| Spinning |
A third type of spin includes a jump. A jump may be added to all the above spinning methods to add power and either maintain, increase, or decrease the range. Minor adjust in range may be made by the jumping angle.
In all spins, stay vertical and take care not to let the center of mass extend past the base. If this occurs, you will spin off center, loose stability and power, and expose yourself to counter attack.
All spinning techniques, both hand and foot, are delivered the same way as when the spin is not used. The user is defensively covered during most of the spin as long as the guard is maintained until the last moment. The hand or foot should not strike out until the last moment. This adds power since the spin will be quicker and the opponent will not be aware of which technique is coming until it is too late to react. The focused attack must come exactly as the spin completes. Spins may also be performed outward toward the sides, so you are out of the line of attack while still being able to complete your counter attack.
A spinning block adds power to the defense and brings the blocking motion in at a tangent to the incoming attack so that the attack is deflected at an angle rather than being met head on. This also allows the defender to evade further attacks while setting up a counterattack. In competition, spinning may be used to draw warnings from the opponent. If you use a spinning attack at the first motion of the opponent's attack, the opponent's attack will probably strike an illegal target and the opponent will be awarded a warning by the referee. This technique must be used judiciously since you may also draw a warning for purposely turning your back to the opponent.
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