Monday, 8 July 2019

STMA Summer Camp 2019

 
 
Just as we do each year, Summer Camp will be outdoors on the mid August weekend.
 
We will be covering techniques from
 
GYOKKO Ryu KOSHI Jutsu
 
KOTO Ryu KOPPO Jutsu
 
KEMPO JUJUTSU
 
 


 
 
We will be covering KATANA, BOKKEN, BO, JO, HANBO and TONFA in our KOBUDO weapons drills
 
We will be covering DOUBLE STICK, SINGLE STICK, KNIFE and DOUBLE KNIFE from KALI
 
We will be covering KRABI KRABONG weapons drills from THAI including SPEAR and DOUBLE SWORD
 
We will be covering DEFENCE against:
KNIFE
STICK and CLUB
GUN
 
and the MUTODORI defence against the KATANA
 

 
 
 
Everyone is welcome from Beginner to Advanced Black Belt
 
 

Ninjutsu heritage



At the TODA family Dojo, Shinden Fudo Ryu was the first art taught to the members.

This Ryuha has both a Dakentaiutsu striking based system like Kempo or Karate, and a Jutaijutsu grappling based system.

It is known that IZUMO, the founder, also founded Kukki Shinden Ryu though the schools were not passed down together. With the DakenTaijutsu and Jutaijutsu in the unarmed range, with the KukkiShinden weapons system, the original family members were complete warriors.


At the Toda dojo, members would learn KOTO Ryu and GYOKKO Ryu together, and then learn TOGAKURE RYU at the advanced level, making them NINJA.

Takamatsu Sensei tells us he learn the Shinden Fudo then Koto then Togakure. The Gyokko Ryu was taught alongside Koto. The schools of Kumagakure and Gyokushin schools were taught in parallel to Togakure, also being schools of Ninjutsu. Takamatsu often referred to himself as "A Warrior of the KOPPO Jutsu Tradition".

These form the 6 schools of the TODA- Den, 3 Samurai and 3 Ninja, passed down to Takamatsu, who became Soke of all 6 once his Grandfather died.

Both Gyokko Ryu and Koto Ryu use a sword, metsubishi, and Shuriken.

The Togakure Ryu masters Shuriken, the SHUKO claws, and the SHOGE weapon, which completes the foundation NINJA weapons cycle.

The Togakure Biken Jutsu, sword method, as well as Katana and Kodachi, includes the Jutte truncheon and Tessen fan come from Kukki Shinden.

The longer Ninja battlefield weaponry, spears and halbereds, etc, come from Kukki Shinden.


ISHITANI was the Soke of the Kukkishinden and it is from him that Takamatsu received his training and the scrolls.

Because Shinden Fudo Ryu was not passed on with the Kukkishiden and vice versa, The Takagi Yoshin Ryu was paired with it, so the weapons system and Unarmed system were practiced together, though kept as two schools.

With Takagi Yoshin substituting for the grappling of the missing Shinden Fudo JuTaijitsu, Ishitani still needed a hard "Karate" to take the place of the missing DakenTaijutsu of the Shinden Fudo. This was the inspiration for Ishitani mastering the Gikan Ryu Koppo Jutsu.

GIKAN Ryu was based on Gyokko Ryu, where Uryu studied. However it is a hard KOPPO Jutsu system, developed similarly to how the TODA family developed KOTO Ryu, basing it on Gyokko. This is similar to how different schools and styles of KARATE developed in different regions.


It is interesting to speculate about different historical developments had Shinden Fudo Ryu and Kukkishinden Ryu been passed down together, so both TODA and ISHITANI would have had a similar training path.

Would Takagi Yoshin Ryu have stayed with the Mizuto line, and what would have become of Gikan Ryu for example.

As it stands the Takagi Yoshin is particularly interesting to us as it is the Indoor Body Guard system, as opposed to the Outdoor Battlefield system.

SHINDEN FUDO RYU, in the absence of the Kukki Shinden system, still passes on some unique battlefield training methods

YARI - spear
NAGINATA - halberd
ONO - war axe
O TSUCHI - war hammer

As expected the use of the over size weapons is based on the TAIJUTSU movements and Sabaki

This school also practices the HOJO Jutsu rope methods


KUKKISHINDEN weapons include

SO JUTSU - Yari spear
NAGINATA - Halberd
BISENTO - long weapon

BOJUTSU - staff
HANBOJUTSU - half staff

KATANA sword
KODACHI short sword
JUTTE truncheon
TESSEN fan


TAOKE NO JUTSU is the art of overcoming an enemy from a distance, mastered by battlefield Commanders of high rank and Generals - also known to the NINJA JONIN


The GYOKUSHIN Ryu, as a school of Ninjutsu, makes special use of Hojo rope, as well as the lassoo, and the KUSARI chain weapons - Kusari Fundo and Manriki Gusari


The KUMOGAURE Ryu a school of NINJUTSU, has specialised climbing tool such as the Kama Yari, which is also a weapon. It was used in the SUI MIZU Water method for climbing the sides of wooden ships. It can also be used in the MOKU Wood method for moving between trees. As a weapon it is specifically used for fighting swordsmen

The ippon sugi noburi - single cedar climbing tool - is a specialised climbing tool and weapon.

The armour, including Demon mask and armoured sleeves, comes from this Ryuha.

Though the TAIJUTSU comes from Togakure and therefore Gyokko, this school makes more use of jumping while fighting. Use if made of double blocks and double strikes in the fighting techniques.

Takamatsu Den



The 9 schools are passed down to us through Takamatsu Sensei "the last living true Ninja"

Takamatsu's teachers were:

Toda Shinryuken Masamitsu, his grandfather, who taught 6 systems at the Toda family Dojo - Togakure, Gyokko, Koto, Shinden Fudo, Kumogakure, and Gyokoshin.

Ishitani - head of Security at the family's factory in Kobe who passed on Kukishinden and Gikan.

Mazuta - the Soke of Takagi Yoshin Ryu who taught and passed on this ryuha. Takamatsu learnt this art at the Mazuta Dojo, and also trained in it with Ishitani who was a Master, (with Takagi Yoshin forming the unarmed combat of the Kukishinden). However, it is directly from Mazuta that Takamatsu inherits the Soke title and Densho.


TOGAKURE RYU:

Founded by Daisuke Togakure in the 12th Century.

Toda Seiryu Nobutsuna was the 24th Soke of Togakure Ryu when he inherited the school in the early 17th century. This was passed down the Toda family until Toda Shinryuken Masamitsu who passed the school to Takamatsu who became the 33rd Soke.


GYOKKO RYU:

Cho Gyokku left China during the Tang dynasty and arrived in Japan. This could have been anywhere from 7th to 10th Century. The techniques of "Tiger striking" were passed down until the Gyokko Ryu was formed in the 12th Century by the Tozawa family.

Toda Nobutsuna was the 18th Soke of Gyokko Ryu. Masamitsu passed it to Takamatsu, making him 27th Soke.


KOTO RYU:

The Sakagami family, the Toda ancestors, founded this ryuha in the 16th century.

Toda Nobutsuna was the 9th Soke of this school when he inherited it in the 17th century. Masamitsu passed it to Takamatsu, making him 17th Soke.


GYOKUSHIN RYU:

Sasaki, founder of Gyokushin, was from the Gyokko Ryu. Toda Nobutsuna was the 11th Soke. Takamatsu was the 20th Soke.


KUMOGAKURE RYU:

This school was created by the Toda family in the 16th century. Nobutsuna was the 5th Soke, Takamatsu was the 14th.


SHINDEN FUDO RYU:

Izumo founded this school in the 12th century. He also founded the Kukishinden Ryu.

This ryuha, however, is passed down through the Toda family, while Kukishinden comes to us from Ishitani.

This school of unarmed combat is based on the Chinese Kempo that Izumo learned.

Toda Masumitsu was the 25th Soke, with Takamatsu being the 26th.



GIKAN RYU:

This school was founded by Uryu in the 16th century, and passed down through 10 generations until it passed to the Ishitani father and son.

Gikan Uryu was the 10th Soke, last in the family line.

Ishitani became the 11th and 12th Sokes, who passed it to Takamatsu, making him the 13th.


KUKISHINDEN RYU:

This school has it's roots in the Kukishin school. Kuki means Nine Demons, and was the martial name of Kurando, it's founder.

This ryuha was founded by Izumo in the 12th century, and passed down through the Izumo family. He also founded the Shinden Fudo Ryu.

Ishitani were the 25th and 26th sokes, Takamatsu was the 27th.


TAKAGI YOSHIN RYU:

This ryuha was founded by the Takagi family in the 17th century.

Mizuta was the 15th Soke, who passed it to Takamatsu, making him the 16th.

The 9 schools of Ninjutsu






There are 9 schools, or ryuha to give them their Japanese name that are considered Ninja schools

1. TOGAKURE RYU NINPO
2. GYOKKO RYU KOSHIJUTSU
3. KOTO RYU KOPPOJUTSU
4. SHINDEN FUDO RYU DAKENTAIJUTSU
5. KUKI SHINDEN RYU HAPPO HIKEN
6. TAKAGI YOSHIN RYU JUTAIJUTSU
7. KUMOGAKURE RYU NINJUTSU
8. GYOKIJSHIN RYU NINPO
9. GIKAN RYU KOPPOJUTSU


only 3 of these are actually "ninjutsu" or ninpo in the truest sense

the other 6 were MAs practiced by Ninja clan that became complete schools - some are based on Kempo, some of Japanese JJ or Kenjutsu

What makes them Ninja is that they were used by the Ninja against the samurai, tactics preceding techniques as always

It is not necessary to go into any real depth with these schools early in your career, but they may be referred to in class

this is similar to how a shuto is done different in kempo to kyukushin karate to shotokan and why taijutsu's kiten ken is a unique technique not a variation on karate or kempo's shuto

KOTO Ryu techniques



Shoden level

In this level the katas deal with simple situations by various solutions and tactics. The main theme is Koto ryu's core; breaking the opponent's balance, posture and movement. To apply this theme the Shoden level Kata uses Tai Sabaki, Kyushu (Attacking vulnerable points), attack to different heights, unexpected punches and deception. These components happen in reply to different situations.


Batsugi kata - Removal technique

Hoteki kata

Hosoku kata - Capture approach

Kako kata - Bind and beat

Keto kata

Kata maki kata

Kouyoku kata

Kyogi kata - Rejected Technique

Oh gyaku kata, Koto ryu



Saku geki kata - Wrenching Attack

Shato kata - Diagonal Topple

Setto kata - Break and Knock down

Shihaku kata - Finger Clap

Shito kata,

Tan geki kata - Bearing Intensity

Ten chi kata,

Ura nami kata

Yokuto kata - Scooping and Throwing


Chuden gata level of Koto ryu


Hida - jumping strike

Hisaku - jumping squeeze

Hicho - flying bird

Hito - jumping knock down

Kappi - arresting jump

Monpi - stroking jump


Suito - winter knock down

Gohi - rat jump

Hehi - ruinous jump

Teki gaeshi - hitting return

Koto - throat knock down

Kakuhi - abducting jump


Okuden Gata level of Koto ryu


Konpi - Tying Up Jump

Josetsu - Catch and Fold

Koto - Tiger Throw

Kouki - Koki - Konoki - Punching Demons

Ran Setsu - Chaos Snow


Shinsen - Spirit Snip

Sosetsu - Hold Fold

Soto - Grasp Fall

Santo, (muto dori) - Meet and Throw

Santo, (taijutsu) - Meet and Throw


Kimon, Okuden gata level - Koto ryu

Ura Kimon, Okuden gata level - Koto ryu



Hekito Gata level of Koto ryu


Batsu yo, Hekito gata level - Koto ryu

Boku hen, Hekito gata level - Koto ryu

Damara, Hekito gata level - Koto ryu

Kibo, Hekito gata level - Koto ryu


Kuahi, Hekito gata level - Koto ryu

Saki ryoku, Hekito gata level - Koto ryu

Shuriki, Hekito gata level - Koto ryu

Soku boku, Hekito gata level - Koto ryu

KOTO RYU Kurai Dori


Where Gyokko Ryu has the sanshin and kihon happo based around the stances and applications, Koto Ryu has the KURAI DORI

Kurai Dori means "taking position" - the five combat stances or "attitudes"

Hidari Seigan
Migi Seigan
Hoko
Hira
Bobi


Koto Ryu


The Koto Ryu is based on koppojutsu (bone attacking blocks) techniques, where Gyokko Ryu is based on koshijutsu (muscle/organ attacks).

Koto Ryu is straighter in directional movement, and the Gyokko Ryu revolves more on a circular basis
(either in yourself or in your opponent when taking their balance).

Koto Ryu techniques use short distancing between the two opponents, the Gyokko Ryu uses greater distance.
(Largo and Medio)

Koto Ryu techniques are shorter, quick, and straight to the point, Gyokko Ryu has longer more complicated techniques, and the techniques have more movement.

Koto Ryu concentrates more on striking, and the Gyokko Ryu more on locks and throws.

If both schools are studied completely, the student will know all forms of fighting, including distance, striking, throws, and locks. Both schools compliment each other and to study only one is to know only half of one of the two schools.

The name of the school, ‘Tiger Knocking Down’, refers to knocking down the tiger with the tips of the fingers - the Chuden Kata techniques sometimes start this way.

Attacks to the face, in addition to metsubushi, are common in the techniques of the school.


FOOTWORK:

Yoko Aruki (cross stepping), and Toki (stamping).


KENJUTSU:

Koto Ryu sword uses the same principles as the Unarmed Combat.



Koto Ryu Koppo Jutsu





Koto Ryu (Tiger knocking down School)

"to knock the Tiger down with the tips of the fingers"

KO - Tiger
TO - Sword

Tiger Sword School


Koppo Jutsu

Not unlike kyukushin karate this method involves linear strikes to break bones - aggressive, linear attacks using the larger bones to strike the weaker ones of your opponent

First Rule - hit fucking hard

This ryu adopts training methods seen in Okinawa and later in Japan in kyukushin - wood breaking to perfect the bone breaking methods - striking sand and gravel, then later stone to condition the hands and other striking tools

The 10th Soke of Gyokko Ryu founded the Koto Ryu

This ryu also teaches sword, and uses the four point shaken shuriken

A school of koppojutsu, (骨法術) , shurikenjutsu, and kenjutsu


Koto Ryu koppojutsu began with Toda Sakyo Isshinsai during the Tenmon Era (1532 - 1550) after learning Gyokko Ryu shitojutsu. It is a sister art of "Gyokko Ryu" kosshijutsu (玉虎流骨指術). Toda taught both of these arts and they were handed down within Iga Ryu until reaching Soke Toda Tokugawa period.

The foundation of "Togakure Ryu" ninpo comes from the unarmed combative movements of Koto Ryu and Gyokko Ryu.

It can be translated as "Knocking down the Tiger" School, which is an image shared with its sister school, Gyokko Ryu, the "Jeweled Tiger School".

In addition Koto Ryu includes a 4 pointed "Hira Shuriken" or "Shaken" along with blade fighting.

In Koto ryu there are about 50 katas divided into four levels: Shoden, Chuden, Okuden and Hekito levels.

The first and most basic level is Shoden, which includes 18 Katas.

The second level is Chuden, and includes 12 katas.

Third level is the Okuden and it has 12 katas

Fourth and last level is Hekito and it includes 8 Muto dori katas of empty hands versus a sword.

The main characteristic in this koryu is breaking the opponent's movement and posture. This strategy stems from being a Koppo jutsu system. Two advantages are gained by Tori – the first, disabling the opponent's attacking abilities and the second is the creation of an entrance into the opponent's weak points and posture.

Koto ryu katas are short; they do not include many movements. The source of the Koto ryu Kata is real combat situation and the solution to the problems in it. Because of this, the katas are very focused and revolve around specific techniques that relay a specific and short tactic. The use gravitates toward very simple punches, basic locks and no complicated transitions between throws and locks.

Kata in Koto Ryu look at situations that have maintained their relevance till this day. Most of them are 'street situations' and the scenarios are familiar:

1.Opponent grabbing with one hand
2.Opponent grabs the lapel with one hand and attacks with the other hand: Shato, Hoteki and Shito.
3.Opponent grabs or tries to grab with both hands: Saku geki, Keto, Oh gyaku, Yokuto, Ran Setsu, Kimon, Soto, Shisen and Santo.
4.Opponent attacks with one punch: Kompi, Hida and Koyoku.
5.Opponent attacks with two successive punches: Kata maki, Ura nami, Kyogi, Kako, Shihaku, Tan geki, Hosoku, Suito.

Some of the Kata are very aggressive; Tori initiates the attack in these Kata during or after walking toward the opponent


GYOKKO RYU techniques



Jo Ryaku no Maki level - Gyokko ryu

This book is Taijutsu - Unarmed defence against unarmed attack


Koku

Renyo

Danshi

Danshu

Hanebi

Keo

Keto

Ketsumiyaku


Sakanagare

Sakketsu

Teiken

Yubi kudaki



Chu Ryaku no Maki 中略之巻 , Gyokko ryu

This book deals with Mutodori - Unarmed defence against short sword or knife attacks



Dashin kata, Chu Ryaku no Maki level - Gyokko ryu

Hane tsurube, Chu Ryaku no Maki level - Gyokko ryu

Horaku kata, Chu Ryaku no Maki level - Gyokko ryu

Housen kata, Chu Ryaku no Maki level - Gyokko ryu

Korai, Chu Ryaku no Maki level - Gyokko ryu
Seito kata, Chu Ryaku no Maki level - Gyokko ryu

Shien, Chu Ryaku no Maki level - Gyokko ryu

Ujaku kata, Chu Ryaku no Maki level - Gyokko ryu




Ge-Ryaku no Maki

This book deals with full Mutodori - Unarmed Defence against attack with Katana


Chingan

Fu mo

Iaifū

Ichi geki

Kaisoku

Ko ryaku

Shun soku

Shunu

Gyokko Ryu



Gyokko Ryu means Jade Tiger or Jewelled Tiger, depending on the translation. GYOK - Jade, KO - Tiger.

(Byak Ko means White Tiger)


The techniques emphasized in the Gyokko school are:

1. Bone breaking and muscle damage - Koshijutsu
2. Using the fingers for striking and maiming - Shitojutsu
3. Sword and stick fighting - Kenjutsu, and Bojutsu


Gyokko Ryu has 2 main sections:

1. Taijutsu - unarmed against unarmed
2. Muto dori - unarmed against short sword and knife, and unarmed against katana

Cho Gyokko was the teacher who brought the school to Japan from China during the Tang dynasty. It was handed down from generation to generation Soke to Soke. Gyokko Ryū Shitojutsu was established in the Tenmon period (1532 - 1550) with Gyokko Ryū Koshijutsu being developed by the next Soke Toda, the 10th.

Its sister school is the Koto Ryū, also created by Soke Toda.

Both Gyokko Ryū and Koto Ryū were taught by Toda to the subsequent generations, until the late Tokugawa period (mid (19th Century).

Techniques from Gyokko Ryū and Koto Ryū became the foundation for techniques of Togakure Ryū Ninjutsu.


Tiger Striking Schools existed in India, China and Tibet from the Tang Dynasty c 600 - 900 AD, the foundation of Koshijutsu - fast movements to deliver strikes to specific targets on the opponent's body - Kempo.

Gyokko Ryu is the Jewelled Tiger School of Koshijutsu.


The 9 Rules of Gyokko Ryu:

1.The character ‘nin’ means to guard the nation with one’s life
2.Forget the self, be patient, and do not fear dying
3.When in danger say or show nothing
4.As a strong enemy comes, keep an indomitable spirit
5.Serve and protect the master as you must your own parents
6.Vices dissipate your proficiency
7.Being drunk affects your judgment
8.Destroy your enemy’s power but not his life
9.Don’t teach to others without the master’s permission


A maxim regarding reasonable force:

"when a fight is about to start, do not let the opponent win, but take him down with a technique that is only as strong as is needed to match the situation"

And this saying:

"The warrior’s heart is precious and essential"

The Gyokko Ryu and Koto Ryu compliment each other perfectly as a school of koshijutsu and a school of koppokutsu.

To study both schools together is to create a complete system of Taijutsu, and the foundation for the movement and strategy in Ninjutsu.

Short and long ranges, strikes, kicks, locks and takedowns.

Koshijutsu uses muscle and nerve attacking Atemi as a precursor to the lock and TD. Koppojutsu focuses on bone breaking strikes, backed up by locks and td. Two approaches to Kempo Ju Jutsu, both with their roots in Chinese Kempo and Chin Na.




Gyokko Ryu




KIHON HAPPO - Eight Infinate


KOSHI KIHON SANPO

Ichimonji
Hicho
Jumonji


TORITE KIHON GOHO

Omote Gyaku
Omote Gyaku Tsuki
Ura Gyaku
Musha Dori
Ganseki Nage



SANSHIN NO KATA

Based on the Godai Five Elements

Chi - Earth
Sui - Water
Ka - Fire
Fu - Wind
Ku - Void



MUTODORI

The Ge-Ryaku no Maki of Gyokko Ryu deals with full Mutodori - Unarmed Defence against attack with Katana

The basic Mutodori of Ninpo is based on 3 of the Kamae of Gyokko Ryu, found in TenRyaku, the Book Of Heaven.

The Kamae used are:

Hira - receiving
Ichimonji - defensive
Jumonji - offensive

Just as the Koshi Kihon Sanpo, from the TenRyaku, is used as a basis before starting the JoRyaku Taijutsu book, The TenRyaku Mutodori are a basis to learn before practicing the GeRyaku Mutadori



Gyokko Ryu Koshijutsu



Gyokko Ryu (Jewelled tiger school)

Koshijutsu

The oldest ryuha.

Based on Chinese Kempo, with roots in Tiger Crane, strikes are made to muscles and nerves - a lot of Second Rule. There is also Chinese Chin Na - muscle seizing and tearing.

Closely resembles kung fu, tiger crane, with some dragon, snake.

Taijutsu kihon happo comes from this ryu.

The changing of direction mid flow gives us evasion and distance in defence, adds torque and power in our counters, and makes it hard for the opponent to read us so he in turn can't counter.

Indirect attack.

The 10th Soke of Gyokko Ryu founded the Koto Ryu school of koppojutsu

Sunday, 7 July 2019

Sparring



Sparring as it developed in karate competition through the 70s to 80s to early 90s

Traditional karate kumite - free sparring - based on Karate Kumite
Kyukushin - Knockdown and clicker
Seidokan - put on box gloves and allow head punches - Full Contact Karate
K1 - Kickboxing

we still use karate kumite, and boxing hands only, as the basis for STMA freestyle kb

we also have regularly covered 3 arts:
Muay Thai
Savate
freestyle karate - SC KB

the purpose of going into an art, system or style to adopt a training method is to fill in the gaps in what we do, to make everything airtight

Progressive sparring in class





kb:
as above fow between isolations
kb v box, lead side only, etc

general sparring:
flow between arts
chi sao, karate, pads karate
SC, box gloves, FC

stix:
stick sparring is fun and takes a level of control and skill
double stix
single stick
involves disarms, iai, and pickups

range:
we do CRA from hubud
we do kempo from a punch

numerada means to pick up a punch or weapon attack and flow into CRA

also hubud into a kempo set

Mat day:
Vale Tudo
kb spar on the mat
clinch
go down
grappple
a bit like UFC

Isolation sparring



The next progression is iso sparring:

box - hands only
kb - kickboxing
kix - kick only

box v kb
v kix
kb v kix


add lo kix

kb
kix

box v kb
v kix
kb v kix

add knees

box w knees
kb knees
kix knees

box v box knee
v kb
v kix

box knee
v kb
v kix

kb v kix

Numerada



Numerada is the drill that takes us back to long range, both armed and unarmed and allows us to take control of the fight at the entry phase and then close to CRA to finish.

eg: Gunting against a punch flowing into CRA rather than from the continuous flow of hubud. 

CRA - Close Range Arts



For CRA we use hubud as our core drill. Though it is not sparring a such it can be done with stick, knife and empty hands and unites all the phases at this range and makes trapping functional as the range that sits between kb and grappling.

We currently practice the 9 CRA methods out of hubud:

lox
dumog
sweeps
tai chi
HKE
HIA
shime
tomate
kino

STMA progressive sparring



At STMA we have 4 main kinds of sparring:

Kali - kickboxing - unarmed - Vale Tudo

each of these has 4 phases to it.

Kali:
double stix
single stick
stick and knife
knife and hand

Kickboxing:
savate
thai
kickboxing
boxing

unarmed:
karate
chi sao
randori
ground TNS

VT:
this is a mix of striking and grappling
- in the unarmed phase this blends kb and grappling with strikes on the ground
- the the armed phase this allows a stick fight to go to ground

so the 4 phases are:
kb
groundfight
stick fight
stick ground

each of these sparring phases has drills which can be isolated
eg sinawalli with double stix
thai pads for thai
etc

STMA progressive sparring



At STMA we take progressive sparring to new levels.

Hands
Jab only
Lead hand only
Cross only - gyaku zuki in karate
Jab v Cross

Boxing
Both boxing
Boxing v jab only
Boxing v cross
Boxing v lead hand only
Boxing v kicks only
Boxing v kickboxing
Boxing v lead foot only

Lead hand and foot
Each
v boxing
v kickboxing
v kicks only

Boxing and lead foot
each
v boxing
v kickboxing
v lead hand and foot

kickboxing
both

lo kicks
both
v boxing
v kickboxing
v lead hand and foot

Thai - add knees
both
v box
v kb
v lo kix

Throws and takedowns
both gis - Judo
Both no gi - wrestling
Judo v wrestling

Newaza - jacket or no jacket
pins
submission
pins v sub
jacket v no jacket

MMA Ground
add hand strikes

VT ground
add all strikes - HKE

Grappling
v kickboxing
v boxing
v Thai boxing
v lo kix

Shootfighting
v grappler
v boxer
v kickboxer
v Thai boxer
v shooter

JKD Progressive Sparring



Bruce Lee listed 21 phases of progressive sparring:

lead jab only
lead hand only
lead hand and foot only
lead hand and foot v boxing
lead hand and foot v kicboxing
lead hand and foot v kicks only
jab v cross
boxing v boxing
boxing v kicks
boxing v box and lead foot
boxing v kickboxing
boxing v lead foot
boxing and lead foot both
boxing and lead foot v kicks
boxing and lead foot v kickboxing
kickboxing both
add knees and elbows
add takedowns and throws
add grappling
kickboxing v grappling
boxing v grappling

Dealing with 5 or more attackers





This is maybe the most difficult scenario and is a matter of spirit before tactic before technique.

Very few people can really fight through 5 attackers. I have seen it done, but that is an exceptionally well trained and tough person and a lot of luck.

The first thing to do is change your mind set:
there is actually no such thing as being attacked by 5 people.

You are being attacked by one plus one plus one plus one plus one.

The main man will be coming for you and his mates will be following him.

If he takes you down, they will all follow his lead and pile in.

You have to reverse this.

The best method is to double tap the main man and the closest of his mates.

BANG! BANG!
"Who's f**king next?!!"

Now, if all 3 rushed you they would cause you a problem.

But you are not dealing with THREE people. You are dealing with
one plus one plus one.

Each ONE of them is thinking "Not me" and backing off.

The Karate kata Jutte means "Ten hands" - meaning the ability to fight opponent's at once. It is the 2nd dan kata. This is where our spirit, tactics, and LASTLY techniques can be found.

Red letter day



This is a combat concept.

Against three or more attackers.

Think of them like bills coming through your door on the same day. You don't rush to pay the one that's the first bill - you rush to pay the red letter, the final demand that threatens to cut you off.

Out of the 3 attackers, one will be the main man, the other will be his 2 mates backing him up.

Take out the main man - the "red letter" with a pre-emptive KO.

Then you can hit the next two with a double tap.

Sometimes it won't work out clean - you get the second man and end up in a grapple with the third, but that's OK, coz you're now one on one.

Sometimes the third man will back right out of range when the first two go down, which is fine as well - let him run away.

Double tap



This is a combat concept.

Against 2 opponent's, get them lined up during the verbal phase and then treat them like two focus mitts - land a cross to each of them.

This is very effective in a live situation.

Sometimes the second shot is not as clean as you'd like, but then you just go into a followup in a one one one.

The Fence





Keep your hands between you and the attacker, as a protective "fence" around your property.

Keep him at arms length so he has to close the gap to attack you.

Don't just stand there with your arms by the side - get in a bladed stance and get your fence up.

You can then line him up for your Pre-Emptive strike.

The Pre-Emptive Strike




This is when you have an attacker on The Fence at the Verbal Phase.

He's busy telling you what he's going to do to you, before he launches his attack - which will probably be a right hand punch.

He is in your space, making threatening behaviour.
He is committing common assault.

You have the LEGAL RIGHT to hit him once in Self Defence if you think your safety is threatened - if you honestly believe you feel afraid for your safety.

Hit hard - hit fast - hit first!

The Jerry Springer syndrome




This is a Combat Concept.

You've seen the Jerry Springer Show where "guests" on stage are arguing, the argument escalates until they are really shouting, then BANG they go at each other and they go straight to Vertical Grappling phase, with other people trying to pull them apart.

This is how most real fights happen, certainly in pubs and clubs.

You have the verbal stage of build up before the BANG into VG - that's JS Syndrome.

In clubs I manage - I am always the Head Doorman where I work, I never work on somebody else's team with somebody else's rules and methods - I stand so I can watch the bar, the dance floor, and the seating area. I watch for changes in movement that are precursors to a fight.

Have you ever been in a club where a fight suddenly kicks off and the bouncers are already there pulling the aggressors apart, while the rest of the security team are monitoring their friends to make sure it doesn't turn into an all out brawl?

Well that's how we do it - the Head Door will watch for JS Syn and order his bouncers to "dance floor" or "bar" as appopriate. We know these guys will be in a fight before they do.

In SD it is important not to get into JS Syn yourself - avoid the whole verbal stage. Keep the attacker on the Fence and keep calm, keep a cool head. Take him out with a pre-emptive strike while he's still in the verbal stage.

All bouncers who have seen JS Syn from the third person POV will recognise it from the Defensive POV and know how to deal with it.

At STMA we pass this knowledge onto you, so you can apply it when needed.

Longest weapon to closest target




This is a combat concept.

It means what it says:

Use your low lead kick to hit the opponent's leg as he steps into range.

Use your lead jab to his face, or eye jab to the eye as he moves in.

Lin Sil Die Dar



This is a combat concept.

It means simultaneous block and strike.

We have various ways of practicing this.
It's harder to do, but more effective than "block then punch".

That "coffee table" moment



This is a combat concept.

You have all had that experience where you've "barked" your shin on the coffee table when crossing the room in a hurry. It makes you forget what you were originally rushing to do and focusses all your attention on the site of the pain.

In combat we strike kokutsu, the shinbone, with a hard kick, to give him that "coffee table moment". It makes him forget all about attacking us.

Buffalo Eyebrow




This is a combat concept.

One of our primary concepts is that we defend angles of attack rather than worry about specific weapons or what style the attacker trains in.

The strike that comes in to the left side of your head is angle #1. You defend it with the appropriate block.

It doesn't matter if the attacker is:

a "street fighter" throwing a haymaker
a boxer throwing a hook
a karate stylist throwing a shuto
another stylist throwing a ridge hand
throwing a crane beak
throwing a "buffalo eyebrow"
or anything else

"Buffalo eyebrow" is of course made up. It's not a real technique (as far as we know!)

It provokes laughter when we cover this concept in class and that helps you remember it.

Tsui Na - the "Healing" art




Tsui na is the opposite of Chin Na, a part of the healing arts.

Whereas a Chin Na lock such as onikudaki can be used to dislocate an enemy's shoulder, there is a corresponding Tsui na to relocate it.

Similarly, just as we use groin kicks to disable an attacker and strikes to KO, there are katsu methods to revive somebody who recieves such a blow.

Chin na and Tsui na are opposite sides of the same coin and the study of one deepens the understanding of the other.

There is a good tsui na to help re-align the spine after heavy training, a good crack like you get at the osteopath. We'll look into practicing this basic move on each other at class.

Hopefully we'll never need the katsu for a dislocated shoulder, a KO or a groin kick!

DO vs JUTSU




"Do" means "Way. "Jutsu" means "Art".

Karate-Do, Judo, Kendo and Aikido are all Ways.

You first learn the Traditional art, which is what your belts are in.
You learn the Goshin modern Self defence applications.
You learn the sparring aspect and can even go on to compete in the sport version.

Do is a way to improve yourself, physically and spiritually. You train for Self defence, you don't actually train to fight. You come to realise the Way of "Fighting without Fighting".

Jujutsu, Kenjutsu and Ninjutsu are Warrior Arts.

They are combat systems warriors learnt with the intention of going into battle and killing the enemy.

Tuesday, 2 July 2019

The next 4 GUN techniques





After perfecting and maintain the Standard STMA gun def we then extend our practice using the 4 techniques from the Kenpo Rod series.

This creates a series of 5 effective real world gun defences


The American Karate Masters, including Military Officers and Police Officers have developed "Rod" techniques, effective gun defences.

CAPTURED ROD

DEFYING THE ROD

TWISTED ROD

BROKEN ROD


And remember

- the gun itself is not the threat, it is the bullet that comes from the gun, so we are defencing Angle #5

- if the gun goes off, as it is likely to, it is loud and shocking, and make sure it is pointing away from you

GUN Defence



There is only ONE gun disarm we practice from the holdup position because we only need one - and it is THE ONE THAT WORKS!

We don't want to log jam somebody who faces this situation - you need ONE response to this threat that you have drilled so many times it is second nature. You do not want options or choices you want ONE response that SAVES YOUR LIFE!

The scenario here is the attacker is standing in front of you holding the gun at your face or chest.
You put your hands up, and he approaches.
He is not shooting.
This is most likely in a robbery situation.

1. Clear the gun and the line of fire. The gun may go off, it will not go off at you.

2. Grab the BARREL of the weapon and turn it back on him.
If it goes off now he will shoot himself and nobody else.

3. Use atemi to distract and remove the gun from his hand.

4. Finish using the gun butt as a striking weapon, backed with lo kicks and HKE.

Do NOT shoot him with his own gun!

This scenario is based on REAL gun defence situations.
It is not imagined or assumed.

The 3 POVS - Points of View



There are 3 Points of View in a fight.

The attacker
The defender
A third person watching

It is important to view the fight from all 3 POVs to completely understand it.

We cover this regularly in STMA training.

Attributes




We take the position that attribute is more important than technique.

Techniques are punches, kicks, traps, locks, etc.

The first three attributes are form, speed and power.
Get the form right, then add speed and power to it.

Further attributes are:

Balance and co-ordination
Distance and timing
Line familiarisation
Reaction time

HOW - WHY - WHEN



Most Martial Arts teach you HOW to do a technique, how to punch, how to kick.

So do we - it's the basics.

But most MA have no idea WHY you do that technique or WHEN in the fight you do it.

WHY do you do a cross there?
WHY do a kick that particular way?
WHY use that throw or that lock?
WHY use that counter to that attack?

WHEN do you do it?
You can have the fastest punch or strongest kick in the world, but without a sense or proper timing you'll never land it. Without the proper sense of distance you'll never be in range, always too near or too far.

We don't just teach the HOW at STMA, we teach the WHY and WHEN.

Sunday, 30 June 2019

SAS Training




Don't get excited! We're not training you for Special Forces Commando or Urban Combat or anything like that so don't turn up in camo gear

In this case,  SAS stands for Sport - Art - Sport.

A is Martial Art
Art is the traditional side, the koryo. We emerse ourselves in the traditional way of training to absorb what is useful and discard what is useless. This applies to the Karate-do, Jujutsu, Muay Thai, etc.

S is Sparring and Sport.
This is the impact work on the pads which leads into sparring in the equipment in KB. It also means grappling and MMA, and also the stick fighting. For those who want to compete it has the added dimension of Sport competitions.

S is for Self Defence and Street Fighting - also Survival
This is the Goshin Modern element - making what we have trained in functional for the Pavement Arena.

Further list of KYUSHO





Tendo - the crown
Tento - the fontenalle
Mimi - the ears
Seidon - above and below the eyes
Danchu - the summit of the sternum
Kyototsu - the ren point at the base of the sternum
Kyoei - the 5th/6th rib space, beneath the armpit
Inizuma - above the hip - the iliac crest
Ushiro inazuma - the ischium
Ganchu - pec insertion
Myojo - the dan tien - below the navel - the bladder
Denko - the 7th/8th rib space
Kusagakure - the outer top foot
Dokko - mastoid - behind ear
Soda - between the shoulder blades - summit of T spine
Katsusatsu - spine T12/L1
Kodenko - base of spine - L5/sacrum
Bitei - coccyx
Hijizuma - elbow joint tendon - brachioradialis
Ude kansetsu - elbow joint - bone
Kote - wrist
Uchijakuzawa - inner forearm
Sotojakuzawa - outer forearm

The miyakudokori tendon at the wrist pulse
Deltoid
Bicep
Thumb pot
Clavicle - sternocleidomastoid
Chin shelf ren point
Zygomatic - cheekbones

Kyusho - Pressure Points - PSNA - List of main 26

Here is a list of the first 26 you have already been introduced to in class and that you will no doubt recognise (and remember painfully!).

Eyes and groin are obvious PSNA that can be atacked by a strike or pressure.
The eyes and called ganseki. The groin is kinteki.

Wanshun is the back of the upper arm, the tricep.
In the lap sao drill you strike this point.
In ikkyo henka you rub the tendon just above the elbow.
In tonfa ikkyo this point is self evident.

Kokutsu is the shinbone.
We have all had that experience where you've "barked" your shin on the coffee table when crossing the room in a hurry.
In combat we strike kokutsu to give him that "coffee table moment".

Hizakansetsu is the knee joint, attacked with a strike, usually a kick.

Uchikurobushi is the inside of the ankle joint.
Believed by some to be the most painful PSNA on the body, especially when rubbed.

Sobi is the back of the leg at the base of the calf.
A good target in keri kudaki, or vertical grappling.

Yako - the inside of the upper thigh, the long muscle. Painful if kicked at kb or vertical grappling range.

Fukuto - Ben's vastus the "teardrop" muscle at the lower inner thigh, just below where Yako runs to. The target of the "Ben Kick".

Miyakudokoro - inside the forearm.
Against an opponent punching you will cause real pain when cut into with your shuto.
Also a press and rub point when applying locks, particularly yonkyo.

Akiresuken - the achilles tendon.
Can be attacked with a strike.
Particularly effective when pressure is applied in ground fighting.

Three well known body blows are:

Suigetsu - solar plexus.

Kanzo - the liver.

Jinzo - the kidneys.

Sonu - the base of the throat, great for an ippon nukite strike or pressure attack.

Shofu - side of the neck - attack with shuto.

Keichu - nape of the neck. Attack with shuto.
The site of boxing's infamous "rabbit punch".

Komekami - the temple.

Three on the face which can be struck or pressed:

Miken - nasion or bridge of the nose

Jinchu - philtrum

Gekon - the labret point

NOTE: You CANNOT kill somebody by "punching the nose bone into the brain" That is a common myth spread by people who have no real experience. If this was possible boxers would die in the ring every week.

Mikazuki - the jaw - KO!

Hichu - adam's apple

Soto - Quad sweep, the outer thigh, where we land the Thai kick.

Kori - upper foot. Stamp on this!

Shuko - back of the hand. Strike or grind.






Kyusho - Pressure Points - PSNA




Pressure points are one of the most misunderstood and exaggerated areas of MA.

Kyusho is the Japanese word.
PSNA stands for Pressure Sensitive Nerve Areas, an American anacronysm.

People who don't know about them claim there are anywhere between 25 and 360 and they do various things. You can buy lists and charts showing all kinds of alleged PSNA. Most of these do nothing. The ones that do something are meaningless unless you are shown how to apply them in combat in real tme.

For example, we punch to the chin for a KO. A groin kick will stop an attacker. But to actually land these shots you need to train for them, not just know them theoretically. So it is with PSNA.

We teach a primary list of 54 PSNA for use in combat.
(One for each week of the year more or less!)

We do not give out lists and charts to be memorised. You learn these PSNA in context, in the dojo, and you remember them.

There are 3 kinds of PSNA:
ones you strike
ones you press
ones you rub

What we NEVER want to see is people in class trying to explain to each other what PSNA are "There's one there", "there's one there", things like that. You learn these at the proper time in the proper context, not from some chart or book, or what "a mate who does Jujutsu showed me".
Practice, not theory! ;D

Keep in mind you can strike and grind these points with stick as well as your "body tools".

Ken - fist - knuckles




Though we tend to think of the word "ken" as meaning "sword", as in Kendo and Kenjutsu, (even though the Japanese word for sword is actually "To") in Karate we use the word Ken to refer to our physical weapons or striking tools.

The word ken perhaps best translates to the English word "fist" or "knuckles".

When making a strike it is vital to be aware what Fist you are making and what knuckles you are hitting with.

Make a clenched fist and you have a Fudoken.
With this you might do a boxing cross using the first two knuckles
or a Wing Chun choy and use the bottom three.

Shuto is the knife hand. As well as the fleshy part, you have a knuckle at the base, the pisiform bone.

Haito - the ridge hand, using the index knuckle.

Koppo Ken - the thumb knuckle

Uraken - the backfist.
You'd be surprised how many people, having trained extensively in pads, actually think you hit with the back of the hand. Good way to break the metacarpals on the opponent's skull.
Use the back of the first two knuckles of fudoken.

Palm heel - heel of the palm, obviously.

With the long bones such as the elbow, knee or shin - well, we've all seen the cartoon dog holding a bone in it's mouth, with the nobbly ends. It's these nobbly ends we're using as "knuckles".
The elbow, knee and shin kick use the knuckle at the end of the ulna, femur and tibia respectively.

When kicking with the foot, use the knuckle of the foot, not the laces. If you have steel caps on, this makes your shoe a weapon.

Koshi is the ball of the foot.

The heel is the bottom of the heel, like in a stamp.

Head. The general rule for a headbutt is the line above the eyebrows is the weapon and the line below the eyebrows is the target.

The Japanese name for the head as a weapon is kikaku ken. But another term is zu tsuki meaning horn thrust. Imagine you have horns on your forehead, like a bull. Use one of those. Forward, down, sideways or up.

Friday, 28 June 2019

5D - the FIFTH Dimension of Combat






5D is where we start getting into the metaphysical stuff of MA.

Mushin - Wu Wei - No Mind.
The empty cup, the Void, the 5th level of the Godai, the 5th element.

In Mushin we go beyond Doai and Maai, the dimensions of space and time, and we just are.

I could write volumes on this one topic or I could write nothing.

The point is - you get there when you get there. It can't be forced, it can't be rushed.

Think of Neo in The Matrix when he realises he is The One. He sees the green code for what it is, not what it appears to be. Once he's achieved this,defeating his "unbeatable" enemy is easy.

This is where YOU want to be!

The Four Dimensions of Combat






The 1st Dimension
Length. Advancing and retreating.
This is best demonstrated in the Krabi drill - moving straight forward, hitting on one line with one angle.
Also seen in Jun Fan's Jik Chun Choy straight blast.
Rather then being limiting, this tactic takes away our need to have to think - we crash forward with power and pressure. The enemy is forced to retreat, he runs backward.
In boxing or Thai we drive him back onto the ropes or into the corner.

2nd dimension
Height. Attacking high and low.
In boxing this means bringing in body shots as well as the head shots. Same applies in KB and karate.
In lo kix and Thai we add leg kicks and the leg block.
A whole new dimension to give the enemy a wholenew set of problems.

3rd dimension
Width. Lateral movement.
The triangle footwork from Kali.
This can be applied in stickfighting, karate, boxing and KB.

4th dimension
As all Sci Fi geeks know, the 4th dimension is Time.
Having the 3 dimensions of space covered - Do-ai - distancing, we need to cover the dimension of Ma-ai - timing.
You can't go instantly from outrange to corto - you progress there and that takes time - what we call beats.
Imagine an opponent attacking with a J,C,H ABC - you defend using parry, roll, salute.
To defeat him with timing you Intercept him on the half beat.
No matter how fast he is you will always get there first. You have moved ahead in Time - you have moved through the 4th dimension!

GODAI In Combat - REAL World applications and examples





The technique we use here is the right hand KO punch, but in four different examples, each a manifestation of an element of the Godai.

Each scenario presented here is a real situation I have faced in my career.
There is NO THEORY here - each example is 100% REAL!


Earth
Standing on the door you are Earth, the mountain, the oak tree, immovable. You tell a customer he can't come in. You are strong and confident. Nobody is getting past you. You ARE the Door!

The customer gets angry and steps up to attack. From The Fence you land your KO punch to his jaw and knock him out. You have no need to be afraid or angry, you have no need to attack or defend. You simply apply the correct response for the situation at hand.


Fire
The alarm goes and you rush inside to see a full blown fight has erupted on the dance floor.

You move straight in and knock out each man who is fighting. If they are not trying to get away they are trying to get stuck in, so you neutralise them. One, two, three, you crack your KO punch to their jaw and they drop to the floor. You are Fire, an unstoppable force of nature.

Water
One of the other doormen goes to deal with a customer, to ask him to leave. Suddenly CRACK! The doorman goes down. This is no ordinary customer but a dangerous, trained, experienced fighter. As you move in he squares up to you. You are now in a fight with a skilled opponent.

You react, you defend and you counter. You nullify his attacking blows and set up your opportunity to land your KO, taking him out of the game.


Wind
A drunk customer is being rowdy and it is time to ask him to leave. You can't allow him to hurt another customer, yourself, or a member of your team, but you can't allow him to hurt himself either. Nor is it appropriate to go in with maximum force, maybe breaking his jaw or arm.

You do your best to avoid a violent solution. The drunk swings at you. You parry his first swing, and maybe his second. But when he swings a third time you use the Captain's Log to parry down his attack and then land your KO. You gave him every chance.

To take this analogy further, rather than the punch, from the Log use ikkyo to take him to the floor and restrain him. Then call another doorman to take his other arm and walk him out together so nobody needs to get hurt.

So you see the KO punch, which theoretically is a Fire technique, can be used as a technique by any of the four elements you are manifesting, as the situation demands.

DO NOT restrict yourself to any element, art, or technique or you are destined to fail.

Had I decided to be a "Fire" doorman I would not have prevailed in the other 3 situations presented. I certainly would not have done the job for 10 years and would probably be in prison for GBH or Manslaughter right now.

Sometimes it is appropraite to be Fire.

Sometimes you need to be Wind or Water.

Most times you just need to be Earth.

GODAI in Combat




Although I have used the Godai analogy to describe the 4 AFA that makes up STMA, it is also true that each Art can manifest the 4 elements.

Each element is a manifestation of your inner feeling:

Earth - confidence
Water - fear
Fire - Anger
Wind - compassion

The physical postures, called kamae, and movements are manifestations of these feelings in combat.

It is a MISTAKE to believe you can select to be one element and fight that way as you need to adapt and respond as the need arises. The only element you should try to be is Ku - The Void.

Let's look at an example of a specific AFA using the 4 elements.

Eskrima - though we classed Kobudo as the wind element of STMA, fighting with a weapon can use any of the 4 elements.

In a weapon attack the opponent comes in with a #1 strike, the caveman strike, the natural strike of the Human animal.
Let's see how you respond:

Water - you defend. You roll back into largo, removing yourself from the path of attack and strike at his hand to make him drop his weapon. You can then respond with a counter to his head once he has been "defanged".

Fire - you attack. You crash the line with a roof block, burning through his attack and taking his head off with a powerful strike of your own.

Earth - you intercept. As he steps in with his stick in caveman chamber you step forward to meet his intention and deliver your strike on the half beat. You neither attack or defend, you just use the appropriate move with proper distance and timing. This is based on the confidence that you were never in any real danger.

Wind - you evade. Moving with triangle footwork you sidestep and attack his hand. Unlike Water, you are not retreating and being defensive, you simply move sideways and he strikes empty air. Then your own strike hits like lightning.

Ranges of Combat



7 weapons rangesOutrange, weapons range, largo, medio, corto, grappling, ground

We start our kobudo training with single stick, so base our range system on that.

Ranges in kobudo start from the outrange, the pre-contact phase.

Then there is weapons range where the stick can hit each other.

Then there is largo where we can hit the hand.

Then there is medio where the stick reaches him, we can check his weapon hand with our alive hand, and our kix can reach him.

Corto is close range where we can hit with the punch, the punyo - butt of the stick, our punches and our HKE. It is the range of stick locks.

Grappling range is body-to-body where we use the stick chokes and throws.

Ground range is when the fight goes to the ground.

The weapons range and largo range extend out to sword range and spear range for the longer weapons.


6 ranges of unarmed combat

Outrange, kick, punch, trap, grappling, ground

Range in Kickboxing starts from the outrange.

Then we get kick range, then punch range, which are self explanatory.

Corto for KB would be the range of hooks and uppercuts in boxing, knee and elbow in Thai.

Boxing of course has no kick range.

A TKD fighter would be like a largo mano fighter, staying at long range throwing big kicks.

A karate fighter would use kicks and punch ranges then come out. They would not court corto range.

A kickboxer would be comfortable in corto, using hooks and uppercuts, and Thai fighters love to get in and use the knee.

Wing Chun fighters stay pretty much at corto. They enter quickly through kick and punch range, avoiding the whole kickboxing phase so theycan employ traps and close range blasts.

A grappler ingores kick, punch and trap ranges and starts with a collar/elbow tie up from which he looks for throws.

It can be argued that the tie up is corto and the uchikomi is the entry to grappling range.

Friday, 14 June 2019

Martial Arts Self Defence Croydon

The British Shiro Tora White Tiger Martial Arts is based at the Hombu in South Croydon.

Our system is currently taught to Police Officers, Door Supervisors,
Prison Officers and Security personnel.

Our Head Instructor is a 7th degree Black Belt with over 30 years experience.



 Tuesday 8.15pm to 10pm



http://www.shirotora.co.uk

These classes are for all levels, beginner to advanced.

If you want to learn to fight – come to see us!


 

Shiro Tora South Croydon Martial Arts

Our Head instructor holds the ranks
7th degree Black Belt in Karate
5th degree black belt in Kempo Jujutsu
5th degree black belt in Ninpo Taijutsu

Which form the core of our Unarmed Combat Street Self Defence system

We also incorporate trapping and Chi Sao sparring from Wing Chun Kung Fu
and the Unarmed phase of Kali

Our classes also include

Kickboxing

Impact and pads, partner drills and sparring from

Karate, Muay Thai, savate and boxing

Weapons

Kali escrima sticks and knives
Krabi krabong double swords and spear
Kobudo okinawan Tonfa and Bo, Japanese sword and Jo

Grappling

Throws from judo
Projections from aikido
Sweeps from karate
Takedowns from jujutsu

Ground fighting

Comprehensive progressive drilling in ground combatives done on mats, carpet, hard wood and grass