CM-D
CM-D is the fourth core movement in the Saber Standard, and the first one that is a conversation rather than a lecture.
In CM-A through CM-C, one Saberist attacks and the other defends for the whole sequence. In CM-D the attack changes hands repeatedly, so both Saberists trade strikes instead of one delivering all of them.
Notation
CM-D is written in two tables. The first is the exchange; the second is the finish.
The exchange
| Player | s1 | s2 | s3 | s4 | s5 | s6 | s7 | s8 | s9 | s10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Saberist A | 1 | 11 | 2P | 10P | 3 | 9 | 4P | 8P | 5 | 7 |
| Saberist B | 1P | 11P | 2 | 10 | 3P | 9P | 4 | 8 | 5P | 7P |
Read down each column as usual, but watch which row carries the P. At steps 1–2 Saberist A attacks. At steps 3–4 the P moves to A's row and Saberist B attacks. The roles change again at steps 5–6, 7–8, and 9–10.
The lines themselves are borrowed from movements already learned: the upright lines of CM-A and the angle points of CM-B.
The finish
| Player | s1 | s2 | s3 | s4 | s5 |
|---|---|---|---|---|---|
| Saberist A | 12 | Turn 180 | 3PM6 | Step-through turn 180 | Pose |
| Saberist B | Left/Blend | Turn 180 | 0 | Step-through turn 180 | Pose |
The finish adds a turn, a thrust, and a shared closing pose. 3PM6 is a 3 parry modified so the blade points down at 6 — the same modifier introduced in CM-C Part 2.
Telegraph
Reverse Flourish.
The telegraph is the silent signal that calls CM-D before an exchange begins. See LUMINA Games for how telegraphs are used in play.
Dynamic combat
CM-D builds a dialog between two opponents. By switching who is the attacker, two Saberists trade strikes rather than one performing every attack — and because the sequence draws its lines from CM-A, CM-B, and CM-C, the switching is the only genuinely new demand.
That is what makes CM-D the bridge movement. A fight is not a list of attacks answered in turn; it is an exchange where initiative passes back and forth. CM-D is the first movement that writes that down.
CM-D also introduces two notation elements.
Thrusts
A thrust is noted by a 0 (zero) in the notation. Saberist B delivers one at step 3 of the finish.
A thrust travels along a different path from a cut, so it needs its own symbol rather than a target number alone.
Unconventional blocks
CM-D introduces blocks taken at an alternative angle to the one the attack would normally invite.
3PM6 is the example: the parry holds the 3 line, but the blade points down at 6 rather than up. The defence is sound, and it reads differently to an audience — which is the point of writing the angle down rather than leaving it to the performer.
Purpose
CM-D is designed to teach:
- switching between attacker and defender mid-sequence
- reading which row carries the
Pto find the current attacker - thrusts, noted
0 - unconventional block angles
- combining lines drawn from CM-A, CM-B, and CM-C
- turning, stepping through, and finishing together in a pose
Training method
Phase 1: Static walkthrough
Run the exchange table two steps at a time — one attacker's pair before the switch.
At every switch, pause and confirm:
- both Saberists know who is attacking next
- the incoming parry matches the written line
- distance is safe through the change of role
- the movement can be repeated
The handover is the whole lesson. Do not move on until each switch is deliberate rather than a scramble.
Phase 2: Slow continuous flow
Perform all ten steps of the exchange without stopping, then add the finish.
Keep the movement slow enough that both Saberists can read every line. If a switch collapses, restart from Step 1 rather than resuming mid-exchange — the rhythm of the handover is what is being practiced.
Phase 3: Role switch
Switch roles.
Because CM-D already trades the attack, this phase is subtler than in earlier movements: each Saberist now performs the other's half of every handover.
Both Saberists should learn both sides of CM-D.
Teaching note
CM-D should be taught as a language drill, not as a fight.
The most common error is treating the sequence as ten attacks with ten parries. It is five short exchanges, each with an owner. Teach it in pairs of steps, and the shape becomes obvious.
Watch distance through the turns in the finish. Both Saberists turn away and back, and a pair that was safely spaced before the turn can be too close after it.
When CM-D is clean, continue to CM-E, which adds special moves and a second opponent.