I posted this video on the insider forum controls thread but I figured it had some relevance to this topic too, so I'll just paste it over.
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I'm working on some combat mechanics and while testing I decided to record a few fights to show my aggressive play style and some of the moves discussed some time ago. Don't overanalyse it please, I didn't do well, I was totally thrown off by the sudden drop to 30 fps when I hit record, I just picked up that sword which I never use and the AI has some unfair advantages because I'm using WIP broken mechanics/controls (I can't let go of LMB mid swing to parry and even a good blow doesn't interrupt their attacks).
Anyway, this is how I play and it can be very effective, especially against multiple opponents (and I think in PvP). It's the kind of play the control system is designed to support, it is fundamentally different from the typical face your opponent and attack you see in games. The controls and the physics add a new dimension to the combat and that's the whole point. The combat is driven by actual forces and collisions, it's not a binary system of "if not block and range < x then damage = y".
You can outmanoeuvre your opponents and bypass their guard without waiting for them to miss you, it's very rare they can land a solid blow and if you hit from unexpected angles the opponents won't know how or even if to defend. That said this is not always practical in tight spaces and you can see I revert to a more basic combat style when there's no room to manoeuvre around my opponent. This should be more viable in the later Exanima content and of course SG.