Awww don't mention that Christo.
You just made me realise how better I was doing when feints worked all the time on the usual rabble
Now it's all about "I have more reach and agi than you blah", "I can run through you and hit you in the back for some reason" or that kind of crap. If you want to be a really good fighter, you need to learn every way of stealing a turn, and you need to be able to rely on only the two firsts if you want to be good with all weapons and builds.
Feints, because they still work sometimes. Polearms are crappy for those but still.
Holds, very good alternative.
Clever spam. That's often more about knowing your opponent than really striking fast. When he will hold, feint etc.
Footwork. Either for the first strike or when you just got blocked, go to the other side preparing a swing, waiting for your opponent to miss.
Kicks. When you learned the typical behaviors of opponents, you can predict where they'll go. You need a little bit of practice to learn the timing of the strike after the kick. Don't forget you can block when you kick !!!
Chambers. Not that usefull, most people will block in time. Good against people with few attack directions. Needs an awful lot of practice.
If you have a short weapon, you have to learn how to counter the reach and footwork of your opponents. The best way to protect your back is trying to keep your opponent in the same direction all the time. You can acheive that by imitating his movements. Their's no secret about how to counter reach abuse. Just stay extremely focused. That's why it works so well when you can use it.
Finally, the most effective way of fighting is still not fighting at all. Backstabbing high profile enemies will help your team a lot more than trying to take out a group by yourself.
Also, even if that's tempting, don't try to rush fights too much :
Going too crazy too soon will probably let someone burn you with simple fast stuff.
That got me killed quite a few times.
I found that the ideal moment for releasing a holded swing is just before your opponent's "turn" to strike. You have to hold a very short time, more like 1/3 of second, depending on the weapons.