The Fight Score Method

Core Principle

Large-scale fights are constructed first as a sequence of clear, resolved frames connected by controlled transitions.
The specific mechanics of the fight—the strikes, thrusts, parries, grabs, and throws—are then developed within that structure.

Component Vocabulary (Fixed Terms)

Fight Score — the complete document

Frame — a static, resolved stage picture (A, B, C…)

Transition — movement between frames (arrows)

Track — one actor’s path through all frames

Engagement — who is fighting whom in a frame

Payoff — the action that resolves the engagement

Techniques – the individual fight moves

Supporting:

Lane — open path of travel

Cluster — grouping of actors

Anchor Point — fixed scenic reference (stairs, platform, etc.)

Entry / Exit Vector — direction of arrival and departure

Teaching Sequence (This is the Discipline)

Step 1 — Build the Ground Plan

Clean overhead layout

Include at least one vertical element (stairs, platform)

Keep the space readable

Step 2 — Create Frames

Place all actors (pennies)

Each frame must represent:

a clear engagement

a clear stage picture

Label alphabetically

Step 3 — Define Transitions

Add arrows showing where each actor came from

No techniques yet

Solve:

traffic conflicts

spacing

crossings

Step 4 — Establish Tracks

Follow each actor across frames

Confirm:

no collisions

continuous flow

no accidental isolation

Step 5 — Rehearse Geography

Actors learn Frames only

Call letters:

“A → B → C”

No acting, no fighting

Solve all traffic problems here

Step 6 — Layer Payoffs

Add the action that resolves each frame

One frame at a time:

“This is the payoff for C”

Now techniques appear, but only at endpoints

Step 7 — Integrate

Run full sequence:

Frame → Transition → Payoff → Frame

Adjust pacing and emphasis

What This System Prevents

Continuous, unreadable motion

Accidental collisions

Isolated “duels” inside a crowd

Choreography built without spatial logic

The loss of the story.

What It Produces

Clear stage pictures

Controlled traffic

Repeatable structure

Narrative flow

Scalable fights (6 actors or 30)

Key Teaching Insight

This is the line that should sit at the top of the page:

The audience does not see movement.
The audience sees moments.
Movement exists only to connect them.

Optional Naming for Distribution

If presented to actors or students:

Fight Score Packet
Frames A–H with Transition Paths and Payoff Points


Next Step →

Setting the Moves

Weapons of Choice