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magnificentmalec · 6 years
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Penelope Mitchell & Harry Shum Jr manip requested by isabellelightswitch Please like or reblog if using :)
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magnificentmalec · 6 years
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magnificentmalec · 6 years
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magnificentmalec · 6 years
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angst prompt list
“who do you think you are?”
“i gave you everything.”
“I’m a fool for not seeing this earlier.”
“don’t you dare pin this on me!”
“i’ve been thinking it over and this… this was never going to work out.”
“you don’t get to say anything after what you did!”
“you broke my heart.”
“i trusted you.”
“i loved you.”
“i’m not blind, i can see the way you look at them.”
“did i do something wrong?”
“please, please, i’ll do anything just talk to me.”
“i can’t stand the silence between us.”
“there’s nothing you can say that can fix what you did.”
“what do you want me to say? do you want me to lie and say i love you?”
“you cheated on me! you don’t get another chance!”
“tell me what’s wrong.”
“i never meant to hurt you.”
“this wasn’t supposed to be this complicated.”
“wait. i didn’t mean that. please, come back.”
“how can i hate them, you’re the one that made the choice to cheat.”
“how long has this been going on?”
“if you know what’s good for you, don’t come around anymore.”
“i never want to see you again.”
“trust you? how can i trust you if you never gave me a reason to in the first place?”
“i believed you!”
“you lied to my face.”
“i never loved you.”
“don’t make me out to be the bad guy.”
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magnificentmalec · 6 years
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Handy guide to writing asexual characters:
1. Have them have friends! The lonely asexual story is getting really old.
2. Introverted asexuals are cool, but why not have extroverted asexuals?
3. Asexual and Aromantic are not the same thing. Try giving your character a sexless romance.
4. Or have them have sex, that’s cool too! Remember. Asexuality is the lack of sexual attraction, and does not mean the character is opposed to sex.
5. Asexuality varies. If you want your character to be a victim of sexual assault that’s fine, but don’t make this true about every asexual character. Some people don’t want sex and it has nothing to do with past sexual experiences.
6. No more sociopathic asexuals, okay?
7. Don’t paint your asexual character to be the essence of innocence. You can have your asexual swear. They can be rude, like to dance dirty, have crude humour, literally! Anything! Any! Other! Character! Can! Be!
8. Your ace character can be sex repulsed, but do not have that be the defining characteristic of your character. Give them personality.
9. Do not write an ace character just to have your protagonist *suffer* because they love them, but won’t satisfy them sexually. That’s gross.
10. If your whole point of having an asexual character is to have them meet “the one” and “cure” them of Asexuality, DO NOT WRITE AN ASEXUAL CHARACTER.
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magnificentmalec · 6 years
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welcome to the black parade • my chemical romance
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magnificentmalec · 6 years
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Poster for Dead Air, a Shadowhunters story.
Story Link: currently unavailable
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magnificentmalec · 6 years
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magnificentmalec · 6 years
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Family moodboard for Dead Air, a Shadowhunters story.
Penelope Mitchell as Harper Edgewood
Max Riemelt as Lance Edgewood
Naomi Watts as Mariel
Story Link: currently unavailable
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magnificentmalec · 6 years
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we all have reasons to hide here in plain sight
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magnificentmalec · 6 years
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Walking words
amble: walk at a slow, leisurely pace.
crawl: move slowly with the body on hands and knees.
creep: move slowly and quietly with the body close to the ground.
dart: move quickly and suddenly in the specified direction.
dash: move quickly and suddenly, rush.
edge: move gradually with small movements.
frogmarch: force somebody to walk by holding his arms tightly by his side, usually because of bad behaviour.
hike: take a long walk in the mountains or countryside, as an adventure.
hobble: walk with difficulty.
hop: move by jumping on one foot.
jog: run slowly and steadily, as a way of exercising.
limp: walk unevenly because one leg is hurt.
lollop: run with long awkward steps.
lope: run with long steps.
lunge: make a sudden movement towards somebody or something.
lurch: stagger.
march: walk with regular steps of equal length.
meander: walk in a relaxed way instead of taking the most direct way
mooch: wander, walk slowly without any purpose.
pace: walk with regular steps.
pad: walk softly and quietly.
paddle (GB), wade (US): walk for pleasure barefoot in shallow water
parade: walk or march together to celebrate or protest.
plod: walk with heavy steps or with difficulty.
prance: walk with high steps or large movements, in a confident way.
prowl: walk slowly and quietly because you are involved in a criminal activity or because you are looking for something.
ramble: walk for pleasure with no particular destination.
roam: wander.
rush: hurry, move quickly because you need to get somewhere soon.
sashay: walk in a confident way, moving the body from side to side.
saunter: stroll.
scamper: run quickly and playfully.
scramble: climb up or down, or over something quickly and with difficulty.
scurry: move quickly with short steps, because you are in a hurry.
scuttle: move quickly with short steps, afraid to be noticed.
shuffle: walk very slowly and noisily, without lifting one’s feet
skip: move forward with quick steps and jumps.
slide: move smoothly over a surface.
slip: slide accidentally.
sneak: go quietly and secretly in order to avoid being seen or heard.
sprint: run very quickly for a short distance.
stagger: walk unsteadily as if about to fall.
stalk: walk in a proud or angry way, with long steps.
stride: walk with long steps.
stroll: walk for pleasure.
strut: walk in a proud way, with the chest out and trying to look important.
stumble: stagger.
stump: walk heavily and stiffly.
swagger: walk proudly, strut.
tear: run or move quickly in a dangerous or careless way.
tiptoe: walk on the tips of one’s toes.
toddle: walk with short unsteady steps.
trek: hike; make a long, difficult journey on foot.
trip: walk with short quick steps, usually as young girls do.
trip over: catch one’s foot on something and stumble or fall.
trudge: walk slowly and with effort because one is tired.
waddle: walk with short steps, moving the body from one side to another, used especially to talk about birds or people with larger bodies
walk: move on one’s feet.
wander: move without a fixed purpose or destination.
[SOURCE]
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magnificentmalec · 6 years
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Clace haters giving Clary and Jace crap about using the wish when they would be applauding if it had been M@lec instead.
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magnificentmalec · 6 years
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Angsty Romantic Cliches I’m a Slut For 
Holding their partner’s unconscious/dead body
Sobbing into their partner’s shoulder/chest
One of them is hurt and the other falls asleep in their hospital room
The other losing their mind when their partner is hurt/killed and charging into battle recklessly
“I thought I lost you” hugs
“Don’t go where I can’t follow!” 
One is mind controlled and forced to fight the other
The other refusing to harm them and getting seriously injured as consequence 
The person coming to and seeing what they’ve done
I could go on about this trope alone for 5 hours
A last desperate “I love you!” 
A tearful, hard kiss before battle, bonus points if its a confessional kiss
“Please, I don’t know what I’d do without you.” 
Bandaging each other’s wounds
Both of them injured, and waking up beside each other
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magnificentmalec · 6 years
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Angst/Fluff Prompt List MVPs
This list contains some of my FAVORITE prompts. I tried to make sure it was balanced, but I’m not sure how well I did on that front lol. These are good for ANY fandom! (Please do not steal/repost the list, thank you <3)
 “Stay here tonight.”
 “I’ll keep you warm.”
 “I’ve got you.”
 “You mean too much to me.”
 “I can’t sleep, can I sleep here?”
 “We’ll figure this out.”
 “This isn’t goodbye.”
 “Here let me help you.”
 “Kiss me.”
 “I care about you.”
 “Don’t cry.”
 “Please don’t do this.”
 “You make me feel safe.”
 “I can’t do this on my own.”
 “You have no idea how much I want you right now.”
 “Why are you crying?”
 “Nothing is wrong with you.”
 “Tell me what’s wrong.”
 “Just breathe, okay?”
 “Don’t lie to me.”
 “Who hurt you?”
 “Don’t be scared, I’m right here.”
 “You make me happy.”
 “Don’t be afraid.”
 “Come cuddle.”
 “I’ll be there in a few minutes.”
 “I’m not leaving.”
 “I won’t let anything bad happen to you.”
 “I’ll always be there for you.”
 “You’ve been quiet.”
 “Calm down.”
 “I’m just looking out for you.”
 “No one is perfect.”
 “It’s just you and me.“
 “What’s on your mind?”
 “I think I’m in trouble.”
 “You’re in danger.”
 “I can tell you’re lying.”
 “It’s okay to cry.”
 “Just go away.”
 “I’ll keep you safe.”
 “Are you okay?”
 “Come with me.”
 “I care about you.”
 “Do you hate me?”
 “I’m worried about you.”
 “You look like hell.”
 “It doesn’t matter.”
 “You’re a terrible liar.”
 “Everything is fine.”
 “I don’t wanna be alone right now.”
 “I need help.”
 “I’m not okay.”
 “Talk to me.”
 “What happened last night?”
 “You’re fun to touch.”
 “Stop it.”
 “I made a mistake.”
 “This place is creepy.”
 “Hold still.”
 “We need to talk.”
 “Here take my sweater.”
 “I need a place to stay.”
 “Never stop smiling.”
 “I’ll keep you warm.”
 “Please don’t go.”
 “I hate you.”
 “Get out!”
 “I don’t need you.”
 “I’m not ready to say goodbye.”
 “Carry me.”
 “Do not tempt me.”
 “I missed you.”
 “No one is perfect.”
 “Do you have a problem with me?”
 “Nothing is going to happen to you.”
 “You need to be more careful.”
 “You don’t have to leave.”
 “I don’t feel well.”
 “I didn’t drive all this way to say ‘hey’.”
 “Please don’t hurt me.”
 “I’m on my way.”
 “We’re gonna be okay.”
 “Why didn’t you just call me?”
 “I need to tell you something.”
 “I love your smile.”
 “Are you hurt?”
 “Look at me.”
 “I’m not gonna hurt you.”
 “You need to take your shirt off.”
 “I can’t breathe.”
 “Don’t move.”
 “Are you cold?”
 “Stay there.”
 “I’m a mess.”
 “Please don’t be mad at me.”
 “This is all my fault.”
 “You did what you had to do.”
 “Don’t you ever change.”
 “I love you.”
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magnificentmalec · 6 years
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kj apa and alberto rosende manip, as requested by @roryxsloan.
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magnificentmalec · 6 years
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Helpful things for action writers to remember
juliawritesbooks:
stylincheetah:
bamonnineties:
khraddict:
ave-aria:
starforgedsteel:
berrybird:
Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll. 
Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast. 
Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention. 
Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them. 
Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently. 
ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face. 
Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone. 
A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way. 
If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword. 
ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters.  (CLICK ME)
If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability. 
People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot. 
Here’s a link to a chart to show you how much blood a person can lose without dying. (CLICK ME) 
If you want a more in-depth medical chart, try this one. (CLICK ME)
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here. 
How to apply Writing techniques for action scenes:
- Short sentences. Choppy. One action, then another. When there’s a lull in the fight, take a moment, using longer phrases to analyze the situation–then dive back in. Snap, snap, snap. - Same thing with words - short, simple, and strong in the thick of battle. Save the longer syllables for elsewhere. - Characters do not dwell on things when they are in the heat of the moment. They will get punched in the face. Focus on actions, not thoughts. - Go back and cut out as many adverbs as possible. - No seriously, if there’s ever a time to use the strongest verbs in your vocabulary - Bellow, thrash, heave, shriek, snarl, splinter, bolt, hurtle, crumble, shatter, charge, raze - it’s now. - Don’t forget your other senses. People might not even be sure what they saw during a fight, but they always know how they felt. - Taste: Dry mouth, salt from sweat, copper tang from blood, etc - Smell: OP nailed it - Touch: Headache, sore muscles, tense muscles, exhaustion, blood pounding. Bruised knuckles/bowstring fingers. Injuries that ache and pulse, sting and flare white hot with pain. - Pain will stay with a character. Even if it’s minor. - Sound and sight might blur or sharpen depending on the character and their experience/exhaustion. Colors and quick movements will catch the eye. Loud sounds or noises from behind may serve as a fighter’s only alert before an attack. - If something unexpected happens, shifting the character’s whole attention to that thing will shift the Audience’s attention, too. - Aftermath. This is where the details resurface, the characters pick up things they cast aside during the fight, both literally and metaphorically. Fights are chaotic, fast paced, and self-centered. Characters know only their self, their goals, what’s in their way, and the quickest way around those threats. The aftermath is when people can regain their emotions, their relationships, their rationality/introspection, and anything else they couldn’t afford to think or feel while their lives were on the line.
Do everything you can to keep the fight here and now. Maximize the physical, minimize the theoretical. Keep things immediate - no theories or what ifs.
If writing a strategist, who needs to think ahead, try this: keep strategy to before-and-after fights. Lay out plans in calm periods, try to guess what enemies are thinking or what they will do. During combat, however, the character should think about his options, enemies, and terrain in immediate terms; that is, in shapes and direction. (Large enemy rushing me; dive left, circle around / Scaffolding on fire, pool below me / two foes helping each other, separate them.)
Lastly, after writing, read it aloud. Anyplace your tongue catches up on a fast moving scene, edit. Smooth action scenes rarely come on the first try.
More for martial arts or hand-to-hand in general
What a character’s wearing will affect how they fight.  The more restricting the clothes, the harder it will be.  If they’re wearing a skirt that is loose enough to fight in, modesty will be lost in a life or death situation.
Jewelry can also be very bad.  Necklaces can be grabbed onto.  Bracelets also can be grabbed onto or inhibit movement.  Rings it can depend on the person.
Shoes also matter.  Tennis shoes are good and solid, but if you’re unused to them there’s a chance of accidentally hurting your ankle.  High heels can definitely be a problem.  However, they can also make very good weapons, especially for someone used to balancing on the balls of their feet.  Side kicks and thrusting kicks in soft areas (like the solar plexus) or the feet are good ideas.  They can also (hopefully) be taken off quickly and used as a hand weapon.  Combat boots are great but if someone relies more on speed or aren’t used to them, they can weigh a person down.  Cowboy boots can be surprisingly good.  Spin kicks (if a character is quick enough to use them) are especially nasty in these shoes.
If a character is going to fight barefoot, please keep location in mind.  Concrete can mess up your feet quick.  Lawns, yards, etc often have hidden holes and other obstacles that can mess up a fighter.  Tile floors or waxed wood can be very slippery if you’re not careful or used to them.
Likewise, if it’s outside be aware of how weather will affect the fight.  The sun’s glare can really impede a fighter’s sight.  A wet location, inside or outside, can cause a fighter to slip and fall.  Sweat on the body can cause a fighter to lose a grip on an opponent too.
Pressure points for a trained fighter are great places to aim for in a fight.  The solar plexus is another great place to aim for.  It will knock the wind out of anyone and immediately weaken your opponent. 
It your character is hit in the solar plexus and isn’t trained, they’re going down.  The first time you get hit there you are out of breath and most people double over in confusion and pain.  If a fighter is more used to it, they will stand tall and expand themselves in order to get some breath.  They will likely keep fighting, but until their breath returns to normal, they will be considerably weaker.
Do not be afraid to have your character use obstacles in their environment.  Pillars, boxes, bookshelves, doors, etc.  They put distance between you and an opponent which can allow you to catch your breath. 
Do not be afraid to have your character use objects in their environment.  Someone’s coming at you with a spear, trident, etc, then pick up a chair and get it caught in the legs or use it as a shield.  Bedsheets can make a good distraction and tangle someone up.  Someone’s invading your home and you need to defend yourself?  Throw a lamp.  Anything can be turned into a weapon.
Guns often miss their targets at longer distances, even by those who have trained heavily with them.  They can also be easier to disarm as they only shoot in one direction.  However, depending on the type, grabbing onto the top is a very very bad idea.  There is a good likelihood you WILL get hurt.
Knives are nasty weapons by someone who knows what they’re doing.  Good fighters never hold a knife the way you would when cutting food.  It is best used when held against the forearm.  In defense, this makes a block more effective and in offense, slashing movement from any direction are going to be bad.  If a character is in a fight with a knife or trying to disarm one, they will get hurt. 
Soft areas hit with hard body parts.  Hard areas hit with soft body parts.  The neck, stomach, and other soft areas are best hit with punches, side kicks, elbows, and other hard body parts.  Head and other hard parts are best hit using a knife hand, palm strike, etc.  Spin kicks will be nasty regardless of what you’re aiming for it they land.
Common misconception with round house kicks is that you’re hitting with the top of the foot.  You’re hitting with the ball.  You’re likely to break your foot when hitting with the top.
When punching, the thumb is outside of the fist.  You’ll break something if you’re hitting with the thumb inside, which a lot of inexperienced fighters do. 
Also, punching the face or jaw can hurt. 
It can be hard to grab a punch if you’re not experienced with it despite how easy movies make it seem.  It’s best to dodge or redirect it.
Hitting to the head is not always the best idea.  It can take a bit of training to be able to reach for the head with a kick because of the height.  Flexibility is very much needed.  If there are problems with their hips or they just aren’t very flexible, kicks to the head aren’t happening.
Jump kicks are a good way to hit the head, but an opponent will see it coming if it’s too slow or they are fast/experienced.
A good kick can throw an opponent back or knock them to the ground.  If the person you’ve hit has experience though, they’ll immediately be getting up again.
Even if they’ve trained for years in a martial art, if they haven’t actually hit anything before or gotten hit, it will be slightly stunning for the person.  It does not feel the way you expect it too.
Those yells in martial arts are not just for show.  If done right, they tighten your core making it easier to take a hit in that area.  Also, they can be used to intimidate an opponent.  Yelling or screaming right by their ear can startle someone.  (Generally, KHR fans look at Squalo for yelling)
Biting can also be used if someone’s grabbing you.  Spitting in someone’s eyes can’t hurt.  Also, in a chokehold or if someone is trying to grab your neck in general, PUT YOU CHIN DOWN.  This cuts off access and if they’re grabbing in the front can dig into their hand and hurt.
Wrist grabs and other grabs can be good.  Especially if it’s the first move an opponent makes and the character is trained, there are simple ways to counter that will have a person on their knees in seconds..
Use what your character has to their advantage.  If they’re smaller or have less mass, then they’ll be relying on speed, intelligence, evasion, and other similar tactics.  Larger opponents will be able to take hits better, they’re hits may be slower depending on who it is but will hurt like hell if they land, and size can be intimidating.   Taller people with longer legs will want to rely on kicking and keeping their distance since they have the advantage there.  Shorter people will want to keep the distance closer where it’s easier for them but harder for a taller opponent.  Punching is a good idea.
Using a person’s momentum against them is great.  There’s martial arts that revolve around this whole concept.  They throw a punch?  Grab it and pull them forward and around.  Their momentum will keep them going and knock them off balance. 
Leverage can used in the same way.  If used right, you can flip a person, dislocate a shoulder, throw out a knee, etc.
One note on adrenaline:  All that was said above is true about it.  But, in a fight, it can also make you more aware of what’s going on.  A fight that lasts twenty seconds can feel like a minute because time seems to almost slow down while moving extremely rapidly.  You only have so much time to think about what you’re doing.  You’re taking in information constantly and trying to adjust.  Even in the slow down adrenaline gives you, everything is moving very rapidly. 
Feelings will be your downfall even more so than adrenaline.  Adrenaline can make those feelings more intense, but a good fighter has learned not to listen to those feelings.  A good fighter may feel anger at being knocked down or in some way humiliated - their pride taken down.  Yet they will not act on the anger.  Acting on it makes a fighter more instinctive and many will charge without thinking.  Losing control of anything (adrenaline rush, emotions, technique, etc) can be a terrible thing in a fight.
Just thought I’d add in here.
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magnificentmalec · 6 years
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