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Sunday, October 19, 2025

Methods of Attack

The methods of attack is a categorical summary of the primary ways in which one can attack an opponent in unarmed combat. Though they are primarily intended to be applied to striking while standing, they generally can be applied to other areas of combat.

The following is largely sourced from Bruce Lee's '5 Methods of Attack' and from Mark Jacob's book The Principles of Unarmed Combat.

Next to each heading in parenthesis is the related method of attack by Bruce Lee.


1. Single Direct Attack (Single Direct Attack/Simple Angle Attack)
The single direct attack is the simplest manner of attack in which a single strike is thrown directly at the target.

Timing, distance and speed are key elements to successfully landing the strike. You must be able to recognize openings to know the right time to attack as well as be close enough to land the blow without your opponent being able to launch an effectively defense. Examples would be throwing a jab at the opponents chin after seeing that he has dropped his guard or striking his lead leg with a round kick after recognizing that his stance is too wide.

2. Combination Attack (Attack by Combination)
The combination attack can be defined as an attack which includes two or more strikes, each thrown with the intention of hitting their targets.

Combination attacks have a few advantages over single direct attacks. The first is that throwing more strikes provides an opportunity to do more damage. If you attack with a jab->cross->hook and land all three punches, then you have probably caused more damage to your opponent than if you were to attack and with and land only a single jab.

Second, combinations are intended to create openings by overwhelming your opponents defensive capacity. Going back to the jab->cross->hook example, even if your opponent is able to defend against the jab, their defensive reaction may create a new opening for the cross or the hook to land. Each follow up strike capitalizes on their recovery effort. Their effectiveness can also be enhanced by combining strikes that attack different lines though attacking the same line with mutiple attacks can also work. 

3. False Attack (Progressive Indirect Attack)
The false attack is the use of some sort of misleading movement as a means to create openings to set up your real attack. False attacks include fakes, feints and progressive indirect attacks.

Fakes are essentially partial attacks which lack follow through. For instance, I might throw a fake cross, extending my rear arm halfway to get my opponent to react (maybe he raises his arms or simply shifts his attention to protecting his head), then quickly throw a lead shovel hook to the body.

Feints are similar but involve a more subtle movement. For example, instead of faking the cross I might simply feint it by slightly and quickly twisting my body, then following up with my actual attack with my lead hand.

Though there is a distinction between faking and feinting, it is also common to find the words used interchangeably. I myself will sometimes do this out of laziness.

The progressive indirect attack is a concept Bruce Lee borrowed from fencing. It is a type of fake/ feint that utilizes one motion with no withdrawal of the hand or leg. For instance, I might throw what looks to be an overhand strike, then midway through (without pulling back) shift down by bending my knees and circling my arm at the elbow to strike the opponents groin.

4. Drawing Attack (Drawing Attack)
Drawing is the tactic of luring your opponent into attacking what they perceive is an open area or vulnerability so that you can perform a counter attack

5. Disruption Attack (Immobilization Attack)
The disruption attack is one that disrupts the opponents defensive position by making some sort of preliminary contact with him prior to the damaging part of the attack. Bruce Lee's hand immobilization attack fits into this category, though it should be pointed out that disruption attacks are not limited to just trapping the opponents arms and hands.

Common disruptions include:
-grabbing or slapping an opponents arm out of the way so that you can strike his head.
-pulling, pushing or tripping your opponent to off balance them to setup a strike.
-using the opponents clothes to entangle them (an example is how hockey players will pull their opponents jersey over there head).


Other Attack Categories
The five methods above provide a nice categorization of core attacking methods but there are additonal ways attacks could be categorized. Some of these include: 

6. Directional Attack
A directional attack also called an angular attacks employ the use of footwork in order to move toward the side of an opponent in an attempt to find an opening to attack.

7. Change of Timing Attack
Often referred to as 'broken rhythm', the change of timing attack uses an abrupt change in the normal speed or rhythm of your attacks to throw off your opponents defenses.

The change in speed attack involves throwing your strikes slower than your able to. The idea is that after doing so for some time, your opponent will hopefully believe that this is your normal speed or at least lull him into expecting your strikes to continue at this pace. When you feel the time is right, you attack at your maximum speed. This sudden change will hopefully throw off your opponent and create an opening.

8. Change of Target Attack
This attack looks to establish a pattern of attacking one target for a period of time then suddenly switching to a different target. This attack relies on your opponent expecting one thing, then you doing something different. For example, you might repeatedly punch at the opponents body so that he eventually expects that attack to come and thus lower his arms for protection. This of course presents an opportunity to attack the head. This really is just an expansion of the attack by combination or false attack.

Example

9. Subterfuge Attack
This is the use of psychological ploys to distract an opponent and create an opening for attack. A classic example would be telling an opponent to look "behind you" and then hitting them as he turns away. Another example found in sporting events, is offering to touch gloves then immediately attacking when the opponent extends their arm. Or acting like you're hurt to entice you're opponent into being over confident and over extend themselves with their atack (playing possum - also a type of attack by drawing).

More often, the subterfuge attack can be found in the ploys used by criminals such as asking what time it is or if you have a cigarette as a way of distracting, getting close and/or putting their target at ease.



Chinatown Jeet Kune Do
The Principles of Unarmed Combat
JKD: The Arsenal of Self Defense

Friday, November 25, 2022

Opponent Identification


In order to know when to hit an opponent, a JKD stylist needs to identify what kind of adversary he is facing. There are generally five categories of attackers:

• The blocker stands his ground in a fight by blocking, hoping to eventually find an opening for a counterattack. Like a boxer, he covers himself and waits for a time lag so he can counter.

• The runner is an opponent who retreats. He hopes that by giving up ground, he’ll figure out his adversary’s strategy and counter when his adversary is off-balance.

• The banger is an unsophisticated opponent who charges blindly into a fight, hoping to knock his adversary out with a flurry of kicks and punches. His straightforward style makes him dangerous because a JKD practitioner won’t have time to do any type of complicated defense.

• The shooter is a grappler who is a skilled ground fighter. Like a football player, he tries
to tackle his adversary to the ground. Once there, he repeatedly pounds his opponent into
submission. 

• The interceptor waits for his adversary to make the fi rst move and then launches a stophit,
stop-kick or counterstrike. An interceptor fi ghts somewhat like a JKD practitioner.



Chinatown Jeet Kune Do

Tuesday, November 15, 2022

Non-Telegraphic Movement

To telegraph is to unintentionally alert your opponent to your next offensive move. It refers to unintended preparatory movements which act as signals or tells, lowering the chance of your attack being successful. Common examples would include drawing the hand back before throwing a punch, trying to shoot a takedown from too far away, taking an unnecessary step before kicking or even shifting the gaze of the eyes to the area of the opponents body to be attacked.

Non-telegraphic movement is offensive movement which is technically sound and implemented with good distance. It is technically sound in that unnecessary preparatory movements have been eliminated. The move is initiated at the right distance to avoid your opponent from having the time to recognize your offense and easily counter. 

"Don’t waste motion. Have a purpose in every action of deception, defense or attack. Don’t telegraph any punches."




https://archive.org/stream/TaoOfJeetKuneDoByBruceLee/Tao%20of%20Jeet%20Kune%20Do%20by%20Bruce%20Lee_djvu.txt


https://www.nymaa.com/announcements/Getting-To-The-Roots-of-JKD_AE6.html

http://www.thescienceofstriking.com/research-review/brief-review-telegraphing-of-kicking-techniques/

https://streetfightsecrets.darkbb.com/t287-senshido-core-concepts-and-training-approach-reviewed-by-uk-leo-brian-thai

https://forum.davidmanise.com/index.php?topic=50241.0


Monday, November 14, 2022

Timing

Though there are various definitions for what is referred to as timing in the martial arts, generally it refers to the ability to know the right moment to execute a technique. This means that you have the capacity to recognize openings in your opponents defense and to capitalize upon those opportunities. In regards to timing, it means understanding when to bridge the gap. 

What is the right time? It's the time at which the move can be the most effective. 



Principles and Concepts For Martial Arts
The Principles of Unarmed Combat pg 96


Friday, November 11, 2022

Distance & Range

I. Core
Distance - refers to the space between you and your opponent. In terms of self defense, greater distance gives you more time to react. More distance equals more time. Less distance equals less time. 

Range - The artificial categorization of the varying possible distances between you and your opponent(s). 

Ranges of Unarmed Fighting
1. Standup Striking Range
a. Long Range - the distance which puts a fighter just out of range of his opponents attack. See fighting measure.
b. Medium Range - the distance at which your opponent can strike without moving forward. Offensively, striking is predominantly utilized at this range. See Brim of fire. 
2. Clinch/Close Range - the range at which both combatants are standing but able to grapple with each other and use close range striking. 
3. Ground Range -at least one combatant is on the ground 

This model combines the concepts of distance and range to provide a simple method of categorizing training. To some degree it also includes positional relationships between a fighter and his opponent. For instance, you may be the same distance from your opponent at clinch range as you are at ground range but the benefit in mentally separating the two is obvious to most. 

II.  


III. Reference
A. Jeet Kune Do Distances
There are three primary distinctions that can be made in regards to the distance between you and your opponent: Fighting Measure, Brim of Fire and the Critical Distance Line.

Fighting measure
Is the distance between a fighter and his opponent which puts him just out of range of his opponents attack. It is easier to defend against an opponents attack at this range as he or she must first take a step forward to reach you, thus providing you more time to respond.

Brim of fire
Is the distance at which your opponent can strike without moving forward because the critical distance line has been crossed.

Critical distance line
The imaginary line between the fighting measure and the brim of fire line. 

Bridging the gap
Occurs when one opponent close the space between the fighting measure. The gap is bridged when either one or the other opponent moves past the fighting measure into striking distance.

See:
Chinatown Jeet Kune Do

B. Jeet Kune Do Four Ranges
1. Kicking Range
2. Punching Range
3. Trapping Range
4. Grappling Range

"These divisions often confuse students because many attacks work at all these ranges. For instance, the trapping range places a JKD martial artist close enough to grab his opponent’s arms, but he can still perform a scoop kick to the groin at this distance. Furthermore, although the kicking range is supposedly outside of the hand-striking range, the martial artist can still perform a push-step finger jab to the opponent’s eyes from this distance.

See:
Chinatown Jeet Kune Do

C. Jeet Kune Do Three Ranges
1. Long Range - Distance at which neither you nor your opponent can touch each other. Both just beyond reach of your longest weapon.
2. Medium Range - Can reach each other with longest kick or punch.
3. Close Range - Can trap or grapple with opponent.

See: Jeet Kune Do Basics. David Cheng


Distance Management

Counterattack


Before
1. Attack on Intention - Attacking before the opponent even makes any sort of preparatory move. This is very similar to the pre-emptive attack in self-defense circles. 
2. Attack on Preparation - Anytime before the opponent's attacking motion. Examples might be the opponent pulls his arm back or steps forward. 
During
3. Attack on Delivery - The period in the middle of an opponent's attacking motion, just after it starts but before it hits its target. 
After
4. Attack on Completion - When opponent's attack reaches full extension.
5. Attack on Recovery - is just before the opponent recovers his original fighting stance (the retraction of the arm or leg). 

Interceptions
Stophit


See:
Counterattack Timing with Tim Tackett
Chinatown Jeet Kune Do pg 77 - 82
JKD: The Arsenal of Self-Expression

Interception
https://www.facebook.com/watch/?v=933093910518521

Methods of Attack

The methods of attack is a categorical summary of the primary ways in which one can attack an opponent in unarmed combat. Though they are pr...