Professional Documents
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Military Jeet Kune Do Bisonbook
Military Jeet Kune Do Bisonbook
This book is about Military Jeet Kune Do. The JKD of Military Unarmed Combat. The first
book of its kind in the world. It is also a book of Sparring concepts. What are the different
types of opponents, what are the different strategies, what are the different parameters
and variables in combat which influence the outcome, such as State, Range, Angle,
Level, etc.
In the Military, we have unsurpassed credentials. Two Army Chief citations, two Army
Commander citations, one Home minister citation and one Chief minister citation for
our work in Close Combat training for Counter Terror ops.
In JKD we are representatives of Richard Bustillo in India, original student of Bruce Lee
and propagators of Bustillo Military Jeet Kune Do, having taken Bustillos JKD Concept
to over 15,000 soldiers from Indian forces for about a decade.
As Authors, we have authored various books, including TERRORISM: A COMPREHENSIVE
ANALYSIS OF WORLD TERRORISM, MIND RANGE, ENCYCLOPEDIA OF CLOSE COMBAT
OPS-ADVANCED COMMANDO COMBAT SYSTEM, which was distributed to all Indian
forces by the Home Minister of India, as well as accepted into FBI Library by the FBI
Director and Interpol Library by the Secretary General.
This work, the book - THE JKD OF MILITARY UNARMED COMBAT is a gift. A gift to the
JKD Brotherhood and to the Military and Law Enforcement fraternity. Also available
to martial artists, we hope to share the Military JKD concepts with one and all for the
benefit of mankind, in the area of Military Unarmed Combat and Martial Arts.
This work is the result of over 34/ 24 years of martial art journey, 17 years of Military
training experience and 5 years of specific research and experimentation and conclusion.
The book has taken over a year to prepare and we have met our deadline of releasing
the book before 01 Jan 2010.
For this, we had to follow the principle outlined in this book, the motto of the Bison
System - RUSH TO WIN!
We wish you the very best in your combat journey.
Feel free to write to us at Director@CommandoCombat.com
Sincerely
Dr. Deepak Rao and Dr. Seema Rao
Unarmed & Commando Combat Academy, India
Mi l i tary J KD
The
JKD of
Military
Unarmed Combat
(Bison System)
Dr. Deepak Rao
Dr. Seema Rao
Copyright
Unarmed Commando Combat Academy
Dr. Deepak Rao & Dr. Seema Rao
An Unarmed Commando Combat Academy Publication
January 2010
LIMITED EDITION
DISCLAIMER
All Combat training activities involves the risk of injury to oneself and others and great care must be taken in carrying
out such activities. Please consult your Physician before undertaking any activity described in this book. Expert
guidance should be sought and equipment checked for reliability before any activities described in this book are
carried out. The authors and publishers cannot assume responsibility for damage to property or injury, death or loss
to persons which may result from carrying out the activities described in this book. In carrying out the activities
described in this book, persons do so entirely at their risk.
Any views or opinions expressed are solely those of the author and are based on personal interpretation and are not
meant to constitute legal advice as to any factual situation, literature or philosophy. We are greatful to the countless
authors, philosophers and professionals whose ideologies have inspired us. It is not practically possible to enlist this,
but nevertheless their influence in shaping this book is held invaluable by us.
All rights reserved. No portion of this book may be copied, retransmitted, reposted, duplicated or used otherwise
without the express written permission of the authors. Any disputes that arise are subject matter of Mumbai, India
jurisdiction.
ISBN number 978-81-907765-2-3 has been printed for the purpose of unique identification of
this book.
All correspondence to be addressed only to
director@commanocombat.com
www.commandocombat.com
DEDICATION
Dedicated to our Teacher,
Richard Bustillo,
who taught us to flow
in the Dance of Life
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Mi l i tary J KD
ACKNOWLEDGEMENTS
Dr. Sanjay Pandey, the first student of Bison System. Thank you for everything. Thank
you for being the ideal student. When the student is ready, the Teacher appears.
Dr. Sheetal Maniar, Thanks for being the sparring partner for perfecting the Bison
System! It would not have been possible without you.
Dr. Komal VS, Thanks you for the proof reading of the Bison Book. Thank you for
your dedicated cinematography of the Bison Video.
Dr. Anjali Bhimrajka, Thank you for securing the ISBN number. Thanks for being
there each and every time we needed you.
Heeresh Sharma, Ritesh Reddy, Nikesh Agarwal, Thank you for your participation
in the photographs. Your technical skills were invaluable in the Stills!
Kishor Dogra, Kumar KS, Anand Gonsalves, Gautam Pradhan, Thank you for your
photographs and your participation in the Video.
Anvitha Prabhakara, Thank you very much for helping us with the Press releases
associated with the projects.
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Table of Contents
CHART: 10 Commandments Of The Bison System
ABOUT THE AUTHORS
17
18
Introduction
Goals Of Exercise & Health
Origins Of Martial Arts
Modern New Age Martial Arts
Myths & Realities Of Combat Arts
Development Of Military Martial Arts
Bison System: The JKD Of Military Unarmed Combat
Sun Tzus Art Of War Doctrines
Jeet Kune Do Concepts
JKD Technical Specifics
Close Quarter Battle Tactics
Samurai Bushido The Warrior Code
Ten Commandments Of The Bison System
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25
31
35
39
45
49
51
55
63
69
75
79
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81
19.
20.
21.
22.
23.
24.
25.
26.
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99
103
111
112
114
118
122
125
126
128
128
129
129
131
132
132
133
135
153
167
170
179
187
188
190
198
204
27.
28.
29.
Clap Flow
Footwork
8 Types of Opponents
208
213
228
240
244
247
252
264
272
276
278
278
282
288
290
294
300
302
309
310
311
314
316
318
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327
328
330
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36.
37.
38.
39.
40.
41.
42.
43.
Defensive Rushes
i.
Defensive Rat Rush
ii.
Defensive Valley Rush
iii. Defensive Tee Rush
Rear Angle
States
JKD Commandments of Sparring
Clap Exit
Mob Situations
Defense against an Edged Weapon
i.
Outfighting Skills
ii.
Infighting Skills
Defense to Firearm Threat
333
334
336
337
339
340
342
346
354
358
360
362
366
378
ACKNOWLEDGEMENTS
392
GLOSSARY
394
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Foreword
By Richard Bustillo
The Spirit of Bruce Lee has touched every corner of this earth. In India, the Bruce
Lee legacy has reached Dr. Deepak Rao and Dr. Seema Rao. The Raos have devoted
themselves to imparting their knowledge of Bruce Lees Jeet Kune Do to the people
of India and the entire world. Their hope is to preserve and perpetuate the legacy
of Bruce Lees Jeet Kune Do in law enforcement agencies and all branches of the
Indian military.
The warfront is constantly changing. As a result, military training must evolve as
well. Modern military training is constantly perfecting ways to defeat the enemy
and win the war. This begins with the individual military soldiers fight. Bruce Lee
said, The individual is more important than any style or systems. The individual
must be strong in both mind and body. Additionally, it is also important to note,
that when individuals are joined, they are mighty.
Dr. Deepak and Dr. Seema have realized a need to conceptualize Military UnArmed
Combat for survival. They have cultivated the late Bruce Lees training methods,
philosophies, and concepts of training into a simple, direct, and practical unarmed
combat art. Bruce Lees philosophy of most dont plan to fail, they fail to plan, should
awaken every individual soldiers attention in succeeding in unarmed combat.
Drs. Seema and Deepak Rao are a unique couple. Because both are trained as
medical doctors and martial artists, they offer more by teaching potentially life
saving training through military martial arts. They believe that it is easier to teach
the young than to repair an adult. This intellectual couple wants nothing but the
best for the people of their country.
The Raos do not keep Bruce Lees art secret in their new book, JKD of MILITARY
UAC. They openly share the benefits and values that Bruce Lees Jeet Kune Do can
provide. They are a positive influence. Introducing your unit to the JKD of MILITARY
UAC will help change their lives for the better. It will improve their confidence to
survive in this combative world of today, while improving the combat efficiency of
the force.
R. S. Bustillo
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The Beginner would be soldiers who have just started learning martial arts for less
than a year in a Kickboxing art, like UAC, Karate, Taekwondo, Muay Thai, Kali, etc
Use this book to develop basic techniques from various Ranges, specially from
other Ranges which you are not exposed to. A Soldier who is into a kicking art
should pick up basics of Boxing, Knee-Elbow range and Grappling. Proceed slowly
and try to understand the concepts outlined.
The Intermediate student would be a soldier who has been doing martial arts for at
least 1-4 years with expertise in at least two ranges, say Kicking art like Karate and
Grappling art like Submission grappling.
Use this book to understand Concepts of Range, Angle, Level, State and how to
use Footwork to get there. Perfect Techniques and Combinations described here
and try the applications in Sparring.
The Expert would be a Soldier with at least 5-10 years of experience who is an
Instructor in his art and someone who has a keen interest in Sparring or Combat.
Use this book to understand the whole concept of Sparring with varying Parameters
of Angles, Ranges, Levels and States. Perfect using all of these in order to spar with
the three moving ranges Static, Defensive or Rushes. Now start developing your
own Techniques & Combinations in each parameter of Range, Angle, Level & State.
Use JKD to find your way.
So at every stage, Absorb what is useful. Take what works and keep analyzing and
experimenting. Keep Training and keep Sparring.
Rush to Win!
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1. Introduction:
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Now applying JKD to the military martial art requirement, there was a need for an
art which meets the following:
A) The Art must cater to no height, weight or age category
B) All techniques must be aimed at termination or crippling vital targets
C) All techniques must be simple, few in number, easy to learn
D) All knock downs must take Less effort and the shortest possible time
E)
The Art must be principle based, allowing every individual to modify it to his
advantage and constitution.
The Raos research led to a modern day art The Bison System. This military art
has been developed by the Rao couple after 17 years of training the cross section
of the Indian forces. Their efforts in modernization of Close Quarter Battle training
has received two Army Chief appreciations. The Indian Bison or the Bos Gaurus is a
very aggressive animal, standing 2 m tall, with 32 inch horns and weighing 2 tons.
Its principle enemy is the Tiger, which it rushes head on and often gores to death.
The Gaur Bison is not to be mixed with the American Bison, which is a timid animal
often hunted and now almost extinct. The Gaur is also known for its principles, the
entire herd standing in a circle around the calf confronting the tigers.
True to the philosophy of the Bison is the logo of the Bison System
Rush to Win
The Raos Bison system has the following JKD features:
A) Each opponent is fought with a different STRATEGY depending on his size,
height & aggression level.
B) ATTACK first, Attack fast, Attack hard and suddenly to force the opponent to
adopt a defensive approach
C) The appropriate RANGE or distance is to be selected depending on your
advantage and to the opponents disadvantage.
D) The hardest parts of the body are used against the softest parts and VITAL
organs of the opponent.
E)
The best available ANGLE is selected to attack the opponent and disrupt his
defense.
F)
Attack is launched at the appropriate LEVEL (Head, Body, Groin, Leg levels)
depending upon the height of the opponent.
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2. PHYSICAL HEALTH
A. GASTROINTESTINAL SYSTEM
No Acidity, No Piles, No Fissures, No Constipation or Loose stools
B. CARDIOVASCULAR SYSTEM
No Loss of stamina, No gasping on climbing stairs or Walking 1 km, No High Blood
Pressure
C. RESPIRATORY SYSTEM
No breathlessness at night, or at rest, No frequent colds, cough
D. NERVOUS SYSTEM
No tremors, No clumsiness, no fits, no drowsiness
E. URINARY SYSTEM
No difficulty in passing urine, no burning urination, no repetitive urination
F. GENITO SEXUAL SYSTEM
No premature ejaculation, no difficulty in erections
G. ENDOCRINE / GYNEC SYSTEM
Normal Blood Sugar, No high Cholesterol, Regular menses in women, no pain, no
lumps in breast
H. ORTHOPAEDIC SYSTEM
No bone pains, no backaches, no neck pains
3. MENTAL HEALTH
No Anxiety & Over-reactions to Stress
No Mood changes, No Depression
Good Sleep falling asleep, maintaining sleep & waking up feeling good
Good Family & Social interactions
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5. BODY POSTURE
Neck held with Chin up
Chest held thrust out
Arch of Back maintained
Stomach pulled in
Knees not slack or bent
6. NUTRITIONAL HEALTH
Complex Carbohydrate Wheat, Multigrain flours
Essential Amino Acids in Proteins Egg, Soya, Milk, Sprouts
Polyunsaturated Fatty Acids Saff Flower Oil, Groundnuts, Almonds
Fibre Vegetables
Water Soluble Vitamins Vegetable
Fat Soluble Vitamins Fish, Carrot, etc
Minerals Sodium (Salt) Potassium (Fruit) Calcium (Milk) Magnesium (Mango,
Pineapple, Til)
Biological Active Water Fruit & Vegetable Juice
There must be no habituations to
a) Nicotine
b) Alcohol
c) Medications
d) Substance Abuse Cannabis, Morphine,etc
d)No medicines should be required to control Blood pressure, Blood sugar or Blood
Cholesterol
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Eastern Kicking & go all out with protective Gear. This was tried out by Karate
competitors in Europe & USA as KICK BOXING. In Thailand, this is practiced as MUAY
THAI sport. In UK, Boxing was combined with Aerobics for women to get fit, called
BOX AEROBICS.
TAI CHI is the slow version of Kung Fu done to control stress. KRAV MAGA is Israeli
Self Defense art founded by a Ex Army PT Instructor IMI LITCHINFIELD. Today KRAV
MAGA Means MARTIAL ART, a generic word. The style of Krav Maga used in Israeli
Military is called HAGANNAH. Krav Maga taught to civilians is a Street oriented self
defense art with no military techniques.
When Bruce Lee founded JEET KUNE DO, he applied the principles of Simplicity,
Directness, Efficiency, Non Conventionalism with an Open minded approach to
the various RANGES of combat namely Kick, Punch, Knee Elbow, Grapple & Ground
fighting. The art is based upon techniques which can be used in combat in a no
holds barred fashion, transcending style and tradition. DAN INOSANTO, RICHARD
BUSTILLO & TED WONG are some of the well known JKD Instructors in the world.
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2. KARATE:
Strategy a) The Kiai
The loud shout which generates power in the navel and transmits it to opponent. In
the boxing ring, boxers knock out their opponents without any yelling or fuss. The
Kiai adds tremendous value to the arts and is now adopted my most eastern arts.
Strategy b) Imperial Military Disciple
Karate is taught as a military art, with the students not allowed to even bat their
eyelids without the instructors order. Students fancy this as it is akin to Military
discipline. This is one of the good points about Karate.
3. KUNG FU
Strategy a) The Chinese Dummy
The students strike this fancy wooden human like dummy, to replace actual
sparring with real opponents. In recent times, the wooden dummy has awed many
a audience interested in fighting arts.
Strategy b) The Deadly Open handed Animal Strikes
Open handed strikes like Tiger Claw, Snake Fangs and Eagle beak are nowhere as
powerful as the closed fist. These look good only in movies.
4. TAEKWONDO
Strategy a) Tall Flying Kicks
Tall Flying kicks, Jumping, Turning, Sweeping, Spinning serve to stupefy the audience
and sell the business. In reality flying kicks rarely work as the opponent can see it
coming and merely side steps to avoid it.
Strategy b) Olympic Sports
Classification of Taekwondo as a sport adds a competitive edge with an element
of safety, in fighting with padded protective gear. So no one gets hurt but all can
compete. But this kind of fighting with legs only is far from the reality of street
fighting where flying kicks rarely work.
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like the groin, solar plexus and shin. There are no paralysis points or Healing
points known to man as per conventional scientific thought.
8. KICKBOXING
Strategy a) Fancy Gyms, Boxing Rings, Punching Bags, Equipment
Aerobic & Fitness Kickboxing is the same old martial arts marketed as a FITNESS
Mantra. Taught without any discipline, with club culture, music, mirrors, mats and
with Aerobic style counts by Fitness instructors.
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6. Development of
Military Martial Arts
In Britain
Military Close Quarter Combat (CQB) Arts are very different from Civilian Martial Arts.
Tracing the development of Military Martial Arts (Now also called Combatives), it
all started with World War II, when British Army started developing a quick system
of Hand to Hand Combat for Unarmed Combat. This was hastily compiled with
major influence by judo & wrestling. Thus they used to catch a punch, grab a kick,
grab a bayonet thrust at them and throw! Very impractical, but this method spread
all over the allies as UAC.
In China
In 1926, William Fairbairn developed Defendu derived from Chinese Martial Arts
and Kodokan Judo. Defendu was developed to train the Shanghai Police and was
later taught in expanded form to the American OSS and SOE members during
World War II. Fairbairn was called upon by the British to help train Allied Troops in
World War II.
In USA
The US OSS Col Rex Applegate, in an attempt to modernize Hand to Hand Combat,
wrote the famous manual Kill or Be Killed which was a Defendu and Fairburns
art derivation with predominantly Grappling influence on Military H2H. He also
emphasized Quick Pistol ShootingTechniques in CQB & use of Fairbairn Sykes knife
in cutting Windpipe for Sentry Termination. This got modified into the US Marines
Manual. In 2000, the FM UAC Manual was derived from Brazilian variation of Judo
(BJJ) and Russian Sambo, a sport wrestling.
In Israel
An Instructor in Physical training for Israeli Defense forces, Imi Litchinfield developed
a newer system of military martial art. This art was modified for civilian application
and called Krav Maga. The military version is popularly known as Hagannah.
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BISON SYSTEM
The H2H or Unarmed Combat component of Raos ACCS art was called Bison System
and included skills which could be learnt quickly without much precision training
and used at vital points to kill in mortal combat. Principles of Mob fighting (like
putting the Mob components in a straight line in order to neutralize the numbers),
Weapons Defence, Concepts of Line of Fire, Arc of Thrust of a Edged Weapon, etc
were redeveloped after thorough research.
This art of ACCS along with its UAC component, the Bison System has been studied
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and trained in, by many Indian Forces. From last 16 years till date 15,000 soldiers
have been trained in this modern method without any compensation by the Rao
couple. ACCS is the newest and most modern military martial art to hit the world.
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7. Bison System:
The JKD of Military
Unarmed Combat
The Bison System of Military Unarmed Combat is based on three of the Worlds Best
War Doctrines - Sun Tzus Art of war, Jeet Kune Do concepts and the CQB philosophy,
Hit first, Hit fast & Hit to Kill. The Bison System motto: Rush to Win!
The UCCA - Unarmed Commando Combat Academy LOGO has 3 popular
Commando insignia
1. The Commando Dagger stands for precision & accuracy of the commandos
strike, while highlighting the silent nature of the covert op.
2. The Flash of Lightning stands for speed & suddenness of the strike to must
catch the enemy off guard, enabling return to friendly lines before enemys counter
reaction.
3. The Jungle Cat which represents agility and fluidity, outlining an openness of
thought, action and deed.
Bison System aims at developing these qualities in the soldier, so that he is able
to perform his profession of killing; silently and efficiently. It also prepares him to
survive adversity and effect a successful return to the safety of his base camp.
The UCCA motto is: One Enemy, One Chance, One Strike, One Kill!
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21.
22.
23.
24.
25.
26.
27.
28.
Attack by Fire
Speed, Timing, Momentum of troops is essence to win
Be Persistent
Take advantage of Opportunity & whatever the situation
Combine extraordinary force to win with ordinary force to engage enemy
Break the rules where necessary
Avoid enemys strength, attack his weakness
Take advantage of enemys Unpreparedness
employs the following Strategies & Tactics from Sun Tzus Art of War in its
methodology.
Level 0 THE WARD OFF - Winning without fighting! Rarely, when Special force
is deployed in a civil scenario or a control situation like in mob dispersal, simple
harmless attacks like slapping the ear or clapping the palm on the groin will deter
further resistance or engagement.
THE KICKING RANGE
Level 1 HARRASS THE TRANSPORT Destroy the Limbs of the opponent to
disrupt mobility
Level 2 IMPAIR THE FUNCTIONING Organ Damage by hitting Abdomen on
Solar Plexus, Groin, Kidney, etc to impair functioning
THE HAND RANGE
Level 3 CUT THE SUPPLY Stop Air & Nutrients by attacking the Neck
Level 4 DEADEN THE SURVELLIANCE Deaden Senses by attacking the Eyes
Level 5 FIRST DEMORALIZE, THEN INVADE Box in Combinations to hurt body
& break the morale of the opponent before entering close to opponent for the kill
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9. Jeet Kune Do
Concepts
The JKD CONCEPTS are theories developed by the legendary Lee and propagated by his students.
Richard Bustillo, an original student of JKD, one of the leading instructors in JKD & Teacher to the
Rao couple. The concepts are explained below as we understand it :
1.
2.
3.
4.
RESEARCH THE TRUTH Train in all ranges of combat KICKING, PUNCHING, KNEE
& ELBOWS, GRAPPLING & GROUND RANGE
(Use in Life Philosophy: Research various aspects, advantages & disadvantages of the
problem, situation or decision under guidance of a competent authority. Without guidance
of a competent expert, your research could be based upon personal bias)
ABSORB WHAT IS USEFUL based upon 6 principles below
REJECT THE LIMITATIONS based upon 6 principles below
a. SIMPLICITY HACK AWAY THE UNESSENTIALS Work with Fewer strikes, weapons or
smaller degree of effort & movement (Use in Life Philosophy: Use lesser resources)
b. DIRECTNESS SHORTEST DISTANCE BETWEEN 2 POINTS IS A STRAiGHT LINE Be non
telegraphic (Use in Life Philosophy: Be Direct, dont beat around the bush, go straight to
the heart of the problem without detours)
c. EFFECTIVITY LONGEST WEAPON - NEAREST TARGET & HARDEST WEAPON SOFTEST
TARGET Attack Primary Targets i.e. Eye & Face, Groin, Knees & Shins. (Use in Life Philosophy:
Whatever you do, it must work. Be efficient)
d. OPEN MINDED NO WAY AS THE WAY, NO LIMITATION AS LIMITATION Be Open to
any technique or tactic that will work. (Use in Life Philosophy: Open your mind to every
possibility)
e. FLUIDITY BE SOFT YET NOT YIELDING, BE FIRM YET NOT HARD If he pulls-push, if
he pushes-pull, take him where he wants to go! (Use in Life Philosophy: Dont oppose or
Dont give way completely to force)
f. NON CONDITIONAL (NON TRADITIONAL) (Use in Life Philosophy: Dont make decisions
based upon previous conditioning of thought, attitude & behaviour)
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5.
Simplicity.
Mechanically, the more parts a machine has, the greater the chances of it breaking down.
Accumulation of techniques only adds complications. Being simple in nature, JKD believes in few
tools practiced to the point in which they are extremely efficient. Hence simple tools like the lead
jab and lead side kick to the groin or knee are perfected.
Directness.
A line, being the shortest distance between two points, is the most logical path rather than a
curved detour to reach the final destination. In being direct, no excess motion is exerted. For
example, If an assailant grabs your wrist, some forms of martial arts may teach you to stomp on
their foot, lock the wrist, take them down to the ground, and then finish them with a strike to the
throat. The direct approach would be to strike them in the throat right in the beginning. Hence
there is no punching from the waist.
Also, Interception is preferred to Counter & parry as it is a more direct path to the goal.
Effectivity.
JKD believes in absorbing the useful and rejecting the limitation. Only techniques which work
are taken. For e.g. the sport rules of various fighting are discarded and the foul techniques are
imbibed. JKD uses any means necessary to accomplish this task. If grabbed you may bite, scratch,
or pull hair or whatever best fits the situation.
Non Classical.
Practitioners do not wear uniforms, they do not practice forms, and they dont waste time with
complicated techniques simply because of tradition. Shoes are worn, and training with equipment
is given a lot of importance. Kata was vertical death, joked Lee.
Open Mindedness.
JKD is open to newer ideas and concepts which work. It is a constantly evolving
art. Principles from Filipino Martial arts now area regular part of JKD teaching
curriculum worldwide.
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Fluidity.
JKD believes in flowing, there is never an opposition to the forces and energies
exerted by the opponent. All JKD techniques and responses are in accordance
with the flow. JKD does not rely on one specific technique or another to counter
an opponent. You should be able to adapt to the situation at hand. As an attack
approaches, you adapt to it with the appropriate response. The opponents attack
becomes your attack, as you fit into the opening created. Deflective parrying is
preferred to rigid blocking. The rigid and unbending is the disciple of death, the
soft and yielding the disciple of Life.
Economy of Motion
Use the least possible movement to achieve your goal. Evasion is preferred to
parrying and Interception is preferred to Counter & parry. Trapping from close
quarters is preferred to moving away from an attack and then stepping in to counter.
Sidestepping is preferred to retreat.
No Pick & Choose
In the beauty of spring, there is no for or against. All branches grow, some short,
some long. Make a hairbreadth difference and heaven and earth will fall apart. JKD
does not distinguish between one technique and another, favoring neither but
supports a better and simpler application of every technique.
Balance
JKD is balance of opposites. Meet hardness with softness. Meet softness with
hardness. Opposites compliment each other not oppose. Therefore domination
has to be complimented with yielding wherever necessary. Be soft, yet not yielding,
be firm, yet not hard.
Comfort in all Ranges
JKD teaches you to be comfortable in all ranges. One learns to accommodate to the situation.
Lee says Be like water. It is insubstantial. It assumes the shape of the bowl. Thus the JKD man
fights and adapts to Long weapons range, Kicking, Punching, Knee-Elbow-Trapping, Grappling &
Groundwork ranges. He also is the master of entry & Exit into & from all ranges
Adaptability
JKD can fit in with any style. This does not mean that JKD can be added to any style to make it
more efficient, or vice versa. What it probably does mean is that JKD can counter an adversary
regardless of their style or system. JKD believes that the basic body movement of all techniques
from various different styles is always similar.
Use your longest and strongest reach on the opponents nearest and most vulnerable target. In
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the words of Winston Churchill If you hit your opponent, hit him with all your might or dont hit
him at all. Thus the lead hand and lead foot is preferred to using the rear hand and foot.
Use your most powerful weapon on the weakest & most vulnerable area of your opponent. Like
the side kick to the opponents knee
Non Conditional
The JKD exponent defies conditioning. The JKD man prefers to condition his opponent to a
regular rhythm and then break it, he himself remaining free and resistant to conditioning.
Non Telegraphic
All JKD attack comes without forewarning or pullback. The punches do not start from the waist
and the kicks do not start from the hips.
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Forever Evolving
JKD is forever evolving, getting better, losing its handicaps. The JKD practiced today
may be different from JKD practiced yesterday as the individual may evolve. The
Principles laid down in JKD may never change, though our understanding of their
execution will better with time.
Applicable anywhere
JKD principles are applicable to Combat, Life and every possible place where greater
effectivity is desired.
JKD is towards personal Liberation
JKD is one of the avenues through which life opens its doors to us. The goal of JKD
is to know our ignorance. Knowing our ignorance is the best part of knowledge.
In the words of Sun Tzu, If you know your self and the enemy, there is no fear in a
hundred battles. If you know your self, but not the enemy, the odds are even. If you
know neither yourself, nor the enemy, there is fear in a hundred battles.
It is just a word.
The JKD concept is a boat used to cross the river, once across, discard it.
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the kidney, back of the head, groin incorporated. A finger jab to the eyes is better
than a punch to the face.
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Mob Fighting:
Mob Fighting and fighting in special situations is developed via special drills where
various situations are created using various locations and varied weapons used
with full contact where injury is encouraged.
Men are clashed together (at different ranges) with taller, heavier, more aggressive
opponents
By our special drills, situations are created where one does not find time to think/use
fixed technique but allows his animal survival instinct to find appropriate technique
for the relevant situation thereby letting the mind go free, its own way.
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The defense aims at deflecting (Parrying) the opponents forces rather than
opposing it (blocking) as in Karate. In a strong cyclone, rigid trees get uprooted but
the adapting flexible grass reeds always survive. Hence the exponent is taught to
be soft yet not yielding ,firm yet not hard.
Interception (or landing a counter attack before the opponents attack touches you)
is preferred to parrying (or blocking) followed by counter-attack.
Footwork derives inspiration from Fencing. Short multiple steps with a narrow
upright boxing stance which will permit mobility. Side stepping is preferred to
stepping back in accordance with the economy of movement principle. Footwork
must allow for rapid close in towards the enemy, trapping his lead hand while
lauching the punches/ attack, and exiting quickly to safe distance before the
opponent counters.
In conclusion
The art is based on the principles of simplicity, directness and effectivity. The
opponent learns to find technique rather than apply fixed technique. It teaches
spontaneity (Muen Munshi - in Zen Buddism), One thought - one action and no
mind (doubtless mind).
JKD is an avenue to understand the reality in combat, that combat is savage and
brutal and knows no style. That we must use various guidelines rather than rigidly
learnt fixed technique, to tailormake techniques to suit our stature, opponent &
situation. When faced with a taller, stronger, heavier and more aggressive opponent
you are in a mess and if you know that you will survive.
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PELVIS:
Groin
Bladder
Sacrum Tailbone
UPPER LIMBS:
Wrist Joint
Elbow Joint
Shoulder Joint
Median Nerve
Ulnar Nerve
Radial Nerve
LOWER LIMBS:
Shin
Knee Joint
Ankle Joint
Femoral Nerve
Types of Injury:
INJURY TO CAUSE PAIN - CONTUSION & LACERATION
INJURY TO CAUSE IMMOBILIZATION
INJURY TO DESTROY NERVES
INJURY TO CAUSE FRACTURE
INJURY TO CAUSE JOINT DISLOCATION
INJURY TO CAUSE ORGAN DAMAGE
INJURY TO PARALYSE:
INJURY TO DESTROY SENSE ORGANS
INJURY TO CUT BLOOD SUPPLY TO BRAIN
INJURY TO CAUSE UNCONCIOUSNESS
INJURY TO KILL
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CODE YELLOW -
CODE RED
CODE BLACK
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To gather the strength of character to walk the Righteous Path in spite & despite
the Loss, Hurt & Suffering
TRUTH RIGHTEOUSNESS - Gi
To walk the path of Goodness & Justice, Peace & Compassion, Objectivity & Logic.
To walk the path that ensures preservation of Self Respect & Self Esteem over&above
Personal Gain, Wellbeing & Convenience
DHARMA TO SELF - to exercise care & concern for own Well being &
Survival
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DHARMA TO OTHERS to Think & Speak & Do good (Help) wherever possible
& whenever it doesnt hurt.
DHARMA TO SOCIETY to contribute in someway to society, system &
country
DHARMA TO OWN PEOPLE to honour your Promises, Duties, Obligations
& give Love & Support to Teachers, Family, Colleagues & Friends in that order.
DHARMA TO GOAL to define carefully goals of life & walk on it with sincerity,
effort & discipline
HONOUR: The most important quality of the Samurai, One without it was not
Samurai. They would live & die for keeping their Honor. Self Respect, Self Dignity
& keeping in line with a Respectful life contributed to Honor. The Samurai would
never do anything that would taint his dignity, respect & Self Esteem.
TRUTH: or Virtuosity. The Samurai was honest & righteous in all that he did. The
Samurais word was totally dependable. The Samurai was never afraid to face reality
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in its such-ness. He was ready to understand & face the truth and was a strong
protagonist of the truth. He would fight for the righteousness, truth and lay down
his life for it.
COURAGE: The sheer mettle of the Samurai, the ferocity of his attack, the ability
to risk his life each and every time in impossible situations. He would give his very
best at every moment irrespective of injury, tiredness or personal loss.
SPIRIT: This was the Never say die attitude of the Samurai, who fiercely believed
that the Victory was his birth right and that he would win till life existed in him. Even
when the odds were against him, the samurai never believed that he could lose.
He matched physical courage with indomitable mental spirit. Spirit also conveyed
Benevolence & Compassion. The Samurai was capable of granting forgiveness at
the height of anger and fury.
DUTY: The Samurai believed that he would live with his Bushido, his values, His
duty to his Self, his Master & his Country. That DUTY was above Life itself. That
correct values would lead to benefits and good results. Like in Karma What you
do, shall be returned to you, that the consequences of your actions would depend
upon the nature of the actions. Good comes to those who do good & vice versa.
SEPPUKU: In the rare advent of the Samurai breaking the Bushido, he would fall
in societys eyes. And he would be disgraced in the eyes of his fellow clan. He would
above all, fall in his own eyes. As per the Bushido code, The Samurai who has lost
Honor would have one chance to redeem his honor - by voluntarily killing himself in
a public ceremony by slicing his sword across his belly & bleeding to an honorable
death Seppuku (Or Hara-Kiri).
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Dont wait,
RUSH TO WIN!
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WOUNDS
Types of Wounds
Bruise by Blunt object without break in skin only massage to prevent hematoma
Incised wound by sharp object First Arrest bleeding then Suture or Tape 2
ends of wound
CLW Open wound by Blunt Object breaking skin
Arrest Bleeding
Clean surrounding skin,
Scrub dirt from inside wound,
Suture /Tape Single & Double Mattress technique,
Dress to close
Open Fracture , Abdominal Stab, Deep Muscular wounds Hospital
Needed
Water you require 3 litre a day, 1 L of this from comes from food
Add 1 L for losses due to sweating in Exercise causing dehydration
For every 1 hour of moderate exertion, you need
1L or 5 glasses of Fluids (Water) +
tsp Salt (Sodium & Chloride) +
1 small ball Jaggery, honey or fruit (Potassium) +
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ELECTROLYTES
BLOOD PH
Acute Abdomen, Stab Wounds, Severe Head Injury, Amputation Injury, Heart
Attack, Bullet wounds, etc
Severe Pain in Body is indicative of Serious Disease within the Body like Heart
attack, Renal Stone Colic, Appendicitis, Stab Injury
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SEVERE PAIN
PALLOR & WHITENESS of SKIN
NAUSEA & VOMITING
SWEATING
FEVER
HIGH PULSE RATE
SHOCK & LOW BP
Treat with A) Pain Relief b) Arresting Bleeding c) Treatment of Shock
Pain Relief is with Fortwin (Morphine) Injections, causes Vomiting, treat with
anti emetic
Severe Pain,
Patient Immobile
Shallow Breaths
Nausea, Vomiting, Sweating, Fever
Shock
No movement of Chest during breathing on one or both sides of chest
Coughing out Blood
TREATMENT NIL BY MOUTH, IV FLUIDS
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DIAGNOSIS OF FRACTURE
SHOCK
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Confusion, Cold Pale Hands, Feet & Face, No Urine for 12 hours
Treatment
Give Head Low by raising feet
Warm extremities
Give Water & Electrolytes
Blood Transfusion may be needed
DIAGNOSIS
Clear AIRWAY
LIFE SUPPORT - CPR
Arrest BLEEDING
Treat SHOCK Circulation
Treat TRAUMA Wounds & Fractures
Treat PAIN
DISPOSE To Hospital, Clinic or Home
2. Bruise (Heamatoma)
a. Arrest Bleeding
b. Scrub roughly with Savlon / soap& water (saline)
c. Clean with Hydrogen Peroxide for O2-to displace dirt & foreign
body.
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4. Head Injury
a. Examine for CLW (Contused lacerated wound) requiring sutures.
b. Apply compression to reduce heamatoma.
c. Make sit (to reduce BP to the head)
d. Test for concussion - Disorientation of TSP
5. Nose Injury
a. Stop bleeding - Pinch tip
b. Apply Anterior nasal pack with Adrenaline
c. Examine for continuity of nasal bridge for possible fracture
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8. Groin Impact
a. Check for displaced testes in position from inguinal canal to the
scrotum
b. Restore position by making him lie prone& deep breathe.
c. Pain goes in about 5 mins. If severe pain persists, torsion testes
has to be considered.
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18. Hysteria
a. Ignore
b. Threaten (to Hospitalize)
c. Give pungent irritants to smell (Ammonia, Onion)
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If Closed
a) Traction
b) Splint
c) Plaster
POP technique Dip in water & roll
Healing: Young man 3 months & Older man - 6 months
a. Ice compress
b. Check continuity
c. Splint with 2 Foot Rulers
d. Strap with Crepe bandage
e. String around neck with Roller bandage
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basic
COURSE
MODULE
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Technical Synopsis
Basic Course Module
BISON SYSTEM is an OFFENSIVE system of varying STRATEGY where
you rush the Opponent with a flurry of pre planned & pre-learnt
combination Attacks, based on an inspiration from Jeet Kune Do
Concepts.
BISON SYSTEM is an OFFENSIVE system of varying STRATEGY depending on
Opponents BODY TYPE& PRESENTATION
The 1 RULE
Fight Different Opponents with DIFFERENT strategy & Fight Each Opponent with
rapidly CHANGING strategy
The 3 STANCES
NEUTRAL Stance Natural stance adopted while standing, Feet together in the
same line
RIGHT LEAD stance Right foot forward Stance
LEFT LEAD Stance Left foot forward Stance
The 2 PRESENTATIONS
MATCHED Presentation When You are in Right Lead Stance & Opponent is also in
Right Lead Stance or Vice Versa
UNMATCHED Presentation When You are in Right Lead Stance & Opponent is in
Left Lead Stance or Vice Versa
ICE (Attack from Static & Rigid Stance) Deep, Wide Stance with Body tense for
LIGHTER WEIGHT & WEAKER OPPONENTS
WATER (Attack from Springy & Semi Rigid Stance) In between Ice & Gas for
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THIGH LEVEL RUSH or VALLEY (Attack at a very low level) - Attack is launched at
the Head, when the opponent is crouched with his head BELOW YOUR BELT
LEG RUSH or SCOOP (Attack on Knee, Shin & Ankle) Attack is launched with kicks
at the opponents Knee, Shin or Ankle
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stance of
fighting
The 3 STANCES
a) NEUTRAL Stance Natural stance adopted while standing, Feet together in
the same line
b) RIGHT LEAD stance Right foot forward Stance
c) LEFT LEAD Stance Left foot forward Stance
The 2 PRESENTATIONS
d) MATCHED Presentation When You are in Right Lead Stance & Opponent is
also in Right Lead Stance or Vice Versa
e) UNMATCHED Presentation When You are in Right Lead Stance & Opponent
is in Left Lead Stance or Vice Versa
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ranges of
fighting
Range is the distance between you and your
opponent.
The various ranges in order of shortening distance are kicking (longest).
punching, knee-elbow & grappling (shortest).
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levels of
fighting
Levels are the different heights at which
attack is executed
1. Mountain - Attack executed from above the opponents head
2. Standard - Attack level of the opponents head
3. Bison - Attack level at the opponents chest
4. Diamond - Attack level at the opponents abdomen
5. Rat - Attack level at the opponents groin
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Mountain Level
(attack from above the head)
rat Level
(attack at groin level)
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rat Level
rat Level
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Diamond Level
(groin kick)
bison Level
(abdomen kick)
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mountain Level
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mountain level
(face kick)
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grappling levels
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low Level
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body Level
high Level
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angles of
fighting
Angles of fighting
Starting position of Combat (Matched Stance both in Right Lead)
Eleven - Face your Chest to opponents Chest (chest facing chest at a slant)
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angle eleven
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angles
eleven
127
extreme eleven
line
128
t
(Face chest to side)
rear
(Face chest to back)
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states of
fighting
States of Fighting
STEAM STATE (Gas)
Is in between steam & ice states. Is a wide stance but mobile, bouncing on the
ankles.
Used against an opponent of the same size to have an advantage of faster
reflexes.
Is a static position with a deep and wide stance, rigid & rooted to the ground.
Used by a heavier opponent against a lighter opponent to exert strentgh &
dominance.
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states
gas
liquid
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solid
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basic
kicks
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stance
sideview
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FRONT KICK
initiation
extended
recovery
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SIDE KICK
initiation
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SIDE KICK
extended
recovery
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ROUNDHOUSE KICK
initiation
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extended
recovery
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extended push
recovery
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basic
punches
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front view
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side view
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lead punch
extended
156
initiation
Recovery
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initiation
rear punch
extended
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lead hook
front view
158
side view
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rear hook
side view
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lead uppercut
(side view)
rear uppercut
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lead body
punch
rear body
punch
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jab: lead
cross: rear
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hook: lead
jab: rear
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lead uppercut
rear uppercut
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basic
trapping
Trapping
Ths is the art of immobilizing the opponents guard (lead forearm) to enable
a. opening of his guard & defending lead hand
b. preventing him from attacking with his lead hand
Trapping allows you to go close to the opponent (since his lead hand is
immobilized/trapped) & attack him.
Types of Trapping
a. The Pak Sao Trap: is when you use your rear hand to trap the opponents
lead hand. This is combined with a lead jab (attack)
b. The Lop Sao Trap: is when you use your lead hand to trap the opponents
lead hand. This is combined with a rear cross (attack)
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2.
slap & press with the rear hand
3.
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trapping
2.
grab & pull with the lead hand
3.
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LOWER LIMBS:
Shin
Knee Joint
Ankle Joint
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basic
vital strikes
TYPES OF INJURY:
INJURY TO CAUSE PAIN
Eg. Abdominal Punch, Foot Stomp
INJURY TO CAUSE IMMOBILIZATION
Eg. Kidney Punch
INJURY TO CAUSE LACERATION
Eg. Punch to the nose, lips
INJURY TO DESTROY NERVES
Eg. Knee to the sacrum (lower back)
INJURY TO CAUSE FRACTURE
Eg. Shin Kick, Kick to the hands
INJURY TO CAUSE JOINT DISLOCATION
Eg. Wrist Lock & Hammer Lock, Side Kick Knee
INJURY TO CAUSE ORGAN DAMAGE
Eg. Kidney Punch, Groin Rip-out
INJURY TO PARALYSE
Eg. Temple Punch, Neck Crank Dislocation
INJURY TO DESTROY SENSE ORGANS
Eg. Eye Jab, Ear Clap, Nose Push
INJURY TO CUT BLOOD SUPPLY TO BRAIN
Eg. Carotid Rip-out, Neck Lock
INJURY TO CAUSE UNCONSCIOUSNESS
Sleeper Hold, Carotid Chop, Chin Punch
INJURY TO KILL
Eg. Neck Lock, Carotid Grab
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Eye Jab
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CAROTID CHOP
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PLEXUS UPPERCUT
PLEXUS JAB
PLEXUS JAB
PLEXUS UPPERCUT
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CAROTID CHOP
NOSE PUSH
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initiation
GROIN SLAM
extended
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basic
knee elbow
& head butt
techniques
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HEAD BUTT
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LEAD ELBOW
initiation
extended
recovery
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KNEE UP
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basic
grappling
techniques
grabs
locks
throws
falls
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head grab
body grab
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grabs
..takedown
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locks
1.
2.
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elbow lock
1.
2.
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1.
shoulder lock
2.
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1.
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view from
left
l-1
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l-2
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view from
right
r-1
r-2
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throws
neck crank
dislocation
198
NECK LOCK
pipe.
vertebrae of the neck. This is executed by twisting the neck sideways with
the crook of the elbow.
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INVERTED
U THROW
throws
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1.
45 DEGREE
THROW
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45 DEGREE THROW
2.
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45 DEGREE THROW
202
3.
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4.
45 DEGREE THROW
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falls
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45 DEGREE
THROW
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clap flow
slap to ear
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eye scoop
carotid chop
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nose push
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groin slam
palm heel - plexus
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footwork
From your Stance, you need to use footwork in order to reach your opponent and
launch an attack. Your opponent may be at a safe distance or who may be fleeing
from your attack, hence good footwork becomes necessary.
FORWARD/ADVANCE FOOTWORK
a) THE STEP AND SLIDE Step forward with lead foot and slide forward with the
rear foot. This footwork is used when you dont need to change the Lead Stance
1. Used for Punches
2. Used for Kicks
b) THE STEP THRU Step forward with the rear foot. Now you automatically end
up changing your Lead Stance
1. Used for Punches
2. Used for Kicks
BACKWARD/RETREAT FOOTWORK
a) STEP AND SLIDE - Step backward with rear foot and slide forward with the lead
foot. This footwork is used when you dont need to change the Lead Stance
b) PENDULLUM RETREAT This is a quick slide back with your Lead foot towards
your rear foot executed in sudden defensive response to an attack, inclining your
body. Your body may appear to be moving like the pendulum movement.
a) SIDE STEP TO RIGHT Step to the right side with your right foot and follow by
moving your left foot (to the right side)
b) SIDE STEP TO LEFT - Step to the left side with your left foot and follow by moving
your right foot (to the left side)
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1. stance
STEP and SLIDE
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3.
slide with rear foot & punch
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1. stance
STEP THRU FOOTWORK
FOR REAR PUNCH
(CHANGE LEAD)
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3. step in front TO
CHANGE LEAD & punch
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1.
stance
SLIDE FOOTWORK
FOR LEAD KICK
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2.
slide -bring feet together
3.
lead roundhouse kick
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1.
2.
stance
221
stance
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side step
right
side step
left
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1. STANCE
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1. pendulum-retreat TO A
SUDDEN LOW KICK...
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2. ...FOLLOWED BY COUNTER
KICK
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8 types of
opponents
One must learn to identify the type of opponent with reference to ones own stature.
Each opponent has to be dealt with a strategy that uses ones own strength and
advantage against the opponents weakness. Identification of Opponent Type and
strategy has to be learnt at the reflex level. This is accomplished by practising body
type identification frequently on all the people you meet in day to day life.
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is to be stopped with the palm on the face and distanced (pushed away) with
front & side kicks to the body
is to be hit on the eyes and the middle (abdomen & groin as for Tall opponent) &
as well as with elbows & knees (as for muscular opponent)
TYPE 8. SELF
Your own ego, fears and hang-ups form the eight opponent. These are to be conquered by meditation, contemplation & realization
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8 TYPES OF OPPONENTS
1. TALL
3. SHORT
230
2. MEDIUM
4. POT-BELLIED
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5. MESOMORPH
6. AGGRESSIVE
7. TALL MESO
8. SELF
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tALL opp
same height opp
232
1.
2.
3.
4.
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SHORT opp
1.
3.
2.
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POT-BELLIED opp
1.
2.
233
MESOMORPH opp
3.
234
2.
1.
4.
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5.
AGGRESSIVE opp
1.
2.
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1.
2.
3.
4.
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SELF
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intermediate
course
module
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TECHNICAL SYNOPSIS
INTERMEDIATE COURSE
MODULE
BISON SYSTEM involves using various ANGLES in 2 ADVANCING RANGES (Tap Tap
Range & Rush Range) and 1 RETREATING RANGE (Defensive Range)
A) DEFENSIVE RANGE
This is the retreat mode of combat. By retreat, it is not meant that the exponent
is defeated. It means that when the opponent is stronger or charging you with
a stronger force, you may need to move backwards to absorb his force, before
launching a counter attack. Depending upon the degree of penetration of his
charge, you may be required to retreat more & more backward as follows:
a) ONE DOOR DEFENSE (HALF STEP BACK) This is when you step slightly back with
your Lead foot (say by a few inches), and you defend by raising your Lead Forearm to
cover your face, while shifting your head behind & away from the attacking hand.
b) TWO DOOR DEFENSE (ONE STEP BACK) This is when you step moderately back
with your Lead foot (say by a foot) to bring your feet together (neutral stance), and
you defend by raising both your Lead & Rear Forearms to cover your face, while
shifting your head in front & closer to the opponents attacking hands.
Here your head lays cradled inside your guard & protected by your forearms.
c) REVERSE DOOR DEFENSE (ONE AND A HALF STEP BACK)- This is when you
completely step behind with your Lead foot (say by a metre), so as to change your
Lead Stance (from a Right Lead Stance, you may now end up with Left Lead Stance)
and you defend by raising your Rear Forearm to cover your face, while shifting your
head behind & away from the attacking hand.
COUNTER ATTACK
These are Attacks launched quickly after defence to Opponents attack, before he
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b) MIDDLE LEVEL BODY Kicks follow with Boxing HEAD (KICK BOXING)
where you follow one kick with a boxing combination of 3 punches
b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross
b2. Side Kick (Body) -Lead Backfist - RearHook - Lead Uppercut
b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook
c) LOW LEVEL Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low
kicks to the knee, shin and ankle
c1. Side Kick Knee
c2. Low Kick Shin
c3. Ankle Scoop
ANGLE TEE Move from Line to Tee by stepping forward to face your
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to stick your chest to the opponents side attacking with Box combos with both
right & left hands to front & back of his opponents Head & Abdomen.
ELEVEN 11 Rushes
OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) Attack is launched
with Box combos at the head by punching from above opponents Guard, with your
head is raised ABOVE the opponents head by standing on toes
HEAD RUSH or STANDARD (Attack on Head) Attack is launched at the head, with
your head at the SAME level as the opponents HEAD,
Front CHEST RUSH or BISON Attack is launched at the chest & head, with your
head held BELOW & flush with the opponents CHEST
AB RUSH or DIAMOND (Attack on Abdomen) Attack is launched at the Abdomen,
your head is held low at the level of the opponents ABDOMEN (attack the diamond
shaped area from Abdomen to groin)
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with
Punches, your head is held low at the level of the opponents GROIN
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head,
when the opponent is crouched with his head BELOW YOUR BELT
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defensive range
(retreat back range)
Evasions
block & parry
Counters
interception
DEFENSIVE RANGE or Retreat Back Range
Where you move backward to defend from opponents attack & subsequently
launch counter attack. Defense is of various types..
1) DEFENSE BY EVASION
Evasion is effected by moving the head (or attacked body part) away from the
attack
Duck where head is moved in forwards and downwards to evade the
opponents attacks such as circular swings and punches.
Snap back where the head is moved backwards to evade the opponents
straight punches (Jab & Cross)
Slip Right or Slip Left where the head is moved sideways and forwards
to evade the opponents straight punches (Jab & Cross) without going back,
as in Snap back. This offers proximity to the opponent in order to land quick
counters.
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Body tuck - where you move your body away from the attack.
Knee tuck - where you move your knee away from the attack by jumping
backwards.
Parrying is effected by deflecting the attack (punch or kick) away from your
body using slapping action of your Slaps
Sideway Parry Deflection of Punch with Lead or Rear Palm
Downward Parry Deflection of Kick with Lead or Rear Palm
Blocking (DOOR DEFENSE) is effected by deflecting or stopping (punch or
kick) away from your body using one or both forearms.
a. One Door Defense take half a step back by pulling the lead foot
back by a few inches and raise your Lead forearm in front of your face to
deflect opponents punches to your head. The Head is pulled back away
to evade punch (snap back evasion)
b. Two Door Defense - One step back - The lead foot is pulled back to
come inline with the rear foot (neutral stance) and both forearms are
raised in front of your face to protect against opponents punches. The
Head is moved in front to lie cradled inside the protective forearms.
c. Reverse Door Defense - One and a half step - The lead foot is pulled
back behind the rear foot to change stance (from right lead stance to left
lead stance) This is the deepest retreat, with the rear forearm being raised
to protect against the opponents punches.
3) DEFENSE BY MOVING
This Defense is performed by using footwork to shift the body away from the
attack.
Retreat Footwork
Step & Slide Retreat Footwork
Pendulum Retreat Footwork
Side Stepping Footwork
Side Stepping Right
Side Stepping Left
For details, see section on Footwork
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evasions
Evasions are defenses by moving the body away from punches or kicks.
a. SNAP BACK - backward movement of the head
b. RIGHT & LEFT SLIP - sideward movement of the head
c. DUCK - forward & downward movement of the head
d. BODY TUCK - backward movement of the body
e. KNEE TUCK - backward movement of the knee
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duck - to hook
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slip in - to jab
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stance
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one door
defense to kick
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reverse door
defense to kick
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palm defense
1.
2.
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1.
palm defense to front kick
2.
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1.
palm defense to side kick
2.
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1.
palm defense
to roundhouse kick
2.
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1.
palm defense
to punch - pak sao
2.
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1.
forearm defense to
punch - tan sao
2.
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counters
Counter Attacks
When the opponent attacks you defend with either Evasion (by moving your
head/body away from the attack), Parry (defense with the palm of the hand) or
Blocks (defense with the forearm).
Following defense you have to quickly attack the opponents vital parts before he
recovers and launches another attack. These attacks are called Counter attacks.
Counter attacks are launched at the following vital targets:
a. EYES - Finger Jab
b. CAROTID ARTERY NECK - Chop
c. CHIN - Jab/Hook/Uppercut
d. SOLAR PLEXUS ABDOMEN - Uppercut/Side Kick
e. GROIN - Front/Roundhouse Kick
f. KNEE - Side Kick
g. SHIN & ANKLE - Kick/Foot Scoop
A properly launched counter attack can end the fight.
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defense to punch
1.
counter with eye jab
2.
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1.
defense to hook
2.
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defense to punch
1.
counter with roundhouse
kick groin
2.
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1.
defense to hook
2.
counter with side kick knee
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defense to hook
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interception
INTERCEPTION is an advanced art where one lands a counter attack
before the opponents attack lands, rather than defending his attack and countering
thereafter. So Interception is an option that does away with the process of defense
and counter. It is an experts option since it requires accurate timing for execution.
TECHNIQUES:
TIMING OF INTERCEPTION:
ALTERNATIVES TO INTERCEPTION
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interceptING A KICK
WITH A PUNCH
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tap-tap range
(static range)
TAP-TAP RANGE or Static Range (approx. 2 metres)
a) HIGH LEVEL Boxing to HEAD (GATE BOXING) where you feint a punch in one
direction and attack with another punch in the opposite direction
b) MIDDLE LEVEL BODY Kicks follow with Boxing HEAD (KICK BOXING) where you
follow one kick with a boxing combination of 3 punches
c) LOW LEVEL Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low
kicks to the knee, shin and ankle
ANGLE EXTREME 11
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TRAP GUARD & PUNCH - Trapping is the art of immobilising the opponents
guard with one hand while hitting him with the other hand
ANGLE TEE Move from Line to Tee by stepping forward to face your
away from you while defending your attacks. Attack the Opponent on the vital
targets on the rear of his body.
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combo i
PUNCH LOW
1.
overhand punch 2.
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punch up high
1.
combo iI
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combo iII
punch in 1.
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punch in 1.
hook in 2.
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combo i
1.
stomp kick groin
SYNOPSIS - MIDDLE LEVEL
KICK BOXING
Here you follow one body kick with a boxing combination of 3
punches
b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross
b2. Side Kick (Body) -Lead Backfist - RearHook - Lead Uppercut
b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook
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3.
4.
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jab face (1-1) + repeat
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combo iI
1.
side kick body
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3.
rear hook
4.
uppercut
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hammer fist
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combo iII
1.
roundhouse kick
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2.
rear cross
3.
hook
4.
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jab
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ankle scoop
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technique i
stance - eleven
Synopsis - Angle Extreme
Eleven - 3 Level Attacks
Here you move from 11 to Inside by Side Stepping Right
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks
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2.
eye jab
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1.
stance - eleven
technique iI
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2.
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1.
2.
3. stance-ANGLE line
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angle line-trapping
5. punch
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1.
2.
stance-ANGLE line
3.
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angle line-trapping
5. punch
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t angle
COMBO- straight
blast
1.
2.
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4.
5.
elbowS
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rear angle
1. push shoulder to
go to the rear
2. front kick-groin
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3. stomp kick-spine
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5. rear cross
6.
back of head-elbows
7.
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9. knee up
spine
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8. knee up
groin
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10. throw..
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RUSH range
(ADVANCE FORWARD range)
ELEVEN 11 Rushes
OVERHEAD RUSH or MOUNTAIN
(Attack from Over Head) Attack is launched with Box combos at the head by punching from above opponents Guard, with your head is raised ABOVE the opponents
head by standing on toes
(Attack on Head) Attack is launched at the head, with your head at the SAME level
as the opponents HEAD,
Front
Attack is launched at the chest & head, with your head held BELOW & flush with
the opponents CHEST
AB RUSH or DIAMOND
(Attack on Abdomen) Attack is launched at the Abdomen, your head is held low
at the level of the opponents ABDOMEN (attack the diamond shaped area from
Abdomen to groin)
(Attack on Groin) Attack is launched at the Groin with Punches, your head is held
low at the level of the opponents GROIN
(Attack at a very low level) - Attack is launched at the Head, when the opponent is
crouched with his head BELOW YOUR BELT
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i. mountain rush
1.
3.
2.
OVERHEAD PUNCHES
4.
HOOKS RT+LT
OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) Attack
is launched with Box combos at the head by punching from above
opponents Guard, with your head is raised ABOVE the opponents
head by standing on toes
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OVERHEAD LEVEL
elbow
5. elbow
6.
knee up
chest
knee TO
groin
7.
8.
RUSH RANGE
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1. in line jab
2. cross
3. hook
4. hook
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HEAD LEVEL
5.
elbow with trap - 1
6. REPEAT elboW
8. knee TO CHEST
RUSH RANGE
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1.
punch
3.
punch
4.
elbow
Front CHEST RUSH or BISON Attack is launched at the chest & head,
with your head held BELOW & flush with the opponents CHEST
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CHEST LEVEL
elbow 5.
6.
knee up - groin
7. knee up - chest
RUSH RANGE
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1.
diamond rush
3.
4.
elbow - body
lead elbow
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ABDOMEN LEVEL
5.
6.
elbow - face
rear elbow
7.
8.
RUSH RANGE
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v. rat rush
2.
1.
rat rush
3.
4.
elbow body
elbow face
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GROIN LEVEL
6.
5.
rear elbow
7.
lead elbow
8.
knee up groin
knee up - chest
RUSH RANGE
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advanced
course
module
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TECHNICAL SYNOPSIS
DEFENSIVE RUSHES
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with Punches,
your head is held low at level of the opponents GROIN. USED WHEN: OPPONENT
CHARGES HIGH WITH HOOKS TO YOUR HEAD
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head,
when opponent is crouched with his head BELOW YOUR BELT. USED WHEN: OPPONENT
CHARGES LOW WITH ABDOMINAL PUNCHES
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REAR - Move to Opponents Rear whenever he partially turns away from you while
defending your attacks. Attack the Opponent from his rear as he is defenceless
with
a) Front Kick to his Spine
b) Punches to back of his Head
c) Elbows to Side of his Head
d) Knee to his Spine
e) Inverted U Hair Pull Throw
APPLICATION OF STATES
The 3 STATES are determined by your STANCE & MOBILITY
a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This
state is used against a weaker or smaller opponent in order to charge into him with
the advantage of size and strength
b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This
state is used against an agile or skilled opponent in order to quickly evade or move
out of attacks and also to deliver strong attacks.
c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition.
This state is used against a stronger or larger opponent in order to avoid being
charged by the heavier or stronger opponent
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SITUATIONAL
BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE
ATTACKS & FIREARM THREATS
STREET GRABS
a) Loosen Hold & secure balance
b) Hit Vitals Eye, Groin, Foot Stomp
c) Distance opponent by pushing face with palm
d) Elbows & Knees
e) Throw OR
f ) Box & Kick opponent away
MOB SITUATIONS
a) Same principles as above
b) Finish One man at a time
c) Prioritize on attacking man who is Neck grabber, Foot grabber
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GRAPPLING
RANGE
NECK GRABS
Neck grabs - Eye
scrape - Elbow Knee Throw - Face stomp
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NECK GRABS
1. ELEVEN
2.
3. neck grab
4. eye scoop
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NECK GRABS
6. knee up
5. elbow on neck
7. sprawl
8. foot stomp
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NECK GRABS
2.
1.
3. eye scoop
4. left elbow
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NECK GRABS
5. right knee
6.
inverted U nose
THROW
7. throw
8. stomp
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DEFENSIVE
RUSHES
rat
Tee
valley
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defensive rushes
2.
rat rush
1.
3.
rat rush
4.
elbow body
elbow face
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6.
5.
rear elbow
7.
lead elbow
8.
knee up groin
knee up chest
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1.
HIT DOWNWARDS
3.
2.
4.
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1.
3.
HOOK ABDOMEN
5.
HOOK HEAD
MOVE INTO t
4.
HOOK BACK
defensive T rush
2.
6.
HOOK BACK OF HEAD
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REAR
ANGLE
refer to intermediate
course module
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states
APPLICATION OF STATES
The 3 STATES are determined by your STANCE & MOBILITY
a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This state is used
against a weaker or smaller opponent in order to charge into him with the advantage of size and
strength
b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This state is used
against an agile or skilled opponent in order to quickly evade or move out of attacks and also to
deliver strong attacks.
c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition. This state
is used against a stronger or larger opponent in order to avoid being charged by the heavier or
stronger opponent
solid
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liquid
gas
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jkd
commandments
of sparring
BASIC PRINCIPLE
1. DEFEND FIRST, ABOVE OFFENSE and HIT THE opponent WITHOUT GETTING
HIT
STANCE
FOOTWORK
4. WHILE MOVING, dont CROSS YOUR FEET OR BRING THEM IN ONE LINE
5. TRY TO OBTAIN ANGLE TEE FOR ATTACK (tee-ing FROM OUTSIDE)
6. FACE THE OPPONENT WITH YOUR CHEST (CENTERLINE) FOR DEFENSE
(centering)
ATTACK
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DEFENSE
COUNTER
ATTITUDE
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Technical Synopsis
of Bison Sparring
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp)
ADVANCE
Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
ADVANCE
ANGLE
ELEVEN
COMBAT
STARTING
POSITION
RETREAT
ANGLE
LINE
Side Step
Left to
OUTSIDE
ANGLE
ANGLE REAR
EXTREME 11
Side Step
Push his shoulders
Right to
to turn him
INSIDE
SIDE STEP RIGHT
Retreat to
RANGE DEFENSIVE
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp)
ADVANCE
ADVANCE
ANGLE
LINE
TRAP
PUNCH
KICK TRAP
PUNCH
Side Step
Left to
OUTSIDE
ANGLE
ELEVEN
GATE BOX
COMBO
KICK BOX
COMBO
ANGLE
ANGLE REAR
EXTREME 11
EYE JAB
PUNCH /ELBOW to
HEAD
GROIN
KICK
KICK
BACK/GROIN
LOW KICK
to SCOOP
STARTING
ANGLE
KNEE KICK
KNEE GROIN
Side Step
Right to
INSIDE
RETREAT
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CLAP EXIT
CLAPPING ATTACKS (CLAP FLOW)
Claps are attacks executed with the open hand (not a fist) using palm (slap), edge
(chop), finger (jab), palm heel & Half knuckle to vital targets in a combination flow.
The open hand being longer in length than the fist offers greater reach & ease &
speed of movement. USED IN STREET SITUATIONS WHEN THE OPPONENT GRABS
YOUR BODY IN GRAPPLING RANGE.
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clap exits
grapple
1.
foot stomp
2.
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eye jab
clap exits
3.
nose push
4.
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clap exits
5. ear clap
6. 1/2 knuckle-throat
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7. groin slam
clap exits
8. elbow
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9. knee
10. punch
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11. KICK
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mob
situations
SITUATIONAL
BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE
ATTACKS & FIREARM THREATS
MOB SITUATIONS
a) Same principles as listed on previous page
b) Finish One man at a time
c) Prioritize on attacking man who is Neck grabber, Foot grabber
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2. FOOT STOMP
3 MAN GRAB
1.
4.
3.
groin slam
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5. ear clap
7. front elbow
8. side elbow
9. lining-up of opponents
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defense
against
an edged weapon
DEFENSE TO KNIFE ATTACK
a) Rule of thumb AVOID THE ARC OF THRUST
b) If attack is non telegraphic (unpredictable) Face Weapon & get outside by
moving away from the arc of thrust -OUTFIGHTING SKILLS.
c) If attack is telegraphic (wide & predictable-, move closer to get inside the
arc of thrust & grab attacking hand - INFIGHTING SKILLS
d) Face the attacking weapon at all times, never giving your back to it.
e) Deflect the attack, grab the knife wielding hand
f ) Hit Vitals Eye, Groin, Foot Stomp
g) Elbows & Knees
h) Throw OR
i) Disarm Knife & Thrust same knife on opponent
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outfighting skills
SORRY!
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1.
2.
face the weapon hand grab & eye attack
4.
knee
body
3. elbow-face
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5. 45 degree
throw
6.
7.
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3.
lop sao-eye attack
5. knee
4. elbow
6.
inverted U throw
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defense
to firearm
DEFENSE TO FIREARM THREAT
a) Rule of thumb AVOID THE LINE OF FIRE
b) Face the Firearm at all times, never giving your back to it.
c) Deflect the firearm, (Not the hand wielding firearm as this may tilt the line
of fire in your direction) & grab the firearm wielding hand
d) After deflecting the attack, grab the firearm wielding hand at the wrist in
order to prevent oppoent from pointing muzzle at you.
e) Hit Vitals Eye, Groin, Foot Stomp
f ) Elbows & Knees
g) Throw OR
h) Disarm Firearm & Threaten the opponent with it
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from front
threat
1.
body sway
2.
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from side
ii
1.
2. move out
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from down
iii
2. move body out
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from behind
iv
1. threat from behind
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3. move out
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Complete
technical
synopsis
The Complete
Compilation of all
Three Modules
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Technical Synopsis
Basic Course Module
BISON SYSTEM is an OFFENSIVE system of varying STRATEGY where
you rush the Opponent with a flurry of pre planned & pre-learnt
combination Attacks, based on an inspiration from Jeet Kune Do
Concepts.
BISON SYSTEM is an OFFENSIVE system of varying STRATEGY depending on
Opponents BODY TYPE& PRESENTATION
The 1 RULE
Fight Different Opponents with DIFFERENT strategy & Fight Each Opponent with
rapidly CHANGING strategy
The 3 STANCES
NEUTRAL Stance Natural stance adopted while standing, Feet together in the
same line
RIGHT LEAD stance Right foot forward Stance
LEFT LEAD Stance Left foot forward Stance
The 2 PRESENTATIONS
MATCHED Presentation When You are in Right Lead Stance & Opponent is also in
Right Lead Stance or Vice Versa
UNMATCHED Presentation When You are in Right Lead Stance & Opponent is in
Left Lead Stance or Vice Versa
ICE (Attack from Static & Rigid Stance) Deep, Wide Stance with Body tense for
LIGHTER WEIGHT & WEAKER OPPONENTS
WATER (Attack from Springy & Semi Rigid Stance) In between Ice & Gas for
MEDIUM WEIGHT & AGILE OPPONENTS
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GAS (Attack from Mobile & Prancing Stance) Dancing, Narrow Stance with Body
loose for HEAVIER & STRONGER OPPONENTS
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THIGH LEVEL RUSH or VALLEY (Attack at a very low level) - Attack is launched at
the Head, when the opponent is crouched with his head BELOW YOUR BELT
LEG RUSH or SCOOP (Attack on Knee, Shin & Ankle) Attack is launched with kicks
at the opponents Knee, Shin or Ankle
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Technical Synopsis
A) DEFENSIVE RANGE
This is the retreat mode of combat. By retreat, it is not meant that the exponent
is defeated. It means that when the opponent is stronger or charging you with
a stronger force, you may need to move backwards to absorb his force, before
launching a counter attack. Depending upon the degree of penetration of his
charge, you may be required to retreat more & more backward as follows:
a) ONE DOOR DEFENSE (HALF STEP BACK) This is when you step slightly back with
your Lead foot (say by a few inches), and you defend by raising your Lead Forearm to
cover your face, while shifting your head behind & away from the attacking hand.
b) TWO DOOR DEFENSE (ONE STEP BACK) This is when you step moderately back
with your Lead foot (say by a foot) to bring your feet together (neutral stance), and
you defend by raising both your Lead & Rear Forearms to cover your face, while
shifting your head in front & closer to the opponents attacking hands.
Here your head lays cradled inside your guard & protected by your forearms.
c) REVERSE DOOR DEFENSE (ONE AND A HALF STEP BACK)- This is when you
completely step behind with your Lead foot (say by a metre), so as to change your
Lead Stance (from a Right Lead Stance, you may now end up with Left Lead Stance)
and you defend by raising your Rear Forearm to cover your face, while shifting your
head behind & away from the attacking hand.
COUNTER ATTACK
These are Attacks launched quickly after defence to Opponents attack, before he
has time to recover. The following is the list of Counters.
Counters can be executed as Attacks immediately after defence. At times, during
counter, you may trap the opponents Lead hand guard so that he cannot defend
your counter.
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HAND CLAPS
Eye Jab
Nose Push
Carotid Chop
PUNCHES
Jab
Cross
Pak Sao Trap & Jab
KICKS
Roundhouse Kick Groin
Side Kick Knee
LEG ATTACK
Ankle Scoop
ANGLE ELEVEN
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c) LOW LEVEL Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low
kicks to the knee, shin and ankle
c1. Side Kick Knee
c2. Low Kick Shin
c3. Ankle Scoop
ANGLE TEE Move from Line to Tee by stepping forward to face your
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ELEVEN 11 Rushes
OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) Attack is launched
with Box combos at the head by punching from above opponents Guard, with your
head is raised ABOVE the opponents head by standing on toes
HEAD RUSH or STANDARD (Attack on Head) Attack is launched at the head, with
your head at the SAME level as the opponents HEAD,
Front CHEST RUSH or BISON Attack is launched at the chest & head, with your
head held BELOW & flush with the opponents CHEST
AB RUSH or DIAMOND (Attack on Abdomen) Attack is launched at the Abdomen,
your head is held low at the level of the opponents ABDOMEN (attack the diamond
shaped area from Abdomen to groin)
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with
Punches, your head is held low at the level of the opponents GROIN
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head,
when the opponent is crouched with his head BELOW YOUR BELT
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Technical Synopsis
Advanced Course Module
GRAPPLING RANGE - NECK GRABS
The below techniques are based on the principle Hit! (Vital Strikes) Grab! (Neck
Lock) Hit! (Knee Elbow) Throw! Stomp! The below attacks are to be executed in
sequential order
1. RIGHT HANDED SIDE NECK GRAB & LEFT HANDED ATTACKS
Hit Groin with Right hand clap (to make him bend forward for neck grab)
Side Neck Grab with Right hand
Left Hand Eye Scrape
Left Down Elbow to Neck
Left Knee to Plexus
Left Sided Sprawl Throw
Left Stomp Kick to Face
2. LEFT HANDED REVERSE NECK GRAB & RIGHT HANDED ATTACKS
Hit Groin with Left hand clap (to make him bend forward for neck grab)
Reverse Neck Grab with Left hand
Right Hand Eye Scrape
Right Down Elbow to Neck
Right Knee to Plexus
Right Sided Inverted U Throw
Right Stomp Kick to Face
DEFENSIVE RUSHES
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with
Punches, your head is held low at level of the opponents GROIN. USED WHEN:
OPPONENT CHARGES HIGH WITH HOOKS TO YOUR HEAD
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the
Head, when opponent is crouched with his head BELOW YOUR BELT. USED WHEN:
OPPONENT CHARGES LOW WITH ABDOMINAL PUNCHES
REAR - Move to Opponents Rear whenever he partially turns away from you while
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defending your attacks. Attack the Opponent from his rear as he is defenceless
with
a) Front Kick to his Spine
b) Punches to back of his Head
c) Elbows to Side of his Head
d) Knee to his Spine
e) Inverted U Hair Pull Throw
APPLICATION OF STATES
The 3 STATES are determined by your STANCE & MOBILITY
a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This
state is used against a weaker or smaller opponent in order to charge into him with
the advantage of size and strength
b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This
state is used against an agile or skilled opponent in order to quickly evade or move
out of attacks and also to deliver strong attacks.
c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition.
This state is used against a stronger or larger opponent in order to avoid being
charged by the heavier or stronger opponent
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Slap to Groin
Slap to Face
Chop to Neck (Carotid)
SITUATIONAL
BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE
ATTACKS & FIREARM THREATS
STREET GRABS
a) Loosen Hold & secure balance
b) Hit Vitals Eye, Groin, Foot Stomp
c) Distance opponent by pushing face with palm
d) Elbows & Knees
e) Throw OR
f ) Box & Kick opponent away
MOB SITUATIONS
a) Same principles as above
b) Finish One man at a time
c) Prioritize on attacking man who is Neck grabber, Foot grabber
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Technical Synopsis
of Bison Sparring
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp)
ADVANCE
Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
ADVANCE
ANGLE
ELEVEN
COMBAT
STARTING
POSITION
RETREAT
ANGLE
LINE
Side Step
Left to
OUTSIDE
ANGLE
ANGLE REAR
EXTREME 11
Side Step
Push his shoulders
Right to
to turn him
INSIDE
SIDE STEP RIGHT
Retreat to
RANGE DEFENSIVE
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp)
ADVANCE
ADVANCE
ANGLE
LINE
TRAP
PUNCH
KICK TRAP
PUNCH
Side Step
Left to
OUTSIDE
ANGLE
ELEVEN
GATE BOX
COMBO
KICK BOX
COMBO
ANGLE
ANGLE REAR
EXTREME 11
EYE JAB
PUNCH /ELBOW to
HEAD
GROIN
KICK
KICK
BACK/GROIN
LOW KICK
to SCOOP
STARTING
ANGLE
KNEE KICK
KNEE GROIN
Side Step
Right to
INSIDE
RETREAT
Acknowledgements
dR. SHEETAL
RITESH
392
dR. KOMAL
NIKESH
Ru sh to Wi n !
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Glossary of Terms
Martial Art Fighting arts
Traditional Martial Arts like Japanese Karate, Korean Taekwondo, Judo, Kung Fu
Mixed Martial art Contact sports which permit use of multiple arts like Boxing,
Grappling & Ground fighting
Defensive Tactics /Law Enforcement Martial Arts Police Martial arts used in
restraining, handcuffing and disarming armed offenders
Military Martial Arts/ Unarmed Combat Martial Arts used by soldiers in close
quarter warfare to kill, cripple or silence
CQB Close Quarter Battle where enemy is within 30 meter range
Jeet Kune Do Chinese American Martial Art founded by Bruce Lee
JKD Concept Philosophy & Principles advocated by Bruce Lee comprising of
Simplicity, Directness, Efficiency & Non Classical approach to any problem in the
arena or outside
Miltary JKD JKD concepts applied to CQB & Unarmed Combat
Bison System UAC Method utilizing JKD concepts founded by Doctors Rao
couple.
Attack Initiation of physical hurt
Defense Thwarting an attempted physical hurt
Evasion Defending by quickly moving the attacked part away
Parry Defending by deflecting the attacking limb, fist or foot
Block Defending by stopping the attacking limb, fist or foot
Moving to Defend Defending by moving the whole body away from the line of
attack
Counter Attack After defense of an opponents attack, any quickly launched attack
on the opponent before he launches another attack.
Interception When opponent is launching an attack, any attack launched by you
which lands on him before his attack lands on you.
Sparring Random Practice of fighting during training with a partner
Combat Actual fighting during encounter with enemy
Body Any part of the trunk
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Pak Sao Trap Immobilizing /Holding the Opponents Lead hand with your Rear
hand
Lop Sao Trap - Immobilizing /Holding & Pulling Opponents Lead hand with your
Lead hand
Pak Sao Defense Using Palm Slap to defend the opponents strike, punch or kick.
Head Butt Ramming the opponents face with your head
Elbow Hook Hooking strike with Elbow tip
Elbow Slam Slamming strike(e) with Elbow & Forearm
Front Knee Lifting Strike with Knee tip
Round Knee Circular Strike with tip of Knee
Groin Slam Strike(s) with straight forearm & Fist by swinging movement of
shoulder
Foot Stomp Downward stomp with heel on opponents toes
Lock Forcible twisting a joint beyond its normal range of movement
Head /Neck Lock Locking the neck joint/vertebrae or windpipe or neck artery or
vein
Choke Compressing windpipe to cut off air intake & suffocate
Neck Crank Twisting of Neck vertebrae
Wrist lock Twisting wrist joint
Arm bar Forcibly over extending the straightened Elbow joint
Hammer Lock Twisting the elbow & Shoulder joint
Knee Bar From squatting position, pressing your forearm on opponents straight
knee to make him lose balance.
Knee Takedown Folding the opponents bent knee further to imbalance him
Throw To make the opponent suddenly lose balance and land on the floor & hurt
himself by the impact
45 Degree Throw Throwing the opponent by pushing his body backward at an 45
degree angle
Inverted U Throw Throwing the opponent by pulling his hair/head backward in
an inverted U direction of force.
Side Neck Lock Grabbing the opponents head in your armpit when both are
facing the same direction
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Reverse Neck Lock Grabbing the opponents head in your armpit when both are
facing each other. Here the opponents head is facing the ground
Rear Neck Lock Grabbing the opponents head from behind him by wrapping
your arm & forearm around his neck.
Slap Parry / Pak Sao/ Palm Slap Parry Deflecting the opponents strike using
slapping action of your palm
Door Defense / Tan Sao/ Forearm Parry - Deflecting the opponents strike using the
Forearm
One Door Defense - Deflecting the opponents strike using Lead forearm
Two Door Defense Blocking the opponents strike using Both forearms
Reverse Door - Deflecting the opponents strike using Rear forearm
Duck Evading the opponents strike by moving head downwards
Snap Back Evading the opponents strike by moving head backwards
Slip to Right Evading the opponents strike by moving head side wards to Right
Slip to Left Evading the opponents strike by moving head downwards to Left
Body Tuck Evading the opponents strike by moving body backwards
Knee Tuck Evading the opponents strike by moving knee backwards
Primary Targets Eye/ Face, Groin/Solar Plexus & Knee/Shin
Vital Targets Any part of body where grievous injury may result
Carotid Artery Artery in neck supplying blood to brain
Jugular Vein Vein in neck draining blood from brain.
Solar Plexus nerve plexus in diapghram, the muscle (largest in the male body)
separating chest & abdominal cavities
Groin Scrotum & Contents including Testes. Females donot suffer grievous injury
when hit on their groin. But when hit on the breasts, the result is severe pain.
Level The Height of the body at which the attack is launched.
Angle The Angle of the two fighters bodies/ Chests
Range The distance between the two bodies at which the fight occurs.
State The state of rigidity/ flexibility of the fighters body.
Mountain Level Boxing Combination Attack launched from Above opponents
head at his head.
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Water State / Liquid- the in between state, with a springy & semi rigid stance
Tap Tap Range /Static Range This is essentially a static outfighting position using
Kicks and Punches.
Rush Range / Advance Forward Range - This is Rushing in range charging at the
opponent with Boxing combinations followed by Knee- Elbow techniques
Defensive Range / Retreat Back Range - This is retreating backward range, for
purposes of Defending & Counter Attack.
Situational Fighting Defensive Responses to various Street Grabs like Collar grab,
Bear hug & Leg pick up.
Mob Fighting- The techniques and strategies used to fight & survive a mob
situation.
Lining up the Mob- strategy of fighting against a mob whereby the members of the
mob are lined up on one side and no longer around you.
Edged Weapon Threat- Defense to an opponent attacking you with a blade
weapon
Firearm Threat- Defense used to an opponent threatening you with a firearm.
Arc of Thrust the arc across which the edged weapon is swung in attack.
Line of Fire the line traced by the bullet from the firearm barrel to the expected
target. This is also the line joining the aiming eye, foresight & hindsight.
Claps- series of attacks with the open hand used on vital areas of the opponent
Clap Exits A series of Claps used to escape from a single/many opponents grabbing
your body in grappling range.
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