3 moves to finish

One approach trains the body to carry a predetermined solution through the interaction.
The mind becomes locked into the solution through the body; the other frees the mind from the body, allowing it to adapt the body as needed.
Within punching range, when you throw "right jab, left cross, right hook, left hook, right uppercut, left overhand within 1 second (I believe that's the maximum speed that a human being can generate). No matter how your opponent may try to block, you can hit him with at least 1 of those 6 punches. The reason is simple, no matter how good that your opponent's defense skill may be, his respond will partially open himself up.

When you block/dodge your opponent's

- jab, you will open one side of your face for his cross.
- cross, you will open one side of your head for his hook.
- hook, you will open the other side of your head for his other hook.
- other hook, you will open the bottom of your chin for his uppercut.
- uppercut, you will open the top of your head for his overhand.

To train a 6 moves combo is the same as to apply the "machine gun" strategy that you try to hit your opponent with at least 1 of your machine gun bullets.
 
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Within punching range, when you throw "right jab, left cross, right hook, left hook, right uppercut, left overhand within 1 second (I believe that's the maximum speed that a human being can generate). No matter how your opponent may try to block, you can hit him with at least 1 of those 6 punches. The reason is simple, no matter how good that your opponent's defense skill may be, his respond will partially open himself up.

When you block/dodge your opponent's

- jab, you will open one side of your face for his cross.
- cross, you will open one side of your head for his hook.
- hook, you will open the other side of your head for his other hook.
- other hook, you will open the bottom of your chin for his uppercut.
- uppercut, you will open the top of your head for his overhand.

To train a 6 moves combo is the same as to apply the "machine gun" strategy that you try to hit your opponent with at least 1 of your machine gun bullets.
I generally agree, except:

Rather than just vary the angles of attack, also vary the elevation to include body shots. And include body kicks and attack the legs as well.

This kind of overwhelming the opponent's defenses is a valid strategy (I use it) but if he is experienced and skillful he may move offline, or even forward, nullifying your attack. In this case you have to be ready to adjust:
frees the mind from the body, allowing it to adapt the body as needed.
 
Within punching range, when you throw "right jab, left cross, right hook, left hook, right uppercut, left overhand within 1 second (I believe that's the maximum speed that a human being can generate). No matter how your opponent may try to block, you can hit him with at least 1 of those 6 punches. The reason is simple, no matter how good that your opponent's defense skill may be, his respond will partially open himself up.
Presumably the target is the head of a fellow being, the target just have to move at most 10cm away from the line the jab is traveling which is considerably less than the length of the punching(jab) range(average adult arm length about 70cm), then the multiple punches within 1 sec to same target tactic is a fail .
 
Presumably the target is the head of a fellow being, the target just have to move at most 10cm away from the line the jab is traveling which is considerably less than the length of the punching(jab) range(average adult arm length about 70cm), then the multiple punches within 1 sec to same target tactic is a fail .
If your opponent can move back faster than your advance, none of your punches can land on him.

You can always pull your opponent into your 1st punch before you start your combo. By using uppercut -> grab -> pull.
 
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