KT:Good Idea / Bad Idea?

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Good Idea / Bad Idea?
By Dr. Dave in da house - 09-01-2009 12:44 PM
Originally Posted at: KenpoTalk

====================

A discussion of "rules" of combat. There are always exceptions, so I tend to reframe "rule" to "idea", and relegate some to "good vs "bad", in general.

Some generally bad ideas: Turning your back on an attacker mid-conflict. Pushing an attacker away (or yourself away fom an attacker) when re-engagement is still a necessity, and now you gotta close danger ranges again to bring them into optimal distance for a good beating and finish; others.

Good ideas might include: Actively checking weapons, and dimensional zones -- HWD. Leading to a question: Which is more important to check? If you find yourself able to check one but not both, which matters more, and why?

Good idea: Turn to face your attacker whenever possible; your brain and eyes can plan your deployments better when all parts are in the picture, along with the threat.

Bad Idea: fight with your back to the bad guy, or with him in only partial view.

Rules adressed in this post:
1. Never turn your back to your opponent

2. Always maneuver to bring your weapons and your attackers weapons into the field of vision.

3. Always maintain optimal proximity -- obtain and maintain range, releasing it only when the attacker has been neutralized as a threat. The most dangerous moments are in closing the gap; once closed, do not surrender it. Tactical retreat or adjustments in range may be exceptions. In general, avoid giving up the proximal range advantage, once achieved.

4. Checking 3 dimensions is better than checking only two, which is better than checking only one.
4.1 Checking dimensions may check weapons, but also may not.
4.2 Checking your attackers nearest weapons is more important than covering dimensions; Cancel the most immediate threats, first. (lead hand with knife more important to cancel than Width...concepts can't kill you; weapons can).

So...

Which techniques in the system encourage us to skillfully turn our backs on a still standing, still conscious attacker?

How many techniques in the system encourage us to develop the skill of disengaging, then rengaging, with an attacker before they have been neutralized? Name one, and discuss -- what are the tactical disadvantages? What beneficial lessons or skills might be developed from said SD TEch, even if it contains a bad idea? Can -- and are -- thos beneficial lessons available elsewhere in the system, in a form not requiring embracing and entraining a bad idea?

Which techs require us to deploy natural weapons from weak positions? How many from positions wherein neither the attackers natural weapons, nor ours, are contained within the field of vision? Are other solutions available that can place us in better positional relationships? Do we train them as solutions?

Just some ideas to prompt discussion...


Read More...


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Good Idea / Bad Idea?
By Dr. Dave in da house - 09-01-2009 12:44 PM
Originally Posted at: KenpoTalk
====================

A discussion of "rules" of combat. There are always exceptions, so I tend to reframe "rule" to "idea", and relegate some to "good vs "bad", in general.

Some generally bad ideas: Turning your back on an attacker mid-conflict. Pushing an attacker away (or yourself away fom an attacker) when re-engagement is still a necessity, and now you gotta close danger ranges again to bring them into optimal distance for a good beating and finish; others.

Good ideas might include: Actively checking weapons, and dimensional zones -- HWD. Leading to a question: Which is more important to check? If you find yourself able to check one but not both, which matters more, and why?

Good idea: Turn to face your attacker whenever possible; your brain and eyes can plan your deployments better when all parts are in the picture, along with the threat.

Bad Idea: fight with your back to the bad guy, or with him in only partial view.

Rules adressed in this post:
1. Never turn your back to your opponent

2. Always maneuver to bring your weapons and your attackers weapons into the field of vision.

3. Always maintain optimal proximity -- obtain and maintain range, releasing it only when the attacker has been neutralized as a threat. The most dangerous moments are in closing the gap; once closed, do not surrender it. Tactical retreat or adjustments in range may be exceptions. In general, avoid giving up the proximal range advantage, once achieved.

4. Checking 3 dimensions is better than checking only two, which is better than checking only one.
4.1 Checking dimensions may check weapons, but also may not.
4.2 Checking your attackers nearest weapons is more important than covering dimensions; Cancel the most immediate threats, first. (lead hand with knife more important to cancel than Width...concepts can't kill you; weapons can).

So...

Which techniques in the system encourage us to skillfully turn our backs on a still standing, still conscious attacker?

How many techniques in the system encourage us to develop the skill of disengaging, then rengaging, with an attacker before they have been neutralized? Name one, and discuss -- what are the tactical disadvantages? What beneficial lessons or skills might be developed from said SD TEch, even if it contains a bad idea? Can -- and are -- thos beneficial lessons available elsewhere in the system, in a form not requiring embracing and entraining a bad idea?

Which techs require us to deploy natural weapons from weak positions? How many from positions wherein neither the attackers natural weapons, nor ours, are contained within the field of vision? Are other solutions available that can place us in better positional relationships? Do we train them as solutions?

Just some ideas to prompt discussion...


Read More...


------------------------------------
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Rolling Checks have you turn your back to your opponent. Twirling Mace comes to mind. I wonder why our own weapons should have to be in our own field of vision.
Sean
 

MattJ

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Rolling Checks have you turn your back to your opponent. Twirling Mace comes to mind.

Damn, beat me to it. I used to call them "spinning" checks, but same idea. "Giving up the back" can also be useful in certain situations where momentum use would not favor resistance, or where the spin itself can prevent or release some grabs.
 

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