Or a hand or elbow can be used to cover
low line and a shoulder can be used to cover high line. These approaches
can be very useful at close range.

Hands and arms can cover the high line and legs can respond in the low line.
This is one of the reasons single-weighting is important: one leg or foot
is always free to respond to a threat.
Control Center
The center plane (often referred to as the center line, or just the center)
is the plane that connects the vertical axis of your body to the vertical
axis of your opponents body. On the human body, most of the attacking
tools are located at the periphery (knees, fists, elbows, feet: the head
is a major exception). But many attacks tend to be aimed towards the center,
where the preferred targets are located (face, throat, solar plexus, groin).
Such strikes are seen as entering the center plane from one side or the
other, and can be prevented from connecting by controlling access to the
center.

In Sera there are several ways this is accomplished.
- Occupying center This is usually done with a strike: the reinforced
punch is a good choice for this, as it is structurally strong enough
to withstand a collision with an incoming blow, and also protects against
strikes coming in from many different angles.
- Cutting center Also generally done with a strike, this is an
example of Taking the Line. Cutting center differs from occupying center
in that the strike is delivered at a slight angle across the center
plane, instead of within it. This gives you the option of crossing to
monitor and control tools on the far side of the opponents body.
Cutting is the most effective approach against a hook or horizontal
elbow: in this case the strike is aimed at the shoulder (Controlling
at the Root).
- Yielding center Against overwhelming force, center can be yielded
by rotating the body parallel to the attack, allowing it to slide past.
This can be viewed as an example of an upper-body Alleviation.
- Clearing center An example of this is seen in the first move
of the first djuru. Clearing center is closely related to cutting center,
but is less aggressive and involves more Alleviation of the incoming
strike.
- Repositioning center This generally involves footwork, such
as stepping off the line of an incoming attack. Notice that purely evasive
moves are not a favorite in Sera: ideally, repositioning should gain
you a better position in addition to keeping you from getting hit.
- Offsetting from center If you have occupied the center plane,
your opponent may try to strike slightly to one side or the other. You
need to be prepared for both possibilities. But if your occupying tool
is offset to one side, you make it much more likely that your opponent
will attack to what he sees as the open center.
In practice, a Sera player will often use one or more of these in combination.
For example, she might clear center and create an offset to guide the opponents
next move. Or, she might deliver a strike that cuts center while repositioning
herself out of the line of an incoming attack.
Right Tool for Right Range
The most basic application of this principle is one that many martial artists
are familiar with: Use long weapons at long range, because short ones simply
wont reach; use short weapons at close range, because they take less
time to deliver, and long ones are more easily jammed at close range. For
instance, most boxers will rely on the jab and cross at long range, but
at close range will use more hooks and uppercuts.
Broadening the definition of "tool" points up some of the other
differences between ranges. For instance, position is extremely important
at both ranges, but is gained in different ways (see Fighting is Positional).
At long range, you rely on vision to keep you informed of what your opponent
is up to. At closer ranges, you must rely more and more on sensitivity.
(Try to imagine a blind kickboxer, as compared to a blind wrestler.) The
same is true of our opponent. At long range, we deceive our opponent by
misleading her perception of distance, timing or position through the visual
sense. At close range we mislead her senses of contact, balance and proprioception.
Long range and close range also require different attitudes. At long range
a fighter should be eager to close, but not so eager that he rushes in blindly:
he must be patient enough to create an opportunity to enter safely. Close
range requires alacrity and commitment. It should be noted that both ranges
require detachment, complete attention and intensity. Cultivating this set
of emotional attributes should be looked on as a life-work, not a prerequisite.
Opposite Levers
"Always have an opposite lever"-- Pendekar Paul de Thouars
The more different unbalancing forces you apply to your opponent, the more
difficult he will find it to compensate. Most people can keep their balance
pretty well if a single force is applied to them. If two forces are applied,
it becomes much harder, and is even harder if the two forces are not symmetric
(not directly opposite from one another). The Base, Angle, Leverage formula
with sweep applies three forces to the opponent, all in different directions.
If you pull or push on your opponents upper body, his natural reaction
will be to step towards or away from you to keep his balance. There are
two common ways of preventing this. One is to bring a substantial part of
the opponents weight onto the foot he would naturally step with, so
that he cant lift it without losing his balance. The other is to trap
the foot to keep it from moving. The "Opposite Levers" principle
helps to create these traps. For instance, if you are pulling your opponent
to your left, you should be planning to sweep his foot to the right, and
this places your sweeping foot in the correct position to block him from
stepping even if you dont execute the sweep. ("Left" and
"right" here shouldnt be interpreted too literally, as the
angle direction and sweep direction arent directly opposite from one
another.)

A related concept is that people cope with steady forces much better than
they cope with changing ones this is sometimes stated as "People
make better speedometers than accelerometers." This is why many throws
become more effective if the directions of the forces being applied change
in the course of the throw.
The throw known as puter kapala combines all of these concepts. The head
and arm are used as opposite levers. As you bring the head towards you,
the opponents weight shifts onto his front foot, so that he cant
lift it without losing his balance. (You can also trap the opponents
front foot with yours, but its usually unnecessary if you are applying
correct angles.)

Puter kapala is often described as a spiral or circular throw: the head
is brought towards the ground in a smooth spiral. In this approach, the
forces being applied are smooth and steady. An opponent with some sensitivity
will extrapolate the motion and adjust to it. Puter kapala becomes much
more effective if the forces are applied in a series of short jerks at different
angles.
Long-Range Weapon Before Short-Range
Weapon
This principle helps to create the efficient entries that are one of the
strengths of the Sera style. Long-range strikes are used to disrupt the
opponents timing and create an opportunity for the attacker to move
to close range and bring to bear the more powerful short-range weapons,
and eventually execute a throw. Entering with a short-range weapon is much
riskier, because the opponent is in full control of his faculties and can
counter easily.
Alleviation
One of the strategic assumptions of Sera is that our opponent is stronger
than we are. Therefore, we do not resist force with force. One option is
to evade the incoming force altogether: the drawback of this is that it
does not necessarily improve our position. Alleviation refers to a dissipation
or diversion of the incoming force with minimal movement and contact that
is perceived by the attacker as very light.
In Sera there are several modes of alleviation, and most can be used in
combination with one another. It's important to practice them independently.
One should also keep in mind that more alleviation isn't necessarily better,
and that upper-body-based alleviations are generally faster than footwork
alleviations.
In tool-only alleviation, a tool (usually upper-body) is used to deflect
the incoming strike. No other part of the defenders body moves.
Conversely, in upper-body alleviation, the upper body is rotated parallel
to the attack,
and no tool is used.

Footwork can be used to reorient the upper body, but this will tend
to be slower, and should not be resorted to unless it gains some other
advantage.

Footwork can be used to alleviate by itself. Against an incoming attack,
a Sera player can move along the circumference of an imaginary circle
centered
on the opponent, to get off the line of attack without changing the
distance. Or, he can move out or in along the radius of the circle
so as not to meet
the attack at its point of maximum power. These effects can be combined
in a step along either a tangent or a chord of the circle.


A level change can also be used to alleviate, removing the target
from the line of attack without changing location.

There are two somewhat more
specialized modes of alleviation that deserve mention here. In the mode
known as "receive and give", the Sera
player absorbs the incoming energy, storing it mechanically in the elastic
muscles of the midsection, and then uses the stored energy to power
a return
technique. To an onlooker, it appears as if the player recoils slightly
and then explodes forwards.
"Bypass and enter" describes an alleviation in which the player
deflects the incoming blow and advances, leaving the deflecting tool
where it is. This is a deceptive move. Since the contact point remains still,
the opponent is (briefly) prevented from realizing that the player has entered.

English
Guru Plinck uses the term "english" by analogy with pool, where
english refers to spin placed on the cue ball. Here, english means a circular,
corkscrew, or rotating movement. An example of motion with english can be
seen in the first move of Djuru One, where the wrist is rotated through
its entire range of motion.
Notice that if you are moving forward while executing a circular motion,
it becomes a three-dimensional corkscrew.

Genuinely two-dimensional circular motions are rare in Sera, but the terms
"circular" and "corkscrew" are sometimes used interchangeably.
English is frequently used in Alleviation with a tool, to soften the contact
and deflect the incoming strike. In one way of doing this, the alleviating
tool executes an english movement such that the strike is nearly tangent
to the circumference of the circle described by the english. The direction
of rotation is almost parallel to the strike. This minimizes the opposition
between the force of the strike and the alleviating force.


Another use of english is in the type of Alleviation referred to as "Receive
and give". In this case its the body specifically the hips
that execute the english motion, absorbing the incoming force and storing
it on the first half of the movement and releasing it towards the opoonent
on the second half.
This suggests that english can also be used to generate power, and indeed
thats the case. Body english involves most of the major muscle groups
and thus can generate far more power than a tool alone can provide. It should
be noted that techniques powered in this way will be slightly slower than
tool-only techniques: see Weapon Before Body/Body Before Weapon.
English can also be used to generate power at the tool-only level. The forearm
is a common striking tool in Sera. Consider the forearm as a cylinder: if
it is rotated around its long axis, the outer surface is the part that rotates
the fastest. This rotation can be added to a forearm strike to create a
shearing effect.
One final note on english: unlike a corkscrew, the radius of an english
movement need not be held constant. Such a motion might start very small,
to efficiently alleviate a strike, and expand to cover the opponents
torso (Controlling Center). Or it might start as a large arc, Taking the
Line of an incoming attack, and spiral in to a strike.
Step With a Purpose
Every step you take in an encounter should accomplish something: never step
just for the sake of stepping. There are many purposes that a step can have.
Footwork is how you control distance; through distance, you control the
timing of the encounter. Footwork is also how you control position; through
position, you control your opponents options.
Most of the Sera sweeps and kicks are derived from the movements used in
walking. Because of this, these motions are very natural and easy to learn
after all, you walk hundreds if not thousands of steps every day.
Also, a step can be converted into a kick or sweep at any time, if a suitable
target is available. So the purpose of a step could be to deliver a kick
or sweep.
Footwork is what moves you from long range to close range. A good Sera entry
should lead directly to a throw. This implies that the last step of the
entry should accomplish at least two things: it should bring you into throwing
range, and it should create a strong Base from which you can execute the
throw. It may also serve to deliver a kick, knee or sweep; trap the opponents
foot to keep him from adjusting his balance; add power to the delivery of
an upper-body strike; or help pull the opponent off-balance.
Move Less, See More
At close range, this could be restated as "Move less, feel more."
It is true in many martial arts that a good structure will defeat a flurry
of techniques. Unnecessary movement is a waste of effort and time that an
efficient martial artist would do well to avoid.
Movement also implies temporary loss of structure: even if you are in transition
from one good structure to another, there is a space of time where you are
not in good structure. During that time, you cannot capitalize on any opportunities
that may appear, and you are vulnerable to attack.
Elsewhere we discuss the idea of dividing time into full beats and half-beats.
A movement creates at least a partial beat, and this is a unit of time that
you will find extremely difficult to subdivide. Put another way, if your
opponent is alert and attacks you in the middle of a movement, you will
find it hard to respond until you have finished your motion.
Moving divides your attention, making it more difficult to maintain your
focus. It can also telegraph your intentions. Purposeless movement tends
to fall into a rhythm, which helps your opponent predict what you're about
to do. |