From the Author’s Desk This book is about Military Jeet Kune Do. The JKD of Military Unarmed Combat. The first book of its kind in the world. It is also a book of Sparring concepts. What are the different types of opponents, what are the different strategies, what are the different parameters and variables in combat which influence the outcome, such as State, Range, Angle, Level, etc. In the Military, we have unsurpassed credentials. Two Army Chief citations, two Army Commander citations, one Home minister citation and one Chief minister citation for our work in Close Combat training for Counter Terror ops. In JKD we are representatives of Richard Bustillo in India, original student of Bruce Lee and propagators of Bustillo Military Jeet Kune Do, having taken Bustillos JKD Concept to over 15,000 soldiers from Indian forces for about a decade. As Authors, we have authored various books, including TERRORISM: A COMPREHENSIVE ANALYSIS OF WORLD TERRORISM, MIND RANGE, ENCYCLOPEDIA OF CLOSE COMBAT OPS-ADVANCED COMMANDO COMBAT SYSTEM, which was distributed to all Indian forces by the Home Minister of India, as well as accepted into FBI Library by the FBI Director and Interpol Library by the Secretary General. This work, the book - ‘THE JKD OF MILITARY UNARMED COMBAT’ is a gift. A gift to the JKD Brotherhood and to the Military and Law Enforcement fraternity. Also available to martial artists, we hope to share the Military JKD concepts with one and all for the benefit of mankind, in the area of Military Unarmed Combat and Martial Arts. This work is the result of over 34/ 24 years of martial art journey, 17 years of Military training experience and 5 years of specific research and experimentation and conclusion. The book has taken over a year to prepare and we have met our deadline of releasing the book before 01 Jan 2010. For this, we had to follow the principle outlined in this book, the motto of the Bison System - RUSH TO WIN! We wish you the very best in your combat journey. Feel free to write to us at
[email protected] Sincerely Dr. Deepak Rao and Dr. Seema Rao Unarmed & Commando Combat Academy, India
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The
JKD of
Military Unarmed Combat (Bison System) Dr. Deepak Rao Dr. Seema Rao
Creative Designer Ritesh Reddy
Copyright Unarmed Commando Combat Academy Dr. Deepak Rao & Dr. Seema Rao An Unarmed Commando Combat Academy Publication January 2010
LIMITED EDITION DISCLAIMER All Combat training activities involves the risk of injury to oneself and others and great care must be taken in carrying out such activities. Please consult your Physician before undertaking any activity described in this book. Expert guidance should be sought and equipment checked for reliability before any activities described in this book are carried out. The authors and publishers cannot assume responsibility for damage to property or injury, death or loss to persons which may result from carrying out the activities described in this book. In carrying out the activities described in this book, persons do so entirely at their risk. Any views or opinions expressed are solely those of the author and are based on personal interpretation and are not meant to constitute legal advice as to any factual situation, literature or philosophy. We are greatful to the countless authors, philosophers and professionals whose ideologies have inspired us. It is not practically possible to enlist this, but nevertheless their influence in shaping this book is held invaluable by us. All rights reserved. No portion of this book may be copied, retransmitted, reposted, duplicated or used otherwise without the express written permission of the authors. Any disputes that arise are subject matter of Mumbai, India jurisdiction.
ISBN number 978-81-907765-2-3 has been printed for the purpose of unique identification of this book. All correspondence to be addressed only to
[email protected] www.commandocombat.com
DEDICATION Dedicated to our Teacher, Richard Bustillo, who taught us to flow in the Dance of Life
dR. DEEPAK RAO Dr. Deepak Rao has a doctorate in Medicine as well as a Doctorate in Military science and has the prestigious Law Enforcement Training certification from American society of LE Training. He is scuba qualified with Professional Association of Diving Instructors, USA. He holds an 8th deg black belt in Military martial arts. He has trained in various martial arts for over 34 years. Dr. Seema has an MD and an MBA in company crisis management. She is parajump qualified by Indian Air Force under special directive of the Air Chief. She has a 6th deg Black belt in Military martial arts. She has trained in various martial arts for over 24 years. Both Raos are IMB Instructors under Richard Bustillo, their teacher in Jeet Kune Do. Richard Bustillo is an original student of Bruce Lee and founder of the prestigious IMB academy, the first academy to teach JKD in the world after demise of the legendary Lee. The Raos represent the IMB Academy in Asia and India to propogate Jeet Kune Do as taught by Richard Bustillo. The Raos have trained more than 15,000 soldiers in Close Quarter battle over 15 years selflessly without compensation as a selfless service to the Nation. They have received the Army Chief appreciation letters twice for their work in modernization of CQB.
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dR. SEEMA RAO Their innovative methods of Reflex shooting & CQB tactics have been used in modernization of the Counter Terrorism training curriculums by Indian forces. They have penned down their research in their book ‘Encyclopedia of Close Combat Ops- Advanced Commando Combat System’ This book has been distributed by the Indian Home Minister to all forces fighting terror and has been found very useful by the Army, Police, Special forces and Anti Terrorism Squads in honing up their close combat skills. Their books have also been well received by the FBI, Interpol and SWAT units all over the world. The Rao couple have received commendation letters from the Home minister, Chief Minister, Director Generals, Army Commanders, Police Commissioners as well as the World Peace Diplomat award from the world peace congress in 2008. They have been featured by National Press (times of India, India Today, Femina, Savvy, etc) and International media (“V” mag) The Raos have formed an organization registered as a public trust by the government , the UCCA: Unarmed Commando Combat Academy. Via this organization, the Raos continue their selfless service to the Nation in modernization of Close Quarter battle.
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ACKNOWLEDGEMENTS Dr. Sanjay Pandey, the first student of Bison System. Thank you for everything. Thank you for being the ideal student. When the student is ready, the Teacher appears. Dr. Sheetal Maniar, Thanks for being the sparring partner for perfecting the Bison System! It would not have been possible without you. Dr. Komal VS, Thanks you for the proof reading of the Bison Book. Thank you for your dedicated cinematography of the Bison Video. Dr. Anjali Bhimrajka, Thank you for securing the ISBN number. Thanks for being there each and every time we needed you. Heeresh Sharma, Ritesh Reddy, Nikesh Agarwal, Thank you for your participation in the photographs. Your technical skills were invaluable in the Stills! Kishor Dogra, Kumar KS, Anand Gonsalves, Gautam Pradhan, Thank you for your photographs and your participation in the Video. Anvitha Prabhakara, Thank you very much for helping us with the Press releases associated with the projects.
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Table of Contents CHART: 10 Commandments Of The Bison System ABOUT THE AUTHORS
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FOREWORD By Richard Bustillo
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HOW TO USE THIS BOOK
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SECTION 1: THE THEORY 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13.
Introduction Goals Of Exercise & Health Origins Of Martial Arts Modern New Age Martial Arts Myths & Realities Of Combat Arts Development Of Military Martial Arts Bison System: The JKD Of Military Unarmed Combat Sun Tzu’s Art Of War Doctrines Jeet Kune Do Concepts JKD Technical Specifics Close Quarter Battle Tactics “Samurai Bushido” The Warrior Code Ten Commandments Of The Bison System
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SECTION 2: FIRST AID 14.
First Aid For Unarmed Combat
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SECTION 3: THE BASIC COURSE MODULE 15. 16. 17. 18.
19.
20.
21. 22. 23. 24. 25. 26.
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Technical Synopsis Basic Course Module Stance of Fighting Ranges of Fighting Levels of Fighting i. Level with Hand ii. Level with Foot iii. Level with Elbow & knee iv. Grappling Levels Angles of Fighting i. Eleven ii. Extreme Eleven iii. Line iv. Tee v. Rear States of Fighting i. Gas ii. Liquid iii. Solid Basic Kicks Basic Punches Basic Trapping Basic Vital Strikes Basic Knee, Elbow & Head Butt Techniques Basic Grappling Techniques i. Grabs ii. Locks iii. Throws iv. Falls
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94 99 103 111 112 114 118 122 125 126 128 128 129 129 131 132 132 133 135 153 167 170 179 187 188 190 198 204
27. 28. 29.
Clap Flow Footwork 8 Types of Opponents
208 213 228
SECTION 4: INTERMEDIATE COURSE MODULE 30. 31.
Technical Synopsis Intermediate Course Module Defensive Range (Retreat Backward Range) i. Evasions ii. Block & Parry iii. Counters iv. Interception 32. Tap Tap Range (Static Range) i. Angle Eleven a. Gate Boxing (High) b. Kick Boxing (Middle) c. Low Kicks (Low) ii. Angle Extreme Eleven iii. Angle Line Trapping iv. Angle “Tee” Straight Blast v. Angle Rear Attack Combo 33. Rush Range (Advance Forward Range) i. Mountain Rush (Overhead Level) ii. Standard Rush (Head Level) iii. Bison Rush (Chest Level) iv. Diamond Rush (Abdomen Level) v. Rat Rush (Groin Level)
240 244 247 252 264 272 276 278 278 282 288 290 294 300 302 309 310 311 314 316 318
SECTION FIVE: ADVANCED COURSE MODULE 34. 35.
Technical Synopsis Advanced Course Module Grappling Range Neck Grabs i. Side Neck Grab ii. Reverse Neck Grab
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36.
37. 38. 39. 40. 41. 42. 43.
Defensive Rushes i. Defensive Rat Rush ii. Defensive Valley Rush iii. Defensive “Tee” Rush Rear Angle States JKD Commandments of Sparring Clap Exit Mob Situations Defense against an Edged Weapon i. Outfighting Skills ii. Infighting Skills Defense to Firearm Threat
333 334 336 337 339 340 342 346 354 358 360 362 366
SECTION 6: COMPLETE TECHNICAL SYNOPSIS 44.
The Complete Compilation of all Three Modules
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ACKNOWLEDGEMENTS
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GLOSSARY
394
SAMURAI BUSHIDO CHART BISON PHILOSOPHY ABOUT THE INDIAN BISON
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Foreword By Richard Bustillo
Original Student of Bruce Lee, President, IMB Academy Inc
The Spirit of Bruce Lee has touched every corner of this earth. In India, the Bruce Lee legacy has reached Dr. Deepak Rao and Dr. Seema Rao. The Raos have devoted themselves to imparting their knowledge of Bruce Lee’s Jeet Kune Do to the people of India and the entire world. Their hope is to preserve and perpetuate the legacy of Bruce Lee’s Jeet Kune Do in law enforcement agencies and all branches of the Indian military. The warfront is constantly changing. As a result, military training must evolve as well. Modern military training is constantly perfecting ways to defeat the enemy and win the war. This begins with the individual military soldier’s fight. Bruce Lee said, “The individual is more important than any style or systems.” The individual must be strong in both mind and body. Additionally, it is also important to note, that when individuals are joined, they are mighty. Dr. Deepak and Dr. Seema have realized a need to conceptualize Military UnArmed Combat for survival. They have cultivated the late Bruce Lee’s training methods, philosophies, and concepts of training into a simple, direct, and practical unarmed combat art. Bruce Lee’s philosophy of “most don’t plan to fail, they fail to plan,” should awaken every individual soldier’s attention in succeeding in unarmed combat. Drs. Seema and Deepak Rao are a unique couple. Because both are trained as medical doctors and martial artists, they offer more by teaching potentially life saving training through military martial arts. They believe that it is easier to teach the young than to repair an adult. This intellectual couple wants nothing but the best for the people of their country. The Raos do not keep Bruce Lee’s art secret in their new book, JKD of MILITARY UAC. They openly share the benefits and values that Bruce Lee’s Jeet Kune Do can provide. They are a positive influence. Introducing your unit to the JKD of MILITARY UAC will help change their lives for the better. It will improve their confidence to survive in this combative world of today, while improving the combat efficiency of the force.
R. S. Bustillo
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How to Use this Book In order to study the Bison System of Military JKD, the UAC Instructor of the Forces Unit or the Battallion Training Officer needs to follow the following stages. 1. First READ & STUDY each chapter. Remember this is a concept book. Study it for concepts and don’t look for specific techniques. 2. Next try out TECHNIQUES solo in air with an imaginary opponent. Practice each technique first slowly for developing PRECISION, then with SPEED and finally with POWER. 3. COOPERATIVE PARTNER TRAINING: Now practice with a cooperative partner each technique and drill. When you try out a technique, your partner must passively cooperate offering his body as a reference guide to your movement. 4. NO CONTACT SLOW SPARRING: After substantial solo practice, try out the skills in Sparring. Initially spar slowly, then slowly increase to moderate pace. 5. SLOW PACE CONTACT SPARRING: Use protective gear and spar with slow to moderate pace making full contact. 6. HIGH PACE CONTACT SPARRING: Now repeat with full speed and power. 7. VIDEO SHOOT your sparring. Look for angles, levels, states and ranges used and not used by you and your opponent. Correct yourself. 8. Use EQUIPMENT like a Heavy Bag to practice the various techniques and develop solidity and penetration in your techniques. 9. KEEP THINKING about various concepts even when you are not training. Certain specific questions will arise in your mind, look for answers specific to your questions within. 10. TAILORMAKE techniques specific to your body constitution, aptitude and past training. Use the concepts to develop your own techniques.
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Using this Book at Various Levels by UAC Practitioners THE BEGINNER - The Novice / Kickboxing Practitioners
The Beginner would be soldiers who have just started learning martial arts for less than a year in a Kickboxing art, like UAC, Karate, Taekwondo, Muay Thai, Kali, etc Use this book to develop basic techniques from various Ranges, specially from other Ranges which you are not exposed to. A Soldier who is into a kicking art should pick up basics of Boxing, Knee-Elbow range and Grappling. Proceed slowly and try to understand the concepts outlined.
THE INTERMEDIATE STUDENT - The MMA Practitioner
The Intermediate student would be a soldier who has been doing martial arts for at least 1-4 years with expertise in at least two ranges, say Kicking art like Karate and Grappling art like Submission grappling. Use this book to understand Concepts of Range, Angle, Level, State and how to use Footwork to get there. Perfect Techniques and Combinations described here and try the applications in Sparring.
THE EXPERT – The UAC Instructor / Martial Arts Instructors
The Expert would be a Soldier with at least 5-10 years of experience who is an Instructor in his art and someone who has a keen interest in Sparring or Combat. Use this book to understand the whole concept of Sparring with varying Parameters of Angles, Ranges, Levels and States. Perfect using all of these in order to spar with the three moving ranges – Static, Defensive or Rushes. Now start developing your own Techniques & Combinations in each parameter of Range, Angle, Level & State. Use JKD to find your way. So at every stage, Absorb what is useful. Take what works and keep analyzing and experimenting. Keep Training and keep Sparring.
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1. Introduction:
THE JKD OF MILITARY UNARMED COMBAT Military Martial Arts have a singular goal – to terminate the enemy or opponent in the shortest possible time. During World War II UAC methods were hastily compiled by the Allies for training the armies world over. These methods were derived from traditional martial arts like Wrestling, Judo and Karate prevalent at that time. Even today, the modern day combatives are derived from BJJ< Brazilian Jiu Jitsu (a ground fighting art). Martial art instructors are not familiar with the military applications & requirements and military instructors do not have a professional background in martial arts, other than the sport versions of Wrestling, Judo, BJJ, Taekwondo & Karate. The most recent addition to military martial arts is Krav Maga, an art centering on street fights, escapes from collar grabs, wrist grabs, neck locks and bear hugs, a scenario not applicable to the military, where silent and sudden termination tactics are the rule. The Rao couple, Prof. Dr. Deepak Rao and Dr. Seema Rao, spent 17 years of their life, researching & training over 15,000 soldiers from the Indian forces in Close Quarter Battle and Unarmed Combat. They have over three decades of professional expertise in various martial arts. They draw inspiration from their Teacher, Richard Bustillo, Original student of Bruce Lee and President of IMB Academy, Inc in Torrance, LA, USA. Bustillo is known as the Iron Dragon of JKD and is one of the most sought after Instructors on Jeet Kune Do; the art founded by Bruce Lee. The Rao couple are also representatives of IMB Academy in India, to spread Bustillo’s JKD teachings in Asian sector. The Jeet Kune Do concepts are a guideline to problem solving inside and outside the arena. The JKD concepts as understood by us can be summarized in brief as follows A) Research the truth or subject at hand: under guidance of an expert without any bias or preformed notions with an open minded approach B) Absorb what is useful & C) Reject what is useless: depending upon whether they meet the criteria of Simplicity & Economy of Resources, Directness and Efficiency. D) Tailor make whatever has been absorbed to your self, your situation and requirement
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Now applying JKD to the military martial art requirement, there was a need for an art which meets the following: A) The Art must cater to no height, weight or age category B) All techniques must be aimed at termination or crippling vital targets C) All techniques must be simple, few in number, easy to learn D) All knock downs must take Less effort and the shortest possible time E) The Art must be principle based, allowing every individual to modify it to his advantage and constitution. The Rao’s research led to a modern day art “The Bison System”. This military art has been developed by the Rao couple after 17 years of training the cross section of the Indian forces. Their efforts in modernization of Close Quarter Battle training has received two Army Chief appreciations. The Indian Bison or the Bos Gaurus is a very aggressive animal, standing 2 m tall, with 32 inch horns and weighing 2 tons. Its principle enemy is the Tiger, which it rushes head on and often gores to death. The Gaur Bison is not to be mixed with the American Bison, which is a timid animal often hunted and now almost extinct. The Gaur is also known for its principles, the entire herd standing in a circle around the calf confronting the tigers. True to the philosophy of the Bison is the logo of the Bison System – “Rush to Win” The Rao’s Bison system has the following JKD features: A) Each opponent is fought with a different STRATEGY depending on his size, height & aggression level. B) ATTACK first, Attack fast, Attack hard and suddenly to force the opponent to adopt a defensive approach C) The appropriate RANGE or distance is to be selected depending on your advantage and to the opponent’s disadvantage. D) The hardest parts of the body are used against the softest parts and VITAL organs of the opponent. E) The best available ANGLE is selected to attack the opponent and disrupt his defense. F) Attack is launched at the appropriate LEVEL (Head, Body, Groin, Leg levels) depending upon the height of the opponent.
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G) Attack is always launched in rapid COMBINATIONS rather than singular, giving the opponent no time to think. H) A correct STATE (Ice-Static, Water-Bobbing, Gas-Prancing) of engagement is adopted depending upon stature of the opponent. Almost all the elite Special Op forces of India have been trained by the Rao couple. The Rao’s have helped in modernizing the Counter Terror CQB training curriculum of various Indian forces. Many of the special operation units of the Indian forces have gone on record stating that they have benefited immensely from Rao’s expertise in Close Quarter Battle training. Today, world over, the Bison system is regarded as the most modern military martial art. Dr. Komal From the Desk of Administration, Unarmed & Commando Combat Academy www.commandocombat.com
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2. Goals of Exercise & Health 1. FITNESS A. STRENGTH All the muscles of the body must be able to work against a big load or resistance for a short number of contractions or few repetitions. e.g. Pushing a fridge, Lifting a TV, Push-starting a Car, Helping up fallen old lady. B. ENDURANCE All the Muscles of the body must be able to work against a Small load or resistance for Many number of contractions or many repetitions. e.g. Carpentry or Using Hammer, Climbing Stairs, Crunches, Martial Arts. C. CARDIO The Heart must be able to supply enough blood during steady movements of the body in Aerobic exercise where one steps up the rate of breathing. e.g. Cycling, Walking, Jogging, Stair Climbing, Swimming. D. EXPLOSIVE POWER All Muscles of the body must be able to suddenly produce a spurt of power to engage in an sudden intense activity. e.g. Running, Sprinting, Rock Climbing, Martial arts, etc. E. FLEXIBILITY All Muscles of the body must be able to Stretch to their maximum during work. e.g. Touching Toes, Hanging from a Bar, Reaching out under a table, Martial arts, etc. F. COORDINATION All Muscles of the body must be able to work in Sync & Harmony for maximum ease of activity. e.g. Badminton, Table Tennis, Combing, Driving, Martial arts.
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2. PHYSICAL HEALTH A. GASTROINTESTINAL SYSTEM No Acidity, No Piles, No Fissures, No Constipation or Loose stools B. CARDIOVASCULAR SYSTEM No Loss of stamina, No gasping on climbing stairs or Walking 1 km, No High Blood Pressure C. RESPIRATORY SYSTEM No breathlessness at night, or at rest, No frequent colds, cough D. NERVOUS SYSTEM No tremors, No clumsiness, no fits, no drowsiness E. URINARY SYSTEM No difficulty in passing urine, no burning urination, no repetitive urination F. GENITO SEXUAL SYSTEM No premature ejaculation, no difficulty in erections G. ENDOCRINE / GYNEC SYSTEM Normal Blood Sugar, No high Cholesterol, Regular menses in women, no pain, no lumps in breast H. ORTHOPAEDIC SYSTEM No bone pains, no backaches, no neck pains
3. MENTAL HEALTH No Anxiety & Over-reactions to Stress No Mood changes, No Depression Good Sleep – falling asleep, maintaining sleep & waking up feeling good Good Family & Social interactions
4. BODY FIGURE & WEIGHT No Overweight OR Underweight state
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No Pot belly- you must be able to see your toes! Full Chest & Chest bigger than Belly
5. BODY POSTURE Neck held with Chin up Chest held thrust out Arch of Back maintained Stomach pulled in Knees not slack or bent
6. NUTRITIONAL HEALTH Complex Carbohydrate – Wheat, Multigrain flours Essential Amino Acids in Proteins – Egg, Soya, Milk, Sprouts Polyunsaturated Fatty Acids – Saff Flower Oil, Groundnuts, Almonds Fibre – Vegetables Water Soluble Vitamins – Vegetable Fat Soluble Vitamins – Fish, Carrot, etc Minerals – Sodium (Salt) Potassium (Fruit) Calcium (Milk) Magnesium (Mango, Pineapple, Til) Biological Active Water – Fruit & Vegetable Juice There must be no habituations to a) Nicotine b) Alcohol c) Medications d) Substance Abuse Cannabis, Morphine,etc d)No medicines should be required to control Blood pressure, Blood sugar or Blood Cholesterol
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7. BALANCED LIFE STYLE One must be able to devote time to all facets of Life namely Work, Family, Personal & Social areas. MARTIAL ARTS along with running and gyming will result in overall physical fitness and also help in developing good philosophy of combat in and outside the arena.
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3. Origins of Martial Arts Bodhidharma, Buddhas principle disciple, was a aggressive monk, walked on foot from Kerela to China with his troop of disciples. In order to be fit for the journey & to ward off bandits & fight animals, he devised a few exercises based on animals. On reaching China, this got modified into KENPO which later became KUNG FU. A diluted version of this reached Okinawa Japan & became KEMPO KARATE. In Southern China, Bodhidharma’s Kenpo was modified by Lady Chun to form a softer art WING CHUN, made of small steps & low kicks. In Northern China, The Shaolin Monastery Kenpo became inspired by animals & high kicks into many ANIMAL FORMS of Kung Fu like TIGER CLAW, MONKEY, CRANE, PRAYING MANTIS, etc. CHOI LI FUT was another popular atyle of Kung Fu with high Kicks. In Japan, Kempo became SHOTOKAN KARATE (Hard Style with Deep Stances, founded by a 22 year old FUNOKOSHI GICHIN) & GOJURYU KARATE (Hard & SoftUpright Cat stance, founded by MIYAGI). SHITORYU Is the modern variant of GOJU & KYOKUSHINKAI founded by MAS OYAMA, (The monk who perfected Karate by killing 80 Mountain bulls). Closer Grappling version was JIU JITSU. This got modified into sport version without Neck Locks into JUDO by JIGORO KANO, who also founded the BELT SYSTEM. Similarly in Korea, TAEKWONDO, a purely Kicking art was born with sub styles. In Filipines, KALI or Stickfighting was born. In France SAVATE was born. In Europe, WRESTLING & BOXING was founded as sports. Recently Grand Master CACOY CANOTE brought together all styles of stick fighting in Filipines as DOCE PARES style. Today the most popular SPORTS are kicking (TAEKWONDO), Kick & Punch (KARATE), Punch (BOXING), Grappling (JUDO & GRECO ROMAN WRESTLING), Weapons (stick=ARNIS-ESCRIMA, Sword (Stick like KENDO & Foil like FENCING). WU SHU (which is the Kung Fu Sports Version of Demo with Weapons) KICK-BOXING: The legendary Lee’s Ideology was to combine Western Boxing with
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Eastern Kicking & go all out with protective Gear. This was tried out by Karate competitors in Europe & USA as KICK BOXING. In Thailand, this is practiced as MUAY THAI sport. In UK, Boxing was combined with Aerobics for women to get fit, called BOX AEROBICS. TAI CHI is the slow version of Kung Fu done to control stress. KRAV MAGA is Israeli Self Defense art founded by a Ex Army PT Instructor IMI LITCHINFIELD. Today KRAV MAGA Means MARTIAL ART, a generic word. The style of Krav Maga used in Israeli Military is called HAGANNAH. Krav Maga taught to civilians is a Street oriented self defense art with no military techniques. When Bruce Lee founded JEET KUNE DO, he applied the principles of Simplicity, Directness, Efficiency, Non Conventionalism with an Open minded approach to the various RANGES of combat namely Kick, Punch, Knee Elbow, Grapple & Ground fighting. The art is based upon techniques which can be used in combat in a no holds barred fashion, transcending style and tradition. DAN INOSANTO, RICHARD BUSTILLO & TED WONG are some of the well known JKD Instructors in the world.
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4. Modern New Age Martial Arts TRADITIONAL MARTIAL ARTS Are classified depending upon the distance adopted between the fighting practioners. Weapons Range Art (longest distance where only weapons can reach & there is less possibility of hand to hand) Examples of Martial Arts: Sword Fighting (Kenjutsu), Arnis (Filipino Stick Fighting), Fencing Kicking Range (A long distance where only the feet can reach the opponent) Examples of Martial Arts: Taekwondo, Savate Punching Range (An intermediate distance where only the hands can reach the opponent) Examples of Martial Arts: Boxing, Kicking & Boxing (Hand & Foot combat range) Examples of Martial Arts: Kick boxing, Karate Elbow-Knee-Head Butt - Trapping Range (An intermediate distance where punches & kicks are combined with knees & elbow - shorter parts of the upper limbs & lower limbs) Examples of Martial Arts: Muay Thai, Wing Chun Gung Fu, Filipino Martial Arts Grappling Range (A very close distance where only the two bodies are in close approximation). Examples of Martial Arts: Ju Jitsu, Judo, western Wrestling, Aikido Groundwork Range (when grappling continues on the ground - matwork) Examples of Martial Arts: Judo, Wrestling, Brazilian Ju Jitsu
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LAW ENFORCEMENT (Police) MARTIAL ARTS In many places all over the world, the Police & Law Enforcement agencies cannot use firearms on criminals even when they use knives, blunt weapons (like sticks, baseball bats) or firearms. The Police personnel are expected to DISARM the Attacker barehanded, use CONTROL TACTICS to tame & force compliance of orders and HAND CUFF the criminals who many a times are violent, drugged and uncooperative. It may involve escape & SELF DEFENSE techniques from various STREET SITUATIONS. This has led to the development of specialized Police arts called DEFENSIVE TACTICS. This is based on techniques derived from Close Grappling arts like BRAZILIAN JIU JITSU, AIKIDO & SUBMISSION WRESTLING. MILITARY MARTIAL ARTS & CLOSE QUARTER BATTLE (CQB) ARTS The Armed Forces all over the world need different type of fighting skills. These have to be offensive as there is no time to defend from the enemy. The only goal of military is to kill, cripple or handicap. The techniques also have to follow the KISS PRINCIPLE – “Keep It Short & Simple”. Skills of killing & handicapping with BARE HANDS, BLUNT WEAPONS like Rifle Butt, Helmet, EDGED WEAPONS like BAYONET & COMMANDO DAGGER and VITAL ORGAN DESTRUCTIONS are essentials of any Military Martial Arts. British Defendu, US COMBATIVES, Russian SAMBO and Indian BISON SYSTEM are all examples of Military Martial Arts. The Bison System is the Unarmed Combat component of the Military CQB art ACCS (ADVANCED COMMANDO COMBAT SYSTEM, (founded by the Dr. Rao couple) which is popular with Indian Forces. Note- The Israeli art of KRAV MAGA founded by an Israeli Physical training instructor, Imi Lichtenfeld boasts of military Applications, but in our opinion is more of a situational Street Self Defense Art dealing with escapes from various grabs & holds on the street.
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5. Myths & Reality of Combat Arts INTRODUCTION 1. Man, like other animals already knows to fight as survival is inbuilt in his genes. He wants to excel in combat with others as an ultimate assertion of his presence (offense) or in order to protect himself, his family or his assets (defense) 2. He is searching for MAGIC. He wants to know certain vital points where he can strike to quickly subdue his enemy, or certain methods of crippling, handicapping or creating serious dysfunction in his opponent. 3. The Martial Arts Instructors in the business of combat are well aware of this craving. They capitalize on this demand and create illusions of secret techniques which can be effortlessly applied and result in crippling the opponent. 4. Let us study some of the common marketing strategy used for improving business in various martial arts and increasing number of student enrollment. Many of these myths & folklore are common to various arts. 1. JUDO: Strategy a) The Black Belt The Belt concept was first adopted in Judo. The Black Belt is supposedly the ultimate stage in martial arts. He is invulnerable and can supposedly fight ten goons with swords with hardly any effort. In reality such characters belong to fictional comic books. Today the Belt concept is taken up by almost all martial arts. Strategy b) The Incredible Throw Throws are portrayed as a solution to every attack. One supposedly becomes a Phantom tossing goons around left, right and center.
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2. KARATE: Strategy a) The Kiai The loud shout which generates power in the navel and transmits it to opponent. In the boxing ring, boxers knock out their opponents without any yelling or fuss. The Kiai adds tremendous value to the arts and is now adopted my most eastern arts. Strategy b) Imperial Military Disciple Karate is taught as a military art, with the students not allowed to even bat their eyelids without the instructors order. Students fancy this as it is akin to Military discipline. This is one of the good points about Karate. 3. KUNG FU Strategy a) The Chinese Dummy The students strike this fancy wooden human like dummy, to replace actual sparring with real opponents. In recent times, the wooden dummy has awed many a audience interested in fighting arts. Strategy b) The Deadly Open handed Animal Strikes Open handed strikes like Tiger Claw, Snake Fangs and Eagle beak are nowhere as powerful as the closed fist. These look good only in movies. 4. TAEKWONDO Strategy a) Tall Flying Kicks Tall Flying kicks, Jumping, Turning, Sweeping, Spinning serve to stupefy the audience and sell the business. In reality flying kicks rarely work as the opponent can see it coming and merely side steps to avoid it. Strategy b) Olympic Sports Classification of Taekwondo as a sport adds a competitive edge with an element of safety, in fighting with padded protective gear. So no one gets hurt but all can compete. But this kind of fighting with legs only is far from the reality of street fighting where flying kicks rarely work.
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Strategy c) The Kata to replace Sparring People don’t like to get hurt, but like to still train in mortal combat. The Kata serves this purpose, fighting imaginary opponents in air via predetermined sequences. 5. KRAV MAGA Strategy a) Military Instructors & Military Art In Israel citizens are drafted into the army and serve in the forces for a short duration. Some instructors who teach Krav Maga claim this to be their credential. Some KM Instructors run “Military & SWAT” Courses in various parts of the world, where the law of the land allows civilians to shoot live firearms in private firing ranges without licenses. In these courses, local Units of Police and Army participate in individual personal capacity. In the Police, SWAT means “Special Weapons & Tactics” Teams. In Krav Maga the word SWAT refers to “Self Defense to Weapons Tactics” and probably has no relevance to Police SWAT. Strategy b) Street Self Defence in Short period Certain street situations like Hand Grab, Collar Grab, Choke, Bear Hug form major part of curriculum. Students are taught how to give standard response to each of these. No Punching, Kicking, Striking or Throwing is taught in detail. The 10 day course claims to make an instructor out of people with no serious background in martial arts. 6. TAI CHI & AIKIDO Strategy a) Hit with Inner Energy Little or No external force is required as these arts advertise. They hit with inner energy rather than external force. Tai Chi claims to use inner “CHI” whereas Aikido throws many opponents at the same time with supposed inner “KI”! 7. KALARIPAYAT & CAPOEIRA Strategy a) These are more of synchronized, co-ordinated dance movements and less combative in application. Strategy b) Magical moves on pressure points can paralyze the opponent , whereas pressure on healing points cure him of every ailment No Science will testify to secret points. Vital points are known to every martial artist
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like the groin, solar plexus and shin. There are no “paralysis” points or “Healing points” known to man as per conventional scientific thought. 8. KICKBOXING Strategy a) Fancy Gyms, Boxing Rings, Punching Bags, Equipment Aerobic & Fitness Kickboxing is the same old martial arts marketed as a FITNESS Mantra. Taught without any discipline, with club culture, music, mirrors, mats and with Aerobic style counts by Fitness instructors.
The Reality In Martial Arts 1) All humans already know how to survive & fight, some better some worse. A good Instructor will channelise this existing survival instinct and build technique on that. 2) The taller heavier and more aggressive man always has a distinct advantage and that’s why there are weight categories. Realize this and you will learn to beat the odds. 3) Fancy stuff like Flying Kicks, Tiger Claw strikes to secret points, loud shouting does not assure you victory on the street. This era is of Reality based arts Muay Thai, Jeet Kune Do, Mixed Martial Arts& BJJ. 4) Martial arts can only be learnt by sparring with uncooperative opponents and not by Air practice. In the words of Lee, ‘You cannot win a sprinting event by daily jogging around the track’. In order to be good in fighting, Regular Sparring is a must. 5) Martial Arts are meant for the primary goal of survival in street fight or mortal combat. Don’t do martial arts primarily for Fitness, Style or Recreation. These come as side effects to the martial artist.
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Combat Arts Perspective Combat Arts are of three types: Traditional Martial Arts have traditional technique and are used in sport & Street fighting to overpower and injure the opponent. Defensive Tactics are used by the Law Enforcement to control, subdue & capture Law breakers without causing grevious injury. Military Martial Arts -Unarmed Combat & Close Quarter arts have only one aim, to eliminate in the fastest & simplest possible way. Period.
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6. Development of Military Martial Arts In Britain Military Close Quarter Combat (CQB) Arts are very different from Civilian Martial Arts. Tracing the development of Military Martial Arts (Now also called ‘Combatives’), it all started with World War II, when British Army started developing a quick system of Hand to Hand Combat for Unarmed Combat. This was hastily compiled with major influence by judo & wrestling. Thus they used to catch a punch, grab a kick, grab a bayonet thrust at them and throw! Very impractical, but this method spread all over the allies as UAC. In China In 1926, William Fairbairn developed “Defendu” derived from Chinese Martial Arts and Kodokan Judo. Defendu was developed to train the Shanghai Police and was later taught in expanded form to the American OSS and SOE members during World War II. Fairbairn was called upon by the British to help train Allied Troops in World War II. In USA The US OSS Col Rex Applegate, in an attempt to modernize Hand to Hand Combat, wrote the famous manual “Kill or Be Killed” which was a Defendu and Fairburns art derivation with predominantly Grappling influence on Military H2H. He also emphasized “Quick Pistol Shooting”Techniques in CQB & use of Fairbairn Sykes knife in cutting Windpipe for Sentry Termination. This got modified into the US Marines Manual. In 2000, the FM UAC Manual was derived from Brazilian variation of Judo (BJJ) and Russian Sambo, a sport wrestling. In Israel An Instructor in Physical training for Israeli Defense forces, Imi Litchinfield developed a newer system of military martial art. This art was modified for civilian application and called Krav Maga. The military version is popularly known as Hagannah.
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ACCS: The Indian CQB Art In India, the Dr. Rao couple, Prof. Dr. Deepak Rao and Dr. Seema Rao were passionately involved with modernizing Military close combat martial arts from 1994. They founded the Close Quarter Battle (CQB) art ACCS: Advanced Commando Combat System on the basis of their 16 years of research and experience of training over 15,000 personnel from the Indian forces. ACCS included all CQB components namely a) H2H – Hand to Hand (Unarmed Combat) b) H2W – Hand to Weapon or Defense to Edged Weapons, Firearm Threats, Bullet evasions, etc c) W2H - Weapon to Hand or Sentry Termination techniques with Dagger, Garrotte etc d) W2W – Weapon to Weapon or Reflex Shooting drills to reduce reaction time. ACCS is well known for its innovative technique of of close quarter shooting (Rao System of Reflex Fire) which has been predominantly developed for CQB operations for use of the Indian forces by the Rao’s. This technique called “Reflex Shooting (Rao system)” is different in two respects, in that it advocates carrying the rifle barrel pointing upwards during engaging target and in aiming only with the foresight to reduce time taken to shoot. The forces have used this application to reduce their reaction time and improve shooting accuracy.
BISON SYSTEM The H2H or Unarmed Combat component of Rao’s ACCS art was called Bison System and included skills which could be learnt quickly without much precision training and used at vital points to kill in mortal combat. Principles of Mob fighting (like putting the Mob components in a straight line in order to neutralize the numbers), Weapons Defence, Concepts of Line of Fire, Arc of Thrust of a Edged Weapon, etc were redeveloped after thorough research. This art of ACCS along with its UAC component, the Bison System has been studied
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and trained in, by many Indian Forces. From last 16 years till date 15,000 soldiers have been trained in this modern method without any compensation by the Rao couple. ACCS is the newest and most modern military martial art to hit the world.
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7. Bison System: The JKD of Military Unarmed Combat The Bison System of Military Unarmed Combat is based on three of the Worlds Best War Doctrines - Sun Tzus Art of war, Jeet Kune Do concepts and the CQB philosophy, Hit first, Hit fast & Hit to Kill. The Bison System motto: Rush to Win! The UCCA - Unarmed Commando Combat Academy LOGO has 3 popular Commando insignia 1. The Commando Dagger stands for precision & accuracy of the commandos strike, while highlighting the silent nature of the covert op. 2. The Flash of Lightning stands for speed & suddenness of the strike to must catch the enemy off guard, enabling return to friendly lines before enemy’s counter reaction. 3. The Jungle Cat which represents agility and fluidity, outlining an openness of thought, action and deed. Bison System aims at developing these qualities in the soldier, so that he is able to perform his profession of killing; silently and efficiently. It also prepares him to survive adversity and effect a successful return to the safety of his base camp. The UCCA motto is: One Enemy, One Chance, One Strike, One Kill!
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8. Sun Tzu’s Art of War Doctrines General Sun Tzu was a Chinese military advisor who wrote the famous masterpiece “Art of War” based upon his experience in gaining many war victories. In summary, his doctrine is enumerated below:
Before the Battle 1. 2. 3. 4. 5. 6. 7. 8.
Win without fighting, if possible Compare Constant factors with enemy: Morale, Commander, Doctrine, Terrain & Weather Choose the Battleground Know the Battlefield Know Yourself / forces Know the Enemy / Use of Spies Plan & Strategize well, Strategy before Tactics
During the Battle 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.
Have High Moral Integrity Enforce Discipline Care for Soldiers Well being Develop Uniform level of Courage Develop Teamwork, Employ Teamwork, whole Team works as a Unit Avoid the avoidable factors Attack from Strong Position / high ground Take the Offensive: Occupy the Battlefield first & wait for the enemy Prioritize Be Flexible Use Surprise, Use unexpected routes & methods Use Deception
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21. 22. 23. 24. 25. 26. 27. 28.
Attack by Fire Speed, Timing, Momentum of troops is essence to win Be Persistent Take advantage of Opportunity & whatever the situation Combine extraordinary force to win with ordinary force to engage enemy Break the rules where necessary Avoid enemy’s strength, attack his weakness Take advantage of enemy’s Unpreparedness
After the Battle 29. 30.
Build on your success, Use your victories While in Peace, Train for War
ACCS & Bison System
employs the following Strategies & Tactics from Sun Tzu’s Art of War in its methodology. Level 0 “THE WARD OFF” - Winning without fighting! – Rarely, when Special force is deployed in a civil scenario or a control situation like in mob dispersal, simple harmless attacks like slapping the ear or clapping the palm on the groin will deter further resistance or engagement. THE KICKING RANGE Level 1 “HARRASS THE TRANSPORT” – Destroy the Limbs of the opponent to disrupt mobility Level 2 “IMPAIR THE FUNCTIONING” – Organ Damage by hitting Abdomen on Solar Plexus, Groin, Kidney, etc to impair functioning THE HAND RANGE Level 3 “CUT THE SUPPLY” – Stop Air & Nutrients by attacking the Neck Level 4 “DEADEN THE SURVELLIANCE” – Deaden Senses by attacking the Eyes Level 5 “FIRST DEMORALIZE, THEN INVADE – Box in Combinations to hurt body & break the morale of the opponent before entering close to opponent for the kill
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THE KNEE ELBOW RANGE Level 6 HAMMER THE ANT” – use strongest weapons of Elbows & Knees on face & body of the opponent THE GRAPPLING RANGE Level 7 A )“DESTABILIZE” by throwing B) “ATTACK FROM HIGH GROUND” by hitting groin to cause bending of body before grabbing neck C) “USE THE TERRAIN” – take advantage of surroundings to impact the head of the opponent THE HANDICAP & KILL RANGE Level 8 “BLUNT WEAPONS & OBJECTS - USE THE ENVIRONMENT” – Use hardest weapon on softest target of opponent. Use of Blunt, Sharp & Unstructured Objects (stones, etc) from environment on the face, head, groin, eyes to cause handicap to opponent. Level 9 “SHARP EDGED WEAPONS & OBJECTS - THE MORTAL BLUFF” Use a Knife or any sharp object like a pencil, scissor, broken glass on face of opponent to cause severe bleeding. This must convince an opponent that you will kill him even if you don’t intend to and deter further engagement. Level 10 “BLUNT or SHARP WEAPONS or FIREARMS to EXTERMINATE - THE MORTAL KILL” – Use Blunt & Sharp objects to effect various CQB methods of Termination to quickly end engagement with opponent & carry on with the operation. “DEFENSE” – Make the Enemy play your Game by resorting to first attack tactics with your best techniques & best range, rather than let the opponent attack & make you respond.
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9. Jeet Kune Do Concepts The JKD CONCEPTS are theories developed by the legendary Lee and propagated by his students. Richard Bustillo, an original student of JKD, one of the leading instructors in JKD & Teacher to the Rao couple. The concepts are explained below as we understand it : 1.
2. 3.
4.
RESEARCH THE TRUTH – Train in all ranges of combat – KICKING, PUNCHING, KNEE & ELBOWS, GRAPPLING & GROUND RANGE (Use in Life Philosophy: Research various aspects, advantages & disadvantages of the problem, situation or decision under guidance of a competent authority. Without guidance of a competent expert, your research could be based upon personal bias) ABSORB WHAT IS USEFUL – based upon 6 principles below REJECT THE LIMITATIONS– based upon 6 principles below a. SIMPLICITY – ”HACK AWAY THE UNESSENTIALS” Work with Fewer strikes, weapons or smaller degree of effort & movement (Use in Life Philosophy: Use lesser resources) b. DIRECTNESS – “SHORTEST DISTANCE BETWEEN 2 POINTS IS A STRAiGHT LINE” Be non telegraphic (Use in Life Philosophy: Be Direct, don’t beat around the bush, go straight to the heart of the problem without detours) c. EFFECTIVITY – “LONGEST WEAPON - NEAREST TARGET & HARDEST WEAPON – SOFTEST TARGET” Attack Primary Targets i.e. Eye & Face, Groin, Knees & Shins. (Use in Life Philosophy: Whatever you do, it must work. Be efficient) d. OPEN MINDED – “NO WAY AS THE WAY, NO LIMITATION AS LIMITATION” Be Open to any technique or tactic that will work. (Use in Life Philosophy: Open your mind to every possibility) e. FLUIDITY – “BE SOFT YET NOT YIELDING, BE FIRM YET NOT HARD” If he pulls-push, if he pushes-pull, take him where he wants to go! (Use in Life Philosophy: Don’t oppose or Don’t give way completely to force) f. NON CONDITIONAL (NON TRADITIONAL) ” (Use in Life Philosophy: Don’t make decisions based upon previous conditioning of thought, attitude & behaviour)
TAILORMAKE & ADAPT WHAT YOU ABSORB TO YOURSELF & THE SITUATION “EACH MANS TRUTH IS DIFFERENT”
• IF YOU ARE HEAVY – Adapt techniques to the Grappling Range • IF YOU ARE FLEXIBLE – Adapt techniques to Kicking Range • IF YOU ARE LONG LIMBED – Adapt techniques to Punching Range (Use in Life Philosophy: Whatever has been absorbed, adapt & tailor make it to suit your resource, situation & requirement)
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5.
”KNOWING IS NOT ENOUGH, YOU MUST APPLY & WILLING IS NOT ENOUGH, YOU MUST DO” Enter and Exit to Ideal Range, where you have the advantage & do what is appropriate without hesitation or fear (Use in Life Philosophy: Apply what ever you have concluded)
Detailed Explanations of the JKD Ideology & Concepts The JKD Ideology is based on the following principles, applicable to Combat as well as to Life. If you are smart, you wil learn to use JKD in combat, but if you are wise, you will also learn its application in Life.
Simplicity.
Mechanically, the more parts a machine has, the greater the chances of it breaking down. Accumulation of techniques only adds complications. Being simple in nature, JKD believes in few tools practiced to the point in which they are extremely efficient. Hence simple tools like the lead jab and lead side kick to the groin or knee are perfected.
Directness.
A line, being the shortest distance between two points, is the most logical path rather than a curved detour to reach the final destination. In being direct, no excess motion is exerted. For example, If an assailant grabs your wrist, some forms of martial arts may teach you to stomp on their foot, lock the wrist, take them down to the ground, and then finish them with a strike to the throat. The direct approach would be to strike them in the throat right in the beginning. Hence there is no punching from the waist. Also, Interception is preferred to Counter & parry as it is a more direct path to the goal.
Effectivity.
JKD believes in absorbing the useful and rejecting the limitation. Only techniques which work are taken. For e.g. the sport rules of various fighting are discarded and the foul techniques are imbibed. JKD uses any means necessary to accomplish this task. If grabbed you may bite, scratch, or pull hair or whatever best fits the situation.
Non Classical.
Practitioners do not wear uniforms, they do not practice forms, and they don’t waste time with complicated techniques simply because of tradition. Shoes are worn, and training with equipment is given a lot of importance. Kata was vertical death, joked Lee.
Open Mindedness. JKD is open to newer ideas and concepts which work. It is a constantly evolving art. Principles from Filipino Martial arts now area regular part of JKD teaching curriculum worldwide.
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Fluidity. JKD believes in flowing, there is never an opposition to the forces and energies exerted by the opponent. All JKD techniques and responses are in accordance with the ‘flow’. JKD does not rely on one specific technique or another to counter an opponent. You should be able to adapt to the situation at hand. As an attack approaches, you adapt to it with the appropriate response. The opponents attack becomes your attack, as you fit into the opening created. Deflective parrying is preferred to rigid blocking. The rigid and unbending is the disciple of death, the soft and yielding the disciple of Life. Economy of Motion Use the least possible movement to achieve your goal. Evasion is preferred to parrying and Interception is preferred to Counter & parry. Trapping from close quarters is preferred to moving away from an attack and then stepping in to counter. Sidestepping is preferred to retreat. No Pick & Choose In the beauty of spring, there is no for or against. All branches grow, some short, some long. Make a hairbreadth difference and heaven and earth will fall apart. JKD does not distinguish between one technique and another, favoring neither but supports a better and simpler application of every technique. Balance JKD is balance of opposites. Meet hardness with softness. Meet softness with hardness. Opposite’s compliment each other not oppose. Therefore domination has to be complimented with yielding wherever necessary. Be soft, yet not yielding, be firm, yet not hard. Comfort in all Ranges JKD teaches you to be comfortable in all ranges. One learns to accommodate to the situation. Lee says “Be like water. It is insubstantial. It assumes the shape of the bowl.” Thus the JKD man fights and adapts to Long weapons range, Kicking, Punching, Knee-Elbow-Trapping, Grappling & Groundwork ranges. He also is the master of entry & Exit into & from all ranges
Adaptability
JKD can “fit in with any style”. This does not mean that JKD can be added to any style to make it more efficient, or vice versa. What it probably does mean is that JKD can counter an adversary regardless of their style or system. JKD believes that the basic body movement of all techniques from various different styles is always similar.
Longest Weapon on nearest target
Use your longest and strongest reach on the opponents nearest and most vulnerable target. In
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the words of Winston Churchill ‘If you hit your opponent, hit him with all your might or don’t hit him at all’. Thus the lead hand and lead foot is preferred to using the rear hand and foot.
Strongest Weapon Softest Target
Use your most powerful weapon on the weakest & most vulnerable area of your opponent. Like the side kick to the opponent’s knee
Non Conditional
The JKD exponent defies conditioning. The JKD man prefers to condition his opponent to a regular rhythm and then break it, he himself remaining free and resistant to conditioning.
Non Telegraphic
All JKD attack comes without forewarning or pullback. The punches do not start from the waist and the kicks do not start from the hips.
Individual more important than the system All systems are incapable of pliability and adaptability. The truth is outside of all fixed systems. So to find liberation in the arts, one must go beyond the system, beyond Judo or karate or Boxing, one must even go beyond JKD. As JKD is just a concept and not a fixed gospel. Experience over Technique In JKD experience is valued over and above technique. Experience teaches response and this is valuable compared to executing conditioned technique. The JKD man has experienced boxing, kicking 7 grappling instead of having learnt techniques from Boxing, Kicking and grappling arts. Teach how to Find Technique If you fish for a man, you will fend him for one meal. But, if you teach a man how to fish, you will fend him for life. Thus the fighting principles take precedence over individual technique. Strategy If there is a tactic, a strategy that makes you reach the goal faster, it must be resorted to. However one must distinguish between strategy and technical cunning. Therefore almost all attack in JKD is indirect, with feints & deception. Absorb what is useful Take what is useful to you, what works and develop from here. So develop what comes naturally to you rather than learn complicated technique. If you are big framed and heavy and have a natural penchant for grappling, well start your journey from there and develop further.
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Hack away the unessential Reject the rules, the limitations. Absorb the foul techniques of sport martial arts and use them to make your fighting more effective. So JKD teaches you to punch the kidney, the groin and jab the eyes, use headlocks and hammerlocks in grappling. Individual Uniqueness JKD is unique for each individual. The techniques that work for a big burly man are not the same as those which work for a small lean man. Each individual has to travel his journey to find something exclusively his own. His experiences which are unique to his self must form the core of his responses and his art. Spontaneity Muen Munshi. One thought. One Action. No Mind. For every thought there are two actions. Doing & Non doing. And for every thought and resultant action, there are a hundred doubts & uncertainties, a hundred minds. Buddha concluded under the Bodhisattva tree ‘Hack away the mind, it is the cause of all trouble’ the JKD man does not think technique, he does not hit. ‘It’ hits. The ‘It’ here refers to the No mindedness of the great origin. No Limitation as Limitation In JKD there are no limitations. For every rule there is an exception. The only limitations are those which you impose on yourself. So instead of this is better than that, the JKD man feels, This is another way of doing it! Hence JKD is a no Holds barred fighting. No way as the Way There is no fixed way. All routes lead to the same destination. Liberation. “Your Way May Not Be My Way, Nor My Way Be Your Way”. In JKD You find your own way. The JKD man is no styles, but all styles. All inclusive, excludes nothing. JKD is not limited to only punching, or only kicking. During training, comfort is to be developed in all ranges. It is fighting with any ability you may have… Full Belief, Total Conviction, Commitment & Discipline. We are here to question the answers and not answer the questions. Total knowledge is to question the Teacher, the teaching and the textbook. Once the debates are resolved, one must have full belief and conviction in his doctrine, unless proved otherwise. Complete commitment and rigid discipline must be exercised in its practice. Once the path is decided upon, there is no looking back.
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Forever Evolving JKD is forever evolving, getting better, losing its handicaps. The JKD practiced today may be different from JKD practiced yesterday as the individual may evolve. The Principles laid down in JKD may never change, though our understanding of their execution will better with time. Applicable anywhere JKD principles are applicable to Combat, Life and every possible place where greater effectivity is desired. JKD is towards personal Liberation JKD is one of the avenues through which life opens its doors to us. The goal of JKD is to know our ignorance. Knowing our ignorance is the best part of knowledge. In the words of Sun Tzu, If you know your self and the enemy, there is no fear in a hundred battles. If you know your self, but not the enemy, the odds are even. If you know neither yourself, nor the enemy, there is fear in a hundred battles. It is just a word. The JKD concept is a boat used to cross the river, once across, discard it.
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10. JKD Technical Specifics The Technical specifics of the JKD Ideology and how it differs from other teaching is outlined below:
Specifics of the art, (if any !) There are no rules, only guidelines. Every Rule has exceptions. Anything that works goes. However the art has to be tailor made to each individual’s constitution, stature and skill. The advantages from various Martial Arts are absorbed & the limitations/ disadvantages are rejected. There is a freedom from styles. The aim of the art is simply to cripple, immobilize or eliminate, in the shortest possible time with the most minimum of effort. There is no place for techniques which dont achieve this goal, as this is not about point fighting or sport combat. a) Stance & Footwork - The stance advocated is a narrow upright one, permitting quick springy movements, inspired by Western Boxing. It may be matched or unmatched. This is a street wise stance approach compared to the deep wide stance of traditional karate. b) Footwork - is from Fencing, is quick & springy, with many small steps rather than single long deep move. Economy of movement is advocated, with sidestepping options rather than stepping back. Balance developed is Dynamic, in motion, rather than in static stances. Fluidity & flowing with the opponents force is advocated. Resisting force is discouraged. c) Deflective Parrying is preferred to rigid blocking. Interception is preferred over Parry & Counter. d) Attacks: Lead Hand/ Foot Attacks are preferred. The Lead hand is closer to the target than the rear hand and hence is a better option in initiating the attack. Attacks are non focussed, going thru the target, rather than stopping at the target, before a pull back, as in traditional Karate. e) Non Telegraphic fast movements are preferred to Telegraphic ones. This principle advocates not pulling back the punch to the waist prior to delivery.
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f) Fighting is dynamic with Ranges changing from moment to moment. One learns to fight in all Ranges, namely Kicking Range Punching Range Elbow-Knee-Head Butt Range Grappling Range Groundwork Range Strong In Fighting is advocated with Boxing & Grappling counters to kicks or other attacks. Rushing an opponent with multiple techniques and then rapidly moving out to safety is advocated. In every range art, the foul Tactics are absorbed & the limitations/ rules are rejected. For e.g. the groin kick foul of traditional sport martial arts is absorbed whereas the don’t grab the opponents hand or kick rule is broken. g) All attacks are indirect with feints. Feinting & Strategies are a translation of SunTzus Art Of War. Rhythm is a broken one, and never regular attack parry counter type. h) Each exponent personalizes the art to suit his requirement, his size & his skills.
Specifics of the Kicking Range
Inspiration from Chinese Shaolin Kung Fu The Thrusting movement is replaced by a no locking extension of the knee. Kicking with the lead foot is preferred. as the lead foot is nearer to the opponent. Non telegraphic precision fast kicks preferred to the slow powerful telegraphic ones. Low kicks to the groin and kicks which break the knee (only a 12 kg force can break the knee) are preferred to high kicks which require years of training. Kicking the groin or the knees is more damaging than kicking the body.
Specifics of the Punching Range
Inspiration from western Boxing The Thrusting movement of Karate punches is replaced by a no locking extensions of the elbow. Straight line punches of Eastern arts are replaced by arcing punches of western arts. Punching with the lead hand is preferred. Again, a dynamic stance which is never static and ever moving is used. Foul Movements of Back fisting, Groin Slamming & body spinning are combined with the boxing actions. Foul attacks to
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the kidney, back of the head, groin incorporated. A finger jab to the eyes is better than a punch to the face.
Specifics of the Trapping Range
Inspiration from Wing Tsun Kung Fu The punching movements of boxing are combined with the sense of feeling ( chi sao ) and Hand immobilizations and traps of Wing Tsun. Trapping and immobilizing the opponents hand is adopted from Kung-Fu. One learns to feel the opponents energies (rather than see) and sense openings by the ancient Chinese exercise Chi-sao. The fixed stance of Wing Tsun is replaced by the leading stance. Wide range of kicks used as opposed to the few straight line kicks of Wing Tsun.
Specifics of the Knee- Elbow Range
Inspiration from Filipino Kali & Muay Thai from Thailand One learns to hit with practically every part of the body.For eg: head, elbow ,forearm ,knee and heel. Attacks with Head butting, Elbow hooking , Kneeing and hitting with any & all parts of the body like the shoulder, hip, foot stomping, eye jabbing, etc used, along with the boxing rhythm. An ever preparedness to switch to the farther punching range or the nearer Grappling range is developed.
Specifics of the Grappling Range
Inspiration from Japanese Judo, Western Wrestling & Filipino Wrestling Jacket Holds replaced by Body grips (since there may be no judo jacket on the opponent!) Throwing from Judo, Locking from Filipino wrestling & Leverage from western wrestling & the flowing from Aikido may be adopted. Head locks & cranks, Neck strangles & shoulder locks used as primary tactics. Joint locking and joint breaking from aikido and wrestling are taught. Impact blows like punching, kicking,etc are permitted. Basic body contact is taught with opponent of various sizes .Eg heavier and taller opponents and the exponent is made to understand the strong and weak forces generated by the opponent. He also loses his fear of close combat with a man double his size.
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Specifics of the Groundwork Range
Inspiration from Japanese Judo, Western Wrestling, & Filipino Wrestling Jacket Holds replaced by Body grips, (since there may be no judo jacket on the opponent ! ) Pin downs from Judo, Locking from Filipino wrestling & Leverage from western wrestling adapted. Head locks & cranks, Neck strangles, spine breaks & shoulder locks used. Impact blows like punching, kicking, etc are permitted. Foul tactics like Eye gouging, nose pushing & ear grabbing, pinching & biting encouraged. The goals are not to pin the shoulders or hips to the ground, but to destroy the pponent.
Weaponry: (excluding firearms)
Inspiration from Filipino Kali. All weapons like sticks, staff, sword, Knife, Nunchaku & other objects which may be used as weapons. Along with attacking with the above, Empty handed defenses to all the above weapons are also taught. Defense to Weapon attacks by professional experts, as well as by wild aggressive street fighters developed.
Mob Fighting:
Mob Fighting and fighting in special situations is developed via special drills where various situations are created using various locations and varied weapons used with full contact where injury is encouraged. Men are clashed together (at different ranges) with taller, heavier, more aggressive opponents By our special drills, situations are created where one does not find time to think/use fixed technique but allows his animal survival instinct to find appropriate technique for the relevant situation thereby letting the mind go free, its own way.
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The Defense & Footwork
The defense aims at deflecting (Parrying) the opponents forces rather than opposing it (blocking) as in Karate. In a strong cyclone, rigid trees get uprooted but the adapting flexible grass reeds always survive. Hence the exponent is taught to be soft yet not yielding ,firm yet not hard. Interception (or landing a counter attack before the opponents attack touches you) is preferred to parrying (or blocking) followed by counter-attack. Footwork derives inspiration from Fencing. Short multiple steps with a narrow upright boxing stance which will permit mobility. Side stepping is preferred to stepping back in accordance with the economy of movement principle. Footwork must allow for rapid close in towards the enemy, trapping his lead hand while lauching the punches/ attack, and exiting quickly to safe distance before the opponent counters.
In conclusion
The art is based on the principles of simplicity, directness and effectivity. The opponent learns to find technique rather than apply fixed technique. It teaches spontaneity (Muen Munshi - in Zen Buddism), One thought - one action and no mind (doubtless mind). JKD is an avenue to understand the reality in combat, that combat is savage and brutal and knows no style. That we must use various guidelines rather than rigidly learnt fixed technique, to tailormake techniques to suit our stature, opponent & situation. When faced with a taller, stronger, heavier and more aggressive opponent you are in a mess and if you know that you will survive.
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11. Close Quarter Battle Tactics Bison System employs the CQB Tactics & Skills in an unconventional manner to design application for various Special Operations, Commando Operations & Counter Terrorism Operations. The various Bison System Unarmed Combat Tactics combines knowledge of Physiology & Anatomy of Medicine with study of various modes of impact from crippling, handicap to Termination applied to H2H, H2W, W2W & W2H situations for use of deadly force in close proximity. (H=Hand, W=Weapon, 2=to).
The 10 Commandments of Close Quarter Battle 1. Do not send large number of troops to do the job of a small team. 2. Use small teams as force multipliers by adding superior firepower and resource. Carry short range weapons for room intervention. 3. Command & Control should always be local, in the hands of the Team leader and never with the Higher HQs, in order to make quick and bold decisions on the spot after direct assessment. 4. Act with stealth and surprise, do not lose this greatest advantage. 5. Take responsibility of your own zone of function and depend upon your buddies to take responsibility for theirs. 6. Shoot first, shoot fast and shoot on any part of the target. Do not empty your magazine with mindless burst fire. Always reload under cover or under buddy coverfire. 7. Try to avoid collateral damage. Remember to consider ricochets. 8. Expect a small percentage of hostage and civilian casualty 9. The Op is always more important than the comfort or wellbeing of your self or your buddies. Cater to injury management only after the operation. 10. Do not change the Team members. Train with the Team, Play with the Team and Fight battles with the Team.
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The Bison System CQB Tactics The goal in UAC is not to score points but to disable, cripple or Kill in the shortest span of time.
Vital Organs List HEAD: • Temporal /Temple • Occiput • Frontal SENSES: • Eye • Ear • Nose • Teeth FACE: • Maxilla • Mandible • Tempero Mandibular Joint NECK: • Carotid Artery • Jugular Vein • Cervical Vertebra • Larynx Voice Box TRUNK: • Heart • Solar Plexus • Ribs • Liver • Spleen • Kidney
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PELVIS: • Groin • Bladder • Sacrum Tailbone UPPER LIMBS: • Wrist Joint • Elbow Joint • Shoulder Joint • Median Nerve • Ulnar Nerve • Radial Nerve LOWER LIMBS: • Shin • Knee Joint • Ankle Joint • Femoral Nerve
Types of Injury: INJURY TO CAUSE PAIN - CONTUSION & LACERATION INJURY TO CAUSE IMMOBILIZATION INJURY TO DESTROY NERVES INJURY TO CAUSE FRACTURE INJURY TO CAUSE JOINT DISLOCATION INJURY TO CAUSE ORGAN DAMAGE INJURY TO PARALYSE: INJURY TO DESTROY SENSE ORGANS INJURY TO CUT BLOOD SUPPLY TO BRAIN INJURY TO CAUSE UNCONCIOUSNESS INJURY TO KILL
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Force Regulation: CODE System of Bison Use of Force has to be controlled and regulated according to Situation. Illustrated here is the CODE system followed for Force Regulation in Bison System.
CODE GREEN - Strike to cause Pain
a. Slaps to the Face b. Strikes to Limbs such as Kicks to the Thigh, Arms c. Strikes to Abdomen cause Curling up - Solar plexus impact & diaphragm spasm
CODE YELLOW -
a) Strike to cause Tissue Contusion b) Temporary Organ damage a) Strikes to Face to cause Lacreated Wounds that require Sutures. b) Strikes to Groin cause intense pain & makes the opponent roll on the ground
CODE ORANGE - Strike to cause A) Fracture & Joint Dislocation. B) Grievous Injury to Organs a. Strikes to Knee Joint may cause ligament or cartilage injury b. Joint Locks to Wrist, Elbow, Shoulder & Spine may cause ligament rupture c. Slap to the Ear may rupture Ear Drum (Tympanic membrane tear) d. Eye Scrape may cause corneal abrasions & corneal opacity & partial blindness. e. Punch to the Nose may cause fracture of Nasal bridge
CODE RED
Strike to cause permanent Paralysis & Brain Damage a. Strikes to Temple - may cause Hemiplegia by rupturing middle meningeal artery b. Strikes to Nape of Neck -may cause Quadriplegia by atlanto-axial dislocation
CODE BLACK
Strike to cause Death a. Strikes to Occiput/ Small of Head - may cause Brain Stem Hemmorhage & death b. Neck Locks to cause i) Choking on windpipe to cut air supply ii) Strangulation of Carotid artery to cause cut in blood supply to the brain. iii) Tamponade by using a knee drop on the chest of a fallen opponent by rupture of pericardium of heart.
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12. Samurai Bushido The Warrior Code The Samurai were the warrior clan under the Emperor during Japan’s Imperialistic period. They were a separate caste altogether, born & reared as warriors. From an early age, they were trained in Physical, Martial, Mental, Spiritual & Philosophical aspects. They were Samurai, a class apart from the common man. The Samurai warrior followed a specific Code of behavior called BUSHIDO. During his lifetime, he strictly adhered to this code of thought, behavior & attitude. For the Samurai, this code was above everything. It was his God, his Religion, his gospel truth. His Honour depended upon it. Disobedience of the Bushido was equal to Death. Now what was the Bushido? Among many elements of the bushido, prominent ones were as below:
COURAGE – STRENGTH OF CHARACTER - Yu
To gather the strength of character to walk the Righteous Path in spite & despite the Loss, Hurt & Suffering
SPIRIT – BENEVOLENCE - Jin
To exercise compassion, forgiveness & mercy
TRUTH – RIGHTEOUSNESS - Gi
To walk the path of Goodness & Justice, Peace & Compassion, Objectivity & Logic.
HONOUR – DIGNITY – Meyo
To walk the path that ensures preservation of Self Respect & Self Esteem over&above Personal Gain, Wellbeing & Convenience
DUTY – DHARMA - Chugo
• DHARMA TO SELF - to exercise care & concern for own Well being & Survival
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• DHARMA TO OTHERS – to Think & Speak & Do good (Help) wherever possible & whenever it doesn’t hurt. • DHARMA TO SOCIETY – to contribute in someway to society, system & country • DHARMA TO OWN PEOPLE – to honour your Promises, Duties, Obligations & give Love & Support to Teachers, Family, Colleagues & Friends in that order. • DHARMA TO GOAL – to define carefully goals of life & walk on it with sincerity, effort & discipline
WISDOM – LOGIC - Saiki
To exercise logic over impulse
RECTITUDE – DECISION ACTION - Makoto
To exercise correct decision based on righteousness & wisdom
COURTESY – POLITENESS- Rei
To exercise compassion, forgiveness & mercy
SELF CONTROL - CALM – Kokki
To exercise Patience, Tolerance & Acceptance even in Crisis
FILIAL – FAMILIAL - Rui
To Do Duty twds Defined family of Teachers, Relations, Friends Detailed Explanation:
HONOUR: The most important quality of the Samurai, One without it was not
Samurai. They would live & die for keeping their Honor. Self Respect, Self Dignity & keeping in line with a Respectful life contributed to Honor. The Samurai would never do anything that would taint his dignity, respect & Self Esteem.
TRUTH: or Virtuosity. The Samurai was honest & righteous in all that he did. The Samurais word was totally dependable. The Samurai was never afraid to face reality
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in its such-ness. He was ready to understand & face the truth and was a strong protagonist of the truth. He would fight for the righteousness, truth and lay down his life for it.
COURAGE: The sheer mettle of the Samurai, the ferocity of his attack, the ability
to risk his life each and every time in impossible situations. He would give his very best at every moment irrespective of injury, tiredness or personal loss.
SPIRIT: This was the “Never say die” attitude of the Samurai, who fiercely believed
that the Victory was his birth right and that he would win till life existed in him. Even when the odds were against him, the samurai never believed that he could lose. He matched physical courage with indomitable mental spirit. Spirit also conveyed Benevolence & Compassion. The Samurai was capable of granting forgiveness at the height of anger and fury.
DUTY: The Samurai believed that he would live with his Bushido, his values, His duty to his Self, his Master & his Country. That DUTY was above Life itself. That correct values would lead to benefits and good results. Like in “Karma” – What you do, shall be returned to you, that the consequences of your actions would depend upon the nature of the actions. Good comes to those who do good & vice versa.
SEPPUKU: In the rare advent of the Samurai breaking the Bushido, he would fall in society’s eyes. And he would be disgraced in the eyes of his fellow clan. He would above all, fall in his own eyes. As per the Bushido code, The Samurai who has lost Honor would have one chance to redeem his honor - by voluntarily killing himself in a public ceremony by slicing his sword across his belly & bleeding to an honorable death – Seppuku (Or Hara-Kiri).
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13. Ten Commandments OF The Bison System 1. REALIZE that the opponent’s superior Height, Weight, Aggression level & Youth may neutralize your skill. Understanding this will bring victory or survival 2. It’s better to PRACTISE A FEW techniques 100 times rather than practice a 100 techniques few times. 3. Identify the opponent’s BODY TYPE & Fight each one with a different STRATEGY to use your advantage against his disadvantage. Be FLEXIBLE in your approach. 4. ATTACK FIRST, Attack fast, Attack hard & Force opponent to defense 5. Attack at a RANGE which offers you advantage depending upon opponent’s stature & skill 6. Attack at the best ANGLE possible or attained 7. Attack at a LEVEL uncomfortable to the opponent depending upon his height 8. Attack in a STATE of movement which the opponent cannot harness 9. VARY the types of Attack, RUSH the opponent with various pre planned combinations 10. TRAIN REALISTICALLY with protective gear & full contact to simulate combat. Train for Precision, Speed & Power in that order.
Don’t wait,
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14. First Aid for Unarmed Combat VITAL PARAMETERS
For Life to sustain, following are reqd Cardiac Output – 5 L/min depends on external water 3L & salt 1tsp intake/24hr BP 120/80mm, BP less than 80/40 is Shock Pulse is 60-100/min, more than 100 may shows dehydration, UO-Urine output of 500-2000ml/24hrs, less than 300ml is Renal failure
WOUNDS
Types of Wounds Bruise by Blunt object without break in skin– only massage to prevent hematoma Incised wound by sharp object– First Arrest bleeding then Suture or Tape 2 ends of wound CLW – Open wound by Blunt Object breaking skin Arrest Bleeding Clean surrounding skin, Scrub dirt from inside wound, Suture /Tape – Single & Double Mattress technique, Dress to close Open Fracture , Abdominal Stab, Deep Muscular wounds – Hospital Needed
WATER & ELECTROLYTE BALANCE
Water – you require 3 litre a day, 1 L of this from comes from food Add 1 L for losses due to sweating in Exercise causing dehydration For every 1 hour of moderate exertion, you need 1L or 5 glasses of Fluids (Water) + ½ tsp Salt (Sodium & Chloride) + 1 small ball Jaggery, honey or fruit (Potassium) +
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1 tbsp / 3 tsp Sugar (Glucose) + Every 10 Km – I cheese cube or 1 glass Milk (Calcium) One may preload these nutrients or consume after recovery of exertion, in the next meal.
ELECTROLYTES
Water: Deficiency causes weakness & giddiness, Normal Reqt-3L/day Sodium Chloride: Salt- Deficiency causes fall in BP, giddiness, calf pains. Normal Reqt- 1tsp /day Potassium: Deficiency causes Nausea & Vomiting, Bloating, Disorientation Normal Reqt- 1 Fruit/day Calcium: Deficiency causes Facial Tics, Foot & Hand spasms, Fits Reqt: 2 equiv of Milk (Lactic acids: Excess causes muscle soreness & pains)
BLOOD PH
Normal 7.32 to 7.42 Alkaline Eating Acidic Sour Food will cause Acidosis: Joint Pains, Sprains & Muscle tears, make one injury prone, all disease will worsen. Exercise causes Lactic Acidosis. Eating Raw Green Salad/ Vegetable juices will cause Alkaline restoration: All disease will heal rapidly, Joint Pains will disappear. AVOID: Pickle, Tamarind, Kokum, Sour Curds, Citrus Fruits, Chinese food withVinegar, Non veg foods for a while till injury heals
SEVERE PAIN occurs in:
Acute Abdomen, Stab Wounds, Severe Head Injury, Amputation Injury, Heart Attack, Bullet wounds, etc
SIGNS OF SEVERE PAIN
Severe Pain in Body is indicative of Serious Disease within the Body like Heart attack, Renal Stone Colic, Appendicitis, Stab Injury
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SEVERE PAIN PALLOR & WHITENESS of SKIN NAUSEA & VOMITING SWEATING FEVER HIGH PULSE RATE SHOCK & LOW BP Treat with A) Pain Relief b) Arresting Bleeding c) Treatment of Shock Pain Relief is with Fortwin (Morphine) Injections, causes Vomiting, treat with anti emetic
BAD SIGNS OF ABDOMINAL INJURY Severe Pain, Patient Immobile Hard Board Abdomen Nausea, Vomiting, Sweating, Fever Blood in Vomit or Stool or Urine. Shock No passage of Stools & Gas in 24 hours TREATMENT – NIL BY MOUTH, IV FLUIDS
BAD SIGNS OF CHEST INJURY
Severe Pain, Patient Immobile Shallow Breaths Nausea, Vomiting, Sweating, Fever Shock No movement of Chest during breathing on one or both sides of chest Coughing out Blood TREATMENT – NIL BY MOUTH, IV FLUIDS
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BAD SIGNS OF HEAD INJURY
Within 24 hours after Injury LOOK for HEADACHE VOMITING DOUBLE VISION UNCONSCIOUSNESS FITS TREATMENT- There may be internal bleeding and Emergency Hospitalization is needed.
DIAGNOSIS OF FRACTURE
Severe Pain as below Irregularity of bony surface Deformity may be present / absent Swelling will come in a few hours Immobility of Affected part Unnatural movement may be elicited with Crepitus
SIGNS OF INTERNAL BLEEDING
In Internal Bleeding, the Blood may make its appearance via COUGH – Hemoptysis ‘Red Stained Frothing’ VOMIT – Hemetemesis ‘Cofee color’ URINE – Hematuria ‘Bloody Urine’ STOOL – Dysentry ‘Bloody Stool’ SKIN – Echymosis ‘Blood under Skin’ A falling BP, rising HR (Pulse), Unconsciousness & Urine Output less than 300ml/24hrs are Danger Signals (SHOCK
SHOCK
Causes: Dehydration or Water Loss via A) Vomiting b) Diarrhoea c) Bleeding d) Sweating e) Heat Stroke Diagnosis: Low BP (less than 80 systolic), Altered Consciousness /
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Confusion, Cold Pale Hands, Feet & Face, No Urine for 12 hours Treatment Give Head Low by raising feet Warm extremities Give Water & Electrolytes Blood Transfusion may be needed
FIRST AID PRINCIPLES
DIAGNOSIS Clear AIRWAY LIFE SUPPORT - CPR Arrest BLEEDING Treat SHOCK – Circulation Treat TRAUMA Wounds & Fractures Treat PAIN DISPOSE – To Hospital, Clinic or Home
FIRST AID FOR UNARMED COMBAT 1. Incident Approach
a. To the patient- ignore initially and don’t sympathize b. To the crowd- disperse c. To yourself- Be calm because your vibration goes to the patient
2. Bruise (Heamatoma)
Apply pressure to reduce heamatoma
3. Abrasion & Superficial Open Wound
a. Arrest Bleeding b. Scrub roughly with Savlon / soap& water (saline) c. Clean with Hydrogen Peroxide for O2-to displace dirt & foreign body.
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d. Clean with spirit –to remove the oily grit. e. Disinfect the surrounding skin with Betadine. f. Apply sterile gauze with Soframycin cream. g. For limbs- tie roller bandage(mobile parts) h. For trunk & head –dress with sticking tape on the gauze i. DOC (Drug Of Choice): TETANUS TOXOID Injection j. DOC (Drug Of Choice): Oral Antibiotics to treat INFECTION ARRESTING BLEEDING Apply Pressure with Cloth Apply more Pressure, Raise the part Forcep Clamp bleeding points Burn bleeding points with Agarbatti Suture ends to arrest bleeding Tie Tourniquet above wound with Rubber band / hanky Release every 20 mins for 3 min
4. Head Injury a. Examine for CLW (Contused lacerated wound) requiring sutures. b. Apply compression to reduce heamatoma. c. Make sit (to reduce BP to the head) d. Test for concussion - Disorientation of TSP
5. Nose Injury a. Stop bleeding - Pinch tip b. Apply Anterior nasal pack with Adrenaline c. Examine for continuity of nasal bridge for possible fracture
6. (Black Eye) Injury a. Apply ice compresses b. Check for cuts and bleeds in Eyelids & conjuctiva. c. Check for equality of pupils with torch. d. Check for Vision Loss after sometime.
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7. Solar Plexus Impact (diaphragm punch) a. Reduce movements of diaphragm by making him touch his toes. b. Vomiting is a bad sign.
8. Groin Impact a. Check for displaced testes in position from inguinal canal to the scrotum b. Restore position by making him lie prone& deep breathe. c. Pain goes in about 5 mins. If severe pain persists, torsion testes has to be considered.
9. Vasovagal Attack (Fainting) Occurs in weak individuals on empty stomach a. Lie down 10 mins. b. Elevate feet to raise BP c. Give oral Glucose & Salt.
10. Injury Management a. Arrest bleeding. b. Remove Foreign Body c. Clean Wound. d. Approximate edges. e. Change / dressing every 48 hrs.
11. Shin Injury hairline fracture a. Examine for continuity. b. Apply pressure.
12. Finger Twist/ Dislocation a. Give Traction (Pull) with minimal force in a straight line to realign b. Splint with next finger with tape. c. Tape across the joint affected.
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13. Wrist Sprain a. Give flexion position for relaxing injured ligament b. Strap with crepe
14. Ankle Sprain a. Give flexion position for relaxing injured ligament b. Strap with crepe bandage
15. Knee Sprain a. Use Ice compresses b. Give flexion position for relaxing injured ligament c. Put knee cap d. Give Anti Inflammatory Tabs- Ibuprofen 400mg e. Advice bed rest for 1-2 days
16. Bleeding / Hemorrhage Management- First aid a. Pressure b. Elevation c. Torniquet / Press the Pressure points
17. Cardio Fatigue – Outwinding a. Stop activity b. Squatting to kink veins of legs and reduce venous return to heart in order to rest it c. Deep breathing near an open window to recover breath
18. Hysteria a. Ignore b. Threaten (to Hospitalize) c. Give pungent irritants to smell (Ammonia, Onion)
19. Fracture Forearm If Open fracture – treat like open wound, Hospital needed
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If Closed – a) Traction b) Splint c) Plaster POP technique – Dip in water & roll Healing: Young man – 3 months & Older man - 6 months a. Ice compress b. Check continuity c. Splint with 2 Foot Rulers d. Strap with Crepe bandage e. String around neck with Roller bandage
20. Shoulder Sprain a. Sling around neck with Roller bandage
21. Toe Nail Avulsions a. Use Pressure b. Cut overhanging nail c. Clean and Tape it up
22. Avulsion of tooth a. Wash with clean water gently ( without scraping) b. Place tooth back into bleeding socket c. Press and hold the tooth for 30 mins (till clot forms)
23. Treatment of Pain TREATMENT OF SEVERE PAIN MILD – Local Anesthetic Ointment, Brandy, Pain Balms MODERATE – Oral Pain Anti inflammatory Drugs / Brufen Tabs SEVERE – Pain Killing Injections LIFE THREATENING –Intravenous Opiods Injections Remember Pain can also be suppressed by Psychological Determination
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24. CPR – Cardio Pulmonary Resuscitation In short, this involves following steps i. Ascertain the heart has stopped by confirming lack of pulse & heart beat and loss of breathing & consciousness. CPR is not indicated in “Chest Pains & Heart Attacks” where patient is conscious. CPR is indicated only within the first few minutes after Cardiac arrest, before brain death. ii. Check & Clear blocked airway if any iii. Give mouth to mouth breaths iv. Thump the chest, followed by external cardiac massage v. Continue for few minutes till consciousness, pulse & breathing restores.
25. Immediate Diagnosis of death a. No consciousness b. No Pulse, Heartbeat & BP c. No Breathing d. Cold & Pale Limbs e. No Pupillary Reflex f. No effect of CPR
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Technical Synopsis Basic Course Module BISON SYSTEM is an OFFENSIVE system of varying STRATEGY where you rush the Opponent with a flurry of pre planned & pre-learnt combination Attacks, based on an inspiration from Jeet Kune Do Concepts. BISON SYSTEM is an OFFENSIVE system of varying STRATEGY depending on Opponent’s BODY TYPE& PRESENTATION
The 1 RULE
Fight Different Opponents with DIFFERENT strategy & Fight Each Opponent with rapidly CHANGING strategy
The 3 STANCES
NEUTRAL Stance – Natural stance adopted while standing, Feet together in the same line RIGHT LEAD stance – Right foot forward Stance LEFT LEAD Stance – Left foot forward Stance
The 2 PRESENTATIONS MATCHED Presentation – When You are in Right Lead Stance & Opponent is also in Right Lead Stance or Vice Versa UNMATCHED Presentation – When You are in Right Lead Stance & Opponent is in Left Lead Stance or Vice Versa
The STATES are determined by your STANCE & MOBILITY
ICE (Attack from Static & Rigid Stance) – Deep, Wide Stance with Body tense for LIGHTER WEIGHT & WEAKER OPPONENTS WATER (Attack from Springy & Semi Rigid Stance) – In between Ice & Gas for
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MEDIUM WEIGHT & AGILE OPPONENTS GAS (Attack from Mobile & Prancing Stance) – Dancing, Narrow Stance with Body loose for HEAVIER & STRONGER OPPONENTS
The TOOLS of Combat are
KICKS – Front kick, Side kick, Hook (Roundhouse) kick PUNCHES – Jab (Lead punch), Cross (Rear punch), Lead Hook, Rear Hook, Uppercuts TRAPPING - Ths is the art of immobilizing the opponent’s guard (lead forearm) to enable opening of his guard. Types of Trapping: a. The Pak Sao Trap: is when you use your rear hand to trap the opponents lead hand. This is combined with a lead jab (attack) b. The Lop Sao Trap: is when you use your lead hand to trap the opponents lead hand. This is combined with a rear cross (attack) OPEN HANDED VITAL STRIKES - The finger tips, the edge of the hand (knife hand), the palm, the half-knuckle strike and the palm heel are used to strike the sense organs - eye, ear, nose, throat, carotid arteries of the neck, solar plexus & the groin to cause grevious injury. ELBOW & KNEES – Elbow Slam, Elbow Hook, Front knee, Hook knee JOINT LOCKS – Wrist lock, Elbow lock (Arm Bar), Shoulder lock (Hammer lock), Neck lock NECK GRABS – Side Neck Grab, Rear Neck Grab, Reverse Neck Grab THROWS – 45 Degree Throw, Inverted U Throw
The RANGES are determined by the distance
between you & the opponent DEFENSIVE RANGE (Retreat Fighting & Backwards movement) – this is retreating backward, Defending & Counter Attacking TAP - TAP RANGE (Far /Outfighting & Static Position Fighting) – this is essentially Static position fighting with Kicking & Boxing Range RUSHING RANGE (Near /Infighting & Rushing Advance) – this is Rushing in with Boxing combinations followed by Knee- Elbow GRAPPLE RANGE (Close Proximity fighting & Grappling) – this is to go very close to Grappling Range followed by Knee Elbows & Throws
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The ANGLES are determined by the angle
made by your chest in relation to opponent’s chest EXTREME ELEVEN (Chest facing Chest flush) – From 11 move towards opponent’s INSIDE ELEVEN (Chest facing Chest at slant) – this is BASIC STARTING STANCE LINE (Both Chests in Line) – From 11 move towards opponent’s OUTSIDE TEE– (Chest facing Opponent’s Side /Shoulder)- From LINE change angle to make Chest perpendicular to opponent’s Chest REAR (Chest to Opponent’s Rear) – From Tee, move around to reach Rear of the opponent.
The LEVELS are determined by the HEIGHT of the attack with ref to the opponents body OVERHEAD LEVEL RUSH or MOUNTAIN (Attack from Over Head) – Attack is launched at the head by punching from above opponent’s Guard, with your head is raised ABOVE the opponent’s head by standing on toes HEAD LEVEL RUSH or STANDARD (Attack on Head) – Attack is launched at the head, with your head at the SAME level as the opponent’s HEAD CHEST LEVEL RUSH (Attack on Chest progressing to Head) a. Front CHEST RUSH or BISON– Attack is launched at the chest & head, with your head held BELOW & flush with the opponent’s CHEST b. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched at the chest & head, with the (Chest or) front of your body facing the side of the opponent’s body AB LEVEL RUSH or DIAMOND (Attack on Abdomen) a. Attack is launched at the Abdomen, your head is held low at the level of the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen to groin) b. Attack is launched at Abdomen with Kicks GROIN LEVEL RUSH or RAT (Attack on Groin) a. Attack is launched at the Groin with Punches, your head is held low at the level of the opponent’s GROIN b. Attack is launched at Groin with Kicks
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THIGH LEVEL RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head, when the opponent is crouched with his head BELOW YOUR BELT LEG RUSH or SCOOP (Attack on Knee, Shin & Ankle) – Attack is launched with kicks at the opponent’s Knee, Shin or Ankle
The Opponent Types TALL OPPONENT – hit LOW on knees & groin SAME HEIGHT OPPONENT – hit MIDDLE on body & head SHORT OPPONENT – hit HIGH on the head POT BELLY OPPONENT – hit BELLY & follow on groin MESOMORPH (HEAVY MUSCULAR) – hit with STRONGER PARTS i.e elbows & knees AGGRESSIVE – DISTANCE with palm on face & KICK him away TALL MESOMORPH – hit LOW on groin & follow with STRONGER PARTS like elbows & knees
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stance of fighting The 3 STANCES a) NEUTRAL Stance – Natural stance adopted while standing, Feet together in the same line b) RIGHT LEAD stance – Right foot forward Stance c) LEFT LEAD Stance – Left foot forward Stance
The 2 PRESENTATIONS d) MATCHED Presentation – When You are in Right Lead Stance & Opponent is also in Right Lead Stance or Vice Versa e) UNMATCHED Presentation – When You are in Right Lead Stance & Opponent is in Left Lead Stance or Vice Versa
The BISON STANCE BISON STANCE is the stance used in combat. Keep one foot in front and one behind. (When right foot is in front, it is called Right Lead Stance, When left foot is in front, it is called Left Lead Stance) Lead heel on the ground, rear heel raised. Lead knee bent, Rear knee almost straight Both forearms in front of the chest, elbows protecting the abdomen Both fists at the level of the chin. Chin tucked in and back straight.
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Stance: front view 100
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Stance: side view Mi l i tary J KD
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ranges of fighting Range is the distance between you and your opponent. The various ranges in order of shortening distance are kicking (longest). punching, knee-elbow & grappling (shortest).
OFFENSIVE RANGE or Attack Forward Skills a. Kicking Range - where you attack with the foot b. Punching Range - where you attack b1. with the fists (boxing) or b2. with the open hands (vital strikes) c. Knee-elbow Range - where you attack with the elbows, knees & headbutt d. Grappling Range d1. Grabs to the head, body & knee d2. Locks to the wrist, elbow, shoulder & neck d3. Throws DEFENSIVE RANGE or Retreat Backward Skills Where you move backward to defend from opponent’s attack. a. Half step back - The lead foot is pulled back by a few inches b. One step back - The lead foot is pulled back to come in line with rear foot c. One and a half step - The lead foot is pulled back behind the rear foot to change stance i.e from right lead stance to left lead stance.
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1A. KICKING RANGE
1B. Kick EXECUTED 104
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2A. punching Range
2B. punch EXECUTED Mi l i tary J KD
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3A. KNEE-elbow range
3B. elbow EXECUTED 106
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4A. grappling range
4B. graB EXECUTED Mi l i tary J KD
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5A. defensive range (BACKWARD)
5B. half Step behind 108
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5C. one Step behind
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levels of fighting Levels are the different heights at which attack is executed 1. Mountain - Attack executed from above the opponent’s head 2. Standard - Attack level of the opponent’s head 3. Bison - Attack level at the opponent’s chest 4. Diamond - Attack level at the opponent’s abdomen 5. Rat - Attack level at the opponent’s groin
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level with hand
Mountain Level (attack from above the head)
Standard level & bison Level 112
(attack at head & chest level) Ru sh to Wi n !
diamond Level (attack at abdomen level)
rat Level (attack at groin level) Mi l i tary J KD
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level with foot
rat Level
(low level ankle kick)
rat Level
(low level knee kick) 114
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Diamond Level
(groin kick)
bison Level (abdomen kick) Mi l i tary J KD
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mountain Level 116
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mountain level (face kick) Mi l i tary J KD
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level with elbow
low Level elbow
high Level elbow 118
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level with knee
low Level knee
middle Level knee Mi l i tary J KD
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high Level knee
level with knee 120
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grappling levels 122
low Level
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body Level
high Level Mi l i tary J KD
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124
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angles of fighting Angles of fighting Starting position of Combat (Matched Stance both in Right Lead) Eleven - Face your Chest to opponent’s Chest (chest facing chest at a slant)
Move to the outside (From Eleven move towards the left) Line - Face your Side to opponent’s Side (profile to profile) ‘Tee’ - Face your Chest to opponent’s Side Rear - Face your Chest to the opponent’s Back
Move to the inside (From Eleven move towards the right) Extreme Eleven - Face your chest to the opponent’s chest flush
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angle eleven 126
combat starting position: chest facing chest at a slant
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angles eleven
(Face chest to chest) Mi l i tary J KD
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extreme eleven line 128
(Face chest to chest flush)
(Face side to side) Ru sh to Wi n !
“t” (Face chest to side)
rear (Face chest to back) Mi l i tary J KD
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130
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states of fighting States of Fighting STEAM STATE (Gas)
Is dancing around the opponent with feet together Used by a lighter opponent against a heavier opponent to prevent being cornered.
WATER STATE (Liquid)
Is in between steam & ice states. Is a wide stance but mobile, bouncing on the ankles. Used against an opponent of the same size to have an advantage of faster reflexes.
ICE STATE (Solid)
Is a static position with a deep and wide stance, rigid & rooted to the ground. Used by a heavier opponent against a lighter opponent to exert strentgh & dominance.
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states
gas
(Dancing around the opponent)
liquid
(In-between, static but bouncing) 132
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solid
(Static, deep & wide stance)
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134
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basic kicks
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stance sideview 136
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FRONT KICK
initiation extended
recovery Mi l i tary J KD
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SIDE KICK
initiation 138
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SIDE KICK
extended
recovery Mi l i tary J KD
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ROUNDHOUSE KICK
initiation 140
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extended
recovery Mi l i tary J KD
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FRONT PUSH KICK
initiation FOLD high up 142
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extended push
recovery Mi l i tary J KD
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FRONT KICK to SHIN 144
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FRONT KICK to GROIN Mi l i tary J KD
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front PUSH KICK (Stomp kick) 146
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SIDE KICK KNEE Mi l i tary J KD
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SIDE KICK to BODY 148
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ROUNDHOUSE KICK GROIN Mi l i tary J KD
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REAR ANKLE SCOOP
150
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LEAD ANKLE SCOOP Mi l i tary J KD
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152
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basic punches
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stance for punching
front view 154
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side view Mi l i tary J KD
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lead punch
For greater power, the elbow needs to be horizontal. For greater speed, the elbow needs to be kept vertical. Lifting the elbow will also make the punch telegraphic.
extended 156
initiation
Recovery
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initiation
rear punch
extended Mi l i tary J KD
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lead hook
front view 158
side view
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rear hook
side view Mi l i tary J KD
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lead uppercut
(side view)
rear uppercut 160
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lead body punch
rear body punch
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jab: lead
cross: rear 162
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hook: lead
jab: rear Mi l i tary J KD
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lead uppercut
rear uppercut 164
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lead body punch
rear body punch Mi l i tary J KD
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basic trapping Trapping Ths is the art of immobilizing the opponent’s guard (lead forearm) to enable a. opening of his guard & defending lead hand b. preventing him from attacking with his lead hand Trapping allows you to go close to the opponent (since his lead hand is immobilized/trapped) & attack him.
Types of Trapping a. The Pak Sao Trap: is when you use your rear hand to trap the opponents lead hand. This is combined with a lead jab (attack) b. The Lop Sao Trap: is when you use your lead hand to trap the opponents lead hand. This is combined with a rear cross (attack)
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pak sao trap 1.
2. slap & press with the rear hand
3. 168
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lop sao trap 1.
trapping
2. grab & pull with the lead hand
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vital organs list HEAD: • Temporal /Temple • Occiput SENSES: • Eye • Ear • Nose • Teeth FACE: • Tempero Mandibular Joint NECK: • Carotid Artery • Jugular Vein • Cervical Vertebra • Larynx Voice Box TRUNK: • Solar Plexus • Ribs • Diaphragm • Kidney PELVIS: • Groin • Bladder • Sacrum Tailbone UPPER LIMBS: • Wrist Joint • Elbow Joint • Shoulder Joint • Median Nerve • Ulnar Nerve • Radial Nerve
170
LOWER LIMBS: • Shin • Knee Joint • Ankle Joint
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basic vital strikes TYPES OF INJURY: INJURY TO CAUSE PAIN Eg. Abdominal Punch, Foot Stomp INJURY TO CAUSE IMMOBILIZATION Eg. Kidney Punch INJURY TO CAUSE LACERATION Eg. Punch to the nose, lips INJURY TO DESTROY NERVES Eg. Knee to the sacrum (lower back) INJURY TO CAUSE FRACTURE Eg. Shin Kick, Kick to the hands INJURY TO CAUSE JOINT DISLOCATION Eg. Wrist Lock & Hammer Lock, Side Kick Knee INJURY TO CAUSE ORGAN DAMAGE Eg. Kidney Punch, Groin Rip-out INJURY TO PARALYSE Eg. Temple Punch, Neck Crank Dislocation INJURY TO DESTROY SENSE ORGANS Eg. Eye Jab, Ear Clap, Nose Push INJURY TO CUT BLOOD SUPPLY TO BRAIN Eg. Carotid Rip-out, Neck Lock INJURY TO CAUSE UNCONSCIOUSNESS Sleeper Hold, Carotid Chop, Chin Punch INJURY TO KILL Eg. Neck Lock, Carotid Grab
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Eye Jab
Two Hand Eye Slide 172
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HALF KNUCKLE THROAT
CAROTID CHOP
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PLEXUS UPPERCUT
PLEXUS JAB
PLEXUS JAB
PLEXUS UPPERCUT Mi l i tary J KD
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CAROTID CHOP
NOSE PUSH 176
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initiation
GROIN SLAM extended
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178
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basic knee elbow & head butt techniques
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HEAD BUTT
180
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LEAD ELBOW
initiation
extended
recovery Mi l i tary J KD
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KNEE UP
182
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REAR KNEE PLEXUS Mi l i tary J KD
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REAR KNEE TO HEAD
184
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186
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basic grappling techniques grabs locks throws falls
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head grab
body grab
188
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KNEE grab to..
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grabs
..takedown
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locks
outside wrist lock/ break
1.
2. 190
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elbow lock
1.
2. Mi l i tary J KD
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1.
shoulder lock
2.
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1.
SIDE NECK LOCK
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view from left
REVERSE NECK LOCK
l-1
194
l-2
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view from right r-1
REVERSE NECK LOCK
r-2
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REAR neck LOCK 196
view from right
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REAR neck LOCK
view from left
197
throws
neck crank dislocation
198
NECK CRANK DISLOCATION is different from REVERSE
NECK LOCK
RE VERSE NECK LOCK is a choke cutting air supply in the wind
pipe.
NECK CRANK DISLOCATION is a twist (crank) on the
vertebrae of the neck. This is executed by twisting the neck sideways with the crook of the elbow.
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INVERTED ‘U’ THROW
throws Mi l i tary J KD
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1. 45 DEGREE THROW
200
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45 DEGREE THROW
2.
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45 DEGREE THROW 202
3.
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4.
45 DEGREE THROW Mi l i tary J KD
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falls
FALLING - BREAK FALL
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falling - breaking fall Breaking fall is the method of falling safely when thrown by the opponent. The break fall is practised as follows: a. The head is always kept above the ground b. Both palms slap the ground to absorb the shock of the fall, hands are kept at an angle of 45 degrees from the body c. The elbows are kept straight to avoid impact with the ground. d. The legs are up in the air
falling with opponent While being thrown the break fall is executed as follows: a. While being thrown, grab the opponent’s hand or body with one hand, to minimize the impact of the fall b. Use the other hand to break your fall by slapping your palm on the ground c. While landing, c1. land with the feet and/or butt hitting the ground first, c2. followed next by palm slapping the ground c3. with the back landing last.
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falling with opponent 206
45 DEGREE THROW
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clap flow
slap to ear 208
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eye scoop
carotid chop Mi l i tary J KD
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nose push
1/2 knuckle to throat
210
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groin slam palm heel - plexus
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footwork From your Stance, you need to use footwork in order to reach your opponent and launch an attack. Your opponent may be at a safe distance or who may be fleeing from your attack, hence good footwork becomes necessary.
FORWARD/ADVANCE FOOTWORK
a) THE STEP AND SLIDE – Step forward with lead foot and slide forward with the rear foot. This footwork is used when you don’t need to change the Lead Stance 1. Used for Punches 2. Used for Kicks b) THE STEP THRU – Step forward with the rear foot. Now you automatically end up changing your Lead Stance 1. Used for Punches 2. Used for Kicks
BACKWARD/RETREAT FOOTWORK
a) STEP AND SLIDE - Step backward with rear foot and slide forward with the lead foot. This footwork is used when you don’t need to change the Lead Stance b) PENDULLUM RETREAT – This is a quick slide back with your Lead foot towards your rear foot executed in sudden defensive response to an attack, inclining your body. Your body may appear to be moving like the pendulum movement.
SIDEWAYS/SIDE STEP FOOTWORK
a) SIDE STEP TO RIGHT – Step to the right side with your right foot and follow by moving your left foot (to the right side) b) SIDE STEP TO LEFT - Step to the left side with your left foot and follow by moving your right foot (to the left side)
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1. stance STEP and SLIDE
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2. step with lead foot
3. slide with rear foot & punch Mi l i tary J KD
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1. stance STEP THRU FOOTWORK FOR REAR PUNCH (CHANGE LEAD)
216
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2. BRING FEET TOGETHER
3. step in front TO CHANGE LEAD & punch Mi l i tary J KD
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1. stance SLIDE FOOTWORK FOR LEAD KICK
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2. slide -bring feet together
3. lead roundhouse kick Mi l i tary J KD
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SLIDE & STEP FOOTWORK FOR SIDE KICK 220
slide & step - stance
slide & step - leg lift Ru sh to Wi n !
STEP THRU FOOTWORK FOR REAR KICK
1.
2.
stance
rear round house kick Mi l i tary J KD
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Side Stepping Footwork a. Begin from the stance (Angle ELEVEN) b. SIDE STEP LEFT Step with your left foot towards your left side and follow with your right foot. SIDE STEP LEFT will place you nearer the opponent’s back in Angle LINE (OUTSIDE). c. SIDE STEP RIGHT Step with your right foot towards your right side and follow with your left foot. SIDE STEP RIGHT will place you nearer the opponent’s chest in Angle EXTREME ELEVEN (INSIDE).
stance 222
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side step right
side step left
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RETREAT STEP & SLIDE BACK FOOTWORK
1. STANCE 224
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2. STEP BACK WITH REAR FOOT
3. SLIDE BACK LEAD FOOT
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1. pendulum-retreat TO A SUDDEN LOW KICK... 226
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2. ...FOLLOWED BY COUNTER KICK Mi l i tary J KD
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8 types of opponents One must learn to identify the type of opponent with reference to one’s own stature. Each opponent has to be dealt with a strategy that uses one’s own strength and advantage against the opponent’s weakness. Identification of Opponent Type and strategy has to be learnt at the reflex level. This is accomplished by practising body type identification frequently on all the people you meet in day to day life.
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TYPE 1. THE TALL OPPONENT
is to be hit in the middle on the abdomen and groin.
TYPE 2. OPPONENT OF THE SAME HEIGHT Use Kick-boxing
TYPE 3. THE SHORT OPPONENT is to be hit on the head from above
TYPE 4. MESOMORPHIC (MUSCULAR) OPPONENT is to be hit with stronger weapons like elbows, knees & head butts
TYPE 5. THE POT-BELLIED OPPONENT is to be hit on the belly and groin
TYPE 6. THE AGGRESSIVE OPPONENT
is to be stopped with the palm on the face and distanced (pushed away) with front & side kicks to the body
TYPE 7. THE TALL & MUSCULAR OPPONENT
is to be hit on the eyes and the middle (abdomen & groin as for Tall opponent) & as well as with elbows & knees (as for muscular opponent)
TYPE 8. SELF
Your own ego, fear’s and hang-ups form the eight opponent. These are to be conquered by meditation, contemplation & realization
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8 TYPES OF OPPONENTS
1. TALL
3. SHORT 230
2. MEDIUM
4. POT-BELLIED
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5. MESOMORPH
6. AGGRESSIVE
7. TALL MESO
8. SELF
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tALL opp same height opp 232
1.
2.
3.
4.
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SHORT opp
1.
3.
2. Mi l i tary J KD
POT-BELLIED opp
1.
2.
233
MESOMORPH opp
3. 234
2.
1.
4. Ru sh to Wi n !
5.
AGGRESSIVE opp
1.
2. Mi l i tary J KD
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TALL MESO opp 236
1.
2.
3.
4.
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SELF
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intermediate course module
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TECHNICAL SYNOPSIS INTERMEDIATE COURSE MODULE BISON SYSTEM involves using various ANGLES in 2 ADVANCING RANGES (Tap Tap Range & Rush Range) and 1 RETREATING RANGE (Defensive Range)
A) DEFENSIVE RANGE
This is the retreat mode of combat. By retreat, it is not meant that the exponent is defeated. It means that when the opponent is stronger or charging you with a stronger force, you may need to move backwards to absorb his force, before launching a counter attack. Depending upon the degree of penetration of his charge, you may be required to retreat more & more backward as follows: a) ONE DOOR DEFENSE (HALF STEP BACK)– This is when you step slightly back with your Lead foot (say by a few inches), and you defend by raising your Lead Forearm to cover your face, while shifting your head behind & away from the attacking hand. b) TWO DOOR DEFENSE (ONE STEP BACK)– This is when you step moderately back with your Lead foot (say by a foot) to bring your feet together (neutral stance), and you defend by raising both your Lead & Rear Forearms to cover your face, while shifting your head in front & closer to the opponent’s attacking hands. Here your head lays cradled inside your guard & protected by your forearms. c) REVERSE DOOR DEFENSE (ONE AND A HALF STEP BACK)- This is when you completely step behind with your Lead foot (say by a metre), so as to change your Lead Stance (from a Right Lead Stance, you may now end up with Left Lead Stance) and you defend by raising your Rear Forearm to cover your face, while shifting your head behind & away from the attacking hand. COUNTER ATTACK These are Attacks launched quickly after defence to Opponent’s attack, before he
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has time to recover. The following is the list of Counters. Counters can be executed as Attacks immediately after defence. At times, during counter, you may trap the opponent’s Lead hand guard so that he cannot defend your counter. HAND CLAPS Eye Jab Nose Push Carotid Chop PUNCHES Jab Cross Pak Sao Trap & Jab KICKS Roundhouse Kick Groin Side Kick Knee LEG ATTACK Ankle Scoop
B) TAP TAP RANGE
This is a starting mode of combat, where a static position is maintained while attacking, without advancing forward too much, using single attacks, followed by waiting for the opponent’s attack. Most amateur fights are limited to this range“I hit, You hit or Tap-Tap”. Tap Tap Range can be studied and perfected under the categories of various ANGLES & LEVELS (See Basic Course Module)
ANGLE ELEVEN
Right Lead STARTING POSITION for STATIC FIGHTING a) HIGH LEVEL – Boxing to HEAD (GATE BOXING) where you feint a punch in one direction and attack with another punch in the opposite direction a1. Punch High - Punch Low a2. Punch Straight (Jab) - Punch Around to the left (Rear Hook) a3. Punch Straight (Jab)- Punch around to the right (Lead Hook)
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b) MIDDLE LEVEL – BODY Kicks follow with Boxing HEAD (KICK BOXING) where you follow one kick with a boxing combination of 3 punches b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross b2. Side Kick (Body) -Lead Backfist - RearHook - Lead Uppercut b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook c) LOW LEVEL – Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low kicks to the knee, shin and ankle c1. Side Kick Knee c2. Low Kick Shin c3. Ankle Scoop
ANGLE EXTREME 11 - Move from 11 to Inside by Side Stepping Right
can be employed at 3 Levels 1. Eye Jabs 2. Groin Kicks 3. Knee Kicks
ANGLE LINE – Move from 11 to Outside by Sidestepping Left
TRAP GUARD & PUNCH Trapping is the art of immobilising the opponent’s guard with one hand while hitting him with the other hand 1. PAK SAO – Trap Opponent’s Lead hand Guard with your Rear Hand 2. LOP SAO - Trap Opponent’s Lead hand Guard with your Lead Hand
ANGLE TEE – Move from Line to Tee by stepping forward to face your
Chest on the Side of Body The Tee position offers distinct Advantages – Since the front of your Body is stuck to the Opponent’s Side, pinning his lead Hand, he is incapable of using his Lead hand to punch. Since his Rear hand is not facing you, even his rear hand cannot be used to punch. And since you are facing him, You can use both your Lead & Rear Hands to punch him. So its your TWO Hands against his NO Hand. This advantage will be maintained only until you manage to keep your Chest STUCK to his Side. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in Tee position
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to stick your chest to the opponent’s side attacking with Box combos with both right & left hands to front & back of his opponent’s Head & Abdomen.
ANGLE REAR – Move to Opponent’s Rear whenever he partially turns
away from you while defending your attacks. Attack Opponent from his rear as he is defenceless with A) Front Kick to his Spine B) Punches to back of his Head C) Elbows to Side of his Head D) Knee to his Spine E) Inverted U Hair Pull Throw C) RUSH RANGE (Box Combo to Elbow–Knee) Whenever there is an opportunity, the idea is to suddenly rush in close to the opponent, with a flurry of Box combinations followed by destructive Elbows & Knees. The surprised opponent should have no time to react, caught completely by surprise.
ELEVEN ‘11’– Rushes OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) – Attack is launched with Box combos at the head by punching from above opponent’s Guard, with your head is raised ABOVE the opponent’s head by standing on toes HEAD RUSH or STANDARD (Attack on Head) – Attack is launched at the head, with your head at the SAME level as the opponent’s HEAD, Front CHEST RUSH or BISON – Attack is launched at the chest & head, with your head held BELOW & flush with the opponent’s CHEST AB RUSH or DIAMOND (Attack on Abdomen) – Attack is launched at the Abdomen, your head is held low at the level of the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen to groin) GROIN RUSH or RAT (Attack on Groin) – Attack is launched at the Groin with Punches, your head is held low at the level of the opponent’s GROIN LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head, when the opponent is crouched with his head BELOW YOUR BELT
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defensive range (retreat back range) Evasions block & parry Counters interception DEFENSIVE RANGE or Retreat Back Range Where you move backward to defend from opponent’s attack & subsequently launch counter attack. Defense is of various types..
1) DEFENSE BY EVASION
Evasion is effected by moving the head (or attacked body part) away from the attack • Duck – where head is moved in forwards and downwards to evade the opponents attacks such as circular swings and punches. • Snap back – where the head is moved backwards to evade the opponents straight punches (Jab & Cross) • Slip Right or Slip Left – where the head is moved sideways and forwards to evade the opponent’s straight punches (Jab & Cross) without going back, as in Snap back. This offers proximity to the opponent in order to land quick counters.
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• Body tuck - where you move your body away from the attack. • Knee tuck - where you move your knee away from the attack by jumping backwards.
2) DEFENSE BY PARRYING & BLOCKING
• Parrying is effected by deflecting the attack (punch or kick) away from your body using slapping action of your Slaps • Sideway Parry – Deflection of Punch with Lead or Rear Palm • Downward Parry – Deflection of Kick with Lead or Rear Palm • Blocking (DOOR DEFENSE) is effected by deflecting or stopping (punch or kick) away from your body using one or both forearms. a. One Door Defense – take half a step back by pulling the lead foot back by a few inches and raise your Lead forearm in front of your face to deflect opponents punches to your head. The Head is pulled back away to evade punch (snap back evasion) b. Two Door Defense - One step back - The lead foot is pulled back to come inline with the rear foot (neutral stance) and both forearms are raised in front of your face to protect against opponents punches. The Head is moved in front to lie cradled inside the protective forearms. c. Reverse Door Defense - One and a half step - The lead foot is pulled back behind the rear foot to change stance (from right lead stance to left lead stance) This is the deepest retreat, with the rear forearm being raised to protect against the opponents punches.
3) DEFENSE BY MOVING
This Defense is performed by using footwork to shift the body away from the attack. • Retreat Footwork • Step & Slide Retreat Footwork • Pendulum Retreat Footwork • Side Stepping Footwork • Side Stepping Right • Side Stepping Left For details, see section on Footwork
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evasions Evasions are defenses by moving the body away from punches or kicks. a. SNAP BACK - backward movement of the head b. RIGHT & LEFT SLIP - sideward movement of the head c. DUCK - forward & downward movement of the head d. BODY TUCK - backward movement of the body e. KNEE TUCK - backward movement of the knee
stance
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snap back - to punch
snap back - to kick 248
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body tuck - to body jab
body tuck - to side kick body Mi l i tary J KD
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knee tuck - to side kick knee
duck - to hook 250
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slip in - to jab
slip out - to jab Mi l i tary J KD
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block & parry Blocks are defenses to punches or kicks using
a. forearm (to deflect the direction of attack) called DOOR DEFENSE b. the hands (slapping movement of the palm)
stance
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forearm (door) defense
one door defense to lead punch
one door defense to rear punch Mi l i tary J KD
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two door defense to lead hook
two door defense to rear hook 254
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one door defense to kick
two door defense to kick Mi l i tary J KD
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reverse door defense to punch
reverse door defense to kick 256
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palm defense to kick
palm defense
1.
2.
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1. palm defense to front kick
2. 258
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1. palm defense to side kick
2. Mi l i tary J KD
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1. palm defense to roundhouse kick
2. 260
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1. palm defense to punch - pak sao
2. Mi l i tary J KD
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1. forearm defense to punch - tan sao
2. 262
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counters Counter Attacks
When the opponent attacks you defend with either Evasion (by moving your head/body away from the attack), Parry (defense with the palm of the hand) or Blocks (defense with the forearm). Following defense you have to quickly attack the opponent’s vital parts before he recovers and launches another attack. These attacks are called Counter attacks. Counter attacks are launched at the following vital targets: a. EYES - Finger Jab b. CAROTID ARTERY NECK - Chop c. CHIN - Jab/Hook/Uppercut d. SOLAR PLEXUS ABDOMEN - Uppercut/Side Kick e. GROIN - Front/Roundhouse Kick f. KNEE - Side Kick g. SHIN & ANKLE - Kick/Foot Scoop A properly launched counter attack can end the fight.
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defense to punch
1. counter with eye jab
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1.
defense to hook 2.
counter with nose push 266
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defense to punch
1. counter with roundhouse kick groin
2. Mi l i tary J KD
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1. defense to hook
2. counter with side kick knee 268
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defense to high kick.. ..counter with ankle scoop
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defense to groin kick
counter with neck chop 270
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defense to hook
counter with uppercut to solar plexus
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interception INTERCEPTION is an advanced art where one lands a counter attack
before the opponents attack lands, rather than defending his attack and countering thereafter. So Interception is an option that does away with the process of defense and counter. It is an expert’s option since it requires accurate timing for execution.
TECHNIQUES:
Some of the commonly used techniques for Interception are 1. KICKS a. Lead Side Kick Knee b. Lead Side Kick Body 2. PUNCHES a. Lead Jab b. Lead Finger Jab to Eyes
TIMING OF INTERCEPTION:
Interception can be launched at various timings as enumerated below 1. AT INTENT – as soon as opponent changes facial expression to signal the launch of his attack. 2. AT INITIATION – as soon as the attack begins 3. DURING – the movement of attack 4. AT RECOVERY – during the withdrawal of the attack
ALTERNATIVES TO INTERCEPTION
The various options to defense are as follows 1. EVADE & COUNTER - where you evade by moving the attacked body part away and then counter. 2. PARRY & THEN COUNTER - where you defend with a block/parry and then counter. 3. SIMULTANEOUS PARRY & COUNTER – where you parry/ block and attack at same time.
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4. INTERCEPTION – where u beat the timing of opponents attack 5. RUSHING IN WITH COMBINATIONS – where u don’t give the opponent a chance to attack.
interceptING A PUNCH WITH A PUNCH
interceptING A KICK WITH A KICK Mi l i tary J KD
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interceptING A KICK WITH A PUNCH 274
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tap-tap range (static range) TAP-TAP RANGE or Static Range (approx. 2 metres)
This is a starting mode of combat, where a safe distance is maintained between you and the opponent, where neither he nor you can reach one another with any attack. During attack you may have to step in to attack and quickly step back to safe position. In this range, the distance between you & your opponent is constant. Most amateur fights are limited to this range- “I hit, You hit or Tap-Tap”. Tap Tap Range can be studied and perfected under the categories of various ANGLES & LEVELS (See Basic Course Module)
ANGLE ELEVEN – Right Lead STARTING POSITION for STATIC FIGHTING
a) HIGH LEVEL – Boxing to HEAD (GATE BOXING) where you feint a punch in one direction and attack with another punch in the opposite direction b) MIDDLE LEVEL – BODY Kicks follow with Boxing HEAD (KICK BOXING) where you follow one kick with a boxing combination of 3 punches c) LOW LEVEL – Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low kicks to the knee, shin and ankle
ANGLE EXTREME 11
- Move from 11 to Inside by Side Stepping Right can be employed at 3 Levels 1. Eye Jabs 2. Groin Kicks 3. Knee Kicks
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ANGLE LINE – Move from 11 to Outside by Sidestepping Left
TRAP GUARD & PUNCH - Trapping is the art of immobilising the opponent’s guard with one hand while hitting him with the other hand
ANGLE TEE – Move from Line to Tee by stepping forward to face your
Chest on the Side of his Body The Tee position offers distinct Advantages – Since the front of your Body is stuck to the Opponent’s Side, pinning his lead Hand, he is incapable of using his Lead hand to punch. Since his Rear hand is not facing you, even his rear hand cannot be used to punch. And since you are facing him, You can use both your Lead & Rear Hands to punch him. So its your TWO Hands against his NO Hand. This advantage will be maintained only until you keep your Chest STUCK to his Side. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in Tee position attacking with Box combos to front & back of his opponent’s Head & Abdomen.
ANGLE REAR – Move to Opponent’s Rear whenever he partially turns
away from you while defending your attacks. Attack the Opponent on the vital targets on the rear of his body.
SYNOPSIS - HIGH LEVEL GATE BOXING Here you feint a punch in one direction & attack with another punch in the opposite direction a1. Feint Punch High - Punch Low a2. Feint Punch Low - Punch High a3. Feint Punch Straight (Jab) - Punch Around to the left (Rear Hook) a4. Feint Punch Straight (Jab)- Punch around to the right (Lead Hook)
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combo i
PUNCH LOW
1.
overhand punch 2. Ru sh to Wi n !
punch up high
1.
low body jab 2. Mi l i tary J KD
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combo iI
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combo iII
punch in 1.
hook out (tyson hook) 2. 280
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punch in 1.
hook in 2. Mi l i tary J KD
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combo iV
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combo i
1. stomp kick groin SYNOPSIS - MIDDLE LEVEL KICK BOXING Here you follow one body kick with a boxing combination of 3 punches b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross b2. Side Kick (Body) -Lead Backfist - RearHook - Lead Uppercut b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook
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rear cross face
3.
4. Mi l i tary J KD
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2. jab face (1-1) + repeat
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combo iI
1. side kick body
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3. rear hook
4. uppercut Mi l i tary J KD
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2. hammer fist
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combo iII
1. roundhouse kick
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2.
rear cross
3.
hook
4.
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jab
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side kick knee
SYNOPSIS - Angle Eleven Low kicks/Scoops Here you attack with low kicks to the knee, shin and ankle c1. Side Kick Knee c2. Low Kick Shin c3. Ankle Scoop
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ankle scoop
angle ELEVEN-low kicks low kick - shin
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technique i stance - eleven Synopsis - Angle Extreme Eleven - 3 Level Attacks Here you move from 11 to Inside by Side Stepping Right 1. Eye Jabs 2. Groin Kicks 3. Knee Kicks
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2.
angle extreme ELEVEN
step in to EXTREME ELEVEN 3.
eye jab Mi l i tary J KD
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1.
stance - eleven
technique iI 292
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2.
angle extreme ELEVEN
step in to EXTREME ELEVEN 3.
front kick groin Mi l i tary J KD
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Synopsis - Angle Line Trap & Punch Here you move from 11 to Outside by Sidestepping Left and Trap opponents guard and punch 1. PAK SAO – Trap Opponent’s Lead hand Guard with your Rear Hand 2. LOP SAO - Trap Opponent’s Lead hand Guard with your Lead Hand
Synopsis - Angle Tee Straight Blast Move from Line to Tee by stepping forward to your Chest on his Side of Body The Tee position offers distinct Advantages – Since the front of your Body is stuck to the Opponent’s Side, pinning his lead Hand, he is incapable of using his Lead hand to punch. Since his Rear hand is not facing you, even his rear hand cannot be used to punch. And since you are facing him, You can use both your Lead & Rear Hands to punch him. So its your TWO Hands against his NO Hand. This advantage will be maintained only until you manage to keep your Chest STUCK to his Side. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in Tee position to stick your chest to the opponent’s side (thus immobilizing his hand) and attacking him with Box combos using your right & left hands to the front & back of the opponent’s Head & Abdomen.
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Synopsis - Angle Rear Rear Strikes Move to Opponent’s Rear and attack him from the behind whenever he partially turns away from you while defending your attacks. A) Front Kick to his Spine B) Punches to back of his Head C) Elbows to Side of his Head D) Knee to his Spine E) Inverted U Hair Pull Throw
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ANGLE-line pak sao trap
stance - ANGLE eleven
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sIDE STEP LEFT
1.
2.
3. stance-ANGLE line
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angle line-trapping
4. pak sao trap
5. punch Mi l i tary J KD
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ANGLE-line lop sao trap
stance - ANGLE eleven
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sIDE STEP LEFT
1.
2.
stance-ANGLE line 3.
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4. lop sao trap
5. punch Mi l i tary J KD
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“ t ” angle
COMBO- straight blast
1.
2. 300
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4.
5. elbowS Mi l i tary J KD
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3.
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rear angle
1. push shoulder to go to the rear
2. front kick-groin 302
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4. LEAD JAB-back of head Mi l i tary J KD
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3. stomp kick-spine
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5. rear cross
6.
back of head-elbows
7. 304
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9. knee up spine
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8. knee up groin
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angle rear-attack COMBO 306
10. throw..
11. .. & hit
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RUSH range (ADVANCE FORWARD range) ELEVEN ‘11’– Rushes OVERHEAD RUSH or MOUNTAIN
(Attack from Over Head) Attack is launched with Box combos at the head by punching from above opponent’s Guard, with your head is raised ABOVE the opponent’s head by standing on toes
HEAD RUSH or STANDARD
(Attack on Head) – Attack is launched at the head, with your head at the SAME level as the opponent’s HEAD, Front
CHEST RUSH or BISON
– Attack is launched at the chest & head, with your head held BELOW & flush with the opponent’s CHEST
AB RUSH or DIAMOND
(Attack on Abdomen) – Attack is launched at the Abdomen, your head is held low at the level of the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen to groin)
GROIN RUSH or RAT
(Attack on Groin) – Attack is launched at the Groin with Punches, your head is held low at the level of the opponent’s GROIN
LOW RUSH or VALLEY
(Attack at a very low level) - Attack is launched at the Head, when the opponent is crouched with his head BELOW YOUR BELT
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i. mountain rush 1.
3.
2.
OVERHEAD PUNCHES 4.
HOOKS RT+LT OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) – Attack is launched with Box combos at the head by punching from above opponent’s Guard, with your head is raised ABOVE the opponent’s head by standing on toes
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OVERHEAD LEVEL elbow
5. elbow
6.
knee up chest
knee TO groin 7.
8.
RUSH RANGE Mi l i tary J KD
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ii. standard rush
1. in line jab
2. cross
3. hook
4. hook
HEAD RUSH or STANDARD - (Attack on Head) – Attack is launched at the head, with your head at the SAME level as the opponent’s HEAD
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HEAD LEVEL 5. elbow with trap - 1
6. REPEAT elboW
7. knee with trap
8. knee TO CHEST
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iii. bison rush 2.
1.
bison rush - stance
punch
3.
punch
4.
elbow
Front CHEST RUSH or BISON – Attack is launched at the chest & head, with your head held BELOW & flush with the opponent’s CHEST
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CHEST LEVEL
elbow 5.
6. knee up - groin
7. knee up - chest
RUSH RANGE Mi l i tary J KD
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iv. diamond rush 2.
1.
diamond rush 3.
4.
elbow - body
lead elbow
AB RUSH or DIAMOND (Attack on Abdomen) – Attack is launched at the Abdomen, your head is held low at the level of the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen to groin)
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ABDOMEN LEVEL 5.
6.
elbow - face
rear elbow 7.
8.
knee up groin knee up - chest
RUSH RANGE Mi l i tary J KD
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v. rat rush 2.
1.
rat rush 3.
4.
elbow body
elbow face
GROIN RUSH or RAT (Attack on Groin) – Attack is launched at the Groin with Punches, your head is held low at the level of the opponent’s GROIN
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GROIN LEVEL 6.
5.
rear elbow 7.
lead elbow 8.
knee up groin
knee up - chest
RUSH RANGE Mi l i tary J KD
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advanced course module
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TECHNICAL SYNOPSIS
ADVANCED COURSE MODULE GRAPPLING RANGE - NECK GRABS The below techniques are based on the principle ‘Hit! (Vital Strikes) Grab! (Neck Lock) Hit! (Knee Elbow) Throw! Stomp!’ The below attacks are to be executed in sequential order 1. RIGHT HANDED SIDE NECK GRAB & LEFT HANDED ATTACKS Hit Groin with Right hand clap (to make him bend forward for neck grab) Side Neck Grab with Right hand Left Hand Eye Scrape Left Down Elbow to Neck Left Knee to Plexus Left Sided Sprawl Throw Left Stomp Kick to Face 2. LEFT HANDED REVERSE NECK GRAB & RIGHT HANDED ATTACKS Hit Groin with Left hand clap (to make him bend forward for neck grab) Reverse Neck Grab with Left hand Right Hand Eye Scrape Right Down Elbow to Neck Right Knee to Plexus Right Sided Inverted “U” Throw Right Stomp Kick to Face
DEFENSIVE RUSHES GROIN RUSH or RAT (Attack on Groin) – Attack is launched at the Groin with Punches, your head is held low at level of the opponent’s GROIN. USED WHEN: OPPONENT CHARGES HIGH WITH HOOKS TO YOUR HEAD LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head, when opponent is crouched with his head BELOW YOUR BELT. USED WHEN: OPPONENT CHARGES LOW WITH ABDOMINAL PUNCHES
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REAR - Move to Opponent’s Rear whenever he partially turns away from you while defending your attacks. Attack the Opponent from his rear as he is defenceless with a) Front Kick to his Spine b) Punches to back of his Head c) Elbows to Side of his Head d) Knee to his Spine e) Inverted U Hair Pull Throw
APPLICATION OF STATES The 3 STATES are determined by your STANCE & MOBILITY a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This state is used against a weaker or smaller opponent in order to charge into him with the advantage of size and strength b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This state is used against an agile or skilled opponent in order to quickly evade or move out of attacks and also to deliver strong attacks. c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition. This state is used against a stronger or larger opponent in order to avoid being charged by the heavier or stronger opponent
CLAPPING ATTACKS (CLAP FLOW) Claps are attacks executed with the open hand (not a fist) using palm (slap), edge (chop), finger (jab), palm heel & Half knuckle to vital targets in a combination flow. The open hand being longer in length than the fist offers greater reach & ease & speed of movement. USED IN STREET SITUATIONS WHEN THE OPPONENT GRABS YOUR BODY IN GRAPPLING RANGE. Right hand CLAPS are as follows: Reverse Chop to Neck Eye Jab Palm to Face
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Half Knuckle to Throat Heel to Plexus Slap to Groin Slap to Face Chop to Neck (Carotid)
SITUATIONAL BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE ATTACKS & FIREARM THREATS
STREET GRABS a) Loosen Hold & secure balance b) Hit Vitals – Eye, Groin, Foot Stomp c) Distance opponent by pushing face with palm d) Elbows & Knees e) Throw OR f ) Box & Kick opponent away
MOB SITUATIONS a) Same principles as above b) Finish One man at a time c) Prioritize on attacking man who is Neck grabber, Foot grabber
DEFENSE TO KNIFE ATTACK a) Rule of thumb – AVOID THE ARC OF THRUST b) If attack is telegraphic (wide & predictable), move closer to get inside the arc of thrust & grab attacking hand c) If attack is non telegraphic (unpredictable) Face Weapon & get outside by moving away from the arc of thrust. d) Face the attacking weapon at all times, never giving your back to it.
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e) Deflect the attack, grab the knife wielding hand f ) Hit Vitals – Eye, Groin, Foot Stomp g) Elbows & Knees h) Throw OR i) Disarm Knife & Thrust same knife on opponent
DEFENSE TO FIREARM THREAT a) Rule of thumb – AVOID THE LINE OF FIRE b) Face the Firearm at all times, never giving your back to it. c) Deflect the firearm, (Not the hand wielding firearm as this may tilt the line of fire in your direction) & grab the firearm wielding hand d) After deflecting the attack, grab the firearm wielding hand e) Hit Vitals – Eye, Groin, Foot Stomp f ) Elbows & Knees g) Throw OR h) Disarm Firearm & Threaten the opponent with it.
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GRAPPLING RANGE NECK GRABS Neck grabs - Eye scrape - Elbow Knee Throw - Face stomp
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(RIGHT) SIDE neck grab - left side ATTACKS 328
NECK GRABS
1. ELEVEN
2.
3. neck grab
4. eye scoop
SIDE NECK GRABS ARE USED IN ANGLE-ELEVEN
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NECK GRABS 6. knee up
5. elbow on neck
7. sprawl
8. foot stomp
LEFT SIDE neck grab - RIGHT side ATTACKS IS ANOTHER VARIATION
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(RIGHT) REVERSE neck grab - left sideD ATTACKS 330
NECK GRABS
2. 1.
reverse neck grab
3. eye scoop
4. left elbow
REVERSE NECK GRABS ARE USED IN ANGLE-LINE
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NECK GRABS
5. right knee
6. inverted “U” nose THROW
7. throw
8. stomp
LEFT REVERSE neck grab - RIGHT side ATTACKS IS ANOTHER VARIATION
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DEFENSIVE RUSHES rat
if he charges from the top, meet his charge with a rush from below
Tee
if he charges in a straight line, side step & meet his charge from the side
valley
if he charges from below, meet his charge with a rush from above
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defensive rushes 2.
rat rush
1.
3.
rat rush 4.
elbow body
elbow face
GROIN RUSH or RAT (Attack on Groin) – Attack is launched at the Groin with Punches, your head is held low at level of the opponent’s GROIN. USED WHEN: OPPONENT CHARGES HIGH WITH HOOKS TO YOUR HEAD
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6.
5.
rear elbow 7.
lead elbow 8.
knee up groin
knee up chest
follow up every boxing rush with elbow & knee combos to knock down! Mi l i tary J KD
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defensive valley rush
1.
HIT DOWNWARDS 3.
2.
4.
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head, when opponent is crouched with his head BELOW YOUR BELT. USED WHEN: OPPONENT CHARGES LOW WITH ABDOMINAL PUNCHES “T” RUSH (Attack from Angle Tee)- USED WHEN OPPONENT CHARGES YOU WITH STRAIGHT PUNCHES (Jab & Cross). Step sideways out of the line of his charge, meanwhile using your forearm to deflect his punch as well as deflect the direction of his charge to execute a “T” RUSH
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1.
3. HOOK ABDOMEN
5. HOOK HEAD
MOVE INTO “t”
4. HOOK BACK
defensive “T” rush
FOREARM BLOCK TO PUNCH
2.
6. HOOK BACK OF HEAD
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REAR ANGLE refer to intermediate course module
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states APPLICATION OF STATES The 3 STATES are determined by your STANCE & MOBILITY a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This state is used against a weaker or smaller opponent in order to charge into him with the advantage of size and strength b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This state is used against an agile or skilled opponent in order to quickly evade or move out of attacks and also to deliver strong attacks. c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition. This state is used against a stronger or larger opponent in order to avoid being charged by the heavier or stronger opponent
solid state to lighter opponent
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liquid state to equal size opponent
liquid
gas state to heavier opponent Mi l i tary J KD
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jkd
commandments of sparring BASIC PRINCIPLE
1. DEFEND FIRST, ABOVE OFFENSE and HIT THE opponent WITHOUT GETTING HIT
STANCE
2. KEEP YOUR GUARD UP TO PROTECT YOUR FACE & BODY 3. ALIGN YOUR STANCE, SO AS TO FACE YOUR OPPONENT AT ALL TIMES, WITH BOTH YOUR FISTS & FEET POINTING AT OPPONENT, RATHER THAN FACING THE OPPONENT WITH ONLY ONE SIDE
FOOTWORK
4. WHILE MOVING, don’t CROSS YOUR FEET OR BRING THEM IN ONE LINE 5. TRY TO OBTAIN ANGLE TEE FOR ATTACK (tee-ing FROM OUTSIDE) 6. FACE THE OPPONENT WITH YOUR CHEST (CENTERLINE) FOR DEFENSE (centering)
ATTACK
7. ATTACK MUST BE SIMPLE, TO VITAL TARGETS & PENETRATIVE 8. ATTACK WITH LEAD HAND & LEAD FOOT 9. DO NOT TELEGRAPH 10. SELECT ATTACK BY APPROPRIATE RANGE AS APPLICABLE TO THE SITUATION ON HAND – KICK, PUNCH, ELBOW & KNEE & GRAPPLING
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DEFENSE
11. MAINTAIN SAFE DISTANCE IN DEFENSE 12. USE EVASION BY MOVING ATTACKED BODY PARTS AWAY 13. PARRY WITH REAR HAND RATHER THAN WITH LEAD HAND
COUNTER
14. USE PROPER TIMING IN COUNTER, IMMEDIATELY AFTER DEFENDING ATTACK 15. COUNTERS MUST BE SIMPLE, TO VITAL TARGETS 16. RETURN TO GUARD AFTER COUNTER
ENTRY & EXIT
17. SELECT YOUR CLOSEST RANGE AS APPROPRIATE DEPENDING UPON COMPARATIVE PARAMETERS OF WEIGHT, ABILITY & SITUATION 18. ENTER INTO A CLOSER RANGE WHEN THERE IS AN OPPORTUNITY 19. EXIT TO A FARTHER RANGE WHEN YOU ARE IN TROUBLE
ATTITUDE
20. KILL THE EGO & DEVELOP NO MIND
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Technical Synopsis of Bison Sparring ADVANCE to RANGE GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp) ADVANCE
Advance to RANGE RUSH (Infighting Box Combo to Elbow Knee) ADVANCE
Bouncing Static in RANGE TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances) ANGLE TEE Tee his shoulders with urs
ANGLE ELEVEN COMBAT STARTING POSITION RETREAT
SIDE STEP LEFT
ANGLE LINE Side Step Left to OUTSIDE
ANGLE ANGLE REAR EXTREME 11 Side Step Push his shoulders Right to to turn him INSIDE SIDE STEP RIGHT
Retreat to RANGE DEFENSIVE
ADVANCE to RANGE GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp) ADVANCE
Lt Sided SIDE NECK LOCK with RIGHT HANDED WORK Rt Sided REVERSE NECK LOCK with LEFT HANDED WORK BODY GRAB KNEE TAKE DOWN GRAB Advance to RANGE RUSH (Infighting Box Combo to Elbow Knee)
ADVANCE
LEVEL MOUNTAIN (Overhead) LEVEL STANDARD (Head) LEVEL BISON (Chest) LEVEL DIAMOND (Abs) LEVEL RAT (Groin) LEVEL VALLEY (Thigh)
Bouncing Static in RANGE TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances) ANGLE TEE STRAIGHTBLAST - Nil - Nil Tee his shoulders with urs SIDE STEP LEFT
ANGLE LINE TRAP PUNCH KICK TRAP PUNCH Side Step Left to OUTSIDE
ANGLE ELEVEN GATE BOX COMBO KICK BOX COMBO
ANGLE ANGLE REAR EXTREME 11 EYE JAB PUNCH /ELBOW to HEAD GROIN KICK KICK BACK/GROIN
LOW KICK to SCOOP STARTING ANGLE
KNEE KICK
KNEE GROIN
Side Step Right to INSIDE
Push his shoulders to turn him
RETREAT
Retreat to RANGE DEFENSIVE EVADE & COUNTER MOVE & COUNTER PARRY - 1 DOOR PARRY -2 DOOR PARRY -REVERSE DOOR
SIDE STEP RIGHT
Clapping is the art of using your open hand to strike the opponents vital targets. Clap exits are claps used in grappling range to quickly exit to safe distance & handicap heavier & aggressive opponents
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CLAP EXIT CLAPPING ATTACKS (CLAP FLOW) Claps are attacks executed with the open hand (not a fist) using palm (slap), edge (chop), finger (jab), palm heel & Half knuckle to vital targets in a combination flow. The open hand being longer in length than the fist offers greater reach & ease & speed of movement. USED IN STREET SITUATIONS WHEN THE OPPONENT GRABS YOUR BODY IN GRAPPLING RANGE.
CLAPS are as follows: Reverse Chop to Neck Eye Jab Palm to Face Half Knuckle to Throat Heel to Plexus Slap to Groin Slap to Face Chop to Neck (Carotid)
ESCAPE FROM STREET GRABS a) Loosen Hold & secure balance b) Hit Vitals – Eye, Groin, Foot Stomp c) Distance opponent by pushing face with palm d) Elbows & Knees e) Throw OR f ) Box & Kick opponent away
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clap exits
grapple
1.
foot stomp 2. 348
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eye jab
clap exits
3. nose push
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clap exits
5. ear clap
6. 1/2 knuckle-throat 350
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7. groin slam
clap exits
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9. knee
10. punch
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11. KICK
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While engaging a mob, Display full agression to survive, Engage the leader first, Move in order to line up mob Members one behind the other, Clap vitals of those who grab you, Hit with elbows & knees In all directions, Finish one man at a time & You will survive!
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mob situations SITUATIONAL BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE ATTACKS & FIREARM THREATS
MOB SITUATIONS a) Same principles as listed on previous page b) Finish One man at a time c) Prioritize on attacking man who is Neck grabber, Foot grabber
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2. FOOT STOMP
3 MAN GRAB
1.
4.
3.
FOOT STOMP on right 356
groin slam
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5. ear clap
7. front elbow
6. rear spinning elbow
8. side elbow
9. lining-up of opponents
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Remember the weapon weilding man fights only with his one arm that weilds the weapon , You must fight him with all four limbs against his one limb! Avoid the arc of thrust, Dont be concerned about disarming Just immobilize the weapon weilding hand and hit the vitals, Use elbows & knees, Throw & stomp , To neutralize the threat.
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defense against an edged weapon DEFENSE TO KNIFE ATTACK a) Rule of thumb – AVOID THE ARC OF THRUST b) If attack is non telegraphic (unpredictable) Face Weapon & get outside by moving away from the arc of thrust -OUTFIGHTING SKILLS. c) If attack is telegraphic (wide & predictable-, move closer to get inside the arc of thrust & grab attacking hand - INFIGHTING SKILLS d) Face the attacking weapon at all times, never giving your back to it. e) Deflect the attack, grab the knife wielding hand f ) Hit Vitals – Eye, Groin, Foot Stomp g) Elbows & Knees h) Throw OR i) Disarm Knife & Thrust same knife on opponent
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outfighting skills
SORRY!
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SLASH TO FACE-GET OUT
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body slash-body tuck leg attack-tuck
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1. 2. face the weapon hand grab & eye attack 4. knee body 3. elbow-face
infighting skills - defense to forehand knife attack 362
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5. 45 degree throw
6.
7.
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1. back hand attack
2. defend with both hands Jam opponent 364
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3. lop sao-eye attack
5. knee
4. elbow
6. inverted ‘U’ throw
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Bullets travel in a straight line, Avoid that line of fire & The threat will be neutralized. The rule of thumb in defending a firearm threat is either to be too close or too far. Too close will enable the use of unarmed combat skills, Too far will enable you to survive by taking cover.
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defense to firearm DEFENSE TO FIREARM THREAT a) Rule of thumb – AVOID THE LINE OF FIRE b) Face the Firearm at all times, never giving your back to it. c) Deflect the firearm, (Not the hand wielding firearm as this may tilt the line of fire in your direction) & grab the firearm wielding hand d) After deflecting the attack, grab the firearm wielding hand at the wrist in order to prevent oppoent from pointing muzzle at you. e) Hit Vitals – Eye, Groin, Foot Stomp f ) Elbows & Knees g) Throw OR h) Disarm Firearm & Threaten the opponent with it
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from front
i
threat
1. body sway
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3. defend with both hands 4. lop sao hand & weapon-eye jab
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from side
ii
1.
2. move out 370
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3. grab with both hands 4. LOP SAO & eye jab
5. follow up: elbows,knees & throws Mi l i tary J KD
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from down
1. low body threat
iii 2. move body out 372
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3. defend with leg 4. lop sao + eye jab
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from behind
iv 1. threat from behind
2. lean behind & touch weapon 374
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3. move out
4. grab with both hands 5. eye jab
6. follow up: elbows,knees & throws Mi l i tary J KD
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Complete technical synopsis The Complete Compilation of all Three Modules
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Technical Synopsis Basic Course Module BISON SYSTEM is an OFFENSIVE system of varying STRATEGY where you rush the Opponent with a flurry of pre planned & pre-learnt combination Attacks, based on an inspiration from Jeet Kune Do Concepts. BISON SYSTEM is an OFFENSIVE system of varying STRATEGY depending on Opponent’s BODY TYPE& PRESENTATION
The 1 RULE
Fight Different Opponents with DIFFERENT strategy & Fight Each Opponent with rapidly CHANGING strategy
The 3 STANCES
NEUTRAL Stance – Natural stance adopted while standing, Feet together in the same line RIGHT LEAD stance – Right foot forward Stance LEFT LEAD Stance – Left foot forward Stance
The 2 PRESENTATIONS MATCHED Presentation – When You are in Right Lead Stance & Opponent is also in Right Lead Stance or Vice Versa UNMATCHED Presentation – When You are in Right Lead Stance & Opponent is in Left Lead Stance or Vice Versa
The STATES are determined by your STANCE & MOBILITY
ICE (Attack from Static & Rigid Stance) – Deep, Wide Stance with Body tense for LIGHTER WEIGHT & WEAKER OPPONENTS WATER (Attack from Springy & Semi Rigid Stance) – In between Ice & Gas for MEDIUM WEIGHT & AGILE OPPONENTS
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GAS (Attack from Mobile & Prancing Stance) – Dancing, Narrow Stance with Body loose for HEAVIER & STRONGER OPPONENTS
The TOOLS of Combat are
KICKS – Front kick, Side kick, Hook (Roundhouse) kick PUNCHES – Jab (Lead punch), Cross (Rear punch), Lead Hook, Rear Hook, Uppercuts TRAPPING - Ths is the art of immobilizing the opponent’s guard (lead forearm) to enable opening of his guard. Types of Trapping: a. The Pak Sao Trap: is when you use your rear hand to trap the opponents lead hand. This is combined with a lead jab (attack) b. The Lop Sao Trap: is when you use your lead hand to trap the opponents lead hand. This is combined with a rear cross (attack) OPEN HANDED VITAL STRIKES - The finger tips, the edge of the hand (knife hand), the palm, the half-knuckle strike and the palm heel are used to strike the sense organs - eye, ear, nose, throat, carotid arteries of the neck, solar plexus & the groin to cause grevious injury. ELBOW & KNEES – Elbow Slam, Elbow Hook, Front knee, Hook knee JOINT LOCKS – Wrist lock, Elbow lock (Arm Bar), Shoulder lock (Hammer lock), Neck lock NECK GRABS – Side Neck Grab, Rear Neck Grab, Reverse Neck Grab THROWS – 45 Degree Throw, Inverted U Throw
The RANGES are determined by the distance
between you & the opponent DEFENSIVE RANGE (Retreat Fighting & Backwards movement) – this is retreating backward, Defending & Counter Attacking TAP - TAP RANGE (Far /Outfighting & Static Position Fighting) – this is essentially Static position fighting with Kicking & Boxing Range RUSHING RANGE (Near /Infighting & Rushing Advance) – this is Rushing in with Boxing combinations followed by Knee- Elbow GRAPPLE RANGE (Close Proximity fighting & Grappling) – this is to go very close to Grappling Range followed by Knee Elbows & Throws
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The ANGLES are determined by the angle
made by your chest in relation to opponent’s chest EXTREME ELEVEN (Chest facing Chest flush) – From 11 move towards opponent’s INSIDE ELEVEN (Chest facing Chest at slant) – this is BASIC STARTING STANCE LINE (Both Chests in Line) – From 11 move towards opponent’s OUTSIDE TEE– (Chest facing Opponent’s Side /Shoulder)- From LINE change angle to make Chest perpendicular to opponent’s Chest REAR (Chest to Opponent’s Rear) – From Tee, move around to reach Rear of the opponent.
The LEVELS are determined by the HEIGHT of the attack with ref to the opponents body OVERHEAD LEVEL RUSH or MOUNTAIN (Attack from Over Head) – Attack is launched at the head by punching from above opponent’s Guard, with your head is raised ABOVE the opponent’s head by standing on toes HEAD LEVEL RUSH or STANDARD (Attack on Head) – Attack is launched at the head, with your head at the SAME level as the opponent’s HEAD CHEST LEVEL RUSH (Attack on Chest progressing to Head) a. Front CHEST RUSH or BISON– Attack is launched at the chest & head, with your head held BELOW & flush with the opponent’s CHEST b. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched at the chest & head, with the (Chest or) front of your body facing the side of the opponent’s body AB LEVEL RUSH or DIAMOND (Attack on Abdomen) a. Attack is launched at the Abdomen, your head is held low at the level of the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen to groin) b. Attack is launched at Abdomen with Kicks GROIN LEVEL RUSH or RAT (Attack on Groin) a. Attack is launched at the Groin with Punches, your head is held low at the level of the opponent’s GROIN b. Attack is launched at Groin with Kicks
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THIGH LEVEL RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head, when the opponent is crouched with his head BELOW YOUR BELT LEG RUSH or SCOOP (Attack on Knee, Shin & Ankle) – Attack is launched with kicks at the opponent’s Knee, Shin or Ankle
The Opponent Types TALL OPPONENT – hit LOW on knees & groin SAME HEIGHT OPPONENT – hit MIDDLE on body & head SHORT OPPONENT – hit HIGH on the head POT BELLY OPPONENT – hit BELLY & follow on groin MESOMORPH (HEAVY MUSCULAR) – hit with STRONGER PARTS i.e elbows & knees AGGRESSIVE – DISTANCE with palm on face & KICK him away TALL MESOMORPH – hit LOW on groin & follow with STRONGER PARTS like elbows & knees
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Technical Synopsis
Intermediate Course Module BISON SYSTEM involves using various ANGLES in 2 ADVANCING RANGES (Tap Tap Range & Rush Range) and 1 RETREATING RANGE (Defensive Range)
A) DEFENSIVE RANGE
This is the retreat mode of combat. By retreat, it is not meant that the exponent is defeated. It means that when the opponent is stronger or charging you with a stronger force, you may need to move backwards to absorb his force, before launching a counter attack. Depending upon the degree of penetration of his charge, you may be required to retreat more & more backward as follows: a) ONE DOOR DEFENSE (HALF STEP BACK)– This is when you step slightly back with your Lead foot (say by a few inches), and you defend by raising your Lead Forearm to cover your face, while shifting your head behind & away from the attacking hand. b) TWO DOOR DEFENSE (ONE STEP BACK)– This is when you step moderately back with your Lead foot (say by a foot) to bring your feet together (neutral stance), and you defend by raising both your Lead & Rear Forearms to cover your face, while shifting your head in front & closer to the opponent’s attacking hands. Here your head lays cradled inside your guard & protected by your forearms. c) REVERSE DOOR DEFENSE (ONE AND A HALF STEP BACK)- This is when you completely step behind with your Lead foot (say by a metre), so as to change your Lead Stance (from a Right Lead Stance, you may now end up with Left Lead Stance) and you defend by raising your Rear Forearm to cover your face, while shifting your head behind & away from the attacking hand. COUNTER ATTACK These are Attacks launched quickly after defence to Opponent’s attack, before he has time to recover. The following is the list of Counters. Counters can be executed as Attacks immediately after defence. At times, during counter, you may trap the opponent’s Lead hand guard so that he cannot defend your counter.
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HAND CLAPS Eye Jab Nose Push Carotid Chop PUNCHES Jab Cross Pak Sao Trap & Jab KICKS Roundhouse Kick Groin Side Kick Knee LEG ATTACK Ankle Scoop
B) TAP TAP RANGE
This is a starting mode of combat, where a static position is maintained while attacking, without advancing forward too much, using single attacks, followed by waiting for the opponent’s attack. Most amateur fights are limited to this range“I hit, You hit or Tap-Tap”. Tap Tap Range can be studied and perfected under the categories of various ANGLES & LEVELS (See Basic Course Module)
ANGLE ELEVEN
Right Lead STARTING POSITION for STATIC FIGHTING a) HIGH LEVEL – Boxing to HEAD (GATE BOXING) where you feint a punch in one direction and attack with another punch in the opposite direction a1. Punch High - Punch Low a2. Punch Straight (Jab) - Punch Around to the left (Rear Hook) a3. Punch Straight (Jab)- Punch around to the right (Lead Hook) b) MIDDLE LEVEL – BODY Kicks follow with Boxing HEAD (KICK BOXING) where you follow one kick with a boxing combination of 3 punches b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross b2. Side Kick (Body) -Lead Backfist - RearHook - Lead Uppercut b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook
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c) LOW LEVEL – Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low kicks to the knee, shin and ankle c1. Side Kick Knee c2. Low Kick Shin c3. Ankle Scoop
ANGLE EXTREME 11 - Move from 11 to Inside by Side Stepping Right
can be employed at 3 Levels 1. Eye Jabs 2. Groin Kicks 3. Knee Kicks
ANGLE LINE – Move from 11 to Outside by Sidestepping Left
TRAP GUARD & PUNCH Trapping is the art of immobilising the opponent’s guard with one hand while hitting him with the other hand 1. PAK SAO – Trap Opponent’s Lead hand Guard with your Rear Hand 2. LOP SAO - Trap Opponent’s Lead hand Guard with your Lead Hand
ANGLE TEE – Move from Line to Tee by stepping forward to face your
Chest on the Side of Body The Tee position offers distinct Advantages – Since the front of your Body is stuck to the Opponent’s Side, pinning his lead Hand, he is incapable of using his Lead hand to punch. Since his Rear hand is not facing you, even his rear hand cannot be used to punch. And since you are facing him, You can use both your Lead & Rear Hands to punch him. So its your TWO Hands against his NO Hand. This advantage will be maintained only until you manage to keep your Chest STUCK to his Side. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in Tee position to stick your chest to the opponent’s side attacking with Box combos with both right & left hands to front & back of his opponent’s Head & Abdomen.
ANGLE REAR – Move to Opponent’s Rear whenever he partially turns
away from you while defending your attacks.
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Attack Opponent from his rear as he is defenceless with A) Front Kick to his Spine B) Punches to back of his Head C) Elbows to Side of his Head D) Knee to his Spine E) Inverted U Hair Pull Throw C) RUSH RANGE (Box Combo to Elbow–Knee) Whenever there is an opportunity, the idea is to suddenly rush in close to the opponent, with a flurry of Box combinations followed by destructive Elbows & Knees. The surprised opponent should have no time to react, caught completely by surprise.
ELEVEN ‘11’– Rushes OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) – Attack is launched with Box combos at the head by punching from above opponent’s Guard, with your head is raised ABOVE the opponent’s head by standing on toes HEAD RUSH or STANDARD (Attack on Head) – Attack is launched at the head, with your head at the SAME level as the opponent’s HEAD, Front CHEST RUSH or BISON – Attack is launched at the chest & head, with your head held BELOW & flush with the opponent’s CHEST AB RUSH or DIAMOND (Attack on Abdomen) – Attack is launched at the Abdomen, your head is held low at the level of the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen to groin) GROIN RUSH or RAT (Attack on Groin) – Attack is launched at the Groin with Punches, your head is held low at the level of the opponent’s GROIN LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head, when the opponent is crouched with his head BELOW YOUR BELT
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Technical Synopsis Advanced Course Module GRAPPLING RANGE - NECK GRABS The below techniques are based on the principle ‘Hit! (Vital Strikes) Grab! (Neck Lock) Hit! (Knee Elbow) Throw! Stomp!’ The below attacks are to be executed in sequential order 1. RIGHT HANDED SIDE NECK GRAB & LEFT HANDED ATTACKS Hit Groin with Right hand clap (to make him bend forward for neck grab) Side Neck Grab with Right hand Left Hand Eye Scrape Left Down Elbow to Neck Left Knee to Plexus Left Sided Sprawl Throw Left Stomp Kick to Face 2. LEFT HANDED REVERSE NECK GRAB & RIGHT HANDED ATTACKS Hit Groin with Left hand clap (to make him bend forward for neck grab) Reverse Neck Grab with Left hand Right Hand Eye Scrape Right Down Elbow to Neck Right Knee to Plexus Right Sided Inverted “U” Throw Right Stomp Kick to Face
DEFENSIVE RUSHES GROIN RUSH or RAT (Attack on Groin) – Attack is launched at the Groin with Punches, your head is held low at level of the opponent’s GROIN. USED WHEN: OPPONENT CHARGES HIGH WITH HOOKS TO YOUR HEAD LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head, when opponent is crouched with his head BELOW YOUR BELT. USED WHEN: OPPONENT CHARGES LOW WITH ABDOMINAL PUNCHES REAR - Move to Opponent’s Rear whenever he partially turns away from you while
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defending your attacks. Attack the Opponent from his rear as he is defenceless with a) Front Kick to his Spine b) Punches to back of his Head c) Elbows to Side of his Head d) Knee to his Spine e) Inverted U Hair Pull Throw
APPLICATION OF STATES The 3 STATES are determined by your STANCE & MOBILITY a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This state is used against a weaker or smaller opponent in order to charge into him with the advantage of size and strength b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This state is used against an agile or skilled opponent in order to quickly evade or move out of attacks and also to deliver strong attacks. c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition. This state is used against a stronger or larger opponent in order to avoid being charged by the heavier or stronger opponent
CLAPPING ATTACKS (CLAP FLOW) Claps are attacks executed with the open hand (not a fist) using palm (slap), edge (chop), finger (jab), palm heel & Half knuckle to vital targets in a combination flow. The open hand being longer in length than the fist offers greater reach & ease & speed of movement. USED IN STREET SITUATIONS WHEN THE OPPONENT GRABS YOUR BODY IN GRAPPLING RANGE. Right hand CLAPS are as follows: Reverse Chop to Neck Eye Jab Palm to Face Half Knuckle to Throat Heel to Plexus
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Slap to Groin Slap to Face Chop to Neck (Carotid)
SITUATIONAL BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE ATTACKS & FIREARM THREATS
STREET GRABS a) Loosen Hold & secure balance b) Hit Vitals – Eye, Groin, Foot Stomp c) Distance opponent by pushing face with palm d) Elbows & Knees e) Throw OR f ) Box & Kick opponent away
MOB SITUATIONS a) Same principles as above b) Finish One man at a time c) Prioritize on attacking man who is Neck grabber, Foot grabber
DEFENSE TO KNIFE ATTACK a) Rule of thumb – AVOID THE ARC OF THRUST b) If attack is telegraphic (wide & predictable), move closer to get inside the arc of thrust & grab attacking hand c) If attack is non telegraphic (unpredictable) Face Weapon & get outside by moving away from the arc of thrust. d) Face the attacking weapon at all times, never giving your back to it. e) Deflect the attack, grab the knife wielding hand f ) Hit Vitals – Eye, Groin, Foot Stomp
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g) Elbows & Knees h) Throw OR i) Disarm Knife & Thrust same knife on opponent
DEFENSE TO FIREARM THREAT a) Rule of thumb – AVOID THE LINE OF FIRE b) Face the Firearm at all times, never giving your back to it. c) Deflect the firearm, (Not the hand wielding firearm as this may tilt the line of fire in your direction) & grab the firearm wielding hand d) After deflecting the attack, grab the firearm wielding hand e) Hit Vitals – Eye, Groin, Foot Stomp f ) Elbows & Knees g) Throw OR h) Disarm Firearm & Threaten the opponent with it.
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Technical Synopsis of Bison Sparring ADVANCE to RANGE GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp) ADVANCE
Advance to RANGE RUSH (Infighting Box Combo to Elbow Knee) ADVANCE
Bouncing Static in RANGE TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances) ANGLE TEE Tee his shoulders with urs
ANGLE ELEVEN COMBAT STARTING POSITION RETREAT
SIDE STEP LEFT
ANGLE LINE Side Step Left to OUTSIDE
ANGLE ANGLE REAR EXTREME 11 Side Step Push his shoulders Right to to turn him INSIDE SIDE STEP RIGHT
Retreat to RANGE DEFENSIVE
ADVANCE to RANGE GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp) ADVANCE
Lt Sided SIDE NECK LOCK with RIGHT HANDED WORK Rt Sided REVERSE NECK LOCK with LEFT HANDED WORK BODY GRAB KNEE TAKE DOWN GRAB Advance to RANGE RUSH (Infighting Box Combo to Elbow Knee)
ADVANCE
LEVEL MOUNTAIN (Overhead) LEVEL STANDARD (Head) LEVEL BISON (Chest) LEVEL DIAMOND (Abs) LEVEL RAT (Groin) LEVEL VALLEY (Thigh)
Bouncing Static in RANGE TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances) ANGLE TEE STRAIGHTBLAST - Nil - Nil Tee his shoulders with urs SIDE STEP LEFT
ANGLE LINE TRAP PUNCH KICK TRAP PUNCH Side Step Left to OUTSIDE
ANGLE ELEVEN GATE BOX COMBO KICK BOX COMBO
ANGLE ANGLE REAR EXTREME 11 EYE JAB PUNCH /ELBOW to HEAD GROIN KICK KICK BACK/GROIN
LOW KICK to SCOOP STARTING ANGLE
KNEE KICK
KNEE GROIN
Side Step Right to INSIDE
Push his shoulders to turn him
RETREAT
Retreat to RANGE DEFENSIVE EVADE & COUNTER MOVE & COUNTER PARRY - 1 DOOR PARRY -2 DOOR PARRY -REVERSE DOOR
SIDE STEP RIGHT
Acknowledgements
dR. SHEETAL
RITESH 392
dR. KOMAL
NIKESH Ru sh to Wi n !
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Glossary of Terms Martial Art – Fighting arts Traditional Martial Arts – like Japanese Karate, Korean Taekwondo, Judo, Kung Fu Mixed Martial art – Contact sports which permit use of multiple arts like Boxing, Grappling & Ground fighting Defensive Tactics /Law Enforcement Martial Arts – Police Martial arts used in restraining, handcuffing and disarming armed offenders Military Martial Arts/ Unarmed Combat – Martial Arts used by soldiers in close quarter warfare to kill, cripple or silence CQB – Close Quarter Battle where enemy is within 30 meter range Jeet Kune Do – Chinese American Martial Art founded by Bruce Lee JKD Concept –Philosophy & Principles advocated by Bruce Lee comprising of Simplicity, Directness, Efficiency & Non Classical approach to any problem in the arena or outside Miltary JKD – JKD concepts applied to CQB & Unarmed Combat Bison System – UAC Method utilizing JKD concepts founded by Doctors Rao couple. Attack – Initiation of physical hurt Defense – Thwarting an attempted physical hurt Evasion – Defending by quickly moving the attacked part away Parry – Defending by deflecting the attacking limb, fist or foot Block – Defending by stopping the attacking limb, fist or foot Moving to Defend – Defending by moving the whole body away from the line of attack Counter Attack – After defense of an opponent’s attack, any quickly launched attack on the opponent before he launches another attack. Interception – When opponent is launching an attack, any attack launched by you which lands on him before his attack lands on you. Sparring – Random Practice of fighting during training with a partner Combat – Actual fighting during encounter with enemy Body – Any part of the trunk
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Stance – Posture adopted in combat Neutral or Natural Stance – Standing with feet almost together Right Lead Stance – Standing with Right foot in front of left foot Left Lead Stance – Stance with Left foot in front of right foot Matched Stance – When you and the opponent are both in Left Lead Stance or when both are in Right Lead Stance Unmatched Stance – When you are in Right Lead Stance and Opponent is in Left Lead Stance or Vice versa Changing your Lead – Going from Right Lead to Left Lead Stance or Vice versa Inside – Moving towards opponents Chest Outside – Moving towards opponents Back Step and Slide Advance – Moving in front without changing your Lead. Step and Slide Retreat - Moving backwards without changing your Lead Step Thru - Moving in front by changing your Lead Side Step Right - Moving sideways to your Right without changing your Lead Side Step Left - Moving sideways to your Left without changing your Lead Front Kick – Stomp Kick – Stomping your foot in front to Groin Front Kick – Snap Kick – Extending flexed knee to front Side Kick Body – Extending flexed knee to side Roundhouse Kick / Hook Kick – Extending flexed knee circularly Knee Break – Side kick to knee joint Shin Kick – Front kick to Shin bone Ankle Scoop – Circular sweeping strike with Foot to the Ankle Jab – Straight Punch with Lead Hand Cross – Straight Punch with the Rear Hand Hook – Circular Horizontal Punch with either hand to Jaw Uppercut - Circular Vertical Punch with either hand to Chin Knock out/ Kayo – Concussion or momentary fainting due to a jerk on the neck and transient counter coupe injury (whip lash) to brain.
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Pak Sao Trap – Immobilizing /Holding the Opponent’s Lead hand with your Rear hand Lop Sao Trap - Immobilizing /Holding & Pulling Opponent’s Lead hand with your Lead hand Pak Sao Defense – Using Palm Slap to defend the opponents strike, punch or kick. Head Butt – Ramming the opponent’s face with your head Elbow Hook – Hooking strike with Elbow tip Elbow Slam – Slamming strike(e) with Elbow & Forearm Front Knee – Lifting Strike with Knee tip Round Knee – Circular Strike with tip of Knee Groin Slam – Strike(s) with straight forearm & Fist by swinging movement of shoulder Foot Stomp – Downward stomp with heel on opponents toes Lock – Forcible twisting a joint beyond it’s normal range of movement Head /Neck Lock – Locking the neck joint/vertebrae or windpipe or neck artery or vein Choke – Compressing windpipe to cut off air intake & suffocate Neck Crank – Twisting of Neck vertebrae Wrist lock – Twisting wrist joint Arm bar – Forcibly over extending the straightened Elbow joint Hammer Lock – Twisting the elbow & Shoulder joint Knee Bar –From squatting position, pressing your forearm on opponent’s straight knee to make him lose balance. Knee Takedown – Folding the opponent’s bent knee further to imbalance him Throw – To make the opponent suddenly lose balance and land on the floor & hurt himself by the impact 45 Degree Throw – Throwing the opponent by pushing his body backward at an 45 degree angle Inverted U Throw – Throwing the opponent by pulling his hair/head backward in an “inverted U” direction of force. Side Neck Lock – Grabbing the opponent’s head in your armpit when both are facing the same direction
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Reverse Neck Lock – Grabbing the opponent’s head in your armpit when both are facing each other. Here the opponents head is facing the ground Rear Neck Lock – Grabbing the opponent’s head from behind him by wrapping your arm & forearm around his neck. Slap Parry / Pak Sao/ Palm Slap Parry – Deflecting the opponent’s strike using slapping action of your palm Door Defense / Tan Sao/ Forearm Parry - Deflecting the opponent’s strike using the Forearm One Door Defense - Deflecting the opponent’s strike using Lead forearm Two Door Defense – Blocking the opponent’s strike using Both forearms Reverse Door - Deflecting the opponent’s strike using Rear forearm Duck – Evading the opponent’s strike by moving head downwards Snap Back – Evading the opponent’s strike by moving head backwards Slip to Right – Evading the opponent’s strike by moving head side wards to Right Slip to Left – Evading the opponent’s strike by moving head downwards to Left Body Tuck – Evading the opponent’s strike by moving body backwards Knee Tuck – Evading the opponent’s strike by moving knee backwards Primary Targets – Eye/ Face, Groin/Solar Plexus & Knee/Shin Vital Targets – Any part of body where grievous injury may result Carotid Artery – Artery in neck supplying blood to brain Jugular Vein – Vein in neck draining blood from brain. Solar Plexus – nerve plexus in diapghram, the muscle (largest in the male body) separating chest & abdominal cavities Groin – Scrotum & Contents including Testes. Females donot suffer grievous injury when hit on their groin. But when hit on the breasts, the result is severe pain. Level – The Height of the body at which the attack is launched. Angle – The Angle of the two fighter’s bodies/ Chests Range – The distance between the two bodies at which the fight occurs. State – The state of rigidity/ flexibility of the fighter’s body. Mountain Level – Boxing Combination Attack launched from Above opponent’s head at his head.
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Standard Level – Boxing Combination Attack launched at the opponent’s Head. Bison Level – Boxing Combination Attack launched at opponent’s Chest. Diamond Level – Boxing Combination Attack launched at opponent’s Abdomen. Rat Level – Boxing Combination Attack launched at opponent’s Groin in Crouched Stance. Valley Level - Attack launched at opponent’s Head when he is attacking with crouched stance. Here opponent’s head may be at the level of your thighs. All Below Angles are with ref to matched Stance Angle Eleven – Opponent & You stand face to face, Your Chest facing Opponent’s Chest. Angle Line – Opponent & You standing facing Side to Side. This Angle is reached when you move from Angle Eleven to Outside. Angle Tee – Your Chest facing Opponent’s Side Angle Rear – Your Chest facing Opponent’s Back. Extreme Eleven – When you move from Angle Eleven to the INSIDE, towards opponent’s Chest, you are said to be in Extreme Eleven or Inside Outer Circle Range - When the distance between you and the opponent is about 2 metres, when neither you nor your opponent can reach each other with an attack . Kicking Range - When the distance between you and the opponent permits only exchange of kicks Punching Range - the range refers to the distance at which you and your opponent exchange punches. It is a distance closer than kick range but further than the knee elbow range. Knee – Elbow Range - the range refers to the distance at which you and your opponent exchange elbows and knee techniques .It is a distance closer than the punching range but farther than the grappling range. Grappling Range – the range refers to a very close distance where the two bodies are in close approximation. At this range you & your opponent exchange locks, throws & grabs . Groundwork Range – the range refers to fighting on the ground Ice State / Solid – the state refers to a deep, rigid and wide stance Steam State / Gas- the state refers to a freely mobile, prancing and narrow stance.
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Water State / Liquid- the in between state, with a springy & semi rigid stance Tap Tap Range /Static Range – This is essentially a static outfighting position using Kicks and Punches. Rush Range / Advance Forward Range - This is Rushing in range charging at the opponent with Boxing combinations followed by Knee- Elbow techniques Defensive Range / Retreat Back Range - This is retreating backward range, for purposes of Defending & Counter Attack. Situational Fighting – Defensive Responses to various Street Grabs like Collar grab, Bear hug & Leg pick up. Mob Fighting- The techniques and strategies used to fight & survive a mob situation. Lining up the Mob- strategy of fighting against a mob whereby the members of the mob are lined up on one side and no longer around you. Edged Weapon Threat- Defense to an opponent attacking you with a blade weapon Firearm Threat- Defense used to an opponent threatening you with a firearm. Arc of Thrust –the arc across which the edged weapon is swung in attack. Line of Fire –the line traced by the bullet from the firearm barrel to the expected target. This is also the line joining the aiming eye, foresight & hindsight. Claps- series of attacks with the open hand used on vital areas of the opponent Clap Exits – A series of Claps used to escape from a single/many opponents grabbing your body in grappling range.
Mi l i tary J KD
399
The Indian Bison The Indian Bison or GAUR (Bos Gaurus) is a large, dark-coated bovine animal of South Asia, biggest populations are found today in India. The Gaur is not to be confused with the American Bison (Bison Bison) which is a timid animal and prey of hunters, now almost extinct. Gaur are the heaviest and most powerful of all wild cattle. Males have a highly muscular body, with a distinctive dorsal ridge and a large dewlap, forming a very powerful appearance. Body length is upto 12 feet, shoulder height 2 metre, weighing about 2 ton with 32 inch horns. Due to their formidable size and power, the gaur has few natural enemies. There are several cases of tigers being killed by gaur. In one instance, a tiger was repeatedly gored and trampled to death by a gaur during a prolonged battle. In another case, a large male tiger carcass was found beside a small broken tree in Nagarahole national park, being fatally struck against the tree by a large bull gaur a few days earlier. When confronted by a tiger, the adult members of a gaur herd often form a circle surrounding the vulnerable young and calves, shielding them from the big cat. A herd of gaur in Malaysia encircled a calf killed by a tiger and prevented it from approaching the carcass while in Nagarahole, upon sensing a stalking tiger, a herd of gaur walked as a menacing phalanx towards it, forcing the tiger to retreat and abandon the hunt. Gaurs have also been known to make a whistling snort as an alarm call to warn other members of its herd of approaching danger. Especially during summer time, the heat and parasitic insects make them more short-tempered than usual. Gaur bulls may charge unprovoked, rushing at the enemy & goring it to death. RUSH TO WIN! is the motto aptly adopted by the Bison System.
The Bison System JKD of Military Unarmed Combat derives inspiration from the Indian Bison’s attitude of charging towards victory, for upholding principles of bushido – Courage, Benevolence, Righteousness, Honor & Duty. It is an application of Jeet Kune Do concepts to Military Unarmed Combat. The Bison system is the result of the Rao couples research and experience in imparting Unarmed Combat (& Close Quarter Battle) training to over 15,000 soldiers & policemen, over the last two decades.