Hybrid
Fighting Basics
This post will be about the basics of
fighting. It should explain most of the
hybrid system maneuvers: PUNCH, KICK,
GRAPPLING, CLINCH FIGHTING, ELBOW, KNEE, TRAPPING, SWEEP, THROW, TAKEDOWN,
JOINT LOCK, and CHOKEHOLD. Each section
will describe how each strike, grab, and takedown is performed.
PUNCH
A punch is a striking blow with the
closed fist. It is used in some martial
arts and combat sports, most notably boxing where it is the only type of
offensive technique allowed. In sports,
hand wraps or other padding such as gloves may be used to protect athletes and
practitioners from injuring themselves.
The use of punches varies between
different martial arts and combat sports.
Styles such as boxing or Russian fist fighting utilize punches alone,
while others such as kickboxing or karate may use punches along with kicks. Others such as wrestling and judo do not
utilize punches at all. There are many
different types of punches and as a result, different styles encompass varying
types of punching techniques.
Back fist
A back fist is performed by forming a
fist and striking with the tops of the two largest knuckles. A spinning back fist is performed when the
attacker swivels 360 degrees before landing the punch, adding extra momentum to
the attack. The fighter will lunge and
begin spinning toward the side of the opponent of which fist he or she will
attack with. Simpler terms, go to the
left, spin to the left and connect with the left fist and vice versa.
Chambered Punch
A strike commonly performed in karate,
kung fu, and tae kwon do, originating from a "chambered" position.
Cross Straight
A direct straight punch similar to the
jab, except delivered with the rear hand.
Power is generated through the rotation of the hips.
Jab
The jab is a straight blow delivered (generally
from a distance) with the arm above the lead foot ... The punch is quick and
explosive.” It is generally used for
distraction, keeping distance, setting up, and defense.
Long Fist
By tucking the fingertips against the
bottom knuckle of each finger, a long fist is formed. They offer decreased strength but increased
reach. The striking surface is also
narrower, which allows the fist to dig between ribs and other soft target
areas.
Hammer Fist
A compacted fist is brought down upon
the target, usually using the side of the hand or wrist.
Haymaker
A punch in which the arm is whipped
sideways from the shoulder joint with minimal elbow bend. The name is derived from the motion, which
mimics the action of manually cutting hay by swinging a scythe. The haymaker is considered an
imperfect/impure punch, as the angle of approach is unsupported by the
remainder of the forearm. Since a
haymaker's power is derived completely from weight transfer and momentum
instead of muscle contraction, a long windup is required to generate sufficient
force. Haymakers, in the form of
shoulder punches, are frequently used from a mounted position in mixed martial
arts as part of the "ground and pound" method, as the legs cannot be
used to generate power. When thrown from
standing, these punches leave the person vulnerable to a counter punch during
the wind up, if blocked, or if the haymaker misses.
Hook
A punch involving the use of turning to
aim toward the side of the head or body.
Overhand
A semi-circular and vertical punch
thrown with the rear hand. It is usually
when the opponent is bobbing or slipping.
The strategic utility of the drop relying on body weight can deliver a
great deal of power.
Shovel Hook
A close range punch that is halfway
between a hook and an uppercut. Shovel
hooks are most commonly used to strike the body at a 45-degree angle. For example, a liver shot can be done using a
shovel hook.
Uppercut
The fist is raised vertically towards
the target, usually the head or upper body.
Since most guards are held with the arms in a vertical position, the
uppercut can be used to avoid the opponent's attempts at blocking.
Upset Punch
Starts with the fist in the chambered
position, with the palm facing downwards, delivered to the abdomen or solar
plexus.
Casting Punch
This is a punch used in Sambo and MMA
that starts with a forward motion of the shoulders, which causes the bent arm
to whip forward to the opponent. This
punch can often cause the opponent to be put in a clinch if it misses at close range.
Superman Punch
A superman punch or diving punch is a
technique used in Muay Thai, ITF-style Taekwon-Do, and full contact karate and
mixed martial arts fighting. The striker
will lunge toward the opponent pushing off with the back foot punching with the
opposite arm of the leg used to push off with although there may be variations
in the name and technique, depending on the fighting style. The pose should resemble that of Superman,
hence the name.
Sucker Punch
A punch that takes your enemy by
surprise, possibly knocking them out or otherwise incapacitating them. Could be an unexpected blow to the stomach or
a strike from behind that the victim did not see coming.
Seiken
Punching techniques in Karate are
called tsuki or zuki. Contact is made
with the first two knuckles (seiken). If
any other part of the hand is used to strike with, such as the back of the fist
(uraken) or the bottom of the fist (tetsui), then the blow is classified as a
strike (uchi).
Karate punches include the thrust punch
oi-zuki made using the lead-hand, straight punch choku-zuki, reverse punch
gyaku-zuki, made from the opposite hand, and many other variations.[1]
Not only can I knock you out with my
fists but also I will kick you so hard that you will die!!!
KICK
Basic kicks
Front kick
Delivering a front kick involves
raising the knee and foot of the striking leg to the desired height and
extending the leg to contact the target.
The actual strike is usually delivered by the ball of the foot for a
forward kick or the top of the toes for an upward kick. Taekwondo practitioners utilize both the heel
and ball of the foot for striking. Various
combat systems teach 'general' front kick using the heel or whole foot when
footwear is on. Depending on fighter's
tactical needs, a front kick may involve more or less body motion. Thrusting one's hips is a common method of
increasing both reach and power of the kick.
The front kick is typically executed with the upper body straight and
balanced. Front kicks are typically
aimed at targets below the chest: stomach, thighs, groin, knees, or lower. Highly skilled martial artists are often
capable of striking head-level targets with front kick.
Taekwondo front push kick
Delivering a front kick involves raising
the knee and foot of the striking leg to the desired height and extending the
leg to contact the target. The actual
strike is usually delivered by the ball of the foot for a forward kick or the
top of the toes for an upward kick. Taekwondo
practitioners utilize both the heel and ball of the foot for striking. Various combat systems teach 'general' front
kick using the heel or whole foot when footwear is on. Depending of fighter's tactical needs, a
front kick may involve more or less body motion.
Thrusting one's hips is a common method
of increasing both reach and power of the kick.
The front kick is typically executed with the upper body straight and
balanced. Front kicks are typically
aimed at targets below the chest: stomach, thighs, groin, knees, or lower. Highly skilled martial artists are often
capable of striking head-level targets with front kick.
Roundhouse kick
Not to be confused with the round kick
or turning kick, this is the most commonly used kick in kickboxing due to its
power and ease of use. In most styles,
the instep is used to strike, though most Karate styles would allow the shin as
official technique for a street fight. To
execute, the attacker swings their leg sideways in a circular motion, kicking
the opponent's side with the front of the leg, usually with the instep, ball of
the foot, toe, or shin. Also performable
is a 360-degree kick in which the attacker performs a full circle with their
leg, in which the striking surface is generally the instep, shin or ball of the
foot.
There are many variations of the
roundhouse kick based on various chambering of the cocked leg (small, or full,
or universal or no chambering) or various footwork possibilities (rear-leg,
front-leg, hopping, switch, oblique, dropping, ground spin-back or full 360
spin-back). An important variation is
the downward roundhouse kick, nicknamed the Brazilian Kick from recent K-1 use:
A more pronounced twist of the hips allows for a downward end of the trajectory
of the kick that is very deceiving.
Due to its power, the roundhouse kick
may also be performed at low level against targets, such as the knees, calf, or
even thigh, since attacking leg muscles will often cripple an opponent's
mobility.
Sidekick
The sidekick refers to a kick that is
delivered sideways in relation to the body of the person kicking. It is one of the most adaptable kick, useful
as both an offensive move and as a defensive counter to a blitzing opponent. There are two areas that are commonly used as
impact points in sidekicks: the heel of the foot or the outer edge of the foot. The heel is more suited to hard targets such
as the ribs, stomach, jaw, temple, and chest.
However, when executing a sidekick with one's heel one should pull their
toes back so that they only make contact with your heel and not with the whole
foot. If a person hits with the arch or
the ball of the foot, then that can injure the foot or break an ankle. A standard sidekick is performed by first
chambering the kicking leg diagonally across the body, then extending the leg
in a linear fashion toward the target, while flexing the abdominals.
Another way of doing the sidekick is to
make it a result of a faked roundhouse. This
technique is considered antiquated, and used only after an opponent is
persuaded to believe it is a roundhouse, and then led to believe that closing
the distance is best for an upper body attack, which plays into the tactical
position and relative requirement of this version of the side kick. In Korean, yeop chagi. In Okinawan te fighting, it is sometimes
called a dragon kick. Some have called
this sidekick a "twist kick" due to its roundhouse like origins. This sidekick begins as would a roundhouse
kick however; the practitioner allows the heel to move towards the center of
the body. The kick is then directed
outward from a cross-leg chamber so that the final destination of the kick is a
target to the side, rather than one that is directly ahead.
Traditional Back kick
Tae kwon do back kick.
Also referred to as a donkey kick, mule
kick, or turning back kick. This kick is
directed backwards, keeping the kicking leg close to the standing leg and using
the heel as a striking surface. In
wushu, this kick is called the "half-moon" kick but involves the
slight arching of the back and a higher lift of the leg to give a larger
curvature. It is often used to strike
opponents by surprise when facing away from them.
Advanced kicks
These either are often complicated
variations of basic kicks, with a different target or combined with another
move, such as jumping.
Axe kick
In Japanese, kakato-geri; in Korean,
doki bal chagi or naeryeo chagi or "chikka chagi".
An axe kick, also known as a hammer
kick, stretch kick, or thigh of obliteration kick, is characterized by a
straightened leg descending onto an opponent like the blade of an axe. It begins with one foot rising upward as in a
crescent kick. The upward arc motion is
stopped, and then the attacking foot is lowered to strike the target from above. The arc can be performed in either an inward
(counter-clockwise) or outward (clockwise) fashion.
A well-known proponent of the axe kick
was Andy Hug, the Swiss Kyokushinkai Karateka who won the 1996 K-1 Grand Prix.
Butterfly kick
Wushu Butterfly kicks
The butterfly kick is done by doing a
large circular motion with both feet in succession, making the combatant
airborne. There are many variations of
this kick. The kick may look like a
slanted aerial cartwheel, and at the same time, the body spins horizontally in
a circle. It begins as a jump with one
leg while kicking with the other, then move the kicking leg down and the
jumping leg up into a kick, landing with the first kicking leg, all while
spinning. This kick involves also the
arching the back backwards when airborne to give a horizontal body with high
angled legs to the horizontal. It may
also resemble a jumping spin roundhouse kick (developed by James 'Two Screens'
Perkins) into a spinning hook kick, all in one jump and one spin although the
difference is that both legs should remain in the air at the same time for a
considerable amount of time.
First practiced in Chinese martial
arts, the butterfly kick, or "xuan zi", is widely viewed as ineffective
for actual combat. However, its original
purpose was to evade an opponent's floor sweep and flip to the antagonist's
exposed side or it may be used as a double aerial kick to an opponent standing
off to the side. It is now widely used
in demonstrative wushu forms (taolu) as a symbol of difficulty.
Calf kick
This kick strikes with the backside of
the calf. A variation which is known as
the jumping calf kick is when the user jumps before performing the kick. This attack often takes the form of a sweep
in clinching situations and is most often seen in MMA matches.
Crescent kick
In Japanese, mikazuki Geri; in Korean,
bandal chagi (반달 차기).
The crescent kick, also referred to as
a 'swing' kick, has some similarities to a hook kick, and is sometimes practiced
as an off-target front snap kick. The leg
is bent like the front kick, but the knee is pointed at a target to the left or
right of the true target. The energy
from the snap is then redirected, whipping the leg into an arc and hitting the
target from the side. This is useful for
getting inside defenses and striking the side of the head or for knocking down
hands to follow up with a close attack. In
many styles of T'ai chi ch'uan, crescent kicks are taught as tripping
techniques. When training for crescent
kicks, it is common to keep the knee extended to increase the difficulty. This also increases the momentum of the foot
and can generate more force, though it takes longer to build up the speed.
The inward/inner/inside crescent hits
with the inside edge of the foot. Its
arch is clockwise for the left leg and counter-clockwise for the right leg. Force is generated by both legs' hip
adduction. The inward variant has also
been called a hangetsu geri (Half moon kick) in karate and is employed to
"wipe" an opponents hand off one's wrist. It can quickly be followed up by a low
side-blade kick to the knee of the offender.
The outward/outer/outside crescent hits
with the 'blade', the outside edge of the foot.
Its path is counter-clockwise for the left leg and clockwise for the
right leg, and force is generated by both legs' hip abduction. This is similar to a rising sidekick, only
with the kicking leg's hip flexed so that the line of force travels parallel to
the ground from front to side rather than straight up, beginning and ending at
the side.
Hook kick
In Korean, huryeo chagi (후려 차기)
or golcho chagi.
The hook kick strikes with the heel
from the side (or flat of the foot in sparring). It is executed similar to a sidekick. However, the kick is intentionally aimed
slightly off target in the direction of the kicking foot's toes. At full extension, the knee is bent and the
foot snapped to the side, impacting the target with the heel. In Taekwondo, it is often used at the
resulting miss of a short slide sidekick to the head, but is considered a very high-level
technique in said circumstance. Practitioners
of jeet kune do frequently use the term heel hook kick or sweep kick. It is known as Gancho in Capoeira.
There are many variations of the hook
kick, generally based on different footwork’s: rear- or front-leg, oblique, or
half-pivot, dropping, spin-back and more.
The hook kick can be delivered with a near-straight leg at impact or
with a hooked finish (Kake in Japanese Karate) where the leg bends before
impact to catch the target from behind. An
important variation is the downward hook kick, delivered as a regular or a
spin-back kick, in which the end of the trajectory is diagonally downwards for
a surprise effect or following an evading opponent.
The hook kick is mainly used to strike
the jaw area of an opponent, but is also highly effective in the temple region.
Reverse roundhouse/heel kick
Low, middle, and high Reverse
roundhouse kicks performed in succession. In Japanese, ushiro mawashi geri (後ろ回し蹴り?); in Korean, bandae dollyo chagi (반대 돌려 차기), dwit hu ryo chagi, nakkio mom dollyo chagi or parryo
chagi.
This kick is also known as a heel kick,
reverse turning kick, reverse round kick, spinning hook kick, spin kick, or
"wheel kick". A low reverse
roundhouse is also known as a Sweep Kick.
This kick traditionally uses the heel to strike with. The kicking leg comes from around the
kicker's back and remains straight, unlike a reverse hooking kick. See above for more on hook kicks.
Variations exist for low, middle, and
high height. Spinning and leaping
variations of the kick are also popular, and are often showcased in film and
television media. Edson Barboza executed
the first wheel kick for a knockout in the UFC at UFC 142: Aldo vs. Mendes. He knocked out Terry Etim 3:23 into the third
round of their fight.
A different kick that is similarly
named also exists. It is literally a roundhouse
kick performed by turning as if for a back straight kick and executing a
roundhouse kick. It is known as a
Reverse Roundhouse Kick because the kicker turns in the opposite, or
"reverse", direction before the kick is executed. This kick strikes with the ball of the foot
for power or the top of the foot for range.
The kick was exhibited by Bruce Lee on numerous occasions in his films
Enter the Dragon, Fist of Fury and The Big Boss. Bill Wallace was also a great user of this
kick, as seen in his fight with Bill Briggs, where he KO'd his opponent with
the clocked 60 mph kick. The Jump Spin
Hook Kick was popularized in the mid-eighties by Steven Ho in open martial art
competitions.
In Olympic format (sport) taekwondo,
this technique is performed using the balls of the feet, and in a manner
similar to a back thrust, rather than the circular technique adopted in other
styles/Martial Arts.
Flying kicks
Flying back kick
A flying kick, in martial arts, is a
general description of kicks that involve a running start, jump, then a kick in
mid-air. Compared to a regular kick, the
user is able to achieve greater momentum from the run at the start. Flying kicks are not to be mistaken for
jumping kicks, which are similar maneuvers.
A jumping kick is very similar to a flying kick, except that it lacks
the running start and the user simply jumps and kicks from a stationary
position. Flying kicks are often derived
from the basic kicks. Some of the more
commonly known flying kicks are the flying sidekick, flying back kick and the
flying roundhouse kick, as well as the flying reverse roundhouse kick. Flying kicks are commonly practiced in Tae
Kwon Do, Karate, Wushu, and Muay Thai for fitness, exhibitions, competition, as
well as self-defense. It is known as
tobi geri in Japanese martial arts, and twyo chagi in Taekwondo.
Scissor kick
Several kicks may be called a scissor
kick, involving swinging out the legs to kick multiple targets, or using the
legs to take down an opponent.
The popularized version of a scissor
kick is, while lying down, or jumping, the kicker brings both legs to both
sides of the opponent's legs or to their body and head, then brings both in as
a takedown (as the name states, leg motions are like that of a pair of
scissors).
The scissor kick in Taekwondo is called
kawi chagi. In Capoeira it is called
tesoura (scissors).
Scissor kicks and other variants are
also commonly applied in Vovinam.
Spinning heel kick
A spinning heel kick is where the
artist turns his/her body 360 degrees before landing the heel or the ball of
his/her foot on the target. It is found
in Muay Thai.
Vertical kick (thrust kick/push
kick/side kick)
The vertical kick involves bringing the
knee forward and across the chest, then swinging the hip while extending the
kicking leg outward, striking with the outside ("sword") edge of the foot. It can deliver a considerable amount of power. This is called a yoko geri keage in karate.
In Taekwondo, the vertical kick is
called sewo chagi, and can be performed as either an inward (anuro) or outward
(bakuro) kick.[2]
GRAPPLING
Clinch fighting
A clinch hold (also known as a
clinching hold) is a grappling hold, which is used in clinch fighting with the
purpose of controlling the opponent. In wrestling,
it is referred to as the Tie-up. The use
of a clinch hold results in the clinch.
Clinch holds can be used to close in on
the opponent, as a precursor to a takedown or throw, or to prevent the opponent
from moving away or striking effectively.
Typical clinch holds include:
Bear hug, Collar tie, Overhook, Pinch
grip tie, Underhook
An aikidoka demonstrates a wristlock as
a pain compliance technique.
Pain compliance hold
A pain compliance hold (also referred
to as a pain compliance technique or sometimes a pain hold) is a grappling hold,
which uses painful joint lock, compression lock, or pressure point technique to
control a person or opponent.
The mechanism of the techniques is the
same of submission holds. However, pain
compliance techniques are generally used by law enforcement, and often taught
as a self-defense technique in martial arts and combatives.
Frequently used by police and
corrections personnel in accordance with an "escalation of force"
policy, such techniques presume a rational adversary. Some altered states such as those caused by
mental illness, extreme flexibility, psychoactive use, or extreme adrenaline
may alter the subject's perception of pain or willingness to submit.
Like other forms of non-lethal force,
pain compliance strategies are not perfect and may be abused as a form of
torture with plausible deniability. For
this reason, the use of pain compliance holds is often subject to explicit
rules of engagement designed to prevent abuse and avoid conflict escalation.
The north-south position is a type of
pinning hold.
Pinning hold
A pinning hold (also known as a hold
down and in Japanese as osaekomi-waza, 押さえ込み技, "pinning technique") is a general grappling hold
used in ground fighting which is aimed to subdue by exerting superior control
over an opponent and pinning the opponent to the ground. Pinning holds where both the opponent's
shoulders touch the ground are considered winning conditions in several combat
sports.
An effective pinning hold is a winning
condition in many styles of wrestling, and is known as simply a "pin". Pinning holds maintained for 25 seconds are
also a winning condition in Judo. Pinning
holds are also used in submission wrestling and mixed martial arts, even though
the pinning hold itself is not a winning condition. The holds can be used to rest while the opponent
tries to escape, to control the opponent while striking, a tactic known as
ground and pound, or to control an opponent from striking by pinning them to
the ground, also known as lay and pray.
Submission hold
A submission hold (colloquially
referred to as a "submission") is a combat sports term for a
grappling hold, which is applied with the purpose of forcing an opponent to
submit out of either extreme pain or fear of injury. Submission holds are used primarily in ground
fighting and can be separated into constrictions (chokeholds, compression
locks, suffocation locks) and manipulations (joint locks, leverages, pain
compliance holds). When used as a form
of self-defense, these techniques may cause dislocation, torn ligaments, bone
fractures, unconsciousness, or even death.
Common combat sports featuring
submission holds are:
Brazilian Jiu-Jitsu, Catch wrestling, Judo,
Jujutsu, Mixed martial arts, Sambo, Shoot wrestling, Puroresu
List of grappling holds
The same hold may be called by
different names in different arts or countries.
Some of the more common names for grappling holds in contemporary
English include:
Joint locks
Joint lock: Any stabilization of one or
more joints at their normal extreme range of motion.
Can opener: A type of neck crank.
Crucifix: A type of neck crank.
Neck crank: Applies pressure to the
neck by pulling or twisting the head.
Nelson: (quarter, half, three-quarter
and full): The arm is circled under the opponent's arm, and secured at the
neck.
Twister: A type of body bend and neck
crank.
Wristlock: A general term for joint
locks on the wrist or radioulnar joint.
Wristlocks form the trademark offense
of Aikido, and are used in combination with Key locks in catch wrestling.
Small joint manipulation: Joint locks
on the fingers or toes.
Spine crank: Applies pressure to the
spine by twisting or bending the body.
Arm locks
Armlock: A general term for joint locks
at the elbow or shoulder.
Americana: BJJ term for a lateral
keylock.
Arm bar: An arm locks which hyperextend
the elbow.
Chicken wing: Term for various hammer/key
locks, especially among Shoot wrestling and Jeet Kune Do practitioners.
Flying arm bar: A type of arm bar that
is performed from a stand-up position.
Hammerlock: Pins the opponent's arm
behind the back, with wrist toward their own shoulder.
Juji-Gatame: A type of armbar where the
arm is held in between the legs.
Key lock: A shoulder lock where the arm
is turned like a key.
Kimura: BJJ term for a medial key lock.
Omoplata: BJJ term for a shoulder lock
using the legs.
Leg lock
Leg lock: A general term for joint
locks at the hip, knee, or ankle.
Ankle lock: A leg lock, which hyper
extends the ankle.
Heel hook: A leg lock, which rotates
the ankle.
Knee bar: A leg lock, which hyper
extends the knee.
Toehold: A type of leg lock which hyper
extends the ankle.
Chokeholds and strangles
Anaconda choke: A type of arm triangle
chokes.
Arm triangle choke: A chokehold similar
to the triangle choke except using the arms.
Cross choke: Athlete crosses own arms
in "X" shape and holds onto opponent's gi or clothing.
Gi Choke: or Okuri eri jime as it is
known in Judo is a single lapel strangle.
Ezequiel: Reverse of the rear naked
choke, using the inside of the sleeves for grip.
Guillotine choke: a facing headlock or
choke, usually applied to an opponent from above.
Gear lock: a modified sleeper hold that
puts an incredible amount of force on the opponent’s windpipe, choking them out
almost instantly if applied properly.
Gogoplata: Performed by putting ones
shin on the windpipe of an opponent and pulling the head down. Typically set up from the rubber guard.
Locoplata: A variation of the
Gogo-plata that uses the other foot to push the shin into the windpipe and uses
the arm to wrap around the back of the head to grab the foot to secure the
choke.
North–south choke: A chokehold applied
from the north-south position with opponent facing up. Uses the shoulder and biceps to cut off airflow.
Rear naked choke: A chokehold from the
rear.
Triangle choke: A chokehold, which
forms a triangle around the opponent's head using the legs.
Clinch holds
Bear hug: A clinching holds encircling
the opponent's torso with both arms, pulling toward oneself.
Collar tie: facing the opponent with
one or both hands on the back of their head/neck.
Muay Thai clinch: Holding the opponent
with both arms around the neck while standing.
Overhook: Holding over the opponents
arm while standing.
Pinch grip tie: Term for a particular
harness hold, common in Greco-Roman wrestling circles.
Under hook: Holding under the
opponent's arm while standing.
Tie: A transitional hold used to
stabilize the opponent in preparation for striking or throwing.
Compression locks
Achilles lock: A compression lock on
the Achilles tendon.
Biceps slicer: A compression lock on
the elbow joint and biceps.
Leg slicer: A compression lock on the
calf and thigh.
Figure 4: (also referred to as arm
triangle, leg triangle) Term for arranging one's own arm or legs to resemble
shape of numeral "4" when holding opponent.
Pain compliance
Chin lock: An arm hold on the chin that
hurts the chin.
Pinning hold
Cradle: Compress opponent in a sit-up
position to pin shoulders from side mount.
Staple: Using the opponent's clothing to
help pin them against a surface.
Other
Grapevine: twisting limbs around limbs
in a manner similar to a plant vine.
Harness: A hold, which encircles the
torso of an opponent, sometimes diagonally.
Headlock: Circling the opponent's head
with an arm, especially from the side. Also
called a rear Chancery.
Hooks: Wrapping the arm or leg around
an opponent's limb(s) for greater control.
Leg scissors: Causes compressive
asphyxia by pressing the chest or abdomen.
Scissor: places the opponent between
the athlete's legs (like paper to be cut by scissors).
Stack: Compress opponent in vertical
sit-up position (feet up) to pin their shoulders to mat.[3]
CLINCH
FIGHTING
Clinch fighting in combat sports
Clinch fighting is the primary focus of
many combat sports such as Judo and it is also a fundamental part of Amateur
Wrestling, Sambo, and Muay Thai and Mixed martial arts. The nature of the clinch is fighting in each
sport depends on the rules involved.
Muay Thai, Kun Khmer put much emphasis on strikes from the clinch, while
Judo focuses on throws. The rule common
to all these forms is the allowance for the grappling necessary to form a
clinch. Others combat sports like Boxing
or Taekwondo only allow clinching for a short time or do not allow it at
all. If clinching is disallowed, the
clinching fighter will be issued a warning, or the referee will restart the
fight from a distance.
Grip fighting in the clinch and
especially throwing is the primary focus in Judo.
Grappling techniques
The clinch is a powerful tool for
grapplers to advance into a dominant position in ground fighting, or is used
for scoring points or winning a match such as a grand amplitude throw in
Amateur Wrestling or an ippon in Judo.
The type of techniques employed are heavily dependent on whether or not
the participants are wearing clothing heavy enough to be grabbed and used to
gain leverage or unbalance them to set up throws. In competitive environments, examples of such
clothing would be the Judogi, Brazilian Jiu Jitsu gi, or the Kurtka.
In competition where such clothing is
being worn (almost exclusively referred to as a gi), there is a strong emphasis
on grip fighting where the fighters will attempt to gain a dominant hold on the
opponent's gi to unbalance and throw them.
Examples of such competition would be Judo, Sambo or some Brazilian Jiu
Jitsu competitions although in BJJ there is frequently a division for both gi
and no-gi competition.
In no-gi competition, getting double
under hooks is generally considered advantageous, as the position can be used
to perform throws or takedowns. Being
behind the opponent in such, a position is known as getting the back, and is
generally considered even more advantageous, since it is harder for the
opponent to defend from that position. A
typical example of a technique that can be performed from this position is the
suplex.
Delivering knee and elbow strikes in
the clinch is an important part of Muay Thai and Kun Khmer training.
Hand and Arm positions
While clinching, the position you place
your arms can make or break you. It is
of utmost importance to always keep your arms on the inside of your opponent's.
This will allow you to press your
elbows together building a tighter grip.
As for hands, you should always use a "cupping" position.
Striking techniques
A multitude of striking techniques
exist that can be used effectively from the clinch. Punching, elbows in the clinch, also
sometimes referred to as "dirty boxing" is an important aspect of
Muay Thai, Kun Khmer, and mixed martial arts.
Elbows and short looping punches such
as hooks and uppercuts can be used effectively from the single collar tie
position. Although disallowed in many
combat sports, head butts can also be effectively used from the clinch. The short distance in the clinch nullifies
kicking to some extent, but some kicks are still effective. In Muay Thai and Kun Khmer, the double collar
tie is used to control an opponent while kneeing to the head or midsection, and
stomps are used in some mixed martial arts competitions to kick the feet of the
opponent. Wing Chun practitioners
develop the clinch in its close-fighting method which generally involves chi
sao ("sticky hands").
Submission techniques
There are very few submission holds
that can be applied effectively from the clinch, without engaging in ground
fighting. The most well known submission
hold is the guillotine choke, which can be attempted from a single or double
collar tie. Height is advantageous in
applying the guillotine choke from the clinch, since sufficient leverage is
needed.[4]
ELBOW
A sideways elbow strike
An elbow strike (commonly referred to
as simply an "elbow") is a strike with the point of the elbow, the
part of the forearm nearest to the elbow, or the part of the upper arm nearest
to the elbow. Elbows can be thrown
sideways similarly to a hook, upwards similarly to an uppercut, downwards with
the point of the elbow, diagonally or in direct movement and in several other
ways like during a jump etc.
Elbowing is a disallowed practice in
most combat sports. However, Muay Thai,
Pradal serey and several mixed martial arts (MMA) organizations do allow
elbowing, or allow elbowing in a specific manner. The mixed martial arts organizations
disallowing it usually do so because elbowing the head increases the risk of
lacerations in a fight.
While elbows are mostly disallowed in
most modern combat sports, they are common in traditional martial arts. There are few traditional martial arts that do
not use elbows though it depends on which martial art it is, if the elbows are
primary or secondary weapons and in which manner, what tactics and how often
they are used. Some well-known and
respected traditional martial arts that use elbows are karate, taekwondo, Hung
Ga, bājíquán, Wing Chun, Silat and Muay boran.
In Muay Thai, elbow strikes are most
often used while in close range but are also employed while jumping toward the
opponent, similar to Muay Thai's flying knee.
The hardness of the elbow allows for hitting with considerable force,
and experienced fighters can easily knock out, cut, or injure their opponent
with a well-placed strike. Elbows are
generally most effective when used in combination with punches or kicks to
allow the fighter to close the distance.
Elbows are also used in mixed martial
arts as part of the ground-and-pound fighting tactic. Participants often use elbow strikes in
conjunction with punches while in the full guard, half guard, side mount, or
full mount in order to knock out or overwhelm the opponent.
In ice hockey, elbowing an opposing
player is considered a rules infraction, resulting in a two-minute penalty for
the offending player, leaving his team shorthanded. In basketball, elbowing a player, or
"throwing 'bows," counts as a foul.
Injuries from elbow strikes
An improper elbow strike or an elbow
strike without proper conditioning can partially paralyze the striker's hand. The ulnar nerve runs posterior to the elbow
(posterior to medial epicondyle of the humerus and innervates the medial
portion of the arm). For example, after
an improper strike, or if the striker is not properly conditioned, the user may
not be able to use the fourth and fifth digit temporarily. There may be a chance for permanent damage to
the ulnar nerve with an elbow strike.
Conditioning to strike with the elbow
This can be done in several ways, the
easiest way is to practice elbow strikes on something like a punching bag/Muay
Thai pad/flash pad, after a few weeks of this regularly one will develop
thicker, tougher skin on the elbow resulting in it being harder to cut or tear
your skin while delivering elbow strikes.
These activities will also make the surrounding tissue harder to bruise
due to buildup of scar tissue in the striking point of the elbow from elbow
strikes. It is not recommended to strike
solid objects for conditioning, as micro-fractures in bone or other tissue tend
to be a risk factor for repetitive strains or even more acute problems.
12-6 Elbow
A "12-6 elbow" is a strike
that is brought from a high position ("12 o'clock") and travels
vertically toward the floor ("6 o'clock"), dropping the point of the
elbow directly on the target. This type
of elbow is illegal in all MMA organizations using the Unified Rules. UFC Light Heavyweight Champion Jon Jones
received the only loss of his career after being disqualified due to using a
12-6 elbow.[5]
KNEE
Straight Knee
The straight knee (also known as a
front knee) is a typical knee strike, and involves thrusting the front of the
knee into the head or body of an opponent.
The straight knee can be applied from a
stand-up position both when the combatants are separated, or when they are
clinching. A particularly effective
clinching position for throwing front knee is the double collar tie, where the
head of the opponent is controlled. On
the ground, front knees can be effective from a few top positions such as the
Side control and north-south position.
Typical targets for the front knee
include the head, hips, ribs, solar plexus, stomach, and thighs. In Muay Thai, a double collar tie with a
front knee to the face was traditionally called Hak Kor Aiyara. The groin is widely considered the key target
for knee strikes and clinch knee attacks in a street fight according to karate,
tae kwon do, muay thai, and many other martial arts.
Curved
The curved knee (also sometimes called
a side knee or roundhouse knee) is similar to the front knee except that it
does not use a forward thrusting motion, but is instead rotated from the
outside. Whereas the front knee needs
some space in between the combatants to be performed, the curved knee can be
executed from a minimal distance, such as in a close clinch. This technique is often employed when an
opponent is attempting to protect from a straight knee.
Typical targets include floating ribs,
hips, and the side of the abdomen.
Flying
A flying knee (known as hanuman thayarn
in Muay Thai, and sometimes called a jumping knee) is a knee strike very
similar to a front knee, except that it is performed in stand-up fighting by
jumping, and often by rushing towards the opponent. A more reckless application of the flying knee
strike can be applied by rotating the body so that the side of the knee strikes
the opponent, used more as an offensive pushing attack rather than a concussive
KO attack.
Generally, flying knee strikes can be
effectively applied when the opponent is off-balanced, recovering from previous
strikes, or as a counter to a strike by the opponent. It can also be used as a follow-up maneuver
after delivering a particularly incapacitating strike. One such example of this was at a UFC event
where Pablo Garza knocked Fredson Paixao unconscious, with a flying knee when
Paixao shot in for a takedown.
Use in combat sports
Provided that it makes impact with the
head, a flying knee offers substantial momentum and knockout power. This spectacular strike is a crowd-pleaser in
fighting sports such as K-1(Kickboxing) and MMA. In one UFC bout, James Irvin knocked out
Terry Martin with a flying knee; Martin was unresponsive for three minutes and
left on a stretcher. At K-1 Hero's five,
Norifumi Yamamoto knocked out Kazuyuki Miyata with a flying knee at four
seconds into the first round. Three time
K-1 champion Remy Bonjasky is known for his flying knees. Japanese professional wrestling, in keeping
with its martial arts roots, has many wrestlers utilizing knees in matches. Tomomi Tsuruta also used a jumping knee as
one of his finishing moves. Takashi
Sugiura and Jun Akiyama are known for their effective knee strikes. José Aldo landed a double flying knee at WEC
41 against Cub Swanson, in one of his first international MMA fights, scoring a
knockout win just eight seconds into the first round of the fight.[6]
TRAPPING
In martial arts, trapping refers to
both a combat range and a technique used to immobilize an opponent in such a
way that they cannot escape yet are still susceptible to very close range
striking. Sometimes referred to as clinch fighting or stand-up grappling. The
other combat ranges are: Kicking, Punching and Grappling.
Trapping range
The trapping range is usually entered
from boxing range, where the majority of punching takes place; although not
always. It is at this range where hand immobilization (trapping), knee strikes,
elbow strikes, headbutts, and foot stomps take place. While in the trapping
range, fighters utilize forward pressure as much as possible while striking.
This makes defense against these strikes very difficult as the defender is constantly
being forced back away from his opponent. Trapping is usually accomplished by
simultaneously trapping an opponents arms while applying short range strikes.
The trapping range is usually the least
understood of the four combat ranges. In any physical altercation the
interaction between two opponents can be classified within the four combat
ranges. The natural flow and continuity of a fight can move between ranges very
rapidly or slowly depending on the circumstances.
An important concept in range classification
is that they do not necessarily need to flow in natural order of proximity.
Fighters can move between a kicking range to a grappling range immediately,
totally bypassing the punching and trapping ranges. The flow between combat
ranges was defined as "closing the gap" by martial arts pioneer Bruce
Lee. It was Lee who formalized many of
the concepts and classification of the combat ranges which he utilized in
constructing his martial arts system of Jeet Kune Do. The trapping range falls between the punching
and grappling ranges. It differs from the punching range in that the strikes
all travel a shorter distance than a full punch.
Strikes are usually performed rapidly
and with increased frequency. These strikes are usually difficult to counter as
they travel shorter distances than punches and kicks and thus leaves less time
to react. The trapping range differs from the grappling range in that the
grappling range usually does not employ strikes as a means of subduing an
opponent. Grappling weapons in that range typically consist of chokes,
arm-bars, leg locks, and ankle holds. The grappling range usually employs
techniques that attempts to subdue an opponent rather than incapacitate them
through strikes designed to render them unconscious.
Techniques
There are various hand trapping and
immobilizing techniques that can be utilized in the trapping range. An
opponent's attempt at blocking a strike can be turned into a devastating trap.
Traps can cross an opponents hands, in a manner where they cannot continue to
block. These types of traps can be seen especially in Wing Chun and Jeet Kune
Do Hand trapping can be followed by some type of muscle or nerve destruction.
This can be done by attacking inherent vulnerabilities in the construction of human
hands and arms. Hand trapping skills can be important to offset an opponents
blocks. An opponent's block is sometimes referred to as an obstruction.
Fighters well versed in the trapping range learn techniques that will remove
these obstructions, or go around them.
This training enables a fighter to
strike their opponent while immobilizing their arms. Effective traps are ones
that tie up an opponent's two arms while utilizing just one of your own.[7]
SWEEP
A sweep is the name used for two
categories of martial arts techniques. From standing, sweeps are throws or
takedowns that primarily use the legs to attack an opponent's legs. On the
ground, sweeps are techniques for reversing a grappling position.
Standing
When standing it is a technique used to
take an opponent to the ground by knocking their legs out from under them, so
is classed as a throw or takedown The force of the sweep either runs
perpendicular to the opponent's leg or rises as it strikes the leg, lifting the
foot from the ground. A sweep can be used to take the opponent to the ground or
it can simply disrupt the opponent's balance long enough to make an opening for
a punch or kick. In Japanese it is known as ashi-barai.
Push sweep demonstration
A sweep, when referred to in the
context of ground fighting is a technique used to transition from a neutral or
inferior position to a dominant position, such as a practitioner moving from in
an opponent's guard to full mount, hence the alternative term 'reversal' as the
dominance of positions have been reversed.
Push sweep
A Push sweep is one of the guard sweeps
described in Brazilian Jiu-Jitsu, Theory and Technique by Renzo and Royler
Gracie. It is also demonstrated in The Essence Of Judo by one of Kyuzo Mifune's
students, and it is an unnamed technique described in The Canon Of Judo. The
main characteristic of the Push sweep is the practitioner pushing the
opponent's knee out from under them with their foot, when the practitioner has
the opponent in their open guard.[8]
THROW
Sacrifice throws are sometimes
considered risky since they put the practitioner in a potentially
disadvantageous position.
A throw is a martial arts term for a
grappling technique that involves off-balancing or lifting an opponent, and
throwing them to the ground, in Japanese martial arts referred to as nage-waza,
投げ技, "throwing technique".
Throws usually involve a rotating
motion, the practitioner performing the throw disconnects with the opponent,
and ends balanced and on their feet as opposed to a takedown where both finish
on the ground. Throws can however also be followed into a top position, in
which case the person executing the throw does not disengage from the opponent.
Certain throwing techniques called sacrifice throws (sutemi-waza, 捨身技, "sacrifice technique") involve putting oneself
in a potentially disadvantageous position, such as on the ground, in order to
execute a throw.
Types of throws
There are several major types of throw,
among Asian martial arts, judo has the most developed throwing techniques and
throws are considered its specialty.
Most throws are named by describing the
circumvention point of the throw (e.g., hip throw, shoulder throw, wrist throw
etc.), or the nature of effect of the throw on the opponent (e.g., heaven and
earth throw, valley drop, body drop) with variations are given descriptive
names. The names used here are attributed to Jujutsu throws (and hence
judo/aikido throws) are descriptions in Japanese.
It is conventional for the Japanese to
name their throws in this manner, and many western martial art dojos have given
English names to the throws feeling that it is easier for English speaking
students to remember the names of throws if they can associate the throws by
the descriptive nature of the throw name.
In judo, throws are divided into six
categories—hand techniques, leg techniques, hip techniques, shoulder
techniques, as well as sacrifice throws to the rear and side.
Shoulder throws
A shoulder throw involves throwing an
opponent over the shoulder. A shoulder throw which lifts the opponent from the
ground is in Japanese referred to as seoi-nage (背負い投げ, "shoulder throw"), while a throw which involves
upsetting the opponents balance and pulling the opponent over the shoulder is
referred to as seoi-otoshi (背負落とし,
"shoulder drop").[1] Seoi-nage is one of the most used throws in Judo
competition. One study indicated that approximately 56% of judokas implemented
the technique.
A common shoulder throw is judo's ippon
seoinage ("one-armed shoulder throw") or the similar flying mare in
wrestling.
Leg throws, reaps, and trips
In a leg reap, the attacker uses one of
their legs to reap one or both of their opponent's legs off the ground.
Generally the opponent's weight is placed on the leg that is reaped away. This
coupled with the attacker controlling the opponent's body with their hands
causes the opponent to fall over. Common leg reaps are judo's Ouchi Gari, Kouchi
Gari, Osoto Gari, and Kosoto Gari there are similar techniques in wrestling,
including the inside and outside trips.
Somewhat similar to leg reaps involve a
hooking or lifting action with the attacking leg instead of a reaping action.
The border between the two types of throw can be unclear, and many throws will
exhibit characteristics of both reaps and trips, however, the difference is
that a reap is one smooth move, like that of a scythe, whereas a hook is
pulling the opponents leg up first, and then swinging it away. Common leg trips
are hooking variations of Ouchi Gari and Osoto Gari along with Kosoto Gake,
referred to as inside and outside trips in Western wrestling.
Hip throws
A hip throw involves using the
thrower's hip as a pivot point, by placing the hip in a lower position than an
opponent's center of gravity. There are several types of hip throws such as O
Goshi, which is often taught first to novices. Hip throws in Judo are called
Koshi Waza, and in Aikido or Sumo they are called koshinage.
Sacrifice throws
Sacrifice throws require the thrower to
move into a potentially disadvantageous position in order to be executed, such
as falling to the ground. The momentum of the falling body adds power to the
throw and requires comparatively little strength, compared to the effect. In
Judo (as well as in other martial arts) these throws are called Sutemi Waza and
are further divided into rear (Masutemi waza) and side (Yoko Sutemi Waza)
throws. In Judo, these throws are limited to a specific grade and higher due to
the element of danger that is placed upon both the Uke (receiver) and the Tori
(thrower).
Pick-ups
Pickups involve lifting the opponent
off the ground and then bringing them down again. Common pick-ups are lifting
variations of the double leg takedown, judo's Te Guruma or sukui nage (both
classified as hand throws) and the suplex from wrestling, in which the attacker
lifts their opponents body vertically and throws the opponent over their own
center of gravity while executing a back fall (usually accompanied by a back
arch). Variations of the suplex are common in most forms of wrestling and
sometimes used in Mixed Martial Arts competition. In Judo the ura-nage throw is
a version of the suplex, but it is importantly classified as a sacrifice throw.
List of throws
Some of the more common throwing
techniques are listed below. This is not an exhaustive list and the techniques
may be referred to by other names in different styles. An English translation
and a common Japanese equivalent are given.[9]
Hip throw (O Goshi)
Floating hip (Uki Goshi)
Rear hip throw (Ushiro Goshi)
Stamp throw
Loin and hip wheel (O Guruma)
Transitional hip throw (Utsuri Goshi)
Hip wheel (Koshi Guruma)
Sweeping hip throw (Harai Goshi)
Inner Thigh throw (Uchi Mata)
Sweeping knee throw
Sweeping ankle throw
Leg wheel (Ashi Guruma)
Outer wheel (Osoto Guruma)
Inside hook throw (Kouchi Gake)
Outer hook throw
Cross hock
Knee wheel (Hiza Guruma)
Drawing ankle throw (Deashi Harai)
Lapel shoulder throw (Eri Seoinage)
One-arm shoulder throw (Ippon Seoinage)
Two-arm shoulder throw (Morote Seoinage)
Major inner reaping, inside trip (Ouchi Gari)
Minor inner reaping (Kouchi Gari)
Major outer reaping, outside trip (Osoto Gari)
Minor outer reap (Kosoto Gari)
Minor outer prop (Kosoto Gake)
Propping ankle throw (Sasae Tsurikomi Ashi)
Half-hip throw (Uki Goshi)
Body drop (Tai Otoshi)
Belt hip throw (Tsuri Goshi)
Sleeve-lift hip throw (Sode Tsurikomi Goshi)
Floating drop (Uki Otoshi)
Outer winding sacrifice (Soto Makikomi)
Inside wind (Uchi Makikomi)
Spring hip throw (Hane Goshi)
Double spring hip throw.
Shoulder wheel, fireman's carry (Kata Guruma)
Valley drop (Tani Otoshi)
Stomach throw (Tomoe Nage)
Side circle
Corner throw
Head hip and knee throw
Reverse head hip and knee throw
Rear head hip and knee throw
Front scoop throw
Rear scoop throw
Wrist type throws
TAKEDOWN
In martial arts and combat sports, a
takedown is a technique that involves off-balancing an opponent and bringing
him or her to the ground, typically with the combatant performing the takedown
landing on top. The process of quickly advancing on an opponent and attempting
a takedown is known as shooting for a takedown, or simply shooting. Takedowns
are usually distinguished from throws by the forward motion and target of
advancement (typically the legs); the terms are used interchangeably for
techniques. Takedowns are featured in all forms of wrestling and stand-up
grappling.
Leg trip
Leg trip (depending on type also known
as a leg sweep) refers to a technique in which the combatant performing the leg
trip uses his or her own leg(s) to off-balance an opponent, hence causing the
opponent to fall to the ground. Leg trips are often integrated into more
complex takedown techniques, and are also important in many throws. Takedown
techniques that are pure leg trips usually involve controlling the body of the
opponent, and impeding or destabilizing one or both of the opponents legs. Leg
trips are featured in for instance Freestyle wrestling, Judo, Sumo, and Shuai
Jiao while being an illegal technique in Greco-Roman wrestling.
The scissor kick takes down an opponent
by wrapping one's legs around the opponent.
Single leg takedown
A single leg takedown attempt
The single leg takedown (often
shortened to single leg or single) involves grabbing one of the legs of the
opponent, usually with both hands, and using the position to force the opponent
to the ground. Typically, the lower part of the leg is pulled in one direction,
while the torso or shoulder is used to press the body or upper part of the leg
of the opponent in the other direction. There are several varieties of single
leg takedowns. Some hold the leg by the ankle and are often known as ankle
picks, while other varieties include high crotch, which hold the leg high up in
the crotch area. Single leg takedowns can also be executed in combination with
a leg trip to the other leg, which additionally destabilizes the opponent.
Single leg takedowns can be countered by sprawling, and, where allowed, in
combination with knee strikes to the head of the opponent.
In Judo and other martial arts, there
are many classifications of different types of single leg takedowns. Variants
of the high crotch correspond to sukui nage (掬投, "scoop throw"), where the opponent is lifted up
from the ground, while the typical forward pushing single leg takedown is
classified as morote gari (双手刈,
"both hands scoop") (similarly to certain double leg takedowns). Some
techniques are more specific, for instance kibisu gaeshi (踵返, "heel trip reversal"), which is an ankle pick
where the heel is grabbed, scooped up and the opponent is pushed and thrown
immediately. In kuchiki taoshi (朽木落, "one hand drop"), the opponent's leg is grabbed,
pulled up, and used to push the opponent down to the ground in a split second.
The technique was banned in judo competition by the International Judo
Federation in 2010 except as a counter or combination.
Double leg takedown
The double leg takedown (colloquially
simply known as a double leg or even double) involves grabbing the opponent
with both arms around the opponent's legs while keeping the chest close to the
opponent, and using this position to force the opponent to the ground. There
are several varieties of forcing the opponent to the ground, such as lifting
and slamming, or pushing forward with the shoulder while pulling the opponent's
legs. The double leg takedown can be countered similarly to a single leg
takedown, by sprawling, moving away, and/or striking. The guillotine choke is
also a good counter to a poorly performed double leg takedown.
The double leg takedown is in Judo also
referred to as morote-gari, although some hold that a double leg takedown where
the opponent is lifted into the air or swept sideways should be referred to as
sukui-nage. Morote-gari, despite having been used by judokas for a very long
time and being approved of by Jigoro Kano himself, was not accepted until 1982
by the Kodokan as an official Judo technique. Being dismissed by certain
traditionalists, the technique was banned in competition by the International
Judo Federation in 2010 except as a counter or combination.
Another form of a double leg takedown
is the double leg and trip. In which the person shoots in and while holding
both legs swings the other leg around and pushes forward on the opponent while
tripping the opponent's leg out from under him.[10]
JOINT
LOCK
CHOKEHOLD
COMPRESSION
LOCK
MY
JOURNAL ENTRY FOR FEBRUARY 23, 2015 ENDED AT 2403 HOURS.