You are on page 1of 404

From the Author’s Desk

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 1
The JKD of
Military
Unarmed Combat
(Bison System)
Dr. Deepak Rao
Dr. Seema Rao

Creative Designer Ritesh Reddy


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
dR. DEEPAK RAO
Dr. Deepak Rao has a doctorate in Medicine as well as a Doctorate in Military science
and has the prestigious Law Enforcement Training certification from American society
of LE Training. He is scuba qualified with Professional Association of Diving Instructors,
USA. He holds an 8th deg black belt in Military martial arts. He has trained in various
martial arts for over 34 years.
Dr. Seema has an MD and an MBA in company crisis management. She is parajump
qualified by Indian Air Force under special directive of the Air Chief. She has a 6th deg
Black belt in Military martial arts. She has trained in various martial arts for over 24
years.
Both Raos are IMB Instructors under Richard Bustillo, their teacher in Jeet Kune Do.
Richard Bustillo is an original student of Bruce Lee and founder of the prestigious IMB
academy, the first academy to teach JKD in the world after demise of the legendary
Lee. The Raos represent the IMB Academy in Asia and India to propogate Jeet Kune Do
as taught by Richard Bustillo.
The Raos have trained more than 15,000 soldiers in Close Quarter battle over 15 years
selflessly without compensation as a selfless service to the Nation. They have received
the Army Chief appreciation letters twice for their work in modernization of CQB.

6 Ru sh to Wi n !
dR. SEEMA RAO
Their innovative methods of Reflex shooting & CQB tactics have been used in
modernization of the Counter Terrorism training curriculums by Indian forces.
They have penned down their research in their book ‘Encyclopedia of Close Combat
Ops- Advanced Commando Combat System’ This book has been distributed by the
Indian Home Minister to all forces fighting terror and has been found very useful by
the Army, Police, Special forces and Anti Terrorism Squads in honing up their close
combat skills. Their books have also been well received by the FBI, Interpol and SWAT
units all over the world.
The Rao couple have received commendation letters from the Home minister, Chief
Minister, Director Generals, Army Commanders, Police Commissioners as well as
the World Peace Diplomat award from the world peace congress in 2008. They have
been featured by National Press (times of India, India Today, Femina, Savvy, etc) and
International media (“V” mag)
The Raos have formed an organization registered as a public trust by the government
, the UCCA: Unarmed Commando Combat Academy. Via this organization, the Raos
continue their selfless service to the Nation in modernization of Close Quarter battle.

Mi l i tary J KD 7
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.

8 Ru sh to Wi n !
Mi l i tary J KD 9
10 Ru sh to Wi n !
Table of Contents
CHART: 10 Commandments Of The Bison System

ABOUT THE AUTHORS 6

FOREWORD By Richard Bustillo 17

HOW TO USE THIS BOOK 18

SECTION 1: THE THEORY

1. Introduction 21
2. Goals Of Exercise & Health 25
3. Origins Of Martial Arts 31
4. Modern New Age Martial Arts 35
5. Myths & Realities Of Combat Arts 39
6. Development Of Military Martial Arts 45
7. Bison System: The JKD Of Military Unarmed Combat 49
8. Sun Tzu’s Art Of War Doctrines 51
9. Jeet Kune Do Concepts 55
10. JKD Technical Specifics 63
11. Close Quarter Battle Tactics 69
12. “Samurai Bushido” The Warrior Code 75
13. Ten Commandments Of The Bison System 79

Mi l i tary J KD 11
SECTION 2: FIRST AID

14. First Aid For Unarmed Combat 81

SECTION 3: THE BASIC COURSE MODULE


15. Technical Synopsis Basic Course Module 94
16. Stance of Fighting 99
17. Ranges of Fighting 103
18. Levels of Fighting 111
i. Level with Hand 112
ii. Level with Foot 114
iii. Level with Elbow & knee 118
iv. Grappling Levels 122
19. Angles of Fighting 125
i. Eleven 126
ii. Extreme Eleven 128
iii. Line 128
iv. Tee 129
v. Rear 129
20. States of Fighting 131
i. Gas 132
ii. Liquid 132
iii. Solid 133
21. Basic Kicks 135
22. Basic Punches 153
23. Basic Trapping 167
24. Basic Vital Strikes 170
25. Basic Knee, Elbow & Head Butt Techniques 179
26. Basic Grappling Techniques 187
i. Grabs 188
ii. Locks 190
iii. Throws 198
iv. Falls 204

12 Ru sh to Wi n !
27. Clap Flow 208
28. Footwork 213
29. 8 Types of Opponents 228

SECTION 4: INTERMEDIATE COURSE MODULE


30. Technical Synopsis Intermediate Course Module 240
31. Defensive Range (Retreat Backward Range) 244
i. Evasions 247
ii. Block & Parry 252
iii. Counters 264
iv. Interception 272
32. Tap Tap Range (Static Range) 276
i. Angle Eleven 278
a. Gate Boxing (High) 278
b. Kick Boxing (Middle) 282
c. Low Kicks (Low) 288
ii. Angle Extreme Eleven 290
iii. Angle Line Trapping 294
iv. Angle “Tee” Straight Blast 300
v. Angle Rear Attack Combo 302
33. Rush Range (Advance Forward Range) 309
i. Mountain Rush (Overhead Level) 310
ii. Standard Rush (Head Level) 311
iii. Bison Rush (Chest Level) 314
iv. Diamond Rush (Abdomen Level) 316
v. Rat Rush (Groin Level) 318

SECTION FIVE: ADVANCED COURSE MODULE


34. Technical Synopsis Advanced Course Module 322
35. Grappling Range Neck Grabs 327
i. Side Neck Grab 328
ii. Reverse Neck Grab 330

Mi l i tary J KD 13
36. Defensive Rushes 333
i. Defensive Rat Rush 334
ii. Defensive Valley Rush 336
iii. Defensive “Tee” Rush 337
37. Rear Angle 339
38. States 340
39. JKD Commandments of Sparring 342
40. Clap Exit 346
41. Mob Situations 354
42. Defense against an Edged Weapon 358
i. Outfighting Skills 360
ii. Infighting Skills 362
43. Defense to Firearm Threat 366

SECTION 6: COMPLETE TECHNICAL SYNOPSIS


44. The Complete Compilation of all Three Modules 378

ACKNOWLEDGEMENTS 392

GLOSSARY 394
SAMURAI BUSHIDO CHART
BISON PHILOSOPHY

ABOUT THE INDIAN BISON

14 Ru sh to Wi n !
Mi l i tary J KD 15
16 Ru sh to Wi n !
Foreword
By Richard Bustillo
Original Student of Bruce Lee,
President, IMB Academy Inc

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 Lee’s Jeet Kune Do to the people
of India and the entire world. Their hope is to preserve and perpetuate the legacy
of Bruce Lee’s 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 soldier’s 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 Lee’s training methods,
philosophies, and concepts of training into a simple, direct, and practical unarmed
combat art. Bruce Lee’s philosophy of “most don’t plan to fail, they fail to plan,” should
awaken every individual soldier’s 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 Lee’s art secret in their new book, JKD of MILITARY
UAC. They openly share the benefits and values that Bruce Lee’s 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

Mi l i tary J KD 17
How to Use this Book
In order to study the Bison System of Military JKD, the UAC Instructor of the Forces
Unit or the Battallion Training Officer needs to follow the following stages.

1. First READ & STUDY each chapter. Remember this is a concept book. Study it
for concepts and don’t look for specific techniques.
2. Next try out TECHNIQUES solo in air with an imaginary opponent. Practice
each technique first slowly for developing PRECISION, then with SPEED and
finally with POWER.
3. COOPERATIVE PARTNER TRAINING: Now practice with a cooperative partner
each technique and drill. When you try out a technique, your partner must
passively cooperate offering his body as a reference guide to your movement.
4. NO CONTACT SLOW SPARRING: After substantial solo practice, try out the
skills in Sparring. Initially spar slowly, then slowly increase to moderate pace.
5. SLOW PACE CONTACT SPARRING: Use protective gear and spar with slow to
moderate pace making full contact.
6. HIGH PACE CONTACT SPARRING: Now repeat with full speed and power.
7. VIDEO SHOOT your sparring. Look for angles, levels, states and ranges used
and not used by you and your opponent. Correct yourself.
8. Use EQUIPMENT like a Heavy Bag to practice the various techniques and
develop solidity and penetration in your techniques.
9. KEEP THINKING about various concepts even when you are not training.
Certain specific questions will arise in your mind, look for answers specific to your
questions within.
10. TAILORMAKE techniques specific to your body constitution, aptitude and
past training. Use the concepts to develop your own techniques.

18 Ru sh to Wi n !
Using this Book at Various Levels
by UAC Practitioners
THE BEGINNER - The Novice / Kickboxing Practitioners
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 - The MMA Practitioner


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 – The UAC Instructor / Martial Arts Instructors


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!

Mi l i tary J KD 19
20 Ru sh to Wi n !
1. Introduction:
THE JKD OF MILITARY UNARMED COMBAT
Military Martial Arts have a singular goal – to terminate the enemy or opponent in
the shortest possible time. During World War II UAC methods were hastily compiled
by the Allies for training the armies world over. These methods were derived from
traditional martial arts like Wrestling, Judo and Karate prevalent at that time.
Even today, the modern day combatives are derived from BJJ< Brazilian Jiu Jitsu
(a ground fighting art). Martial art instructors are not familiar with the military
applications & requirements and military instructors do not have a professional
background in martial arts, other than the sport versions of Wrestling, Judo, BJJ,
Taekwondo & Karate. The most recent addition to military martial arts is Krav Maga,
an art centering on street fights, escapes from collar grabs, wrist grabs, neck locks
and bear hugs, a scenario not applicable to the military, where silent and sudden
termination tactics are the rule.
The Rao couple, Prof. Dr. Deepak Rao and Dr. Seema Rao, spent 17 years of their life,
researching & training over 15,000 soldiers from the Indian forces in Close Quarter
Battle and Unarmed Combat. They have over three decades of professional expertise
in various martial arts. They draw inspiration from their Teacher, Richard Bustillo,
Original student of Bruce Lee and President of IMB Academy, Inc in Torrance, LA,
USA. Bustillo is known as the Iron Dragon of JKD and is one of the most sought after
Instructors on Jeet Kune Do; the art founded by Bruce Lee. The Rao couple are also
representatives of IMB Academy in India, to spread Bustillo’s JKD teachings in Asian
sector.
The Jeet Kune Do concepts are a guideline to problem solving inside and outside
the arena. The JKD concepts as understood by us can be summarized in brief as
follows
A) Research the truth or subject at hand: under guidance of an expert without
any bias or preformed notions with an open minded approach
B) Absorb what is useful & C) Reject what is useless: depending upon whether
they meet the criteria of Simplicity & Economy of Resources, Directness and
Efficiency.
D) Tailor make whatever has been absorbed to your self, your situation and
requirement

Mi l i tary J KD 21
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 Rao’s 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 Rao’s 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 opponent’s 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.

22 Ru sh to Wi n !
G) Attack is always launched in rapid COMBINATIONS rather than singular, giving
the opponent no time to think.
H) A correct STATE (Ice-Static, Water-Bobbing, Gas-Prancing) of engagement is
adopted depending upon stature of the opponent.
Almost all the elite Special Op forces of India have been trained by the Rao couple.
The Rao’s have helped in modernizing the Counter Terror CQB training curriculum of
various Indian forces. Many of the special operation units of the Indian forces have
gone on record stating that they have benefited immensely from Rao’s expertise in
Close Quarter Battle training.

Today, world over, the Bison system is regarded as the most modern military martial
art.

Dr. Komal
From the Desk of Administration,
Unarmed & Commando Combat Academy
www.commandocombat.com

Mi l i tary J KD 23
24 Ru sh to Wi n !
2. Goals of Exercise &
Health
1. FITNESS
A. STRENGTH
All the muscles of the body must be able to work against a big load or resistance for
a short number of contractions or few repetitions. e.g. Pushing a fridge, Lifting a TV,
Push-starting a Car, Helping up fallen old lady.
B. ENDURANCE
All the Muscles of the body must be able to work against a Small load or resistance
for Many number of contractions or many repetitions.
e.g. Carpentry or Using Hammer, Climbing Stairs, Crunches, Martial Arts.
C. CARDIO
The Heart must be able to supply enough blood during steady movements of the
body in Aerobic exercise where one steps up the rate of breathing.
e.g. Cycling, Walking, Jogging, Stair Climbing, Swimming.
D. EXPLOSIVE POWER
All Muscles of the body must be able to suddenly produce a spurt of power to
engage in an sudden intense activity.
e.g. Running, Sprinting, Rock Climbing, Martial arts, etc.
E. FLEXIBILITY
All Muscles of the body must be able to Stretch to their maximum during work.
e.g. Touching Toes, Hanging from a Bar, Reaching out under a table, Martial arts,
etc.
F. COORDINATION
All Muscles of the body must be able to work in Sync & Harmony for maximum ease
of activity.
e.g. Badminton, Table Tennis, Combing, Driving, Martial arts.

Mi l i tary J KD 25
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

4. BODY FIGURE & WEIGHT


No Overweight OR Underweight state

26 Ru sh to Wi n !
No Pot belly- you must be able to see your toes!
Full Chest & Chest bigger than Belly

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

Mi l i tary J KD 27
7. BALANCED LIFE STYLE
One must be able to devote time to all facets of Life namely Work, Family, Personal
& Social areas.

MARTIAL ARTS along with running and gyming will result in overall physical fitness
and also help in developing good philosophy of combat in and outside the arena.

28 Ru sh to Wi n !
Mi l i tary J KD 29
30 Ru sh to Wi n !
3. Origins of Martial Arts
Bodhidharma, Buddhas principle disciple, was a aggressive monk, walked on foot
from Kerela to China with his troop of disciples. In order to be fit for the journey &
to ward off bandits & fight animals, he devised a few exercises based on animals.
On reaching China, this got modified into KENPO which later became KUNG FU. A
diluted version of this reached Okinawa Japan & became KEMPO KARATE.

In Southern China, Bodhidharma’s Kenpo was modified by Lady Chun to form a


softer art WING CHUN, made of small steps & low kicks. In Northern China, The
Shaolin Monastery Kenpo became inspired by animals & high kicks into many
ANIMAL FORMS of Kung Fu like TIGER CLAW, MONKEY, CRANE, PRAYING MANTIS,
etc. CHOI LI FUT was another popular atyle of Kung Fu with high Kicks.

In Japan, Kempo became SHOTOKAN KARATE (Hard Style with Deep Stances,
founded by a 22 year old FUNOKOSHI GICHIN) & GOJURYU KARATE (Hard & Soft-
Upright Cat stance, founded by MIYAGI). SHITORYU Is the modern variant of GOJU &
KYOKUSHINKAI founded by MAS OYAMA, (The monk who perfected Karate by killing
80 Mountain bulls). Closer Grappling version was JIU JITSU. This got modified into
sport version without Neck Locks into JUDO by JIGORO KANO, who also founded
the BELT SYSTEM.

Similarly in Korea, TAEKWONDO, a purely Kicking art was born with sub styles. In
Filipines, KALI or Stickfighting was born. In France SAVATE was born. In Europe,
WRESTLING & BOXING was founded as sports. Recently Grand Master CACOY
CANOTE brought together all styles of stick fighting in Filipines as DOCE PARES
style.

Today the most popular SPORTS are kicking (TAEKWONDO), Kick & Punch (KARATE),
Punch (BOXING), Grappling (JUDO & GRECO ROMAN WRESTLING), Weapons
(stick=ARNIS-ESCRIMA, Sword (Stick like KENDO & Foil like FENCING). WU SHU
(which is the Kung Fu Sports Version of Demo with Weapons)

KICK-BOXING: The legendary Lee’s Ideology was to combine Western Boxing with

Mi l i tary J KD 31
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.

32 Ru sh to Wi n !
Mi l i tary J KD 33
34 Ru sh to Wi n !
4. Modern New Age
Martial Arts
TRADITIONAL MARTIAL ARTS Are classified depending upon the distance adopted
between the fighting practioners.

Weapons Range Art


(longest distance where only weapons can reach & there is less possibility of hand
to hand) Examples of Martial Arts: Sword Fighting (Kenjutsu), Arnis (Filipino Stick
Fighting), Fencing
Kicking Range
(A long distance where only the feet can reach the opponent)
Examples of Martial Arts: Taekwondo, Savate
Punching Range
(An intermediate distance where only the hands can reach the opponent)
Examples of Martial Arts: Boxing,
Kicking & Boxing
(Hand & Foot combat range)
Examples of Martial Arts: Kick boxing, Karate
Elbow-Knee-Head Butt - Trapping Range
(An intermediate distance where punches & kicks are combined with knees & elbow
- shorter parts of the upper limbs & lower limbs)
Examples of Martial Arts: Muay Thai, Wing Chun Gung Fu, Filipino Martial Arts
Grappling Range
(A very close distance where only the two bodies are in close approximation).
Examples of Martial Arts: Ju Jitsu, Judo, western Wrestling, Aikido
Groundwork Range
(when grappling continues on the ground - matwork)
Examples of Martial Arts: Judo, Wrestling, Brazilian Ju Jitsu

Mi l i tary J KD 35
LAW ENFORCEMENT (Police) MARTIAL ARTS

In many places all over the world, the Police & Law Enforcement agencies cannot
use firearms on criminals even when they use knives, blunt weapons (like sticks,
baseball bats) or firearms. The Police personnel are expected to DISARM the Attacker
barehanded, use CONTROL TACTICS to tame & force compliance of orders and HAND
CUFF the criminals who many a times are violent, drugged and uncooperative. It
may involve escape & SELF DEFENSE techniques from various STREET SITUATIONS.
This has led to the development of specialized Police arts called DEFENSIVE TACTICS.
This is based on techniques derived from Close Grappling arts like BRAZILIAN JIU
JITSU, AIKIDO & SUBMISSION WRESTLING.

MILITARY MARTIAL ARTS & CLOSE QUARTER BATTLE (CQB) ARTS

The Armed Forces all over the world need different type of fighting skills. These
have to be offensive as there is no time to defend from the enemy. The only goal
of military is to kill, cripple or handicap. The techniques also have to follow the
KISS PRINCIPLE – “Keep It Short & Simple”. Skills of killing & handicapping with
BARE HANDS, BLUNT WEAPONS like Rifle Butt, Helmet, EDGED WEAPONS like
BAYONET & COMMANDO DAGGER and VITAL ORGAN DESTRUCTIONS are essentials
of any Military Martial Arts. British Defendu, US COMBATIVES, Russian SAMBO and
Indian BISON SYSTEM are all examples of Military Martial Arts. The Bison System
is the Unarmed Combat component of the Military CQB art ACCS (ADVANCED
COMMANDO COMBAT SYSTEM, (founded by the Dr. Rao couple) which is popular
with Indian Forces.

Note- The Israeli art of KRAV MAGA founded by an Israeli Physical training instructor,
Imi Lichtenfeld boasts of military Applications, but in our opinion is more of a
situational Street Self Defense Art dealing with escapes from various grabs & holds
on the street.

36 Ru sh to Wi n !
Mi l i tary J KD 37
38 Ru sh to Wi n !
5. Myths & Reality of
Combat Arts
INTRODUCTION
1. Man, like other animals already knows to fight as survival is inbuilt in his genes.
He wants to excel in combat with others as an ultimate assertion of his presence
(offense) or in order to protect himself, his family or his assets (defense)

2. He is searching for MAGIC. He wants to know certain vital points where he can
strike to quickly subdue his enemy, or certain methods of crippling, handicapping
or creating serious dysfunction in his opponent.

3. The Martial Arts Instructors in the business of combat are well aware of this
craving. They capitalize on this demand and create illusions of secret techniques
which can be effortlessly applied and result in crippling the opponent.

4. Let us study some of the common marketing strategy used for improving business
in various martial arts and increasing number of student enrollment. Many of these
myths & folklore are common to various arts.

1. JUDO:
Strategy a) The Black Belt
The Belt concept was first adopted in Judo. The Black Belt is supposedly the ultimate
stage in martial arts. He is invulnerable and can supposedly fight ten goons with
swords with hardly any effort. In reality such characters belong to fictional comic
books. Today the Belt concept is taken up by almost all martial arts.

Strategy b) The Incredible Throw


Throws are portrayed as a solution to every attack. One supposedly becomes a
Phantom tossing goons around left, right and center.

Mi l i tary J KD 39
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.

40 Ru sh to Wi n !
Strategy c) The Kata to replace Sparring
People don’t like to get hurt, but like to still train in mortal combat. The Kata serves
this purpose, fighting imaginary opponents in air via predetermined sequences.

5. KRAV MAGA
Strategy a) Military Instructors & Military Art
In Israel citizens are drafted into the army and serve in the forces for a short duration.
Some instructors who teach Krav Maga claim this to be their credential.
Some KM Instructors run “Military & SWAT” Courses in various parts of the world,
where the law of the land allows civilians to shoot live firearms in private firing
ranges without licenses. In these courses, local Units of Police and Army participate
in individual personal capacity. In the Police, SWAT means “Special Weapons &
Tactics” Teams. In Krav Maga the word SWAT refers to “Self Defense to Weapons
Tactics” and probably has no relevance to Police SWAT.

Strategy b) Street Self Defence in Short period


Certain street situations like Hand Grab, Collar Grab, Choke, Bear Hug form major
part of curriculum. Students are taught how to give standard response to each of
these. No Punching, Kicking, Striking or Throwing is taught in detail. The 10 day
course claims to make an instructor out of people with no serious background in
martial arts.

6. TAI CHI & AIKIDO


Strategy a) Hit with Inner Energy
Little or No external force is required as these arts advertise. They hit with inner
energy rather than external force. Tai Chi claims to use inner “CHI” whereas Aikido
throws many opponents at the same time with supposed inner “KI”!

7. KALARIPAYAT & CAPOEIRA


Strategy a) These are more of synchronized, co-ordinated dance movements
and less combative in application.
Strategy b) Magical moves on pressure points can paralyze the opponent ,
whereas pressure on healing points cure him of every ailment
No Science will testify to secret points. Vital points are known to every martial artist

Mi l i tary J KD 41
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.

The Reality In Martial Arts


1) All humans already know how to survive & fight, some better some worse. A
good Instructor will channelise this existing survival instinct and build technique
on that.

2) The taller heavier and more aggressive man always has a distinct advantage and
that’s why there are weight categories. Realize this and you will learn to beat the
odds.

3) Fancy stuff like Flying Kicks, Tiger Claw strikes to secret points, loud shouting
does not assure you victory on the street. This era is of Reality based arts Muay Thai,
Jeet Kune Do, Mixed Martial Arts& BJJ.

4) Martial arts can only be learnt by sparring with uncooperative opponents and
not by Air practice. In the words of Lee, ‘You cannot win a sprinting event by daily
jogging around the track’. In order to be good in fighting, Regular Sparring is a
must.

5) Martial Arts are meant for the primary goal of survival in street fight or mortal
combat. Don’t do martial arts primarily for Fitness, Style or Recreation. These come
as side effects to the martial artist.

42 Ru sh to Wi n !
Combat Arts Perspective
Combat Arts are of three types:

Traditional Martial Arts have traditional technique and are used in sport & Street
fighting to overpower and injure the opponent.

Defensive Tactics are used by the Law Enforcement to control, subdue & capture
Law breakers without causing grevious injury.

Military Martial Arts -Unarmed Combat & Close Quarter arts have only one aim, to
eliminate in the fastest & simplest possible way. Period.

Mi l i tary J KD 43
44 Ru sh to Wi n !
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 Shooting”Techniques 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.

Mi l i tary J KD 45
ACCS: The Indian CQB Art
In India, the Dr. Rao couple, Prof. Dr. Deepak Rao and Dr. Seema Rao were
passionately involved with modernizing Military close combat martial arts from
1994. They founded the Close Quarter Battle (CQB) art ACCS: Advanced Commando
Combat System on the basis of their 16 years of research and experience of training
over 15,000 personnel from the Indian forces. ACCS included all CQB components
namely

a) H2H – Hand to Hand (Unarmed Combat)


b) H2W – Hand to Weapon or Defense to Edged Weapons, Firearm Threats, Bullet
evasions, etc
c) W2H - Weapon to Hand or Sentry Termination techniques with Dagger, Garrotte
etc
d) W2W – Weapon to Weapon or Reflex Shooting drills to reduce reaction time.

ACCS is well known for its innovative technique of of close quarter shooting (Rao
System of Reflex Fire) which has been predominantly developed for CQB operations
for use of the Indian forces by the Rao’s. This technique called “Reflex Shooting (Rao
system)” is different in two respects, in that it advocates carrying the rifle barrel
pointing upwards during engaging target and in aiming only with the foresight to
reduce time taken to shoot. The forces have used this application to reduce their
reaction time and improve shooting accuracy.

BISON SYSTEM
The H2H or Unarmed Combat component of Rao’s 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

46 Ru sh to Wi n !
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.

Mi l i tary J KD 47
48 Ru sh to Wi n !
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 enemy’s 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!

Mi l i tary J KD 49
50 Ru sh to Wi n !
8. Sun Tzu’s Art of
War Doctrines
General Sun Tzu was a Chinese military advisor who wrote the famous masterpiece
“Art of War” based upon his experience in gaining many war victories. In summary,
his doctrine is enumerated below:

Before the Battle


1. Win without fighting, if possible
2. Compare Constant factors with enemy:
Morale, Commander, Doctrine, Terrain & Weather
3. Choose the Battleground
4. Know the Battlefield
5. Know Yourself / forces
6. Know the Enemy / Use of Spies
7. Plan & Strategize well,
8. Strategy before Tactics

During the Battle


9. Have High Moral Integrity
10. Enforce Discipline
11. Care for Soldiers Well being
12. Develop Uniform level of Courage
13. Develop Teamwork, Employ Teamwork, whole Team works as a Unit
14. Avoid the avoidable factors
15. Attack from Strong Position / high ground
16. Take the Offensive: Occupy the Battlefield first & wait for the enemy
17. Prioritize
18. Be Flexible
19. Use Surprise, Use unexpected routes & methods
20. Use Deception

Mi l i tary J KD 51
21. Attack by Fire
22. Speed, Timing, Momentum of troops is essence to win
23. Be Persistent
24. Take advantage of Opportunity & whatever the situation
25. Combine extraordinary force to win with ordinary force to engage enemy
26. Break the rules where necessary
27. Avoid enemy’s strength, attack his weakness
28. Take advantage of enemy’s Unpreparedness

After the Battle


29. Build on your success, Use your victories
30. While in Peace, Train for War

ACCS & Bison System


employs the following Strategies & Tactics from Sun Tzu’s 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

52 Ru sh to Wi n !
THE KNEE ELBOW RANGE
Level 6 HAMMER THE ANT” – use strongest weapons of Elbows & Knees on face &
body of the opponent

THE GRAPPLING RANGE


Level 7
A )“DESTABILIZE” by throwing
B) “ATTACK FROM HIGH GROUND” by hitting groin to cause bending of body
before grabbing neck
C) “USE THE TERRAIN” – take advantage of surroundings to impact the head of the
opponent

THE HANDICAP & KILL RANGE


Level 8 “BLUNT WEAPONS & OBJECTS - USE THE ENVIRONMENT” – Use hardest
weapon on softest target of opponent. Use of Blunt, Sharp & Unstructured Objects
(stones, etc) from environment on the face, head, groin, eyes to cause handicap to
opponent.
Level 9 “SHARP EDGED WEAPONS & OBJECTS - THE MORTAL BLUFF” Use a Knife
or any sharp object like a pencil, scissor, broken glass on face of opponent to cause
severe bleeding. This must convince an opponent that you will kill him even if you
don’t intend to and deter further engagement.
Level 10 “BLUNT or SHARP WEAPONS or FIREARMS to EXTERMINATE - THE
MORTAL KILL” – Use Blunt & Sharp objects to effect various CQB methods of
Termination to quickly end engagement with opponent & carry on with the
operation.
“DEFENSE” – Make the Enemy play your Game by resorting to first attack tactics
with your best techniques & best range, rather than let the opponent attack & make
you respond.

Mi l i tary J KD 53
54 Ru sh to Wi n !
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. 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)
2. ABSORB WHAT IS USEFUL – based upon 6 principles below
3. 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, don’t 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: Don’t oppose or
Don’t give way completely to force)
f. NON CONDITIONAL (NON TRADITIONAL) ” (Use in Life Philosophy: Don’t make decisions
based upon previous conditioning of thought, attitude & behaviour)
4. TAILORMAKE & ADAPT WHAT YOU ABSORB TO YOURSELF & THE
SITUATION “EACH MANS TRUTH IS DIFFERENT”
• IF YOU ARE HEAVY – Adapt techniques to the Grappling Range
• IF YOU ARE FLEXIBLE – Adapt techniques to Kicking Range
• IF YOU ARE LONG LIMBED – Adapt techniques to Punching Range
(Use in Life Philosophy: Whatever has been absorbed, adapt & tailor make it to suit your
resource, situation & requirement)

Mi l i tary J KD 55
5. ”KNOWING IS NOT ENOUGH, YOU MUST APPLY & WILLING IS NOT
ENOUGH, YOU MUST DO”
Enter and Exit to Ideal Range, where you have the advantage & do what is appropriate
without hesitation or fear (Use in Life Philosophy: Apply what ever you have concluded)

Detailed Explanations of the JKD Ideology &


Concepts
The JKD Ideology is based on the following principles, applicable to Combat as well as to Life.
If you are smart, you wil learn to use JKD in combat, but if you are wise, you will also learn its
application in Life.

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 don’t 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.

56 Ru sh to Wi n !
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. Opposite’s 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.
Longest Weapon on nearest target
Use your longest and strongest reach on the opponents nearest and most vulnerable target. In

Mi l i tary J KD 57
the words of Winston Churchill ‘If you hit your opponent, hit him with all your might or don’t hit
him at all’. Thus the lead hand and lead foot is preferred to using the rear hand and foot.
Strongest Weapon Softest Target
Use your most powerful weapon on the weakest & most vulnerable area of your opponent. Like
the side kick to the opponent’s 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.
Individual more important than the system
All systems are incapable of pliability and adaptability. The truth is outside of all
fixed systems. So to find liberation in the arts, one must go beyond the system,
beyond Judo or karate or Boxing, one must even go beyond JKD. As JKD is just a
concept and not a fixed gospel.
Experience over Technique
In JKD experience is valued over and above technique. Experience teaches response
and this is valuable compared to executing conditioned technique. The JKD man
has experienced boxing, kicking 7 grappling instead of having learnt techniques
from Boxing, Kicking and grappling arts.
Teach how to Find Technique
If you fish for a man, you will fend him for one meal. But, if you teach a man how
to fish, you will fend him for life. Thus the fighting principles take precedence over
individual technique.
Strategy
If there is a tactic, a strategy that makes you reach the goal faster, it must be resorted
to. However one must distinguish between strategy and technical cunning.
Therefore almost all attack in JKD is indirect, with feints & deception.
Absorb what is useful
Take what is useful to you, what works and develop from here. So develop what
comes naturally to you rather than learn complicated technique. If you are big
framed and heavy and have a natural penchant for grappling, well start your journey
from there and develop further.

58 Ru sh to Wi n !
Hack away the unessential
Reject the rules, the limitations. Absorb the foul techniques of sport martial arts and
use them to make your fighting more effective. So JKD teaches you to punch the
kidney, the groin and jab the eyes, use headlocks and hammerlocks in grappling.
Individual Uniqueness
JKD is unique for each individual. The techniques that work for a big burly man
are not the same as those which work for a small lean man. Each individual has to
travel his journey to find something exclusively his own. His experiences which are
unique to his self must form the core of his responses and his art.
Spontaneity
Muen Munshi. One thought. One Action. No Mind. For every thought there are two
actions. Doing & Non doing. And for every thought and resultant action, there are
a hundred doubts & uncertainties, a hundred minds. Buddha concluded under the
Bodhisattva tree ‘Hack away the mind, it is the cause of all trouble’ the JKD man
does not think technique, he does not hit. ‘It’ hits. The ‘It’ here refers to the No
mindedness of the great origin.
No Limitation as Limitation
In JKD there are no limitations. For every rule there is an exception. The only
limitations are those which you impose on yourself. So instead of this is better than
that, the JKD man feels, This is another way of doing it! Hence JKD is a no Holds
barred fighting.
No way as the Way
There is no fixed way. All routes lead to the same destination. Liberation. “Your Way
May Not Be My Way, Nor My Way Be Your Way”. In JKD You find your own way. The
JKD man is no styles, but all styles.
All inclusive, excludes nothing.
JKD is not limited to only punching, or only kicking. During training, comfort is to
be developed in all ranges. It is fighting with any ability you may have…
Full Belief, Total Conviction, Commitment & Discipline.
We are here to question the answers and not answer the questions. Total knowledge
is to question the Teacher, the teaching and the textbook. Once the debates are
resolved, one must have full belief and conviction in his doctrine, unless proved
otherwise. Complete commitment and rigid discipline must be exercised in its
practice. Once the path is decided upon, there is no looking back.

Mi l i tary J KD 59
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.

60 Ru sh to Wi n !
Mi l i tary J KD 61
62 Ru sh to Wi n !
10. JKD Technical
Specifics
The Technical specifics of the JKD Ideology and how it differs from other teaching
is outlined below:

Specifics of the art, (if any !)


There are no rules, only guidelines. Every Rule has exceptions. Anything that works
goes. However the art has to be tailor made to each individual’s constitution, stature
and skill. The advantages from various Martial Arts are absorbed & the limitations/
disadvantages are rejected. There is a freedom from styles. The aim of the art is
simply to cripple, immobilize or eliminate, in the shortest possible time with the
most minimum of effort. There is no place for techniques which dont achieve this
goal, as this is not about point fighting or sport combat.

a) Stance & Footwork - The stance advocated is a narrow upright one, permitting
quick springy movements, inspired by Western Boxing. It may be matched or
unmatched. This is a street wise stance approach compared to the deep wide stance
of traditional karate.
b) Footwork - is from Fencing, is quick & springy, with many small steps rather than
single long deep move. Economy of movement is advocated, with sidestepping
options rather than stepping back. Balance developed is Dynamic, in motion, rather
than in static stances. Fluidity & flowing with the opponents force is advocated.
Resisting force is discouraged.
c) Deflective Parrying is preferred to rigid blocking. Interception is preferred over
Parry & Counter.
d) Attacks: Lead Hand/ Foot Attacks are preferred. The Lead hand is closer to the
target than the rear hand and hence is a better option in initiating the attack. Attacks
are non focussed, going thru the target, rather than stopping at the target, before
a pull back, as in traditional Karate.
e) Non Telegraphic fast movements are preferred to Telegraphic ones. This principle
advocates not pulling back the punch to the waist prior to delivery.

Mi l i tary J KD 63
f) Fighting is dynamic with Ranges changing from moment to moment. One
learns to fight in all Ranges, namely
Kicking Range
Punching Range
Elbow-Knee-Head Butt Range
Grappling Range
Groundwork Range
Strong In Fighting is advocated with Boxing & Grappling counters to kicks or other
attacks. Rushing an opponent with multiple techniques and then rapidly moving
out to safety is advocated.
In every range art, the foul Tactics are absorbed & the limitations/ rules are rejected.
For e.g. the groin kick foul of traditional sport martial arts is absorbed whereas the
don’t grab the opponents hand or kick rule is broken.
g) All attacks are indirect with feints. Feinting & Strategies are a translation of Sun-
Tzus Art Of War. Rhythm is a broken one, and never regular attack parry counter
type.
h) Each exponent personalizes the art to suit his requirement, his size & his skills.

Specifics of the Kicking Range


Inspiration from Chinese Shaolin Kung Fu
The Thrusting movement is replaced by a no locking extension of the knee. Kicking
with the lead foot is preferred. as the lead foot is nearer to the opponent. Non
telegraphic precision fast kicks preferred to the slow powerful telegraphic ones.
Low kicks to the groin and kicks which break the knee (only a 12 kg force can break
the knee) are preferred to high kicks which require years of training. Kicking the
groin or the knees is more damaging than kicking the body.

Specifics of the Punching Range


Inspiration from western Boxing
The Thrusting movement of Karate punches is replaced by a no locking extensions
of the elbow. Straight line punches of Eastern arts are replaced by arcing punches
of western arts. Punching with the lead hand is preferred. Again, a dynamic stance
which is never static and ever moving is used. Foul Movements of Back fisting, Groin
Slamming & body spinning are combined with the boxing actions. Foul attacks to

64 Ru sh to Wi n !
the kidney, back of the head, groin incorporated. A finger jab to the eyes is better
than a punch to the face.

Specifics of the Trapping Range


Inspiration from Wing Tsun Kung Fu
The punching movements of boxing are combined with the sense of feeling ( chi
sao ) and Hand immobilizations and traps of Wing Tsun.
Trapping and immobilizing the opponents hand is adopted from Kung-Fu. One
learns to feel the opponents energies (rather than see) and sense openings by the
ancient Chinese exercise Chi-sao.
The fixed stance of Wing Tsun is replaced by the leading stance. Wide range of kicks
used as opposed to the few straight line kicks of Wing Tsun.

Specifics of the Knee- Elbow Range


Inspiration from Filipino Kali & Muay Thai from Thailand
One learns to hit with practically every part of the body.For eg: head, elbow ,forearm
,knee and heel.
Attacks with Head butting, Elbow hooking , Kneeing and hitting with any & all parts
of the body like the shoulder, hip, foot stomping, eye jabbing, etc used, along with
the boxing rhythm. An ever preparedness to switch to the farther punching range
or the nearer Grappling range is developed.

Specifics of the Grappling Range


Inspiration from Japanese Judo, Western Wrestling & Filipino Wrestling
Jacket Holds replaced by Body grips (since there may be no judo jacket on the
opponent!) Throwing from Judo, Locking from Filipino wrestling & Leverage from
western wrestling & the flowing from Aikido may be adopted.
Head locks & cranks, Neck strangles & shoulder locks used as primary tactics. Joint
locking and joint breaking from aikido and wrestling are taught.
Impact blows like punching, kicking,etc are permitted.
Basic body contact is taught with opponent of various sizes .Eg heavier and taller
opponents and the exponent is made to understand the strong and weak forces
generated by the opponent. He also loses his fear of close combat with a man
double his size.

Mi l i tary J KD 65
Specifics of the Groundwork Range
Inspiration from Japanese Judo, Western Wrestling, & Filipino Wrestling
Jacket Holds replaced by Body grips, (since there may be no judo jacket on the
opponent ! )
Pin downs from Judo, Locking from Filipino wrestling & Leverage from western
wrestling adapted.
Head locks & cranks, Neck strangles, spine breaks & shoulder locks used.
Impact blows like punching, kicking, etc are permitted.
Foul tactics like Eye gouging, nose pushing & ear grabbing, pinching & biting
encouraged.
The goals are not to pin the shoulders or hips to the ground, but to destroy the
pponent.

Weaponry: (excluding firearms)


Inspiration from Filipino Kali.
All weapons like sticks, staff, sword, Knife, Nunchaku & other objects which may be
used as weapons.
Along with attacking with the above, Empty handed defenses to all the above
weapons are also taught.
Defense to Weapon attacks by professional experts, as well as by wild aggressive
street fighters developed.

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.

66 Ru sh to Wi n !
The Defense & Footwork
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.

Mi l i tary J KD 67
68 Ru sh to Wi n !
11. Close Quarter
Battle Tactics
Bison System employs the CQB Tactics & Skills in an unconventional manner to
design application for various Special Operations, Commando Operations & Counter
Terrorism Operations.

The various Bison System Unarmed Combat Tactics combines knowledge of


Physiology & Anatomy of Medicine with study of various modes of impact from
crippling, handicap to Termination applied to H2H, H2W, W2W & W2H situations
for use of deadly force in close proximity. (H=Hand, W=Weapon, 2=to).

The 10 Commandments of Close Quarter Battle


1. Do not send large number of troops to do the job of a small team.
2. Use small teams as force multipliers by adding superior firepower and resource.
Carry short range weapons for room intervention.
3. Command & Control should always be local, in the hands of the Team leader and
never with the Higher HQs, in order to make quick and bold decisions on the spot
after direct assessment.
4. Act with stealth and surprise, do not lose this greatest advantage.
5. Take responsibility of your own zone of function and depend upon your buddies
to take responsibility for theirs.
6. Shoot first, shoot fast and shoot on any part of the target. Do not empty your
magazine with mindless burst fire. Always reload under cover or under buddy
coverfire.
7. Try to avoid collateral damage. Remember to consider ricochets.
8. Expect a small percentage of hostage and civilian casualty
9. The Op is always more important than the comfort or wellbeing of your self or
your buddies. Cater to injury management only after the operation.
10. Do not change the Team members. Train with the Team, Play with the Team and
Fight battles with the Team.

Mi l i tary J KD 69
The Bison System CQB Tactics
The goal in UAC is not to score points but to disable, cripple or Kill in the shortest
span of time.
Vital Organs List
HEAD:
• Temporal /Temple
• Occiput
• Frontal

SENSES:
• Eye
• Ear
• Nose
• Teeth

FACE:
• Maxilla
• Mandible
• Tempero Mandibular Joint

NECK:
• Carotid Artery
• Jugular Vein
• Cervical Vertebra
• Larynx Voice Box

TRUNK:
• Heart
• Solar Plexus
• Ribs
• Liver
• Spleen
• Kidney

70 Ru sh to Wi n !
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

Mi l i tary J KD 71
Force Regulation: CODE System of Bison
Use of Force has to be controlled and regulated according to Situation.
Illustrated here is the CODE system followed for Force Regulation in Bison System.

CODE GREEN - Strike to cause Pain


a. Slaps to the Face
b. Strikes to Limbs such as Kicks to the Thigh, Arms
c. Strikes to Abdomen cause Curling up - Solar plexus impact & diaphragm spasm

CODE YELLOW - a) Strike to cause Tissue Contusion b) Temporary Organ


damage a) Strikes to Face to cause Lacreated Wounds that require Sutures.
b) Strikes to Groin cause intense pain & makes the opponent roll on the ground

CODE ORANGE - Strike to cause A) Fracture & Joint Dislocation. B) Grievous


Injury to Organs
a. Strikes to Knee Joint may cause ligament or cartilage injury
b. Joint Locks to Wrist, Elbow, Shoulder & Spine may cause ligament rupture
c. Slap to the Ear may rupture Ear Drum (Tympanic membrane tear)
d. Eye Scrape may cause corneal abrasions & corneal opacity & partial blindness.
e. Punch to the Nose may cause fracture of Nasal bridge

CODE RED
Strike to cause permanent Paralysis & Brain Damage
a. Strikes to Temple - may cause Hemiplegia by rupturing middle meningeal artery
b. Strikes to Nape of Neck -may cause Quadriplegia by atlanto-axial dislocation

CODE BLACK
Strike to cause Death
a. Strikes to Occiput/ Small of Head - may cause Brain Stem Hemmorhage & death
b. Neck Locks to cause i) Choking on windpipe to cut air supply ii) Strangulation of
Carotid artery to cause cut in blood supply to the brain. iii) Tamponade by using a
knee drop on the chest of a fallen opponent by rupture of pericardium of heart.

72 Ru sh to Wi n !
Mi l i tary J KD 73
74 Ru sh to Wi n !
12. Samurai Bushido
The Warrior Code
The Samurai were the warrior clan under the Emperor during Japan’s Imperialistic
period. They were a separate caste altogether, born & reared as warriors. From an
early age, they were trained in Physical, Martial, Mental, Spiritual & Philosophical
aspects. They were Samurai, a class apart from the common man.
The Samurai warrior followed a specific Code of behavior called BUSHIDO. During
his lifetime, he strictly adhered to this code of thought, behavior & attitude. For the
Samurai, this code was above everything. It was his God, his Religion, his gospel
truth. His Honour depended upon it. Disobedience of the Bushido was equal to
Death.
Now what was the Bushido? Among many elements of the bushido, prominent
ones were as below:

COURAGE – STRENGTH OF CHARACTER - Yu


To gather the strength of character to walk the Righteous Path in spite & despite
the Loss, Hurt & Suffering

SPIRIT – BENEVOLENCE - Jin


To exercise compassion, forgiveness & mercy

TRUTH – RIGHTEOUSNESS - Gi
To walk the path of Goodness & Justice, Peace & Compassion, Objectivity & Logic.

HONOUR – DIGNITY – Meyo


To walk the path that ensures preservation of Self Respect & Self Esteem over&above
Personal Gain, Wellbeing & Convenience

DUTY – DHARMA - Chugo


• DHARMA TO SELF - to exercise care & concern for own Well being &
Survival

Mi l i tary J KD 75
• DHARMA TO OTHERS – to Think & Speak & Do good (Help) wherever possible
& whenever it doesn’t 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

WISDOM – LOGIC - Saiki


To exercise logic over impulse

RECTITUDE – DECISION ACTION - Makoto


To exercise correct decision based on righteousness & wisdom

COURTESY – POLITENESS- Rei


To exercise compassion, forgiveness & mercy

SELF CONTROL - CALM – Kokki


To exercise Patience, Tolerance & Acceptance even in Crisis

FILIAL – FAMILIAL - Rui


To Do Duty twds Defined family of Teachers, Relations, Friends
Detailed Explanation:

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

76 Ru sh to Wi n !
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 society’s 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).

Mi l i tary J KD 77
78 Ru sh to Wi n !
13. Ten Commandments
OF The Bison System

1. REALIZE that the opponent’s superior Height, Weight, Aggression level & Youth
may neutralize your skill. Understanding this will bring victory or survival
2. It’s better to PRACTISE A FEW techniques 100 times rather than practice a 100
techniques few times.
3. Identify the opponent’s BODY TYPE & Fight each one with a different
STRATEGY to use your advantage against his disadvantage. Be FLEXIBLE in
your approach.
4. ATTACK FIRST, Attack fast, Attack hard & Force opponent to defense
5. Attack at a RANGE which offers you advantage depending upon opponent’s
stature & skill
6. Attack at the best ANGLE possible or attained
7. Attack at a LEVEL uncomfortable to the opponent depending upon his
height
8. Attack in a STATE of movement which the opponent cannot harness
9. VARY the types of Attack, RUSH the opponent with various pre planned
combinations
10. TRAIN REALISTICALLY with protective gear & full contact to simulate combat.
Train for Precision, Speed & Power in that order.

Don’t wait,
“RUSH TO WIN!”

Mi l i tary J KD 79
80 Ru sh to Wi n !
14. First Aid for
Unarmed Combat
VITAL PARAMETERS
For Life to sustain, following are reqd
ƒƒ Cardiac Output – 5 L/min depends on external water 3L & salt 1tsp
intake/24hr
ƒƒ BP 120/80mm, BP less than 80/40 is Shock
ƒƒ Pulse is 60-100/min, more than 100 may shows dehydration,
ƒƒ UO-Urine output of 500-2000ml/24hrs, less than 300ml is Renal failure

WOUNDS
Types of Wounds
ƒƒ Bruise by Blunt object without break in skin– only massage to prevent he-
matoma
ƒƒ Incised wound by sharp object– First Arrest bleeding then Suture or Tape 2
ends of wound
ƒƒ CLW – Open wound by Blunt Object breaking skin
ƒƒ Arrest Bleeding
ƒƒ Clean surrounding skin,
ƒƒ Scrub dirt from inside wound,
ƒƒ Suture /Tape – Single & Double Mattress technique,
ƒƒ Dress to close
ƒƒ Open Fracture , Abdominal Stab, Deep Muscular wounds – Hospital
Needed

WATER & ELECTROLYTE BALANCE


ƒƒ Water – you require 3 litre a day, 1 L of this from comes from food
ƒƒ Add 1 L for losses due to sweating in Exercise causing dehydration
ƒƒ For every 1 hour of moderate exertion, you need
ƒƒ 1L or 5 glasses of Fluids (Water) +
ƒƒ ½ tsp Salt (Sodium & Chloride) +
ƒƒ 1 small ball Jaggery, honey or fruit (Potassium) +

Mi l i tary J KD 81
ƒƒ 1 tbsp / 3 tsp Sugar (Glucose) +
ƒƒ Every 10 Km – I cheese cube or 1 glass Milk (Calcium)
ƒƒ One may preload these nutrients or consume after recovery of exertion, in
the next meal.

ELECTROLYTES
ƒƒ Water: Deficiency causes weakness & giddiness, Normal Reqt-3L/day
ƒƒ Sodium Chloride: Salt- Deficiency causes fall in BP, giddiness, calf pains. Nor-
mal Reqt- 1tsp /day
ƒƒ Potassium: Deficiency causes Nausea & Vomiting, Bloating, Disorientation
Normal Reqt- 1 Fruit/day
ƒƒ Calcium: Deficiency causes Facial Tics, Foot & Hand spasms, Fits Reqt: 2 equiv
of Milk
ƒƒ (Lactic acids: Excess causes muscle soreness & pains)

BLOOD PH
ƒƒ Normal 7.32 to 7.42 Alkaline
ƒƒ Eating Acidic Sour Food will cause Acidosis: Joint Pains, Sprains & Muscle
tears, make one injury prone, all disease will worsen. Exercise causes Lactic Aci-
dosis.
ƒƒ Eating Raw Green Salad/ Vegetable juices will cause Alkaline restoration: All
disease will heal rapidly, Joint Pains will disappear.
ƒƒ AVOID: Pickle, Tamarind, Kokum, Sour Curds, Citrus Fruits, Chinese food with-
Vinegar, Non veg foods for a while till injury heals

SEVERE PAIN occurs in:


ƒƒ Acute Abdomen, Stab Wounds, Severe Head Injury, Amputation Injury, Heart
Attack, Bullet wounds, etc

SIGNS OF SEVERE PAIN


Severe Pain in Body is indicative of Serious Disease within the Body like Heart
attack, Renal Stone Colic, Appendicitis, Stab Injury

82 Ru sh to Wi n !
ƒƒ SEVERE PAIN
ƒƒ PALLOR & WHITENESS of SKIN
ƒƒ NAUSEA & VOMITING
ƒƒ SWEATING
ƒƒ FEVER
ƒƒ HIGH PULSE RATE
ƒƒ 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

BAD SIGNS OF ABDOMINAL INJURY


ƒƒ Severe Pain,
ƒƒ Patient Immobile
ƒƒ Hard Board Abdomen
ƒƒ Nausea, Vomiting, Sweating, Fever
ƒƒ Blood in Vomit or Stool or Urine.
ƒƒ Shock
ƒƒ No passage of Stools & Gas in 24 hours
TREATMENT – NIL BY MOUTH, IV FLUIDS

BAD SIGNS OF CHEST INJURY


ƒƒ Severe Pain,
ƒƒ Patient Immobile
ƒƒ Shallow Breaths
ƒƒ Nausea, Vomiting, Sweating, Fever
ƒƒ Shock
ƒƒ No movement of Chest during breathing on one or both sides of chest
ƒƒ Coughing out Blood
TREATMENT – NIL BY MOUTH, IV FLUIDS

Mi l i tary J KD 83
BAD SIGNS OF HEAD INJURY
Within 24 hours after Injury LOOK for
ƒƒ HEADACHE
ƒƒ VOMITING
ƒƒ DOUBLE VISION
ƒƒ UNCONSCIOUSNESS
ƒƒ FITS
TREATMENT- There may be internal bleeding and Emergency Hospitalization
is needed.

DIAGNOSIS OF FRACTURE
ƒƒ Severe Pain as below
ƒƒ Irregularity of bony surface
ƒƒ Deformity may be present / absent
ƒƒ Swelling will come in a few hours
ƒƒ Immobility of Affected part
ƒƒ Unnatural movement may be elicited with Crepitus

SIGNS OF INTERNAL BLEEDING


In Internal Bleeding, the Blood may make its appearance via
ƒƒ COUGH – Hemoptysis ‘Red Stained Frothing’
ƒƒ VOMIT – Hemetemesis ‘Cofee color’
ƒƒ URINE – Hematuria ‘Bloody Urine’
ƒƒ STOOL – Dysentry ‘Bloody Stool’
ƒƒ SKIN – Echymosis ‘Blood under Skin’
ƒƒ A falling BP, rising HR (Pulse), Unconsciousness & Urine Output less than
300ml/24hrs are Danger Signals (SHOCK

SHOCK
ƒƒ Causes: Dehydration or Water Loss via A) Vomiting b) Diarrhoea c) Bleeding
d) Sweating e) Heat Stroke
ƒƒ Diagnosis: Low BP (less than 80 systolic), Altered Consciousness /

84 Ru sh to Wi n !
Confusion, Cold Pale Hands, Feet & Face, No Urine for 12 hours
Treatment
ƒƒ Give Head Low by raising feet
ƒƒ Warm extremities
ƒƒ Give Water & Electrolytes
ƒƒ Blood Transfusion may be needed

FIRST AID PRINCIPLES


ƒƒ DIAGNOSIS
ƒƒ Clear AIRWAY
ƒƒ LIFE SUPPORT - CPR
ƒƒ Arrest BLEEDING
ƒƒ Treat SHOCK – Circulation
ƒƒ Treat TRAUMA Wounds & Fractures
ƒƒ Treat PAIN
ƒƒ DISPOSE – To Hospital, Clinic or Home

FIRST AID FOR UNARMED COMBAT

1. Incident Approach
a. To the patient- ignore initially and don’t sympathize
b. To the crowd- disperse
c. To yourself- Be calm because your vibration goes to the patient

2. Bruise (Heamatoma)
Apply pressure to reduce heamatoma

3. Abrasion & Superficial Open Wound


a. Arrest Bleeding
b. Scrub roughly with Savlon / soap& water (saline)
c. Clean with Hydrogen Peroxide for O2-to displace dirt & foreign
body.

Mi l i tary J KD 85
d. Clean with spirit –to remove the oily grit.
e. Disinfect the surrounding skin with Betadine.
f. Apply sterile gauze with Soframycin cream.
g. For limbs- tie roller bandage(mobile parts)
h. For trunk & head –dress with sticking tape on the gauze
i. DOC (Drug Of Choice): TETANUS TOXOID Injection
j. DOC (Drug Of Choice): Oral Antibiotics to treat INFECTION

ARRESTING BLEEDING
ƒƒ Apply Pressure with Cloth
ƒƒ Apply more Pressure,
ƒƒ Raise the part
ƒƒ Forcep Clamp bleeding points
ƒƒ Burn bleeding points with Agarbatti
ƒƒ Suture ends to arrest bleeding
ƒƒ Tie Tourniquet above wound with Rubber band / hanky
ƒƒ Release every 20 mins for 3 min

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

6. (Black Eye) Injury


a. Apply ice compresses
b. Check for cuts and bleeds in Eyelids & conjuctiva.
c. Check for equality of pupils with torch.
d. Check for Vision Loss after sometime.

86 Ru sh to Wi n !
7. Solar Plexus Impact (diaphragm punch)
a. Reduce movements of diaphragm by making him touch his toes.
b. Vomiting is a bad sign.

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.

9. Vasovagal Attack (Fainting)


Occurs in weak individuals on empty stomach
a. Lie down 10 mins.
b. Elevate feet to raise BP
c. Give oral Glucose & Salt.

10. Injury Management


a. Arrest bleeding.
b. Remove Foreign Body
c. Clean Wound.
d. Approximate edges.
e. Change / dressing every 48 hrs.

11. Shin Injury hairline fracture


a. Examine for continuity.
b. Apply pressure.

12. Finger Twist/ Dislocation


a. Give Traction (Pull) with minimal force in a straight line to realign
b. Splint with next finger with tape.
c. Tape across the joint affected.

Mi l i tary J KD 87
13. Wrist Sprain
a. Give flexion position for relaxing injured ligament
b. Strap with crepe

14. Ankle Sprain


a. Give flexion position for relaxing injured ligament
b. Strap with crepe bandage

15. Knee Sprain


a. Use Ice compresses
b. Give flexion position for relaxing injured ligament
c. Put knee cap
d. Give Anti Inflammatory Tabs- Ibuprofen 400mg
e. Advice bed rest for 1-2 days

16. Bleeding / Hemorrhage Management- First aid


a. Pressure
b. Elevation
c. Torniquet / Press the Pressure points

17. Cardio Fatigue – Outwinding


a. Stop activity
b. Squatting to kink veins of legs and reduce venous return to heart
in order to rest it
c. Deep breathing near an open window to recover breath

18. Hysteria
a. Ignore
b. Threaten (to Hospitalize)
c. Give pungent irritants to smell (Ammonia, Onion)

19. Fracture Forearm


ƒƒ If Open fracture – treat like open wound, Hospital needed

88 Ru sh to Wi n !
ƒƒ If Closed –
a) Traction
b) Splint
c) Plaster
ƒƒ POP technique – Dip in water & roll
ƒƒ 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

20. Shoulder Sprain


a. Sling around neck with Roller bandage

21. Toe Nail Avulsions


a. Use Pressure
b. Cut overhanging nail
c. Clean and Tape it up

22. Avulsion of tooth


a. Wash with clean water gently ( without scraping)
b. Place tooth back into bleeding socket
c. Press and hold the tooth for 30 mins (till clot forms)

23. Treatment of Pain


TREATMENT OF SEVERE PAIN
ƒƒ MILD – Local Anesthetic Ointment, Brandy, Pain Balms
ƒƒ MODERATE – Oral Pain Anti inflammatory Drugs / Brufen Tabs
ƒƒ SEVERE – Pain Killing Injections
ƒƒ LIFE THREATENING –Intravenous Opiods Injections
ƒƒ Remember Pain can also be suppressed by Psychological Determination

Mi l i tary J KD 89
24. CPR – Cardio Pulmonary Resuscitation
In short, this involves following steps
i. Ascertain the heart has stopped by confirming lack of pulse & heart beat
and loss of breathing & consciousness. CPR is not indicated in “Chest Pains
& Heart Attacks” where patient is conscious. CPR is indicated only within the
first few minutes after Cardiac arrest, before brain death.
ii. Check & Clear blocked airway if any
iii. Give mouth to mouth breaths
iv. Thump the chest, followed by external cardiac massage
v. Continue for few minutes till consciousness, pulse & breathing restores.
25. Immediate Diagnosis of death
a. No consciousness
b. No Pulse, Heartbeat & BP
c. No Breathing
d. Cold & Pale Limbs
e. No Pupillary Reflex
f. No effect of CPR

90 Ru sh to Wi n !
Mi l i tary J KD 91
92 Ru sh to Wi n !
basic
COURSE
MODULE

Mi l i tary J KD 93
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


Opponent’s 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

The STATES are determined by your STANCE & MOBILITY


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

94 Ru sh to Wi n !
MEDIUM WEIGHT & AGILE OPPONENTS
GAS (Attack from Mobile & Prancing Stance) – Dancing, Narrow Stance with Body
loose for HEAVIER & STRONGER OPPONENTS

The TOOLS of Combat are


KICKS – Front kick, Side kick, Hook (Roundhouse) kick
PUNCHES – Jab (Lead punch), Cross (Rear punch), Lead Hook, Rear Hook,
Uppercuts
TRAPPING - Ths is the art of immobilizing the opponent’s guard (lead forearm) to
enable opening of his guard. 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)
OPEN HANDED VITAL STRIKES - The finger tips, the edge of the hand (knife hand),
the palm, the half-knuckle strike and the palm heel are used to strike the sense
organs - eye, ear, nose, throat, carotid arteries of the neck, solar plexus & the groin
to cause grevious injury.
ELBOW & KNEES – Elbow Slam, Elbow Hook, Front knee, Hook knee
JOINT LOCKS – Wrist lock, Elbow lock (Arm Bar), Shoulder lock (Hammer lock), Neck
lock
NECK GRABS – Side Neck Grab, Rear Neck Grab, Reverse Neck Grab
THROWS – 45 Degree Throw, Inverted U Throw

The RANGES are determined by the distance


between you & the opponent
DEFENSIVE RANGE (Retreat Fighting & Backwards movement) – this is retreating
backward, Defending & Counter Attacking
TAP - TAP RANGE (Far /Outfighting & Static Position Fighting) – this is essentially
Static position fighting with Kicking & Boxing Range

RUSHING RANGE (Near /Infighting & Rushing Advance) – this is Rushing in with
Boxing combinations followed by Knee- Elbow
GRAPPLE RANGE (Close Proximity fighting & Grappling) – this is to go very close to
Grappling Range followed by Knee Elbows & Throws

Mi l i tary J KD 95
The ANGLES are determined by the angle
made by your chest in relation to opponent’s chest
EXTREME ELEVEN (Chest facing Chest flush) – From 11 move towards opponent’s
INSIDE
ELEVEN (Chest facing Chest at slant) – this is BASIC STARTING STANCE
LINE (Both Chests in Line) – From 11 move towards opponent’s OUTSIDE
TEE– (Chest facing Opponent’s Side /Shoulder)- From LINE change angle to make
Chest perpendicular to opponent’s Chest
REAR (Chest to Opponent’s Rear) – From Tee, move around to reach Rear of the
opponent.

The LEVELS are determined by the HEIGHT


of the attack with ref to the opponents body
OVERHEAD LEVEL RUSH or MOUNTAIN (Attack from Over Head) – Attack is
launched at the head by punching from above opponent’s Guard, with your head
is raised ABOVE the opponent’s head by standing on toes
HEAD LEVEL RUSH or STANDARD (Attack on Head) – Attack is launched at the
head, with your head at the SAME level as the opponent’s HEAD
CHEST LEVEL RUSH (Attack on Chest progressing to Head)
a. Front CHEST RUSH or BISON– Attack is launched at the chest & head, with
your head held BELOW & flush with the opponent’s CHEST
b. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched at the chest & head,
with the (Chest or) front of your body facing the side of the opponent’s body
AB LEVEL RUSH or DIAMOND (Attack on Abdomen)
a. Attack is launched at the Abdomen, your head is held low at the level of
the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen
to groin)
b. Attack is launched at Abdomen with Kicks
GROIN LEVEL RUSH or RAT (Attack on Groin)
a. Attack is launched at the Groin with Punches, your head is held low at the
level of the opponent’s GROIN
b. Attack is launched at Groin with Kicks

96 Ru sh to Wi n !
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 opponent’s Knee, Shin or Ankle

The Opponent Types


TALL OPPONENT – hit LOW on knees & groin
SAME HEIGHT OPPONENT – hit MIDDLE on body & head
SHORT OPPONENT – hit HIGH on the head
POT BELLY OPPONENT – hit BELLY & follow on groin
MESOMORPH (HEAVY MUSCULAR) – hit with STRONGER PARTS i.e elbows &
knees
AGGRESSIVE – DISTANCE with palm on face & KICK him away
TALL MESOMORPH – hit LOW on groin & follow with STRONGER PARTS like elbows
& knees

Mi l i tary J KD 97
98 Ru sh to Wi n !
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

The BISON STANCE


BISON STANCE is the stance used in combat.
ƒƒ Keep one foot in front and one behind.
ƒƒ (When right foot is in front, it is called Right Lead Stance, When left foot is in
front, it is called Left Lead Stance)
ƒƒ Lead heel on the ground, rear heel raised. Lead knee bent, Rear knee almost
straight
ƒƒ Both forearms in front of the chest, elbows protecting the abdomen
ƒƒ Both fists at the level of the chin. Chin tucked in and back straight.

Mi l i tary J KD 99
Stance: front view
100 Ru sh to Wi n !
Stance: side view
Mi l i tary J KD 101
102 Ru sh to Wi n !
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).

OFFENSIVE RANGE or Attack Forward Skills


a. Kicking Range - where you attack with the foot
b. Punching Range - where you attack
b1. with the fists (boxing) or
b2. with the open hands (vital strikes)
c. Knee-elbow Range - where you attack with the elbows, knees & headbutt
d. Grappling Range
d1. Grabs to the head, body & knee
d2. Locks to the wrist, elbow, shoulder & neck
d3. Throws

DEFENSIVE RANGE or Retreat Backward Skills


Where you move backward to defend from opponent’s attack.
a. Half step back - The lead foot is pulled back by a few inches
b. One step back - The lead foot is pulled back to come in line with rear foot
c. One and a half step - The lead foot is pulled back behind the rear foot to change
stance i.e from right lead stance to left lead stance.

Mi l i tary J KD 103
1A. KICKING RANGE

1B. Kick EXECUTED


104 Ru sh to Wi n !
2A. punching Range

2B. punch EXECUTED


Mi l i tary J KD 105
3A. KNEE-elbow range

3B. elbow EXECUTED


106 Ru sh to Wi n !
4A. grappling range

4B. graB EXECUTED


Mi l i tary J KD 107
5A. defensive range
(BACKWARD)

5B. half Step behind

108 Ru sh to Wi n !
5C. one Step behind

5D. one & half Step


behind
Mi l i tary J KD 109
110 Ru sh to Wi n !
levels of
fighting
Levels are the different heights at which
attack is executed
1. Mountain - Attack executed from above the opponent’s head
2. Standard - Attack level of the opponent’s head
3. Bison - Attack level at the opponent’s chest
4. Diamond - Attack level at the opponent’s abdomen
5. Rat - Attack level at the opponent’s groin

Mi l i tary J KD 111
level with hand

Mountain Level
(attack from above the head)

Standard level & bison Level


(attack at head & chest level)
112 Ru sh to Wi n !
diamond Level (attack at abdomen level)

rat Level
(attack at groin level)
Mi l i tary J KD 113
level with foot

rat Level
(low level ankle kick)

rat Level
(low level knee kick)

114 Ru sh to Wi n !
Diamond Level
(groin kick)

bison Level
(abdomen kick)

Mi l i tary J KD 115
mountain Level

116 Ru sh to Wi n !
mountain level
(face kick)

Mi l i tary J KD 117
level with elbow

low Level elbow

high Level elbow


118 Ru sh to Wi n !
level with knee
low Level knee

middle Level knee


Mi l i tary J KD 119
high Level knee

level with knee


120 Ru sh to Wi n !
Mi l i tary J KD 121
grappling levels

low Level

122 Ru sh to Wi n !
body Level

high Level
Mi l i tary J KD 123
124 Ru sh to Wi n !
angles of
fighting
Angles of fighting
Starting position of Combat (Matched Stance both in Right Lead)
Eleven - Face your Chest to opponent’s Chest (chest facing chest at a slant)

Move to the outside (From Eleven move towards the left)


Line - Face your Side to opponent’s Side (profile to profile)
‘Tee’ - Face your Chest to opponent’s Side
Rear - Face your Chest to the opponent’s Back

Move to the inside (From Eleven move towards the right)


Extreme Eleven - Face your chest to the opponent’s chest flush

Mi l i tary J KD 125
angle eleven

combat starting position:


chest facing chest at a slant

126 Ru sh to Wi n !
angles
eleven
(Face chest to chest)
Mi l i tary J KD 127
extreme eleven

(Face chest to chest flush)


line

(Face side to side)


128 Ru sh to Wi n !
“t”
(Face chest to side)

rear
(Face chest to back)
Mi l i tary J KD 129
130 Ru sh to Wi n !
states of
fighting
States of Fighting

STEAM STATE (Gas)


Is dancing around the opponent with feet together
Used by a lighter opponent against a heavier opponent to prevent being
cornered.

WATER STATE (Liquid)


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.

ICE STATE (Solid)


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.

Mi l i tary J KD 131
gas
states

(Dancing around the opponent)

liquid
(In-between, static but bouncing)

132 Ru sh to Wi n !
solid
(Static, deep & wide stance)

Mi l i tary J KD 133
134 Ru sh to Wi n !
basic
kicks

Mi l i tary J KD 135
stance
sideview
136 Ru sh to Wi n !
FRONT KICK

initiation

extended

recovery
Mi l i tary J KD 137
SIDE KICK

initiation
138 Ru sh to Wi n !
SIDE KICK

extended

recovery
Mi l i tary J KD 139
ROUNDHOUSE KICK

initiation

140 Ru sh to Wi n !
extended

recovery
Mi l i tary J KD 141
FRONT PUSH KICK

initiation -
FOLD high up
142 Ru sh to Wi n !
extended -
push

recovery
Mi l i tary J KD 143
FRONT KICK to SHIN
144 Ru sh to Wi n !
FRONT KICK to GROIN
Mi l i tary J KD 145
front PUSH KICK (Stomp kick)
146 Ru sh to Wi n !
SIDE KICK KNEE
Mi l i tary J KD 147
SIDE KICK to BODY
148 Ru sh to Wi n !
ROUNDHOUSE KICK GROIN
Mi l i tary J KD 149
REAR ANKLE SCOOP

150 Ru sh to Wi n !
LEAD ANKLE SCOOP
Mi l i tary J KD 151
152 Ru sh to Wi n !
basic
punches

Mi l i tary J KD 153
stance for punching

front view
154 Ru sh to Wi n !
side view
Mi l i tary J KD 155
lead punch

For greater power, the elbow needs to be horizontal.

initiation
For greater speed, the elbow needs to be kept vertical.
Lifting the elbow will also make the punch telegraphic.

extended Recovery
156 Ru sh to Wi n !
initiation
rear punch

extended

Mi l i tary J KD 157
lead hook

front view side view


158 Ru sh to Wi n !
rear hook

side view
Mi l i tary J KD 159
lead uppercut (side view)

rear uppercut
160 Ru sh to Wi n !
lead body
punch

rear body
punch

Mi l i tary J KD 161
jab: lead

cross: rear
162 Ru sh to Wi n !
hook: lead

jab: rear
Mi l i tary J KD 163
lead uppercut

rear uppercut
164 Ru sh to Wi n !
lead body punch

rear body punch


Mi l i tary J KD 165
166 Ru sh to Wi n !
basic
trapping
Trapping

Ths is the art of immobilizing the opponent’s 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)

Mi l i tary J KD 167
pak sao trap

1.

2.
slap & press with the rear hand

3.
168 Ru sh to Wi n !
lop sao trap

1.

trapping
2.
grab & pull with the lead hand

3.
Mi l i tary J KD 169
vital organs list
HEAD: LOWER LIMBS:
• Temporal /Temple • Shin
• Occiput • Knee Joint
SENSES: • Ankle Joint
• Eye
• Ear
• Nose
• Teeth
FACE:
• Tempero Mandibular Joint
NECK:
• Carotid Artery
• Jugular Vein
• Cervical Vertebra
• Larynx Voice Box
TRUNK:
• Solar Plexus
• Ribs
• Diaphragm
• Kidney
PELVIS:
• Groin
• Bladder
• Sacrum Tailbone
UPPER LIMBS:
• Wrist Joint
• Elbow Joint
• Shoulder Joint
• Median Nerve
• Ulnar Nerve
• Radial Nerve

170 Ru sh to Wi n !
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

Mi l i tary J KD 171
Eye Jab

Two Hand Eye Slide


172 Ru sh to Wi n !
HALF KNUCKLE THROAT

CAROTID CHOP

Mi l i tary J KD 173
174
PLEXUS UPPERCUT PLEXUS JAB

Ru sh to Wi n !
PLEXUS JAB

PLEXUS UPPERCUT
Mi l i tary J KD 175
CAROTID CHOP

NOSE PUSH
176 Ru sh to Wi n !
initiation

GROIN SLAM
extended

Mi l i tary J KD 177
178 Ru sh to Wi n !
basic
knee elbow
& head butt
techniques

Mi l i tary J KD 179
HEAD BUTT

180 Ru sh to Wi n !
initiation
LEAD ELBOW

extended

recovery
Mi l i tary J KD 181
KNEE UP

182 Ru sh to Wi n !
REAR KNEE PLEXUS

Mi l i tary J KD 183
REAR KNEE TO HEAD

184 Ru sh to Wi n !
Mi l i tary J KD 185
186 Ru sh to Wi n !
basic
grappling
techniques
grabs
locks
throws
falls

Mi l i tary J KD 187
head grab

body grab

188 Ru sh to Wi n !
KNEE grab to..

grabs
..takedown

Mi l i tary J KD 189
outside wrist lock/
break

1.
locks

2.
190 Ru sh to Wi n !
elbow lock

1.

2.
Mi l i tary J KD 191
1. shoulder lock

2.

192 Ru sh to Wi n !
1.

SIDE NECK LOCK


2.

Mi l i tary J KD 193
view from
left
l-1
REVERSE NECK LOCK

l-2

194 Ru sh to Wi n !
view from
right
r-1

REVERSE NECK LOCK


r-2

Mi l i tary J KD 195
view from right
REAR neck LOCK

196 Ru sh to Wi n !
REAR neck LOCK
view from left

Mi l i tary J KD 197
neck crank
dislocation

NECK CRANK DISLOCATION is different from REVERSE


throws

NECK LOCK

RE VERSE NECK LOCK is a choke cutting air supply in the wind


pipe.

NECK CRANK DISLOCATION is a twist (crank) on the


vertebrae of the neck. This is executed by twisting the neck sideways with
the crook of the elbow.

198 Ru sh to Wi n !
INVERTED
‘U’ THROW

throws

Mi l i tary J KD 199
1.
45 DEGREE
THROW

200 Ru sh to Wi n !
45 DEGREE THROW
2.

Mi l i tary J KD 201
3.
45 DEGREE THROW

202 Ru sh to Wi n !
4.

45 DEGREE THROW
Mi l i tary J KD 203
FALLING - BREAK FALL
falls

204 Ru sh to Wi n !
falling - breaking fall
Breaking fall is the method of falling safely
when thrown by the opponent.
The break fall is practised as follows:
a. The head is always kept above the ground
b. Both palms slap the ground to absorb the shock of the fall, hands are kept at an
angle of 45 degrees from the body
c. The elbows are kept straight to avoid impact with the ground.
d. The legs are up in the air

falling with opponent


While being thrown the break fall is
executed as follows:
a. While being thrown, grab the opponent’s hand or body with one hand, to
minimize the impact of the fall
b. Use the other hand to break your fall by slapping your palm on the ground
c. While landing,
c1. land with the feet and/or butt hitting the ground first,
c2. followed next by palm slapping the ground
c3. with the back landing last.

Mi l i tary J KD 205
falling with opponent

45 DEGREE
THROW

206 Ru sh to Wi n !
Mi l i tary J KD 207
clap flow

slap to ear
208 Ru sh to Wi n !
eye scoop

carotid chop
Mi l i tary J KD 209
nose push

1/2 knuckle to throat

210 Ru sh to Wi n !
groin slam
palm heel - plexus

Mi l i tary J KD 211
212 Ru sh to Wi n !
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 don’t 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 don’t 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.

SIDEWAYS/SIDE STEP FOOTWORK


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)

Mi l i tary J KD 213
1. stance
STEP and SLIDE

214 Ru sh to Wi n !
2. step with lead foot

3.
slide with rear foot & punch
Mi l i tary J KD 215
1. stance

STEP THRU FOOTWORK


FOR REAR PUNCH
(CHANGE LEAD)

216 Ru sh to Wi n !
2. BRING FEET TOGETHER

3. step in front TO
CHANGE LEAD & punch
Mi l i tary J KD 217
1.

stance
SLIDE FOOTWORK
FOR LEAD KICK

218 Ru sh to Wi n !
2.

slide -bring feet together

3.

lead roundhouse kick


Mi l i tary J KD 219
SLIDE & STEP FOOTWORK
FOR SIDE KICK

slide & step - stance

slide & step - leg lift


220 Ru sh to Wi n !
STEP THRU FOOTWORK
FOR REAR KICK

1. stance

2. rear round house kick


Mi l i tary J KD 221
Side Stepping Footwork
a. Begin from the stance (Angle ELEVEN)
b. SIDE STEP LEFT Step with your left foot towards your left side and
follow with your right foot. SIDE STEP LEFT will place you nearer the
opponent’s back in Angle LINE (OUTSIDE).
c. SIDE STEP RIGHT Step with your right foot towards your right side
and follow with your left foot. SIDE STEP RIGHT will place you nearer the
opponent’s chest in Angle EXTREME ELEVEN (INSIDE).

stance
222 Ru sh to Wi n !
side step
right

side step
left

Mi l i tary J KD 223
RETREAT STEP & SLIDE
BACK FOOTWORK

1. STANCE
224 Ru sh to Wi n !
2. STEP BACK WITH REAR FOOT

3. SLIDE BACK LEAD FOOT

Mi l i tary J KD 225
1. pendulum-retreat TO A
SUDDEN LOW KICK...

226 Ru sh to Wi n !
2. ...FOLLOWED BY COUNTER
KICK

Mi l i tary J KD 227
8 types of
opponents
One must learn to identify the type of opponent with reference to one’s own stature.
Each opponent has to be dealt with a strategy that uses one’s own strength and
advantage against the opponent’s 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.

228 Ru sh to Wi n !
TYPE 1. THE TALL OPPONENT
is to be hit in the middle on the abdomen and groin.

TYPE 2. OPPONENT OF THE SAME HEIGHT


Use Kick-boxing

TYPE 3. THE SHORT OPPONENT


is to be hit on the head from above

TYPE 4. MESOMORPHIC (MUSCULAR) OPPONENT


is to be hit with stronger weapons like elbows, knees & head butts

TYPE 5. THE POT-BELLIED OPPONENT


is to be hit on the belly and groin

TYPE 6. THE AGGRESSIVE OPPONENT


is to be stopped with the palm on the face and distanced (pushed away) with
front & side kicks to the body

TYPE 7. THE TALL & MUSCULAR OPPONENT


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, fear’s and hang-ups form the eight opponent. These are to be con-
quered by meditation, contemplation & realization

Mi l i tary J KD 229
8 TYPES OF OPPONENTS

1. TALL 2. MEDIUM

3. SHORT 4. POT-BELLIED
230 Ru sh to Wi n !
5. MESOMORPH 6. AGGRESSIVE

7. TALL MESO 8. SELF


Mi l i tary J KD 231
tALL opp

1. 2.
same height opp

3. 4.
232 Ru sh to Wi n !
SHORT opp
1. 2. 3.

POT-BELLIED opp

1. 2.
Mi l i tary J KD 233
MESOMORPH opp

1. 2.

3. 4. 5.
234 Ru sh to Wi n !
AGGRESSIVE opp
1.

2.
Mi l i tary J KD 235
TALL MESO opp

1. 2.

3. 4.
236 Ru sh to Wi n !
SELF

Mi l i tary J KD 237
238 Ru sh to Wi n !
intermediate
course
module

Mi l i tary J KD 239
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 opponent’s 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 Opponent’s attack, before he

240 Ru sh to Wi n !
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 opponent’s Lead hand guard so that he cannot defend
your counter.

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

B) TAP TAP RANGE


This is a starting mode of combat, where a static position is maintained while
attacking, without advancing forward too much, using single attacks, followed by
waiting for the opponent’s attack. Most amateur fights are limited to this range-
“I hit, You hit or Tap-Tap”. Tap Tap Range can be studied and perfected under the
categories of various ANGLES & LEVELS (See Basic Course Module)

ANGLE ELEVEN
Right Lead STARTING POSITION for STATIC FIGHTING
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
a1. Punch High - Punch Low
a2. Punch Straight (Jab) - Punch Around to the left (Rear Hook)
a3. Punch Straight (Jab)- Punch around to the right (Lead Hook)

Mi l i tary J KD 241
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 EXTREME 11 - Move from 11 to Inside by Side Stepping Right


can be employed at 3 Levels
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks

ANGLE LINE – Move from 11 to Outside by Sidestepping Left


TRAP GUARD & PUNCH
Trapping is the art of immobilising the opponent’s guard with one hand while
hitting him with the other hand
1. PAK SAO – Trap Opponent’s Lead hand Guard with your Rear Hand
2. LOP SAO - Trap Opponent’s Lead hand Guard with your Lead Hand

ANGLE TEE – Move from Line to Tee by stepping forward to face your
Chest on the Side of Body
The Tee position offers distinct Advantages – Since the front of your Body is stuck to
the Opponent’s Side, pinning his lead Hand, he is incapable of using his Lead hand
to punch. Since his Rear hand is not facing you, even his rear hand cannot be used
to punch. And since you are facing him, You can use both your Lead & Rear Hands
to punch him. So its your TWO Hands against his NO Hand. This advantage will be
maintained only until you manage to keep your Chest STUCK to his Side.
Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in Tee position

242 Ru sh to Wi n !
to stick your chest to the opponent’s side attacking with Box combos with both
right & left hands to front & back of his opponent’s Head & Abdomen.

ANGLE REAR – Move to Opponent’s Rear whenever he partially turns


away from you while defending your attacks.
Attack 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
C) RUSH RANGE (Box Combo to Elbow–Knee)
Whenever there is an opportunity, the idea is to suddenly rush in close to the
opponent, with a flurry of Box combinations followed by destructive Elbows &
Knees. The surprised opponent should have no time to react, caught completely
by surprise.

ELEVEN ‘11’– Rushes


OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) – Attack is launched
with Box combos at the head by punching from above opponent’s Guard, with your
head is raised ABOVE the opponent’s 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 opponent’s HEAD,
Front CHEST RUSH or BISON – Attack is launched at the chest & head, with your
head held BELOW & flush with the opponent’s CHEST
AB RUSH or DIAMOND (Attack on Abdomen) – Attack is launched at the Abdomen,
your head is held low at the level of the opponent’s 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 opponent’s 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

Mi l i tary J KD 243
defensive range
(retreat back range)
Evasions
block & parry
Counters
interception
DEFENSIVE RANGE or Retreat Back Range
Where you move backward to defend from opponent’s 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 opponent’s straight punches (Jab & Cross) without going back,
as in Snap back. This offers proximity to the opponent in order to land quick
counters.

244 Ru sh to Wi n !
• 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.

2) DEFENSE BY PARRYING & BLOCKING


• 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

Mi l i tary J KD 245
246 Ru sh to Wi n !
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

stance

Mi l i tary J KD 247
snap back - to punch

snap back - to kick


248 Ru sh to Wi n !
body tuck - to body jab

body tuck - to side kick body


Mi l i tary J KD 249
knee tuck - to side kick knee

duck - to hook
250 Ru sh to Wi n !
slip in - to jab

slip out - to jab


Mi l i tary J KD 251
block & parry
Blocks are defenses to punches or kicks using
a. forearm (to deflect the direction of attack) called DOOR DEFENSE
b. the hands (slapping movement of the palm)

stance

252 Ru sh to Wi n !
forearm (door) defense
one door defense
to lead punch

one door defense


to rear punch
Mi l i tary J KD 253
two door defense
to lead hook

two door defense


to rear hook
254 Ru sh to Wi n !
one door
defense to kick

two door defense to kick


Mi l i tary J KD 255
reverse door defense
to punch

reverse door
defense to kick
256 Ru sh to Wi n !
1.

palm defense
palm defense to kick

2.

Mi l i tary J KD 257
1.
palm defense to front kick

2.
258 Ru sh to Wi n !
1.
palm defense to side kick

2.
Mi l i tary J KD 259
1.
palm defense
to roundhouse kick

2.
260 Ru sh to Wi n !
1.
palm defense
to punch - pak sao

2.
Mi l i tary J KD 261
1.
forearm defense to
punch - tan sao

2.

262 Ru sh to Wi n !
Mi l i tary J KD 263
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 opponent’s 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.

264 Ru sh to Wi n !
defense to punch

1.
counter with eye jab

2.
Mi l i tary J KD 265
1.

defense to hook

2.

counter with nose push


266 Ru sh to Wi n !
defense to punch

1.
counter with roundhouse
kick groin

2.
Mi l i tary J KD 267
1.
defense to hook

2.
counter with side kick knee
268 Ru sh to Wi n !
defense to high kick..
..counter with
ankle
scoop

Mi l i tary J KD 269
defense to groin kick

counter with neck chop


270 Ru sh to Wi n !
defense to hook

counter with uppercut


to solar plexus

Mi l i tary J KD 271
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 expert’s option since it requires accurate timing for execution.

TECHNIQUES:
Some of the commonly used techniques for Interception are
1. KICKS
a. Lead Side Kick Knee
b. Lead Side Kick Body
2. PUNCHES
a. Lead Jab
b. Lead Finger Jab to Eyes

TIMING OF INTERCEPTION:
Interception can be launched at various timings as enumerated below
1. AT INTENT – as soon as opponent changes facial expression to signal the
launch of his attack.
2. AT INITIATION – as soon as the attack begins
3. DURING – the movement of attack
4. AT RECOVERY – during the withdrawal of the attack

ALTERNATIVES TO INTERCEPTION
The various options to defense are as follows
1. EVADE & COUNTER - where you evade by moving the attacked body part
away and then counter.
2. PARRY & THEN COUNTER - where you defend with a block/parry and then
counter.
3. SIMULTANEOUS PARRY & COUNTER – where you parry/ block and attack at
same time.

272 Ru sh to Wi n !
4. INTERCEPTION – where u beat the timing of opponents attack
5. RUSHING IN WITH COMBINATIONS – where u don’t give the opponent a
chance to attack.

interceptING A PUNCH WITH A PUNCH

interceptING A KICK WITH A KICK


Mi l i tary J KD 273
interceptING A KICK
WITH A PUNCH
274 Ru sh to Wi n !
Mi l i tary J KD 275
tap-tap range
(static range)
TAP-TAP RANGE or Static Range (approx. 2 metres)
This is a starting mode of combat, where a safe distance is maintained between
you and the opponent, where neither he nor you can reach one another with any
attack.

During attack you may have to step in to attack and quickly step back to safe
position. In this range, the distance between you & your opponent is constant.
Most amateur fights are limited to this range- “I hit, You hit or Tap-Tap”. Tap Tap
Range can be studied and perfected under the categories of various ANGLES &
LEVELS (See Basic Course Module)

ANGLE ELEVEN – Right Lead STARTING POSITION for STATIC FIGHTING


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
- Move from 11 to Inside by Side Stepping Right can be employed at 3 Levels
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks

276 Ru sh to Wi n !
ANGLE LINE – Move from 11 to Outside by Sidestepping Left
TRAP GUARD & PUNCH - Trapping is the art of immobilising the opponent’s
guard with one hand while hitting him with the other hand

ANGLE TEE – Move from Line to Tee by stepping forward to face your
Chest on the Side of his Body
The Tee position offers distinct Advantages – Since the front of your Body is stuck to
the Opponent’s Side, pinning his lead Hand, he is incapable of using his Lead hand
to punch. Since his Rear hand is not facing you, even his rear hand cannot be used
to punch. And since you are facing him, You can use both your Lead & Rear Hands
to punch him. So its your TWO Hands against his NO Hand. This advantage will be
maintained only until you keep your Chest STUCK to his Side.
Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in Tee
position attacking with Box combos to front & back of his opponent’s Head &
Abdomen.

ANGLE REAR – Move to Opponent’s Rear whenever he partially turns


away from you while defending your attacks. Attack the Opponent on the vital
targets on the rear of his body.

SYNOPSIS - HIGH LEVEL


GATE BOXING
Here you feint a punch in one direction & attack with another punch
in the opposite direction
a1. Feint Punch High - Punch Low
a2. Feint Punch Low - Punch High
a3. Feint Punch Straight (Jab) - Punch Around to the left (Rear Hook)
a4. Feint Punch Straight (Jab)- Punch around to the right (Lead Hook)

Mi l i tary J KD 277
angle ELEVEN-gate boxing combo i

PUNCH LOW 1.

overhand punch 2.
278 Ru sh to Wi n !
combo iI

angle ELEVEN-gate boxing


punch up high 1.

low body jab 2.


Mi l i tary J KD 279
combo iII

punch in 1.

hook out (tyson hook) 2.


280 Ru sh to Wi n !
combo iV

angle ELEVEN-gate boxing


punch in 1.

hook in 2.
Mi l i tary J KD 281
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

282 Ru sh to Wi n !
angle ELEVEN-kick boxing
2.
jab face (1-1) + repeat

3.
rear cross face

4.
Mi l i tary J KD 283
combo iI

1.

side kick body

284 Ru sh to Wi n !
angle ELEVEN-kick boxing
2.
hammer fist

3.
rear hook

4.
uppercut
Mi l i tary J KD 285
combo iII

1.

roundhouse kick

286 Ru sh to Wi n !
jab 2.

angle ELEVEN-kick boxing


rear cross 3.

hook 4.

Mi l i tary J KD 287
side kick knee

SYNOPSIS - Angle Eleven


Low kicks/Scoops
Here you attack with low kicks to the knee, shin and ankle
c1. Side Kick Knee
c2. Low Kick Shin
c3. Ankle Scoop

288 Ru sh to Wi n !
289
angle ELEVEN-low kicks
low kick - shin ankle scoop

Mi l i tary J KD
1.

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

290 Ru sh to Wi n !
2.

angle extreme ELEVEN


step in to EXTREME ELEVEN
3.

eye jab
Mi l i tary J KD 291
1.

stance - eleven
technique iI
292 Ru sh to Wi n !
2.

angle extreme ELEVEN


step in to EXTREME ELEVEN
3.

front kick groin


Mi l i tary J KD 293
Synopsis - Angle Line
Trap & Punch
Here you move from 11 to Outside by Sidestepping Left and Trap
opponents guard and punch
1. PAK SAO – Trap Opponent’s Lead hand Guard with your Rear Hand
2. LOP SAO - Trap Opponent’s Lead hand Guard with your Lead Hand

Synopsis - Angle Tee


Straight Blast
Move from Line to Tee by stepping forward to your Chest on his Side of
Body
The Tee position offers distinct Advantages – Since the front of your Body
is stuck to the Opponent’s Side, pinning his lead Hand, he is incapable
of using his Lead hand to punch. Since his Rear hand is not facing you,
even his rear hand cannot be used to punch. And since you are facing
him, You can use both your Lead & Rear Hands to punch him. So its your
TWO Hands against his NO Hand. This advantage will be maintained
only until you manage to keep your Chest STUCK to his Side.

Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in


Tee position to stick your chest to the opponent’s side (thus immobilizing
his hand) and attacking him with Box combos using your right & left
hands to the front & back of the opponent’s Head & Abdomen.

294 Ru sh to Wi n !
Synopsis - Angle Rear
Rear Strikes
Move to Opponent’s Rear and attack him from the behind whenever he
partially turns away from you while defending your attacks.

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

Mi l i tary J KD 295
stance - ANGLE eleven sIDE STEP LEFT
ANGLE-line pak sao trap
1. 2.

3. stance-ANGLE line

296 Ru sh to Wi n !
angle line-trapping
4. pak sao trap

5. punch
Mi l i tary J KD 297
stance - ANGLE eleven sIDE STEP LEFT
ANGLE-line lop sao trap
1. 2.

stance-ANGLE line
3.

298 Ru sh to Wi n !
angle line-trapping
4. lop sao trap

5. punch
Mi l i tary J KD 299
COMBO- straight
“ t ” angle blast

1.

2.
300 Ru sh to Wi n !
3.

angle “t”-STRAIGHT BLAST


4.

5.

elbowS
Mi l i tary J KD 301
rear angle

1. push shoulder to
go to the rear

2. front kick-groin
302 Ru sh to Wi n !
angle rear-attack COMBO
3. stomp kick-spine

4. LEAD JAB-back of head


Mi l i tary J KD 303
5. rear cross

6.
back of head-elbows

7.
304 Ru sh to Wi n !
8. knee up

angle rear-attack COMBO


groin

9. knee up
spine

Mi l i tary J KD 305
angle rear-attack COMBO 10. throw..

11. .. & hit

306 Ru sh to Wi n !
Mi l i tary J KD 307
308 Ru sh to Wi n !
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 punch-
ing from above opponent’s Guard, with your head is raised ABOVE the opponent’s
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 opponent’s HEAD,
Front
CHEST RUSH or BISON
– Attack is launched at the chest & head, with your head held BELOW & flush with
the opponent’s CHEST
AB RUSH or DIAMOND
(Attack on Abdomen) – Attack is launched at the Abdomen, your head is held low
at the level of the opponent’s 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 opponent’s 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

Mi l i tary J KD 309
i. mountain rush
1. 2.

OVERHEAD PUNCHES
3. 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
opponent’s Guard, with your head is raised ABOVE the opponent’s
head by standing on toes

310 Ru sh to Wi n !
OVERHEAD LEVEL
5. elbow elbow 6.

knee TO knee up
groin chest

7. 8.

RUSH RANGE
Mi l i tary J KD 311
ii. standard rush

1. in line jab 2. cross

3. hook 4. hook
HEAD RUSH or STANDARD - (Attack on Head) – Attack is launched at
the head, with your head at the SAME level as the opponent’s HEAD

312 Ru sh to Wi n !
HEAD LEVEL

5.
elbow with trap - 1 6. REPEAT elboW

7. knee with trap 8. knee TO CHEST

RUSH RANGE
Mi l i tary J KD 313
iii. bison rush
1. 2.

bison rush - stance punch


3. 4.

punch elbow
Front CHEST RUSH or BISON – Attack is launched at the chest & head,
with your head held BELOW & flush with the opponent’s CHEST

314 Ru sh to Wi n !
CHEST LEVEL

elbow 5.

6.
knee up - groin 7. knee up - chest

RUSH RANGE
Mi l i tary J KD 315
iv. diamond rush
1. 2.

diamond rush

3. 4.

elbow - body lead elbow


AB RUSH or DIAMOND (Attack on Abdomen) – Attack is launched at
the Abdomen, your head is held low at the level of the opponent’s
ABDOMEN (attack the diamond shaped area from Abdomen to
groin)

316 Ru sh to Wi n !
ABDOMEN LEVEL
5. 6.

rear elbow elbow - face

7. 8.

knee up groin knee up - chest

RUSH RANGE
Mi l i tary J KD 317
v. rat rush
1. 2.

rat rush
3. 4.

elbow body elbow face


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 opponent’s
GROIN

318 Ru sh to Wi n !
GROIN LEVEL
5. 6.

rear elbow lead elbow


7. 8.

knee up groin knee up - chest

RUSH RANGE
Mi l i tary J KD 319
320 Ru sh to Wi n !
advanced
course
module

Mi l i tary J KD 321
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 opponent’s 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

322 Ru sh to Wi n !
REAR - Move to Opponent’s 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

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.

Right hand CLAPS are as follows:


ƒƒ Reverse Chop to Neck
ƒƒ Eye Jab
ƒƒ Palm to Face

Mi l i tary J KD 323
ƒƒ Half Knuckle to Throat
ƒƒ Heel to Plexus
ƒƒ Slap to Groin
ƒƒ Slap to Face
ƒƒ 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

DEFENSE TO KNIFE ATTACK


a) Rule of thumb – AVOID THE ARC OF THRUST
b) If attack is telegraphic (wide & predictable), move closer to get inside the
arc of thrust & grab attacking hand
c) If attack is non telegraphic (unpredictable) Face Weapon & get outside by
moving away from the arc of thrust.
d) Face the attacking weapon at all times, never giving your back to it.

324 Ru sh to Wi n !
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

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
e) Hit Vitals – Eye, Groin, Foot Stomp
f ) Elbows & Knees
g) Throw OR
h) Disarm Firearm & Threaten the opponent with it.

Mi l i tary J KD 325
326 Ru sh to Wi n !
GRAPPLING
RANGE
NECK GRABS
Neck grabs - Eye
scrape - Elbow Knee -
Throw - Face stomp

Mi l i tary J KD 327
(RIGHT) SIDE neck grab - left side ATTACKS NECK GRABS

1. ELEVEN 2.

3. neck grab 4. eye scoop


SIDE NECK GRABS ARE USED IN ANGLE-ELEVEN

328 Ru sh to Wi n !
NECK GRABS
6. knee up

5. elbow on neck

7. sprawl 8. foot stomp


LEFT SIDE neck grab - RIGHT side ATTACKS
IS ANOTHER VARIATION

Mi l i tary J KD 329
(RIGHT) REVERSE neck grab - left sideD ATTACKS NECK GRABS

2.
1. reverse neck grab

3. eye scoop 4. left elbow


REVERSE NECK GRABS ARE USED IN ANGLE-LINE

330 Ru sh to Wi n !
NECK GRABS

6.
5. right knee inverted “U” nose
THROW

7. throw 8. stomp
LEFT REVERSE neck grab - RIGHT side ATTACKS
IS ANOTHER VARIATION

Mi l i tary J KD 331
332 Ru sh to Wi n !
DEFENSIVE
RUSHES
rat
if he charges from the top, meet his charge
with a rush from below

Tee
if he charges in a straight line, side step &
meet his charge from the side

valley
if he charges from below, meet his charge
with a rush from above

Mi l i tary J KD 333
defensive rushes
1. 2.
rat rush

rat rush
3. 4.

elbow body elbow face


GROIN RUSH or RAT (Attack on Groin) – Attack is launched at the Groin
with Punches, your head is held low at level of the opponent’s GROIN.
USED WHEN: OPPONENT CHARGES HIGH WITH HOOKS TO YOUR HEAD

334 Ru sh to Wi n !
5. 6.

rear elbow lead elbow


7. 8.

knee up groin knee up chest


follow up every boxing rush with
elbow & knee combos to knock down!
Mi l i tary J KD 335
defensive valley rush 1. 2.

HIT DOWNWARDS
3. 4.

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
“T” RUSH (Attack from Angle Tee)- USED WHEN OPPONENT CHARGES
YOU WITH STRAIGHT PUNCHES (Jab & Cross). Step sideways out of the
line of his charge, meanwhile using your forearm to deflect his punch as
well as deflect the direction of his charge to execute a “T” RUSH

336 Ru sh to Wi n !
1. 2.
FOREARM BLOCK TO PUNCH MOVE INTO “t”

defensive “T” rush


3. 4.
HOOK ABDOMEN HOOK BACK

5. 6.
HOOK HEAD HOOK BACK OF HEAD
Mi l i tary J KD 337
338 Ru sh to Wi n !
REAR
ANGLE
refer to intermediate
course module

Mi l i tary J KD 339
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 state to lighter


opponent

solid

340 Ru sh to Wi n !
liquid state to equal size
opponent

liquid

gas state to heavier


opponent gas
Mi l i tary J KD 341
jkd
commandments
of sparring
BASIC PRINCIPLE
1. DEFEND FIRST, ABOVE OFFENSE and HIT THE opponent WITHOUT GETTING
HIT
STANCE
2. KEEP YOUR GUARD UP TO PROTECT YOUR FACE & BODY
3. ALIGN YOUR STANCE, SO AS TO FACE YOUR OPPONENT AT ALL TIMES, WITH
BOTH YOUR FISTS & FEET POINTING AT OPPONENT, RATHER THAN FACING THE
OPPONENT WITH ONLY ONE SIDE
FOOTWORK
4. WHILE MOVING, don’t 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
7. ATTACK MUST BE SIMPLE, TO VITAL TARGETS & PENETRATIVE
8. ATTACK WITH LEAD HAND & LEAD FOOT
9. DO NOT TELEGRAPH
10. SELECT ATTACK BY APPROPRIATE RANGE AS APPLICABLE TO THE
SITUATION ON HAND – KICK, PUNCH, ELBOW & KNEE & GRAPPLING

342 Ru sh to Wi n !
DEFENSE
11. MAINTAIN SAFE DISTANCE IN DEFENSE
12. USE EVASION BY MOVING ATTACKED BODY PARTS AWAY
13. PARRY WITH REAR HAND RATHER THAN WITH LEAD HAND
COUNTER
14. USE PROPER TIMING IN COUNTER, IMMEDIATELY AFTER DEFENDING
ATTACK
15. COUNTERS MUST BE SIMPLE, TO VITAL TARGETS
16. RETURN TO GUARD AFTER COUNTER
ENTRY & EXIT
17. SELECT YOUR CLOSEST RANGE AS APPROPRIATE DEPENDING UPON
COMPARATIVE PARAMETERS OF WEIGHT, ABILITY & SITUATION
18. ENTER INTO A CLOSER RANGE WHEN THERE IS AN OPPORTUNITY
19. EXIT TO A FARTHER RANGE WHEN YOU ARE IN TROUBLE
ATTITUDE
20. KILL THE EGO & DEVELOP NO MIND

Mi l i tary J KD 343
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

Bouncing Static in RANGE


TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE ANGLE ANGLE
ANGLE TEE LINE ELEVEN EXTREME 11 ANGLE REAR
Tee his Side Step COMBAT Side Step Push his shoulders
shoulders with Left to STARTING Right to to turn him
urs OUTSIDE POSITION INSIDE

SIDE STEP LEFT SIDE STEP RIGHT


RETREAT

Retreat to
RANGE DEFENSIVE
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp)
Lt Sided SIDE NECK LOCK with RIGHT
ADVANCE
HANDED WORK
Rt Sided REVERSE NECK LOCK with LEFT
HANDED WORK
BODY GRAB
KNEE TAKE DOWN GRAB

Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
LEVEL MOUNTAIN (Overhead)
ADVANCE

LEVEL STANDARD (Head)


LEVEL BISON (Chest)
LEVEL DIAMOND (Abs)
LEVEL RAT (Groin)
LEVEL VALLEY (Thigh)

Bouncing Static in RANGE


TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE TEE ANGLE ANGLE ANGLE ANGLE REAR
LINE ELEVEN EXTREME 11
STRAIGHTBLAST TRAP GATE BOX EYE JAB PUNCH /ELBOW to
PUNCH COMBO HEAD
- Nil - KICK - KICK BOX GROIN KICK
TRAP COMBO KICK BACK/GROIN
PUNCH
- Nil - LOW KICK KNEE KICK KNEE GROIN
to SCOOP
Tee his Side Step STARTING Side Step Push his shoulders
shoulders with Left to ANGLE Right to to turn him
urs OUTSIDE INSIDE

SIDE STEP LEFT SIDE STEP RIGHT


Retreat to RANGE DEFENSIVE
EVADE & COUNTER
MOVE & COUNTER
RETREAT

PARRY - 1 DOOR
PARRY -2 DOOR
PARRY -REVERSE DOOR
Clapping is the art of
using your open hand to
strike the opponents vital
targets. Clap exits are
claps used in grappling
range to quickly exit to
safe distance & handicap
heavier & aggressive
opponents

346 Ru sh to Wi n !
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.

CLAPS are as follows:


Reverse Chop to Neck
Eye Jab
Palm to Face
Half Knuckle to Throat
Heel to Plexus
Slap to Groin
Slap to Face
Chop to Neck (Carotid)

ESCAPE FROM 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

Mi l i tary J KD 347
clap exits grapple

1.

foot stomp

2.
348 Ru sh to Wi n !
eye jab

clap exits
3.

nose push

4.
Mi l i tary J KD 349
5. ear clap
clap exits

6. 1/2 knuckle-throat
350 Ru sh to Wi n !
7. groin slam

clap exits

8. elbow
Mi l i tary J KD 351
9. knee

10. punch

352 Ru sh to Wi n !
11. KICK

Mi l i tary J KD 353
While engaging a mob,
Display full agression to survive,
Engage the leader first,
Move in order to line up mob
Members one behind the other,
Clap vitals of those who grab you,
Hit with elbows & knees
In all directions,
Finish one man at a time
& You will survive!

354 Ru sh to Wi n !
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

Mi l i tary J KD 355
1.
3 MAN GRAB 2. FOOT STOMP

3. 4.

FOOT STOMP on right groin slam

356 Ru sh to Wi n !
5. ear clap 6. rear spinning elbow

7. front elbow 8. side elbow


9. lining-up of opponents

Mi l i tary J KD 357
Remember the weapon weilding
man fights only with his one arm
that weilds the weapon ,
You must fight him with all four
limbs against his one limb!

Avoid the arc of thrust,


Dont be concerned about disarming
Just immobilize the weapon
weilding hand and hit the vitals,
Use elbows & knees,
Throw & stomp ,
To neutralize the threat.

358 Ru sh to Wi n !
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

Mi l i tary J KD 359
SORRY!
outfighting skills

SLASH TO FACE-GET OUT

360 Ru sh to Wi n !
body slash-body tuck

leg attack-tuck

Mi l i tary J KD 361
1. 2.
face the weapon hand grab & eye attack

4.
knee
body

3. elbow-face

infighting skills - defense


to forehand knife attack
362 Ru sh to Wi n !
5. 45 degree
throw

6. 7.

disarm & attack him with his weapon


Mi l i tary J KD 363
1. back hand attack

2. defend with both hands


Jam opponent
364 Ru sh to Wi n !
3.
lop sao-eye attack 4. elbow

6.
5. knee inverted ‘U’ throw
infighting skills defense
to back hand knife attack
Mi l i tary J KD 365
Bullets travel in a straight line,
Avoid that line of fire &
The threat will be neutralized.

The rule of thumb in defending a


firearm threat is either to be too
close or too far.

Too close will enable the use of


unarmed combat skills,
Too far will enable you to
survive by taking cover.

366 Ru sh to Wi n !
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

Mi l i tary J KD 367
i threat
from front

1.

body sway

2.

368 Ru sh to Wi n !
3. defend with both hands
4. lop sao hand & weapon-eye jab

5. follow up: elbows,knees & throws


Mi l i tary J KD 369
from side

ii 1.

2. move out
370 Ru sh to Wi n !
3. grab with both hands
4. LOP SAO & eye jab

5. follow up: elbows,knees & throws


Mi l i tary J KD 371
from down

1. low body threat

iii
2. move body out
372 Ru sh to Wi n !
3. defend with leg
4. lop sao + eye jab

5. follow up: elbows,knees & throws


Mi l i tary J KD 373
from behind

iv
1. threat from behind

2. lean behind & touch weapon


374 Ru sh to Wi n !
3. move out

4. grab with both hands


5. eye jab

6. follow up: elbows,knees & throws


Mi l i tary J KD 375
376 Ru sh to Wi n !
Complete
technical
synopsis
The Complete
Compilation of all
Three Modules

Mi l i tary J KD 377
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
Opponent’s 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

The STATES are determined by your STANCE & MOBILITY


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

378 Ru sh to Wi n !
GAS (Attack from Mobile & Prancing Stance) – Dancing, Narrow Stance with Body
loose for HEAVIER & STRONGER OPPONENTS

The TOOLS of Combat are


KICKS – Front kick, Side kick, Hook (Roundhouse) kick
PUNCHES – Jab (Lead punch), Cross (Rear punch), Lead Hook, Rear Hook,
Uppercuts
TRAPPING - Ths is the art of immobilizing the opponent’s guard (lead forearm) to
enable opening of his guard. 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)
OPEN HANDED VITAL STRIKES - The finger tips, the edge of the hand (knife hand),
the palm, the half-knuckle strike and the palm heel are used to strike the sense
organs - eye, ear, nose, throat, carotid arteries of the neck, solar plexus & the groin
to cause grevious injury.
ELBOW & KNEES – Elbow Slam, Elbow Hook, Front knee, Hook knee
JOINT LOCKS – Wrist lock, Elbow lock (Arm Bar), Shoulder lock (Hammer lock), Neck
lock
NECK GRABS – Side Neck Grab, Rear Neck Grab, Reverse Neck Grab
THROWS – 45 Degree Throw, Inverted U Throw

The RANGES are determined by the distance


between you & the opponent
DEFENSIVE RANGE (Retreat Fighting & Backwards movement) – this is retreating
backward, Defending & Counter Attacking
TAP - TAP RANGE (Far /Outfighting & Static Position Fighting) – this is essentially
Static position fighting with Kicking & Boxing Range

RUSHING RANGE (Near /Infighting & Rushing Advance) – this is Rushing in with
Boxing combinations followed by Knee- Elbow
GRAPPLE RANGE (Close Proximity fighting & Grappling) – this is to go very close to
Grappling Range followed by Knee Elbows & Throws

Mi l i tary J KD 379
The ANGLES are determined by the angle
made by your chest in relation to opponent’s chest
EXTREME ELEVEN (Chest facing Chest flush) – From 11 move towards opponent’s
INSIDE
ELEVEN (Chest facing Chest at slant) – this is BASIC STARTING STANCE
LINE (Both Chests in Line) – From 11 move towards opponent’s OUTSIDE
TEE– (Chest facing Opponent’s Side /Shoulder)- From LINE change angle to make
Chest perpendicular to opponent’s Chest
REAR (Chest to Opponent’s Rear) – From Tee, move around to reach Rear of the
opponent.

The LEVELS are determined by the HEIGHT


of the attack with ref to the opponents body
OVERHEAD LEVEL RUSH or MOUNTAIN (Attack from Over Head) – Attack is
launched at the head by punching from above opponent’s Guard, with your head
is raised ABOVE the opponent’s head by standing on toes
HEAD LEVEL RUSH or STANDARD (Attack on Head) – Attack is launched at the
head, with your head at the SAME level as the opponent’s HEAD
CHEST LEVEL RUSH (Attack on Chest progressing to Head)
a. Front CHEST RUSH or BISON– Attack is launched at the chest & head, with
your head held BELOW & flush with the opponent’s CHEST
b. Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched at the chest & head,
with the (Chest or) front of your body facing the side of the opponent’s body
AB LEVEL RUSH or DIAMOND (Attack on Abdomen)
a. Attack is launched at the Abdomen, your head is held low at the level of
the opponent’s ABDOMEN (attack the diamond shaped area from Abdomen
to groin)
b. Attack is launched at Abdomen with Kicks
GROIN LEVEL RUSH or RAT (Attack on Groin)
a. Attack is launched at the Groin with Punches, your head is held low at the
level of the opponent’s GROIN
b. Attack is launched at Groin with Kicks

380 Ru sh to Wi n !
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 opponent’s Knee, Shin or Ankle

The Opponent Types


TALL OPPONENT – hit LOW on knees & groin
SAME HEIGHT OPPONENT – hit MIDDLE on body & head
SHORT OPPONENT – hit HIGH on the head
POT BELLY OPPONENT – hit BELLY & follow on groin
MESOMORPH (HEAVY MUSCULAR) – hit with STRONGER PARTS i.e elbows &
knees
AGGRESSIVE – DISTANCE with palm on face & KICK him away
TALL MESOMORPH – hit LOW on groin & follow with STRONGER PARTS like elbows
& knees

Mi l i tary J KD 381
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 opponent’s 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 Opponent’s 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 opponent’s Lead hand guard so that he cannot defend
your counter.

382 Ru sh to Wi n !
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

B) TAP TAP RANGE


This is a starting mode of combat, where a static position is maintained while
attacking, without advancing forward too much, using single attacks, followed by
waiting for the opponent’s attack. Most amateur fights are limited to this range-
“I hit, You hit or Tap-Tap”. Tap Tap Range can be studied and perfected under the
categories of various ANGLES & LEVELS (See Basic Course Module)

ANGLE ELEVEN
Right Lead STARTING POSITION for STATIC FIGHTING
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
a1. Punch High - Punch Low
a2. Punch Straight (Jab) - Punch Around to the left (Rear Hook)
a3. Punch Straight (Jab)- Punch around to the right (Lead Hook)
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

Mi l i tary J KD 383
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 EXTREME 11 - Move from 11 to Inside by Side Stepping Right


can be employed at 3 Levels
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks

ANGLE LINE – Move from 11 to Outside by Sidestepping Left


TRAP GUARD & PUNCH
Trapping is the art of immobilising the opponent’s guard with one hand while
hitting him with the other hand
1. PAK SAO – Trap Opponent’s Lead hand Guard with your Rear Hand
2. LOP SAO - Trap Opponent’s Lead hand Guard with your Lead Hand

ANGLE TEE – Move from Line to Tee by stepping forward to face your
Chest on the Side of Body
The Tee position offers distinct Advantages – Since the front of your Body is stuck to
the Opponent’s Side, pinning his lead Hand, he is incapable of using his Lead hand
to punch. Since his Rear hand is not facing you, even his rear hand cannot be used
to punch. And since you are facing him, You can use both your Lead & Rear Hands
to punch him. So its your TWO Hands against his NO Hand. This advantage will be
maintained only until you manage to keep your Chest STUCK to his Side.
Tee CHEST RUSH or STRAIGHT BLAST – Attack is launched by charging in Tee position
to stick your chest to the opponent’s side attacking with Box combos with both
right & left hands to front & back of his opponent’s Head & Abdomen.

ANGLE REAR – Move to Opponent’s Rear whenever he partially turns


away from you while defending your attacks.

384 Ru sh to Wi n !
Attack 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
C) RUSH RANGE (Box Combo to Elbow–Knee)
Whenever there is an opportunity, the idea is to suddenly rush in close to the
opponent, with a flurry of Box combinations followed by destructive Elbows &
Knees. The surprised opponent should have no time to react, caught completely
by surprise.

ELEVEN ‘11’– Rushes


OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) – Attack is launched
with Box combos at the head by punching from above opponent’s Guard, with your
head is raised ABOVE the opponent’s 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 opponent’s HEAD,
Front CHEST RUSH or BISON – Attack is launched at the chest & head, with your
head held BELOW & flush with the opponent’s CHEST
AB RUSH or DIAMOND (Attack on Abdomen) – Attack is launched at the Abdomen,
your head is held low at the level of the opponent’s 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 opponent’s 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

Mi l i tary J KD 385
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 opponent’s 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 Opponent’s Rear whenever he partially turns away from you while

386 Ru sh to Wi n !
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

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.
Right hand CLAPS are as follows:
ƒƒ Reverse Chop to Neck
ƒƒ Eye Jab
ƒƒ Palm to Face
ƒƒ Half Knuckle to Throat
ƒƒ Heel to Plexus

Mi l i tary J KD 387
ƒƒ Slap to Groin
ƒƒ Slap to Face
ƒƒ 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

DEFENSE TO KNIFE ATTACK


a) Rule of thumb – AVOID THE ARC OF THRUST
b) If attack is telegraphic (wide & predictable), move closer to get inside the
arc of thrust & grab attacking hand
c) If attack is non telegraphic (unpredictable) Face Weapon & get outside by
moving away from the arc of thrust.
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

388 Ru sh to Wi n !
g) Elbows & Knees
h) Throw OR
i) Disarm Knife & Thrust same knife on opponent

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
e) Hit Vitals – Eye, Groin, Foot Stomp
f ) Elbows & Knees
g) Throw OR
h) Disarm Firearm & Threaten the opponent with it.

Mi l i tary J KD 389
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

Bouncing Static in RANGE


TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE ANGLE ANGLE
ANGLE TEE LINE ELEVEN EXTREME 11 ANGLE REAR
Tee his Side Step COMBAT Side Step Push his shoulders
shoulders with Left to STARTING Right to to turn him
urs OUTSIDE POSITION INSIDE

SIDE STEP LEFT SIDE STEP RIGHT


RETREAT

Retreat to
RANGE DEFENSIVE
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hit(KE)-Throw-Stomp)
Lt Sided SIDE NECK LOCK with RIGHT
ADVANCE
HANDED WORK
Rt Sided REVERSE NECK LOCK with LEFT
HANDED WORK
BODY GRAB
KNEE TAKE DOWN GRAB

Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
LEVEL MOUNTAIN (Overhead)
ADVANCE

LEVEL STANDARD (Head)


LEVEL BISON (Chest)
LEVEL DIAMOND (Abs)
LEVEL RAT (Groin)
LEVEL VALLEY (Thigh)

Bouncing Static in RANGE


TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE TEE ANGLE ANGLE ANGLE ANGLE REAR
LINE ELEVEN EXTREME 11
STRAIGHTBLAST TRAP GATE BOX EYE JAB PUNCH /ELBOW to
PUNCH COMBO HEAD
- Nil - KICK - KICK BOX GROIN KICK
TRAP COMBO KICK BACK/GROIN
PUNCH
- Nil - LOW KICK KNEE KICK KNEE GROIN
to SCOOP
Tee his Side Step STARTING Side Step Push his shoulders
shoulders with Left to ANGLE Right to to turn him
urs OUTSIDE INSIDE

SIDE STEP LEFT SIDE STEP RIGHT


Retreat to RANGE DEFENSIVE
EVADE & COUNTER
MOVE & COUNTER
RETREAT

PARRY - 1 DOOR
PARRY -2 DOOR
PARRY -REVERSE DOOR
Acknowledgements

dR. SHEETAL dR. KOMAL

RITESH NIKESH
392 Ru sh to Wi n !
Mi l i tary J KD 393
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 opponent’s 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

394 Ru sh to Wi n !
Stance – Posture adopted in combat
Neutral or Natural Stance – Standing with feet almost together
Right Lead Stance – Standing with Right foot in front of left foot
Left Lead Stance – Stance with Left foot in front of right foot
Matched Stance – When you and the opponent are both in Left Lead Stance or
when both are in Right Lead Stance
Unmatched Stance – When you are in Right Lead Stance and Opponent is in Left
Lead Stance or Vice versa
Changing your Lead – Going from Right Lead to Left Lead Stance or Vice versa

Inside – Moving towards opponents Chest


Outside – Moving towards opponents Back

Step and Slide Advance – Moving in front without changing your Lead.
Step and Slide Retreat - Moving backwards without changing your Lead
Step Thru - Moving in front by changing your Lead
Side Step Right - Moving sideways to your Right without changing your Lead
Side Step Left - Moving sideways to your Left without changing your Lead

Front Kick – Stomp Kick – Stomping your foot in front to Groin


Front Kick – Snap Kick – Extending flexed knee to front
Side Kick Body – Extending flexed knee to side
Roundhouse Kick / Hook Kick – Extending flexed knee circularly
Knee Break – Side kick to knee joint
Shin Kick – Front kick to Shin bone
Ankle Scoop – Circular sweeping strike with Foot to the Ankle

Jab – Straight Punch with Lead Hand


Cross – Straight Punch with the Rear Hand
Hook – Circular Horizontal Punch with either hand to Jaw
Uppercut - Circular Vertical Punch with either hand to Chin
Knock out/ Kayo – Concussion or momentary fainting due to a jerk on the neck and
transient counter coupe injury (whip lash) to brain.

Mi l i tary J KD 395
Pak Sao Trap – Immobilizing /Holding the Opponent’s Lead hand with your Rear
hand
Lop Sao Trap - Immobilizing /Holding & Pulling Opponent’s Lead hand with your
Lead hand
Pak Sao Defense – Using Palm Slap to defend the opponents strike, punch or kick.

Head Butt – Ramming the opponent’s 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 it’s 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 opponent’s straight
knee to make him lose balance.
Knee Takedown – Folding the opponent’s 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 opponent’s head in your armpit when both are
facing the same direction

396 Ru sh to Wi n !
Reverse Neck Lock – Grabbing the opponent’s head in your armpit when both are
facing each other. Here the opponents head is facing the ground
Rear Neck Lock – Grabbing the opponent’s head from behind him by wrapping
your arm & forearm around his neck.

Slap Parry / Pak Sao/ Palm Slap Parry – Deflecting the opponent’s strike using
slapping action of your palm
Door Defense / Tan Sao/ Forearm Parry - Deflecting the opponent’s strike using the
Forearm
One Door Defense - Deflecting the opponent’s strike using Lead forearm
Two Door Defense – Blocking the opponent’s strike using Both forearms
Reverse Door - Deflecting the opponent’s strike using Rear forearm

Duck – Evading the opponent’s strike by moving head downwards


Snap Back – Evading the opponent’s strike by moving head backwards
Slip to Right – Evading the opponent’s strike by moving head side wards to Right
Slip to Left – Evading the opponent’s strike by moving head downwards to Left
Body Tuck – Evading the opponent’s strike by moving body backwards
Knee Tuck – Evading the opponent’s 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 fighter’s bodies/ Chests
Range – The distance between the two bodies at which the fight occurs.
State – The state of rigidity/ flexibility of the fighter’s body.

Mountain Level – Boxing Combination Attack launched from Above opponent’s


head at his head.

Mi l i tary J KD 397
Standard Level – Boxing Combination Attack launched at the opponent’s Head.
Bison Level – Boxing Combination Attack launched at opponent’s Chest.
Diamond Level – Boxing Combination Attack launched at opponent’s Abdomen.
Rat Level – Boxing Combination Attack launched at opponent’s Groin in Crouched
Stance.
Valley Level - Attack launched at opponent’s Head when he is attacking with
crouched stance. Here opponent’s head may be at the level of your thighs.

All Below Angles are with ref to matched Stance


Angle Eleven – Opponent & You stand face to face, Your Chest facing Opponent’s
Chest.
Angle Line – Opponent & You standing facing Side to Side. This Angle is reached
when you move from Angle Eleven to Outside.
Angle Tee – Your Chest facing Opponent’s Side
Angle Rear – Your Chest facing Opponent’s Back.
Extreme Eleven – When you move from Angle Eleven to the INSIDE, towards
opponent’s Chest, you are said to be in Extreme Eleven or Inside

Outer Circle Range - When the distance between you and the opponent is about 2
metres, when neither you nor your opponent can reach each other with an attack
.
Kicking Range - When the distance between you and the opponent permits only
exchange of kicks
Punching Range - the range refers to the distance at which you and your opponent
exchange punches. It is a distance closer than kick range but further than the knee
elbow range.
Knee – Elbow Range - the range refers to the distance at which you and your
opponent exchange elbows and knee techniques .It is a distance closer than the
punching range but farther than the grappling range.
Grappling Range – the range refers to a very close distance where the two bodies
are in close approximation. At this range you & your opponent exchange locks,
throws & grabs . Groundwork Range – the range refers to fighting on the ground

Ice State / Solid – the state refers to a deep, rigid and wide stance
Steam State / Gas- the state refers to a freely mobile, prancing and narrow stance.

398 Ru sh to Wi n !
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.

Mi l i tary J KD 399
The Indian Bison
The Indian Bison or GAUR (Bos Gaurus) is a large, dark-coated bovine animal of
South Asia, biggest populations are found today in India. The Gaur is not to be
confused with the American Bison (Bison Bison) which is a timid animal and prey
of hunters, now almost extinct.
Gaur are the heaviest and most powerful of all wild cattle. Males have a highly
muscular body, with a distinctive dorsal ridge and a large dewlap, forming a
very powerful appearance. Body length is upto 12 feet, shoulder height 2 metre,
weighing about 2 ton with 32 inch horns.
Due to their formidable size and power, the gaur has few natural enemies. There are
several cases of tigers being killed by gaur. In one instance, a tiger was repeatedly
gored and trampled to death by a gaur during a prolonged battle. In another case,
a large male tiger carcass was found beside a small broken tree in Nagarahole
national park, being fatally struck against the tree by a large bull gaur a few days
earlier. When confronted by a tiger, the adult members of a gaur herd often form
a circle surrounding the vulnerable young and calves, shielding them from the big
cat. A herd of gaur in Malaysia encircled a calf killed by a tiger and prevented it
from approaching the carcass while in Nagarahole, upon sensing a stalking tiger, a
herd of gaur walked as a menacing phalanx towards it, forcing the tiger to retreat
and abandon the hunt. Gaurs have also been known to make a whistling snort as
an alarm call to warn other members of its herd of approaching danger. Especially
during summer time, the heat and parasitic insects make them more short-tempered
than usual. Gaur bulls may charge unprovoked, rushing at the enemy & goring it to
death. RUSH TO WIN! is the motto aptly adopted by the Bison System.

The Bison System


JKD of Military Unarmed Combat derives inspiration from the Indian Bison’s
attitude of charging towards victory, for upholding principles of bushido – Courage,
Benevolence, Righteousness, Honor & Duty. It is an application of Jeet Kune Do
concepts to Military Unarmed Combat. The Bison system is the result of the Rao
couples research and experience in imparting Unarmed Combat (& Close Quarter
Battle) training to over 15,000 soldiers & policemen, over the last two decades.

You might also like