[S2H 12]–[S2H 25] (longsword); with the point-in-line rule at [S2H 1].
Technical Groupings
The mechanical thesis mirrors the tactical one: a small set of mechanisms — the turn, the lever, the cover, the bind — reused, unchanged, across every weapon. Where a received grouping is not actually supported by the manuscripts, the caveat says so.
Index groupings
The Getty headings label each of the twelve two-handed-sword guards. Grouped by that label:
- Pulsative (pulsativa — beat and initiate): Full Iron Gate [S2H 12], Woman's Guard on the right [S2H 14], Woman's Guard on the left [S2H 22].
- Stable (stabile — hold and await): Middle Iron Gate [S2H 16], Boar's Tooth [S2H 20], Short Guard [S2H 21], Long Tail [S2H 23], Middle Boar's Tooth [S2H 25].
- Unstable (instabile — transitional): Window Guard [S2H 15], Long Guard [S2H 17], Forehead/Crown [S2H 18], Two-Horned [S2H 24].
- (The Queen's/right Woman's variant [S2H 19] sits with the pulsative Woman's family.)
- Descending (fendenti): the cutting backbone, [S2H 8]; the beat in the breaking of the thrust [S2H 39]; the Peasant's Blow [S2H 33].
- Rising (sottani): [S2H 9], finishing in the Long Guard.
- Middle (mezani): [S2H 10], true edge forehand / false edge backhand.
- Thrust (punte): five kinds, [S2H 11]; the deadliest and the armored default.
- Crossing (incrosar): wide play at the point [S2H 27] and at the middle [S2H 29]; close play [S2H 49] (which names no measure — see §3).
- Exchange / break of the thrust: [S2H 37] / [S2H 39], [Sword1H 13].
- Taking of the sword (tor di spada): high/middle/low [S2H 75]/[S2H 77]/[S2H 78], counter [S2H 68].
- Lock (ligadura): upper/middle/lower [Dagger 58]/[Dagger 19]/[Dagger 54].
- Throw / break / dislocation: grappling [Grappling 6]–[Grappling 11], dagger [Dagger 48]–[Dagger 50].
Primary technical groups
each guard is a sword-and-body configuration defined by point height, edge orientation, and weight; guards resembling one another are mutually counters, and guards "play one against another" according to how they are posted.
pulsative guards initiate blows; stable guards await and receive; unstable guards threaten by what they transform into (a thrust, a cover, a pass).
the three-way class (pulsativa / stabile / instabile), plus the point-in-line exception — Long Guard, Short Guard, Middle Iron Gate — where "point against point, the longer one makes its offense first" ([S2H 1]).
- The labels are Getty-only. Pulsativa / stabile / instabile occur in the Getty's play headings and nowhere else: the Morgan carries near-identical prose without them, and neither verse witness has them at all. The grouping is textual, but it is one manuscript's editorial layer, not shared doctrine — a caution worth carrying into any system built on it. What the labels mechanically imply is a further reading again, not something Fiore spells out.
- The Getty contradicts its own labels twice. [S2H 21]'s heading reads Posta breve stabile, while its text a line later says the guard "non a stabilita" (has no stability); and [S2H 12] is classed pulsativa though everything it says is about awaiting. Recorded as tensions, not resolved.
- The roster differs by witness. Every witness promises and delivers twelve guards, but the Getty drops the Queen's Guard ([S2H 19]) and adds the Middle Boar's Tooth ([S2H 25]) where the other three do the reverse. The Getty's physical page order across 23v–24v also runs against the numbering, and here the Getty is the outlier — Morgan and both verse witnesses follow the numbered order.
- [S2H 24] independently corroborates the classification anyway: the Two-Horned Guard equates itself to exactly the Long, Window, and Forehead guards — precisely the other three the Getty calls instabile, and no others.
- The same guard-names recur in the weapon sections with weapon-appropriate mechanics: the Boar's Tooth as a spear guard [Spear 7] and armored-axe guard [Axe 4]; the True Cross and Serpentine as armored guards [SwordArmor 2]–[SwordArmor 3], [Axe 1]–[Axe 2]; Woman's Guard and Long Tail mounted [Mounted 4], [Mounted 12].
[S2H 8]–[S2H 11]; the seven-blow emblem at [Preface, "Seven Swords"]; dagger blows [Dagger 9]–[Dagger 12].
three cutting pairs organized by path — descending (crown to knee), rising (knee to crown, same line reversed), middle (horizontal, across) — plus the thrust up the centre. Edge is assigned by side: the mezano uses the true edge from the forehand, the false edge from the backhand.
fendenti break low guards and return "stride to stride"; sottani strike the hands and arms on the way up; mezani beat thrusts aside and redouble; the thrust runs the centre-line and dominates in armor.
a closed, symmetrical system — every line has its up, down, and across; every cut has a forehand and backhand form; the thrust is counted in five lines (two high, two low, one central).
- The dagger restates the identical scheme in miniature (descending, backhand, forehand, thrust up the middle: [Dagger 9]–[Dagger 12]), confirming the blow-grammar is weapon-independent.
- The mezani are the mechanically richest: edge changes by side, and they alone are described as beating the thrust ([S2H 10]).
the blades meet, and the Master names where along them the meeting happens. The wide play's two Masters cross at different places: [S2H 27] "at the point of the sword" (in punta de spada), [S2H 29] "at the middle of the sword" (a meza spada). From each, the Master turns, runs the sword over the hands, strikes, or thrusts.
from the wide-play crossings — exchange of thrusts, breaking of the thrust, false thrust, strikes to the openings; from the close-play crossing — binds, pommel-strikes, grapples, takings.
the crossing is the decision point from which a Master's family of plays issues.
It is tempting (and common) to say wide play = crossing at the points, close play = crossing at the middle. The manuscripts contradict it. [S2H 29] states in as many words that it crosses "in wide play, at the middle of the sword" — so a middle crossing is expressly wide play. The close play's own Master ([S2H 49]) names no measure at all: he says only "we stand here crossed" and that all the following plays issue from it. And the first close play ([S2H 50]) declares itself indifferent to the geometry — its hold works "whether the crossing is above or below the hands", and against the sword in one hand or two. Fiore nowhere states a crossing-location rule dividing zogho largo from zogho stretto; what the text gives is two named families of plays, each anchored to its Masters. This analysis records the absence rather than inventing the rule.
Differences
- The one-handed sword compresses the same distinction without defining it either: a "swift cover" then head-strike ([Sword1H 5]), then "entry to the close plays" ([Sword1H 6]).
[S2H 75] (high, soprano), [S2H 77] (middle, mezano), [S2H 78] (low, sottano), [S2H 79] (round-turn taking); counter [S2H 68]; cross-weapon at [Sword1H 10], [Mounted 18]–[Mounted 19], [Axe 12].
from a close crossing, the opponent's blade is seized and levered against the weak of his grip or the line of his wrist, and stripped away — the direction (over the top, across the middle, under) set by how the arms lie.
three levels (high/middle/low) deliberately paralleling the three locks — the same lever applied to steel instead of to the arm — plus one universal counter that "breaks every sword-taking" by seizing the hilt first ([S2H 68]).
- The round-turn taking ([S2H 79]) uses a tutta volta of the blade rather than a straight strip, mechanically closer to the grappling turns than to the other three.
upper [Dagger 58]/[Dagger 85], middle [Dagger 19] (reference), lower/strong key [Dagger 54]/[Dagger 76]; imported at [S2H 64], [Sword1H 8], [Axe 11].
the opponent's arm is folded and shut against its own joint so it cannot straighten or withdraw; from the shut position come break, dislocation, disarm, or throw. The level (upper/middle/lower) names where across the body the arm is bound.
the finisher of the close and grappling games; also a holding position from which to strike a still target.
three named, fixed levels, each with a canonical reference play the rest of the book cites — above all the middle lock at [Dagger 19] ("the third play of the First Dagger Remedy Master"), named from the longsword and elsewhere.
- The strong key is the lower lock, not the middle. The text is explicit: "This is called the lower lock (ligadura di sotto) and the strong key (chiave forte)… the key of grappling" ([Dagger 54]); later plays route the opponent "into the lower lock and strong key" ([Dagger 76]). Any received summary that equates the chiave forte with the middle bind is contradicted by the manuscripts — a point all readings of this analysis independently confirmed against the translated lines.
[Grappling 1]–[Grappling 11] (the four guard-Masters and the plays/counters); dagger throws and ground-dislocations [Dagger 48]–[Dagger 50]; mounted grappling [Mounted 24]–[Mounted 29].
win a hold with advantage (presa avantazada), break the opponent's structure at balance and lever points, and put him down — with a break (rotura), a dislocation (dislogadura), or a throw. Thumb-to-pressure-point and elbow-turn recur ([Grappling 12/16] cited as thumb under the ear / into the eyes).
the base layer under every weapon; the destination when a weapon exchange collapses to contact.
advantage-first — "the holds are not gained if they are not with advantage" ([Grappling 1]) — and the reuse of the same balance-break and arm-lever mechanics with a weapon in hand.
- Mounted grappling adds the horse and stirrup as levers and targets ([Mounted 26], lifting by the stirrup; [Mounted 28], throwing horse and rider together) — the same body mechanics scaled to the saddle.
defined at [S2H 1]; visible in nearly every play as the step-plus-turn that carries the action.
three turns of the body/sword — stable turn (in place, front and rear on one side), half turn (one step to change side), full turn (circling one foot about the other) — combined with the four steps: passare, tornare, acrescere, discrescere.
the pass (passare) drives most offensive entries; the full turn (tutta volta) powers the round-turn takings and the grappling throws; the stable/half turns manage line and side without over-committing.
an explicitly enumerated, closed footwork/turn vocabulary — "three movements of the sword" and "four things in the art" ([S2H 1]) — that Fiore treats as the atoms every play is built from.
- The turns are named most fully for the longsword but operate identically in the grappling throws and the mounted takings; they are the clearest single proof that the mechanics are weapon-independent.
[S2H 5] (half-sword introduced in armor); [SwordArmor 1]–[SwordArmor 3] (thrust-first armored guards); [Axe 7]–[Axe 17] (beats, disarms, visor-work, powder).
the cut is devalued; the half-sword grip (left hand at mid-blade) turns the sword into a short, precise thrusting and levering tool; targets shift to the gaps and the visor; the pommel and cross become strikers; disarms and locks rise.
control the opponent's weapon, open or remove the visor, and thrust into a gap — or lock/throw him where a thrust can reach.
- The armored guards keep the ordinary guard-names (Serpentine, True Cross, Queen, Boar's Tusk, Long Tail, Casement Window) but reweight them toward the point, showing the guard system persists into armor with changed emphasis, not changed identity.
the citations that stitch the sections together — [Baton 3]–[Baton 4] ("from the Sixth / Eighth King of the dagger"), [S2H 69] ("from the First Dagger Remedy Master"), [S2H 64] (the dagger's middle lock in the sword), [Sword1H 8] (middle lock / under-hilt disarm), [Axe 11] (the strong lower lock), the spear Masters in the longsword guards [Spear 2]–[Spear 9].
one lever (the arm/blade folded against its joint or weak), one cover-and-strike tempo, one set of turns and steps, one family of locks and takings — instantiated with whatever is in the hand.
the book proves the unity by explicit citation across weapons, not merely by resemblance: the baton names the dagger's Kings, the sword names the dagger's Master and lock, the spear and axe name the sword's guards.
mechanically, learning Fiore is learning this substrate once — the guards, the six blows, the crossing rule, the three turns and four steps, the three locks and three takings — and then recognizing it, lightly re-specialized, in every section. This is the mechanical counterpart to the tactical one-art thesis in Tactical grouping §11 and the pedagogy in fiore - system.