I've spent a lot of time and effort to use plain terminology- I don't like people needing a glossary to feel included in the discussion. However this is a highly technical subject with multiple versions of the sane concept and many different languages and translations to consider.

These are how I use certain phrases, and of you disagree - well, I'm English and therefore it is traditional and Historically Accurate for me to butcher the terminology.

Measure wide is "danger zone" where you can step and be hit. Close is don't hang around. Where you can be hit with no movement. I measure Measure by opponent rather than self- simply because not being hit is way more important than hitting something.

Tempo This one gets really fucking complicated. It can be the time of a strike the time to take a strike or the rhythm of a fight. Sorry guys, I'll be as clear as possible but this may end up being a check the context.

Names of cuts I'm going to try to stick to directions (eg Down right for a blow going down and right) or numbers for cuts. I think Basically there's 8 of them regardless of what system you're using and everyone calls them something different. I can't guarantee I'll maintain this especially if I move into several different systems.

Weapons: The main difference in weapons is between complex and simple hilts. Some hilts are just a crossguard and your fingers are exposed You can't hold a sword if you don't have any fingers. so you tend to keep your hands retreated. As the hilts get more protective, you get more extended postures.

These aren't exactly historical distinctions. Most eras just call it a sword unless there's a reason to distinguish and I tend to group by practical features. Choppy, knuckles exposed, choppy knuckles covered, pokey knuckles exposed (more likely staff than anything else), pokey knuckles covered. Length and speed of the blade matters too. But this are good broad sweeps for working out the logic of the positions and plays.

Many systems have a concept of "True Guards" these are trusty positions that allow you to survive long enough to get good. and they work as a foundational block of the fencing language.