| The Pillar Guard |
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| I consider the Pillar the best, basic striking guard, minimizing the accessible target area. The arms are rested on the body, keeping them relaxed and strong during the fight as well as protecting the body from hooks and kicks. By keeping the arms close, a kick can be absorbed by the arms using the body to disperse the force (anyone can snap a pencil, no one can snap a pencil glued to a brick -- with thanks to the Love Simian -- don't ask). Head protection is almost automatic due to the body propping the hands up. |
| The Wide Guard |
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| The wide guard generally occurs when people start throwing with more power than their finesse can handle or if they increasingly concerned about head hooks or kicks. Once you've widened your opponent's striking guard start working straight, laser-like shots down the center line. |
| The Staggered (Action Hero) Guard |
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| The staggered guard seems to occur when people either try to look "cool" fighting like their in a movie or after they catch a hard body shot and want to spare their ribs any more punishment. Once this happens look for straight and hooks shots on this side, a head kick has high landing potential. As they develop a "twitch" to protect the head with the low hand, fake high and go low, especially if you know you've hurt that side of the body. |
| The Low Guard |
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| The low guard is typically a due to a fear of not seeing offense or a result of fatigue. Once the hands start dropping headhunt like its your job, the knockout is waiting to happen as both straight hook shots can land from either side. |
| The Angled Guard |
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| The angled guard is a trained response to head shots which in general appear worse than body shots or some sort of psychosocial response to fighting trying to make the fighter appear larger. While providing adequate head deflection it leaves the liver and spleen wide open providing a larger target window. Use the Muhammed Ali strategy, "Hit the body and the head will fall." |
| The Low Angled Guard |
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| The low angled guard is a result of a tired or injured using the angled guard, their hands have fallen. Attack the head, head kicks are high yield and although the body is better defended do not forget to work this line as well. |
They couldn't be more wrong as they fall into the trap of form over function. The administration sees waste and uselessness in the face of an amazing training facility. I've invited world champions in multiple combat sports from muay thai to sport jiu-jitsu to train and teach here. UFC veterans have given seminars here. Leading experts in self-defense have transmitted life saving information within its hallowed and blood stained walls. And they've all said the same thing, "What a great room. You guys are lucky to have such a great facility." Combat sports professionals like Ryan Blackorby, Shonie Carter, Wellington "Megaton" Dias, Brian Gassaway, Jeremy Harminson, Dean Lessei, Raul Llopis, Jack McVicker, Derrick Noble, Erik Paulson, and staff from Blauer Tactical.
And yet today, 1/29/06, spells the end of the Combat Room. A place where martial artists and fighters have spilled blood, sweat, and tears (as well as occasional vomit) for over twenty years. A place where club instructors have donated their time and expertise for free in the hopes of spreading the interest and love of the arts and skills they practice. It is a place sanctified by painful and bloody sacrifice on the altar of martial perfection as well as a place where the closest bonds can be formed between training partners, making them my brothers and sisters. Some of my best memories and best times have been in this room with no furniture, no art, no multimedia, and poor environmental control (always too hot in the summer and too cold n the winter). It's the only place on campus accessible by all who want to use a heavy bag or a speed bag platform. Highly trained combat athletes can meet and train between classes or work just as easily as the newest neophyte and his friends.
With the loss of this exceptional space I feel as if I'm not only being evicted from what we have, as dedicated martial artists and combat athletes, earned as our own, but I feel as if I'm losing a friend.
This evening I started an hour early with Derrick, Jeff, and Jim. Jeff and I warmed-up with the medicine ball (throwing, throwing and moving, kicking, and kneeing). We warmed up with jab-kick, jab-cross-kick, and kick-cross-deep knee-head knee. Then we did 2 x 3 min of clinch pad work:
- Work within the clinch by pummeling, lightly kneeing and punching
- Takedown set-ups
- Open distance to cross-hook-cross-reclinch (off punch) or sprawl
- Forward pressure to rip
- Counter rip reaction to rip
- Deep knee-head knee
We then did 2 x 3 min rounds of striking pad work. We finished with 3 x 2.5 minutes of MMA timing, with one fighter in for the whole 7.5 minutes and rotating partners in. Getting clinched against the wall with your partner's shoulder firmly lodged in your solar plexus is tiring. The effect of increased pressure on the heart and diaphragm is not good for my wind. I also lowered my fighting "stance" by making it longer and wider ("Bas Rutten's Big Book of Combat, Vols. 1 & 2 PLUS CDs!" (Bas Rutten, Stephen Quadros)) which did greatly improve my take down defensibility. All this around a fire alarm, standing outside wet with sweat is not comfortable.As we finished the MMA timing, Samurai and the Love Simian warmed-up the class. We started with 2 min rounds of pad work concentrating on the Pillar Guard:
- 3 (3-Cross): Jab-Cross-Lead Hook(-Cross)
- Reverse 3 (Reverse 3-Hook): Jab-Lead Hook-Cross-Lead Hook
- The first hook can be hard or used as fake to set up the cross.
- 2 Out 2: Jab-Cross-Bob and weave (lead hook)-Jab-Cross
- Advanced variations included 2 Out Body, Jab-Cross-Bob and weave (lead hook) while throwing lead body hook-cross-lead hook, and 2 Out Power, Jab-Cross-Bob and weave (lead hook)-Cross-Lead Hook-Cross
- 2 Out 2: Jab-Cross-Bob and weave (lead hook)-Jab-Cross
- Conditioning round: 30 secs pitterpat, 10 jumper squat sprawls, 30 secs pitterpat, 10 pushups, strong crosses and hooks to end of round
- The hook arm is parallel with the floor for bone alignment but the hand can be vertical (coffee cup) or horizontal (wristwatch).
- Extension must be complete the hips and shoulders are fully actuated into the strike, without losing balance. The hands turn over to effect a twisting extension of the fist and arm (Bruce Lee's 3 inch punch). Punching is done by the body, the arm and fist are just the tool to deliver it.
- The rear hand is held as if your were on the telephone with your mother. You're desperately waiting for the words "the cheque is in the mail" or "what do you want in your care package" but every now and then she says something really annoying ("I think your grades could be better!" or "When am I getting grandchildren?"). The phone is glued to your ear, waiting for the important information, but when she says something irritating, get that phone away from you as fast and as far as you can while smashing into a focus mitt.
- Uki-waza
- Off of a street punch basic defense, and secure neck and wrist control. If you are grabbed secure neck and wrist control, they're already attached to you. Control the same side with an over hand grip on the elbow, other hand is in a half hug. Sit into a modified hurdler stretch (one knee bent shin across partner's foot, one leg extended calf across their other foot) away from elbow control side, your butt should be outside their leg. Confusing as it may sound, pull forward and up as your sit down. Extend bent knee as a hook.
- Uki-waza same side hook variation
- Off of a street punch basic defense, pass and drag the arm to get cross hand control. If you are grabbed, break the grip and arm drag, securing the cross hand arm control. Cross hand grip on wrist, same side hug. Sit on partner's foot, extending one leg between theirs, pull them down and over your hugging side shoulder. Use extended leg and turn it into a hook to lift inside their knee.
- Uki-waza cross side hook variation (Paolo's variation)
- Cross hand grip on wrist, same side lat control. Sit between partner's legs using the leg on the outside to hook inside partner's far leg, lift and kick.






So I watched
High-level competition can be beautiful and more stirring than brilliant artwork or dance. This is gained by a long process of solid technical mastery and combat creativity. Creativity within the context of functional martial arts has one caveat, functionality. Looking good is unimportant, doing good is the critical judgement. We drill basics for this reason, they are the technical aspects of the art, like good brushstroke technique or line drawing. By string these basics together into a
At the same time that fighting is an art it is treated as a scientific discipline with parallels in both games of strategy and chance. Chess and its relatives are often used for relaxation, concentration, and as a source of figurative comparisons to fight sports. But moves are often described as "high percentage", doffing a cap to Mr. Murphy's games of chance. Neither overwhelming strategic superiority or incredible luck will win a fight or a game all the time. A gifted fighter, a skilled chess player, or a cardsharp must hone strategic skills both in practice and in competition. Although the game of chess or poker have far fewer physical skills and attribute requirements the same intellectual and emotional factors in those games are essential for fighting.
(Rear) Leg Cover Three (CHC). For an outside kick to rear leg, cover with rear leg, and lean forward with lead hand extended (think Muay Thai
I've been talking about "no man's land" for a bit on here, so I thought I'd give it a more concrete definition. No man's land is the space that is strategically inferior for one fighter, the area within which your reaction time is too slow to pick up your opponent's action. It is not a constant range, but a function of space and time. It is also an unavoidable place that a fighter must sometimes pass through, the point is not to stay there. Within a striking game we can almost describe "no man's land" as a Venn diagram. Obviously the "no man's land" will be approximately the same for two fighters of the same size with variability accorded for differences in physical and technical ability (see
More often, especially in a self-defense situation, two fighters will not be equal, differences due to size and/or ability come into play. Green's "no man's land" is (largely) unchanged while red has a much greater area where green's offensive capability outweighs red's. However, control of
I think the "no man's land" concept can be extended to throwing as well as grappling. For example, in taking a shot there is an optimal time and position depending on your opponent. A taller opponent allows a shot from a greater distance, the sprawl is a reaction and larger bodies will, in general, move slower than smaller ones. The downside of course is that should a larger fighter sprawl they have more weight and length to spread into the sprawl, but they should be easier to catch in poorer sprawl position. Conversely it is easier for a smaller fighter to pick-up on a shot attempt, although they are still have to deal with a larger opponent's mass and strength. However, the "no man's land" concept holds, there is a spatiotemporal "area" that is suboptimal for defense of the shot that is dependent on fighter size and ability. Your job is to recognize how it varies with different partners and adapt accordingly.
A counter example can be shown with reaping throws such as osoto-gari (larger outer reap), harai-goshi (hip sweep), or uchi-mata (inner thigh reaping throw) (
Just as striking and throwing have "no man's land" grappling also has its components of strategic vulnerability. Larger competitors have larger holes due both to anatomical factors and psychology, i.e. strength over technique (why, because it works...initially). The length of a thigh or the distance between the arm pit and hip are quite immutable, and a smaller person can escape through these holes, especially when poor technique is used. The weight and size of a larger fighter can often defeat the smaller competitor by wearing them down, but the "no man's land" to escape position and set up attack is greater for the larger person, a talented smaller fighter can literally slip through their fingers. Think about how hard it is to arm bar or choke a stocky person with short limbs and (essentially) no neck. It's a similar level of difficulty as it is when you try to sweep someone who is long limbed. The stocky person is more easy to sweep than submit while the the taller person is often easier to submit than sweep, largely due to physiological differences. Thus they have vulnerabilities or "no man's lands" of different aspects of their bodies. They can more easily defend one than the other. The solution is to tighten technique to shrink the window that allows for escape from position, submission, or reversal.
I think of fighting as a combination of many factors, a collection of arsenals forming a spectrum of violence. I'm also developing a habit of creating corny acronyms. So here's another one addressing the facets that I think go into developing fighter excellence. In practice you may develop or drill all, a few, or only one of them. In sparring or a fight all of them will come to bear, deficiencies will reveal themselves as weaknesses while superior aspects will be relied on for victory. In truth, we cannot grow as martial artists without recognizing our own "pluses and minuses" and training in all aspects of the spectrum of fighting. Just as a painter cannot capture a scene with monochromatic palette or a picture record an event with one color, a fighter must be more than one-dimensional to excel. I give you SPECTRUM:





Today I earned my black belt in Jeet Kune Do under my instructor 

We cannot treat these combinations as martial arts gospel (e.g. Goshin Jitsu Thai kata #1 is ...) but rather as frameworks or reference points in fighting. The first way to create variability with the same sequence is by adding different levels (
