Apprentices of TIN are knowledgeable and confident in their core mechanics and game understandings. They can integrate their knowledge into duels effectively, and possess good mechanical skill.
Using any sort of unfair techniques such as abusing shadowswings, running away in duels or exploiting fast saber styles is not permitted, and will end in a disqualification from the trial if they are shown to be used excessively.
Explain and elaborate on the following concepts to your mentor.
- What is yawing, and why can it be effective?
- What is swing-masking, and why can it be effective?
- What saber stances are counters to each other(from staff, duals, red, purple), and why?
- How many block-points do you regenerate from a successful perfect block?
- What is the cooldown time for a slap?
- Why can it sometimes be effective to face your opponent using your side before attacking?
You will have 3 attempts for each step of the tests. Failing more than 3 times will disqualify you from promotion and put you on trial cooldown for 7 days.
- Perfect block 15/20 swings(Prediction based on movement).
- Perfect block 6/9 hits from 3x 3-hit combos.
- Perform 4 4-hit yawed combos(within reason).
- Perform 2/4 perfect-block counters(PBC) from a random direction.
- Perform 3/5 succesful manual-blocks.
- Swingblock a 4-hit combo 3 times in a row.
- Succesfully chain 3 halfswings after first doing a single swing.
- Perform 3 unique masked swings.
- Perform 3 well-timed slaps against your teacher while they are using a 4 combo before they drain your block-points
Duel against the appointed person chosen by your mentor - Either themselves or another person of the same skill level. They will assess your overall dueling ability, and can confirm that you possess the foundation and aptitude for the deserved rank.