Types of Fighting
KUMITE
1.
Set point - never allow an opponent to get ready to attack you (move or disrupt their set).
2. Fight in /
fight out
3. Fire techniques
as long as you are in range of your opponent. (hands or feet) - allow no gap in your combinations or your opponent will counter
attack.
4. Two types
of fighters: - attacker or defender (foxhole)
5. Angle step
to avoid techniques - zig zag on an angle to cover distance moving inward or outward.
6. Power is developed
by shifting your body weight into the technique - use half the available distance to maintain your balance (do not overextend
or over commit yourself for any technique).
DEFENSIVE FIGHTING
1. Keep proper
distance from your opponent - when in doubt back up or angle step away from the attacker.
2. Know where
and what area of your body that your opponent is attacking.
3. Be ready to
counter, block, jam, or maintain proper distance from your opponent.
4. It is easier
to defend by keeping your opponents set point unready. This way your blocks don't open you to counter attacks.
5. Distancing
- set up with footwork.
6. Imagery -
a red circle about three feet from your body that gradually changes to white the further the distance from your center of
gravity - red distance being the danger zone where your opponent can easily reach you to attack your body with their foot
or hand. Always keep your opponent outside the red circle. You move as the opponent is ready to attack (set point).
OFFENSIVE FIGHTING
1. Try to work
your way into shuffle side kick distance (inside your opponents red circle area) before executing your first technique. Once
inside his red circle keep firing moves as long as you are in hand or foot range of the opponent (combinations).
2. Over a period
of time you develop a feeling for when your opponent is ready to land within striking distance of you. Train yourself to time
your movement to disrupt this set point (ready stance).
3.
Gap - do not pause on offensive moves. This leaves your opponent an opening to counter attack. Fire (punch and kick combinations)
to keep your attacker busy defending so he doesn't have time to counter attack.
4. Keep your
opponents set point unbalanced by footwork and proper techniques to keep him to busy to counter attack.
5. Fight your
way in when you are on the offensive and fight your way out when clearing your opponents fire zone: (half step - set and fire
[punch], half step - set and fire [punch], half step - set and fire [kick]).
6.
Zig zag on 45 degree angle when clearing your opponents fire zone - this will upset his set point (fakes are effective here
also).
7.
Footwork movements :
a.
Walking
b.
Shuffle
c.
Heel bounce (feet do not leave the ground)
d.
Creeping (deceptive foot movements)
8. There are
four (4) times when you can get hit:
a.
When you attack
b.
When your opponent attacks
c.
When you counter attack
d.
When your opponent counter attacks
9. There are
two (2) requirements for set point:
a.
You must be in a guard (fighting stance) ready to fire your techniques)
b.
You must have critical distance from your opponent (red circle must be penetrated)
10. There are two (2) times when you can counter attack:
a.
When your opponent is retracting his technique
b.
As your opponent is fully extended and you have caused him to miss you with his technique by footwork, blocks, or parry of
the technique. (This is the fastest type of counter.)
11. There are
two (2) basic types of fighters:
a.
Pressure fighters - they usually like to attack constantly or stalk you
b.
Counter fighter - this is a defensive fighter who likes for you to commit yourself to a technique and come to him with the
initial movement of the confrontation so he can block and counter (foxhole sitter)
12. To generate
power - shift your weight from foot to foot during combinations (for speed in the combination you shift only half your weight
and distance as you deliver fire from the right and left alternately)
13. Work fakes
to set up your opponent and create openings
14. Break the
rhythm of your attacks to create openings
15. To block
a head punch, your opponent must move his arm from the rib area which leaves the ribs vulnerable to attack. If you work techniques
to all of our opponents body areas you will create openings in many different zones that you can attack.
16. You must
analyze your opponents style of attacking and defending. Then you can build a strategy to counter his strength's and exploit
his weaknesses. (strategy is a must if you want to defeat your opponent.)
17. The moment
after your opponent has finished his attack he may have a tendency to relax - attack at that moment with spirit !!!
18. To see your
opponent's initial movement you should concentrate on his shoulder and upper chest area of the body. You can determine when
your opponent will move and what type of technique he will use by observing this area:
a.
If the shoulders are to far away - no technique can be executed against you because your opponent has an improper distance.
b.
If the shoulders lean away - you should be alert for some type of kick.
c.
If the shoulders drive forward - a punch or kick is being delivered (use your peripheral vision to determine which technique
is being used).
d.
If the shoulders turn - you should look for a spinning hand or foot technique.
e.
If the shoulders drop low - you can expect some form of foot sweep or a jumping type kick.
f.
Always look out for the smart fighter who will try to fake a technique by deliberately moving the shoulders to give you a
false impression of the type of attack he is going to use against you.
19.
When you attack:
a.
Explode off the mark
b.
Lead with the weapon (before any body movement) - vary your lead techniques
c.
Cover the distance quickly - work straight line and angle attacks
d.
Work your combinations - attack different areas of the opponents body
e.
Stick to your strategy unless it isn't effective - be adaptable
f.
Keep your opponent to busy to counter attack by allowing no gaps in your attack (hesitations cause opportunities for the enemy)
g.
Fire techniques as you retreat from the defenders critical distance (red circle area) this prevents counters at one of your
most vulnerable moments
- NO BLOOD -
Questions: wshank@embarqmail.com