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Jeet Kune Do Fighting Tactics: Leading

Jeet Kune Do Fighting Tactics: Leading


Jeet Kune Do Fighting Tactics: Leading
Jeet Kune Do Fighting Tactics: Leading


Jeet Kune Do Fighting Tactics: Leading

Fighting can be viewed as a kind of physical chess coordinate wherein the stakes are somewhat higher. In the event that you foul up, you get hit. This conveys a significantly more energizing component to the amusement. Also, similar to chess, the player with the better methodology typically wins. 


This is the place military "craftsmanship" comes in. One is continually in a kind of contentious "move" with his or her rival, every individual attempting to set up themselves as the one driving the battle. To take control of the battle, to "force their will" on the other individual, the warrior must be all around furnished with a few strategic abilities AS WELL as the athletic capacities to complete them. In this article, I might want to talk about a portion of the strategic parts of what Bruce Lee called Leading. 

Driving is the underlying engagement with the adversary. This ordinarily appears as a strike, for example, a punch or a kick, but not generally. Truth be told in JKD driving with a strike is generally optional. "There is minimal direct assault in Jeet Kune Do. For all intents and purposes, all hostile activity is roundabout, coming after a bluff or appearing as countering..." (Bruce Lee


Driving Tactic #1: Feints 

A bluff is a false assault used to open a line for your genuine assault. There are different approaches to bluff an assault. Beginning a punch on one line and after that changing to another punch part of the way through is an extraordinary bluff. For example, take a stab at tossing a Lead Straight or a hit. At that point, just before your adversary repels your punch, kick your hip over and transform it into a Lead Hook that circles around his repelling hand. As one entryway shuts, another opens. 

You can do likewise with a kick. Slide up with a Lead Front Kick. As your rival drops his hands, rotate your back foot and transform your kick into a Hook Kick (frequently called a Round Kick) that flips directly finished his hands and into his sun-based plexus or head. 

You can likewise go from foot to hand or hand to foot. Rather than transforming your Front Kick into a Hook Kick, utilize a Lead Straight punch. There are a million and one approaches to bluff and after that assault. 

You can likewise utilize your body developments as bluffs. Two that I utilize a great deal is the Body Drop and the Stutter Step. They are both fundamentally what they seem to like. I will bow my knees and drop down like I'm assaulting the body, at that point, I'll fly up and hit the face. Or, then again I'll rush forward with my lead foot as I kind of roll my shoulder forward to impersonate an assault. I'll more often than not utilize this to draw out a counter from my adversary, which I will then exploit. 

Bluffs, coincidentally, work incredibly against counter-warriors - individuals who get a kick out of the chance to give you chance to make the main move. 


Driving Tactic #2: Simple Attack 

A straightforward assault is an assault that is undisguised and is completely planned to hit. It is the hardest assault to pull off since it is so "out in the open". The Lead Straight punch, Lead Hook kick, and Lead Side Kick are the essential apparatuses utilized as a part of a basic assault. Bruce Lee even said that "The Lead Straight is the foundation of all punching in Jeet Kune Do" and the JKD On-Guard position was intended to encourage the best utilization of this punch. 

To have the capacity to get a rival with a straightforward assault you should have a solid capacity to utilize your footwork. Work on having the capacity to venture disconnected and afterward fire, getting the rival while he is acclimating to your development. Stay away sufficiently far that you are far from your rival, and develop the capacity to detonate forward with your assault the minute you locate the opening. Watch your rival for indications of mental exhaustion or diversion. 

Likewise, by having your lead hand down rather than up by your jaw you keep your pass out in the outskirts of your rival's vision rather than straightforwardly in his viewable pathway. You can likewise fire a few distinctive "Driving" strikes from that position. You can fire a Lead Straight, a Lead to the body, a Hook punch, a Backfist, or an Uppercut with no broadcasting movement. Regardless of the possibility that your rival sees your assault, he is left to think about where your assault is going. 

Basic assaults likewise work awesome on the off chance that you utilize it subsequent to playing a more cautious, counterstriking technique for some time. 

When you do arrive at a basic assault, make certain to line it up with a blend of strikes.


Driving Tactic #3: Secondary Attack 

Let's say your adversary stays an all-around monitor. You can't haul out any openings through bluffs and he's excessively mindful, making it impossible to be found napping with a straightforward assault. This is the place an auxiliary assault comes in. An optional assault is a strike planned to arrive AFTER a past strike or mix of strikes. 

Catching works extraordinarily here. On the off chance that you know about the Pak Sao, you can assault your rival with a Lead Straight which would most likely get diverted by his own guard. Utilize the vitality 



from his repel or redirection to trap (snatch) that hand and move it off the beaten path, making the opening for your auxiliary assault. 

Blends are likewise an extraordinary method for scoring with an optional assault. Toss a progression of assaults where he is all around watched, say, on his face. As his hands come up to a climate that tempest, complete your mix with a strike to his body or a kick to his leg. 

I would be advised to wrap this article up now since it's going somewhat long. Later on I may separate each of these strategies significantly further, however ideally this will give you some new toys to play with in your competition.


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