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Fight Simulator Theory for Reality Based Street Defense




This is such a effective tool that it need to leave no question unanswered for you and allow you to generate an infinite number of strategies and drills. As this is a principle rather than a method based system, here are the principles:


PRINCIPLE1: you get what you train for


PRINCIPLE2: if you want a particular answer, ask a specific question


What's the issue with martial arts and artists? Why do they argue so much? Why cant we come across 1 style that is the best? Right after all we all only have two eyes, two arms, two legs and 1 head. (Except if your from a "close community"). Never mind Dragon style, Tiger style, Twisted Badger, Irrational Donkey style... what about "human style"?


The problem is this:


you can't just fight. It hurts. Bits of you will break. That's why its called "fighting" not "hugging" or "tickling". You're trying to hurt each and every other. The only way to discover it is to do something harmful and painful- its a double bind.


That is why one of streetfightsecrets.com 's prime objectives is to get as close to reality as doable as safely as possible.
How do you do that?


Flying a plane is hazardous and potentially rather expensive. Answer: Flight Simulators.


You must have a certain number of hours virtual "flight time" prior to you can competently do it for actual.


We haven't but got the technology to create a virtual reality simulator for hand to hand combat. Though we do have them for firearms training. Hand to hand is such an involved, complicated, multi-sensory expertise it could be several years however prior to we do develop the technology to accomplish this objective satisfactorily.


Until then we must do the most beneficial we can. It is this aspect of out training that is the MOST Necessary FACTOR in determining how proficient we are in reality (in the "street"!).


That is why the primary focus of this manual is principles and drills. There are photos and descriptions in the manual of strategies and possibilities, but you will need to by now have seen all these before.


What would you have a hi-tech virtual reality fight simulator do? What scenarios would you focus on? What ranges?


Imagine that. You could practise for anything. What would it be?
Can you get close to that in real life? In my expertise the answer to that nine times out of ten would be: yes.


Game Theory


Imagine we had that kind of technologies. What kind of games could we develop to teach children (and adults) how to fight? I had an concept for a DOOM kind game. In DOOM your very first level attackers are certainly slow and use one attack over and over once again, but your solutions are also crappy because you haven't picked up countless weapons however. Could we adapt that for street fighting? Yes. Is there a way of simulating it in the real world? Yes. But you will need superior training partners.


Here are a couple of ideas for games you could play for beginners understanding to cope with numerous opponents.


level1. person who is "on" stands in middle of 5 opponents, she has to break out of the circle, opponents should keep her in without having utilizing their arms. (principle being developed is breaking the circle)


level2. person who is "on" wears gum shield. 5 opponents wear heavy gloves. They could attack her only with large, slow haymakers. They could possibly hit her in the back of head. She must remain in arena without having becoming hit for 45 seconds. (principle being developed is positioning so many attackers get in each and every other people way and spatial, peripheral and rear awareness.)


level3. person who is "on" wears a gi top. All five attackers wear belly shields. The attackers objective is to drag her to the floor utilizing gi. She may well only defend with front kick strikes to belly shields. (develops use of front push kick to defend, coping with becoming pushed and pulled, maintaining balance under duress etc)


These are just some ideas for games or drills. You get what you train for. You are only ever as decent as the games you play.
My advise would be to keep these drills distinct. Drill for a particular principle or method.
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Or...


You can use the FIGHT SIMULATOR as a indicates to answer questions. A genuinely enjoyable, creative factor to do that continually creates a buzz with students is to present them with a challenge and let them acquire their own solutions.


If a student has been attacked in a particular way or is worried about becoming attacked in a certain way or by a particular kind of individual work to create those circumstances and get a remedy.


eg: 1 of my female students had been thrown up against a wall and pinned with a one handed lapel grab whilst becoming threatened with a glass in the assailants other hand. I got everybody in the class to do it with a partner and a water bottle as a prop. They came up with as numerous solutions and escapes and counterattacks as probable, we analysed some of the best ones and every person experimented with them.


This works nicely for the reason that it causes the mind to feel in a proactive, creative, answer locating way as in a real scenario. You should be able to think for your self and think on your feet.
From the finest solutions we took from the class we then did a live drill. A live drill is like engaging in a section of a fight. Just for a couple of frames of the film. It should be very intense, but short lived (no alot more than 10 seconds, this is not sparring, unless you compare to three step sparring).


One of the counterattacks was as follows:


1. A slams D into wall. Left hand at lapel, suitable hand brandishing water bottle.


2. D drops weight and hips down and into wall, goes into an ambush response position: bends knees, curves spine, hunches shoulders, tucks in chin whilst simultaneously, raising both hands and setting her perfect foot against crease of where wall meets floor. suitable hand swings loose from outside in and up in anticlockwise direction (wouldn't break grip of larger stronger attacker but brings perfect arm back into play.)


3. Left hand reaches for attackers elbow crease to cover weapon wielding arm, appropriate hand hooks attackers left collarbone. Springing off from wall with appropriate foot, stamping down with left foot, straightening her spine, pushing her hips forward to drive a big knee into the groin whilst simultaneously yanking collarbone down and in towards her and clawing the forearm muscle points and pulling attackers correct arm in and down. Depending on attackers position she gives a stun strike with her forearm, or head butt or a basic shove and then makes her escape or repositions herself to continue assaulting attacker.


Entire drill is less than five seconds when completed at full speed.
Run it slow initial. Attacker should wear a groin guard and defender should not strike at full power.


Defender ought to wear a gi so attacker can really grab at full force.
The most essential thing once again is the principle. The defender is growing accustomed to being grabbed and shoved violently, going with that force and responding immediately and viciously.
Attempt it.


And work by way of all the "what ifs". What if attacker immediately tries to use the bottle as a weapon? Can you cover it, function your counterattack and still escape or does some thing else present itself? Attempt it and discover out!


What if he jerks his hips back to avoid the knee to his groin? Well, you have still caused a reaction which can be capitalised on, so what is the next finest step? Would it be to pull his head down and into the wall?


...Whatever- if you are doing this as a teacher with your students prevent the temptation to consistently give solutions. Let them locate them...


*Excerpt of a chapter from my manual FROM THE CAGE TO THE STREET

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