Part III

Advanced Gladiator

Apply the fundamentals through reads, counters, pressure, escapes, ground combat, and kodachi play.

18 lessons

Work through the sequence.

Fight states · Counters · Combos · Advanced weapons

01neutral

The State of the Fight

Identify neutral, advantage, and disadvantage so the next action follows the actual fight state.

Source-derived
02positioning

One Step Theory

Use the one-step shift caused by movement and flinch to predict where an exchange will resolve.

Source-derivedSource material · not Steam-verified
03movement-analysis

Deconstructing Movements

Break familiar movements into dangerous and vulnerable components instead of treating each move as one indivisible action.

Source-derivedSource material · not Steam-verified
04counter

Counter Attacking

Choose counter timing from the opponent’s movement, flinch, massive, dash, ping, and block gap.

Source-derivedSource material · not Steam-verified
05patterns

Effective Patterns

Build patterns relative to the opponent’s facing, then mix directions and moves so pressure stays difficult to predict.

Source-derivedSource material · not Steam-verified
06feints

Feints

Use angle, momentum, and dash feints to make the opponent commit to the wrong expectation.

Source-derivedSource material · not Steam-verified
07triangle

Triangle Theory

Model movement and pressure as two interacting triangles that create routes through the opponent’s space.

Source-derivedSource material · not Steam-verified
08feint

Zero Movement

Stop briefly to interrupt a predicted route, then use the pause to create a counter opening.

Source-derived
09sacrifice

Sacrificial Moves

Accept a controlled loss or hit only when it creates a better position, reset, or counter opportunity.

Source-derivedSource material · not Steam-verified
10elbowing

Fighting Around a Block

Attack around a block by combining elbowing, a single ground slash, angles, momentum, and patterns.

Source-derivedSource material · not Steam-verified
11spacing

Distances

Read distance as a relative property of the current move, not a fixed number of bodies between players.

Source-derivedSource material · not Steam-verified
12iframes

iFrames

Identify invulnerability windows, their restrictions, their timing, and the counterplay that makes them less automatic.

Source-derivedSource material · not Steam-verified
13positioning

Forcing Angles

Position one step at a time to make the opponent choose the attack path you are prepared to defend.

Source-derivedSource material · not Steam-verified
14counter

Attacking The Right and Wrong Animations

Attack the openings around massive and dash animations while respecting iFrames, latency, and release timing.

Source-derivedSource material · not Steam-verified
15combos

Maintaining a Combo

Maintain pressure by changing patterns, predicting flinches, controlling momentum, and matching the opponent’s distance.

Source-derivedSource material · not Steam-verified
16escape

Escaping a Combo

Choose between Void Block, Turtle, Block Rush, Dash Evade, Counter Slash, sacrifice, or a desperate massive based on the opening.

Source-derivedSource material · not Steam-verified
17ground

Ground Combat

Fight on the ground through alternating movement directions, momentum cancels, dash displacement, Sword Launch, and restrained elbowing.

Source-derivedSource material · not Steam-verified
18kodachi

Kodachi Style

Compare sword and kodachi timing, tempo, ground range, Void Slash, Void Butterfly, and Void Dash Evading.

Source-derivedSource material · not Steam-verified