Grps 2, Striker, Padholder. On instructor’s cue of “GO!” all out HF, on “Slow” stay in fighting stance, square to attacker.
Grps 2, Striker, Padholder. Padholder in fighting stance, eyes closed. Padholderd can cue for either Side Hammerfist. Strike, turn and send a HF burst until Padholder cues to “RESET!”
DRILL – FINAL:
Grps 3, Striker/Defender, Padholder, Attacker. Defender neutral, eyes closed. Attacker begins on one side of defender, padholder on other (Note PH can start at various distances). Attacker grabs wrist. Defender must read situation. If pad is close enough, should send HF, release from wrist grab and either position attacker between or assault pad. If attacker is further enough away, Defender can release first. Attacker may also grab with various strengths attempting to fail standard wrist release. In this case Defender should resort to strikes (eye strike!, etc.).
DRILL – WARMUP: Kick Across the Room
Grps 2, Striker, Padholder. Starting at one of the gym. Strikers sends Front Groin Kick, Round Kick, Side Kick, Back Kick with one leg, then with the other until reaching the other side.
NOTE: If unfamiliar with Side or Back Kick, can substitute a Knee Strike w/o Clinch
Choke Rear w/ Pull
Bearhug Rear w/ Lift
Bearhug Rear Leverage on Finger
DRILL – FINAL:
Grps 2. A/B. One begins as Defender, neutral, eyes closed. Other attacks with any of Rear attacks above. After defense, switch roles.
Jog/Backpedal, Shuffle, High Knees, High Skips, BIG Steps/Bounds, Frog Leaps
REVIEW: Advancing Front Kick – Neutral
REVIEW: Front Kick Defense – Redirecting
Grps 2, A/B. Determine which will begin with attack. On “BEGIN!” attacker sends Advancing FGK, other defends, then commence sparring as normal. 30s rounds.
REVIEW: Choke Rear w/ Pull
Gun Rear w/ Distance
(Depending on time, increase resistance/response time of attacker to challenge defender.)
DRILL – FINAL: Roaming Attacker
Attackers can apply any level technique, while being sure to incorporate Gun Rear w/ Distance.