Crew, we all know the clinch game is a huge part of
both the sport and the down & dirty side of vicious rough ‘n’ tumble. We
wanna make this game as wise and wicked as we can while not working against ourselves.
The following “spear” or palm-turnover is just one of
many tiny tweaks we can make towards the wise and wicked ways of old.
Below you’ll find the complete syllabus where this material
came from.
ESP RAW 221
Mark Hatmaker
Hair Triggers Versus Body-Shots:
The Flanks
·
Triggers: The Modern Definition.
·
Hair-Triggers AKA Loaded Triggers: The
Street-Dentist Definition
·
Flank Blocks, Fore & Aft
·
Flank Blocks as “Pre-Loaded Counter-Punch”
·
Aft Flank Block + Trigger
·
Fore Flank Block + Trigger
·
There are obviously more Hair-Trigger options
but…if these two are drilled as Alpha & Omega, they become the only real
and/or viable street options to Flank Attacks. Street does not require the same
choices of extended sport play—it requires General Forrest’s “Get there
firstest with the mostest.”
Upright Scufflin’ Hellaciousness
Much
Ado About the Over-Under Clinch & Getting Into the Single-Underhook
o
[We build on the Street
Single-Underhook detailed on RAW 219/220/Black Box 6 & 7 respectively.]
o
The Over-Under Clinch Form
o
“Running in Neutral”
o
Clinch Swimming is NOT the Street-Dentist way.
o
I repeat pummeling is revving the
clinch-engine but does nothing to educate Clinch-Fighting.
o
Two Tools to Get Out of Neutral
o
One: The Pledge-Pry
[Hand position is key, any tension in the hand is working against the self.]
o Two:
The Mid-Bump
o
Drilling the two Tools in Neutral
o Getting
Out of Neutral into the Fight
o
The Pledge-Pry to Single-Underhook
o
The Mid-Bump to Single-Underhook
o More
Toys for the Toolbox
o
The Low-Inside Bump
o
“Contrary Motion of Hands is Key”
o
The Double-Bump Low-to-Mid to Palm-Out Single-Underhook
o
The Triple Bump #1: The Maul
o
The Triple Bump #2: The Hook
o
The Triple Bump #3: The Mississippi
Riverboat Wag
o
Quadruple Bump #1
o
Quadruple Bump #2
Mark’s
Snappin’ Submission Candy Corner: Face-Locking 101
o
Reduce your commitment.
o
Elevation is your enemy.
o
Know your grips.
o
“Fight the Goose”
Vicious
Weaponry: Frontier Trade-Knife
Spheres
of Attack & A Two-Fold Numbering System
o
We will introduce a numbering system, but
it is not to be thought of as an overlay on the body.
o
We will use the system in two spheres—
o
Sphere 1:
The Out Range with zero attempt at the body and…
o
Sphere 2:
Closing Range aka The Killing Field
o
The numbers remain the same for both
spheres but…applications and deficits will emerge as we cross from one sphere
to another.
o The
7 Numbers of Frontier Tradeknife
o
Sphere 1/Grip 1 [“Hawk” Grip] Numbers of
Utility
o
High Utility: 1/2/6/7
o
Low Utility [and Why]: 3 & 5
o
Do Not Use: #4
o
Work as Probing Slashes, Combos and The Killing
Field Sphere to Come
o
Do not assume these number evaluations
hold for the other grips—au contraire.
o
Know your grips.
o
Know your spheres
o Know your angle +’s & -‘s.
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