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Posted: Fri Jun 13, 2008 2:39 am
3 or more limbs? Like...four? xd
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Posted: Fri Jun 13, 2008 2:02 pm
Nenyond Coming from a Kenpo background....Coordination. Hitting what you want, when you want as often as you damn well please. We use three or more limbs to deliver the whoopins, and that takes a great deal of training and coordination to pull off autonomously. But when it happens....holy s**t. You haven't lived until you've been both smacked in the gob and kicked in the inside of the thigh, you don't know what to grab first, then while you're trying to decide, you get another knuckle in the noodle, and a good kick in the belly on the way down. So, yeah, coordination. you realize that like ... the only possible 2 limbed strike that will have any decent power (and even then... not really) would be like a spinning backfist+kick, which would not only be really retarded, but obvious and still rather weak. If you mean throwing combinations, then that's a different story, but you still have time to react. It's not hard to throw up a shell and raise the leg to check the kick at the same time, rather common, actually.
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Posted: Sat Jun 14, 2008 12:55 am
Alot of the movements in Kenpo happen at damn near the same time. If you took the time to think each one out, with "then" statements, it won't work in the Kenpo sense. "and" is the magic word, or "simultaneously". We strive for three points of contact, be they weapons or blocks, but even blocks are delivered as strikes.
So yes, three or more limbs, counting checks, and blocks/parries, points of contact and avoiding "then" motions.
Every time a weapon passes the body, we can insert a strike, like I said, its not about how hard you hit, but where and when you hit. Most reaction for the least work.
I can hit like a bear, but I don't need to, I find hitting like a badger is far better. Hit you more often, but in more sensitive or vulnerable places, I don;t need to hit as hard, because bio-mechanics and physics are my friend.
(What the hell is a "then" then motion? Simply..."Then you do this..." I hate floating arm Kenpo, If I can't fit what I need to in the time I have, I'm not doing it right. To do so I have to be able to connect motions together in a seamless flow and utilize all of my live limbs to the fullest capacity.)
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Posted: Sat Jun 14, 2008 1:21 pm
Nenyond Alot of the movements in Kenpo happen at damn near the same time. If you took the time to think each one out, with "then" statements, it won't work in the Kenpo sense. "and" is the magic word, or "simultaneously". We strive for three points of contact, be they weapons or blocks, but even blocks are delivered as strikes. So yes, three or more limbs, counting checks, and blocks/parries, points of contact and avoiding "then" motions. Every time a weapon passes the body, we can insert a strike, like I said, its not about how hard you hit, but where and when you hit. Most reaction for the least work. I can hit like a bear, but I don't need to, I find hitting like a badger is far better. Hit you more often, but in more sensitive or vulnerable places, I don;t need to hit as hard, because bio-mechanics and physics are my friend. (What the hell is a "then" then motion? Simply..."Then you do this..." I hate floating arm Kenpo, If I can't fit what I need to in the time I have, I'm not doing it right. To do so I have to be able to connect motions together in a seamless flow and utilize all of my live limbs to the fullest capacity.) And this is why Kenpo is an ineffective art in comparison to arts that focus on applicable striking. The sheer dynamics of striking with multiple parts of the body not only ******** ruin the possible power in the strikes, but it also limits the speed with which they're thrown. Assuredly, hand speed and striking speed period is something innate, but it can be worked, however, unless you're using proper form, you're never really going to develop any power in the strikes.
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Posted: Sat Jun 14, 2008 11:01 pm
In all honesty, I can scarcely think of a time when we are hitting with two limbs. Aside from hand strikes and scoop or snap kick stuff like in Triggered Salute. (And in all likelihood, I delete the kick anyways, preferring a nice deep stance penetration to unbalance and check the line of retreat/ restrict the freedom of movement.) A great majority of the stuff is set up and initiated while the weapon is "on target" or returning. Replacement, hit you once, as I recoil, hit you again with another weapon, preferably in a different location. Repeat as often as desired.
The (IMHO) splendid thing about Kenpo is the ability to prefix, suffix, insert, delete, or rearrange anything within any given technique.
I am not a strong kicker, I will not kick higher than the knee, so techniques that rely on a kick or include one are suitably modified or discarded.
Notice how I never explicitly stated hitting with those extra limbs, merely coordinating their movement in an intelligent manner. Utilizing checks, footwork, etc.
Nothing unique to Kenpo, I am sure coordination is very greatly prized in a good many other styles, I was merely citing my experience and why I felt that coordination was/is a very important attribute/asset to develop. biggrin
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Posted: Wed Jun 18, 2008 5:40 am
the best way to fight is to be a strong high level allrounder because there is no use in strength with no speed and speed with no strength, no accuracy(you might as well give up), no endurence is useless etc so as you can understand you need an optimum porportion for every thing
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Posted: Sun Jun 22, 2008 7:08 am
Stanima *SP* If The longer you can keep going the better off you are, if nothing else you can simply out last your oponet
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Posted: Sun Aug 17, 2008 9:58 pm
i voted speed but when it comes down to it you need a combination of a few things. Speed, power, technique, and experience. all four is best. all are very important. id say that id rather have speed, tech, and experience. id rather have experince than technique because even the best techniques can be made useless if one is inexperienced at fighting. id rather have speed than power, because lets face it, you cant beat what you cant catch. thats the only way i can descibe it in type.... a very complex subject that is hard to make a general statement about.
and stamina is always required.
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Posted: Tue Aug 26, 2008 10:07 pm
Really, I think the best thing to be able to do in a fight is to stay clam. If you can stay calm, you can apply yourself a lot better and not just be a flailing idiot. One of the things I was taught in knife defense is to right away think "There will be blood, and probably mine." If you can stay calm, and know what may happen, and if it does happen, you knew that it would happen, and you can just continue on.
Sorry if this was a bit confusing xp
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Posted: Fri Aug 29, 2008 1:14 pm
Determination and knowing when not to fight 3nodding That is what I think makes a good fighter.
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Posted: Sat Aug 30, 2008 7:36 am
I think, in all honesty, that confidence, humbleness, technique, the ability to improve, and the want for improvement make for a good fighter.
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