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From the Authors Desk

This book is about Military Jeet Kune Do. The JKD of Military Unarmed Combat. The frst
book of its kind in the world. It is also a book of Sparring concepts. What are the diferent
types of opponents, what are the diferent strategies, what are the diferent parameters
and variables in combat which infuence the outcome, such as State, Range, Angle,
Level, etc.
In the Military, we have unsurpassed credentials. Two Army Chief citations, two Army
Commander citations, one Home minister citation and one Chief minister citation for
our work in Close Combat training for Counter Terror ops.
In JKD we are representatives of Richard Bustillo in India, original student of Bruce Lee
and propagators of Bustillo Military Jeet Kune Do, having taken Bustillos JKD Concept
to over 15,000 soldiers from Indian forces for about a decade.
As Authors, we have authored various books, including TERRORISM: A COMPREHENSIVE
ANALYSIS OF WORLD TERRORISM, MIND RANGE, ENCYCLOPEDIA OF CLOSE COMBAT
OPS-ADVANCED COMMANDO COMBAT SYSTEM, which was distributed to all Indian
forces by the Home Minister of India, as well as accepted into FBI Library by the FBI
Director and Interpol Library by the Secretary General.
This work, the book - THE JKD OF MILITARY UNARMED COMBAT is a gift. A gift to the
JKD Brotherhood and to the Military and Law Enforcement fraternity. Also available
to martial artists, we hope to share the Military JKD concepts with one and all for the
beneft of mankind, in the area of Military Unarmed Combat and Martial Arts.
This work is the result of over 34/ 24 years of martial art journey, 17 years of Military
training experience and 5 years of specifc research and experimentation and conclusion.
The book has taken over a year to prepare and we have met our deadline of releasing
the book before 01 Jan 2010.
For this, we had to follow the principle outlined in this book, the motto of the Bison
System - RUSH TO WIN!
We wish you the very best in your combat journey.
Feel free to write to us at Director@CommandoCombat.com
Sincerely
Dr. Deepak Rao and Dr. Seema Rao
Unarmed & Commando Combat Academy, India
Military JKD
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THE JKD OF
MILITARY
UNARMED COMBAT
(BISON SYSTEM)
DR. DEEPAK RAO
DR. SEEMA RAO
Creative Designer Ritesh Reddy
Copyright
Unarmed Commando Combat Academy
Dr. Deepak Rao & Dr. Seema Rao
An Unarmed Commando Combat Academy Publication
January 2010
LIMITED EDITION
DISCLAIMER
All Combat training activities involves the risk of injury to oneself and others and great care must be taken in carrying
out such activities. Please consult your Physician before undertaking any activity described in this book. Expert
guidance should be sought and equipment checked for reliability before any activities described in this book are
carried out. The authors and publishers cannot assume responsibility for damage to property or injury, death or loss
to persons which may result from carrying out the activities described in this book. In carrying out the activities
described in this book, persons do so entirely at their risk.
Any views or opinions expressed are solely those of the author and are based on personal interpretation and are not
meant to constitute legal advice as to any factual situation, literature or philosophy. We are greatful to the countless
authors, philosophers and professionals whose ideologies have inspired us. It is not practically possible to enlist this,
but nevertheless their infuence in shaping this book is held invaluable by us.
All rights reserved. No portion of this book may be copied, retransmitted, reposted, duplicated or used otherwise
without the express written permission of the authors. Any disputes that arise are subject matter of Mumbai, India
jurisdiction.
ISBN number 978-81-907765-2-3 has been printed for the purpose of unique identifcation of
this book.
All correspondence to be addressed only to
director@commanocombat.com
www.commandocombat.com
DEDICATION
Dedicated to our Teacher,
Richard Bustillo,
who taught us to flow
in the Dance of Life
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Dr. Deepak Rao has a doctorate in Medicine as well as a Doctorate in Military science
and has the prestigious Law Enforcement Training certifcation from American society
of LE Training. He is scuba qualifed with Professional Association of Diving Instructors,
USA. He holds an 8th deg black belt in Military martial arts. He has trained in various
martial arts for over 34 years.
Dr. Seema has an MD and an MBA in company crisis management. She is parajump
qualifed by Indian Air Force under special directive of the Air Chief. She has a 6th deg
Black belt in Military martial arts. She has trained in various martial arts for over 24
years.
Both Raos are IMB Instructors under Richard Bustillo, their teacher in Jeet Kune Do.
Richard Bustillo is an original student of Bruce Lee and founder of the prestigious IMB
academy, the frst academy to teach JKD in the world after demise of the legendary
Lee. The Raos represent the IMB Academy in Asia and India to propogate Jeet Kune Do
as taught by Richard Bustillo.
The Raos have trained more than 15,000 soldiers in Close Quarter battle over 15 years
selfessly without compensation as a selfess service to the Nation. They have received
the Army Chief appreciation letters twice for their work in modernization of CQB.
dR. DEEPAK RAO
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Their innovative methods of Refex shooting & CQB tactics have been used in
modernization of the Counter Terrorism training curriculums by Indian forces.
They have penned down their research in their book Encyclopedia of Close Combat
Ops- Advanced Commando Combat System This book has been distributed by the
Indian Home Minister to all forces fghting terror and has been found very useful by
the Army, Police, Special forces and Anti Terrorism Squads in honing up their close
combat skills. Their books have also been well received by the FBI, Interpol and SWAT
units all over the world.
The Rao couple have received commendation letters from the Home minister, Chief
Minister, Director Generals, Army Commanders, Police Commissioners as well as
the World Peace Diplomat award from the world peace congress in 2008. They have
been featured by National Press (times of India, India Today, Femina, Savvy, etc) and
International media (V mag)
The Raos have formed an organization registered as a public trust by the government
, the UCCA: Unarmed Commando Combat Academy. Via this organization, the Raos
continue their selfess service to the Nation in modernization of Close Quarter battle.
dR. SEEMA RAO
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ACKNOWLEDGEMENTS
Dr. Sanjay Pandey, the frst student of Bison System. Thank you for everything. Thank
you for being the ideal student. When the student is ready, the Teacher appears.
Dr. Sheetal Maniar, Thanks for being the sparring partner for perfecting the Bison
System! It would not have been possible without you.
Dr. Komal VS, Thanks you for the proof reading of the Bison Book. Thank you for
your dedicated cinematography of the Bison Video.
Dr. Anjali Bhimrajka, Thank you for securing the ISBN number. Thanks for being
there each and every time we needed you.
Heeresh Sharma, Ritesh Reddy, Nikesh Agarwal, Thank you for your participation
in the photographs. Your technical skills were invaluable in the Stills!
Kishor Dogra, Kumar KS, Anand Gonsalves, Gautam Pradhan, Thank you for your
photographs and your participation in the Video.
Anvitha Prabhakara, Thank you very much for helping us with the Press releases
associated with the projects.
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Table of Contents
CHART: 10 Commandments Of The Bison System
ABOUT THE AUTHORS 6
FOREWORD By Richard Bustillo 17
HOW TO USE THIS BOOK 18
SECTION 1: THE THEORY
1. Introduction 21
2. Goals Of Exercise & Health 25
3. Origins Of Martial Arts 31
4. Modern New Age Martial Arts 35
5. Myths & Realities Of Combat Arts 39
6. Development Of Military Martial Arts 45
7. Bison System: The JKD Of Military Unarmed Combat 49
8. Sun Tzus Art Of War Doctrines 51
9. Jeet Kune Do Concepts 55
10. JKD Technical Specifcs 63
11. Close Quarter Battle Tactics 69
12. Samurai Bushido The Warrior Code 75
13. Ten Commandments Of The Bison System 79
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SECTION 2: FIRST AID
14. First Aid For Unarmed Combat 81
SECTION 3: THE BASIC COURSE MODULE
15. Technical Synopsis Basic Course Module 94
16. Stance of Fighting 99
17. Ranges of Fighting 103
18. Levels of Fighting 111
i. Level with Hand 112
ii. Level with Foot 114
iii. Level with Elbow & knee 118
iv. Grappling Levels 122
19. Angles of Fighting 125
i. Eleven 126
ii. Extreme Eleven 128
iii. Line 128
iv. Tee 129
v. Rear 129
20. States of Fighting 131
i. Gas 132
ii. Liquid 132
iii. Solid 133
21. Basic Kicks 135
22. Basic Punches 153
23. Basic Trapping 167
24. Basic Vital Strikes 170
25. Basic Knee, Elbow & Head Butt Techniques 179
26. Basic Grappling Techniques 187
i. Grabs 188
ii. Locks 190
iii. Throws 198
iv. Falls 204
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27. Clap Flow 208
28. Footwork 213
29. 8 Types of Opponents 228
SECTION 4: INTERMEDIATE COURSE MODULE
30. Technical Synopsis Intermediate Course Module 240
31. Defensive Range (Retreat Backward Range) 244
i. Evasions 247
ii. Block & Parry 252
iii. Counters 264
iv. Interception 272
32. Tap Tap Range (Static Range) 276
i. Angle Eleven 278
a. Gate Boxing (High) 278
b. Kick Boxing (Middle) 282
c. Low Kicks (Low) 288
ii. Angle Extreme Eleven 290
iii. Angle Line Trapping 294
iv. Angle Tee Straight Blast 300
v. Angle Rear Attack Combo 302
33. Rush Range (Advance Forward Range) 309
i. Mountain Rush (Overhead Level) 310
ii. Standard Rush (Head Level) 311
iii. Bison Rush (Chest Level) 314
iv. Diamond Rush (Abdomen Level) 316
v. Rat Rush (Groin Level) 318
SECTION FIVE: ADVANCED COURSE MODULE
34. Technical Synopsis Advanced Course Module 322
35. Grappling Range Neck Grabs 327
i. Side Neck Grab 328
ii. Reverse Neck Grab 330
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36. Defensive Rushes 333
i. Defensive Rat Rush 334
ii. Defensive Valley Rush 336
iii. Defensive Tee Rush 337
37. Rear Angle 339
38. States 340
39. JKD Commandments of Sparring 342
40. Clap Exit 346
41. Mob Situations 354
42. Defense against an Edged Weapon 358
i. Outfghting Skills 360
ii. Infghting Skills 362
43. Defense to Firearm Threat 366
SECTION 6: COMPLETE TECHNICAL SYNOPSIS
44. The Complete Compilation of all Three Modules 378
ACKNOWLEDGEMENTS 392
GLOSSARY 394
SAMURAI BUSHIDO CHART
BISON PHILOSOPHY
ABOUT THE INDIAN BISON
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Foreword
By Richard Bustillo
Original Student of Bruce Lee,
President, IMB Academy Inc
The Spirit of Bruce Lee has touched every corner of this earth. In India, the Bruce
Lee legacy has reached Dr. Deepak Rao and Dr. Seema Rao. The Raos have devoted
themselves to imparting their knowledge of Bruce Lees Jeet Kune Do to the people
of India and the entire world. Their hope is to preserve and perpetuate the legacy
of Bruce Lees Jeet Kune Do in law enforcement agencies and all branches of the
Indian military.
The warfront is constantly changing. As a result, military training must evolve as
well. Modern military training is constantly perfecting ways to defeat the enemy
and win the war. This begins with the individual military soldiers fght. Bruce Lee
said, The individual is more important than any style or systems. The individual
must be strong in both mind and body. Additionally, it is also important to note,
that when individuals are joined, they are mighty.
Dr. Deepak and Dr. Seema have realized a need to conceptualize Military UnArmed
Combat for survival. They have cultivated the late Bruce Lees training methods,
philosophies, and concepts of training into a simple, direct, and practical unarmed
combat art. Bruce Lees philosophy of most dont plan to fail, they fail to plan, should
awaken every individual soldiers attention in succeeding in unarmed combat.
Drs. Seema and Deepak Rao are a unique couple. Because both are trained as
medical doctors and martial artists, they ofer more by teaching potentially life
saving training through military martial arts. They believe that it is easier to teach
the young than to repair an adult. This intellectual couple wants nothing but the
best for the people of their country.
The Raos do not keep Bruce Lees art secret in their new book, JKD of MILITARY
UAC. They openly share the benefts and values that Bruce Lees Jeet Kune Do can
provide. They are a positive infuence. Introducing your unit to the JKD of MILITARY
UAC will help change their lives for the better. It will improve their confdence to
survive in this combative world of today, while improving the combat efciency of
the force.
R. S. Bustillo
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In order to study the Bison System of Military JKD, the UAC Instructor of the Forces
Unit or the Battallion Training Ofcer needs to follow the following stages.
1. First READ & STUDY each chapter. Remember this is a concept book. Study it
for concepts and dont look for specifc techniques.
2. Next try out TECHNIQUES solo in air with an imaginary opponent. Practice
each technique frst slowly for developing PRECISION, then with SPEED and
fnally with POWER.
3. COOPERATIVE PARTNER TRAINING: Now practice with a cooperative partner
each technique and drill. When you try out a technique, your partner must
passively cooperate ofering his body as a reference guide to your movement.
4. NO CONTACT SLOW SPARRING: After substantial solo practice, try out the
skills in Sparring. Initially spar slowly, then slowly increase to moderate pace.
5. SLOW PACE CONTACT SPARRING: Use protective gear and spar with slow to
moderate pace making full contact.
6. HIGH PACE CONTACT SPARRING: Now repeat with full speed and power.
7. VIDEO SHOOT your sparring. Look for angles, levels, states and ranges used
and not used by you and your opponent. Correct yourself.
8. Use EQUIPMENT like a Heavy Bag to practice the various techniques and
develop solidity and penetration in your techniques.
9. KEEP THINKING about various concepts even when you are not training.
Certain specifc questions will arise in your mind, look for answers specifc to your
questions within.
10. TAILORMAKE techniques specifc to your body constitution, aptitude and
past training. Use the concepts to develop your own techniques.
How to Use this Book
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Using this Book at Various Levels
by UAC Practitioners
THE BEGINNER - The Novice / Kickboxing Practitioners
The Beginner would be soldiers who have just started learning martial arts for less
than a year in a Kickboxing art, like UAC, Karate, Taekwondo, Muay Thai, Kali, etc
Use this book to develop basic techniques from various Ranges, specially from
other Ranges which you are not exposed to. A Soldier who is into a kicking art
should pick up basics of Boxing, Knee-Elbow range and Grappling. Proceed slowly
and try to understand the concepts outlined.
THE INTERMEDIATE STUDENT - The MMA Practitioner
The Intermediate student would be a soldier who has been doing martial arts for at
least 1-4 years with expertise in at least two ranges, say Kicking art like Karate and
Grappling art like Submission grappling.
Use this book to understand Concepts of Range, Angle, Level, State and how to
use Footwork to get there. Perfect Techniques and Combinations described here
and try the applications in Sparring.
THE EXPERT The UAC Instructor / Martial Arts Instructors
The Expert would be a Soldier with at least 5-10 years of experience who is an
Instructor in his art and someone who has a keen interest in Sparring or Combat.
Use this book to understand the whole concept of Sparring with varying Parameters
of Angles, Ranges, Levels and States. Perfect using all of these in order to spar with
the three moving ranges Static, Defensive or Rushes. Now start developing your
own Techniques & Combinations in each parameter of Range, Angle, Level & State.
Use JKD to fnd your way.
So at every stage, Absorb what is useful. Take what works and keep analyzing and
experimenting. Keep Training and keep Sparring.
Rush to Win!
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Military JKD
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1. Introduction:
THE JKD OF MILITARY UNARMED COMBAT
Military Martial Arts have a singular goal to terminate the enemy or opponent in
the shortest possible time. During World War II UAC methods were hastily compiled
by the Allies for training the armies world over. These methods were derived from
traditional martial arts like Wrestling, Judo and Karate prevalent at that time.
Even today, the modern day combatives are derived from BJJ< Brazilian Jiu Jitsu
(a ground fghting art). Martial art instructors are not familiar with the military
applications & requirements and military instructors do not have a professional
background in martial arts, other than the sport versions of Wrestling, Judo, BJJ,
Taekwondo & Karate. The most recent addition to military martial arts is Krav Maga,
an art centering on street fghts, escapes from collar grabs, wrist grabs, neck locks
and bear hugs, a scenario not applicable to the military, where silent and sudden
termination tactics are the rule.
The Rao couple, Prof. Dr. Deepak Rao and Dr. Seema Rao, spent 17 years of their life,
researching & training over 15,000 soldiers from the Indian forces in Close Quarter
Battle and Unarmed Combat. They have over three decades of professional expertise
in various martial arts. They draw inspiration from their Teacher, Richard Bustillo,
Original student of Bruce Lee and President of IMB Academy, Inc in Torrance, LA,
USA. Bustillo is known as the Iron Dragon of JKD and is one of the most sought after
Instructors on Jeet Kune Do; the art founded by Bruce Lee. The Rao couple are also
representatives of IMB Academy in India, to spread Bustillos JKD teachings in Asian
sector.
The Jeet Kune Do concepts are a guideline to problem solving inside and outside
the arena. The JKD concepts as understood by us can be summarized in brief as
follows
A) Research the truth or subject at hand: under guidance of an expert without
any bias or preformed notions with an open minded approach
B) Absorb what is useful & C) Reject what is useless: depending upon whether
they meet the criteria of Simplicity & Economy of Resources, Directness and
Efciency.
D) Tailor make whatever has been absorbed to your self, your situation and
requirement
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Now applying JKD to the military martial art requirement, there was a need for an
art which meets the following:
A) The Art must cater to no height, weight or age category
B) All techniques must be aimed at termination or crippling vital targets
C) All techniques must be simple, few in number, easy to learn
D) All knock downs must take Less efort and the shortest possible time
E) The Art must be principle based, allowing every individual to modify it to his
advantage and constitution.
The Raos research led to a modern day art The Bison System. This military art
has been developed by the Rao couple after 17 years of training the cross section
of the Indian forces. Their eforts in modernization of Close Quarter Battle training
has received two Army Chief appreciations. The Indian Bison or the Bos Gaurus is a
very aggressive animal, standing 2 m tall, with 32 inch horns and weighing 2 tons.
Its principle enemy is the Tiger, which it rushes head on and often gores to death.
The Gaur Bison is not to be mixed with the American Bison, which is a timid animal
often hunted and now almost extinct. The Gaur is also known for its principles, the
entire herd standing in a circle around the calf confronting the tigers.
True to the philosophy of the Bison is the logo of the Bison System
Rush to Win
The Raos Bison system has the following JKD features:
A) Each opponent is fought with a diferent STRATEGY depending on his size,
height & aggression level.
B) ATTACK frst, Attack fast, Attack hard and suddenly to force the opponent to
adopt a defensive approach
C) The appropriate RANGE or distance is to be selected depending on your
advantage and to the opponents disadvantage.
D) The hardest parts of the body are used against the softest parts and VITAL
organs of the opponent.
E) The best available ANGLE is selected to attack the opponent and disrupt his
defense.
F) Attack is launched at the appropriate LEVEL (Head, Body, Groin, Leg levels)
depending upon the height of the opponent.
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G) Attack is always launched in rapid COMBINATIONS rather than singular, giving
the opponent no time to think.
H) A correct STATE (Ice-Static, Water-Bobbing, Gas-Prancing) of engagement is
adopted depending upon stature of the opponent.
Almost all the elite Special Op forces of India have been trained by the Rao couple.
The Raos have helped in modernizing the Counter Terror CQB training curriculum of
various Indian forces. Many of the special operation units of the Indian forces have
gone on record stating that they have benefted immensely from Raos expertise in
Close Quarter Battle training.
Today, world over, the Bison system is regarded as the most modern military martial
art.
Dr. Komal
From the Desk of Administration,
Unarmed & Commando Combat Academy
www.commandocombat.com
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2. Goals of Exercise &
Health
1. FITNESS
A. STRENGTH
All the muscles of the body must be able to work against a big load or resistance for
a short number of contractions or few repetitions. e.g. Pushing a fridge, Lifting a TV,
Push-starting a Car, Helping up fallen old lady.
B. ENDURANCE
All the Muscles of the body must be able to work against a Small load or resistance
for Many number of contractions or many repetitions.
e.g. Carpentry or Using Hammer, Climbing Stairs, Crunches, Martial Arts.
C. CARDIO
The Heart must be able to supply enough blood during steady movements of the
body in Aerobic exercise where one steps up the rate of breathing.
e.g. Cycling, Walking, Jogging, Stair Climbing, Swimming.
D. EXPLOSIVE POWER
All Muscles of the body must be able to suddenly produce a spurt of power to
engage in an sudden intense activity.
e.g. Running, Sprinting, Rock Climbing, Martial arts, etc.
E. FLEXIBILITY
All Muscles of the body must be able to Stretch to their maximum during work.
e.g. Touching Toes, Hanging from a Bar, Reaching out under a table, Martial arts,
etc.
F. COORDINATION
All Muscles of the body must be able to work in Sync & Harmony for maximum ease
of activity.
e.g. Badminton, Table Tennis, Combing, Driving, Martial arts.
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2. PHYSICAL HEALTH
A. GASTROINTESTINAL SYSTEM
No Acidity, No Piles, No Fissures, No Constipation or Loose stools
B. CARDIOVASCULAR SYSTEM
No Loss of stamina, No gasping on climbing stairs or Walking 1 km, No High Blood
Pressure
C. RESPIRATORY SYSTEM
No breathlessness at night, or at rest, No frequent colds, cough
D. NERVOUS SYSTEM
No tremors, No clumsiness, no fts, no drowsiness
E. URINARY SYSTEM
No difculty in passing urine, no burning urination, no repetitive urination
F. GENITO SEXUAL SYSTEM
No premature ejaculation, no difculty in erections
G. ENDOCRINE / GYNEC SYSTEM
Normal Blood Sugar, No high Cholesterol, Regular menses in women, no pain, no
lumps in breast
H. ORTHOPAEDIC SYSTEM
No bone pains, no backaches, no neck pains

3. MENTAL HEALTH

No Anxiety & Over-reactions to Stress
No Mood changes, No Depression
Good Sleep falling asleep, maintaining sleep & waking up feeling good
Good Family & Social interactions
4. BODY FIGURE & WEIGHT

No Overweight OR Underweight state
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No Pot belly- you must be able to see your toes!
Full Chest & Chest bigger than Belly
5. BODY POSTURE

Neck held with Chin up
Chest held thrust out
Arch of Back maintained
Stomach pulled in
Knees not slack or bent
6. NUTRITIONAL HEALTH

Complex Carbohydrate Wheat, Multigrain fours
Essential Amino Acids in Proteins Egg, Soya, Milk, Sprouts
Polyunsaturated Fatty Acids Saf Flower Oil, Groundnuts, Almonds
Fibre Vegetables
Water Soluble Vitamins Vegetable
Fat Soluble Vitamins Fish, Carrot, etc
Minerals Sodium (Salt) Potassium (Fruit) Calcium (Milk) Magnesium (Mango,
Pineapple, Til)
Biological Active Water Fruit & Vegetable Juice

There must be no habituations to
a) Nicotine
b) Alcohol
c) Medications
d) Substance Abuse Cannabis, Morphine,etc
d)No medicines should be required to control Blood pressure, Blood sugar or Blood
Cholesterol

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7. BALANCED LIFE STYLE
One must be able to devote time to all facets of Life namely Work, Family, Personal
& Social areas.
MARTIAL ARTS along with running and gyming will result in overall physical ftness
and also help in developing good philosophy of combat in and outside the arena.
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3. Origins of Martial Arts
Bodhidharma, Buddhas principle disciple, was a aggressive monk, walked on foot
from Kerela to China with his troop of disciples. In order to be ft for the journey &
to ward of bandits & fght animals, he devised a few exercises based on animals.
On reaching China, this got modifed into KENPO which later became KUNG FU. A
diluted version of this reached Okinawa Japan & became KEMPO KARATE.
In Southern China, Bodhidharmas Kenpo was modifed by Lady Chun to form a
softer art WING CHUN, made of small steps & low kicks. In Northern China, The
Shaolin Monastery Kenpo became inspired by animals & high kicks into many
ANIMAL FORMS of Kung Fu like TIGER CLAW, MONKEY, CRANE, PRAYING MANTIS,
etc. CHOI LI FUT was another popular atyle of Kung Fu with high Kicks.
In Japan, Kempo became SHOTOKAN KARATE (Hard Style with Deep Stances,
founded by a 22 year old FUNOKOSHI GICHIN) & GOJURYU KARATE (Hard & Soft-
Upright Cat stance, founded by MIYAGI). SHITORYU Is the modern variant of GOJU &
KYOKUSHINKAI founded by MAS OYAMA, (The monk who perfected Karate by killing
80 Mountain bulls). Closer Grappling version was JIU JITSU. This got modifed into
sport version without Neck Locks into JUDO by JIGORO KANO, who also founded
the BELT SYSTEM.
Similarly in Korea, TAEKWONDO, a purely Kicking art was born with sub styles. In
Filipines, KALI or Stickfghting was born. In France SAVATE was born. In Europe,
WRESTLING & BOXING was founded as sports. Recently Grand Master CACOY
CANOTE brought together all styles of stick fghting in Filipines as DOCE PARES
style.
Today the most popular SPORTS are kicking (TAEKWONDO), Kick & Punch (KARATE),
Punch (BOXING), Grappling (JUDO & GRECO ROMAN WRESTLING), Weapons
(stick=ARNIS-ESCRIMA, Sword (Stick like KENDO & Foil like FENCING). WU SHU
(which is the Kung Fu Sports Version of Demo with Weapons)
KICK-BOXING: The legendary Lees Ideology was to combine Western Boxing with
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Eastern Kicking & go all out with protective Gear. This was tried out by Karate
competitors in Europe & USA as KICK BOXING. In Thailand, this is practiced as MUAY
THAI sport. In UK, Boxing was combined with Aerobics for women to get ft, called
BOX AEROBICS.
TAI CHI is the slow version of Kung Fu done to control stress. KRAV MAGA is Israeli
Self Defense art founded by a Ex Army PT Instructor IMI LITCHINFIELD. Today KRAV
MAGA Means MARTIAL ART, a generic word. The style of Krav Maga used in Israeli
Military is called HAGANNAH. Krav Maga taught to civilians is a Street oriented self
defense art with no military techniques.
When Bruce Lee founded JEET KUNE DO, he applied the principles of Simplicity,
Directness, Efciency, Non Conventionalism with an Open minded approach to
the various RANGES of combat namely Kick, Punch, Knee Elbow, Grapple & Ground
fghting. The art is based upon techniques which can be used in combat in a no
holds barred fashion, transcending style and tradition. DAN INOSANTO, RICHARD
BUSTILLO & TED WONG are some of the well known JKD Instructors in the world.
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4. Modern New Age
Martial Arts
TRADITIONAL MARTIAL ARTS Are classifed depending upon the distance adopted
between the fghting practioners.
Weapons Range Art
(longest distance where only weapons can reach & there is less possibility of hand
to hand) Examples of Martial Arts: Sword Fighting (Kenjutsu), Arnis (Filipino Stick
Fighting), Fencing

Kicking Range
(A long distance where only the feet can reach the opponent)
Examples of Martial Arts: Taekwondo, Savate

Punching Range
(An intermediate distance where only the hands can reach the opponent)
Examples of Martial Arts: Boxing,

Kicking & Boxing
(Hand & Foot combat range)
Examples of Martial Arts: Kick boxing, Karate
Elbow-Knee-Head Butt - Trapping Range
(An intermediate distance where punches & kicks are combined with knees & elbow
- shorter parts of the upper limbs & lower limbs)
Examples of Martial Arts: Muay Thai, Wing Chun Gung Fu, Filipino Martial Arts

Grappling Range
(A very close distance where only the two bodies are in close approximation).
Examples of Martial Arts: Ju Jitsu, Judo, western Wrestling, Aikido
Groundwork Range
(when grappling continues on the ground - matwork)
Examples of Martial Arts: Judo, Wrestling, Brazilian Ju Jitsu

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LAW ENFORCEMENT (Police) MARTIAL ARTS
In many places all over the world, the Police & Law Enforcement agencies cannot
use frearms on criminals even when they use knives, blunt weapons (like sticks,
baseball bats) or frearms. The Police personnel are expected to DISARM the Attacker
barehanded, use CONTROL TACTICS to tame & force compliance of orders and HAND
CUFF the criminals who many a times are violent, drugged and uncooperative. It
may involve escape & SELF DEFENSE techniques from various STREET SITUATIONS.
This has led to the development of specialized Police arts called DEFENSIVE TACTICS.
This is based on techniques derived from Close Grappling arts like BRAZILIAN JIU
JITSU, AIKIDO & SUBMISSION WRESTLING.
MILITARY MARTIAL ARTS & CLOSE QUARTER BATTLE (CQB) ARTS
The Armed Forces all over the world need diferent type of fghting skills. These
have to be ofensive as there is no time to defend from the enemy. The only goal
of military is to kill, cripple or handicap. The techniques also have to follow the
KISS PRINCIPLE Keep It Short & Simple. Skills of killing & handicapping with
BARE HANDS, BLUNT WEAPONS like Rife Butt, Helmet, EDGED WEAPONS like
BAYONET & COMMANDO DAGGER and VITAL ORGAN DESTRUCTIONS are essentials
of any Military Martial Arts. British Defendu, US COMBATIVES, Russian SAMBO and
Indian BISON SYSTEM are all examples of Military Martial Arts. The Bison System
is the Unarmed Combat component of the Military CQB art ACCS (ADVANCED
COMMANDO COMBAT SYSTEM, (founded by the Dr. Rao couple) which is popular
with Indian Forces.
Note- The Israeli art of KRAV MAGA founded by an Israeli Physical training instructor,
Imi Lichtenfeld boasts of military Applications, but in our opinion is more of a
situational Street Self Defense Art dealing with escapes from various grabs & holds
on the street.
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5. Myths & Reality of
Combat Arts
INTRODUCTION
1. Man, like other animals already knows to fght as survival is inbuilt in his genes.
He wants to excel in combat with others as an ultimate assertion of his presence
(ofense) or in order to protect himself, his family or his assets (defense)
2. He is searching for MAGIC. He wants to know certain vital points where he can
strike to quickly subdue his enemy, or certain methods of crippling, handicapping
or creating serious dysfunction in his opponent.
3. The Martial Arts Instructors in the business of combat are well aware of this
craving. They capitalize on this demand and create illusions of secret techniques
which can be efortlessly applied and result in crippling the opponent.
4. Let us study some of the common marketing strategy used for improving business
in various martial arts and increasing number of student enrollment. Many of these
myths & folklore are common to various arts.
1. JUDO:
Strategy a) The Black Belt
The Belt concept was frst adopted in Judo. The Black Belt is supposedly the ultimate
stage in martial arts. He is invulnerable and can supposedly fght ten goons with
swords with hardly any efort. In reality such characters belong to fctional comic
books. Today the Belt concept is taken up by almost all martial arts.
Strategy b) The Incredible Throw
Throws are portrayed as a solution to every attack. One supposedly becomes a
Phantom tossing goons around left, right and center.
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2. KARATE:
Strategy a) The Kiai
The loud shout which generates power in the navel and transmits it to opponent. In
the boxing ring, boxers knock out their opponents without any yelling or fuss. The
Kiai adds tremendous value to the arts and is now adopted my most eastern arts.
Strategy b) Imperial Military Disciple
Karate is taught as a military art, with the students not allowed to even bat their
eyelids without the instructors order. Students fancy this as it is akin to Military
discipline. This is one of the good points about Karate.
3. KUNG FU
Strategy a) The Chinese Dummy
The students strike this fancy wooden human like dummy, to replace actual
sparring with real opponents. In recent times, the wooden dummy has awed many
a audience interested in fghting arts.
Strategy b) The Deadly Open handed Animal Strikes
Open handed strikes like Tiger Claw, Snake Fangs and Eagle beak are nowhere as
powerful as the closed fst. These look good only in movies.
4. TAEKWONDO
Strategy a) Tall Flying Kicks
Tall Flying kicks, Jumping, Turning, Sweeping, Spinning serve to stupefy the audience
and sell the business. In reality fying kicks rarely work as the opponent can see it
coming and merely side steps to avoid it.
Strategy b) Olympic Sports
Classifcation of Taekwondo as a sport adds a competitive edge with an element
of safety, in fghting with padded protective gear. So no one gets hurt but all can
compete. But this kind of fghting with legs only is far from the reality of street
fghting where fying kicks rarely work.
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Strategy c) The Kata to replace Sparring
People dont like to get hurt, but like to still train in mortal combat. The Kata serves
this purpose, fghting imaginary opponents in air via predetermined sequences.

5. KRAV MAGA
Strategy a) Military Instructors & Military Art
In Israel citizens are drafted into the army and serve in the forces for a short duration.
Some instructors who teach Krav Maga claim this to be their credential.
Some KM Instructors run Military & SWAT Courses in various parts of the world,
where the law of the land allows civilians to shoot live frearms in private fring
ranges without licenses. In these courses, local Units of Police and Army participate
in individual personal capacity. In the Police, SWAT means Special Weapons &
Tactics Teams. In Krav Maga the word SWAT refers to Self Defense to Weapons
Tactics and probably has no relevance to Police SWAT.
Strategy b) Street Self Defence in Short period
Certain street situations like Hand Grab, Collar Grab, Choke, Bear Hug form major
part of curriculum. Students are taught how to give standard response to each of
these. No Punching, Kicking, Striking or Throwing is taught in detail. The 10 day
course claims to make an instructor out of people with no serious background in
martial arts.
6. TAI CHI & AIKIDO
Strategy a) Hit with Inner Energy
Little or No external force is required as these arts advertise. They hit with inner
energy rather than external force. Tai Chi claims to use inner CHI whereas Aikido
throws many opponents at the same time with supposed inner KI!
7. KALARIPAYAT & CAPOEIRA
Strategy a) These are more of synchronized, co-ordinated dance movements
and less combative in application.
Strategy b) Magical moves on pressure points can paralyze the opponent ,
whereas pressure on healing points cure him of every ailment
No Science will testify to secret points. Vital points are known to every martial artist
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like the groin, solar plexus and shin. There are no paralysis points or Healing
points known to man as per conventional scientifc thought.
8. KICKBOXING
Strategy a) Fancy Gyms, Boxing Rings, Punching Bags, Equipment
Aerobic & Fitness Kickboxing is the same old martial arts marketed as a FITNESS
Mantra. Taught without any discipline, with club culture, music, mirrors, mats and
with Aerobic style counts by Fitness instructors.
The Reality In Martial Arts
1) All humans already know how to survive & fght, some better some worse. A
good Instructor will channelise this existing survival instinct and build technique
on that.
2) The taller heavier and more aggressive man always has a distinct advantage and
thats why there are weight categories. Realize this and you will learn to beat the
odds.
3) Fancy stuf like Flying Kicks, Tiger Claw strikes to secret points, loud shouting
does not assure you victory on the street. This era is of Reality based arts Muay Thai,
Jeet Kune Do, Mixed Martial Arts& BJJ.
4) Martial arts can only be learnt by sparring with uncooperative opponents and
not by Air practice. In the words of Lee, You cannot win a sprinting event by daily
jogging around the track. In order to be good in fghting, Regular Sparring is a
must.
5) Martial Arts are meant for the primary goal of survival in street fght or mortal
combat. Dont do martial arts primarily for Fitness, Style or Recreation. These come
as side efects to the martial artist.
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Combat Arts Perspective
Combat Arts are of three types:
Traditional Martial Arts have traditional technique and are used in sport & Street
fghting to overpower and injure the opponent.
Defensive Tactics are used by the Law Enforcement to control, subdue & capture
Law breakers without causing grevious injury.
Military Martial Arts -Unarmed Combat & Close Quarter arts have only one aim, to
eliminate in the fastest & simplest possible way. Period.
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6. Development of
Military Martial Arts
In Britain
Military Close Quarter Combat (CQB) Arts are very diferent from Civilian Martial Arts.
Tracing the development of Military Martial Arts (Now also called Combatives), it
all started with World War II, when British Army started developing a quick system
of Hand to Hand Combat for Unarmed Combat. This was hastily compiled with
major infuence by judo & wrestling. Thus they used to catch a punch, grab a kick,
grab a bayonet thrust at them and throw! Very impractical, but this method spread
all over the allies as UAC.
In China
In 1926, William Fairbairn developed Defendu derived from Chinese Martial Arts
and Kodokan Judo. Defendu was developed to train the Shanghai Police and was
later taught in expanded form to the American OSS and SOE members during
World War II. Fairbairn was called upon by the British to help train Allied Troops in
World War II.
In USA
The US OSS Col Rex Applegate, in an attempt to modernize Hand to Hand Combat,
wrote the famous manual Kill or Be Killed which was a Defendu and Fairburns
art derivation with predominantly Grappling infuence on Military H2H. He also
emphasized Quick Pistol Shooting Techniques in CQB & use of Fairbairn Sykes knife
in cutting Windpipe for Sentry Termination. This got modifed into the US Marines
Manual. In 2000, the FM UAC Manual was derived from Brazilian variation of Judo
(BJJ) and Russian Sambo, a sport wrestling.
In Israel
An Instructor in Physical training for Israeli Defense forces, Imi Litchinfeld developed
a newer system of military martial art. This art was modifed for civilian application
and called Krav Maga. The military version is popularly known as Hagannah.
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ACCS: The Indian CQB Art
In India, the Dr. Rao couple, Prof. Dr. Deepak Rao and Dr. Seema Rao were
passionately involved with modernizing Military close combat martial arts from
1994. They founded the Close Quarter Battle (CQB) art ACCS: Advanced Commando
Combat System on the basis of their 16 years of research and experience of training
over 15,000 personnel from the Indian forces. ACCS included all CQB components
namely
a) H2H Hand to Hand (Unarmed Combat)
b) H2W Hand to Weapon or Defense to Edged Weapons, Firearm Threats, Bullet
evasions, etc
c) W2H - Weapon to Hand or Sentry Termination techniques with Dagger, Garrotte
etc
d) W2W Weapon to Weapon or Refex Shooting drills to reduce reaction time.
ACCS is well known for its innovative technique of of close quarter shooting (Rao
System of Refex Fire) which has been predominantly developed for CQB operations
for use of the Indian forces by the Raos. This technique called Refex Shooting (Rao
system) is diferent in two respects, in that it advocates carrying the rife barrel
pointing upwards during engaging target and in aiming only with the foresight to
reduce time taken to shoot. The forces have used this application to reduce their
reaction time and improve shooting accuracy.
BISON SYSTEM
The H2H or Unarmed Combat component of Raos ACCS art was called Bison System
and included skills which could be learnt quickly without much precision training
and used at vital points to kill in mortal combat. Principles of Mob fghting (like
putting the Mob components in a straight line in order to neutralize the numbers),
Weapons Defence, Concepts of Line of Fire, Arc of Thrust of a Edged Weapon, etc
were redeveloped after thorough research.
This art of ACCS along with its UAC component, the Bison System has been studied
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and trained in, by many Indian Forces. From last 16 years till date 15,000 soldiers
have been trained in this modern method without any compensation by the Rao
couple. ACCS is the newest and most modern military martial art to hit the world.
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7. Bison System:
The JKD of Military
Unarmed Combat
The Bison System of Military Unarmed Combat is based on three of the Worlds Best
War Doctrines - Sun Tzus Art of war, Jeet Kune Do concepts and the CQB philosophy,
Hit frst, Hit fast & Hit to Kill. The Bison System motto: Rush to Win!
The UCCA - Unarmed Commando Combat Academy LOGO has 3 popular
Commando insignia
1. The Commando Dagger stands for precision & accuracy of the commandos
strike, while highlighting the silent nature of the covert op.
2. The Flash of Lightning stands for speed & suddenness of the strike to must
catch the enemy of guard, enabling return to friendly lines before enemys counter
reaction.
3. The Jungle Cat which represents agility and fuidity, outlining an openness of
thought, action and deed.
Bison System aims at developing these qualities in the soldier, so that he is able
to perform his profession of killing; silently and efciently. It also prepares him to
survive adversity and efect a successful return to the safety of his base camp.
The UCCA motto is: One Enemy, One Chance, One Strike, One Kill!
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8. Sun Tzus Art of
War Doctrines
General Sun Tzu was a Chinese military advisor who wrote the famous masterpiece
Art of War based upon his experience in gaining many war victories. In summary,
his doctrine is enumerated below:
Before the Battle
1. Win without fghting, if possible
2. Compare Constant factors with enemy:
Morale, Commander, Doctrine, Terrain & Weather
3. Choose the Battleground
4. Know the Battlefeld
5. Know Yourself / forces
6. Know the Enemy / Use of Spies
7. Plan & Strategize well,
8. Strategy before Tactics
During the Battle
9. Have High Moral Integrity
10. Enforce Discipline
11. Care for Soldiers Well being
12. Develop Uniform level of Courage
13. Develop Teamwork, Employ Teamwork, whole Team works as a Unit
14. Avoid the avoidable factors
15. Attack from Strong Position / high ground
16. Take the Ofensive: Occupy the Battlefeld frst & wait for the enemy
17. Prioritize
18. Be Flexible
19. Use Surprise, Use unexpected routes & methods
20. Use Deception
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21. Attack by Fire
22. Speed, Timing, Momentum of troops is essence to win
23. Be Persistent
24. Take advantage of Opportunity & whatever the situation
25. Combine extraordinary force to win with ordinary force to engage enemy
26. Break the rules where necessary
27. Avoid enemys strength, attack his weakness
28. Take advantage of enemys Unpreparedness
After the Battle
29. Build on your success, Use your victories
30. While in Peace, Train for War
ACCS & Bison System
employs the following Strategies & Tactics from Sun Tzus Art of War in its
methodology.
Level 0 THE WARD OFF - Winning without fghting! Rarely, when Special force
is deployed in a civil scenario or a control situation like in mob dispersal, simple
harmless attacks like slapping the ear or clapping the palm on the groin will deter
further resistance or engagement.
THE KICKING RANGE
Level 1 HARRASS THE TRANSPORT Destroy the Limbs of the opponent to
disrupt mobility
Level 2 IMPAIR THE FUNCTIONING Organ Damage by hitting Abdomen on
Solar Plexus, Groin, Kidney, etc to impair functioning
THE HAND RANGE
Level 3 CUT THE SUPPLY Stop Air & Nutrients by attacking the Neck
Level 4 DEADEN THE SURVELLIANCE Deaden Senses by attacking the Eyes
Level 5 FIRST DEMORALIZE, THEN INVADE Box in Combinations to hurt body
& break the morale of the opponent before entering close to opponent for the kill
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THE KNEE ELBOW RANGE
Level 6 HAMMER THE ANT use strongest weapons of Elbows & Knees on face &
body of the opponent
THE GRAPPLING RANGE
Level 7
A )DESTABILIZE by throwing
B) ATTACK FROM HIGH GROUND by hitting groin to cause bending of body
before grabbing neck
C) USE THE TERRAIN take advantage of surroundings to impact the head of the
opponent
THE HANDICAP & KILL RANGE
Level 8 BLUNT WEAPONS & OBJECTS - USE THE ENVIRONMENT Use hardest
weapon on softest target of opponent. Use of Blunt, Sharp & Unstructured Objects
(stones, etc) from environment on the face, head, groin, eyes to cause handicap to
opponent.
Level 9 SHARP EDGED WEAPONS & OBJECTS - THE MORTAL BLUFF Use a Knife
or any sharp object like a pencil, scissor, broken glass on face of opponent to cause
severe bleeding. This must convince an opponent that you will kill him even if you
dont intend to and deter further engagement.
Level 10 BLUNT or SHARP WEAPONS or FIREARMS to EXTERMINATE - THE
MORTAL KILL Use Blunt & Sharp objects to efect various CQB methods of
Termination to quickly end engagement with opponent & carry on with the
operation.
DEFENSE Make the Enemy play your Game by resorting to frst attack tactics
with your best techniques & best range, rather than let the opponent attack & make
you respond.
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The JKD CONCEPTS are theories developed by the legendary Lee and propagated by his students.
Richard Bustillo, an original student of JKD, one of the leading instructors in JKD & Teacher to the
Rao couple. The concepts are explained below as we understand it :
1. RESEARCH THE TRUTH Train in all ranges of combat KICKING, PUNCHING, KNEE
& ELBOWS, GRAPPLING & GROUND RANGE
(Use in Life Philosophy: Research various aspects, advantages & disadvantages of the
problem, situation or decision under guidance of a competent authority. Without guidance
of a competent expert, your research could be based upon personal bias)
2. ABSORB WHAT IS USEFUL based upon 6 principles below
3. REJECT THE LIMITATIONS based upon 6 principles below
a. SIMPLICITY HACK AWAY THE UNESSENTIALS Work with Fewer strikes, weapons or
smaller degree of efort & movement (Use in Life Philosophy: Use lesser resources)
b. DIRECTNESS SHORTEST DISTANCE BETWEEN 2 POINTS IS A STRAiGHT LINE Be non
telegraphic (Use in Life Philosophy: Be Direct, dont beat around the bush, go straight to
the heart of the problem without detours)
c. EFFECTIVITY LONGEST WEAPON - NEAREST TARGET & HARDEST WEAPON SOFTEST
TARGET Attack Primary Targets i.e. Eye & Face, Groin, Knees & Shins. (Use in Life Philosophy:
Whatever you do, it must work. Be efcient)
d. OPEN MINDED NO WAY AS THE WAY, NO LIMITATION AS LIMITATION Be Open to
any technique or tactic that will work. (Use in Life Philosophy: Open your mind to every
possibility)
e. FLUIDITY BE SOFT YET NOT YIELDING, BE FIRM YET NOT HARD If he pulls-push, if
he pushes-pull, take him where he wants to go! (Use in Life Philosophy: Dont oppose or
Dont give way completely to force)
f. NON CONDITIONAL (NON TRADITIONAL) (Use in Life Philosophy: Dont make decisions
based upon previous conditioning of thought, attitude & behaviour)
4. TAILORMAKE & ADAPT WHAT YOU ABSORB TO YOURSELF & THE
SITUATION EACH MANS TRUTH IS DIFFERENT
IF YOU ARE HEAVY Adapt techniques to the Grappling Range
IF YOU ARE FLEXIBLE Adapt techniques to Kicking Range
IF YOU ARE LONG LIMBED Adapt techniques to Punching Range
(Use in Life Philosophy: Whatever has been absorbed, adapt & tailor make it to suit your
resource, situation & requirement)
9. Jeet Kune Do
Concepts
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5. KNOWING IS NOT ENOUGH, YOU MUST APPLY & WILLING IS NOT
ENOUGH, YOU MUST DO
Enter and Exit to Ideal Range, where you have the advantage & do what is appropriate
without hesitation or fear (Use in Life Philosophy: Apply what ever you have concluded)
Detailed Explanations of the JKD Ideology &
Concepts
The JKD Ideology is based on the following principles, applicable to Combat as well as to Life.
If you are smart, you wil learn to use JKD in combat, but if you are wise, you will also learn its
application in Life.
Simplicity.
Mechanically, the more parts a machine has, the greater the chances of it breaking down.
Accumulation of techniques only adds complications. Being simple in nature, JKD believes in few
tools practiced to the point in which they are extremely efcient. Hence simple tools like the lead
jab and lead side kick to the groin or knee are perfected.
Directness.
A line, being the shortest distance between two points, is the most logical path rather than a
curved detour to reach the fnal destination. In being direct, no excess motion is exerted. For
example, If an assailant grabs your wrist, some forms of martial arts may teach you to stomp on
their foot, lock the wrist, take them down to the ground, and then fnish them with a strike to the
throat. The direct approach would be to strike them in the throat right in the beginning. Hence
there is no punching from the waist.
Also, Interception is preferred to Counter & parry as it is a more direct path to the goal.
Efectivity.
JKD believes in absorbing the useful and rejecting the limitation. Only techniques which work
are taken. For e.g. the sport rules of various fghting are discarded and the foul techniques are
imbibed. JKD uses any means necessary to accomplish this task. If grabbed you may bite, scratch,
or pull hair or whatever best fts the situation.
Non Classical.
Practitioners do not wear uniforms, they do not practice forms, and they dont waste time with
complicated techniques simply because of tradition. Shoes are worn, and training with equipment
is given a lot of importance. Kata was vertical death, joked Lee.
Open Mindedness.
JKD is open to newer ideas and concepts which work. It is a constantly evolving
art. Principles from Filipino Martial arts now area regular part of JKD teaching
curriculum worldwide.
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Fluidity.
JKD believes in fowing, there is never an opposition to the forces and energies
exerted by the opponent. All JKD techniques and responses are in accordance
with the fow. JKD does not rely on one specifc technique or another to counter
an opponent. You should be able to adapt to the situation at hand. As an attack
approaches, you adapt to it with the appropriate response. The opponents attack
becomes your attack, as you ft into the opening created. Defective parrying is
preferred to rigid blocking. The rigid and unbending is the disciple of death, the
soft and yielding the disciple of Life.
Economy of Motion
Use the least possible movement to achieve your goal. Evasion is preferred to
parrying and Interception is preferred to Counter & parry. Trapping from close
quarters is preferred to moving away from an attack and then stepping in to counter.
Sidestepping is preferred to retreat.
No Pick & Choose
In the beauty of spring, there is no for or against. All branches grow, some short,
some long. Make a hairbreadth diference and heaven and earth will fall apart. JKD
does not distinguish between one technique and another, favoring neither but
supports a better and simpler application of every technique.
Balance
JKD is balance of opposites. Meet hardness with softness. Meet softness with
hardness. Opposites compliment each other not oppose. Therefore domination
has to be complimented with yielding wherever necessary. Be soft, yet not yielding,
be frm, yet not hard.
Comfort in all Ranges
JKD teaches you to be comfortable in all ranges. One learns to accommodate to the situation.
Lee says Be like water. It is insubstantial. It assumes the shape of the bowl. Thus the JKD man
fghts and adapts to Long weapons range, Kicking, Punching, Knee-Elbow-Trapping, Grappling &
Groundwork ranges. He also is the master of entry & Exit into & from all ranges
Adaptability
JKD can ft in with any style. This does not mean that JKD can be added to any style to make it
more efcient, or vice versa. What it probably does mean is that JKD can counter an adversary
regardless of their style or system. JKD believes that the basic body movement of all techniques
from various diferent styles is always similar.
Longest Weapon on nearest target
Use your longest and strongest reach on the opponents nearest and most vulnerable target. In
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the words of Winston Churchill If you hit your opponent, hit him with all your might or dont hit
him at all. Thus the lead hand and lead foot is preferred to using the rear hand and foot.
Strongest Weapon Softest Target
Use your most powerful weapon on the weakest & most vulnerable area of your opponent. Like
the side kick to the opponents knee
Non Conditional
The JKD exponent defes conditioning. The JKD man prefers to condition his opponent to a
regular rhythm and then break it, he himself remaining free and resistant to conditioning.
Non Telegraphic
All JKD attack comes without forewarning or pullback. The punches do not start from the waist
and the kicks do not start from the hips.
Individual more important than the system
All systems are incapable of pliability and adaptability. The truth is outside of all
fxed systems. So to fnd liberation in the arts, one must go beyond the system,
beyond Judo or karate or Boxing, one must even go beyond JKD. As JKD is just a
concept and not a fxed gospel.
Experience over Technique
In JKD experience is valued over and above technique. Experience teaches response
and this is valuable compared to executing conditioned technique. The JKD man
has experienced boxing, kicking 7 grappling instead of having learnt techniques
from Boxing, Kicking and grappling arts.
Teach how to Find Technique
If you fsh for a man, you will fend him for one meal. But, if you teach a man how
to fsh, you will fend him for life. Thus the fghting principles take precedence over
individual technique.
Strategy
If there is a tactic, a strategy that makes you reach the goal faster, it must be resorted
to. However one must distinguish between strategy and technical cunning.
Therefore almost all attack in JKD is indirect, with feints & deception.
Absorb what is useful
Take what is useful to you, what works and develop from here. So develop what
comes naturally to you rather than learn complicated technique. If you are big
framed and heavy and have a natural penchant for grappling, well start your journey
from there and develop further.
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Hack away the unessential
Reject the rules, the limitations. Absorb the foul techniques of sport martial arts and
use them to make your fghting more efective. So JKD teaches you to punch the
kidney, the groin and jab the eyes, use headlocks and hammerlocks in grappling.
Individual Uniqueness
JKD is unique for each individual. The techniques that work for a big burly man
are not the same as those which work for a small lean man. Each individual has to
travel his journey to fnd something exclusively his own. His experiences which are
unique to his self must form the core of his responses and his art.
Spontaneity
Muen Munshi. One thought. One Action. No Mind. For every thought there are two
actions. Doing & Non doing. And for every thought and resultant action, there are
a hundred doubts & uncertainties, a hundred minds. Buddha concluded under the
Bodhisattva tree Hack away the mind, it is the cause of all trouble the JKD man
does not think technique, he does not hit. It hits. The It here refers to the No
mindedness of the great origin.
No Limitation as Limitation
In JKD there are no limitations. For every rule there is an exception. The only
limitations are those which you impose on yourself. So instead of this is better than
that, the JKD man feels, This is another way of doing it! Hence JKD is a no Holds
barred fghting.
No way as the Way
There is no fxed way. All routes lead to the same destination. Liberation. Your Way
May Not Be My Way, Nor My Way Be Your Way. In JKD You fnd your own way. The
JKD man is no styles, but all styles.
All inclusive, excludes nothing.
JKD is not limited to only punching, or only kicking. During training, comfort is to
be developed in all ranges. It is fghting with any ability you may have
Full Belief, Total Conviction, Commitment & Discipline.
We are here to question the answers and not answer the questions. Total knowledge
is to question the Teacher, the teaching and the textbook. Once the debates are
resolved, one must have full belief and conviction in his doctrine, unless proved
otherwise. Complete commitment and rigid discipline must be exercised in its
practice. Once the path is decided upon, there is no looking back.
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Forever Evolving
JKD is forever evolving, getting better, losing its handicaps. The JKD practiced today
may be diferent from JKD practiced yesterday as the individual may evolve. The
Principles laid down in JKD may never change, though our understanding of their
execution will better with time.
Applicable anywhere
JKD principles are applicable to Combat, Life and every possible place where greater
efectivity is desired.
JKD is towards personal Liberation
JKD is one of the avenues through which life opens its doors to us. The goal of JKD
is to know our ignorance. Knowing our ignorance is the best part of knowledge.
In the words of Sun Tzu, If you know your self and the enemy, there is no fear in a
hundred battles. If you know your self, but not the enemy, the odds are even. If you
know neither yourself, nor the enemy, there is fear in a hundred battles.
It is just a word.
The JKD concept is a boat used to cross the river, once across, discard it.
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10. JKD Technical
Specifics
The Technical specifcs of the JKD Ideology and how it difers from other teaching
is outlined below:
Specifics of the art, (if any !)
There are no rules, only guidelines. Every Rule has exceptions. Anything that works
goes. However the art has to be tailor made to each individuals constitution, stature
and skill. The advantages from various Martial Arts are absorbed & the limitations/
disadvantages are rejected. There is a freedom from styles. The aim of the art is
simply to cripple, immobilize or eliminate, in the shortest possible time with the
most minimum of efort. There is no place for techniques which dont achieve this
goal, as this is not about point fghting or sport combat.
a) Stance & Footwork - The stance advocated is a narrow upright one, permitting
quick springy movements, inspired by Western Boxing. It may be matched or
unmatched. This is a street wise stance approach compared to the deep wide stance
of traditional karate.
b) Footwork - is from Fencing, is quick & springy, with many small steps rather than
single long deep move. Economy of movement is advocated, with sidestepping
options rather than stepping back. Balance developed is Dynamic, in motion, rather
than in static stances. Fluidity & fowing with the opponents force is advocated.
Resisting force is discouraged.
c) Defective Parrying is preferred to rigid blocking. Interception is preferred over
Parry & Counter.
d) Attacks: Lead Hand/ Foot Attacks are preferred. The Lead hand is closer to the
target than the rear hand and hence is a better option in initiating the attack. Attacks
are non focussed, going thru the target, rather than stopping at the target, before
a pull back, as in traditional Karate.
e) Non Telegraphic fast movements are preferred to Telegraphic ones. This principle
advocates not pulling back the punch to the waist prior to delivery.
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f) Fighting is dynamic with Ranges changing from moment to moment. One
learns to fght in all Ranges, namely
Kicking Range
Punching Range
Elbow-Knee-Head Butt Range
Grappling Range
Groundwork Range
Strong In Fighting is advocated with Boxing & Grappling counters to kicks or other
attacks. Rushing an opponent with multiple techniques and then rapidly moving
out to safety is advocated.
In every range art, the foul Tactics are absorbed & the limitations/ rules are rejected.
For e.g. the groin kick foul of traditional sport martial arts is absorbed whereas the
dont grab the opponents hand or kick rule is broken.
g) All attacks are indirect with feints. Feinting & Strategies are a translation of Sun-
Tzus Art Of War. Rhythm is a broken one, and never regular attack parry counter
type.
h) Each exponent personalizes the art to suit his requirement, his size & his skills.
Specifics of the Kicking Range
Inspiration from Chinese Shaolin Kung Fu
The Thrusting movement is replaced by a no locking extension of the knee. Kicking
with the lead foot is preferred. as the lead foot is nearer to the opponent. Non
telegraphic precision fast kicks preferred to the slow powerful telegraphic ones.
Low kicks to the groin and kicks which break the knee (only a 12 kg force can break
the knee) are preferred to high kicks which require years of training. Kicking the
groin or the knees is more damaging than kicking the body.
Specifics of the Punching Range
Inspiration from western Boxing
The Thrusting movement of Karate punches is replaced by a no locking extensions
of the elbow. Straight line punches of Eastern arts are replaced by arcing punches
of western arts. Punching with the lead hand is preferred. Again, a dynamic stance
which is never static and ever moving is used. Foul Movements of Back fsting, Groin
Slamming & body spinning are combined with the boxing actions. Foul attacks to
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the kidney, back of the head, groin incorporated. A fnger jab to the eyes is better
than a punch to the face.
Specifics of the Trapping Range
Inspiration from Wing Tsun Kung Fu
The punching movements of boxing are combined with the sense of feeling ( chi
sao ) and Hand immobilizations and traps of Wing Tsun.
Trapping and immobilizing the opponents hand is adopted from Kung-Fu. One
learns to feel the opponents energies (rather than see) and sense openings by the
ancient Chinese exercise Chi-sao.
The fxed stance of Wing Tsun is replaced by the leading stance. Wide range of kicks
used as opposed to the few straight line kicks of Wing Tsun.
Specifics of the Knee- Elbow Range
Inspiration from Filipino Kali & Muay Thai from Thailand
One learns to hit with practically every part of the body.For eg: head, elbow ,forearm
,knee and heel.
Attacks with Head butting, Elbow hooking , Kneeing and hitting with any & all parts
of the body like the shoulder, hip, foot stomping, eye jabbing, etc used, along with
the boxing rhythm. An ever preparedness to switch to the farther punching range
or the nearer Grappling range is developed.
Specifics of the Grappling Range
Inspiration from Japanese Judo, Western Wrestling & Filipino Wrestling
Jacket Holds replaced by Body grips (since there may be no judo jacket on the
opponent!) Throwing from Judo, Locking from Filipino wrestling & Leverage from
western wrestling & the fowing from Aikido may be adopted.
Head locks & cranks, Neck strangles & shoulder locks used as primary tactics. Joint
locking and joint breaking from aikido and wrestling are taught.
Impact blows like punching, kicking,etc are permitted.
Basic body contact is taught with opponent of various sizes .Eg heavier and taller
opponents and the exponent is made to understand the strong and weak forces
generated by the opponent. He also loses his fear of close combat with a man
double his size.
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Specifics of the Groundwork Range
Inspiration from Japanese Judo, Western Wrestling, & Filipino Wrestling
Jacket Holds replaced by Body grips, (since there may be no judo jacket on the
opponent ! )
Pin downs from Judo, Locking from Filipino wrestling & Leverage from western
wrestling adapted.
Head locks & cranks, Neck strangles, spine breaks & shoulder locks used.
Impact blows like punching, kicking, etc are permitted.
Foul tactics like Eye gouging, nose pushing & ear grabbing, pinching & biting
encouraged.
The goals are not to pin the shoulders or hips to the ground, but to destroy the
pponent.
Weaponry: (excluding firearms)
Inspiration from Filipino Kali.
All weapons like sticks, staf, sword, Knife, Nunchaku & other objects which may be
used as weapons.
Along with attacking with the above, Empty handed defenses to all the above
weapons are also taught.
Defense to Weapon attacks by professional experts, as well as by wild aggressive
street fghters developed.
Mob Fighting:
Mob Fighting and fghting in special situations is developed via special drills where
various situations are created using various locations and varied weapons used
with full contact where injury is encouraged.
Men are clashed together (at diferent ranges) with taller, heavier, more aggressive
opponents
By our special drills, situations are created where one does not fnd time to think/use
fxed technique but allows his animal survival instinct to fnd appropriate technique
for the relevant situation thereby letting the mind go free, its own way.
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The Defense & Footwork
The defense aims at defecting (Parrying) the opponents forces rather than
opposing it (blocking) as in Karate. In a strong cyclone, rigid trees get uprooted but
the adapting fexible grass reeds always survive. Hence the exponent is taught to
be soft yet not yielding ,frm yet not hard.
Interception (or landing a counter attack before the opponents attack touches you)
is preferred to parrying (or blocking) followed by counter-attack.
Footwork derives inspiration from Fencing. Short multiple steps with a narrow
upright boxing stance which will permit mobility. Side stepping is preferred to
stepping back in accordance with the economy of movement principle. Footwork
must allow for rapid close in towards the enemy, trapping his lead hand while
lauching the punches/ attack, and exiting quickly to safe distance before the
opponent counters.
In conclusion
The art is based on the principles of simplicity, directness and efectivity. The
opponent learns to fnd technique rather than apply fxed technique. It teaches
spontaneity (Muen Munshi - in Zen Buddism), One thought - one action and no
mind (doubtless mind).
JKD is an avenue to understand the reality in combat, that combat is savage and
brutal and knows no style. That we must use various guidelines rather than rigidly
learnt fxed technique, to tailormake techniques to suit our stature, opponent &
situation. When faced with a taller, stronger, heavier and more aggressive opponent
you are in a mess and if you know that you will survive.
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11. Close Quarter
Battle Tactics
Bison System employs the CQB Tactics & Skills in an unconventional manner to
design application for various Special Operations, Commando Operations & Counter
Terrorism Operations.
The various Bison System Unarmed Combat Tactics combines knowledge of
Physiology & Anatomy of Medicine with study of various modes of impact from
crippling, handicap to Termination applied to H2H, H2W, W2W & W2H situations
for use of deadly force in close proximity. (H=Hand, W=Weapon, 2=to).
The 10 Commandments of Close Quarter Battle
1. Do not send large number of troops to do the job of a small team.
2. Use small teams as force multipliers by adding superior frepower and resource.
Carry short range weapons for room intervention.
3. Command & Control should always be local, in the hands of the Team leader and
never with the Higher HQs, in order to make quick and bold decisions on the spot
after direct assessment.
4. Act with stealth and surprise, do not lose this greatest advantage.
5. Take responsibility of your own zone of function and depend upon your buddies
to take responsibility for theirs.
6. Shoot frst, shoot fast and shoot on any part of the target. Do not empty your
magazine with mindless burst fre. Always reload under cover or under buddy
coverfre.
7. Try to avoid collateral damage. Remember to consider ricochets.
8. Expect a small percentage of hostage and civilian casualty
9. The Op is always more important than the comfort or wellbeing of your self or
your buddies. Cater to injury management only after the operation.
10. Do not change the Team members. Train with the Team, Play with the Team and
Fight battles with the Team.
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The Bison System CQB Tactics
The goal in UAC is not to score points but to disable, cripple or Kill in the shortest
span of time.
Vital Organs List
HEAD:
Temporal /Temple
Occiput
Frontal
SENSES:
Eye
Ear
Nose
Teeth
FACE:
Maxilla
Mandible
Tempero Mandibular Joint
NECK:
Carotid Artery
Jugular Vein
Cervical Vertebra
Larynx Voice Box
TRUNK:
Heart
Solar Plexus
Ribs
Liver
Spleen
Kidney
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PELVIS:
Groin
Bladder
Sacrum Tailbone
UPPER LIMBS:
Wrist Joint
Elbow Joint
Shoulder Joint
Median Nerve
Ulnar Nerve
Radial Nerve
LOWER LIMBS:
Shin
Knee Joint
Ankle Joint
Femoral Nerve
Types of Injury:
INJURY TO CAUSE PAIN - CONTUSION & LACERATION
INJURY TO CAUSE IMMOBILIZATION
INJURY TO DESTROY NERVES
INJURY TO CAUSE FRACTURE
INJURY TO CAUSE JOINT DISLOCATION
INJURY TO CAUSE ORGAN DAMAGE
INJURY TO PARALYSE:
INJURY TO DESTROY SENSE ORGANS
INJURY TO CUT BLOOD SUPPLY TO BRAIN
INJURY TO CAUSE UNCONCIOUSNESS
INJURY TO KILL
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Force Regulation: CODE System of Bison
Use of Force has to be controlled and regulated according to Situation.
Illustrated here is the CODE system followed for Force Regulation in Bison System.

CODE GREEN - Strike to cause Pain
a. Slaps to the Face
b. Strikes to Limbs such as Kicks to the Thigh, Arms
c. Strikes to Abdomen cause Curling up - Solar plexus impact & diaphragm spasm
CODE YELLOW - a) Strike to cause Tissue Contusion b) Temporary Organ
damage a) Strikes to Face to cause Lacreated Wounds that require Sutures.
b) Strikes to Groin cause intense pain & makes the opponent roll on the ground
CODE ORANGE - Strike to cause A) Fracture & Joint Dislocation. B) Grievous
Injury to Organs
a. Strikes to Knee Joint may cause ligament or cartilage injury
b. Joint Locks to Wrist, Elbow, Shoulder & Spine may cause ligament rupture
c. Slap to the Ear may rupture Ear Drum (Tympanic membrane tear)
d. Eye Scrape may cause corneal abrasions & corneal opacity & partial blindness.
e. Punch to the Nose may cause fracture of Nasal bridge

CODE RED
Strike to cause permanent Paralysis & Brain Damage
a. Strikes to Temple - may cause Hemiplegia by rupturing middle meningeal artery
b. Strikes to Nape of Neck -may cause Quadriplegia by atlanto-axial dislocation

CODE BLACK
Strike to cause Death
a. Strikes to Occiput/ Small of Head - may cause Brain Stem Hemmorhage & death
b. Neck Locks to cause i) Choking on windpipe to cut air supply ii) Strangulation of
Carotid artery to cause cut in blood supply to the brain. iii) Tamponade by using a
knee drop on the chest of a fallen opponent by rupture of pericardium of heart.
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The Samurai were the warrior clan under the Emperor during Japans Imperialistic
period. They were a separate caste altogether, born & reared as warriors. From an
early age, they were trained in Physical, Martial, Mental, Spiritual & Philosophical
aspects. They were Samurai, a class apart from the common man.
The Samurai warrior followed a specifc Code of behavior called BUSHIDO. During
his lifetime, he strictly adhered to this code of thought, behavior & attitude. For the
Samurai, this code was above everything. It was his God, his Religion, his gospel
truth. His Honour depended upon it. Disobedience of the Bushido was equal to
Death.
Now what was the Bushido? Among many elements of the bushido, prominent
ones were as below:
COURAGE STRENGTH OF CHARACTER - Yu
To gather the strength of character to walk the Righteous Path in spite & despite
the Loss, Hurt & Sufering
SPIRIT BENEVOLENCE - Jin
To exercise compassion, forgiveness & mercy
TRUTH RIGHTEOUSNESS - Gi
To walk the path of Goodness & Justice, Peace & Compassion, Objectivity & Logic.
HONOUR DIGNITY Meyo
To walk the path that ensures preservation of Self Respect & Self Esteem over&above
Personal Gain, Wellbeing & Convenience
DUTY DHARMA - Chugo
DHARMA TO SELF - to exercise care & concern for own Well being &
Survival
12. Samurai Bushido
The Warrior Code
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DHARMA TO OTHERS to Think & Speak & Do good (Help) wherever possible
& whenever it doesnt hurt.
DHARMA TO SOCIETY to contribute in someway to society, system &
country
DHARMA TO OWN PEOPLE to honour your Promises, Duties, Obligations
& give Love & Support to Teachers, Family, Colleagues & Friends in that order.
DHARMA TO GOAL to defne carefully goals of life & walk on it with sincerity,
efort & discipline
WISDOM LOGIC - Saiki
To exercise logic over impulse
RECTITUDE DECISION ACTION - Makoto
To exercise correct decision based on righteousness & wisdom
COURTESY POLITENESS- Rei
To exercise compassion, forgiveness & mercy
SELF CONTROL - CALM Kokki
To exercise Patience, Tolerance & Acceptance even in Crisis
FILIAL FAMILIAL - Rui
To Do Duty twds Defned family of Teachers, Relations, Friends
Detailed Explanation:
HONOUR: The most important quality of the Samurai, One without it was not
Samurai. They would live & die for keeping their Honor. Self Respect, Self Dignity
& keeping in line with a Respectful life contributed to Honor. The Samurai would
never do anything that would taint his dignity, respect & Self Esteem.

TRUTH: or Virtuosity. The Samurai was honest & righteous in all that he did. The
Samurais word was totally dependable. The Samurai was never afraid to face reality
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in its such-ness. He was ready to understand & face the truth and was a strong
protagonist of the truth. He would fght for the righteousness, truth and lay down
his life for it.

COURAGE: The sheer mettle of the Samurai, the ferocity of his attack, the ability
to risk his life each and every time in impossible situations. He would give his very
best at every moment irrespective of injury, tiredness or personal loss.

SPIRIT: This was the Never say die attitude of the Samurai, who fercely believed
that the Victory was his birth right and that he would win till life existed in him. Even
when the odds were against him, the samurai never believed that he could lose.
He matched physical courage with indomitable mental spirit. Spirit also conveyed
Benevolence & Compassion. The Samurai was capable of granting forgiveness at
the height of anger and fury.

DUTY: The Samurai believed that he would live with his Bushido, his values, His
duty to his Self, his Master & his Country. That DUTY was above Life itself. That
correct values would lead to benefts and good results. Like in Karma What you
do, shall be returned to you, that the consequences of your actions would depend
upon the nature of the actions. Good comes to those who do good & vice versa.

SEPPUKU: In the rare advent of the Samurai breaking the Bushido, he would fall
in societys eyes. And he would be disgraced in the eyes of his fellow clan. He would
above all, fall in his own eyes. As per the Bushido code, The Samurai who has lost
Honor would have one chance to redeem his honor - by voluntarily killing himself in
a public ceremony by slicing his sword across his belly & bleeding to an honorable
death Seppuku (Or Hara-Kiri).
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REALIZE that the opponents superior Height, Weight, Aggression level & Youth 1.
may neutralize your skill. Understanding this will bring victory or survival
Its better to PRACTISE A FEW techniques 100 times rather than practice a 100 2.
techniques few times.
Identify the opponents BODY TYPE & Fight each one with a diferent 3.
STRATEGY to use your advantage against his disadvantage. Be FLEXIBLE in
your approach.
ATTACK FIRST, Attack fast, Attack hard & Force opponent to defense 4.
Attack at a RANGE which ofers you advantage depending upon opponents 5.
stature & skill
Attack at the best ANGLE possible or attained 6.
Attack at a LEVEL uncomfortable to the opponent depending upon his 7.
height
Attack in a STATE of movement which the opponent cannot harness 8.
VARY the types of Attack, RUSH the opponent with various pre planned 9.
combinations
TRAIN REALISTICALLY with protective gear & full contact to simulate combat. 10.
Train for Precision, Speed & Power in that order.
Dont wait,
RUSH TO WIN!
13. Ten Commandments
OF The Bison System
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VITAL PARAMETERS
For Life to sustain, following are reqd
Cardiac Output 5 L/min depends on external water 3L & salt 1tsp
intake/24hr
BP 120/80mm, BP less than 80/40 is Shock
Pulse is 60-100/min, more than 100 may shows dehydration,
UO-Urine output of 500-2000ml/24hrs, less than 300ml is Renal failure
WOUNDS
Types of Wounds
Bruise by Blunt object without break in skin only massage to prevent he-
matoma
Incised wound by sharp object First Arrest bleeding then Suture or Tape 2
ends of wound
CLW Open wound by Blunt Object breaking skin
Arrest Bleeding
Clean surrounding skin,
Scrub dirt from inside wound,
Suture /Tape Single & Double Mattress technique,
Dress to close
Open Fracture , Abdominal Stab, Deep Muscular wounds Hospital
Needed
WATER & ELECTROLYTE BALANCE
Water you require 3 litre a day, 1 L of this from comes from food
Add 1 L for losses due to sweating in Exercise causing dehydration
For every 1 hour of moderate exertion, you need
1L or 5 glasses of Fluids ( Water) +
tsp Salt ( Sodium & Chloride) +
1 small ball Jaggery, honey or fruit ( Potassium) +
14. First Aid for
Unarmed Combat
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1 tbsp / 3 tsp Sugar ( Glucose) +
Every 10 Km I cheese cube or 1 glass Milk ( Calcium)
One may preload these nutrients or consume after recovery of exertion, in
the next meal.
ELECTROLYTES
Water: Defciency causes weakness & giddiness, Normal Reqt-3L/day
Sodium Chloride: Salt- Defciency causes fall in BP, giddiness, calf pains. Nor-
mal Reqt- 1tsp /day
Potassium: Defciency causes Nausea & Vomiting, Bloating, Disorientation
Normal Reqt- 1 Fruit/day
Calcium: Defciency causes Facial Tics, Foot & Hand spasms, Fits Reqt: 2 equiv
of Milk
(Lactic acids: Excess causes muscle soreness & pains)
BLOOD PH
Normal 7.32 to 7.42 Alkaline
Eating Acidic Sour Food will cause Acidosis: Joint Pains, Sprains & Muscle
tears, make one injury prone, all disease will worsen. Exercise causes Lactic Aci-
dosis.
Eating Raw Green Salad/ Vegetable juices will cause Alkaline restoration: All
disease will heal rapidly, Joint Pains will disappear.
AVOID: Pickle, Tamarind, Kokum, Sour Curds, Citrus Fruits, Chinese food with-
Vinegar, Non veg foods for a while till injury heals
SEVERE PAIN occurs in:
Acute Abdomen, Stab Wounds, Severe Head Injury, Amputation Injury, Heart
Attack, Bullet wounds, etc
SIGNS OF SEVERE PAIN
Severe Pain in Body is indicative of Serious Disease within the Body like Heart
attack, Renal Stone Colic, Appendicitis, Stab Injury
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SEVERE PAIN
PALLOR & WHITENESS of SKIN
NAUSEA & VOMITING
SWEATING
FEVER
HIGH PULSE RATE
SHOCK & LOW BP
Treat with A) Pain Relief b) Arresting Bleeding c) Treatment of Shock
Pain Relief is with Fortwin (Morphine) Injections, causes Vomiting, treat with
anti emetic
BAD SIGNS OF ABDOMINAL INJURY
Severe Pain,
Patient Immobile
Hard Board Abdomen
Nausea, Vomiting, Sweating, Fever
Blood in Vomit or Stool or Urine.
Shock
No passage of Stools & Gas in 24 hours
TREATMENT NIL BY MOUTH, IV FLUIDS
BAD SIGNS OF CHEST INJURY
Severe Pain,
Patient Immobile
Shallow Breaths
Nausea, Vomiting, Sweating, Fever
Shock
No movement of Chest during breathing on one or both sides of chest
Coughing out Blood
TREATMENT NIL BY MOUTH, IV FLUIDS
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BAD SIGNS OF HEAD INJURY
Within 24 hours after Injury LOOK for
HEADACHE
VOMITING
DOUBLE VISION
UNCONSCIOUSNESS
FITS
TREATMENT- There may be internal bleeding and Emergency Hospitalization
is needed.
DIAGNOSIS OF FRACTURE
Severe Pain as below
Irregularity of bony surface
Deformity may be present / absent
Swelling will come in a few hours
Immobility of Afected part
Unnatural movement may be elicited with Crepitus
SIGNS OF INTERNAL BLEEDING
In Internal Bleeding, the Blood may make its appearance via
COUGH Hemoptysis Red Stained Frothing
VOMIT Hemetemesis Cofee color
URINE Hematuria Bloody Urine
STOOL Dysentry Bloody Stool
SKIN Echymosis Blood under Skin
A falling BP, rising HR (Pulse), Unconsciousness & Urine Output less than
300ml/24hrs are Danger Signals (SHOCK
SHOCK
Causes : Dehydration or Water Loss via A) Vomiting b) Diarrhoea c) Bleeding
d) Sweating e) Heat Stroke
Diagnosis : Low BP (less than 80 systolic), Altered Consciousness /
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Confusion, Cold Pale Hands, Feet & Face, No Urine for 12 hours
Treatment
Give Head Low by raising feet
Warm extremities
Give Water & Electrolytes
Blood Transfusion may be needed
FIRST AID PRINCIPLES
DIAGNOSIS
Clear AIRWAY
LIFE SUPPORT - CPR
Arrest BLEEDING
Treat SHOCK Circulation
Treat TRAUMA Wounds & Fractures
Treat PAIN
DISPOSE To Hospital, Clinic or Home
FIRST AID FOR UNARMED COMBAT
1. Incident Approach
a. To the patient- ignore initially and dont sympathize
b. To the crowd- disperse
c. To yourself- Be calm because your vibration goes to the patient
2. Bruise (Heamatoma)
Apply pressure to reduce heamatoma
3. Abrasion & Superfcial Open Wound
a. Arrest Bleeding
b. Scrub roughly with Savlon / soap& water (saline)
c. Clean with Hydrogen Peroxide for O2-to displace dirt & foreign
body.
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d. Clean with spirit to remove the oily grit.
e. Disinfect the surrounding skin with Betadine.
f. Apply sterile gauze with Soframycin cream.
g. For limbs- tie roller bandage(mobile parts)
h. For trunk & head dress with sticking tape on the gauze
i. DOC (Drug Of Choice): TETANUS TOXOID Injection
j. DOC (Drug Of Choice): Oral Antibiotics to treat INFECTION
ARRESTING BLEEDING
Apply Pressure with Cloth
Apply more Pressure,
Raise the part
Forcep Clamp bleeding points
Burn bleeding points with Agarbatti
Suture ends to arrest bleeding
Tie Tourniquet above wound with Rubber band / hanky
Release every 20 mins for 3 min
4. Head Injury
a. Examine for CLW (Contused lacerated wound) requiring sutures.
b. Apply compression to reduce heamatoma.
c. Make sit (to reduce BP to the head)
d. Test for concussion - Disorientation of TSP
5. Nose Injury
a. Stop bleeding - Pinch tip
b. Apply Anterior nasal pack with Adrenaline
c. Examine for continuity of nasal bridge for possible fracture
6. (Black Eye) Injury
a. Apply ice compresses
b. Check for cuts and bleeds in Eyelids & conjuctiva.
c. Check for equality of pupils with torch.
d. Check for Vision Loss after sometime.
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7. Solar Plexus Impact (diaphragm punch)
a. Reduce movements of diaphragm by making him touch his toes.
b. Vomiting is a bad sign.
8. Groin Impact
a. Check for displaced testes in position from inguinal canal to the
scrotum
b. Restore position by making him lie prone& deep breathe.
c. Pain goes in about 5 mins. If severe pain persists, torsion testes
has to be considered.
9. Vasovagal Attack (Fainting)
Occurs in weak individuals on empty stomach
a. Lie down 10 mins.
b. Elevate feet to raise BP
c. Give oral Glucose & Salt.
10. Injury Management
a. Arrest bleeding.
b. Remove Foreign Body
c. Clean Wound.
d. Approximate edges.
e. Change / dressing every 48 hrs.
11. Shin Injury hairline fracture
a. Examine for continuity.
b. Apply pressure.
12. Finger Twist/ Dislocation
a. Give Traction (Pull) with minimal force in a straight line to realign
b. Splint with next fnger with tape.
c. Tape across the joint afected.
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13. Wrist Sprain
a. Give fexion position for relaxing injured ligament
b. Strap with crepe
14. Ankle Sprain
a. Give fexion position for relaxing injured ligament
b. Strap with crepe bandage
15. Knee Sprain
a. Use Ice compresses
b. Give fexion position for relaxing injured ligament
c. Put knee cap
d. Give Anti Infammatory Tabs- Ibuprofen 400mg
e. Advice bed rest for 1-2 days
16. Bleeding / Hemorrhage Management- First aid
a. Pressure
b. Elevation
c. Torniquet / Press the Pressure points

17. Cardio Fatigue Outwinding
a. Stop activity
b. Squatting to kink veins of legs and reduce venous return to heart
in order to rest it
c. Deep breathing near an open window to recover breath
18. Hysteria
a. Ignore
b. Threaten (to Hospitalize)
c. Give pungent irritants to smell (Ammonia, Onion)
19. Fracture Forearm
If Open fracture treat like open wound, Hospital needed
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If Closed
a) Traction
b) Splint
c) Plaster
POP technique Dip in water & roll
Healing: Young man 3 months & Older man - 6 months
a. Ice compress
b. Check continuity
c. Splint with 2 Foot Rulers
d. Strap with Crepe bandage
e. String around neck with Roller bandage
20. Shoulder Sprain
a. Sling around neck with Roller bandage
21. Toe Nail Avulsions
a. Use Pressure
b. Cut overhanging nail
c. Clean and Tape it up
22. Avulsion of tooth
a. Wash with clean water gently ( without scraping)
b. Place tooth back into bleeding socket
c. Press and hold the tooth for 30 mins (till clot forms)
23. Treatment of Pain
TREATMENT OF SEVERE PAIN
MILD Local Anesthetic Ointment, Brandy, Pain Balms
MODERATE Oral Pain Anti infammatory Drugs / Brufen Tabs
SEVERE Pain Killing Injections
LIFE THREATENING Intravenous Opiods Injections
Remember Pain can also be suppressed by Psychological Determination
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24. CPR Cardio Pulmonary Resuscitation
In short, this involves following steps
i. Ascertain the heart has stopped by confrming lack of pulse & heart beat
and loss of breathing & consciousness. CPR is not indicated in Chest Pains
& Heart Attacks where patient is conscious. CPR is indicated only within the
frst few minutes after Cardiac arrest, before brain death.
ii. Check & Clear blocked airway if any
iii. Give mouth to mouth breaths
iv. Thump the chest, followed by external cardiac massage
v. Continue for few minutes till consciousness, pulse & breathing restores.
25. Immediate Diagnosis of death
a. No consciousness
b. No Pulse, Heartbeat & BP
c. No Breathing
d. Cold & Pale Limbs
e. No Pupillary Refex
f. No efect of CPR
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basic
COURSE
MODULE
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BISON SYSTEM is an OFFENSIVE system of varying STRATEGY where
you rush the Opponent with a furry of pre planned & pre-learnt
combination Attacks, based on an inspiration from Jeet Kune Do
Concepts.
BISON SYSTEM is an OFFENSIVE system of varying STRATEGY depending on
Opponents BODY TYPE& PRESENTATION
The 1 RULE
Fight Diferent Opponents with DIFFERENT strategy & Fight Each Opponent with
rapidly CHANGING strategy
The 3 STANCES
NEUTRAL Stance Natural stance adopted while standing, Feet together in the
same line
RIGHT LEAD stance Right foot forward Stance
LEFT LEAD Stance Left foot forward Stance
The 2 PRESENTATIONS
MATCHED Presentation When You are in Right Lead Stance & Opponent is also in
Right Lead Stance or Vice Versa
UNMATCHED Presentation When You are in Right Lead Stance & Opponent is in
Left Lead Stance or Vice Versa
The STATES are determined by your STANCE & MOBILITY
ICE (Attack from Static & Rigid Stance) Deep, Wide Stance with Body tense for
LIGHTER WEIGHT & WEAKER OPPONENTS
WATER (Attack from Springy & Semi Rigid Stance) In between Ice & Gas for
Technical Synopsis
Basic Course Module
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MEDIUM WEIGHT & AGILE OPPONENTS
GAS (Attack from Mobile & Prancing Stance) Dancing, Narrow Stance with Body
loose for HEAVIER & STRONGER OPPONENTS
The TOOLS of Combat are
KICKS Front kick, Side kick, Hook (Roundhouse) kick
PUNCHES Jab (Lead punch), Cross (Rear punch), Lead Hook, Rear Hook,
Uppercuts
TRAPPING - Ths is the art of immobilizing the opponents guard (lead forearm) to
enable opening of his guard. Types of Trapping:
a. The Pak Sao Trap: is when you use your rear hand to trap the opponents lead
hand. This is combined with a lead jab (attack)
b. The Lop Sao Trap: is when you use your lead hand to trap the opponents lead
hand. This is combined with a rear cross (attack)
OPEN HANDED VITAL STRIKES - The fnger tips, the edge of the hand (knife hand),
the palm, the half-knuckle strike and the palm heel are used to strike the sense
organs - eye, ear, nose, throat, carotid arteries of the neck, solar plexus & the groin
to cause grevious injury.
ELBOW & KNEES Elbow Slam, Elbow Hook, Front knee, Hook knee
JOINT LOCKS Wrist lock, Elbow lock (Arm Bar), Shoulder lock (Hammer lock), Neck
lock
NECK GRABS Side Neck Grab, Rear Neck Grab, Reverse Neck Grab
THROWS 45 Degree Throw, Inverted U Throw
The RANGES are determined by the distance
between you & the opponent
DEFENSIVE RANGE (Retreat Fighting & Backwards movement) this is retreating
backward, Defending & Counter Attacking
TAP - TAP RANGE (Far /Outfghting & Static Position Fighting) this is essentially
Static position fghting with Kicking & Boxing Range
RUSHING RANGE (Near /Infghting & Rushing Advance) this is Rushing in with
Boxing combinations followed by Knee- Elbow
GRAPPLE RANGE (Close Proximity fghting & Grappling) this is to go very close to
Grappling Range followed by Knee Elbows & Throws
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The ANGLES are determined by the angle
made by your chest in relation to opponents chest
EXTREME ELEVEN (Chest facing Chest fush) From 11 move towards opponents
INSIDE
ELEVEN (Chest facing Chest at slant) this is BASIC STARTING STANCE
LINE (Both Chests in Line) From 11 move towards opponents OUTSIDE
TEE (Chest facing Opponents Side /Shoulder)- From LINE change angle to make
Chest perpendicular to opponents Chest
REAR (Chest to Opponents Rear) From Tee, move around to reach Rear of the
opponent.
The LEVELS are determined by the HEIGHT
of the attack with ref to the opponents body
OVERHEAD LEVEL RUSH or MOUNTAIN (Attack from Over Head) Attack is
launched at the head by punching from above opponents Guard, with your head
is raised ABOVE the opponents head by standing on toes
HEAD LEVEL RUSH or STANDARD (Attack on Head) Attack is launched at the
head, with your head at the SAME level as the opponents HEAD

CHEST LEVEL RUSH (Attack on Chest progressing to Head)
a. Front CHEST RUSH or BISON Attack is launched at the chest & head, with
your head held BELOW & fush with the opponents CHEST
b. Tee CHEST RUSH or STRAIGHT BLAST Attack is launched at the chest & head,
with the (Chest or) front of your body facing the side of the opponents body
AB LEVEL RUSH or DIAMOND (Attack on Abdomen)
a. Attack is launched at the Abdomen, your head is held low at the level of
the opponents ABDOMEN (attack the diamond shaped area from Abdomen
to groin)
b. Attack is launched at Abdomen with Kicks
GROIN LEVEL RUSH or RAT (Attack on Groin)
a. Attack is launched at the Groin with Punches, your head is held low at the
level of the opponents GROIN
b. Attack is launched at Groin with Kicks
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THIGH LEVEL RUSH or VALLEY (Attack at a very low level) - Attack is launched at
the Head, when the opponent is crouched with his head BELOW YOUR BELT
LEG RUSH or SCOOP (Attack on Knee, Shin & Ankle) Attack is launched with kicks
at the opponents Knee, Shin or Ankle
The Opponent Types
TALL OPPONENT hit LOW on knees & groin
SAME HEIGHT OPPONENT hit MIDDLE on body & head
SHORT OPPONENT hit HIGH on the head
POT BELLY OPPONENT hit BELLY & follow on groin
MESOMORPH (HEAVY MUSCULAR) hit with STRONGER PARTS i.e elbows &
knees
AGGRESSIVE DISTANCE with palm on face & KICK him away
TALL MESOMORPH hit LOW on groin & follow with STRONGER PARTS like elbows
& knees
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stance of
fighting
The 3 STANCES
a) NEUTRAL Stance Natural stance adopted while standing, Feet together in
the same line
b) RIGHT LEAD stance Right foot forward Stance
c) LEFT LEAD Stance Left foot forward Stance
The 2 PRESENTATIONS
d) MATCHED Presentation When You are in Right Lead Stance & Opponent is
also in Right Lead Stance or Vice Versa
e) UNMATCHED Presentation When You are in Right Lead Stance & Opponent
is in Left Lead Stance or Vice Versa
The BISON STANCE
BISON STANCE is the stance used in combat.
Keep one foot in front and one behind.
(When right foot is in front, it is called Right Lead Stance, When left foot is in
front, it is called Left Lead Stance)
Lead heel on the ground, rear heel raised. Lead knee bent, Rear knee almost
straight
Both forearms in front of the chest, elbows protecting the abdomen
Both fsts at the level of the chin. Chin tucked in and back straight.
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Stance: front view
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Stance: side view
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Range is the distance between you and your
opponent.
The various ranges in order of shortening distance are kicking (longest).
punching, knee-elbow & grappling (shortest).
OFFENSIVE RANGE or Attack Forward Skills
a. Kicking Range - where you attack with the foot
b. Punching Range - where you attack
b1. with the fsts (boxing) or
b2. with the open hands (vital strikes)
c. Knee-elbow Range - where you attack with the elbows, knees & headbutt
d. Grappling Range
d1. Grabs to the head, body & knee
d2. Locks to the wrist, elbow, shoulder & neck
d3. Throws
DEFENSIVE RANGE or Retreat Backward Skills
Where you move backward to defend from opponents attack.
a. Half step back - The lead foot is pulled back by a few inches
b. One step back - The lead foot is pulled back to come in line with rear foot
c. One and a half step - The lead foot is pulled back behind the rear foot to change
stance i.e from right lead stance to left lead stance.
ranges of
fighting
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1A. KICKING RANGE
1B. Kick EXECUTED
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2A. punching Range
2B. punch EXECUTED
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3A. KNEE-elbow range
3B. elbow EXECUTED
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4A. grappling range
4B. graB EXECUTED
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5A. defensive range
(BACKWARD)
5B. half Step behind
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5C. one Step behind
5D. one & half Step
behind
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Levels are the different heights at which
attack is executed
1. Mountain - Attack executed from above the opponents head
2. Standard - Attack level of the opponents head
3. Bison - Attack level at the opponents chest
4. Diamond - Attack level at the opponents abdomen
5. Rat - Attack level at the opponents groin
levels of
fighting
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Mountain Level
(attack from above the head)
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Standard level & bison Level
(attack at head & chest level)
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diamond Level (attack at abdomen level)
rat Level
(attack at groin level)
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rat Level
(low level ankle kick)
rat Level
(low level knee kick)
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Diamond Level
(groin kick)
bison Level
(abdomen kick)
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mountain level
(face kick)
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low Level elbow
high Level elbow
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low Level knee
middle Level knee
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level with knee
high Level knee
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low Level
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high Level
body Level
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Angles of fighting
Starting position of Combat (Matched Stance both in Right Lead)
Eleven - Face your Chest to opponents Chest (chest facing chest at a slant)
Move to the outside (From Eleven move towards the left)
Line - Face your Side to opponents Side (profle to profle)
Tee - Face your Chest to opponents Side
Rear - Face your Chest to the opponents Back
Move to the inside (From Eleven move towards the right)
Extreme Eleven - Face your chest to the opponents chest fush
angles of
fighting
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combat starting position:
chest facing chest at a slant
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eleven
(Face chest to chest)
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(Face chest to chest flush)
(Face side to side)
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t
(Face chest to side)
rear
(Face chest to back)
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States of Fighting
STEAM STATE (Gas)
Is dancing around the opponent with feet together
Used by a lighter opponent against a heavier opponent to prevent being
cornered.
WATER STATE (Liquid)
Is in between steam & ice states. Is a wide stance but mobile, bouncing on the
ankles.
Used against an opponent of the same size to have an advantage of faster
refexes.
ICE STATE (Solid)
Is a static position with a deep and wide stance, rigid & rooted to the ground.
Used by a heavier opponent against a lighter opponent to exert strentgh &
dominance.
states of
fighting
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liquid
(In-between, static but bouncing)
gas
(Dancing around the opponent)
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solid
(Static, deep & wide stance)
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basic
kicks
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stance
sideview
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FRONT KICK
initiation
recovery
extended
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SIDE KICK
initiation
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SIDE KICK
recovery
extended
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ROUNDHOUSE KICK
initiation
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recovery
extended
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FRONT PUSH KICK
initiation -
FOLD high up
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extended -
push
recovery
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FRONT KICK to SHIN
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FRONT KICK to GROIN
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front PUSH KICK (Stomp kick)
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SIDE KICK KNEE
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SIDE KICK to BODY
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ROUNDHOUSE KICK GROIN
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REAR ANKLE SCOOP
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LEAD ANKLE SCOOP
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basic
punches
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front view
stance for punching
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side view
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initiation
Recovery extended
lead punch
For greater power, the elbow needs to be horizontal.
For greater speed, the elbow needs to be kept vertical.
Lifting the elbow will also make the punch telegraphic.
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initiation
extended
rear punch
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lead hook
side view front view
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rear hook
side view
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lead uppercut (side view)
rear uppercut
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lead body
punch
rear body
punch
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jab: lead
cross: rear
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hook: lead
jab: rear
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lead uppercut
rear uppercut
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lead body punch
rear body punch
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Trapping
Ths is the art of immobilizing the opponents guard (lead forearm) to enable
a. opening of his guard & defending lead hand
b. preventing him from attacking with his lead hand
Trapping allows you to go close to the opponent (since his lead hand is
immobilized/trapped) & attack him.
Types of Trapping
a. The Pak Sao Trap: is when you use your rear hand to trap the opponents
lead hand. This is combined with a lead jab (attack)
b. The Lop Sao Trap: is when you use your lead hand to trap the opponents
lead hand. This is combined with a rear cross (attack)
basic
trapping
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pak sao trap
2.
3.
1.
slap & press with the rear hand
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lop sao trap
2.
3.
1.
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grab & pull with the lead hand
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LOWER LIMBS:
Shin
Knee Joint
Ankle Joint
HEAD:
Temporal /Temple
Occiput
SENSES:
Eye
Ear
Nose
Teeth
FACE:
Tempero Mandibular Joint
NECK:
Carotid Artery
Jugular Vein
Cervical Vertebra
Larynx Voice Box
TRUNK:
Solar Plexus
Ribs
Diaphragm
Kidney
PELVIS:
Groin
Bladder
Sacrum Tailbone
UPPER LIMBS:
Wrist Joint
Elbow Joint
Shoulder Joint
Median Nerve
Ulnar Nerve
Radial Nerve
vital organs list
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basic
vital strikes
TYPES OF INJURY:
INJURY TO CAUSE PAIN
Eg. Abdominal Punch, Foot Stomp
INJURY TO CAUSE IMMOBILIZATION
Eg. Kidney Punch
INJURY TO CAUSE LACERATION
Eg. Punch to the nose, lips
INJURY TO DESTROY NERVES
Eg. Knee to the sacrum (lower back)
INJURY TO CAUSE FRACTURE
Eg. Shin Kick, Kick to the hands
INJURY TO CAUSE JOINT DISLOCATION
Eg. Wrist Lock & Hammer Lock, Side Kick Knee
INJURY TO CAUSE ORGAN DAMAGE
Eg. Kidney Punch, Groin Rip-out
INJURY TO PARALYSE
Eg. Temple Punch, Neck Crank Dislocation
INJURY TO DESTROY SENSE ORGANS
Eg. Eye Jab, Ear Clap, Nose Push
INJURY TO CUT BLOOD SUPPLY TO BRAIN
Eg. Carotid Rip-out, Neck Lock
INJURY TO CAUSE UNCONSCIOUSNESS
Sleeper Hold, Carotid Chop, Chin Punch
INJURY TO KILL
Eg. Neck Lock, Carotid Grab
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Eye Jab
Two Hand Eye Slide
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HALF KNUCKLE THROAT
CAROTID CHOP
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PLEXUS JAB
PLEXUS UPPERCUT
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CAROTID CHOP
NOSE PUSH
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GROIN SLAM
initiation
extended
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basic
knee elbow
& head butt
techniques
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HEAD BUTT
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LEAD ELBOW
initiation
extended
recovery
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KNEE UP
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REAR KNEE TO HEAD
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grabs
locks
throws
falls
basic
grappling
techniques
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body grab
head grab
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KNEE grab to..
..takedown
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1.
2.
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outside wrist lock/
break
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elbow lock
1.
2.
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shoulder lock
1.
2.
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SIDE NECK LOCK
1.
2.
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view from
left
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view from
right
r-1
r-2
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view from right
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view from left
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neck crank
dislocation
NECK CRANK DISLOCATION is diferent from REVERSE
NECK LOCK
RE VERSE NECK LOCK is a choke cutting air supply in the wind
pipe.
NECK CRANK DISLOCATION is a twist (crank) on the
vertebrae of the neck. This is executed by twisting the neck sideways with
the crook of the elbow.
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INVERTED
U THROW
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45 DEGREE
THROW
1.
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45 DEGREE THROW
4.
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FALLING - BREAK FALL
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falling - breaking fall
falling with opponent
Breaking fall is the method of falling safely
when thrown by the opponent.
The break fall is practised as follows:
a. The head is always kept above the ground
b. Both palms slap the ground to absorb the shock of the fall, hands are kept at an
angle of 45 degrees from the body
c. The elbows are kept straight to avoid impact with the ground.
d. The legs are up in the air
While being thrown the break fall is
executed as follows:
a. While being thrown, grab the opponents hand or body with one hand, to
minimize the impact of the fall
b. Use the other hand to break your fall by slapping your palm on the ground
c. While landing,
c1. land with the feet and/or butt hitting the ground frst,
c2. followed next by palm slapping the ground
c3. with the back landing last.
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45 DEGREE
THROW
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clap flow
slap to ear
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carotid chop
eye scoop
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nose push
1/2 knuckle to throat
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groin slam
palm heel - plexus
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From your Stance, you need to use footwork in order to reach your opponent and
launch an attack. Your opponent may be at a safe distance or who may be feeing
from your attack, hence good footwork becomes necessary.
FORWARD/ADVANCE FOOTWORK
a) THE STEP AND SLIDE Step forward with lead foot and slide forward with the
rear foot. This footwork is used when you dont need to change the Lead Stance
1. Used for Punches
2. Used for Kicks
b) THE STEP THRU Step forward with the rear foot. Now you automatically end
up changing your Lead Stance
1. Used for Punches
2. Used for Kicks
BACKWARD/RETREAT FOOTWORK
a) STEP AND SLIDE - Step backward with rear foot and slide forward with the lead
foot. This footwork is used when you dont need to change the Lead Stance
b) PENDULLUM RETREAT This is a quick slide back with your Lead foot towards
your rear foot executed in sudden defensive response to an attack, inclining your
body. Your body may appear to be moving like the pendulum movement.
SIDEWAYS/SIDE STEP FOOTWORK
a) SIDE STEP TO RIGHT Step to the right side with your right foot and follow by
moving your left foot (to the right side)
b) SIDE STEP TO LEFT - Step to the left side with your left foot and follow by moving
your right foot (to the left side)
footwork
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stance
1.
STEP and SLIDE
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slide with rear foot & punch
2.
3.
step with lead foot
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STEP THRU FOOTWORK
FOR REAR PUNCH
(CHANGE LEAD)
stance 1.
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BRING FEET TOGETHER
step in front TO
CHANGE LEAD & punch
2.
3.
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stance
1.
SLIDE FOOTWORK
FOR LEAD KICK
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lead roundhouse kick
slide -bring feet together
2.
3.
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slide & step - stance
slide & step - leg lift
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rear round house kick
stance
1.
2.
STEP THRU FOOTWORK
FOR REAR KICK
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Side Stepping Footwork
a. Begin from the stance (Angle ELEVEN)
b. SIDE STEP LEFT Step with your left foot towards your left side and
follow with your right foot. SIDE STEP LEFT will place you nearer the
opponents back in Angle LINE (OUTSIDE).
c. SIDE STEP RIGHT Step with your right foot towards your right side
and follow with your left foot. SIDE STEP RIGHT will place you nearer the
opponents chest in Angle EXTREME ELEVEN (INSIDE).
stance
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side step
right
side step
left
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RETREAT STEP & SLIDE
BACK FOOTWORK
1. STANCE
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2. STEP BACK WITH REAR FOOT
3. SLIDE BACK LEAD FOOT
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pendulum-retreat TO A
SUDDEN LOW KICK...
1.
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...FOLLOWED BY COUNTER
KICK
2.
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8 types of
opponents
One must learn to identify the type of opponent with reference to ones own stature.
Each opponent has to be dealt with a strategy that uses ones own strength and
advantage against the opponents weakness. Identifcation of Opponent Type and
strategy has to be learnt at the refex level. This is accomplished by practising body
type identifcation frequently on all the people you meet in day to day life.
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TYPE 1. THE TALL OPPONENT
is to be hit in the middle on the abdomen and groin.
TYPE 2. OPPONENT OF THE SAME HEIGHT
Use Kick-boxing
TYPE 3. THE SHORT OPPONENT
is to be hit on the head from above
TYPE 4. MESOMORPHIC (MUSCULAR) OPPONENT
is to be hit with stronger weapons like elbows, knees & head butts
TYPE 5. THE POT-BELLIED OPPONENT
is to be hit on the belly and groin
TYPE 6. THE AGGRESSIVE OPPONENT
is to be stopped with the palm on the face and distanced (pushed away) with
front & side kicks to the body
TYPE 7. THE TALL & MUSCULAR OPPONENT
is to be hit on the eyes and the middle (abdomen & groin as for Tall opponent) &
as well as with elbows & knees (as for muscular opponent)
TYPE 8. SELF
Your own ego, fears and hang-ups form the eight opponent. These are to be con-
quered by meditation, contemplation & realization
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5. MESOMORPH
6. AGGRESSIVE
7. TALL MESO 8. SELF
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2.
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5.
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1.
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SELF
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intermediate
course
module
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BISON SYSTEM involves using various ANGLES in 2 ADVANCING RANGES (Tap Tap
Range & Rush Range) and 1 RETREATING RANGE (Defensive Range)
A) DEFENSIVE RANGE
This is the retreat mode of combat. By retreat, it is not meant that the exponent
is defeated. It means that when the opponent is stronger or charging you with
a stronger force, you may need to move backwards to absorb his force, before
launching a counter attack. Depending upon the degree of penetration of his
charge, you may be required to retreat more & more backward as follows:
a) ONE DOOR DEFENSE (HALF STEP BACK) This is when you step slightly back with
your Lead foot (say by a few inches), and you defend by raising your Lead Forearm to
cover your face, while shifting your head behind & away from the attacking hand.
b) TWO DOOR DEFENSE (ONE STEP BACK) This is when you step moderately back
with your Lead foot (say by a foot) to bring your feet together (neutral stance), and
you defend by raising both your Lead & Rear Forearms to cover your face, while
shifting your head in front & closer to the opponents attacking hands.
Here your head lays cradled inside your guard & protected by your forearms.
c) REVERSE DOOR DEFENSE (ONE AND A HALF STEP BACK)- This is when you
completely step behind with your Lead foot (say by a metre), so as to change your
Lead Stance (from a Right Lead Stance, you may now end up with Left Lead Stance)
and you defend by raising your Rear Forearm to cover your face, while shifting your
head behind & away from the attacking hand.
COUNTER ATTACK
These are Attacks launched quickly after defence to Opponents attack, before he
TECHNICAL SYNOPSIS
INTERMEDIATE COURSE
MODULE
Military JKD
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has time to recover. The following is the list of Counters.
Counters can be executed as Attacks immediately after defence. At times, during
counter, you may trap the opponents Lead hand guard so that he cannot defend
your counter.
HAND CLAPS
Eye Jab
Nose Push
Carotid Chop
PUNCHES
Jab
Cross
Pak Sao Trap & Jab
KICKS
Roundhouse Kick Groin
Side Kick Knee
LEG ATTACK
Ankle Scoop
B) TAP TAP RANGE
This is a starting mode of combat, where a static position is maintained while
attacking, without advancing forward too much, using single attacks, followed by
waiting for the opponents attack. Most amateur fghts are limited to this range-
I hit, You hit or Tap-Tap. Tap Tap Range can be studied and perfected under the
categories of various ANGLES & LEVELS (See Basic Course Module)
ANGLE ELEVEN
Right Lead STARTING POSITION for STATIC FIGHTING
a) HIGH LEVEL Boxing to HEAD (GATE BOXING) where you feint a punch in one
direction and attack with another punch in the opposite direction
a1. Punch High - Punch Low
a2. Punch Straight (Jab) - Punch Around to the left (Rear Hook)
a3. Punch Straight (Jab)- Punch around to the right (Lead Hook)
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b) MIDDLE LEVEL BODY Kicks follow with Boxing HEAD (KICK BOXING)
where you follow one kick with a boxing combination of 3 punches
b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross
b2. Side Kick (Body) -Lead Backfst - RearHook - Lead Uppercut
b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook
c) LOW LEVEL Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low
kicks to the knee, shin and ankle
c1. Side Kick Knee
c2. Low Kick Shin
c3. Ankle Scoop
ANGLE EXTREME 11 - Move from 11 to Inside by Side Stepping Right
can be employed at 3 Levels
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks
ANGLE LINE Move from 11 to Outside by Sidestepping Left
TRAP GUARD & PUNCH
Trapping is the art of immobilising the opponents guard with one hand while
hitting him with the other hand
1. PAK SAO Trap Opponents Lead hand Guard with your Rear Hand
2. LOP SAO - Trap Opponents Lead hand Guard with your Lead Hand
ANGLE TEE Move from Line to Tee by stepping forward to face your
Chest on the Side of Body
The Tee position ofers distinct Advantages Since the front of your Body is stuck to
the Opponents Side, pinning his lead Hand, he is incapable of using his Lead hand
to punch. Since his Rear hand is not facing you, even his rear hand cannot be used
to punch. And since you are facing him, You can use both your Lead & Rear Hands
to punch him. So its your TWO Hands against his NO Hand. This advantage will be
maintained only until you manage to keep your Chest STUCK to his Side.
Tee CHEST RUSH or STRAIGHT BLAST Attack is launched by charging in Tee position
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to stick your chest to the opponents side attacking with Box combos with both
right & left hands to front & back of his opponents Head & Abdomen.
ANGLE REAR Move to Opponents Rear whenever he partially turns
away from you while defending your attacks.
Attack Opponent from his rear as he is defenceless with
A) Front Kick to his Spine
B) Punches to back of his Head
C) Elbows to Side of his Head
D) Knee to his Spine
E) Inverted U Hair Pull Throw
C) RUSH RANGE (Box Combo to ElbowKnee)
Whenever there is an opportunity, the idea is to suddenly rush in close to the
opponent, with a furry of Box combinations followed by destructive Elbows &
Knees. The surprised opponent should have no time to react, caught completely
by surprise.
ELEVEN 11 Rushes
OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) Attack is launched
with Box combos at the head by punching from above opponents Guard, with your
head is raised ABOVE the opponents head by standing on toes
HEAD RUSH or STANDARD (Attack on Head) Attack is launched at the head, with
your head at the SAME level as the opponents HEAD,
Front CHEST RUSH or BISON Attack is launched at the chest & head, with your
head held BELOW & fush with the opponents CHEST
AB RUSH or DIAMOND (Attack on Abdomen) Attack is launched at the Abdomen,
your head is held low at the level of the opponents ABDOMEN (attack the diamond
shaped area from Abdomen to groin)
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with
Punches, your head is held low at the level of the opponents GROIN
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head,
when the opponent is crouched with his head BELOW YOUR BELT
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DEFENSIVE RANGE or Retreat Back Range
Where you move backward to defend from opponents attack & subsequently
launch counter attack. Defense is of various types..
1) DEFENSE BY EVASION
Evasion is efected by moving the head (or attacked body part) away from the
attack
Duck where head is moved in forwards and downwards to evade the
opponents attacks such as circular swings and punches.
Snap back where the head is moved backwards to evade the opponents
straight punches (Jab & Cross)
Slip Right or Slip Left where the head is moved sideways and forwards
to evade the opponents straight punches (Jab & Cross) without going back,
as in Snap back. This ofers proximity to the opponent in order to land quick
counters.
defensive range
(retreat back range)
Evasions
block & parry
Counters
interception
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Body tuck - where you move your body away from the attack.
Knee tuck - where you move your knee away from the attack by jumping
backwards.
2) DEFENSE BY PARRYING & BLOCKING
Parrying is efected by defecting the attack (punch or kick) away from your
body using slapping action of your Slaps
Sideway Parry Defection of Punch with Lead or Rear Palm
Downward Parry Defection of Kick with Lead or Rear Palm
Blocking (DOOR DEFENSE) is efected by defecting or stopping (punch or
kick) away from your body using one or both forearms.
a. One Door Defense take half a step back by pulling the lead foot
back by a few inches and raise your Lead forearm in front of your face to
defect opponents punches to your head. The Head is pulled back away
to evade punch (snap back evasion)
b. Two Door Defense - One step back - The lead foot is pulled back to
come inline with the rear foot (neutral stance) and both forearms are
raised in front of your face to protect against opponents punches. The
Head is moved in front to lie cradled inside the protective forearms.
c. Reverse Door Defense - One and a half step - The lead foot is pulled
back behind the rear foot to change stance (from right lead stance to left
lead stance) This is the deepest retreat, with the rear forearm being raised
to protect against the opponents punches.
3) DEFENSE BY MOVING
This Defense is performed by using footwork to shift the body away from the
attack.
Retreat Footwork
Step & Slide Retreat Footwork
Pendulum Retreat Footwork
Side Stepping Footwork
Side Stepping Right
Side Stepping Left

For details, see section on Footwork
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stance
Evasions are defenses by moving the body away from punches or kicks.
a. SNAP BACK - backward movement of the head
b. RIGHT & LEFT SLIP - sideward movement of the head
c. DUCK - forward & downward movement of the head
d. BODY TUCK - backward movement of the body
e. KNEE TUCK - backward movement of the knee
evasions
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snap back - to kick
snap back - to punch
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body tuck - to body jab
body tuck - to side kick body
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knee tuck - to side kick knee
duck - to hook
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slip in - to jab
slip out - to jab
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stance
Blocks are defenses to punches or kicks using
a. forearm (to defect the direction of attack) called DOOR DEFENSE
b. the hands (slapping movement of the palm)
block & parry
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one door defense
to lead punch
one door defense
to rear punch
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two door defense
to lead hook
two door defense
to rear hook
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two door defense to kick
one door
defense to kick
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reverse door
defense to kick
reverse door defense
to punch
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palm defense to kick
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1.
2.
palm defense to front kick
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1.
2.
palm defense to side kick
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1.
2.
palm defense
to roundhouse kick
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1.
palm defense
to punch - pak sao
2.
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forearm defense to
punch - tan sao
1.
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Counter Attacks
When the opponent attacks you defend with either Evasion (by moving your
head/body away from the attack), Parry (defense with the palm of the hand) or
Blocks (defense with the forearm).
Following defense you have to quickly attack the opponents vital parts before he
recovers and launches another attack. These attacks are called Counter attacks.
Counter attacks are launched at the following vital targets:
a. EYES - Finger Jab
b. CAROTID ARTERY NECK - Chop
c. CHIN - Jab/Hook/Uppercut
d. SOLAR PLEXUS ABDOMEN - Uppercut/Side Kick
e. GROIN - Front/Roundhouse Kick
f. KNEE - Side Kick
g. SHIN & ANKLE - Kick/Foot Scoop
A properly launched counter attack can end the fght.
counters
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defense to punch
counter with eye jab
1.
2.
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defense to hook
counter with nose push
1.
2.
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counter with roundhouse
kick groin
defense to punch
1.
2.
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counter with side kick knee
defense to hook
1.
2.
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..counter with
ankle
scoop
defense to high kick..
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defense to groin kick
counter with neck chop
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defense to hook
counter with uppercut
to solar plexus
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INTERCEPTION is an advanced art where one lands a counter attack
before the opponents attack lands, rather than defending his attack and countering
thereafter. So Interception is an option that does away with the process of defense
and counter. It is an experts option since it requires accurate timing for execution.
TECHNIQUES:
Some of the commonly used techniques for Interception are
1. KICKS
a. Lead Side Kick Knee
b. Lead Side Kick Body
2. PUNCHES
a. Lead Jab
b. Lead Finger Jab to Eyes
TIMING OF INTERCEPTION:
Interception can be launched at various timings as enumerated below
1. AT INTENT as soon as opponent changes facial expression to signal the
launch of his attack.
2. AT INITIATION as soon as the attack begins
3. DURING the movement of attack
4. AT RECOVERY during the withdrawal of the attack
ALTERNATIVES TO INTERCEPTION
The various options to defense are as follows
1. EVADE & COUNTER - where you evade by moving the attacked body part
away and then counter.
2. PARRY & THEN COUNTER - where you defend with a block/parry and then
counter.
3. SIMULTANEOUS PARRY & COUNTER where you parry/ block and attack at
same time.
interception
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4. INTERCEPTION where u beat the timing of opponents attack
5. RUSHING IN WITH COMBINATIONS where u dont give the opponent a
chance to attack.
interceptING A KICK WITH A KICK
interceptING A PUNCH WITH A PUNCH
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interceptING A KICK
WITH A PUNCH
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TAP-TAP RANGE or Static Range (approx. 2 metres)
This is a starting mode of combat, where a safe distance is maintained between
you and the opponent, where neither he nor you can reach one another with any
attack.
During attack you may have to step in to attack and quickly step back to safe
position. In this range, the distance between you & your opponent is constant.
Most amateur fghts are limited to this range- I hit, You hit or Tap-Tap. Tap Tap
Range can be studied and perfected under the categories of various ANGLES &
LEVELS (See Basic Course Module)
ANGLE ELEVEN Right Lead STARTING POSITION for STATIC FIGHTING
a) HIGH LEVEL Boxing to HEAD (GATE BOXING) where you feint a punch in one
direction and attack with another punch in the opposite direction
b) MIDDLE LEVEL BODY Kicks follow with Boxing HEAD (KICK BOXING) where you
follow one kick with a boxing combination of 3 punches
c) LOW LEVEL Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low
kicks to the knee, shin and ankle
ANGLE EXTREME 11
- Move from 11 to Inside by Side Stepping Right can be employed at 3 Levels
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks
tap-tap range
(static range)
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ANGLE LINE Move from 11 to Outside by Sidestepping Left
TRAP GUARD & PUNCH - Trapping is the art of immobilising the opponents
guard with one hand while hitting him with the other hand
ANGLE TEE Move from Line to Tee by stepping forward to face your
Chest on the Side of his Body
The Tee position ofers distinct Advantages Since the front of your Body is stuck to
the Opponents Side, pinning his lead Hand, he is incapable of using his Lead hand
to punch. Since his Rear hand is not facing you, even his rear hand cannot be used
to punch. And since you are facing him, You can use both your Lead & Rear Hands
to punch him. So its your TWO Hands against his NO Hand. This advantage will be
maintained only until you keep your Chest STUCK to his Side.
Tee CHEST RUSH or STRAIGHT BLAST Attack is launched by charging in Tee
position attacking with Box combos to front & back of his opponents Head &
Abdomen.
ANGLE REAR Move to Opponents Rear whenever he partially turns
away from you while defending your attacks. Attack the Opponent on the vital
targets on the rear of his body.
Here you feint a punch in one direction & attack with another punch
in the opposite direction
a1. Feint Punch High - Punch Low
a2. Feint Punch Low - Punch High
a3. Feint Punch Straight (Jab) - Punch Around to the left (Rear Hook)
a4. Feint Punch Straight (Jab)- Punch around to the right (Lead Hook)
SYNOPSIS - HIGH LEVEL
GATE BOXING
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PUNCH LOW
overhand punch
combo i
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punch up high
low body jab
combo iI
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punch in
hook out (tyson hook)
combo iII
1.
2.
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punch in
hook in
combo iV
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stomp kick groin
1.
combo i
Here you follow one body kick with a boxing combination of 3
punches
b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross
b2. Side Kick (Body) -Lead Backfst - RearHook - Lead Uppercut
b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook
SYNOPSIS - MIDDLE LEVEL
KICK BOXING
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jab face (1-1) + repeat
rear cross face
2.
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side kick body
1.
combo iI
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uppercut
rear hook
2.
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hammer fist
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roundhouse kick
combo iII
1.
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rear cross
hook
jab 2.
3.
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side kick knee
Here you attack with low kicks to the knee, shin and ankle
c1. Side Kick Knee
c2. Low Kick Shin
c3. Ankle Scoop
SYNOPSIS - Angle Eleven
Low kicks/Scoops
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stance - eleven
1.
Here you move from 11 to Inside by Side Stepping Right
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks
Synopsis - Angle Extreme
Eleven - 3 Level Attacks
technique i
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step in to EXTREME ELEVEN
eye jab
2.
3.
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stance - eleven
1.
technique iI
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step in to EXTREME ELEVEN
front kick groin
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Here you move from 11 to Outside by Sidestepping Left and Trap
opponents guard and punch
1. PAK SAO Trap Opponents Lead hand Guard with your Rear Hand
2. LOP SAO - Trap Opponents Lead hand Guard with your Lead Hand
Synopsis - Angle Line
Trap & Punch
Move from Line to Tee by stepping forward to your Chest on his Side of
Body
The Tee position ofers distinct Advantages Since the front of your Body
is stuck to the Opponents Side, pinning his lead Hand, he is incapable
of using his Lead hand to punch. Since his Rear hand is not facing you,
even his rear hand cannot be used to punch. And since you are facing
him, You can use both your Lead & Rear Hands to punch him. So its your
TWO Hands against his NO Hand. This advantage will be maintained
only until you manage to keep your Chest STUCK to his Side.
Tee CHEST RUSH or STRAIGHT BLAST Attack is launched by charging in
Tee position to stick your chest to the opponents side (thus immobilizing
his hand) and attacking him with Box combos using your right & left
hands to the front & back of the opponents Head & Abdomen.
Synopsis - Angle Tee
Straight Blast
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Move to Opponents Rear and attack him from the behind whenever he
partially turns away from you while defending your attacks.
A) Front Kick to his Spine
B) Punches to back of his Head
C) Elbows to Side of his Head
D) Knee to his Spine
E) Inverted U Hair Pull Throw
Synopsis - Angle Rear
Rear Strikes
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sIDE STEP LEFT stance - ANGLE eleven
stance-ANGLE line
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pak sao trap
punch
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sIDE STEP LEFT stance - ANGLE eleven
stance-ANGLE line
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lop sao trap
punch
4.
5.
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COMBO- straight
blast
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3.
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5.
elbowS
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front kick-groin
1.
2.
push shoulder to
go to the rear
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stomp kick-spine
3.
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front kick-groin
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back of head-elbows
5.
7.
6.
rear cross
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knee up
spine
knee up
groin
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9.
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throw..
.. & hit
10.
11.
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Rush to Win!
308
Military JKD
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ELEVEN 11 Rushes
OVERHEAD RUSH or MOUNTAIN
(Attack from Over Head) Attack is launched with Box combos at the head by punch-
ing from above opponents Guard, with your head is raised ABOVE the opponents
head by standing on toes
HEAD RUSH or STANDARD
(Attack on Head) Attack is launched at the head, with your head at the SAME level
as the opponents HEAD,
Front
CHEST RUSH or BISON
Attack is launched at the chest & head, with your head held BELOW & fush with
the opponents CHEST
AB RUSH or DIAMOND
(Attack on Abdomen) Attack is launched at the Abdomen, your head is held low
at the level of the opponents ABDOMEN (attack the diamond shaped area from
Abdomen to groin)
GROIN RUSH or RAT
(Attack on Groin) Attack is launched at the Groin with Punches, your head is held
low at the level of the opponents GROIN
LOW RUSH or VALLEY
(Attack at a very low level) - Attack is launched at the Head, when the opponent is
crouched with his head BELOW YOUR BELT
RUSH range
(ADVANCE FORWARD range)
Rush to Win!
310
mountain rush
1.
2.
4.
3.
OVERHEAD PUNCHES
HOOKS RT+LT
i.
OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) Attack
is launched with Box combos at the head by punching from above
opponents Guard, with your head is raised ABOVE the opponents
head by standing on toes
Military JKD
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knee up
chest
elbow
knee TO
groin
elbow
5.
6.
8. 7.
OVERHEAD LEVEL
RUSH RANGE
Rush to Win!
312
HEAD LEVEL
in line jab
cross
hook
standard rush
1.
2.
4. 3.
hook
ii.
RUSH RANGE
HEAD RUSH or STANDARD - (Attack on Head) Attack is launched at
the head, with your head at the SAME level as the opponents HEAD
Military JKD
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5.
6.
8.
7.
REPEAT elboW
knee with trap
elbow with trap - 1
knee TO CHEST
HEAD LEVEL
RUSH RANGE
Rush to Win!
314
bison rush - stance
bison rush
elbow
1.
2.
4.
3.
punch
punch
iii.
Front CHEST RUSH or BISON Attack is launched at the chest & head,
with your head held BELOW & fush with the opponents CHEST
Military JKD
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elbow 5.
6.
7.
knee up - groin
knee up - chest
CHEST LEVEL
RUSH RANGE
Rush to Win!
316
elbow - body
diamond rush
1. 2.
4.
3.
lead elbow
diamond rush
iv.
RUSH RANGE
AB RUSH or DIAMOND (Attack on Abdomen) Attack is launched at
the Abdomen, your head is held low at the level of the opponents
ABDOMEN (attack the diamond shaped area from Abdomen to
groin)
Military JKD
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5. 6.
8.
7.
rear elbow
knee up groin knee up - chest
ABDOMEN LEVEL
RUSH RANGE
elbow - face
Rush to Win!
318
rat rush
1. 2.
4.
3.
rat rush
elbow body
elbow face
v.
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin
with Punches, your head is held low at the level of the opponents
GROIN
Military JKD
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5. 6.
8.
7.
lead elbow
knee up groin
rear elbow
GROIN LEVEL
RUSH RANGE
knee up - chest
Rush to Win!
320
Military JKD
321
advanced
course
module
Rush to Win!
322
GRAPPLING RANGE - NECK GRABS
The below techniques are based on the principle Hit! (Vital Strikes) Grab! (Neck Lock)
Hit! (Knee Elbow) Throw! Stomp! The below attacks are to be executed in sequential
order
1. RIGHT HANDED SIDE NECK GRAB & LEFT HANDED ATTACKS
Hit Groin with Right hand clap (to make him bend forward for neck grab)
Side Neck Grab with Right hand
Left Hand Eye Scrape
Left Down Elbow to Neck
Left Knee to Plexus
Left Sided Sprawl Throw
Left Stomp Kick to Face
2. LEFT HANDED REVERSE NECK GRAB & RIGHT HANDED ATTACKS
Hit Groin with Left hand clap (to make him bend forward for neck grab)
Reverse Neck Grab with Left hand
Right Hand Eye Scrape
Right Down Elbow to Neck
Right Knee to Plexus
Right Sided Inverted U Throw
Right Stomp Kick to Face
DEFENSIVE RUSHES
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with Punches,
your head is held low at level of the opponents GROIN. USED WHEN: OPPONENT
CHARGES HIGH WITH HOOKS TO YOUR HEAD
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head,
when opponent is crouched with his head BELOW YOUR BELT. USED WHEN: OPPONENT
CHARGES LOW WITH ABDOMINAL PUNCHES
TECHNICAL SYNOPSIS
ADVANCED COURSE MODULE
Military JKD
323
REAR - Move to Opponents Rear whenever he partially turns away from you while
defending your attacks. Attack the Opponent from his rear as he is defenceless
with
a) Front Kick to his Spine
b) Punches to back of his Head
c) Elbows to Side of his Head
d) Knee to his Spine
e) Inverted U Hair Pull Throw
APPLICATION OF STATES
The 3 STATES are determined by your STANCE & MOBILITY
a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This
state is used against a weaker or smaller opponent in order to charge into him with
the advantage of size and strength
b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This
state is used against an agile or skilled opponent in order to quickly evade or move
out of attacks and also to deliver strong attacks.
c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition.
This state is used against a stronger or larger opponent in order to avoid being
charged by the heavier or stronger opponent
CLAPPING ATTACKS (CLAP FLOW)
Claps are attacks executed with the open hand (not a fst) using palm (slap), edge
(chop), fnger (jab), palm heel & Half knuckle to vital targets in a combination fow.
The open hand being longer in length than the fst ofers greater reach & ease &
speed of movement. USED IN STREET SITUATIONS WHEN THE OPPONENT GRABS
YOUR BODY IN GRAPPLING RANGE.
Right hand CLAPS are as follows:
Reverse Chop to Neck
Eye Jab
Palm to Face
Rush to Win!
324
Half Knuckle to Throat
Heel to Plexus
Slap to Groin
Slap to Face
Chop to Neck (Carotid)
SITUATIONAL
BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE
ATTACKS & FIREARM THREATS
STREET GRABS
a) Loosen Hold & secure balance
b) Hit Vitals Eye, Groin, Foot Stomp
c) Distance opponent by pushing face with palm
d) Elbows & Knees
e) Throw OR
f ) Box & Kick opponent away
MOB SITUATIONS
a) Same principles as above
b) Finish One man at a time
c) Prioritize on attacking man who is Neck grabber, Foot grabber
DEFENSE TO KNIFE ATTACK
a) Rule of thumb AVOID THE ARC OF THRUST
b) If attack is telegraphic (wide & predictable), move closer to get inside the
arc of thrust & grab attacking hand
c) If attack is non telegraphic (unpredictable) Face Weapon & get outside by
moving away from the arc of thrust.
d) Face the attacking weapon at all times, never giving your back to it.
Military JKD
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e) Defect the attack, grab the knife wielding hand
f ) Hit Vitals Eye, Groin, Foot Stomp
g) Elbows & Knees
h) Throw OR
i) Disarm Knife & Thrust same knife on opponent
DEFENSE TO FIREARM THREAT
a) Rule of thumb AVOID THE LINE OF FIRE
b) Face the Firearm at all times, never giving your back to it.
c) Defect the frearm, (Not the hand wielding frearm as this may tilt the line
of fre in your direction) & grab the frearm wielding hand
d) After defecting the attack, grab the frearm wielding hand
e) Hit Vitals Eye, Groin, Foot Stomp
f ) Elbows &
Knees
g) Throw OR
h) Disarm Firearm & Threaten the opponent with it.
Rush to Win!
326
Military JKD
327
Neck grabs - Eye
scrape - Elbow Knee -
Throw - Face stomp
GRAPPLING
RANGE
NECK GRABS
Rush to Win!
328
NECK GRABS
neck grab
eye scoop
2.
4. 3.
1.
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ELEVEN
SIDE NECK GRABS ARE USED IN ANGLE-ELEVEN
Military JKD
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sprawl
elbow on neck
knee up
foot stomp
5.
6.
8. 7.
NECK GRABS
LEFT SIDE neck grab - RIGHT side ATTACKS
IS ANOTHER VARIATION
Rush to Win!
330
NECK GRABS
eye scoop left elbow
2.
4. 3.
1.
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reverse neck grab
REVERSE NECK GRABS ARE USED IN ANGLE-LINE
Military JKD
331
NECK GRABS
right knee inverted U nose
THROW
throw stomp
5.
6.
8. 7.
LEFT REVERSE neck grab - RIGHT side ATTACKS
IS ANOTHER VARIATION
Rush to Win!
332
Military JKD
333
rat
if he charges from the top, meet his charge
with a rush from below
Tee
if he charges in a straight line, side step &
meet his charge from the side
valley
if he charges from below, meet his charge
with a rush from above
DEFENSIVE
RUSHES
Rush to Win!
334
1. 2.
4.
3.
rat rush
elbow body elbow face
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin
with Punches, your head is held low at level of the opponents GROIN.
USED WHEN: OPPONENT CHARGES HIGH WITH HOOKS TO YOUR HEAD
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Military JKD
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5. 6.
8.
7.
rear elbow
lead elbow
knee up groin knee up chest
follow up every boxing rush with
elbow & knee combos to knock down!
Rush to Win!
336
1.
2.
4.
3.
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HIT DOWNWARDS
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at
the Head, when opponent is crouched with his head BELOW YOUR BELT.
USED WHEN: OPPONENT CHARGES LOW WITH ABDOMINAL PUNCHES
T RUSH (Attack from Angle Tee)- USED WHEN OPPONENT CHARGES
YOU WITH STRAIGHT PUNCHES (Jab & Cross). Step sideways out of the
line of his charge, meanwhile using your forearm to defect his punch as
well as defect the direction of his charge to execute a T RUSH
Military JKD
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MOVE INTO t FOREARM BLOCK TO PUNCH
HOOK ABDOMEN HOOK BACK
HOOK BACK OF HEAD HOOK HEAD
1.
2.
4.
3.
6.
5.
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at
the Head, when opponent is crouched with his head BELOW YOUR BELT.
USED WHEN: OPPONENT CHARGES LOW WITH ABDOMINAL PUNCHES
T RUSH (Attack from Angle Tee)- USED WHEN OPPONENT CHARGES
YOU WITH STRAIGHT PUNCHES (Jab & Cross). Step sideways out of the
line of his charge, meanwhile using your forearm to defect his punch as
well as defect the direction of his charge to execute a T RUSH
Rush to Win!
338
Military JKD
339
refer to intermediate
course module
REAR
ANGLE
Rush to Win!
340
solid state to lighter
opponent
solid
APPLICATION OF STATES
The 3 STATES are determined by your STANCE & MOBILITY
a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This state is used
against a weaker or smaller opponent in order to charge into him with the advantage of size and
strength
b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This state is used
against an agile or skilled opponent in order to quickly evade or move out of attacks and also to
deliver strong attacks.
c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition. This state
is used against a stronger or larger opponent in order to avoid being charged by the heavier or
stronger opponent
states
Military JKD
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liquid state to equal size
opponent
liquid
gas state to heavier
opponent
gas
Rush to Win!
342
BASIC PRINCIPLE
1. DEFEND FIRST, ABOVE OFFENSE and HIT THE opponent WITHOUT GETTING
HIT
STANCE
2. KEEP YOUR GUARD UP TO PROTECT YOUR FACE & BODY
3. ALIGN YOUR STANCE, SO AS TO FACE YOUR OPPONENT AT ALL TIMES, WITH
BOTH YOUR FISTS & FEET POINTING AT OPPONENT, RATHER THAN FACING THE
OPPONENT WITH ONLY ONE SIDE
FOOTWORK
4. WHILE MOVING, dont CROSS YOUR FEET OR BRING THEM IN ONE LINE
5. TRY TO OBTAIN ANGLE TEE FOR ATTACK (tee-ing FROM OUTSIDE)
6. FACE THE OPPONENT WITH YOUR CHEST (CENTERLINE) FOR DEFENSE
(centering)
ATTACK
7. ATTACK MUST BE SIMPLE, TO VITAL TARGETS & PENETRATIVE
8. ATTACK WITH LEAD HAND & LEAD FOOT
9. DO NOT TELEGRAPH
10. SELECT ATTACK BY APPROPRIATE RANGE AS APPLICABLE TO THE
SITUATION ON HAND KICK, PUNCH, ELBOW & KNEE & GRAPPLING
jkd
commandments
of sparring
Military JKD
343
DEFENSE
11. MAINTAIN SAFE DISTANCE IN DEFENSE
12. USE EVASION BY MOVING ATTACKED BODY PARTS AWAY
13. PARRY WITH REAR HAND RATHER THAN WITH LEAD HAND
COUNTER
14. USE PROPER TIMING IN COUNTER, IMMEDIATELY AFTER DEFENDING
ATTACK
15. COUNTERS MUST BE SIMPLE, TO VITAL TARGETS
16. RETURN TO GUARD AFTER COUNTER
ENTRY & EXIT
17. SELECT YOUR CLOSEST RANGE AS APPROPRIATE DEPENDING UPON
COMPARATIVE PARAMETERS OF WEIGHT, ABILITY & SITUATION
18. ENTER INTO A CLOSER RANGE WHEN THERE IS AN OPPORTUNITY
19. EXIT TO A FARTHER RANGE WHEN YOU ARE IN TROUBLE
ATTITUDE
20. KILL THE EGO & DEVELOP NO MIND
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hi t(KE)-Throw-Stomp)
Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
Bouncing Static in RANGE
TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE TEE
ANGLE
LINE
ANGLE
ELEVEN
ANGLE
EXTREME 11
ANGLE REAR
Tee his
shoulders with
urs
Side Step
Left to
OUTSIDE
COMBAT
STARTING
POSITION
Side Step
Right to
INSIDE
Push his shoulders
to turn him
Retreat to
RANGE DEFENSIVE
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SIDE STEP RIGHT SIDE STEP LEFT
Technical Synopsis
of Bison Sparring
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hi t(KE)-Throw-Stomp)
Lt Sided SIDE NECK LOCK with RIGHT
HANDED WORK
Rt Sided REVERSE NECK LOCK with LEFT
HANDED WORK
BODY GRAB
KNEE TAKE DOWN GRAB
Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
LEVEL MOUNTAIN (Overhead)
LEVEL STANDARD (Head)
LEVEL BISON (Chest)
LEVEL DIAMOND (Abs)
LEVEL RAT (Groin)
LEVEL VALLEY (Thigh)
Bouncing Static in RANGE
TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE TEE ANGLE
LINE
ANGLE
ELEVEN
ANGLE
EXTREME 11
ANGLE REAR
STRAIGHTBLAST TRAP
PUNCH
GATE BOX
COMBO
EYE JAB PUNCH /ELBOW to
HEAD
- Nil - KICK -
TRAP
PUNCH
KICK BOX
COMBO
GROIN
KICK
KICK
BACK/GROIN
- Nil - LOW KICK
to SCOOP
KNEE KICK KNEE GROIN
Tee his
shoulders with
urs
Side Step
Left to
OUTSIDE
STARTING
ANGLE
Side Step
Right to
INSIDE
Push his shoulders
to turn him
Retreat to RANGE DEFENSIVE
EVADE & COUNTER
MOVE & COUNTER
PARRY - 1 DOOR
PARRY -2 DOOR
PARRY -REVERSE DOOR
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SIDE STEP RIGHT SIDE STEP LEFT
Rush to Win!
346
Clapping is the art of
using your open hand to
strike the opponents vital
targets. Clap exits are
claps used in grappling
range to quickly exit to
safe distance & handicap
heavier & aggressive
opponents
Military JKD
347
CLAPPING ATTACKS (CLAP FLOW)
Claps are attacks executed with the open hand (not a fst) using palm (slap), edge
(chop), fnger (jab), palm heel & Half knuckle to vital targets in a combination fow.
The open hand being longer in length than the fst ofers greater reach & ease &
speed of movement. USED IN STREET SITUATIONS WHEN THE OPPONENT GRABS
YOUR BODY IN GRAPPLING RANGE.
CLAPS are as follows:
Reverse Chop to Neck
Eye Jab
Palm to Face
Half Knuckle to Throat
Heel to Plexus
Slap to Groin
Slap to Face
Chop to Neck (Carotid)
ESCAPE FROM STREET GRABS
a) Loosen Hold & secure balance
b) Hit Vitals Eye, Groin, Foot Stomp
c) Distance opponent by pushing face with palm
d) Elbows & Knees
e) Throw OR
f ) Box & Kick opponent away
CLAP EXIT
Rush to Win!
348
grapple
foot stomp
1.
2.
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eye jab
nose push
3.
4.
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Rush to Win!
350
ear clap
1/2 knuckle-throat
5.
6.
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groin slam
elbow
7.
8.
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Rush to Win!
352
knee
punch
9.
10.
Military JKD
353
KICK 11.
Rush to Win!
354
While engaging a mob,
Display full agression to survive,
Engage the leader first,
Move in order to line up mob
Members one behind the other,
Clap vitals of those who grab you,
Hit with elbows & knees
In all directions,
Finish one man at a time
& You will survive!
Military JKD
355
SITUATIONAL
BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE
ATTACKS & FIREARM THREATS
MOB SITUATIONS
a) Same principles as listed on previous page
b) Finish One man at a time
c) Prioritize on attacking man who is Neck grabber, Foot grabber
mob
situations
Rush to Win!
356
FOOT STOMP on right
groin slam
FOOT STOMP
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4.
3.
Military JKD
357
front elbow side elbow
rear spinning elbow
ear clap
lining-up of opponents
5.
6.
7. 8.
9.
Rush to Win!
358
Remember the weapon weilding
man fights only with his one arm
that weilds the weapon ,
You must fight him with all four
limbs against his one limb!
Avoid the arc of thrust,
Dont be concerned about disarming
Just immobilize the weapon
weilding hand and hit the vitals,
Use elbows & knees,
Throw & stomp ,
To neutralize the threat.
Military JKD
359
defense
against
an edged weapon
DEFENSE TO KNIFE ATTACK
a) Rule of thumb AVOID THE ARC OF THRUST
b) If attack is non telegraphic (unpredictable) Face Weapon & get outside by
moving away from the arc of thrust -OUTFIGHTING SKILLS.
c) If attack is telegraphic (wide & predictable-, move closer to get inside the
arc of thrust & grab attacking hand - INFIGHTING SKILLS
d) Face the attacking weapon at all times, never giving your back to it.
e) Defect the attack, grab the knife wielding hand
f ) Hit Vitals Eye, Groin, Foot Stomp
g) Elbows & Knees
h) Throw OR
i) Disarm Knife & Thrust same knife on opponent
Rush to Win!
360
SORRY!
SLASH TO FACE-GET OUT
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361
body slash-body tuck
leg attack-tuck
Rush to Win!
362
infighting skills - defense
to forehand knife attack
hand grab & eye attack face the weapon
elbow-face
knee
body
1. 2.
4.
3.
Military JKD
363
disarm & attack him with his weapon
45 degree
throw
5.
6. 7.
Rush to Win!
364
back hand attack
defend with both hands
Jam opponent
1.
2.
Military JKD
365
infighting skills defense
to back hand knife attack
lop sao-eye attack
knee
inverted U throw
elbow 4.
3.
5.
6.
Rush to Win!
366
Bullets travel in a straight line,
Avoid that line of fire &
The threat will be neutralized.
The rule of thumb in defending a
firearm threat is either to be too
close or too far.
Too close will enable the use of
unarmed combat skills,
Too far will enable you to
survive by taking cover.
Military JKD
367
defense
to firearm
DEFENSE TO FIREARM THREAT
a) Rule of thumb AVOID THE LINE OF FIRE
b) Face the Firearm at all times, never giving your back to it.
c) Defect the frearm, (Not the hand wielding frearm as this may tilt the line
of fre in your direction) & grab the frearm wielding hand
d) After defecting the attack, grab the frearm wielding hand at the wrist in
order to prevent oppoent from pointing muzzle at you.
e) Hit Vitals Eye, Groin, Foot Stomp
f ) Elbows & Knees
g) Throw OR
h) Disarm Firearm & Threaten the opponent with it
Rush to Win!
368
threat
body sway
1.
2.
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369
defend with both hands
lop sao hand & weapon-eye jab 4.
3.
follow up: elbows,knees & throws 5.
Rush to Win!
370
1.
2. move out
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4.
3.
LOP SAO & eye jab
grab with both hands
follow up: elbows,knees & throws
5.
Rush to Win!
372
low body threat
move body out
1.
2.
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373
defend with leg
3.
lop sao + eye jab 4.
follow up: elbows,knees & throws
5.
Rush to Win!
374
threat from behind
lean behind & touch weapon
1.
2.
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Military JKD
375
move out
eye jab
3.
4.
5.
grab with both hands
follow up: elbows,knees & throws 6.
Rush to Win!
376
Military JKD
377
Complete
technical
synopsis
The Complete
Compilation of all
Three Modules
Rush to Win!
378
Technical Synopsis
Basic Course Module
BISON SYSTEM is an OFFENSIVE system of varying STRATEGY where
you rush the Opponent with a furry of pre planned & pre-learnt
combination Attacks, based on an inspiration from Jeet Kune Do
Concepts.
BISON SYSTEM is an OFFENSIVE system of varying STRATEGY depending on
Opponents BODY TYPE& PRESENTATION
The 1 RULE
Fight Diferent Opponents with DIFFERENT strategy & Fight Each Opponent with
rapidly CHANGING strategy
The 3 STANCES
NEUTRAL Stance Natural stance adopted while standing, Feet together in the
same line
RIGHT LEAD stance Right foot forward Stance
LEFT LEAD Stance Left foot forward Stance
The 2 PRESENTATIONS
MATCHED Presentation When You are in Right Lead Stance & Opponent is also in
Right Lead Stance or Vice Versa
UNMATCHED Presentation When You are in Right Lead Stance & Opponent is in
Left Lead Stance or Vice Versa
The STATES are determined by your STANCE & MOBILITY
ICE (Attack from Static & Rigid Stance) Deep, Wide Stance with Body tense for
LIGHTER WEIGHT & WEAKER OPPONENTS
WATER (Attack from Springy & Semi Rigid Stance) In between Ice & Gas for
MEDIUM WEIGHT & AGILE OPPONENTS
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GAS (Attack from Mobile & Prancing Stance) Dancing, Narrow Stance with Body
loose for HEAVIER & STRONGER OPPONENTS
The TOOLS of Combat are
KICKS Front kick, Side kick, Hook (Roundhouse) kick
PUNCHES Jab (Lead punch), Cross (Rear punch), Lead Hook, Rear Hook,
Uppercuts
TRAPPING - Ths is the art of immobilizing the opponents guard (lead forearm) to
enable opening of his guard. Types of Trapping:
a. The Pak Sao Trap: is when you use your rear hand to trap the opponents lead
hand. This is combined with a lead jab (attack)
b. The Lop Sao Trap: is when you use your lead hand to trap the opponents lead
hand. This is combined with a rear cross (attack)
OPEN HANDED VITAL STRIKES - The fnger tips, the edge of the hand (knife hand),
the palm, the half-knuckle strike and the palm heel are used to strike the sense
organs - eye, ear, nose, throat, carotid arteries of the neck, solar plexus & the groin
to cause grevious injury.
ELBOW & KNEES Elbow Slam, Elbow Hook, Front knee, Hook knee
JOINT LOCKS Wrist lock, Elbow lock (Arm Bar), Shoulder lock (Hammer lock), Neck
lock
NECK GRABS Side Neck Grab, Rear Neck Grab, Reverse Neck Grab
THROWS 45 Degree Throw, Inverted U Throw
The RANGES are determined by the distance
between you & the opponent
DEFENSIVE RANGE (Retreat Fighting & Backwards movement) this is retreating
backward, Defending & Counter Attacking
TAP - TAP RANGE (Far /Outfghting & Static Position Fighting) this is essentially
Static position fghting with Kicking & Boxing Range
RUSHING RANGE (Near /Infghting & Rushing Advance) this is Rushing in with
Boxing combinations followed by Knee- Elbow
GRAPPLE RANGE (Close Proximity fghting & Grappling) this is to go very close to
Grappling Range followed by Knee Elbows & Throws
Rush to Win!
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The ANGLES are determined by the angle
made by your chest in relation to opponents chest
EXTREME ELEVEN (Chest facing Chest fush) From 11 move towards opponents
INSIDE
ELEVEN (Chest facing Chest at slant) this is BASIC STARTING STANCE
LINE (Both Chests in Line) From 11 move towards opponents OUTSIDE
TEE (Chest facing Opponents Side /Shoulder)- From LINE change angle to make
Chest perpendicular to opponents Chest
REAR (Chest to Opponents Rear) From Tee, move around to reach Rear of the
opponent.
The LEVELS are determined by the HEIGHT
of the attack with ref to the opponents body
OVERHEAD LEVEL RUSH or MOUNTAIN (Attack from Over Head) Attack is
launched at the head by punching from above opponents Guard, with your head
is raised ABOVE the opponents head by standing on toes
HEAD LEVEL RUSH or STANDARD (Attack on Head) Attack is launched at the
head, with your head at the SAME level as the opponents HEAD

CHEST LEVEL RUSH (Attack on Chest progressing to Head)
a. Front CHEST RUSH or BISON Attack is launched at the chest & head, with
your head held BELOW & fush with the opponents CHEST
b. Tee CHEST RUSH or STRAIGHT BLAST Attack is launched at the chest & head,
with the (Chest or) front of your body facing the side of the opponents body
AB LEVEL RUSH or DIAMOND (Attack on Abdomen)
a. Attack is launched at the Abdomen, your head is held low at the level of
the opponents ABDOMEN (attack the diamond shaped area from Abdomen
to groin)
b. Attack is launched at Abdomen with Kicks
GROIN LEVEL RUSH or RAT (Attack on Groin)
a. Attack is launched at the Groin with Punches, your head is held low at the
level of the opponents GROIN
b. Attack is launched at Groin with Kicks
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381
THIGH LEVEL RUSH or VALLEY (Attack at a very low level) - Attack is launched at
the Head, when the opponent is crouched with his head BELOW YOUR BELT
LEG RUSH or SCOOP (Attack on Knee, Shin & Ankle) Attack is launched with kicks
at the opponents Knee, Shin or Ankle
The Opponent Types
TALL OPPONENT hit LOW on knees & groin
SAME HEIGHT OPPONENT hit MIDDLE on body & head
SHORT OPPONENT hit HIGH on the head
POT BELLY OPPONENT hit BELLY & follow on groin
MESOMORPH (HEAVY MUSCULAR) hit with STRONGER PARTS i.e elbows &
knees
AGGRESSIVE DISTANCE with palm on face & KICK him away
TALL MESOMORPH hit LOW on groin & follow with STRONGER PARTS like elbows
& knees
Rush to Win!
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Technical Synopsis
Intermediate Course Module
BISON SYSTEM involves using various ANGLES in 2 ADVANCING RANGES (Tap Tap
Range & Rush Range) and 1 RETREATING RANGE (Defensive Range)
A) DEFENSIVE RANGE
This is the retreat mode of combat. By retreat, it is not meant that the exponent
is defeated. It means that when the opponent is stronger or charging you with
a stronger force, you may need to move backwards to absorb his force, before
launching a counter attack. Depending upon the degree of penetration of his
charge, you may be required to retreat more & more backward as follows:
a) ONE DOOR DEFENSE (HALF STEP BACK) This is when you step slightly back with
your Lead foot (say by a few inches), and you defend by raising your Lead Forearm to
cover your face, while shifting your head behind & away from the attacking hand.
b) TWO DOOR DEFENSE (ONE STEP BACK) This is when you step moderately back
with your Lead foot (say by a foot) to bring your feet together (neutral stance), and
you defend by raising both your Lead & Rear Forearms to cover your face, while
shifting your head in front & closer to the opponents attacking hands.
Here your head lays cradled inside your guard & protected by your forearms.
c) REVERSE DOOR DEFENSE (ONE AND A HALF STEP BACK)- This is when you
completely step behind with your Lead foot (say by a metre), so as to change your
Lead Stance (from a Right Lead Stance, you may now end up with Left Lead Stance)
and you defend by raising your Rear Forearm to cover your face, while shifting your
head behind & away from the attacking hand.
COUNTER ATTACK
These are Attacks launched quickly after defence to Opponents attack, before he
has time to recover. The following is the list of Counters.
Counters can be executed as Attacks immediately after defence. At times, during
counter, you may trap the opponents Lead hand guard so that he cannot defend
your counter.
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HAND CLAPS
Eye Jab
Nose Push
Carotid Chop
PUNCHES
Jab
Cross
Pak Sao Trap & Jab
KICKS
Roundhouse Kick Groin
Side Kick Knee
LEG ATTACK
Ankle Scoop
B) TAP TAP RANGE
This is a starting mode of combat, where a static position is maintained while
attacking, without advancing forward too much, using single attacks, followed by
waiting for the opponents attack. Most amateur fghts are limited to this range-
I hit, You hit or Tap-Tap. Tap Tap Range can be studied and perfected under the
categories of various ANGLES & LEVELS (See Basic Course Module)
ANGLE ELEVEN
Right Lead STARTING POSITION for STATIC FIGHTING
a) HIGH LEVEL Boxing to HEAD (GATE BOXING) where you feint a punch in one
direction and attack with another punch in the opposite direction
a1. Punch High - Punch Low
a2. Punch Straight (Jab) - Punch Around to the left (Rear Hook)
a3. Punch Straight (Jab)- Punch around to the right (Lead Hook)
b) MIDDLE LEVEL BODY Kicks follow with Boxing HEAD (KICK BOXING)
where you follow one kick with a boxing combination of 3 punches
b1. Front Stomp Kick (Groin) - Lead Jab - Lead Jab - Rear Cross
b2. Side Kick (Body) -Lead Backfst - RearHook - Lead Uppercut
b3. Roundhouse Kick (Groin) - LeadJab - Rear Cross - Lead Hook
Rush to Win!
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c) LOW LEVEL Kicks to Knee, Shin & Ankles (SCOOPS) where you attack with low
kicks to the knee, shin and ankle
c1. Side Kick Knee
c2. Low Kick Shin
c3. Ankle Scoop
ANGLE EXTREME 11 - Move from 11 to Inside by Side Stepping Right
can be employed at 3 Levels
1. Eye Jabs
2. Groin Kicks
3. Knee Kicks
ANGLE LINE Move from 11 to Outside by Sidestepping Left
TRAP GUARD & PUNCH
Trapping is the art of immobilising the opponents guard with one hand while
hitting him with the other hand
1. PAK SAO Trap Opponents Lead hand Guard with your Rear Hand
2. LOP SAO - Trap Opponents Lead hand Guard with your Lead Hand
ANGLE TEE Move from Line to Tee by stepping forward to face your
Chest on the Side of Body
The Tee position ofers distinct Advantages Since the front of your Body is stuck to
the Opponents Side, pinning his lead Hand, he is incapable of using his Lead hand
to punch. Since his Rear hand is not facing you, even his rear hand cannot be used
to punch. And since you are facing him, You can use both your Lead & Rear Hands
to punch him. So its your TWO Hands against his NO Hand. This advantage will be
maintained only until you manage to keep your Chest STUCK to his Side.
Tee CHEST RUSH or STRAIGHT BLAST Attack is launched by charging in Tee position
to stick your chest to the opponents side attacking with Box combos with both
right & left hands to front & back of his opponents Head & Abdomen.
ANGLE REAR Move to Opponents Rear whenever he partially turns
away from you while defending your attacks.
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Attack Opponent from his rear as he is defenceless with
A) Front Kick to his Spine
B) Punches to back of his Head
C) Elbows to Side of his Head
D) Knee to his Spine
E) Inverted U Hair Pull Throw
C) RUSH RANGE (Box Combo to ElbowKnee)
Whenever there is an opportunity, the idea is to suddenly rush in close to the
opponent, with a furry of Box combinations followed by destructive Elbows &
Knees. The surprised opponent should have no time to react, caught completely
by surprise.
ELEVEN 11 Rushes
OVERHEAD RUSH or MOUNTAIN (Attack from Over Head) Attack is launched
with Box combos at the head by punching from above opponents Guard, with your
head is raised ABOVE the opponents head by standing on toes
HEAD RUSH or STANDARD (Attack on Head) Attack is launched at the head, with
your head at the SAME level as the opponents HEAD,
Front CHEST RUSH or BISON Attack is launched at the chest & head, with your
head held BELOW & fush with the opponents CHEST
AB RUSH or DIAMOND (Attack on Abdomen) Attack is launched at the Abdomen,
your head is held low at the level of the opponents ABDOMEN (attack the diamond
shaped area from Abdomen to groin)
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with
Punches, your head is held low at the level of the opponents GROIN
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the Head,
when the opponent is crouched with his head BELOW YOUR BELT
Rush to Win!
386
Technical Synopsis
Advanced Course Module
GRAPPLING RANGE - NECK GRABS
The below techniques are based on the principle Hit! (Vital Strikes) Grab! (Neck
Lock) Hit! (Knee Elbow) Throw! Stomp! The below attacks are to be executed in
sequential order
1. RIGHT HANDED SIDE NECK GRAB & LEFT HANDED ATTACKS
Hit Groin with Right hand clap (to make him bend forward for neck grab)
Side Neck Grab with Right hand
Left Hand Eye Scrape
Left Down Elbow to Neck
Left Knee to Plexus
Left Sided Sprawl Throw
Left Stomp Kick to Face
2. LEFT HANDED REVERSE NECK GRAB & RIGHT HANDED ATTACKS
Hit Groin with Left hand clap (to make him bend forward for neck grab)
Reverse Neck Grab with Left hand
Right Hand Eye Scrape
Right Down Elbow to Neck
Right Knee to Plexus
Right Sided Inverted U Throw
Right Stomp Kick to Face
DEFENSIVE RUSHES
GROIN RUSH or RAT (Attack on Groin) Attack is launched at the Groin with
Punches, your head is held low at level of the opponents GROIN. USED WHEN:
OPPONENT CHARGES HIGH WITH HOOKS TO YOUR HEAD
LOW RUSH or VALLEY (Attack at a very low level) - Attack is launched at the
Head, when opponent is crouched with his head BELOW YOUR BELT. USED WHEN:
OPPONENT CHARGES LOW WITH ABDOMINAL PUNCHES
REAR - Move to Opponents Rear whenever he partially turns away from you while
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defending your attacks. Attack the Opponent from his rear as he is defenceless
with
a) Front Kick to his Spine
b) Punches to back of his Head
c) Elbows to Side of his Head
d) Knee to his Spine
e) Inverted U Hair Pull Throw
APPLICATION OF STATES
The 3 STATES are determined by your STANCE & MOBILITY
a) ICE (Attack from Static & Rigid Stance) HARD STANCE & STATIC Condition. This
state is used against a weaker or smaller opponent in order to charge into him with
the advantage of size and strength
b) WATER (Attack from Springy & Semi Rigid Stance) HARD & SOFT STANCE. This
state is used against an agile or skilled opponent in order to quickly evade or move
out of attacks and also to deliver strong attacks.
c) GAS ( Attack from Mobile & Prancing Stance) SOFT STANCE & MOBILE Condition.
This state is used against a stronger or larger opponent in order to avoid being
charged by the heavier or stronger opponent
CLAPPING ATTACKS (CLAP FLOW)
Claps are attacks executed with the open hand (not a fst) using palm (slap), edge
(chop), fnger (jab), palm heel & Half knuckle to vital targets in a combination fow.
The open hand being longer in length than the fst ofers greater reach & ease &
speed of movement. USED IN STREET SITUATIONS WHEN THE OPPONENT GRABS
YOUR BODY IN GRAPPLING RANGE.
Right hand CLAPS are as follows:
Reverse Chop to Neck
Eye Jab
Palm to Face
Half Knuckle to Throat
Heel to Plexus
Rush to Win!
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Slap to Groin
Slap to Face
Chop to Neck (Carotid)
SITUATIONAL
BISON SYSTEM involves Defence to STREET GRABS, MOB SITUATIONS, KNIFE
ATTACKS & FIREARM THREATS
STREET GRABS
a) Loosen Hold & secure balance
b) Hit Vitals Eye, Groin, Foot Stomp
c) Distance opponent by pushing face with palm
d) Elbows & Knees
e) Throw OR
f ) Box & Kick opponent away
MOB SITUATIONS
a) Same principles as above
b) Finish One man at a time
c) Prioritize on attacking man who is Neck grabber, Foot grabber
DEFENSE TO KNIFE ATTACK
a) Rule of thumb AVOID THE ARC OF THRUST
b) If attack is telegraphic (wide & predictable), move closer to get inside the
arc of thrust & grab attacking hand
c) If attack is non telegraphic (unpredictable) Face Weapon & get outside by
moving away from the arc of thrust.
d) Face the attacking weapon at all times, never giving your back to it.
e) Defect the attack, grab the knife wielding hand
f ) Hit Vitals Eye, Groin, Foot Stomp
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g) Elbows & Knees
h) Throw OR
i) Disarm Knife & Thrust same knife on opponent
DEFENSE TO FIREARM THREAT
a) Rule of thumb AVOID THE LINE OF FIRE
b) Face the Firearm at all times, never giving your back to it.
c) Defect the frearm, (Not the hand wielding frearm as this may tilt the line
of fre in your direction) & grab the frearm wielding hand
d) After defecting the attack, grab the frearm wielding hand
e) Hit Vitals Eye, Groin, Foot Stomp
f ) Elbows &
Knees
g) Throw OR
h) Disarm Firearm & Threaten the opponent with it.
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hi t(KE)-Throw-Stomp)
Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
Bouncing Static in RANGE
TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE TEE
ANGLE
LINE
ANGLE
ELEVEN
ANGLE
EXTREME 11
ANGLE REAR
Tee his
shoulders with
urs
Side Step
Left to
OUTSIDE
COMBAT
STARTING
POSITION
Side Step
Right to
INSIDE
Push his shoulders
to turn him
Retreat to
RANGE DEFENSIVE
A
D
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A
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C
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R
E
T
R
E
A
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SIDE STEP RIGHT SIDE STEP LEFT
Technical Synopsis
of Bison Sparring
ADVANCE to RANGE
GRAPPLE (Hit-Grab-Hi t(KE)-Throw-Stomp)
Lt Sided SIDE NECK LOCK with RIGHT
HANDED WORK
Rt Sided REVERSE NECK LOCK with LEFT
HANDED WORK
BODY GRAB
KNEE TAKE DOWN GRAB
Advance to RANGE
RUSH (Infighting Box Combo to Elbow Knee)
LEVEL MOUNTAIN (Overhead)
LEVEL STANDARD (Head)
LEVEL BISON (Chest)
LEVEL DIAMOND (Abs)
LEVEL RAT (Groin)
LEVEL VALLEY (Thigh)
Bouncing Static in RANGE
TAP TAP (Outfighting with Kickboxing) (for Matched Right Lead stances)
ANGLE TEE ANGLE
LINE
ANGLE
ELEVEN
ANGLE
EXTREME 11
ANGLE REAR
STRAIGHTBLAST TRAP
PUNCH
GATE BOX
COMBO
EYE JAB PUNCH /ELBOW to
HEAD
- Nil - KICK -
TRAP
PUNCH
KICK BOX
COMBO
GROIN
KICK
KICK
BACK/GROIN
- Nil - LOW KICK
to SCOOP
KNEE KICK KNEE GROIN
Tee his
shoulders with
urs
Side Step
Left to
OUTSIDE
STARTING
ANGLE
Side Step
Right to
INSIDE
Push his shoulders
to turn him
Retreat to RANGE DEFENSIVE
EVADE & COUNTER
MOVE & COUNTER
PARRY - 1 DOOR
PARRY -2 DOOR
PARRY -REVERSE DOOR
A
D
V
A
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C
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A
D
V
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C
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R
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T
R
E
A
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SIDE STEP RIGHT SIDE STEP LEFT
Rush to Win!
392
dR. SHEETAL
dR. KOMAL
RITESH NIKESH
Acknowledgements
Military JKD
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Rush to Win!
394
Martial Art Fighting arts
Traditional Martial Arts like Japanese Karate, Korean Taekwondo, Judo, Kung Fu
Mixed Martial art Contact sports which permit use of multiple arts like Boxing,
Grappling & Ground fghting
Defensive Tactics /Law Enforcement Martial Arts Police Martial arts used in
restraining, handcufng and disarming armed ofenders
Military Martial Arts/ Unarmed Combat Martial Arts used by soldiers in close
quarter warfare to kill, cripple or silence
CQB Close Quarter Battle where enemy is within 30 meter range
Jeet Kune Do Chinese American Martial Art founded by Bruce Lee
JKD Concept Philosophy & Principles advocated by Bruce Lee comprising of
Simplicity, Directness, Efciency & Non Classical approach to any problem in the
arena or outside
Miltary JKD JKD concepts applied to CQB & Unarmed Combat
Bison System UAC Method utilizing JKD concepts founded by Doctors Rao
couple.
Attack Initiation of physical hurt
Defense Thwarting an attempted physical hurt
Evasion Defending by quickly moving the attacked part away
Parry Defending by defecting the attacking limb, fst or foot
Block Defending by stopping the attacking limb, fst or foot
Moving to Defend Defending by moving the whole body away from the line of
attack
Counter Attack After defense of an opponents attack, any quickly launched attack
on the opponent before he launches another attack.
Interception When opponent is launching an attack, any attack launched by you
which lands on him before his attack lands on you.
Sparring Random Practice of fghting during training with a partner
Combat Actual fghting during encounter with enemy
Body Any part of the trunk
Glossary of Terms
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395
Stance Posture adopted in combat
Neutral or Natural Stance Standing with feet almost together
Right Lead Stance Standing with Right foot in front of left foot
Left Lead Stance Stance with Left foot in front of right foot
Matched Stance When you and the opponent are both in Left Lead Stance or
when both are in Right Lead Stance
Unmatched Stance When you are in Right Lead Stance and Opponent is in Left
Lead Stance or Vice versa
Changing your Lead Going from Right Lead to Left Lead Stance or Vice versa
Inside Moving towards opponents Chest
Outside Moving towards opponents Back
Step and Slide Advance Moving in front without changing your Lead.
Step and Slide Retreat - Moving backwards without changing your Lead
Step Thru - Moving in front by changing your Lead
Side Step Right - Moving sideways to your Right without changing your Lead
Side Step Left - Moving sideways to your Left without changing your Lead
Front Kick Stomp Kick Stomping your foot in front to Groin
Front Kick Snap Kick Extending fexed knee to front
Side Kick Body Extending fexed knee to side
Roundhouse Kick / Hook Kick Extending fexed knee circularly
Knee Break Side kick to knee joint
Shin Kick Front kick to Shin bone
Ankle Scoop Circular sweeping strike with Foot to the Ankle
Jab Straight Punch with Lead Hand
Cross Straight Punch with the Rear Hand
Hook Circular Horizontal Punch with either hand to Jaw
Uppercut - Circular Vertical Punch with either hand to Chin
Knock out/ Kayo Concussion or momentary fainting due to a jerk on the neck and
transient counter coupe injury (whip lash) to brain.
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Pak Sao Trap Immobilizing /Holding the Opponents Lead hand with your Rear
hand
Lop Sao Trap - Immobilizing /Holding & Pulling Opponents Lead hand with your
Lead hand
Pak Sao Defense Using Palm Slap to defend the opponents strike, punch or kick.
Head Butt Ramming the opponents face with your head
Elbow Hook Hooking strike with Elbow tip
Elbow Slam Slamming strike(e) with Elbow & Forearm
Front Knee Lifting Strike with Knee tip
Round Knee Circular Strike with tip of Knee
Groin Slam Strike(s) with straight forearm & Fist by swinging movement of
shoulder
Foot Stomp Downward stomp with heel on opponents toes
Lock Forcible twisting a joint beyond its normal range of movement
Head /Neck Lock Locking the neck joint/vertebrae or windpipe or neck artery or
vein
Choke Compressing windpipe to cut of air intake & sufocate
Neck Crank Twisting of Neck vertebrae
Wrist lock Twisting wrist joint
Arm bar Forcibly over extending the straightened Elbow joint
Hammer Lock Twisting the elbow & Shoulder joint
Knee Bar From squatting position, pressing your forearm on opponents straight
knee to make him lose balance.
Knee Takedown Folding the opponents bent knee further to imbalance him
Throw To make the opponent suddenly lose balance and land on the foor & hurt
himself by the impact
45 Degree Throw Throwing the opponent by pushing his body backward at an 45
degree angle
Inverted U Throw Throwing the opponent by pulling his hair/head backward in
an inverted U direction of force.
Side Neck Lock Grabbing the opponents head in your armpit when both are
facing the same direction
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Reverse Neck Lock Grabbing the opponents head in your armpit when both are
facing each other. Here the opponents head is facing the ground
Rear Neck Lock Grabbing the opponents head from behind him by wrapping
your arm & forearm around his neck.
Slap Parry / Pak Sao/ Palm Slap Parry Defecting the opponents strike using
slapping action of your palm
Door Defense / Tan Sao/ Forearm Parry - Defecting the opponents strike using the
Forearm
One Door Defense - Defecting the opponents strike using Lead forearm
Two Door Defense Blocking the opponents strike using Both forearms
Reverse Door - Defecting the opponents strike using Rear forearm
Duck Evading the opponents strike by moving head downwards
Snap Back Evading the opponents strike by moving head backwards
Slip to Right Evading the opponents strike by moving head side wards to Right
Slip to Left Evading the opponents strike by moving head downwards to Left
Body Tuck Evading the opponents strike by moving body backwards
Knee Tuck Evading the opponents strike by moving knee backwards
Primary Targets Eye/ Face, Groin/Solar Plexus & Knee/Shin
Vital Targets Any part of body where grievous injury may result
Carotid Artery Artery in neck supplying blood to brain
Jugular Vein Vein in neck draining blood from brain.
Solar Plexus nerve plexus in diapghram, the muscle (largest in the male body)
separating chest & abdominal cavities
Groin Scrotum & Contents including Testes. Females donot sufer grievous injury
when hit on their groin. But when hit on the breasts, the result is severe pain.
Level The Height of the body at which the attack is launched.
Angle The Angle of the two fghters bodies/ Chests
Range The distance between the two bodies at which the fght occurs.
State The state of rigidity/ fexibility of the fghters body.
Mountain Level Boxing Combination Attack launched from Above opponents
head at his head.
Rush to Win!
398
Standard Level Boxing Combination Attack launched at the opponents Head.
Bison Level Boxing Combination Attack launched at opponents Chest.
Diamond Level Boxing Combination Attack launched at opponents Abdomen.
Rat Level Boxing Combination Attack launched at opponents Groin in Crouched
Stance.
Valley Level - Attack launched at opponents Head when he is attacking with
crouched stance. Here opponents head may be at the level of your thighs.
All Below Angles are with ref to matched Stance
Angle Eleven Opponent & You stand face to face, Your Chest facing Opponents
Chest.
Angle Line Opponent & You standing facing Side to Side. This Angle is reached
when you move from Angle Eleven to Outside.
Angle Tee Your Chest facing Opponents Side
Angle Rear Your Chest facing Opponents Back.
Extreme Eleven When you move from Angle Eleven to the INSIDE, towards
opponents Chest, you are said to be in Extreme Eleven or Inside
Outer Circle Range - When the distance between you and the opponent is about 2
metres, when neither you nor your opponent can reach each other with an attack
.
Kicking Range - When the distance between you and the opponent permits only
exchange of kicks
Punching Range - the range refers to the distance at which you and your opponent
exchange punches. It is a distance closer than kick range but further than the knee
elbow range.
Knee Elbow Range - the range refers to the distance at which you and your
opponent exchange elbows and knee techniques .It is a distance closer than the
punching range but farther than the grappling range.
Grappling Range the range refers to a very close distance where the two bodies
are in close approximation. At this range you & your opponent exchange locks,
throws & grabs . Groundwork Range the range refers to fghting on the ground
Ice State / Solid the state refers to a deep, rigid and wide stance
Steam State / Gas- the state refers to a freely mobile, prancing and narrow stance.
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Water State / Liquid- the in between state, with a springy & semi rigid stance
Tap Tap Range /Static Range This is essentially a static outfghting position using
Kicks and Punches.
Rush Range / Advance Forward Range - This is Rushing in range charging at the
opponent with Boxing combinations followed by Knee- Elbow techniques
Defensive Range / Retreat Back Range - This is retreating backward range, for
purposes of Defending & Counter Attack.

Situational Fighting Defensive Responses to various Street Grabs like Collar grab,
Bear hug & Leg pick up.
Mob Fighting- The techniques and strategies used to fght & survive a mob
situation.
Lining up the Mob- strategy of fghting against a mob whereby the members of the
mob are lined up on one side and no longer around you.
Edged Weapon Threat- Defense to an opponent attacking you with a blade
weapon
Firearm Threat- Defense used to an opponent threatening you with a frearm.
Arc of Thrust the arc across which the edged weapon is swung in attack.
Line of Fire the line traced by the bullet from the frearm barrel to the expected
target. This is also the line joining the aiming eye, foresight & hindsight.
Claps- series of attacks with the open hand used on vital areas of the opponent
Clap Exits A series of Claps used to escape from a single/many opponents grabbing
your body in grappling range.
The Indian Bison or GAUR (Bos Gaurus) is a large, dark-coated bovine animal of
South Asia, biggest populations are found today in India. The Gaur is not to be
confused with the American Bison (Bison Bison) which is a timid animal and prey
of hunters, now almost extinct.
Gaur are the heaviest and most powerful of all wild cattle. Males have a highly
muscular body, with a distinctive dorsal ridge and a large dewlap, forming a
very powerful appearance. Body length is upto 12 feet, shoulder height 2 metre,
weighing about 2 ton with 32 inch horns.
Due to their formidable size and power, the gaur has few natural enemies. There are
several cases of tigers being killed by gaur. In one instance, a tiger was repeatedly
gored and trampled to death by a gaur during a prolonged battle. In another case,
a large male tiger carcass was found beside a small broken tree in Nagarahole
national park, being fatally struck against the tree by a large bull gaur a few days
earlier. When confronted by a tiger, the adult members of a gaur herd often form
a circle surrounding the vulnerable young and calves, shielding them from the big
cat. A herd of gaur in Malaysia encircled a calf killed by a tiger and prevented it
from approaching the carcass while in Nagarahole, upon sensing a stalking tiger, a
herd of gaur walked as a menacing phalanx towards it, forcing the tiger to retreat
and abandon the hunt. Gaurs have also been known to make a whistling snort as
an alarm call to warn other members of its herd of approaching danger. Especially
during summer time, the heat and parasitic insects make them more short-tempered
than usual. Gaur bulls may charge unprovoked, rushing at the enemy & goring it to
death. RUSH TO WIN! is the motto aptly adopted by the Bison System.
The Bison System
JKD of Military Unarmed Combat derives inspiration from the Indian Bisons
attitude of charging towards victory, for upholding principles of bushido Courage,
Benevolence, Righteousness, Honor & Duty. It is an application of Jeet Kune Do
concepts to Military Unarmed Combat. The Bison system is the result of the Rao
couples research and experience in imparting Unarmed Combat (& Close Quarter
Battle) training to over 15,000 soldiers & policemen, over the last two decades.
The Indian Bison

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