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Non Telegraphic Movement- The essence of this movement is to punch and kick efficiently without telegraphing our intentions. Before striking, kicking, punching, or stepping in, there is a building sequence€ť or a movement which signals to the opponent what youre about to present. This gives the opponent the opportunity to read your intent and counter attack you. JKD effectively teaches the intent of the sucker punch or kick, without telegraphing our main intentions.
Strong Side Forward- Our strongest and most coordinated weapons are used out in front (Hand and Foot) where they can facilitate the most damage. A right handed person will assume the right lead fighting stance, while a left handed person will execute the left lead. The right lead hand is used in 80% offense and 20% in defense. The rear hand is used 80% as a defensive tool, and 20% as an offensive one.
Longest Weapon to the Closest Target - JKD uses the lead hand for punching and the lead leg for kicking when attacking from a distance to the nearest target. The rear tools take longer to get to the target because their proximity being somewhat further away and can be effectively countered.
Non Classical Movement - We execute drills that operate the essence of aliveness and fluid mobility between opponents and these types of drills realistically represent true fighting in its core. We avoid the use of forms or fixed training patterns, because they cannot truthfully represent the realistic components that are a necessity, in the combative street--- defense situation.
Use of Broken Rhythm- The use of broken rhythm can be established in several methods once a particular series of rhythm moments has been initiated. Broken rhythm is part of what is called counter attacking€ť and, allows you to catch your opponent while they are in a fixed motion set. During an attack there are several ways to break a rhythm within a series of movements after the rhythm has been established. An example of this is to speed up suddenly, slow down suddenly, or insert a brief delay, to actively-- create a pause in the sequence of movements. In counter attacking, a hit can be inserted on the half beat to break an opponents rhythm and interrupt their attack. If you hit the opponent before they complete the first strike, youve now hit on the half beat. If you carry out the first strike with a parry, and hit between the first and second strikes, it is clear that you have broken the rhythm on the one and a half beat. The main objective is controlling the rhythm€ť in order to control the fight!
Adaptability- The prime objective here is to be free of fixed techniques or a single system method. Fights are unpredictable and abstract in their ability to change instantaneously. In so mastering the art of adaptability is king. The Jeet Kune Do system is all about developing mastery of its complete totality and; this unequivocally allows self expression, freely without limitation.
Use of Feints and False Attacks - Feints are tricks used to fool the opponent and cause an opponent to think an attack is being launched against them. False attacks are obviously intended to fall short of a target and draw a “defensive reaction” from the opponent. The objective is “diversion” from the intention of your final, directed point of attack. Feint training facilitates the ability to discover how your opponents will respond to your movements and is set up for various types of attacks, such as: Attack by Combination, Progressive, and Indirect Attack.
Interception - In Jeet Kune Do it literally means Way of the Intercepting Fist, it is least effective to block first, and then hit. The necessity is to intercept the attack through--- simultaneously parrying and hitting at the same time. The most progressive execution of this action is always developing control over distance, so that your opponent has to move towards you to try to get to you. There is a mind set in self defense to hit and must be changed to think hit
Centerline - Occupying centerline is the equivalent in controlling the balance, position and leverage of an opponent and their ability to fight you. Looping or grand movements signify telegraphic actions which are easy to defend or intercept. There are major targets stemming down from centerline such as: eyes, nose, throat, chin, solar plexus and groin. Strikes going down centerline are difficult to see and defend against, so with centerline; controlling leverage is strategic, in developing control over your opponent.
Alive Footwork- The real essence of good mobility is in mastering good footwork. Deliberate skilled footwork bridges the gap between opponents instantaneously€ť because it is the dance which signifies closing the distance€ť. The executing point of distance, rhythm, and timing are controlled with perfection of fluid footwork. This ideology is an imperative characteristic of having pure aliveness, the truth of core combative movement.
Focus on Low Line Kicking - Low line kicks to the groin, knee and shin are considerably more effective plus safer to execute. The point of high kicking can result in danger because; if a high kick misses the opponent, the individual administering it, will possibly hit the ground. They may suddenly find that they are in a vulnerable position, open for a more viscous attack from their opponent. High kicks are slower, easier to defend, more telegraphic in nature and if you are going to execute them, lightning speed is mandatory. Low line kicking is much harder to defend, mainly because it is much less telegraphic and the real necessity of having balance€ť is much less compromised.
The Five Ways of Attack -In JKD there are basically five methods of attack or point of attack, they are classified in this order:
1. Single Direct Attack/Single Angulated Attack - The SDA directly targets the most economical route, SDA is a single motion (Punch or Kick) which moves with no effort to conceal it. This single motion punch starts at the stomach (midline) and ends on the chin(high line).In creating an open line upon which to strike, the single angulated strike is launched from an unanticipated angle that is achieved by moving to create an fully open line to-- fire a strike.
2). Attack by Combination- This attack can be comprised of hand to hand, hand to foot, foot to hand and foot to foot strikes. Offensive attacks are made up of two or more movements in a natural progression that lands on single or multiple targets.
3). Attack by Draw- Baiting the opponent is what looks like an exposed target, then intercepting their motion. The objective is clearly to draw the opponent into a committed attack by suckering them into what looks like an exposed target, followed by the point of interception. It is possible to administer a motion that invites a counter, and then counter attack them as they are suckered to take the bait.
4). Progressive Indirect Attack - This timing is used to take advantage of the best window of opportunity to deceive the opponent. Taken from Western Fencing originally, the idea of second intention is used here where an initial false attack or feint is launched-- to draw a type of defensive response from your opponent. Once you receive the attempted block or parry, it is imperative to deceive the defensive motion by quickly shifting lines and hitting to an open target. Progressive attack means covering at least half the distance between you and your opponent by moving forward on the initiated false attack or feint. The indirect attack equals gaining time by directing your opponent a half beat behind your motions. It is strategic to shift lines just as its moving towards you, instead of anticipating their block to land a hit.
5). Hand Immobilization Attack - The focus of this attack will be to momentarily immobilize or trap one or both of the opponents arms, allowing a direct route or strike into an open line. The hand immobilization attack was an original tool taken from Wing Chun and later modified. The art of trapping is primarily strategic because of its effectiveness against systems that block first and then hit. The objective is to purposely draw a reaction from an opponent, and counter with a directly executed trap.
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