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Range

Ways to close the range

Speed Trap. A speed trap causes your opponent to move at a specific rate of speed. To use it, you close at a moderate speed, allow your opponent to match that speed, and then attack at full speed. Your opponent will be trapped using the slower attack speed and will not be able to change speed quickly enough. For example, take a step or two toward your opponent and then execute a jump kick at a speed greater than your stepping speed. If your initial movement is too slow, the opponent may counter you as you close. If it is too fast, the opponent will retreat at the same speed and be out of range. Use a moderate speed that forces the opponent to retreat in a controlled manner. 

False Start. A false starting is when you start to attack, back off a little, and attack then again.  As you back off, your opponent will move back toward you to maintain his/her comfort zone.  However, once the opponent begins to move in, inertia locks him/her into a forward motion, there is not enough time for him/her to stop forward momentum and evade your attack.

Freeze. When you attack your opponent, at some point, you should pause, just for a second.  Your opponent will stop when you stop and possibly move back toward you.  As soon as the opponent stops, attack again while he/she is frozen by inertia. Remember, an object at rest tends to stay at rest!

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