Saturday, 18 March 2023

EPT

 

EPT

The Three Phases to STREET

Entry
Pressure
Terminate

Grappling being as always Last Resort




One nightclub I was running the Door at was one of those places where we had regular trouble so in weekly Class training, were preparing for the fights we expected to have on the Friday and Saturday nights

This has been covered before, including the techniques and how we trained during the week to be ready

I evolved a Crowd Control tactic based on the Entry Pressure Terminate model, 3 hours, 3 phases

11 to 12 Entry Hour

12 to 1 Pressure Hour

1 to 2 Terminate Hour


Entry Hour - 11pm was when the Club started charging for customers to get in, it was free entry before 11pm. This meant a queue formed and we let people in a few at a time. A large part of the queue would be people who has been drinking in the pubs before. Every nightclub has this. Getting the customers into the Club, the cloakrooms getting filled up, the bars getting busy, and the dance floors starting to fill. I always stood at the entrance during this hour, and this was the opportunity to vet and turn away potential trouble makers. This also meant there would be fights at the door, the first Bouncer Scenario I have described. Some people would of course leave during this hour. Some nights there would be trouble inside, the radio would give warning, and we would need to go inside to deal with it and usually remove the troublemakers. I had two men on the door for this hour and stood in the lobby with them, usually behind, and would step to the front, and sometimes step outside to watch the queue

Pressure Hour - by midnight the Club would be full, we may still get customers arrive, some would be let in, some would be too drunk or otherwise unsuitable. I would leave two men on the door, and go inside the Club. Depending on the size of the crew I would have two or three men inside already and I would join them, now controlling the Club from inside, I would usually rotate the teams, who was on door, who was inside, during the shift. Each man had a radio and earpiece and we were in communication. This Pressure hour is the most likely time to get problems and for fights to break out. Having vetted everyone coming in, I now knew where the groups are, and can keep an eye on any situations as they started to develop. Situation 2 would occur during this Hour, asking a customer to leave. This when we often see Situation 3, joining and stopping a fight that is already underway between two other parties, of two or more each side. There could also be a fight start at the door, and we have the reverse situation from the first Hour where the crew inside had to go back outside to assist the pair on the door.

Terminate Hour - the Club stops letting people in at 1pm, so the men on the door are there to stop anyone trying to come in, and to see people out as they leave. A lot of people are very drunk in this hour. There can be trouble and often was, though most trouble happens during the Pressure Hour. Sometimes and situation builds during the Pressure Hour that kicks off in the last hour . A lot of people leave during the hour, though you always get a crowd who stay right to the end. Last orders at the bar. Lights on, music off, get everyone to the door and out. Process called sheep dogging where you round them all up and get them either straight out or in the cloakroom queue. This is also the last chance for any idiots to start any trouble , and this sometimes did happen


This EPT Crowd Control Model was evolved over time as we dealt with different situations, found better ways deal with them, to prevent them, and to learn from them, so it was improved, adapted, polished, and practiced over a long period



The Three Scenarios


As I have posted elsewhere a doorman will face three main situations - at this point the confrontation will start, be contained, or escalate

One - customer at the door refused entry

Two - customer inside who you have to ask to leave

Three - customers start fighting, you need to stop the fight and get them out



STMA JJ

 

 Standing series



1. match distance and clinch
- against aggressive attacker
- against conservative

2. against big punch - rear clinch


takedowns:

3. body fold td
4. leg hook td
5. rear td
6. pull guard

7. double leg td
- against aggressive attacker
- against conservative


submissions:

8. guillotine
- standing
- pull guard


defences:

9. guillotine def and td
10. headlock def td



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Mount series


1. Trap and Roll Escape - "monkey pint"
- standard
- punch block
- headlock - hook removal

2. Positional Control - mount
- base, side to side, hips, hands
- lo swim
- hi swim

3. Take the Back
4. remount

5. Elbow Escape - "shrimp"
- standard - hook removal - fish hook - heel drag


Submissions

6. Americana Armlock
- headlock henka

7. Sleeper Choke - back mount
- strong side
- weak side

8. Armlock
- straight
- side


Defences

9. Headlock Counters
- preventing get up, modified mount
- backmount finish
- armlock finish

10. Twisting Arm Control
- back mount
- armlock




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Guard series

1. Punch Block Series (Stages 1-4)

2. Punch Block Series (Stage 5)
- movement - rollover - entry


submissions

3. Triangle Choke
- 1.5
- giant killer

4. Straight Armlock
- lo
- hi
- triangle transition

5. Kimura Armlock
- rider
- forced



6. Take Back
- choke option

7. Elevator Sweep
- standard
- headlock

8. Double Ankle Sweep
- knee thrust
- kick

9. Hook sweep

10. Guard pass:
- inside
- outside
- Double Underhook



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Side mount series

1. Positional control
- standard
- wide lo
- roll prevention

2. Side mount
- as guard prevention
- kuzure kesa gatame
- kesa gatame Scarf Hold

3. Mount transition
- standard
- knee drive
- step


Defence

4. Escape
- block and shoot
- Shrimp and shoot
- punch block


Headlock escape:

5. frame escape
- standard and scissor
- scissor failure to Mount
- superlock

6. leg hook escape
- standard
- superbass
- punchblock


Elbow Shrimp escape

7. Elbow escape side mount back to Guard
- knee drive
- hi step


submissions:

8. americana
9. katame gatame choke from kesa
10. kimura




-------------------------------------



V2.0 Advanced series


Mount:

Triangle choke

positional control
hooks and hips
tuck and shoot
hi hooks


Rear Mount:

okuri eri and arm bar Fork


guard:

guillotine
omoplata
scissor sweep
collar chokes
Armbar face down


scarfhold:

bent armlock
armbar

leglocks:

achilles lock
ankle lock
face down crab
- single, double, leg insert


Half Guard

Wrestling stocks

Sprawl


Kukishinden Ryu Dakentaijutsu

 

  

DAKENTAIJUTSU


List of all the kata in the Shoden gata, Kukishinden Ryu Dakentaijutsu level



Fubuki no kata - Snow Storm

Hosetsu kata - Avalanche

Iso arashi no kata - Rocky Shore Storm

Kataho no kata - Single Sail


Kubiwa no kata - Collar

Seion kata - Combat Sound

Suisha kata - Water Wheel

Suiyoku kata - Water Wing  


Tatsumaki no kata - Tornado

Uyoku - Right Wing 

Yanagi Ori /Ryu Setsu - Willow Break / Dragon Theory 

Yume Otoshi - Dream Drop 




List of all the kata in the Chuden level


Jugan no kata - Heavy Rock

Kasumigake no kata - Fog hanging

Kata Nami no kata - One Direction Wave

Ryufu no kata - Dragon Wind


Shiho dori no kata - Square Capture

Shio kaze no kata - Salt wind

Tatsu no se no kata - Shallow waterfall

Tenchi no kata - Heaven and earth


Tetsunami no kata - Hammer wave

Tora-o no kata - Tiger tail

Uranami no kata - Inside waves

Yama arashi no kata - Mountain storm



List of all the kata in the Sabaki-gata level


Arakoma no kata - Wild horse

Kasoku no kata - Shika Ashi - Deer foot

Kuruma dori no kata - Wheel capture

Fu Futsu - Kaze harai no kata - Wind payment



Kimon no kata, - Demon's gate

Iso gaeshi no kata - Return to shore

Ranfu no kata - Chaos wind

Ura kimon no kata - Reverse demon's gate

Ukimo no kata - Floating seaweed

Yume makura no kata - Dream pillow



Chikusei no kata - Bamboo voice

Suso sabaki no kata - Grabbing the garment




List of the kata in the Okuden-gata level


Dofu no kata - Taking the wind

Fu setsu no kata - Wind and snow

Gongi no kata - Sagi - Northeast form - Bifurcation technique

Gotto no kata - Go Taoshi - Just fall


Hane taoshi no kata - Repelling

Iwa kudaki no kata - Rock Crush

Kaeshi waza no kata - Return technique

Oni kudaki no kata - Crushing demons


Oni otoshi no kata - Demon throw

Ryu fu no kata - Yanagi kaze - Willow Wind

Setto no kata - Yuki Taoshi _ Strait

Tachi uchi no kata - Sword strike



List of the kata in the Shirabe-moguri gata level



Moguri dori - Driving down capture

Sharin - Wheel  

Ko Fuki - Small Wipe 

Ryu fuku - Dragon Cloth 


Tobi chigae - Wrong Leap 

Yama otoshi - Mountain drop

To raku - 

Shoto - Hand Sword 


Musa sabi

Tama nage - Head throw

Gyaku nage - Reverse throw

Uchi harai - Strike Sweep



KENPO

 

Set 3P

1. TWIRLING WINGS - Rear Two-Hand Stiff-Arm Shoulder Grab
2. SNAPPING TWIG - front Left Hand Chest Push
3. LEAPING CRANE - Front Right Step Through Punch
4. SWINGING PENDULUM - Front Right Roundhouse Kick

5. CRUSHING HAMMERS - Rear Bear Hug -- Arms Pinned
6. CAPTURED LEAVES - Right Flank Finger Lock
7. EVADING THE STORM - Front Right Step Through Overhead Club
8. CHARGING RAM - Front Tackle


9. PARTING WINGS - Front Two-Hand Push
10. THUNDERING HAMMERS - Front Right Step Through Punch
11. SQUEEZING THE PEACH - Rear Bearhug -- arms pinned
12. CIRCLING WING - Rear Two Hand Choke - Arms Bent

13. CALMING THE STORM - Front Right Step Through Roundhouse Club
14. DARTING MACE - Front Two-Hand Wrist Grab
15. HOOKING WINGS - Front Two-Hand Low Push
16. SHIELD AND SWORD - Front Left Step Through Punch


17. GIFT IN RETURN - Front Handshake
18. BOW OF COMPULSION - Front Wrist Lock Against Opponent's Chest
19. OBSTRUCTING THE STORM - Front Right Step Through Overhead Club
20. TWIN KIMONO - Front Two-Hand Lapel Grab - Push Out

21. SLEEPER - Front Right Front Step Tr ought Straight Punch
22. SPIRALING TWIG - Rear Bear Hug -- Arms Free
23. CROSS OF DESTRUCTION - Rear Two-Hand Choke
24. FLIGHT TO FREEDOM - rear Hammerlock