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Speed

 

Disciplines > Warfare > Principles > Speed

Principle | Effect | Invoking | Analogy | See also

 

Principle

Be quicker than them. Be able to react fast.

Effect

No matter how powerful you are, if you cannot land a punch or the other person gets in first, then you are doomed. Speed conquers might every time, not only allowing its wielder to avoid the attack of others but also to get in effective attacks and then get out again before the other person can respond.

Speed also multiples the damage of an attack. Newton noted that force equals mass times acceleration. Speed also increases emotional shock, as the suddenness of your attack causes surprise and fear. 

Invoking

Be fast. Train rigorously so you can react at maximum speed. Use small groups who can move quickly.

Sheer speed makes up for many weaknesses. If you can react in time to unexpected attacks, then you need less defensive readiness.

Sometimes speed is helped by apparent prescience. If you can read the other side's moves before they move, then you can move before they do and with the illusion of lightning reflexes. Martial artists thus appear to be quick less because they have faster reaction but because they read the intent of others. Armies can also appear fast when they pre-empt the enemy.

Analogy

If you give the other person no time to think and argue then they will not be able to think and argue, and your points will stand unchallenged. If you respond immediately and powerfully to their comments, they will be left reeling and impotent.

Speed in argument, just as speed in war can disempower and confuse the other side, and sometimes may not even need to make sense as the psychological impact suffices to win the day.

See also

Harmony principle

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Site Menu

| Home | Top | Quick Links | Settings |

Main sections: | Disciplines | Techniques | Principles | Explanations | Theories |

Other sections: | Blog! | Quotes | Guest articles | Analysis | Books | Help |

More pages: | Contact | Caveat | About | Students | Webmasters | Awards | Guestbook | Feedback | Sitemap | Changes |

Settings: | Computer layout | Mobile layout | Small font | Medium font | Large font | Translate |

 

 

Please help and share:

 

Quick links

Disciplines

* Argument
* Brand management
* Change Management
* Coaching
* Communication
* Counseling
* Game Design
* Human Resources
* Job-finding
* Leadership
* Marketing
* Politics
* Propaganda
* Rhetoric
* Negotiation
* Psychoanalysis
* Sales
* Sociology
* Storytelling
* Teaching
* Warfare
* Workplace design

Techniques

* Assertiveness
* Body language
* Change techniques
* Closing techniques
* Conversation
* Confidence tricks
* Conversion
* Creative techniques
* General techniques
* Happiness
* Hypnotism
* Interrogation
* Language
* Listening
* Negotiation tactics
* Objection handling
* Propaganda
* Problem-solving
* Public speaking
* Questioning
* Using repetition
* Resisting persuasion
* Self-development
* Sequential requests
* Storytelling
* Stress Management
* Tipping
* Using humor
* Willpower

Principles

+ Principles

Explanations

* Behaviors
* Beliefs
* Brain stuff
* Conditioning
* Coping Mechanisms
* Critical Theory
* Culture
* Decisions
* Emotions
* Evolution
* Gender
* Games
* Groups
* Habit
* Identity
* Learning
* Meaning
* Memory
* Motivation
* Models
* Needs
* Personality
* Power
* Preferences
* Research
* Relationships
* SIFT Model
* Social Research
* Stress
* Trust
* Values

Theories

* Alphabetic list
* Theory types

And

About
Guest Articles
Blog!
Books
Changes
Contact
Guestbook
Quotes
Students
Webmasters

 

| Home | Top | Menu | Quick Links |

© Changing Works 2002-
Massive Content — Maximum Speed