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A Guide to Ataru

#1
Ataru, also known as the way of the Hawkbat, is the fourth form of lightsaber combat.

This is a strict opposite to Form III: Soresu: Ataru is a more offensive form which generates its own momentum, utilising flips, spins and somersaults to both create and maintain momentum. This allows the user to use overwhelming combinations of attacks with such power behind them that the opponent finds themselves with an incredible number of attacks to deal with. While many associate the form with its acrobatics, the most vital aspect is how to generate and maintain momentum. The user can also utilise the momentum generated from their opponents attacks, turning such into their own flips, parries, spins, or other moves.


As is mentioned in Sith Mitina’s guide to Ataru, this form is incredibly useful in duelling and other such fights, but one will likely not outlast their opponent. If a user does not maintain their attack speed, they will likely lose.

Ataru is a form which does not commit to saberlocks, or blocks, for they consume energy and momentum that can be better utilised furthering your attack. Often, an Ataru user will focus on parries and dodges, which then creates more opportunities for the user to build, generate and utilise their momentum. The issue, however, with Ataru is that should the user come to a stop, they will need to build this from the ground up once more. A user of Ataru should aim to be constantly moving, which makes this form highly unsuitable for closed, small spaces, where the user has little space to move. It is, however, still entirely possible, while losing some of the unpredictability of the form.

Opening Stance and Notable Moves:

To begin, a user will hold their lightsaber at their rib height, angled upwards. They will, then, bend their knees slightly, with the dominant leg moved back. The user will angle the side of their body towards the opponent.

Saber Swarm: This is where the user’s saber or sabers are moving as fast as you can manage, utilising the Force can be useful here, which can be used to finish the fight, or push the opponent into a defensive form.

The Hawkbat Swoop: This is a move that has no set rules, but is used to surprise the opponent, attacking before they have a chance to react. This can be used to ‘finish’ an opponent before they have a chance to begin their assault.

The below are more move types than specific attacks, and they are useful.

Jung Su Ma: This consists of a spin on the axis of the user, which can be utilised to gain momentum, turn to face the enemy, or distract. It can be a relatively dangerous maneuver, as it can put one’s back on full display to their opponent, even if for a moment. As stated in Sith Mitina’s guide, timing here is vital, but this move can allow one to strike multiple opponents if needed.

Ton Su Ma: This is perfect for avoiding lower attacks by, essentially, leaping over them; using somersaults to change direction and find the user with better positioning if needed.

En Su Ma: These are cartwheels and side flips, which allow for building of momentum that can give kicks and punches an extra boost.

For a more comprehensive list of notable moves, I will point towards Sith Mitina’s guide, for her understanding is greater than mine, and her use of the form certainly surpasses my own.

(*Post by Eddi Arkiti.*)
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A Guide to Ataru - by Lord Iezkon - 29-04-2023, 11:46 AM

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The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

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