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The following ten strategies can be universally applied and are especially applicable to hand to hand combat. These cover the full range of possible actions to take when there is no more time for planning or preparing; this is when you are standing on the killing ground.
Time and Place The first strategy to employ in combat is to, when possible, choose the time and place of the combat. It is best to fight in surroundings you are familiar with and the opponent is not. When possible, try to maneuver the opponent into a situation that puts him at a disadvantage; fight with the sun at your back, fight with open spaces behind you while maneuvering your opponent into cramped or narrow spaces that restrict his ability to move, take advantage of elevation forcing the opponent to have to fight uphill or up the stairs. When possible try to choose when a confrontation occurs. If the enemy is ready and willing to fight, then this is not the best time to fight. Everyone's emotional mood fluctuates, there are times when the enemy will be eager to do battle and other times when the enemy wants to rest and eat. It is those times, when the enemy would rather do something else, that you should choose to do combat.The First Attack
To attack first, before the opponent has readied himself for battle, have several advantages. First, it puts the opponent on the defensive; he must react to your attacks and the slight delay in reaction works against him. Second, is the element of surprise; it is estimated that surprise in warfare improves the odds by a factor of four; one man could defeat four; ten defeat forty and so on.[1] Third, the first attack is almost always successful in drawing `first blood'; connecting with a solid technique, to stun and disorient the opponent setting him up for finishing techniques. This is in keeping with the adage that the best defense is a good offense. On the streets this is known as the `Sucker Punch' and is one of the most often used tactics in bar room and street fights. The sucker punch is any technique thrown without warning. During an argument one side may first turn away as if to leave and then turn back quickly and punch while the other's guard is down. Or an attacker may simply come out of nowhere, walk up to his target, and strike without warning. To guard against the first attack; beware of the distance between you and a potential antagonist. If he slowly moves into your critical range suspect a first attack. Also beware of anyone walking towards you in a direct line. To Destroy To acclimatize oneself against the flurry, have opponents attack you using multiple techniques in fast succession. Practice evading back in a circular pattern, or sweep down and under. Modern martial arts competition rules require that the fight stop the instant a single technique is scored. This causes a serious defect. Students who have had no experience defending against the flurry will almost always panic when confronted with such a fierce attack. (See: Spirit of Battle, Tiger) Intercepting
Jamming Injuring the Corners
Evade and Counter
The key to applying this strategy effectively is again dependent on timing. One cannot retreat or evade too quickly nor too far or the opponent will anticipate your movements. You must always appear within easy reach and evade the attack, as it is launched, not before. In this way the attacker will continue to expend energy believing his next technique will finish you. Distraction
Distraction can by applied in different ways to upset the opponent's concentration. At a basic level this can be done by throwing objects at the attacker, kicking sand or dirt into his face, spitting, knocking over garbage cans or furniture, or a sudden and powerful yell. More subtle distractions are similar to those used by slight-of-hand magicians, where one guides the onlooker's attention away from the action through the use of false `Tells'. Magicians attract attention to one hand by a suspicious movement while the other hand works the trick. In fighting one attracts the opponent's attention by some suspicious movement away from where the true attack will come from. Almost anything out of the ordinary will act as distraction; the key is in being strange, different, unexpected, out of place. Feint and Strike
Attacking The Interval
There is one other aspect of timing that functions on the psychological level and is known as Attacking The Interval. Gichen Funakoshi in his autobiography tells the story of a match he witnessed as a young man on Okinawa between two renowned masters of karate. After years of school rivalry, the two Sensei agreed to a match to determine who was best. They both assumed a ready posture and stood facing each other just outside of range. After ten minutes of motionless contemplation the referee called the match a tie. Curious as to what he had witnessed Gichen questioned his teacher and was given the following explanation. The match was called a tie because neither man had dropped or wavered in his attention. Had one of them dropped his awareness for even a moment the other would have finished him instantly. To maintain that degree of intense concentration for ten minutes was evidence enough of both master's skill. Miyamoto Musashi in his Book of Five Rings mentions the same strategy known as The Timing of an Instant. He describes a Suki as an interval, literally a space between two objects or two events in time, where something can enter. Few people are able to use this method since it requires that you are able to focus your attention and hold it without wavering. (To maintain such self-control in the face of imminent combat is a near impossibility.) One must then wait until the opponent's attention fluctuates, and then have the skill and speed to attack at that instance. As applied to self-defense situations attacking the interval is waiting until the opportune moment to attack and escape. [1]. To allow a safety margin, Special Forces teams count the surprise factor as three, one man can take out three with the element of surprise, but trying to take out four would be too dangerous. This is a good rule to apply to any group dynamic. |