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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 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.

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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 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.
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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 body parts with relatively little force because the pressure is concentrated in a small area (which also makes it able to slip into narrow spaces such as the eye socket), and the way that the body and sword line up for a thrust creates a tendency toward InertialImpalement. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a wider 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 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 body parts with relatively little force because the pressure is concentrated in a small area (which also makes it able to slip into narrow spaces such as the eye socket), force, and the way that the body and since even stage sword line up for blades are unable to flex as dramatically as those of Olympic fencing foils, a thrust creates properly-lined-up point will inflict InertialImpalement upon a tendency toward InertialImpalement. 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 wider 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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dewicking


** For instance, the mystic character [[LadyOfWar Nu Wa]] from ''Dynasty Warriors 3'' carries a rapier ([[MST3KMantra never you mind]] the AnachronismStew involved). Most of her attacks involves precise thrusts. Contrarily, [[BadassGrandpa Huang Zhong]] from ''4'' carries a ''[[http://images3.wikia.nocookie.net/__cb20090824063607/dynastywarriors/images/7/74/Huangzhong-dw5weapon1.jpg kan dao]]'', a kind of squared-off sword with a single edged chopping blade. While he does slash people with it, he also stabs them as part of his moves. Given how the tip is clearly blunted, it's a wonder he can damage enemies that way.

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** For instance, the mystic character [[LadyOfWar Nu Wa]] from ''Dynasty Warriors 3'' carries a rapier ([[MST3KMantra never you mind]] the AnachronismStew involved). Most of her attacks involves precise thrusts. Contrarily, [[BadassGrandpa [[OldSoldier Huang Zhong]] from ''4'' carries a ''[[http://images3.wikia.nocookie.net/__cb20090824063607/dynastywarriors/images/7/74/Huangzhong-dw5weapon1.jpg kan dao]]'', a kind of squared-off sword with a single edged chopping blade. While he does slash people with it, he also stabs them as part of his moves. Given how the tip is clearly blunted, it's a wonder he can damage enemies that way.
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''TabletopGame/DungeonsAndDragons has been averting this trope its earliest days. Monster descriptions included resistances to particular weapon types and optional rules altered the effectiveness of armor based on the type of weapon used. For example, mail was less effective against bashing and more effective against cutting weapons. Specifically in 3.5'', weapons were classed as piercing, slashing or bludgeoning. This came into effect when you faced an enemy that had Damage Reduction against a certain type of attack. Ever tried to stab a skeleton? 4th Edition, however, removed this particular mechanic, mainly as part of its campaign to make things simpler.

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''TabletopGame/DungeonsAndDragons * ''TabletopGame/DungeonsAndDragons'' has been averting this trope its earliest days. Monster descriptions included resistances to particular weapon types and optional rules altered the effectiveness of armor based on the type of weapon used. For example, mail was less effective against bashing and more effective against cutting weapons. Specifically in 3.5'', 5, weapons were classed as piercing, slashing or bludgeoning. This came into effect when you faced an enemy that had Damage Reduction against a certain type of attack. Ever tried to stab a skeleton? 4th Edition, however, removed this particular mechanic, mainly as part of its campaign to make things simpler.
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* Contrary to what most people think, the Gladius ''is'' in fact a viable slashing implement; it's just that Roman military doctrine only seems to teach the legionnaires to make sure their victims are ImpaledWithExtremePrejudice.
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* ''VideoGame/AssassinsCreedIVBlackFlag'' has elements of this. Edward Kenway mainly [[DualWielding fights with twin blades]], most of which are cutlasses and other backswords. However, he can also equip pairs of narrow rapiers and smallswords, historically intended for thrusting and sometimes shallow cutting, yet share the brutal hack and slash animations of the bulky cutlasses. Repeatedly bashing a blade into an enemy's shoulder until it cuts deep into the torso looks a bit awkward with a skinny court sword.
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Last I heard, there's no such thing as an official Game Mod.


* Because of sprite limits in the ''Franchise/BaldursGate'' series, all characters have one stabbing motion and two-three slashing motions for one-handed weapons and an equal amount for two-handed weapons. They mix these attack animations freely without regards to weapon type, leading to such gems like doing overhead swings with spears and stilettos and stabbing motions with greatswords and quarterstaffs. There exist unofficial {{Game Mod}}s that correct this.

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* Because of sprite limits in the ''Franchise/BaldursGate'' series, all characters have one stabbing motion and two-three slashing motions for one-handed weapons and an equal amount for two-handed weapons. They mix these attack animations freely without regards to weapon type, leading to such gems like doing overhead swings with spears and stilettos and stabbing motions with greatswords and quarterstaffs. There exist unofficial Certain {{Game Mod}}s that correct this.
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* Inverted by ''FireEmblem''. Any sword, in the hands of a character like Roy or Eirika, is wielded like a rapier.
** However, once Eliwood gains his mount he begins to start slashing, despite his sprite still carrying a thin rapier.
** Also inverted in Monshou No Nazo ([=FE3=]: Mystery of the Emblem). Marth will stab enemies when wielding his rapier, but will slash normally if given any other sword. Same with his trademark Falchion.
** Played Straight in [=FE5=] Thracia 776 though, sword users will eagerly slash opponents with rapiers. Even Leaf.

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* Inverted by ''FireEmblem''. ''VideoGame/FireEmblem'':
**
Any sword, in the hands of a character like Roy or Eirika, is wielded like a rapier.
**
rapier. However, once Eliwood gains his mount he begins to start slashing, despite his sprite still carrying a thin rapier.
** Also inverted Averted in Monshou No Nazo ([=FE3=]: Mystery of the Emblem). Emblem): Marth will stab enemies when wielding his rapier, but will slash normally if given any other sword. Same with his trademark Falchion.
** Played Straight in In [=FE5=] Thracia 776 though, ''Thracia 776'', sword users will eagerly slash opponents with rapiers. Even Leaf.
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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 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 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 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 striking and flailing comes 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 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 striking and flailing comes 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 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 striking and flailing comes more naturally to an unskilled, panicked person, or because they're [[TheCpconutEffect 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 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 striking and flailing comes more naturally to an unskilled, panicked person, or because they're [[TheCpconutEffect [[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 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 striking and flailing comes more naturally to an unskilled, panicked person, or because they're [[TheCpconutEffect 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 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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Your palms aren't armored. And even a light pair of leather gloves would be sufficient to protect the hands for this.


*** The pommel of the sword was heavy enough to serve as an impromptu mace or hammer, and some styles of fighting incorporated this as a finisher for armoured enemies known in English as the "Murder-Strike" ("Mordhau" or "Mordstreich" in its native German). It would be done by grabbing the sword by the tip of the blade with both hands and just swinging the thing to hit them with the guard or the hilt. Good thing they had armor [[SelfHarm on their hands]].

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*** The pommel of the sword was heavy enough to serve as an impromptu mace or hammer, and some styles of fighting incorporated this as a finisher for armoured enemies known in English as the "Murder-Strike" ("Mordhau" or "Mordstreich" in its native German). It would be done by grabbing the sword by the tip of the blade with both hands and just swinging the thing to hit them with the guard or the hilt. Good thing they had armor [[SelfHarm on their hands]].

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* Averted by ''TabletopGame/DungeonsAndDragons 3.5'', which specifically classed weapons as piercing, slashing or bludgeoning. This came into effect when you faced an enemy that had Damage Reduction against a certain type of attack. Ever tried to stab a skeleton? (4th Edition has no such classification, mainly as part of its campaign to make things simpler.)
** Much OlderThanTheyThink; this has been part of the game since its earliest days. Monster descriptions included resistances to particular weapon types and optional rules altered the effectiveness of armor based on the type of weapon used. For example, mail was less effective against bashing and more effective against cutting weapons.

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* Averted by ''TabletopGame/DungeonsAndDragons 3.5'', which specifically classed weapons as piercing, slashing or bludgeoning. This came into effect when you faced an enemy that had Damage Reduction against a certain type of attack. Ever tried to stab a skeleton? (4th Edition has no such classification, mainly as part of its campaign to make things simpler.)
** Much OlderThanTheyThink; this
has been part of the game since averting this trope its earliest days. Monster descriptions included resistances to particular weapon types and optional rules altered the effectiveness of armor based on the type of weapon used. For example, mail was less effective against bashing and more effective against cutting weapons. Specifically in 3.5'', weapons were classed as piercing, slashing or bludgeoning. This came into effect when you faced an enemy that had Damage Reduction against a certain type of attack. Ever tried to stab a skeleton? 4th Edition, however, removed this particular mechanic, mainly as part of its campaign to make things simpler.



* Characters in ''VideoGame/NeverwinterNights2'' will happily slash away with rapiers.
** As will they if they use the monkey grip feat to wield a spear one handed

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* Characters in ''VideoGame/NeverwinterNights2'' will happily slash away with rapiers.
**
rapiers. As will they if they use the monkey grip feat to wield a spear one handed
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[[folder:Literature]]

* In Christopher Paolini's ''Literature/TheInheritanceCycle'', Eragon at one point is offered a sword called Támerlein to replace Zar'roc, which was taken from him. He opts not to take it, noting that where Brom and Oromis taught him a thrust-heavy and more agile and elegant style, Támerlein was crafted for someone whose style relied heavily on cutting and slashing.
* The page quote comes from ''Literature/ASongOfIceAndFire''. Syrio Forel, [[TheRedBaron the First Sword of Braavos]], looks down on the Westerosi style of combat, which is very rigid and hack'n'slash-heavy, in favor of a more agile and elegant style known as the Braavosi Water Dance.

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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 body parts with relatively little force because the pressure is concentrated in a small area (which also makes it able to slip into narrow spaces such as the eye socket), and the way that the body and sword line up for a thrust creates a tendency toward InertialImpalement. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a wider area, while the blade and wrist have more freedom to give way to the oncoming body. 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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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 body parts with relatively little force because the pressure is concentrated in a small area (which also makes it able to slip into narrow spaces such as the eye socket), and the way that the body and sword line up for a thrust creates a tendency toward InertialImpalement. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a wider 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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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 choreography with live actors when thrusting is involved, since they are usually doing it without armor or face protection and even the tips of dull or foiled blades can puncture with relatively little force. 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.

Cutting occasionally with a thrusting weapon does not necessarily fall under this trope: for example, rapiers had sharp edges and fencers we taught to cut in response to certain tactical situations, despite the thrust remaining the primary means of attack. Spears could also be used for swinging attacks, especially when outside of formation fighting. This trope kicks in when a character seems to prefer cutting to thrusting despite the weapon encouraging the opposite, and especially when the weapon is shown to be more effective at cutting than it would be in real life.

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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 with live actors when thrusting is involved, since they the actors are usually doing it without armor or the kinds of hand and face protection and even that are mandatory in fencing practice. Even the tips of dull or foiled blades can puncture such delicate body parts with relatively little force.force because the pressure is concentrated in a small area (which also makes it able to slip into narrow spaces such as the eye socket), and the way that the body and sword line up for a thrust creates a tendency toward InertialImpalement. Striking an unprotected body part with a dull edge can also injure, but the blunt force is spread over a wider area, while the blade and wrist have more freedom to give way to the oncoming body. 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.

Cutting occasionally with a thrusting weapon does not necessarily fall under this trope: for example, rapiers had sharp edges and fencers we taught to cut in response to certain tactical situations, despite the thrust remaining the primary means of attack. Spears could also be used for swinging attacks, especially when outside of formation fighting. This trope kicks in when a character seems to prefer ''prefer'' cutting to over thrusting despite the weapon design encouraging the opposite, and especially when the weapon is shown to be more effective at cutting than it would be in real life.
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* Homard the air pirate from ''LaPucelle: Tactics'' fights with two rapiers. These are primarily thrusting weapons, but more often than not he uses them to slash.

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* Homard the air pirate from ''LaPucelle: Tactics'' ''VideoGame/LaPucelleTactics'' fights with two rapiers. These are primarily thrusting weapons, but more often than not he uses them to slash.
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* This trope zigzags in ''VideoGame/DynastyWarriors'' and ''VideoGame/SamuraiWarriors'' by {{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 {{Koei}}, Creator/{{Koei}}, depending on character, franchise, and sequel number. Sometimes characters will use their weapons appropriately.
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* Fiercely averted in ''TabletopGame/RoleMaster'' (and, to a smaller extent, ''Middle-Earth RPG'', which is based on a simplified version of the RM rules), where not only does every single weapon type have its own damage table, but the tables are cross-referenced with the target's armour (20 types, from naked skin to full gothic plate). Critical hits also varied from weapon to weapon AND armour to armour. E.g. an axe striking naked flesh would likely do Slashing crits, but use it on a very heavy hauberk and it becomes a crushing weapon - unless you strike really, really hard.

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* Fiercely averted Averted in ''TabletopGame/RoleMaster'' (and, to a smaller extent, ''Middle-Earth RPG'', which is based on a simplified version of the RM rules), where not only does every single weapon type have its own damage table, but the tables are cross-referenced with the target's armour (20 types, from naked skin to full gothic plate). Critical hits also varied from weapon to weapon AND armour to armour. E.g. an axe striking naked flesh would likely do Slashing crits, but use it on a very heavy hauberk and it becomes a crushing weapon - unless you strike really, really hard.



* Completely averted with ''VideoGame/DemonsSouls''. While the normal short sword-type weapons can both slash and thrust (and indeed, the unique AwesomeButImpractical Penetrator Sword has bonus damage on thrusting and has a very wide slash range due to its long blade), slash weapons like Falchion, Kilij and Uchigatana can only slash while straight swords like Rapier and Estoc can only thrust. Same goes with thrust-only spears, while weapons like Halberd primarily slash. The thrusting weapons are very efficient against armor (as it pierces) and can be used while blocking; slash weapons inflict Bleeding status effect, which is basically a weapon-induced Poison effect, with reduced healing capability thrown in.

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* Completely averted Averted with ''VideoGame/DemonsSouls''. While the normal short sword-type weapons can both slash and thrust (and indeed, the unique AwesomeButImpractical Penetrator Sword has bonus damage on thrusting and has a very wide slash range due to its long blade), slash weapons like Falchion, Kilij and Uchigatana can only slash while straight swords like Rapier and Estoc can only thrust. Same goes with thrust-only spears, while weapons like Halberd primarily slash. The thrusting weapons are very efficient against armor (as it pierces) and can be used while blocking; slash weapons inflict Bleeding status effect, which is basically a weapon-induced Poison effect, with reduced healing capability thrown in.



* Flatly averted again by ''VideoGame/MountAndBlade,'' where melee weapons can have a thrust or swing attack style. Some weapons are exclusively one or the other. Sabers, for instance, are limited to swings (slashes), and long spears are limited to simply thrusting. Some weapons, such as shorter spears or larger straight swords, may have both thrust and swing options, but these will usually be inferior to a dedicated swing/thrust weapon in damage or range. Notable due to the fact that the game is set in a LowFantasy world full of [[FantasyCounterpartCulture factions designed to mirror real medieval powers]].

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* Flatly averted Averted again by ''VideoGame/MountAndBlade,'' where melee weapons can have a thrust or swing attack style. Some weapons are exclusively one or the other. Sabers, for instance, are limited to swings (slashes), and long spears are limited to simply thrusting. Some weapons, such as shorter spears or larger straight swords, may have both thrust and swing options, but these will usually be inferior to a dedicated swing/thrust weapon in damage or range. Notable due to the fact that the game is set in a LowFantasy world full of [[FantasyCounterpartCulture factions designed to mirror real medieval powers]].

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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.

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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.

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.

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Occasionally justified in RealLife. Rapiers, and later smallswords, were specialized thrusting weapons but could still cut, and slashing to draw blood or distract was a valid disabling tactic. Spears could also be used for swinging attacks, especially when outside of formation fighting.

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Occasionally justified in RealLife. Rapiers, The reasons for this are largely the same as for {{Flynning}}. Cutting motions tend to be showier and later smallswords, were specialized easier for the audience to follow than thrusts. There is also much more danger of accidents in choreography with live actors when thrusting is involved, since they are usually doing it without armor or face protection and even the tips of dull or foiled blades can puncture with relatively little force. 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 but could still cut, were used historically.

Cutting occasionally with a thrusting weapon does not necessarily fall under this trope: for example, rapiers had sharp edges
and slashing fencers we taught to draw blood or distract was a valid disabling tactic. cut in response to certain tactical situations, despite the thrust remaining the primary means of attack. Spears could also be used for swinging attacks, especially when outside of formation fighting.
fighting. This trope kicks in when a character seems to prefer cutting to thrusting despite the weapon encouraging the opposite, and especially when the weapon is shown to be more effective at cutting than it would be in real life.

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* Lampshaded in EpicBattleFantasy: Matt yells at a sword using enemy using SliceAndDiceSwordsmanship that he's holding a thrusting weapon.
** [[{{Hypocrite}} Despite]] him using both thrusting and slashing motions regardless of his weapon.

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* Lampshaded in EpicBattleFantasy: ''VideoGame/EpicBattleFantasy'': Matt yells at a sword using enemy using SliceAndDiceSwordsmanship that he's holding a thrusting weapon.
**
weapon. [[{{Hypocrite}} Despite]] him using both thrusting and slashing motions regardless of his weapon.

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*** The pommel of the sword was heavy enough to serve as an impromptu mace.
*** As mentioned above, half-swording was another way to get around armor. This involved grabbing the sword by the blade and allowing such tactics as using the hand on the blade to guide the thrust to chinks in the armor, and even putting both hands on the blade and turning the sword into an improvised mace/hammer for an attack known in English as the "Murder-Strike" ("Mordhau" or "Mordstreich" in its native German).

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*** The pommel of the sword was heavy enough to serve as an impromptu mace.
mace or hammer, and some styles of fighting incorporated this as a finisher for armoured enemies known in English as the "Murder-Strike" ("Mordhau" or "Mordstreich" in its native German). It would be done by grabbing the sword by the tip of the blade with both hands and just swinging the thing to hit them with the guard or the hilt. Good thing they had armor [[SelfHarm on their hands]].
*** As mentioned above, half-swording was another way to get around armor. This involved grabbing the sword by the blade and allowing such tactics as using the hand on the blade to guide the thrust to chinks in the armor, and even putting both hands on the blade and turning armor. This could be used to stab, or if that was ineffective, to use the sword into an improvised mace/hammer for an attack known in English as the "Murder-Strike" ("Mordhau" or "Mordstreich" in its native German).
a lever to pry open sections of armor.
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* The ''TalesSeries'' has been averting this for years: ''VideoGame/TalesOfPhantasia'' introduced a system of giving each weapon a separate "slash" and "thrust" statistic. Normally, this applies only to the main lead, even if other characters use similar weapons. ''VideoGame/TalesOfDestiny'' gave the slash and thrust stats to ''anyone'' who could use a sword, which was most of the cast. ''VideoGame/TalesOfEternia'' went further, giving main character Rid separate ''experience'' for slashing and thrusting as well, which partly determined when he would learn his techs. Farah in the same game had separate stats and experience for her fists and her feet, but no one else in ''Eternia'' used swords.

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* The ''TalesSeries'' ''VideoGame/TalesSeries'' has been averting this for years: ''VideoGame/TalesOfPhantasia'' introduced a system of giving each weapon a separate "slash" and "thrust" statistic. Normally, this applies only to the main lead, even if other characters use similar weapons. ''VideoGame/TalesOfDestiny'' gave the slash and thrust stats to ''anyone'' who could use a sword, which was most of the cast. ''VideoGame/TalesOfEternia'' went further, giving main character Rid separate ''experience'' for slashing and thrusting as well, which partly determined when he would learn his techs. Farah in the same game had separate stats and experience for her fists and her feet, but no one else in ''Eternia'' used swords.
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* ''Film/TheForceAwakens'': Inverted. Rey has a staff, and uses it correctly. The problem is when she ends up with a standard lightsaber. Since she has no training or experience outside the staff, she keeps trying to use the saber in the same way, resulting in a lot of weird stabbing motions when normal slashes would be more effective.
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* ''Series/KamenRiderGaim''[='=]s Kaito (aka Kamen Rider Baron) has a certain level of infamy for never wielding his weapons right. His usual weapon is a lance that he's always swinging around like a large, blunt sword. He only ever uses thrust attacks when using his Mango Arms... which replaces the lance with a ''mace''. Later he acquires the Lemon Energy Arms and its bladed EnergyBow... which he then proceeded to [[ReverseGrip wield backwards]], even when ''firing'' the damn thing.
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* ''{{Persona 3}}'' has three physical damage types: slashing, piercing, and strike damage. Mitsuru uses rapiers but the rapiers deal slash damage, not piercing damage. Somewhat subverted, though, in that most of Mitsuru's attack ''animations'' are thrusts. However, the nameless protagonist can use her weapons too, and he tends to play the trope straight.
** the one handed sword class of weapon does include some slashing type swords, but the animations never change. Two handed swords (Dai-katanas) always slash, though.

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* ''{{Persona 3}}'' ''VideoGame/Persona3'' has three physical damage types: slashing, piercing, and strike damage. Mitsuru uses rapiers but the rapiers deal slash damage, not piercing damage. Somewhat subverted, though, in that most of Mitsuru's attack ''animations'' are thrusts. However, the nameless protagonist can use her weapons too, and he tends to play the trope straight.
** the The one handed sword class of weapon does include some slashing type swords, but the animations never change. Two handed swords (Dai-katanas) always slash, though.
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* ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' averts this by giving the weapons a Thrust, Hack and Slash damage. Halberds, for example, have almost no slash damage but a lot of thrust damage ([[http://www.knightsedge.com/images/Product/medium/european-knights-halberd.jpg which makes little sense]], shouldn't they be equal?), while claymores have a lot of slash damage, some hack damage, and almost no thrust damage. Also, you can choose between manually pressing a certain key to select the attack type, or letting the computer do the job for you.
** Halberds were given poor slash damage since all polearms in the game were classified as "spears".
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', on the other hand, only allows hacking and slashing, even with daggers. Stabbing is a power attack only available at higher skill levels, and can be done with all blade weapons regardless of type.
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' thrust (upward mouse movement) is accurate but weak while hacks and chops are more powerful/less accurate the closer they get to down mouse movments. This is the same for all weapons (so you can thrust with a axe).

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* ''Franchise/TheElderScrolls''
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'', thrust (upward mouse movement) is accurate but weak while hacks and chops are more powerful/less accurate the closer they get to down mouse movements. This is the same for all weapons (so you can thrust with a axe).
**
''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' averts this by giving this, as the game gives different values to weapons a Thrust, Hack for Slashing, Hacking, and Slash Thrusting damage. Halberds, for For example, have almost no slash a spear has high Thrust damage but low Slash and Hack damage but a lot of thrust damage ([[http://www.knightsedge.com/images/Product/medium/european-knights-halberd.jpg which makes little sense]], shouldn't they be equal?), while claymores have a lot of slash claymore has high Slash damage, some hack mediocre Hack damage, and almost no thrust low Thrust damage, while an axe has high Hack damage, mediocre Slash damage, and low Thrust damage. Also, The method of attack you use depends on how you are moving when you strike, although you can choose between manually pressing a certain key to select the attack type, or letting the computer do the job for you.
** Halberds were given poor slash damage since all polearms
turn this off in the game were classified as "spears".
Settings in order to always use the weapon's most damaging style of attack.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', on the other hand, plays it straight, only allows hacking and slashing, even with daggers. Stabbing is a power attack only available at higher skill levels, and can be done with all blade weapons regardless of type.
** In ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' thrust (upward mouse movement) is accurate but weak while hacks and chops are more powerful/less accurate the closer they get to down mouse movments. This is the same for all weapons (so you can thrust with a axe).
type.

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