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The Fourth Form of lightsaber combat, Ataru, was created some time after form III, as its polar opposite. Where Form III focuses entirely on the defense, Ataru focuses entirely on the offense.
Unlike Form I which relies on wide arching swings to batter the opponent in order to force an opening, Form IV takes the route of overwhelming volume. You attack your opponent and you do so with such ferocity and aggression that your opponent is defeated by being overrun by the amount of attacks they need to deal with.
It is a form of momentum, which is generated by acrobatics. Flips, summersaults, twirls and twists are your bread and butter as you weave them into fluid motion. If you are parried, you use the moment generated by your enemy. The most important skill you have to learn with Ataru is maintaining energy.
This form is suitable for dueling and skirmishes, but do not expect to outlast your opponent, Ataru is a burst of attacks and that is it. If you slow down, you are dead.
You position yourself with your knees bent and your side slightly angled towards the enemy. Your dominant leg is positioned behind you and the other leg is moved forward while your lightsaber is resting at waist height, angled directly upwards.
The Hawkbat Swoop: You leap into action, as fast as you can too not even allow your enemy time to respond or recover from surprise. There is no set way of doing this. The intention of this move is to use surprise and your own speed to dazzle and finish your opponent before they can prepare to fight you.
The Saber Swarm: You are a swarm. Your blade or blades must be moving as fast as possible and strike with as high a frequency as you can physically manage. This is a move you do when you think you can finish the fight. Or alternatively, you do this to force an opponent into a more defensive stance.
The Jung Rotation: This move is a 180° degrees twirl around one’s axis, used in a number of ways, from gaining momentum for a swing to turning face an opponent to throwing someone off with a sudden change of direction.
The Jung Ma Rotation: The fuller version of the Jung rotation. This move consists of a 360° spin, used almost exclusively to gather momentum for a swing. It allows the practitioner to hit multiple opponents in an arch, however timing is important as showing your back to your enemy when they are capable of striking will see your spine’s lifetime shortened rather considerably.
Ataru is unique in the sense that its practitioners almost never engage in saber locks, nor do they commit to blocking blows. The reasoning for that is simple, by blocking and stopping, you are wasting energy and momentum. Coming to a complete standstill means you need to rebuild your momentum once again from scratch.
Instead of blocking, dodging and weaving is your primary way of avoiding hits, but if the situation calls for it, your blade or blades should be in constant motion, meaning they have quite some momentum to them. You can make use of that momentum to parry which in turn can open up opportunities to strike at your enemies. This of course, makes Ataru not as suitable for closed spaces where spacing might prevent you from easily performing the maneuvers required to build and maintain momentum.
Jung Su Ma: Spinning movement. Described above, this particular move is useful when you need to change directions without having the space to do elaborate acrobatics. Examples here include turning to the side and skipping back to avoid an incoming attack or to change targets by turning around and changing the direction of your velocity.
En Su Ma: Cartwheels. Useful when you are fighting opponents who aren’t heavily armoured. When practicing Ataru your entire body is a weapon, not just your lightsaber. Cartwheels are a way to gather enough momentum where punches and kicks can send someone hurtling.
Ton Su Ma: Somersaults. Attacks coming in low or ending low can be avoided by leaping over them. By giving your jump a direction other than just upwards you can avoid a hit and even gain the upper hand in terms of positioning if you do it at the right time.
When stationary, Ataru is a little less flashy, but it is still possible, elderly Jedi and Sith both have been shown to revert to a more relaxed form of Ataru. Here the momentum is generated by the strikes and is maintained through orbits and simple movements of the body. While this lacks the velocity and unpredictability of normal Ataru, it is still a force to be reckoned with if one is not careful enough.
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Form IV, The Way of the Hawkbat
The Fourth Form of lightsaber combat, Ataru, was created some time after form III, as its polar opposite. Where Form III focuses entirely on the defense, Ataru focuses entirely on the offense.
Unlike Form I which relies on wide arching swings to batter the opponent in order to force an opening, Form IV takes the route of overwhelming volume. You attack your opponent and you do so with such ferocity and aggression that your opponent is defeated by being overrun by the amount of attacks they need to deal with.
It is a form of momentum, which is generated by acrobatics. Flips, summersaults, twirls and twists are your bread and butter as you weave them into fluid motion. If you are parried, you use the moment generated by your enemy. The most important skill you have to learn with Ataru is maintaining energy.
This form is suitable for dueling and skirmishes, but do not expect to outlast your opponent, Ataru is a burst of attacks and that is it. If you slow down, you are dead.
Starting stance and associated moves
You position yourself with your knees bent and your side slightly angled towards the enemy. Your dominant leg is positioned behind you and the other leg is moved forward while your lightsaber is resting at waist height, angled directly upwards.
Associated Moves
The Hawkbat Swoop: You leap into action, as fast as you can too not even allow your enemy time to respond or recover from surprise. There is no set way of doing this. The intention of this move is to use surprise and your own speed to dazzle and finish your opponent before they can prepare to fight you.
The Saber Swarm: You are a swarm. Your blade or blades must be moving as fast as possible and strike with as high a frequency as you can physically manage. This is a move you do when you think you can finish the fight. Or alternatively, you do this to force an opponent into a more defensive stance.
The Jung Rotation: This move is a 180° degrees twirl around one’s axis, used in a number of ways, from gaining momentum for a swing to turning face an opponent to throwing someone off with a sudden change of direction.
The Jung Ma Rotation: The fuller version of the Jung rotation. This move consists of a 360° spin, used almost exclusively to gather momentum for a swing. It allows the practitioner to hit multiple opponents in an arch, however timing is important as showing your back to your enemy when they are capable of striking will see your spine’s lifetime shortened rather considerably.
Form unique quirks
Ataru is unique in the sense that its practitioners almost never engage in saber locks, nor do they commit to blocking blows. The reasoning for that is simple, by blocking and stopping, you are wasting energy and momentum. Coming to a complete standstill means you need to rebuild your momentum once again from scratch.
Instead of blocking, dodging and weaving is your primary way of avoiding hits, but if the situation calls for it, your blade or blades should be in constant motion, meaning they have quite some momentum to them. You can make use of that momentum to parry which in turn can open up opportunities to strike at your enemies. This of course, makes Ataru not as suitable for closed spaces where spacing might prevent you from easily performing the maneuvers required to build and maintain momentum.
Forms of Movement
Jung Su Ma: Spinning movement. Described above, this particular move is useful when you need to change directions without having the space to do elaborate acrobatics. Examples here include turning to the side and skipping back to avoid an incoming attack or to change targets by turning around and changing the direction of your velocity.
En Su Ma: Cartwheels. Useful when you are fighting opponents who aren’t heavily armoured. When practicing Ataru your entire body is a weapon, not just your lightsaber. Cartwheels are a way to gather enough momentum where punches and kicks can send someone hurtling.
Ton Su Ma: Somersaults. Attacks coming in low or ending low can be avoided by leaping over them. By giving your jump a direction other than just upwards you can avoid a hit and even gain the upper hand in terms of positioning if you do it at the right time.
Alternate application style
When stationary, Ataru is a little less flashy, but it is still possible, elderly Jedi and Sith both have been shown to revert to a more relaxed form of Ataru. Here the momentum is generated by the strikes and is maintained through orbits and simple movements of the body. While this lacks the velocity and unpredictability of normal Ataru, it is still a force to be reckoned with if one is not careful enough.
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