lst Degree Black Belt Thesis
By Mr. David Byrne Celbridge Kenpo Karate Academy. |
ZONES OF PROTECTION - This involves shielding three main zones on your body -- height (or horizontal), width (or vertical) and depth. Also refer to OBSCURE ZONES, the OUTER RIM THEORY and the QUADRANT ZONE THEORY
DIRECTIONAL HARMONY - Having all of your action moving in the same direction. This principle aids in obtaining maximum results. It is a requirement when executing BODY MOMENTUM that residually triggers BACK-UP-MASS
ZONES OF SANCTUARY - Dead areas of space where you can position yourself for protection. As an example, if we were to snugly fit a circle within a square we would find the corners of the square untouched. These untouched areas are called ZONES OF SANCTUARY, or areas outside the range of a natural weapon where one can take refuge, and not be touched. If the circle represented the path of a swinging club, taking refuge in the properly selected corner would prevent you from being hit. This area of refuge is therefore a ZONE OF SANCTUARY.
JAMMING - Methods that employ blocking, pushing, nudging, striking, etc. to crowd or force your opponent's natural weapons back and against their pivotal joints to prevent them from moving or functioning. JAMMING can also be accomplished by forcing an opponent's limb against other parts of his anatomy
CONTOURING - This concept involves using the outline of your or your opponent's body as a homing device or guide to accomplish certain feats. The concept is divided into two basic categories -- methods that employ (1) body contact, or (2) non-body contact. Under body contact
ANGLE OF EXECUTION - Any angle which, when an attack is executed, produces maximum results. Refer to ANGLE OF CONTACT.
MARRIAGE OF GRAVITY - by borrowing his force to enhance the effectiveness of your kick.
ANGLE OF CANCELLATION - A controlled angle which places an opponent in a precarious position, thus minimising or even nullifying the use of his weapons. Prior to control, the angle could be created by directly meeting the force, employing total collision, or triggered by a partial angle of deflection by either meeting or riding the force.
ANGLE OF DEFLECTION - (1) That increased angle caused by a block, parry or otherwise, which widely gaps the weapon from the target. (2) The concept that the sooner you meet point "X" (the point of contact) the greater point "Y" (the distance of your opponent's weapon from you) will be. The concept is "to beat action, meet it." It is always best to meet your opponent's attacking weapon at a distance from you. The further the point of contact (point "X") is from you, the greater the miss (point "Y") will be from your face or body.
ANGLE OF DELIVERY - The position from which one's natural weapons may be executed with accuracy, efficiency, and effectiveness.
ANGLE OF INCIDENCE - The angle which a weapon, when delivered, strikes perpendicular or at a right angle to the target or surface intended, to bring about maximum results.
BORROWED FORCE - An opponent's force which is used against him. This can be accomplished by going with the opponent's force, or on occasion, going against his force. The concept allows your opponent's force to enhance the effectiveness of your action.
CRITICAL DISTANCE - Crucial distance that can place you or your opponent within striking range. THIRD STAGE OF RANGE known as CONTACT PENETRATION
ANGLE OF DISTURBANCE - That angle which, when a move is executed, does not necessarily injure, but rather upsets an opponent's balance.
ANGLE OF EFFICIENCY - Refers to (1) the positioning of your feet and/or body whereby the alternatives in terms of weapon availability are increased proportionately; (2) The positioning of one's body to make a particular attack more operative or effective.
ANGLE OF ENTRY - Any degree, or path (angle) of approach, whether linear or circular in execution, that allows you or your opponent access to specific targets. The path of approach can be executed horizontally, diagonally or vertically from any direction.
SHORTENING THE CIRCLE - Your opponent's kick gains power as it moves UP THE CIRCLE, reaches maximum power at its APEX, and finally loses power as it moves DOWN THE CIRCLE. By moving UP THE CIRCLE, you are simultaneously reducing the effect of his kick, and repositioning yourself for a more powerful strike.
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