Time activities (the stop hit and the time hit) are activities made into an assault to take the time from the assault via landing first (the stop in epee), via arriving before the last activity starts (the stop in thwart and saber), or by catching and hindering the last activity (the time hit). Countertime activities take time from the time activity; at the end of the day the Countertime takes time from the endeavor to take time. We can recognize three levels of Countertime activities:
(1) Countertime: There are two fundamental Countertime activities, guarded countertime and hostile countertime:
Guarded Countertime is regularly alluded to just as Countertime, and is the frame the activity frequently examined in fencing writings. Against an adversary who stop hits the fencer starts an activity to draw the counterattack. The fencer at that point repels the stop hit and ripostes to score in Defensive Countertime. This activity is called protective on the grounds that a repel is utilized to overcome the counterattack. Regarding what the adversary and the arbitrator see, this resembles a repel and riposte, and is not effectively discernable as a particular strategic decision.
Hostile Countertime is seldom talked about in the fencing writing, maybe on the grounds that the overall hypothesis is that you overcome a stop hit with a basic assault. Notwithstanding, the possibility of Offensive Countertime is vital to understanding the strategic stream of the session. Against a rival who stop hits the fencer starts an activity to draw a stop hit. The fencer at that point executes a stop or time hit against the counterattack. This activity is called hostile in light of the fact that a hostile (or all the more appropriately counter-hostile) activity is utilized to crush the stop. Regarding what the adversary and the jury see, this resembles a basic assault that quickens toward the end as the rival endeavors to counterattack. Notwithstanding, the fencer has settled on a particular decision to crush the stop hit, not a decision to execute a straightforward assault against an adversary’s guard.
(2) Feint In Tempo: Feint in Tempo is utilized by the quit hitting fencer to vanquish Defensive Countertime, and to guarantee the entry of the counterattack. In succession: (a) the rival begins an assault to draw the stop, (b) the fencer starts the stop, (c) the rival begins to execute a repel, and (d) the fencer tricks the repel and hits. The underlying activity of the stop hit turns into a bluff to draw the repel with the goal that it can be kept away from.
(3) Counterattack In Tempo: A Counterattack in Tempo is a stop hit on the adversary’s response to Defensive Countertime. On the off chance that the adversary executes Feint in Tempo, the fencer who was endeavoring to execute Defensive Countertime executes a stop hit into the stop hit. In arrangement: (a) the fencer begins an assault to draw the stop, (b) the rival starts the stop, (c) the fencer begins to execute a repel, (d) the adversary separates to mislead the repel, and (e) the fencer stop hits on the withdraw. Since the repel in Defensive Countertime ought to be made while pushing ahead, this activity most presumably will appear to the arbitrator as one nonstop straightforward assault.
Note that these activities are intricate, require eyes open fencing at assaulting speed, and are as much in the brain as in the bladework. Specifically hostile countertime and counterattack in rhythm closely resemble straightforward assaults. The distinction is in the origination of their application, not in how the cutting edge moves.