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* Film:{{Pumpkinhead}} features the inversion, where one of the youths tries to kill the monster by using a machete in an icepick grip stab. This is a pretty weird thing to do with a tool designed for chopping and slashing. The monster stops his hand before it connects, but that rounded point doesn’t look like it would have gone in easily.
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I don’t think this trope really appears in berserk: the various weapons are pretty much used for cutting or thrusting in accordance with their respective designs.



[[folder:Anime and Manga]]
* While Guts of ''Manga/{{Berserk}}'' is very, very given to slashing and smashing enemies apart with his oversized swords, the times he gets his hands on a regular-sized sword, such as when he's battling his way out of Count Julius's mansion, show that he is quite adept at other techniques, at one point using a half-swording technique to stab a guardsman in the groin.
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[[folder:Anime and Manga]]
* While Guts of ''Manga/{{Berserk}}'' is very, very given to slashing and smashing enemies apart with his oversized swords, the times he gets his hands on a regular-sized sword, such as when he's battling his way out of Count Julius's mansion, show that he is quite adept at other techniques, at one point using a half-swording technique to stab a guardsman in the groin.
[[/folder]]
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Bit redundant to say "[game] oh and the one before it as well", particularly when they both share a single tropes page anyway


* Soma in ''VideoGame/CastlevaniaDawnOfSorrow'' averts this. Rapiers thrust, short swords slash, etc and both are considered different kind of damage (others including bludgeon and light). The same went for the earlier ''Aria of Sorrow'', prequel to ''Dawn''.

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* Soma in ''VideoGame/CastlevaniaDawnOfSorrow'' ''VideoGame/CastlevaniaChroniclesOfSorrow'' averts this. Rapiers thrust, short swords slash, etc and both are considered different kind of damage (others including bludgeon and light). The same went for the earlier ''Aria of Sorrow'', prequel to ''Dawn''.
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It can be [[JustifiedTrope justified]] if the wielder is untrained and defaults to swinging, either because swinging and flailing come more naturally to an unskilled, panicked person, or because they're trying to imitate what they saw in a movie. It can also be justified if a fighter who's trained in cut fencing but not in thrusting play [[DamnYouMuscleMemory can't help trying to use]] the unfamiliar weapon to perform their familiar moves, or if two characters are Flynning in-universe and not actually trying to hurt each other.

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It can be [[JustifiedTrope justified]] if the wielder is untrained and defaults to swinging, either because swinging and flailing come more naturally to an unskilled, panicked person, or because they're trying to imitate what they saw in a movie. It can also be justified if a fighter who's trained in cut fencing but not in thrusting play [[DamnYouMuscleMemory can't help trying to use]] the unfamiliar weapon to perform their familiar moves, or if two characters are Flynning in-universe and not actually trying to hurt each other. \n Furthermore, as detailed in the RealLife section, sometimes this trope is not only TruthInTelevision, but actually a major part of several styles of swordsmanship.
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** Also [[AvertedTrope averted]] to hell and back in general, since carefully exploiting every weapon's weaknesses is the only way relatively-normal Shirou can survive more than a femtosecond against most of his enemies. In a separate case, Saber calls Assassin a coward when the latter duels from the edge of his longer Katana's range and refuses to engage her directly; Assassin apologizes and points out Saber's heavier European broadsword with cut through his weapon effortlessly and waiting to exploit a weakness is the only way he can fight.

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** Also [[AvertedTrope averted]] to hell and back in general, since carefully exploiting every weapon's weaknesses is the only way relatively-normal Shirou can survive more than a femtosecond against most of his enemies. In a separate case, Saber calls Assassin a coward when the latter duels from the edge of his longer Katana's range and refuses to engage her directly; Assassin apologizes and points out Saber's heavier European broadsword with would cut through his weapon effortlessly and waiting to exploit a weakness is the only way he can fight.
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* This trope zigzags in ''VideoGame/DynastyWarriors'' and ''VideoGame/SamuraiWarriors'' by Creator/{{Koei}}, depending on character, franchise, and sequel number. Sometimes characters will use their weapons appropriately.

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* This trope zigzags in ''VideoGame/DynastyWarriors'' and ''VideoGame/SamuraiWarriors'' by Creator/{{Koei}}, Creator/{{Koei|Tecmo}}, depending on character, franchise, and sequel number. Sometimes characters will use their weapons appropriately.
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* In ''Fanfic/ChildOfTheStorm'', Harry's swordsmanship has a flavour of this in the sequel, owing to the nature of his sword (a sabre, resembling a ''shashka'', the cavalry sabre of the Russian Cossacks) and the fact that he's often a FragileSpeedster compared to those he's fighting, necessitating a more agile and elegant style that maximises damage while limiting exposure via quick hit-and-run attacks. However, given the chance, he ''will'' [[ImpaledWithExtremePrejudice skewer his opponent]] to try and end the battle quickly.
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** VideoGame/FinalFantasyIX's Freya plays this tropes straight. With the exception of maybe one of her spears it is very obvious by design that they are meant for thrusting or stabbing but her attack animation involves swinging her spear except for when she uses her Jump attack.
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It can be [[JustifiedTrope justified]] if the wielder is untrained and defaults to swinging, either because swinging and flailing come more naturally to an unskilled, panicked person, or because they're [[TheCoconutEffect trying to imitate]] what they saw in a movie. It can also be justified if a fighter who's trained in cut fencing but not in thrusting play [[DamnYouMuscleMemory can't help trying to use]] the unfamiliar weapon to perform their familiar moves, or if two characters are Flynning in-universe and not actually trying to hurt each other.

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It can be [[JustifiedTrope justified]] if the wielder is untrained and defaults to swinging, either because swinging and flailing come more naturally to an unskilled, panicked person, or because they're [[TheCoconutEffect trying to imitate]] imitate what they saw in a movie. It can also be justified if a fighter who's trained in cut fencing but not in thrusting play [[DamnYouMuscleMemory can't help trying to use]] the unfamiliar weapon to perform their familiar moves, or if two characters are Flynning in-universe and not actually trying to hurt each other.
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Animation - whether traditional or for video games - often produces the same effect for entirely different reasons. After consuming media with this trope in effect, the audience may expect it, and so a fight scene with [[RealityIsUnrealistic realistic techniques]] may not look right. Second, in video games, if multiple weapons must be animated being used in different ways, this can drive up the cost in terms of memory and budget for animation. This is less of a factor in current-gen games, but examples from earlier eras of gaming may have fallen prey to this. Additionally, just like in live action, sweeping cuts are easier for a viewer to follow. In games, the player also generally has to believe they can counterplay an attack or the move will feel cheap. Since thrusts can be subtle in their movements, animating a big swing can make it easier to both follow the action and react to it. Finally, the choice can be stylistic. Realism is rarely a priority in animation.

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Animation - whether traditional or for video games - often produces the same effect for entirely different reasons. After consuming media with this trope in effect, the audience may [[TheCoconutEffect expect it, it]], and so a fight scene with [[RealityIsUnrealistic realistic techniques]] may not look right. Second, in video games, if multiple weapons must be animated being used in different ways, this can drive up the cost in terms of memory and budget for animation. This is less of a factor in current-gen games, but examples from earlier eras of gaming may have fallen prey to this. Additionally, just like in live action, sweeping cuts are easier for a viewer to follow. In games, the player also generally has to believe they can counterplay an attack or the move will feel cheap. Since thrusts can be subtle in their movements, animating a big swing can make it easier to both follow the action and react to it. Finally, the choice can be stylistic. Realism is rarely a priority in animation.
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Put a sword [[HeroesPreferSwords in the hands of an]] {{RPG}} [[TheHero hero]], and he will use it to hack and slash at his enemies, even if he is given a thrusting weapon. This is not limited to swords either. Daggers, stilettos, etc. will be used to slash at opponents even though these weapons were specifically designed to thrust, sometimes even lacking a cutting edge.

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Put a sword [[HeroesPreferSwords in the hands of an]] {{RPG}} [[TheHero hero]], and he will use it to hack and slash at his enemies, even if he is given a thrusting weapon. This is not limited to swords either. Daggers, stilettos, etc. will be used to slash at opponents even though these weapons were specifically designed to thrust, sometimes with some types even lacking a cutting edge.
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Put a sword [[HeroesPreferSwords in the hands of an]] {{RPG}} [[TheHero hero]], and he will use it to hack and slash at his enemies, even if he is given a thrusting weapon. This is not limited to swords either. Daggers, stilettos, etc. will be used to slash at opponents even though these weapons were specifically designed to thrust.

to:

Put a sword [[HeroesPreferSwords in the hands of an]] {{RPG}} [[TheHero hero]], and he will use it to hack and slash at his enemies, even if he is given a thrusting weapon. This is not limited to swords either. Daggers, stilettos, etc. will be used to slash at opponents even though these weapons were specifically designed to thrust.
thrust, sometimes even lacking a cutting edge.
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It can be [[JustifiedTrope justified]] if the wielder is untrained and defaults to swinging, either because striking and flailing come more naturally to an unskilled, panicked person, or because they're [[TheCoconutEffect trying to imitate]] what they saw in a movie. It can also be justified if a fighter who's trained in cut fencing but not in thrusting play [[DamnYouMuscleMemory can't help trying to use]] the unfamiliar weapon to perform their familiar moves, or if two characters are Flynning in-universe and not actually trying to hurt each other.

to:

It can be [[JustifiedTrope justified]] if the wielder is untrained and defaults to swinging, either because striking swinging and flailing come more naturally to an unskilled, panicked person, or because they're [[TheCoconutEffect trying to imitate]] what they saw in a movie. It can also be justified if a fighter who's trained in cut fencing but not in thrusting play [[DamnYouMuscleMemory can't help trying to use]] the unfamiliar weapon to perform their familiar moves, or if two characters are Flynning in-universe and not actually trying to hurt each other.
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* In ''Franchise/TheLegendOfZelda'' game ''VideoGame/HyruleWarriors'', thrusting weapons like Zelda's rapier and Volga and Lana's spears are mostly just used for slash attacks.
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* ''Videogame/WorldOfWarcraft'': Each race has different stances and attack animations depending on the general type of weapon they're using with melee weapons being divided into two handed, long (staves and polearms), one handed, daggers, and unarmed/fist weapons. As a result, characters will attack exactly the same with a rapier as they will with a club or axe. Knives and daggers get their own stabbing animation but will still be swung even if said dagger is [[https://classic.wowhead.com/item=7682/torturing-poker a hot poker]].
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* ''Literature/{{Safehold}}'': "Old-school" swordsmanship on Safehold as of ''Off Armageddon Reach'' is all about hack'n'slash, to the point that it's specifically noted that Crown Prince Cayleb's weaponry instructor believed "swords had points for a reason" and taught him thrusting as well as cutting.
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* ''VideoGame/{{Warframe}}'': Averted; melee weapons are divided into different weapon types, each with their own stances, which determine how the weapon is used. There is even one for rapiers. This sometimes goes too far in the other direction; while of course you would use a different stance with a sword and a polearm, you probably don't need an entirely different stance for machetes, but you get one anyway.
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** The Estoc is a straight example, being effectively the opposite of the Side Sword (thrust with R1, slash with R2). Its in-game item description in VideoGame/DarkSouls mentions that the blade has been sharpened to allow for slicing.

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** The Estoc is ''Dark Souls'' Estoc, unlike its ''Demon's Souls'' counterpart, has a straight example, being slashing strong attack in addition to its normal thrust, effectively making it the opposite of the Side Sword (thrust with R1, slash with R2). Sword. Its in-game item description in VideoGame/DarkSouls mentions that the blade has been sharpened to allow for slicing.
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* ''Videogame/{{MORDHAU}}'' does similarly; you can both thrust and swing with any weapon, but some are clearly better than others at it. Nothing stops you from smacking someone with a spear or rapier, or poking another with a maul or mace, but the damage is going to be disappointing. It ''does'' work to disrupt the enemy still, so using the weapon the wrong way for a quick stun remains valid. And some weapons, like more standardized swords and certain polearms, can do both perfectly well.
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* ''VideoGame/MonsterHunter'':

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* ''VideoGame/MonsterHunter'':''VideoGame/MonsterHunter'': The Sword-and-Shield and Dual Blades use a variety of slashing and thrusting attacks(mostly slashing) regardless of whether the individual weapon design for that set is suited for either. This can lead to a lot of slashing with rapiers or even stabbing with what is effectively a ''club''.
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Correcting format


** ''Videogame/TheEndTimesVermintide'' and ''Videogame/VermintideII'' zig-zag this trope with weapons. First, Sienna's ceremonial dagger and Kerillian's daggers are very rarely used in the thrust. Kruber's and Sienna's one-handed swords never are used to thrust. While spears are sometimes used to swing, Kerillian swings hers with surprising frequency. Victor Saltzpyre uses slashes with his rapier as his primary light attack, though his primary power attack is a clean thrust. Inverted when hammers and even axes are sometimes used in clumsy thrusts. Finally, while most HEMA today believes the halberd favored the spear head while also using the axe head, Kruber's halberd favors slashes heavily even if he does thrust on about a quarter of his attacks.

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** * ''Videogame/TheEndTimesVermintide'' and ''Videogame/VermintideII'' zig-zag this trope with weapons. First, Sienna's ceremonial dagger and Kerillian's daggers are very rarely used in the thrust. Kruber's and Sienna's one-handed swords never are used to thrust. While spears are sometimes used to swing, Kerillian swings hers with surprising frequency. Victor Saltzpyre uses slashes with his rapier as his primary light attack, though his primary power attack is a clean thrust. Inverted when hammers and even axes are sometimes used in clumsy thrusts. Finally, while most HEMA today believes the halberd favored the spear head while also using the axe head, Kruber's halberd favors slashes heavily even if he does thrust on about a quarter of his attacks.
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* Averted in ''Series/{{Rome}} where professional soldiers Lucius Vorenus and Titus Pullo use the gladius exactly as it was designed.
** In one scene ProfessionalKiller Timon is sent to assassinate Glabius, who grabs a sword off his slave and takes a big swing at Timon, only to fall to a stab to the chest.

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* Averted in ''Series/{{Rome}} ''Series/{{Rome}}'' where professional soldiers Lucius Vorenus and Titus Pullo use the gladius exactly as it was designed.
** In one scene ProfessionalKiller Timon is sent to assassinate Glabius, who grabs a sword off his slave and takes a big swing at Timon, only to fall to a single stab to the chest.
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None

Added DiffLines:



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* Averted in ''Series/{{Rome}} where professional soldiers Lucius Vorenus and Titus Pullo use the gladius exactly as it was designed.
** In one scene ProfessionalKiller Timon is sent to assassinate Glabius, who grabs a sword off his slave and takes a big swing at Timon, only to fall to a stab to the chest.
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A subtrope of ImprobableUseOfAWeapon.

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A subtrope of ImprobableUseOfAWeapon. Can be inverted if a character defaults to stabbing with a cutting weapon.
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Animation - whether traditional or for video games - often produces the same effect for entirely different reasons. After consuming media with this trope in effect, the audience may expect it, and so a fight scene with [[RealityIsUnrealistic realistic techniques]] may not look right. Second, in video games, if multiple weapons must be animated being used in different ways, this can drive up the cost in terms of memory and budget for animation. This is less of a factor in current-gen games, but examples from earlier eras of gaming may have fall prey to this. Additionally, just like in live action, sweeping cuts are easier for a viewer to follow. In games, the player also generally has to believe they can counterplay an attack or the move will feel cheap. Since thrusts can be subtle in their movements, animating a big swing can make it easier to both follow the action and react to it. Finally, the choice can be stylistic. Realism is rarely a priority in animation.

to:

Animation - whether traditional or for video games - often produces the same effect for entirely different reasons. After consuming media with this trope in effect, the audience may expect it, and so a fight scene with [[RealityIsUnrealistic realistic techniques]] may not look right. Second, in video games, if multiple weapons must be animated being used in different ways, this can drive up the cost in terms of memory and budget for animation. This is less of a factor in current-gen games, but examples from earlier eras of gaming may have fall fallen prey to this. Additionally, just like in live action, sweeping cuts are easier for a viewer to follow. In games, the player also generally has to believe they can counterplay an attack or the move will feel cheap. Since thrusts can be subtle in their movements, animating a big swing can make it easier to both follow the action and react to it. Finally, the choice can be stylistic. Realism is rarely a priority in animation.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''Videogame/TheEndTimesVermintide'' and ''Videogame/VermintideII'' zig-zag this trope with weapons. First, Sienna's ceremonial dagger and Kerillian's daggers are very rarely used in the thrust. Kruber's and Sienna's one-handed swords never are used to thrust. While spears are sometimes used to swing, Kerillian swings hers with surprising frequency. Victor Saltzpyre uses slashes with his rapier as his primary light attack, though his primary power attack is a clean thrust. Inverted when hammers and even axes are sometimes used in clumsy thrusts. Finally, while most HEMA today believes the halberd favored the spear head while also using the axe head, Kruber's halberd favors slashes heavily even if he does thrust on about a quarter of his attacks.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Animation - whether traditional or for video games - often produces the same effect for entirely different reasons. After consuming media with this trope in effect, the audience may expect it, and so a fight scene with [[RealityIsUnrealistic realistic techniques]] may not look right. Second, in video games, if multiple weapons must be animated being used in different ways, this can drive up the cost in terms of memory and budget for animation. This is less of a factor in current-gen games, but examples from earlier eras of gaming may have fall prey to this. Additionally, just like in live action, sweeping cuts are easier for a viewer to follow. In games, the player also generally has to believe they can counterplay an attack or the move will feel cheap. Since thrusts can be subtle in their movements, animating a big swing can make it easier to both follow the action and react to it. Finally, the choice can be stylistic. Realism is rarely a priority in animation.
Is there an issue? Send a MessageReason:
None


The reasons for this are largely the same as for {{Flynning}}. Cutting motions tend to be showier and easier for the audience to follow than thrusts. There is also much more danger of accidents in live-action choreography when thrusting is involved, because the actors are almost always doing it without the kinds of hand and face protection that are mandatory in fencing practice. Even the tips of dull or foiled blades can puncture such delicate, unprotected body parts with relatively little force, and since even stage sword blades are rarely able to flex as dramatically as those of Olympic fencing foils, a properly-lined-up point will inflict InertialImpalement upon a lunging attacker even if the defender stays in place. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a larger area, while the blade and wrist have more freedom to give way to the oncoming body. Furthermore, it's easier to redirect the force and targeting of your cut so that it can be safely parried while still looking like a serious strike to the audience, while you can't really make a "fake" thrust look convincing without introducing some real danger. Since an exchange of cuts and parries can be made to look quite energetic to the audience while actually carrying little risk of real injury, choreographers consider it both safer and more entertaining than trying to simulate the way these weapons were used historically.

to:

The reasons for this are largely the same as for {{Flynning}}. Cutting motions tend to be showier and easier for the audience to follow than thrusts. There is also much more danger of accidents in live-action choreography when thrusting is involved, because the actors are almost always doing it without the kinds of hand and face protection for the face, throat, hands, and groin that are mandatory in fencing practice. Even the tips of dull or foiled blades can puncture such delicate, unprotected body parts with relatively little force, and since even stage sword blades are rarely able to flex as dramatically as those of Olympic fencing foils, a properly-lined-up point will inflict InertialImpalement upon a lunging attacker even if the defender stays in place. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a larger area, while the blade and wrist have more freedom to give way to the oncoming body. Furthermore, it's easier to redirect the force and targeting of your cut so that it can be safely parried while still looking like a serious strike to the audience, while you can't really make a "fake" thrust look convincing without introducing some real danger. Since an exchange of cuts and parries can be made to look quite energetic to the audience while actually carrying little risk of real injury, choreographers consider it both safer and more entertaining than trying to simulate the way these weapons were used historically.
Is there an issue? Send a MessageReason:
None


The reasons for this are largely the same as for {{Flynning}}. Cutting motions tend to be showier and easier for the audience to follow than thrusts. There is also much more danger of accidents in live-action choreography when thrusting is involved, since the actors are usually doing it without the kinds of hand and face protection that are mandatory in fencing practice. Even the tips of dull or foiled blades can puncture such delicate, unprotected body parts with relatively little force, and since even stage sword blades are unable to flex as dramatically as those of Olympic fencing foils, a properly-lined-up point will inflict InertialImpalement upon a lunging attacker even if the defender stays in place. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a larger area, while the blade and wrist have more freedom to give way to the oncoming body. Furthermore, it's easier to redirect the force and targeting of your cut so that it can be safely parried while still looking like a serious strike to the audience, while you can't really make a "fake" thrust look convincing without introducing some real danger. Since an exchange of cuts and parries can be made to look quite energetic to the audience while actually carrying little risk of real injury, choreographers consider it both safer and more entertaining than trying to simulate the way these weapons were used historically.

to:

The reasons for this are largely the same as for {{Flynning}}. Cutting motions tend to be showier and easier for the audience to follow than thrusts. There is also much more danger of accidents in live-action choreography when thrusting is involved, since because the actors are usually almost always doing it without the kinds of hand and face protection that are mandatory in fencing practice. Even the tips of dull or foiled blades can puncture such delicate, unprotected body parts with relatively little force, and since even stage sword blades are unable rarely able to flex as dramatically as those of Olympic fencing foils, a properly-lined-up point will inflict InertialImpalement upon a lunging attacker even if the defender stays in place. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a larger area, while the blade and wrist have more freedom to give way to the oncoming body. Furthermore, it's easier to redirect the force and targeting of your cut so that it can be safely parried while still looking like a serious strike to the audience, while you can't really make a "fake" thrust look convincing without introducing some real danger. Since an exchange of cuts and parries can be made to look quite energetic to the audience while actually carrying little risk of real injury, choreographers consider it both safer and more entertaining than trying to simulate the way these weapons were used historically.

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