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Jeet Kune Do for the
Ring
What Would Bruce Lee Say About This?
By now, you have read the title of this article and are likely
stretching your head and asking yourself "Bruce Lee's jeet
kune do in the ring? Isn't that a contradiction in terms?"
Not necessarily.
Although it is true that the primary focus of jeet kune do, as
taught by Lee, was for street combat, it does not mean JKD
practitioners cannot utilize the concepts and principles of the
"way of the intercepting fist" in the square circle.
During his
lifetime, Lee was exposed to, studied and applied aspects of
countless martial arts from around the globe. He constantly
whittled away at the unessentials of each technique he
accumulated, and he established a training regimen and approach
capable of producing some devastating fighters, both inside and
outside of the roped canvas. Of course, many of the techniques
Lee advocated-"stop-kicks" to the shins, eye jabs,
kicks to the groin, and stomps to the knee-are not allowed in
American professional kickboxing matches. If they were, there
would be a great many crippled fighters.
Jeet kune do
stresses combat reality in training for the street. But applied
intelligently, the concepts taught by Lee can produce highly
skilled combatants for competition. Following are some of Lee's
concepts that can be utilized for competition.
Broken Rhythm
It is not uncommon
to see fighters stand relatively still in the ring, then very
telegraphically launch their attack. Just as common are fighters
who, without changing the rhythm or tempo of their movement,
initiate their attack on cue with the beat they have established.
It is simple to read the intentions of either type of fighter,
and their attacks can be easily evaded, defended and/or
countered.
The "broken
rhythm" concept involves establishing a rhythm to your
movement and then changing the "beat" abruptly in order
to bridge the gap to your opponent. You can either quicken the
tempo (the time between each beat) and move a half-beat early, or
just as effectively lengthen the tempo and hit a half-beat late.
In either case, the objective is to catch the opponent out of
sync.
Several factors
must be considered when using broken rhythm in the first place.
You use that rhythm to lull the opponent into a false sense of
security. Once the opponent appears comfortable with your rhythm,
you can quickly change the beat and catch him off guard.
Second, broken
rhythm is most successful once you have obtained the proper
fighting distance. You need to maneuver into your ideal fighting
distance to launch your attack. If you launch an attack from the
wrong distance, even with the use of broken rhythm, you will most
likely hit only air.
And three, you can
break your rhythm by using footwork, head-and-shoulder fakes,
feints with your hands, feet, elbows or knees, or just by
changing your breathing.
When using broken
rhythm to close the distance to the opponent, it is sometimes a
good idea to break your rhythm a few times without attacking
behind it. This strategy takes broken rhythm one step further by
familiarizing your opponent with the movement without any
immediate consequence. Then, after setting up your unsuspecting
opponent several times, you strike.
Broken rhythm can
also be used in conjunction with combinations after you have
closed the gap. Rather than blasting every punch and kick with
full speed and power when you have your opponent in a defensive
posture, a smart fighter can upset his opponent's defensive
timing by quickening or slowing the tempo of his blows. This
tactic allows you to be more selective and accurate with your
strikes while simultaneously confusing your opponent.
The JKD Jab and Cross
Two of the primary
principles in jeet kune do are "economy of motion" and
"nonchambering strikes." With these concepts in mind,
the JKD fighter has taken the standard boxing jab and cross, cut
away some of the excess movement, and created more direct,
streamlined strikes.
The standard boxing
jab creates torque by snapping the elbow up, turning the wrist,
and pronating the fist. A good portion of the punch's power comes
from twisting or torquing the arm. Rarely do you see a boxer
generate any power for his jab from the lower part of his body.
In boxing, the jab is generally a shoulder- and-arm punch
intended to bother opponent but no knock him out.
The problem with
this technique is the slight telegraphing movement when lifting
and turning the elbow and shoulder, which occurs at the outset of
the punch. Slight as they may be, these movements are easily
discerned by the skilled pugilist.
The jeet kune do
jab is more direct in that the elbow and shoulder do not rotate,
nor does the wrist turn on its way to the target. The elbow
starts and remains in a downward-pointing position, and the first
movement is that of the vertical fist toward the point of impact.
The punch travels to the target as directly as possible. The
opponent does not see any telegraphic movement of the fist, elbow
or shoulder. Thus, the opponent has fewer movements on which to
focus before the punch is launched. To quote Lee: "Your
strike should be felt before it is seen."
The JKD jab can be
launched from close range, or it can be used in conjunction with
a step-and-glide maneuver to close the gap and hit from longer
range. In either case, power is generated by the elbow, shoulder,
hips, knees and finally the feet in a whip-like motion. The fist
snaps out and returns fluidly. Remember to remain loose and
relaxed. Other than tightening the fist at the moment of impact,
refrain from tightening the muscles.
The jeet kune do
cross maintains the same principles of economy of motion,
nonchambering and straight-line directness as the JKD jab. The
front side of the body acts like a hinge and opens up just enough
to allow the rear arm to move in a straight line to the target.
The fist stays vertical and the elbow stays down and close to the
body. As the punch nears the point of impact, the leg thrusts
forward and power is generated from the rear foot, knee and hip.
Fighting Measure
In jeet kune do,
proper fighting distance is referred to as the "fighting
measure." There is an ideal fighting measure for every
individual, in every situation, and it varies depending on body
type, attitude, type of opponent, strengths and weaknesses,
fighting conditions, etc. Since your opponent's reach, speed,
timing and tactics may be quite different than your own, each of
you may have a different fighting measure. The fighter who can
keep the battle in his preferred fighting measure the majority of
the time has a decided advantage. For instance, if you like to
fight in close, and your opponent prefers to hit from a distance,
it is to your advantage to keep the bout at close range. By
cutting off the ring, pinning him in the corners or against the
ropes, or simply smothering him, you ensure that the fight is
conducted under the circumstances in which you feel most
comfortable.
Many times,
however, the difference in preferred distance for each fighter is
not that great. You may both feel comfortable at infighting or
long range. In this case, the key may be where you fight from,
but when you fight. When your opponent is in tune with your
timing and movement, and appears to be ready to do battle, it is
not the appropriate time to take the fight to him. Nor should you
allow him to bring the fight to you. Ideally, you want to go to
battle when you are ready and the opponent is not.
When you feel your
opponent is prepared to engage you, you either move away or you
smother his intention by jamming and tying him up. A perfect
example of this strategy was the way Sugar Ray Leonard confused
and demoralized Marvelous Marvin Hagler in their memorable bout.
Hagler allowed Leonard to dictate the distance and pace of the
fight. Body movement, feints and fakes are often enough to put
the brakes on an opponent who is trying to zero in and unload on
you. Other times, lateral movement, angling or changing direction
deprives your opponent of the ability to execute an effective
attack. And while he is trying to catch up with you, you are
waiting for him to fall into your preferred fighting zone.
Gaining the Infighting Edge
Infighting range
can be a scary and frustrating place for individuals unschooled
at this distance. Most fighters do not feel overly confident or
comfortable when they can feel their opponent's body heat and
smell their breath. Many fighters will rely on brute strength and
a barrage of combinations at this range. While these are fine
tactics, they alone do not a fighter make.
The victory at
close range often goes to he who fights smarter, not harder. With
proper training, the jeet kune do stylist learns to savor the
inside game and makes it one of his strengths. By utilizing the
centerline principle of wing chun Kung fu, evasion and trapping
skills, and strikes known as "innergate" and
"outergate" punches, the JKD stylist can gain a decided
edge at infighting range.
Innergate Punches
The
"innergate" punch is applied when your opponent's arm
is on the outside of your arm. The technique can be utilized
either from normal punching distance or from infighting range.
One opportune time to use it is when your adversary is attempting
to punch over your inside arm during a clinch. When he begins his
punch, execute a corkscrew-style punch with your inside arm,
striking his head or torso. You must lift your elbow slightly to
keep his arm outside and away from his intended target.
When using the
innergate punch at normal punching distance, timing and angling
are extremely important because you cannot employ JKD's
sensitivity skills at this range. The innergate punch is most
successful at punching distance when employed against looping or
rounded punches. Looping punches allow you to get inside more
easily and also allow for better angling. As the opponent begins
his looping punch, angle inside slightly, keeping your arm on the
same side of his punching arm. Drive on an inside route upward,
so his arm glances against the outside of your arm as you
continue to punch toward the target. His punch should be guided
away from the intended target, while your punch is directed to
his face or body.
Outergate Punches
The
"outergate" punch is employed when your arm is outside
of your opponent's arm. When the opponent attempts to take an
inside line to his target, you "cut" into his arm,
redirect his strike, and continue with your punch, driving into
the target.
The outergate punch
can be utilized in normal punching range or for infighting. As
you cut into the opponent's arm, it might be a good idea to angle
slightly to the same side as your punching arm. This maneuver
allows you to not only outflank your opponent, but may also move
you out of the way of his follow-up punch.
Attack by Draw
If you are facing a
strong defensive fighter or an opponent who likes to run, or if
you are at a decided reach disadvantage, feet Rune do's
"attack by draw" can be an effective tactic, especially
when combined with a "stop-hit" or
"stop-kick" maneuver.
Attack by draw is
one of Lee's legendary "five ways of attack." The
object is to lure your opponent into launching a particular
attack by intentionally exposing an opening in your defense.
Perhaps you drop your hands to expose your head, or spread your
arms to expose your midsection, or lift your elbow and seemingly
allow access to your ribs. At this point, you have already
analyzed the opponent's reach, speed, timing and body mechanics
when executing an attack, and have noticed any potential
weaknesses to exploit.
Once your opponent
launches the expected attack, you are prepared to counter. You
should attempt to utilize a longer, quicker; or more direct
offensive tool than the opponent. Your counterstrike can be
executed either at the beginning of, or midway through, his
attack.
The attack by draw
principle is normally used against a less-aggressive opponent to
lure him into launching an attack. If the opponent is extra
tentative, it might be a good idea to allow him to get close to
hitting his target a few times, yet just miss it. This will serve
to build his confidence, reduce his fear of being countered, and
may cause him to throw caution to the wind. When he is properly
set up, counter his next attack.
It is important to
either angle away from, misdirect, or gain control of the
opponent's striking limb before penetrating too deeply with your
own strike. Always keep in mind your defensive structure and
defensive tools when countering. Although you exposed a target to
lure the opponent in, when countering you must re-establish a
proper defensive position to make sure he doesn't score.
"Stop-hit" and "stop-kick" movements include
finger jabs to the eyes, foot jams to the shin, hard kicks to the
shin or knee, or kicks to the groin. Since these techniques are
obviously illegal in the ring, some pos- sible alternatives might
be: a back kick to the ribs against an opponent's jab; a front
kick to the hip or thigh against an opponent's side kick; a
step-and-glide jab against an opponent's high roundhouse kick; or
a front stomp kick to the hip or thigh against a opponent's
rear-leg kick.
This article has
touched on just a few of the principles of Jeet Kune Do which may
assist you in preparing for tournament, kickboxing or boxing
competition. To gain a complete and thorough understanding of
these concepts, it is recommended that you seek out an
experienced Jeet Kune Do instructor who can assist you in
furthering your skills in these areas.
Taken from Black Belt
magazine
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