Pages

Thursday, August 10, 2023

Side Kick

The side kick is a powerful straight line kick executed by turning your body sideways and thrusting the leg outwards so that the striking foot is parallel to the ground from toe to heel. 

One advantage of the side kick is that it is the longest reaching strike (outside of flying kicks), making it an excellent weapon for attacking from a distance or to counter an opponents offense as a stop hit. 

Unless you fight from a very bladed stance, a disadvantage of the side kick is that you you to move out of your stance and into a sideways position to execute the kick. This means it may take a little longer to execute, be more conspicuous, and take longer to recover and return to your stance. This moving out and back into your stance is the reason there aren't as many combination options with the side kick. 

I exclusively use the lead lead side kick as the rear leg side kick takes too long to execute (One exception being if an opponent was attacking from my rear side). 


Slide Step Side Kick *example *example

Stop Hit Side Kick *example *Holly Holm example

Hopping Side Kick *example *example






https://www.youtube.com/watch?v=XSfqGkoUkqQ

Tuesday, June 27, 2023

Entering/Bridging The Gap

Entering refers to closing the distance between various ranges of fighting. Bridging the gap refers specifically to entering from long range (fighting measure) to medium range (brim of fire).

Bridging the gap can be done in two basic ways. Either you initiate the entry with an offensive action (attack) or your opponent initiates the action and you respond (counter attack). From there the topic becomes complex. 

You Initiate The Action 
When you initiate the action, you are going to do so using one of the methods of attack. 

Single Direct Attacks
-You see an opening and take it

Combinations
-Overwhelming opponents defense with multiple strikes.
-Straight shots used to setup hooking shots. Hooking shots to setup straight shots. 

False Attacks
-Feint for fake creates opening to attack

Drawing 
-Drawing opponent in with the intent of attacking the opening it creates.

Movement Entries
-Using movement while entering to make it more difficult for your opponent to hit you and to create an angle to attack. 

To utilize any of these methods, you have to move foreward (either straight or diagonally) and synchronize your strike with some type of footwork. Additionally, you may incorporate some form of upper body defensive movement or guard to add a degree of protection against counter attacks. 

Add footwork defensive movements (slip and hit)

Weave Entry *exampe *example
Slip Entry
Bob Entry

________
Strategic Approaches to Entering There are two basic approaches to bridging the gap: Initiating the Entry: Charging into range with footwork, setups, or explosive movement. Counter-Entry: Allowing the opponent to initiate and timing your entry as they commit to an attack. These approaches demand timing, speed, reading the opponent, and appropriate technique selection.Technical Methods for Closing the Gap Simple Attack A single, direct technique aimed at exploiting an opening.[^47] Requires exceptional timing and crisp execution. Fast footwork is vital, putting the onus on the martial artist to commit aggressively while maintaining recovery options. Forced Entry An aggressive tactic—often involving multiple attacks or a strike to displace an opponent’s guard, followed by entry.[^47] Distractions and Feints Employing fakes and feints to draw reactions and create safe entry lines. Misdirection often buys critical fractions of a second for closing distance. Broken Rhythm and Deceptive Timing Changing tempo and timing interrupts the opponent’s defensive patterns and creates opportunities to enter.[^62] Trapping and Hand Fighting Used frequently in arts like Wing Chun and Jeet Kune Do, trapping hands bridge the gap between striking and grappling, allowing entry to clinch range and disrupting an opponent’s rhythm.[ 53][^54] 49][ Footwork and Angulation Dynamic footwork—such as shuffles, lunges, step-and-slides, or angular entries—facilitate safe and efficient closing of distance. Moving off-line as one enters minimizes risk.[ 54][^56]












See:
The Principles of Unarmed Combat

Distance & Range

I. Core
Distance - refers to the space between you and your opponent. 

Range - The artificial categorization of the varying possible distances between you and your opponent(s). 


II. Reference
A. Jeet Kune Do Distances
There are three primary distinctions that can be made in regards to the distance between you and your opponent: Fighting Measure, Brim of Fire and the Critical Distance Line.

Fighting measure
Is the distance between a fighter and his opponent which puts him just out of range of his opponents attack. It is easier to defend against an opponents attack at this range as he or she must first take a step forward to reach you, thus providing you more time to respond.

Brim of fire
Is the distance at which your opponent can strike without moving forward because the critical distance line has been crossed.

Critical distance line
The imaginary line between the fighting measure and the brim of fire line. 

Bridging the gap
Occurs when one opponent close the space between the fighting measure. The gap is bridged when either one or the other opponent moves past the fighting measure into striking distance.

See:
Chinatown Jeet Kune Do

B. Jeet Kune Do Four Ranges
1. Kicking Range
2. Punching Range
3. Trapping Range
4. Grappling Range

"These divisions often confuse students because many attacks work at all these ranges. For instance, the trapping range places a JKD martial artist close enough to grab his opponent’s arms, but he can still perform a scoop kick to the groin at this distance. Furthermore, although the kicking range is supposedly outside of the hand-striking range, the martial artist can still perform a push-step finger jab to the opponent’s eyes from this distance.

See:
Chinatown Jeet Kune Do

C. Jeet Kune Do Three Ranges
1. Long Range - Distance at which neither you nor your opponent can touch each other. Both just beyond reach of your longest weapon.
2. Medium Range - Can reach each other with longest kick or punch.
3. Close Range - Can trap or grapple with opponent.

See: Jeet Kune Do Basics. David Cheng


Monday, March 20, 2023

Block

High/Rising Block


Outside Block
1) Lead Arm  *example *example
2) Rear Arm *example *example


(The following are almost exclussively used against weapons)
Inside Block

Down Block
1) Lead Arm
2 Rear Arm

Cross Down Block



Notes: 
I generally favor covers over long arm blocks. In theory, long arm blocks have the advantage of reducing or even eliminating concussive force transmission to the head that commonly occurs when defending with covers. Because long blocks intercept punches farther from the skull, the arm absorbs impact energy. With covers, the hands connection to the head means some of the blows impact energy will travel through the forearm into the head.

However, while this style provides stronger protection against concussive trauma in concept, it also demands a superior ability to recognize and react to specific attacks. Additioanally, the arms are further away from the head leaving it exposed if the if the opponent manages to bypass or slip around the extended arm

If I does use long blocks, it is when I can (or try to) keep the fight at long range. When things are tighter, I go to covers. 

A key reason to train long arm blocks is their necessity when defending against weapons such as clubs or knives. In real-life confrontations involving armed attackers, tight covers are rarely effective at intercepting slashes, thrusts, or heavy swings, since the arms must actively meet the weapon at distance to prevent it from reaching the body or head. Long blocks allow you to create space and protect vital areas.


Knife Defense Simplified: Essential Techniques For Everyday Safety

Sunday, February 5, 2023

Striking With Footwork

Though there are many footwork patterns, at a general level, there are only two options when it comes to combining punches with footwork: Same side stepping/punching (ipsilateral)  and opposite side stepping/punching (contralateral).

1. Same Side Stepping is when you step with the foot which is on the same side as the striking arm. This is the predominent method stepping method.
Same Side Stepping (ipsilateral) - Step and Slide *Seth Stacey Example

2. Opposite Side Stepping is when you step with the foot opposite the striking arm.
Opposite Side Stepping (contralateral) - Step and Slide *Seth Stacey Example


Use the step and slide when first learning to sychronize punches with footwork. The active foot should land at the same time the punch strikes it's target. For example, with the step and slide jab cross, the front foot should land the floor as the jab makes impact. Then the back foot moves forward and lands on the floor as the cross lands. 

Came across the terms ipsilateral and contralateral after watching a footwork video by Seth Stacey 

Wednesday, January 4, 2023

Two Strike Combinations

The two strike combinations are a categorization and examination of the proper form and body mechanics necessary to move from one strike to another in a continuous manner. Mastery of these combinations provides one with the ability to perform longer, technically correct combinations. 

II, Combinations Which Start With A Elbow Attack
III. Combinations Which Start With A Knee Attack
IV. Combinations Which Start With A Kick Attack

Tuesday, January 3, 2023

Elbow to Elbow Combinations

Lead Elbow to Rear Elbow
  Lead Vertical Elbow to Rear Diagonally Down Elbow *Example

Rear Elbow to Lead Elbow

Lead Elbow to Lead Elbow

Rear Elbow to Rear Elbow