Markus
Member
This entry is not meant as an OOC guide on how to use Form V, and the information within may not be 100% accurate to lore, or even to the guild's understanding of the form. These are simply Markus' observations, thoughts and beliefs after considerable time studying the form. He is still an Incipient ultimately, thus his understanding or descriptions might be inaccurate or disagreed with.
Introduction
The Fifth Form of lightsaber combat is a curious case of what happens when a concept is applied in two mechanically distinct ways. The Perserverance Form is a moniker shared by its two variants - Shien and Djem-So, both relying on the same concept of countering an opponent and using their own strength against them.
Shien is the variant typically dubbed as the 'Battlefield Form', developed at roughly the same time as the Fourth Form, for the same reason - to counter the shortcomings of the Third Form. Djem-So was developed shortly after, as a more duel-focused Form, hence it is popularly referred to as the 'Domination Form'.
While practitioners will naturally lean into either variant, it is fairly rare to have a practitioner not be skilled in both, albeit not unheard of.
Djem-So - The Domination Variant
General Overview and Summary
Djem-So is the 'younger' sibling of the two variants, focusing on isolating an opponent and dismantling them through solid defense, followed by powerful offense through physical might and a mindset of domination. In an isolated encounter, Djem-So is the most potent and destructive form of lightsaber combat, only eclipsed by the elusive Seventh Form.
It is also the most physically powerful and demanding. Not in the same way as the Fourth Form, which requires athleticism, agility, a toned body and rich stamina reserves, but more-so in the sheer physical strength and endurance needed.
Djem-So was created to offset the weaknesses of Form III. Soresu is defensive, Djem-So is pragmatic. It does not wait for an opening like its 'ancestor', it creates the opening by itself and seizes victory decisively.
Perhaps one of the biggest strengths of Djem-So is also its accessibility to new practitioners, being relatively simple to pick up compared to the other forms. This. however, by no means makes it easy, nor makes it any less difficult to master.
Stance and Static Positions
Despite being a relatively rigid and, for lack of a better word, simple form, Djem-So does have multiple stances that can be used, each with their own strengths, weaknesses and use cases. Some of them are however too hyper-specific and niche.
The most well-known one is the traditional opening stance. The user raises their blade above their head with the blade pointed backwards at roughly fourty-five degrees downwards. The dominant foot is placed half a step back from neutral position, offering stability, while the non-dominant foot is placed forwards at one step away from neutral position. The weight is distributed evenly between the two, sitting at a small distance apart, at most half a meter.
This stance is the most balanced, allowing the user to step into attacks from this position and draw maximum power with a single step. It also offers a solid base for defense, with the blade in a high-guard able to be brought down and push attacks away from most angles, creating the openings that Djem-So craves. The lower body does become moderately exposed, but with enough practice and good reaction time, this is not a large problem.
The second stance I will touch upon is the more defensive stance of the Form - a low guard held on the user's favoured side. The blade is held at the side of the rear foot, pointing down and forwards. The dominant foot is placed forwards with more weight distributed to it, while the other is at the neutral line with the knee slightly bent. The feet are closer to each other in this position.
This stance is far more stable of a base for defense, covering the weaknesses of the traditional opening stance. It offers access to less powerful counters, but enables the user to be far more protected and unpredictable with their counters, focusing primarily on the opponent's hands, abdomen and legs. A good habit is to be comfortable transitioning between this stance and the opening stance over the course of a battle.
Regardless of the chosen stance, the user's body should always be aligned to the opponent, rather than angled to one side or another like other forms prefer.
While stances are essentially nothing but static positions, they do go a long way when it comes to displaying the intent of the form. The powerful high-guard stance shows the pattern of combat - powerful parry into devastating counters. While they are not absolute and should not be fanatically kept to, they are useful tools, especially when studying the form and attempting to become an adept practitioner of it.
Footwork and Lines of Movement
Djem-So's footwork is the basis of stability and how it maintains its grounded nature in the heat of battle. Compared to more mobile forms, Djem-So takes similarity to Makashi, only in the directions of movement, not in the way movement is done.
The line of movement for this variant of Form V is simply forwards. Every step taken should be a step forward. Each strike pushes the opponent back and drives the user towards them, strike after strike overwhelming the opponent. The idea is to be a rolling boulder threatening to crush the enemy with each strike. That is not to say the user never moves backwards - in some cases, one is forced to. But even when moving backwards, the way you move remains the same.
There are two type of 'steps' in Djem-So, or at least, two traditional steps that are met frequently. The shuffle step, which has the user push off their back leg while lifting the forward leg ever-so-slightly to move forwards. The second is the one encountered most often - the step through, which is fairly self-explanatory, moving the back leg past the forward leg and ending up in a mirrored position of the legs.
Both of these achieve the same goal - taking space and closing range, forcing the opponent backwards less they get trampled by you. Both of these also aid with Djem-So's offensive practice of powerful strikes, generating power from the feet and throughout the entire body. The passing step is the foundational movement of Djem-So, with the shuffle step being complementary and presenting a more sudden way of approach.
Backwards movement is the same, using either normal steps, or shuffle steps, only the opposite foot moves first. Again, this should be a rarity, and if being pushed back while using Djem-So, the user is found in a precarious position. The best way of putting it - Djem-So users should not need to move backwards, by the nature of the form.
Another form of moving backwards in Djem-So, albeit rare, is a stolen step, moving the forward leg back in line with the backleg, and then immediately stepping back forward to regain ground after drawing in the opponent. This must be executed carefully, as failing to regain ground in time will lead to conceding ground, initiative and failing in the form's purpose of establishing dominance.
An important thing to note is overstepping, or rather, the danger of doing so. When attacking, the attack will typically come from the side you are stepping from, to generate more power in the strike. Although this makes it easy to overstep into the strike and leave yourself exposed, or easy to disbalance. It is something that can be done deliberately to generate more power, but should be considered very carefully.
The other way of overstepping is simply stepping with the wrong foot, disturbing your own balance and breaking your rhythm. This has almost no value to be done voluntarily, except rarely catching an opponent off-guard by making an intentionally bad choice.
The movement of Djem-So is built for one purpose - claiming dominance on the field of battle. Each step is followed by an attack or vice-versa, for if the user steps without attacking, the opponent has a chance to reclaim space and the user concedes space.
Despite the form's linear, forward movement, it does offer lateral options, or rather, diagonal options that still drive the user forward, but also to one side or the other. These are used scarcely, only if for a purpose, be it claiming an advantageous position, striking at the user's flank, etc. These off-line, triangular steps are less favoured and typically used after an opponent has already overextended or otherwise exposed themselves.
Mindset
Djem-So is a form that, in simple terms, breaks an opponent down. While it is based on the Third Form, the approach it takes to combat could not be any more different. Despite using counter-attacks, it is not a give and take form, or one that sits back and waits for chances.
After the initial engagement, the form simply takes. It takes initiative, it takes space, it takes the opponent's will away. It is a greedy form, always wanting more. And users of this form need to be prepared to constantly reach for more, seizing any opportunity given to them, and forging their own opportunities by force.
Likewise, Djem-So is a form that breaks down an opponent - physically and mentally. A user of Djem-So cannot be found lacking in determination and mental endurance. A practitioner cannot demolish an opponent's will if theirs is weaker.
While the goal of utilising Djem-So is to dominate an opponent, one must not forget about its defensive aspect. Ultimately, despite being different from Soresu, it still took principles and techniques from it, resulting in Djem-So being an excellent form for attrition-based combat, should the user be forced in a situation requiring it.
The biggest pitfall a user can fall into is overreaching. There is a fine line when it comes to the form's demands - it demands dominance and taking space, but that can easily leave a user exposed, and thus, the user must always be wary of their surroundings, their limitations and the flow of combat, in addition to knowing when to lean on the form's defensive applications.
Djem-So is disciplined, simple, yet intricate and logical. Each movement connects and flows into the next cleanly. While this makes the form somewhat rigid, it also makes it intuitive and sets a clear path to victory in all engagements. It is pragmatism in the face of challenge.
The form is as much mental as it is physical, requiring a disciplined user that can withstand punishment, avoid the recklessness encouraged by the form's motions, and establish their presence in a fight. Truthfully, one must train their mind first to withstand the mental fatigue imposed by Djem-So, before starting to work on its bladework.
Technique and Practical Application
While most outsiders would isolate Djem-So as a form relying on counter-attacks, that is only partially true. It incorporates counter-movements and ripostes to a greater extent than most forms, bar Makashi, but it is not reliant on them. The crucial technical aspect of the form comes from the attack following the counter. The second strike.
The primary motions of offense are linear, be it vertical or horizontal, rarely employing diagonal, circular or cross-through attacking motions. The premise is to invite an attack, parry it away and in the same motion launch a counter, followed by a second, powerful attack that, if successful, connects into follow-up, consecutive and connected power strikes. You turn the opponent's strength against them, and then use your own to systematically break them down.
The choice of linear attacks make the form somewhat rigid and 'slow', hence a powerful parry is a necessity, opening the opponent's guard and forcing them into an unbalanced state enough for your strike to land without them recovering and intercepting or striking at you in the middle of your motion. The parries of Djem-So are not gentle or slight redirects like Makashi's, they are forceful bashings of the blade, aimed to completely end an attack, rather than redirect it.
To generate enough power, both in the parry, and in the attack, an user must leverage their entire body, putting it all behind a strike. To aid in this, a small 'trick' can be employed - simply imagining that the target is a few inches further than it is. The body's natural reflex is to slow down, albeit slightly, when nearing a target, it is something subconscious. Making yourself believe the target is further than it is can train this reflex out of your system, as the body will not slow down, thinking the target has yet to be reached.
Additionally, another 'trick' that can be used, both to generate more power, and to cover for the slow nature of the attacking motions, is to relax the grip on the blade while it travels, making the movement faster and generating more momentum behind the strike, only to lock down on the hilt on impact. This should be used carefully, as a relaxed grip can lead to being disarmed should an opponent pick up on it, or should they simply intercept.
Despite the form's straight-forward nature, it does offer practitioners several tools to ensure that the desired outcome of domination is achieved. The first is fake motions. Not feints, but more-so, movements meant to invite an attack - a simple example of this being lifting your blade to attack, exposing yourself momentarily and baiting them into an attack, only for you to bring your blade back, counter and begin your rampage of attacks.
Such fake motions are how a Djem-So user can begin an engagement and force the state optimal for employing the form, albeit they must be used with care. Over-delivering the 'fake' can lead to the user actually being open, rather than intentionally giving the illusion of being open. And naturally, the more often these movements are used, the less effective they become, and so the user must practice making them subtle enough to look like genuine openings, but obvious enough to be picked up by an opponent.
While it was mentioned repeatedly that power strikes are the main form of offense, it should be fairly obvious that relying solely on them would render the form not viable as the fatigue would set in early. And so, in addition to the power-strikes, Djem-So offers three more variations of strikes:
The probing attack is one meant to be used early in the engagement, using strong attacks to gauge an opponent's defenses and to invite them in. This is essentially the 'setup' for the form's pattern - the easiest way to invite an attack is by attacking. Give them the chance to counter, and then engage. These strikes should primarily be vertical strikes towards the torso or extremities, easy enough to be intercepted, but still damaging if they somehow land.
The connecting attack is fairly simple as well, it is a tool created for pressure. It was mentioned that Djem-So uses connected power strikes once a counter is completed. These connecting attacks are meant to be a bridge between power strikes, weaved in-between the slow, powerful motions to ensure the opponent does not get a moment of respite. The pattern is simple: power strike - connecting strike - power strike. There is no exact rule as to how many connecting strikes should be between power attacks, the only purpose for them is to maintain pressure and be on the front foot constantly.
These strikes are primarily fast, weaker strikes aimed at the head, shoulders or legs, depending on the blade's position, forcing the opponent to defend without a chance to break your tempo by retaliating. Alternatively, these connecting attacks can be launched at the same target as the power strike it follows, albeit that is less efficient as the opponent requires less movement to defend the same zone.
The off-tempo attacks are attacks that break your own pattern and tempo. While it sounds counter-intuitive at first, when remembering that Djem-So can become somewhat predictable, these attacks make more sense. They are intentionally sub-optimal options, meant to break rhythm and catch an opponent off-guard. While the user of Djem-So gets into an offensive rhythm, the defender also enters a defensive one, and thus, disturbing the pattern on occasion can lead to breaking the defense of a particularly tenacious opponent.
These attacks can be as simple as attacking the right side while stepping forward with your left leg, generating less power but making the attack less predictable, or simply using a strike at the lower extremities after barraging the upper body, leaving a slight gap in your offense but catching an opponent off guard. It should be fairly obvious that such attacks should be employed very scarcely, as they do potentially expose the user and waste stamina, but they have their place if used correctly and carefully at the right time.
Djem-So is a form that also naturally incorporates unarmed strikes, giving users more options to supplement the lacking bladework options compared to other forms. Specifically, grappling and trapping techniques are encouraged to build leverage over an opponent and topple them, or bring them closer and not letting them escape while you launch a powerful saber attack or punch. Naturally, powerful kicks and punches empowered by the Force are also noteworthy.
For obvious reasons, unarmed attacks should be used sparingly and only when set-up properly, and from angles opposite of the opponent's blade. Your body is not lightsaber resistant, and thus launching a kick at the wrong moment can quickly result in a cybernetic replacement being needed, if you are not killed outright.
While describing the motions and technique itself should be sufficient, Djem-So, like all other forms, does present two named techniques that encapsulate the form's intentions and motions, acting as 'presets' of how a Djem-So move should be deployed.
The first is the famed 'Fallen Avalanche', which is a devastating overhead attack, launched from the opening stance to act as a more powerful probing attack, or launched as a power strike after connecting strikes or parries to set it up. The aim of this attack is quite frankly vertical bisection, aiming for the head or torso. This perfectly represents the type of power strike that Djem-So employs and while not every attack should be as powerful or telegraphed as this, it does a good job at presenting the general idea of the form's offense. Notably, it is a slow, long-winded attack, thus proper setup is necessary.
The second is the 'Fluid Riposte', which is the smooth transition from parrying an attack to the beginning of the user's own offense. While the name might invoke a sense of finesse or complex motions, it is fairly simple - step into an attack, bash the opponent's blade away, use the same motion to damage them, then jumping into the power strike - connecting strike pattern. Typically, a Fluid Riposte will involve a motion that pushes the opponent's blade away while the user's own blade connects with their torso or extremities.
The Force in Relation to Djem-So
The form is not naturally a Force-heavy one, as in, it does not encourage, nor does it innately incorporate Force-based techniques in its practice, outside of the standard Control-branch abilities to augment one's body. It leverages control-branch abilities more than other forms such as Makashi or Shii-Cho, but not as intensely as Ataru. Or rather, as intensely as Ataru but different in scope.
A user of Djem-So should be using the Force to bolster their strength, technical leverage and footing. Furthermore, given the mental strength required to execute the form for prolonged periods of time, having a strong Mental Shield is an important, yet often overlooked aspect.
For those inclined towards the Force that decide to take up Djem-So as their chosen form, it will be a touch difficult to smoothly integrate Alter-based abilities throughout the form's motions, limited to minimal applications of telekinesis to destabilise an opponent, rapid mental attacks to distract or defensive techniques such as Force Barrier.
Naturally, any Force technique can be used while in combat, even if using Djem So, but typically from a distance or as set-up, not woven throughout strikes.
Weaponry
Djem-So is one of the few forms that offers very little options in terms of weaponry, heavily favouring the traditional lightsaber. Custom hilt variations tailored to the individual user are naturally welcomed, be it longer hilts or blades for more reach at the cost of leverage, a heavier pommel to alter weight distribution, etc.
But in terms of alternative weaponry, the motions and intent of Djem-So do not lend themselves well to employing weapons such as the saberstaff, or using two blades in Jar'Kai. More exotic choices such as the Saber Pike are also not optimal for this form.
Introduction
The Fifth Form of lightsaber combat is a curious case of what happens when a concept is applied in two mechanically distinct ways. The Perserverance Form is a moniker shared by its two variants - Shien and Djem-So, both relying on the same concept of countering an opponent and using their own strength against them.
Shien is the variant typically dubbed as the 'Battlefield Form', developed at roughly the same time as the Fourth Form, for the same reason - to counter the shortcomings of the Third Form. Djem-So was developed shortly after, as a more duel-focused Form, hence it is popularly referred to as the 'Domination Form'.
While practitioners will naturally lean into either variant, it is fairly rare to have a practitioner not be skilled in both, albeit not unheard of.
Djem-So - The Domination Variant
General Overview and Summary
Djem-So is the 'younger' sibling of the two variants, focusing on isolating an opponent and dismantling them through solid defense, followed by powerful offense through physical might and a mindset of domination. In an isolated encounter, Djem-So is the most potent and destructive form of lightsaber combat, only eclipsed by the elusive Seventh Form.
It is also the most physically powerful and demanding. Not in the same way as the Fourth Form, which requires athleticism, agility, a toned body and rich stamina reserves, but more-so in the sheer physical strength and endurance needed.
Djem-So was created to offset the weaknesses of Form III. Soresu is defensive, Djem-So is pragmatic. It does not wait for an opening like its 'ancestor', it creates the opening by itself and seizes victory decisively.
Perhaps one of the biggest strengths of Djem-So is also its accessibility to new practitioners, being relatively simple to pick up compared to the other forms. This. however, by no means makes it easy, nor makes it any less difficult to master.
Stance and Static Positions
Despite being a relatively rigid and, for lack of a better word, simple form, Djem-So does have multiple stances that can be used, each with their own strengths, weaknesses and use cases. Some of them are however too hyper-specific and niche.
The most well-known one is the traditional opening stance. The user raises their blade above their head with the blade pointed backwards at roughly fourty-five degrees downwards. The dominant foot is placed half a step back from neutral position, offering stability, while the non-dominant foot is placed forwards at one step away from neutral position. The weight is distributed evenly between the two, sitting at a small distance apart, at most half a meter.
This stance is the most balanced, allowing the user to step into attacks from this position and draw maximum power with a single step. It also offers a solid base for defense, with the blade in a high-guard able to be brought down and push attacks away from most angles, creating the openings that Djem-So craves. The lower body does become moderately exposed, but with enough practice and good reaction time, this is not a large problem.
The second stance I will touch upon is the more defensive stance of the Form - a low guard held on the user's favoured side. The blade is held at the side of the rear foot, pointing down and forwards. The dominant foot is placed forwards with more weight distributed to it, while the other is at the neutral line with the knee slightly bent. The feet are closer to each other in this position.
This stance is far more stable of a base for defense, covering the weaknesses of the traditional opening stance. It offers access to less powerful counters, but enables the user to be far more protected and unpredictable with their counters, focusing primarily on the opponent's hands, abdomen and legs. A good habit is to be comfortable transitioning between this stance and the opening stance over the course of a battle.
Regardless of the chosen stance, the user's body should always be aligned to the opponent, rather than angled to one side or another like other forms prefer.
While stances are essentially nothing but static positions, they do go a long way when it comes to displaying the intent of the form. The powerful high-guard stance shows the pattern of combat - powerful parry into devastating counters. While they are not absolute and should not be fanatically kept to, they are useful tools, especially when studying the form and attempting to become an adept practitioner of it.
Footwork and Lines of Movement
Djem-So's footwork is the basis of stability and how it maintains its grounded nature in the heat of battle. Compared to more mobile forms, Djem-So takes similarity to Makashi, only in the directions of movement, not in the way movement is done.
The line of movement for this variant of Form V is simply forwards. Every step taken should be a step forward. Each strike pushes the opponent back and drives the user towards them, strike after strike overwhelming the opponent. The idea is to be a rolling boulder threatening to crush the enemy with each strike. That is not to say the user never moves backwards - in some cases, one is forced to. But even when moving backwards, the way you move remains the same.
There are two type of 'steps' in Djem-So, or at least, two traditional steps that are met frequently. The shuffle step, which has the user push off their back leg while lifting the forward leg ever-so-slightly to move forwards. The second is the one encountered most often - the step through, which is fairly self-explanatory, moving the back leg past the forward leg and ending up in a mirrored position of the legs.
Both of these achieve the same goal - taking space and closing range, forcing the opponent backwards less they get trampled by you. Both of these also aid with Djem-So's offensive practice of powerful strikes, generating power from the feet and throughout the entire body. The passing step is the foundational movement of Djem-So, with the shuffle step being complementary and presenting a more sudden way of approach.
Backwards movement is the same, using either normal steps, or shuffle steps, only the opposite foot moves first. Again, this should be a rarity, and if being pushed back while using Djem-So, the user is found in a precarious position. The best way of putting it - Djem-So users should not need to move backwards, by the nature of the form.
Another form of moving backwards in Djem-So, albeit rare, is a stolen step, moving the forward leg back in line with the backleg, and then immediately stepping back forward to regain ground after drawing in the opponent. This must be executed carefully, as failing to regain ground in time will lead to conceding ground, initiative and failing in the form's purpose of establishing dominance.
An important thing to note is overstepping, or rather, the danger of doing so. When attacking, the attack will typically come from the side you are stepping from, to generate more power in the strike. Although this makes it easy to overstep into the strike and leave yourself exposed, or easy to disbalance. It is something that can be done deliberately to generate more power, but should be considered very carefully.
The other way of overstepping is simply stepping with the wrong foot, disturbing your own balance and breaking your rhythm. This has almost no value to be done voluntarily, except rarely catching an opponent off-guard by making an intentionally bad choice.
The movement of Djem-So is built for one purpose - claiming dominance on the field of battle. Each step is followed by an attack or vice-versa, for if the user steps without attacking, the opponent has a chance to reclaim space and the user concedes space.
Despite the form's linear, forward movement, it does offer lateral options, or rather, diagonal options that still drive the user forward, but also to one side or the other. These are used scarcely, only if for a purpose, be it claiming an advantageous position, striking at the user's flank, etc. These off-line, triangular steps are less favoured and typically used after an opponent has already overextended or otherwise exposed themselves.
Mindset
Djem-So is a form that, in simple terms, breaks an opponent down. While it is based on the Third Form, the approach it takes to combat could not be any more different. Despite using counter-attacks, it is not a give and take form, or one that sits back and waits for chances.
After the initial engagement, the form simply takes. It takes initiative, it takes space, it takes the opponent's will away. It is a greedy form, always wanting more. And users of this form need to be prepared to constantly reach for more, seizing any opportunity given to them, and forging their own opportunities by force.
Likewise, Djem-So is a form that breaks down an opponent - physically and mentally. A user of Djem-So cannot be found lacking in determination and mental endurance. A practitioner cannot demolish an opponent's will if theirs is weaker.
While the goal of utilising Djem-So is to dominate an opponent, one must not forget about its defensive aspect. Ultimately, despite being different from Soresu, it still took principles and techniques from it, resulting in Djem-So being an excellent form for attrition-based combat, should the user be forced in a situation requiring it.
The biggest pitfall a user can fall into is overreaching. There is a fine line when it comes to the form's demands - it demands dominance and taking space, but that can easily leave a user exposed, and thus, the user must always be wary of their surroundings, their limitations and the flow of combat, in addition to knowing when to lean on the form's defensive applications.
Djem-So is disciplined, simple, yet intricate and logical. Each movement connects and flows into the next cleanly. While this makes the form somewhat rigid, it also makes it intuitive and sets a clear path to victory in all engagements. It is pragmatism in the face of challenge.
The form is as much mental as it is physical, requiring a disciplined user that can withstand punishment, avoid the recklessness encouraged by the form's motions, and establish their presence in a fight. Truthfully, one must train their mind first to withstand the mental fatigue imposed by Djem-So, before starting to work on its bladework.
Technique and Practical Application
While most outsiders would isolate Djem-So as a form relying on counter-attacks, that is only partially true. It incorporates counter-movements and ripostes to a greater extent than most forms, bar Makashi, but it is not reliant on them. The crucial technical aspect of the form comes from the attack following the counter. The second strike.
The primary motions of offense are linear, be it vertical or horizontal, rarely employing diagonal, circular or cross-through attacking motions. The premise is to invite an attack, parry it away and in the same motion launch a counter, followed by a second, powerful attack that, if successful, connects into follow-up, consecutive and connected power strikes. You turn the opponent's strength against them, and then use your own to systematically break them down.
The choice of linear attacks make the form somewhat rigid and 'slow', hence a powerful parry is a necessity, opening the opponent's guard and forcing them into an unbalanced state enough for your strike to land without them recovering and intercepting or striking at you in the middle of your motion. The parries of Djem-So are not gentle or slight redirects like Makashi's, they are forceful bashings of the blade, aimed to completely end an attack, rather than redirect it.
To generate enough power, both in the parry, and in the attack, an user must leverage their entire body, putting it all behind a strike. To aid in this, a small 'trick' can be employed - simply imagining that the target is a few inches further than it is. The body's natural reflex is to slow down, albeit slightly, when nearing a target, it is something subconscious. Making yourself believe the target is further than it is can train this reflex out of your system, as the body will not slow down, thinking the target has yet to be reached.
Additionally, another 'trick' that can be used, both to generate more power, and to cover for the slow nature of the attacking motions, is to relax the grip on the blade while it travels, making the movement faster and generating more momentum behind the strike, only to lock down on the hilt on impact. This should be used carefully, as a relaxed grip can lead to being disarmed should an opponent pick up on it, or should they simply intercept.
Despite the form's straight-forward nature, it does offer practitioners several tools to ensure that the desired outcome of domination is achieved. The first is fake motions. Not feints, but more-so, movements meant to invite an attack - a simple example of this being lifting your blade to attack, exposing yourself momentarily and baiting them into an attack, only for you to bring your blade back, counter and begin your rampage of attacks.
Such fake motions are how a Djem-So user can begin an engagement and force the state optimal for employing the form, albeit they must be used with care. Over-delivering the 'fake' can lead to the user actually being open, rather than intentionally giving the illusion of being open. And naturally, the more often these movements are used, the less effective they become, and so the user must practice making them subtle enough to look like genuine openings, but obvious enough to be picked up by an opponent.
While it was mentioned repeatedly that power strikes are the main form of offense, it should be fairly obvious that relying solely on them would render the form not viable as the fatigue would set in early. And so, in addition to the power-strikes, Djem-So offers three more variations of strikes:
The probing attack is one meant to be used early in the engagement, using strong attacks to gauge an opponent's defenses and to invite them in. This is essentially the 'setup' for the form's pattern - the easiest way to invite an attack is by attacking. Give them the chance to counter, and then engage. These strikes should primarily be vertical strikes towards the torso or extremities, easy enough to be intercepted, but still damaging if they somehow land.
The connecting attack is fairly simple as well, it is a tool created for pressure. It was mentioned that Djem-So uses connected power strikes once a counter is completed. These connecting attacks are meant to be a bridge between power strikes, weaved in-between the slow, powerful motions to ensure the opponent does not get a moment of respite. The pattern is simple: power strike - connecting strike - power strike. There is no exact rule as to how many connecting strikes should be between power attacks, the only purpose for them is to maintain pressure and be on the front foot constantly.
These strikes are primarily fast, weaker strikes aimed at the head, shoulders or legs, depending on the blade's position, forcing the opponent to defend without a chance to break your tempo by retaliating. Alternatively, these connecting attacks can be launched at the same target as the power strike it follows, albeit that is less efficient as the opponent requires less movement to defend the same zone.
The off-tempo attacks are attacks that break your own pattern and tempo. While it sounds counter-intuitive at first, when remembering that Djem-So can become somewhat predictable, these attacks make more sense. They are intentionally sub-optimal options, meant to break rhythm and catch an opponent off-guard. While the user of Djem-So gets into an offensive rhythm, the defender also enters a defensive one, and thus, disturbing the pattern on occasion can lead to breaking the defense of a particularly tenacious opponent.
These attacks can be as simple as attacking the right side while stepping forward with your left leg, generating less power but making the attack less predictable, or simply using a strike at the lower extremities after barraging the upper body, leaving a slight gap in your offense but catching an opponent off guard. It should be fairly obvious that such attacks should be employed very scarcely, as they do potentially expose the user and waste stamina, but they have their place if used correctly and carefully at the right time.
Djem-So is a form that also naturally incorporates unarmed strikes, giving users more options to supplement the lacking bladework options compared to other forms. Specifically, grappling and trapping techniques are encouraged to build leverage over an opponent and topple them, or bring them closer and not letting them escape while you launch a powerful saber attack or punch. Naturally, powerful kicks and punches empowered by the Force are also noteworthy.
For obvious reasons, unarmed attacks should be used sparingly and only when set-up properly, and from angles opposite of the opponent's blade. Your body is not lightsaber resistant, and thus launching a kick at the wrong moment can quickly result in a cybernetic replacement being needed, if you are not killed outright.
While describing the motions and technique itself should be sufficient, Djem-So, like all other forms, does present two named techniques that encapsulate the form's intentions and motions, acting as 'presets' of how a Djem-So move should be deployed.
The first is the famed 'Fallen Avalanche', which is a devastating overhead attack, launched from the opening stance to act as a more powerful probing attack, or launched as a power strike after connecting strikes or parries to set it up. The aim of this attack is quite frankly vertical bisection, aiming for the head or torso. This perfectly represents the type of power strike that Djem-So employs and while not every attack should be as powerful or telegraphed as this, it does a good job at presenting the general idea of the form's offense. Notably, it is a slow, long-winded attack, thus proper setup is necessary.
The second is the 'Fluid Riposte', which is the smooth transition from parrying an attack to the beginning of the user's own offense. While the name might invoke a sense of finesse or complex motions, it is fairly simple - step into an attack, bash the opponent's blade away, use the same motion to damage them, then jumping into the power strike - connecting strike pattern. Typically, a Fluid Riposte will involve a motion that pushes the opponent's blade away while the user's own blade connects with their torso or extremities.
The Force in Relation to Djem-So
The form is not naturally a Force-heavy one, as in, it does not encourage, nor does it innately incorporate Force-based techniques in its practice, outside of the standard Control-branch abilities to augment one's body. It leverages control-branch abilities more than other forms such as Makashi or Shii-Cho, but not as intensely as Ataru. Or rather, as intensely as Ataru but different in scope.
A user of Djem-So should be using the Force to bolster their strength, technical leverage and footing. Furthermore, given the mental strength required to execute the form for prolonged periods of time, having a strong Mental Shield is an important, yet often overlooked aspect.
For those inclined towards the Force that decide to take up Djem-So as their chosen form, it will be a touch difficult to smoothly integrate Alter-based abilities throughout the form's motions, limited to minimal applications of telekinesis to destabilise an opponent, rapid mental attacks to distract or defensive techniques such as Force Barrier.
Naturally, any Force technique can be used while in combat, even if using Djem So, but typically from a distance or as set-up, not woven throughout strikes.
Weaponry
Djem-So is one of the few forms that offers very little options in terms of weaponry, heavily favouring the traditional lightsaber. Custom hilt variations tailored to the individual user are naturally welcomed, be it longer hilts or blades for more reach at the cost of leverage, a heavier pommel to alter weight distribution, etc.
But in terms of alternative weaponry, the motions and intent of Djem-So do not lend themselves well to employing weapons such as the saberstaff, or using two blades in Jar'Kai. More exotic choices such as the Saber Pike are also not optimal for this form.