Black Combat Arts Institute.
THE HORIZONTAL AXIS · LEFT
Simulacrum
Not the feint: movements that sustain the duel as a form; not-touching is a skill.
The game's most important pole, and the least formalised, and it is not the feint. The simulacrum produces movements with no intent to touch or to unbalance: they sustain a false-semblance of duel, which the internal logic requires. Not-touching is a skill in its own right, the equal of touching. It is a dialogical relation, tension held within release: the wide, almost-certain attack does not seek to land, it offers the other the chance to respond, then withdraws. To strike for real is to end the game; to sustain the semblance is to keep it alive. The simulacrum is the art of the almost.
IN THE SYSTEM
→ Touch / near-touch, Breaking the other's harmony, not knocking him out.
→ The invitation to rupture, The offered breach, not a ruse, but a rule of the game.
IN THE CORPUS
→ Winning by Falling, Touching Without Touching
HOW TO CITE THIS CONCEPT
MALO, Olivier. Simulacrum. In: Black Combat Arts Institute, Concepts of the Internal Logic [online]. 2026. Available from: https://www.blackcombatarts.com/concepts-en/simulacrum [accessed date].