P1 Training Program

Dealing with Falls P1 -Training Syllabus

There are three ways of getting up. Here, it’s getting up while attacking. Reach to your side while performing attacks, push with the palm, be on your …

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There are three ways of getting up. Here, it’s getting up while attacking. Reach to your side while performing attacks, push with the palm, be on your bum, knee, and ball of the foot of the base leg while kicking. This is a stomping kick; the head, the hip, the heel, and the target should be on one line.

Get up first and distance yourself from the danger zone. From a readily upright sitting position, turn steadying the head to its opposite side. The legs like in the figure four, turn, raise your butt, and flee the scene. One can use one hand or two hands to support to start off the running.

Get up in place with a bit of retreat, can be done with one or two hands. You support yourself with the hand and with the opposite foot, raise and turn your body, take the lower leg out and retreat a bit, stand upright into the ultimate stance. Be sure you scan the area, be sure you are aware of your surroundings.

If you fall, you need to protect yourself. This can be done with a break-fall, or with a roll. Execute the break-fall from your knees when you are in a squat or low position, and when you are in a straight stance. Remember to send your hands under the shoulders as you move towards the ground, turn your head to the side and lift it.

The same exact break-fall can be done if you fall towards a wall. Before hitting the wall, use a break-fall. This can be done as a preparation to dissolve the break-fall to the ground. If an opponent cause you to fall down, you may need to deal with him. Turning rapidly and using attacks, and then continuing to get up in one of the three ways is most advisable.

Turning should be rolling to the side while entering with the opposite leg, with the opposite knee, between yourself and the ground. Falling with spin and momentum, you will need a roll. 90 degrees between your palms, placing the front hand with the fingers sideways in front of your front leg. Hide your head under the armpit. Roll from the hand to the shoulder, to the opposite hip.

Figure four of the legs. The butt of the foot of the high leg should be aligned with the knee of the low leg. The low leg should be on the knee and butt of the foot. The high leg that will be the back leg should be on the ball of the foot.

P1 Lecture/Theory I

B. Ready Stances and Movements

  1. The meaning of starting positions and the ready stance (AKA "outlet stance")
  2. Passive and semi-passive stances
  3. The general ready stance
  4. Techniques of moving in various directions from the ready stance
  5. Finishing modes -- 3 options: move away; scan the area; get equipped

C. Straight Strikes

  1. Palm-heel strike (first straight strike to be taught with left / right hand)
  2. Closing the fist and punching
  3. Straight left punch (to chin)
  4. Straight right punch (to chin)

Notes: Punches are first practiced from a semi-passive stance;
later from a general ready stance. Practitioner should understand
principles of attacks and proper way to make a fist.

D. Elbow Strikes

  1. Horizontal elbow strikes:
    1) inward; 2) sideways; 3) backward

E. Hammer Strikes

  1. Vertical:
    1) forward; 2) downward; 3) backward
  2. Horizontal:
    1) sideways; 2) backward

F. Kicks

  1. Knee strike -- upward
  2. Regular (front) kick with the ball of the foot / instep (to low or higher targets)
  3. Stomp kick -- downward
  4. Stomp kick backward - at knee level (foot position between a side and defensive back kick)

Note: Kicks should be taught first from the passive stance, later from other stances.

G. Combinations Using Learned Attacks

  1. Short combinations (with simple 2-6 strikes / kicks)

General Note: Emphasize recoiling in all attacks (especially straight punches and regular kicks).

H. Outside Defenses

  1. 360° outside defenses - with simultaneous counter-attack from a passive stance (against slaps and later against defined punches)
  2. 360° defenses as above, with finishing mode - multiple counter-attacks; move away; get equipped
  3. Defending against knife attacks - underhand hold (upwards / oriental) or overhand hold (downwards / regular / ice-pick) holds; simultaneous defense and counter-attack/s, then fast retreat

I. Inside Defenses Against Straight Punches from a Semi Passive Stance

  1. Inside defense -- with sending (vertical) palm sent diagonally forward
  2. Inside defense and counterattack - forcing the opponent's hand down (1.5 rhythm)

J. Leg Defenses Against Regular Kick

  1. Inside defenses (deflection) against a regular kick - using the shin of the front leg

K. Defending Against Front Chokes

  1. Timeline (Distance; see Section R: "Simulation and Tactics")
    • Avoidance -- move away
    • De-escalating -- verbal
    • Preventing I (don't get grabbed) - kick and/or punch
    • Preventing II (don't get grabbed) - defenses
      1.1 Preventing III (don't get grabbed) - educational block
  2. Release; pluck with 2 hooked palms and counterattack with knee/shin and/or punches
    2.1 Variation -- pluck with one hand; simultaneous counter
    with the other

K. Dealing with Falls

  1. Get up from the ground
    1. Forward, with attacks
    2. Fast disengagement
    3. Into a ready stance
  2. Forward soft break-fall (towards a wall; from a standing position; if needed, from knees)
  3. Forward roll - right shoulder for right-handed practitioners

L. Releases While on the Ground

  1. Release from a front choke; assailant kneeling by the defender's side - pluck, push and insert knee; push and kick

N. Using Common Objects as Self Defense Weapons

  1. Identifying and categorizing the use of common objects for self-defense, such as: shields, clubs, stones, sharp-edge weapons, small objects, rope and liquids.
  2. Using common objects of the shield type - such as a chair or bag.

O. Training - Watching, Awareness, Prevention

  1. Observing attacks being initiated, from a realistic distance
  2. Same as above, but also foreseeing and imagining possible reactions

P. Returning Attacker (defend -- attack -- defend)

  1. Following the defender's initial defense (a choke release; 360 defenses) and counter-attack, the opponent is still able to return and attack again, launch a circular attack (360)

Q. Simulation and Tactics

  1. Timeline (Distance) -- against an attacker attempting a front choke. See section L above.

1. Reaction Games / Fighting Games

  • Snatching a coin from open palm; touching/hitting games; pushing games; "rooster fighting"; etc.

2. Attacks and Defenses

  • Starting Position - Attacks are first done from a passive or semi-passive stance, later from a general outlet stance / ready stance; and then attacking to various directions.
    Later, practice to various heights, in retreat or while advancing, as well as from other positions, such as sitting or lying down.
  • Outside Defenses -- Against straight punches sent from the front or off-center when defender's hands are "crossed".
  • Shadow Sparring -- Footwork and positioning with basic attacks, defenses, counterattacks and combinations.

3. Four Against One

  1. Push with 2 hands or grab to choke (1 attack every 2 seconds)

Note: One can start with the "zombie" game, hands are straight.

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