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Guided Chaos Groundfighting: The Life-Or-Death Difference for Self-Defense
Author: Ari Kandel
Date Posted: August 21, 2006
One of the more intriguing aspects of Ki Chuan Do (KCD) for beginners
and outside observers is Master Perkins' "Modified Native American
Ground Fighting." Not only have most people never seen or experienced
authentic Native American martial arts (because of the dearth of
practitioners alive today and the even smaller number interested
in sharing their skills with the public), but most martial artists
and combative sport fans cannot even conceive of an effective method
of fighting on the ground that differs significantly from the grappling
methods (wrestling, jiu-jitsu, etc.) so universally practiced today.
To even suggest that a very different method may be equally or even
more effective for real violence immediately evokes skepticism,
so conditioned are most people to consider "groundfighting" synonymous
with "wrestling" or "grappling."
Let's take an analytical look at what KCD Modified Native American
Groundfighting actually is, why it is, and how and why it differs
from conventional groundfighting (grappling) methods.
DISENGAGEMENT vs. ENGAGEMENT
KCD groundfighting, unlike grappling, emphasizes DISENGAGEMENT,
rather than ENGAGEMENT with the enemy. "Engagement" here means the
merging of two bodies into a single system of forces for more than
a split second's duration. Put more simply, conventional grappling
methods emphasize engagement with the adversary in that the practitioner
seeks to "tie up with" the adversary in order to apply his techniques.
The grounded grappler on the offensive seeks to minimize the distance
between his body and his opponent's, hence gaining maximum control
over and awareness of all of the opponent's movements, maximizing
opportunities to apply attached joint locking/breaking and choking/strangling
techniques.
Minimizing the space available to the opponent minimizes the opponent's
opportunities to strike the grappler (using conventional strikes,
at least), and allows the grappler to use his full bodyweight and
the strength of his core muscles against the isolated weaker joints
of the opponent, provided the grappler has sufficient sensitivity,
agility, endurance and knowledge to make the techniques work against
his opponent. Even when conventional striking methods are integrated
into grappling, as in the popular "ground and pound" strategy of
Mixed Martial Arts competitions, the striking is usually performed
from prescribed positions of maximum engagement (e.g. punches from
the Mount position or knee strikes from the Side Control position)
so as to maintain control over the opponent's movements while creating
just enough space for the grappler to strike.
KCD groundfighting, on the other hand, implores us to remain as
disengaged as possible. Rather than tying up with the enemy, a KCD
practitioner strives to maintain his/her own freedom of movement,
rather than committing his/her body to merging with the movements
of a single adversary. Contact with the enemy, rather than being
tight and constant as in conventional grappling, is fleeting and
minimal, consisting primarily of kicks, strikes, slams, gouges,
rips and quick wrenches. The principle of disengagement allows the
KCD practitioner to utilize an element relatively unavailable to
the conventional grappler: MOBILITY.
GROUND MOBILITY
While a good grappler is mobile relative to his opponent, in that
he is able to rapidly climb all over and around the opponent's body,
the engaged aspect of grappling prevents the grappler from being
mobile relative to the total environment. While he is attached to
his opponent, working towards the opponent's defeat, the grappler
is not free to rapidly move around the environment he is fighting
in.
The KCD practitioner, specifically because he remains disengaged
from the enemy (through trained rapid, convulsive and yielding movement
and sensitivity), is free to move wherever s/he wishes. Further,
rapid mobility across the ground (primarily in the mode of rolling)
is something that is trained constantly in KCD groundfighting training.
This kind of training is notably absent from most conventional grappling
programs, simply because it does not fit into the grappling paradigm
of constant engagement.
SPORT vs. COMBAT
The contrasts explored thus far expose the primary difference between
conventional ground grappling and KCD groundfighting: Most modern
grappling methods are designed for a SPORT paradigm, while KCD groundfighting
is intended for REAL COMBAT. Because of the always present possibility
of multiple attackers in real combat, purposefully engaging with
a single adversary on the ground, thereby sacrificing mobility,
is an extremely risky strategy. While the story exists of a grounded
grappler's buying time against multiple attackers by manipulating
his engaged opponent as a shield against the kicks and punches of
the other attackers, this is hardly a reliable enough strategy to
count on. A far better strategy is the exact same one a KCD practitioner
would use on his/her feet: Remain MOBILE and disengaged in order
to prevent the attackers from targeting you for effective strikes
and grapples while lashing out with powerful, accurate, full-body
attacks against the closest attackers, while attempting to create
a window to escape the crowd.
This is exactly what the KCD multiple attacker strategy consists
of: constant, unpredictable movement (in the mode of rapid, stomping
steps while standing, and rolling when on the ground); rapid, powerful,
full-body striking at all angles (dropping strikes and kicks while
standing, and dropping kicks [primarily], body slams and strikes
on the ground); and looking to escape the mass attack (breaking
out of the crowd to run away while standing, and creating space
to get up and then run when on the ground).
PROVEN IN WORLD WAR II
If this groundfighting strategy sounds novel or unproven, note
these excerpts from the book Kill or Get Killed by Lt. Col. Rex
Applegate, one of the greatest works on close combat of the World
War II era:
"Avoid, if at all possible, going to the ground with your adversary.
. . . One injunction you should heed: Once going to the ground,
never stop moving. Start rolling and try to get back on your feet
as quickly as possible. If you can't get up and can't roll, pivot
on your hips and shoulders so you can face your opponent and block
with your feet any attempt to close with you.
Remember, it is not necessary to go to the ground once YOU have
placed your opponent there. You can finish him off with your feet.
Your enemy can do likewise if you remain immobile on the ground
and stay within range."
(p. 15--emphasis included in original)
"When on the ground, subjected to attack from a standing opponent,
the individual can use his feet to prevent the adversary from closing
in or administering a coup de grace." (p. 16-17)
"At the first opportunity he should try to regain his feet."
(p. 20)
Despite being an expert in sportive methods of ground grappling,
Lt. Col. Applegate, like John Perkins, understood that under real
combat conditions, where multiple adversaries may have boots and
other weapons fully capable of ending things in an instant if offered
a good (stationary) target, a) lying on the ground is generally
a bad place to be, and b) when on the ground, the sportive strategy
of engagement must be abandoned for one of disengagement and mobility.
THE STRATEGY MUST MATCH THE GOAL
The grappling approach of full engagement with a single adversary
in order to apply pins, joint locks and chokes is ideally suited
to allowing a grappler to convincingly and demonstrably control
and dominate a single opponent without seriously injuring him. This
is why grappling is such a perfect method for sport competition,
where the object is to demonstrate one athlete's superiority over
another while preserving both athletes to perform another day.
In contrast, the KCD approach of disengagement, with contact limited
primarily to the impacts of powerful, full-body kicks, body slams,
strikes, wrenches, rips and gouges, is not very well suited to pinning
an opponent in place or forcing him to admit defeat before serious
damage is done. What it IS suited for, however, is maintaining the
KCD practitioner's freedom of movement and mobility, allowing him/her
to move sufficiently to prevent a lethal pile-on or boot party from
multiple attackers and create space to stand up, while dealing out
disabling and possibly lethal damage to the attackers.
THE WEAPON FACTOR
Another contrast between KCD groundfighting and conventional grappling
that illustrates their respective foci (combat vs. sport) is how
the hands are utilized in each. In conventional grappling, the hands
are used almost constantly to hold and control the opponent, and
also at times to balance on and push off of the ground or strike
the opponent. In KCD groundfighting, however, the hands are almost
never used against the ground or to hold the enemy, and are used
only secondarily for momentary striking, gouging and ripping. During
training, the KCD practitioner is admonished to keep his/her hands
as free and unencumbered as possible. This is because KCD acknowledges
the fact that in real combat, hand-held weapons are often a factor
in the outcome. Therefore, KCD groundfighting is designed to integrate
seamlessly with weapons use. This is inherent in the art's Native
American roots, when a practitioner would have been expected to
have tomahawks and/or hunting knives in his hands while fighting
in close combat, on the ground or otherwise. The modern KCD practitioner
may instead have in his/her hands a carry knife, a cane, or a weapon
of opportunity that may be picked up from the ground (e.g. a brick,
a bottle, or dirt to throw in the enemies' eyes). Groundfighting
with weapons, as well as picking up weapons from the ground in the
midst of a fight, are frequently practiced aspects of KCD training.
SENSITIVITY AND DESTRUCTION vs. CONTROL AND SUBMISSION
To sum up what we've covered so far:
1. Sportive grappling SEEKS the ground in order to gain CONTROL
over a single opponent in order to make him SUBMIT to the grappler's
will.
2. KCD AVOIDS the ground due to the dangers of being on the ground
in a real combat situation (as opposed to in a sporting match).
However, if forced to the ground, the KCD practitioner uses DISENGAGEMENT
(through sensitivity), MOBILITY and MAXIMUM, IMMEDIATE DESTRUCTION
OF THE ENEMY (including use of WEAPONS if available), just like
while standing up, in order to minimize the danger while on the
ground and stand up as quickly as possible.
Generally, KCD groundfighting uses the same strategy as KCD stand-up
fighting: Use SENSITIVITY and the DISENGAGEMENT PRINCIPLE to as
quickly as possible DESTROY THE ENEMY while maintaining a firm ROOT
NO ONE CAN FIND (through balanced MOBILITY), looseness, and body
unity.
The major differences that require additional training are the
use of different ROOTING POINTS on the ground--hips, back, shoulders,
etc.--as opposed to just the feet while standing up, and the increased
availability of TOOLS, in that both legs may be used simultaneously
from the ground and in ways different from when standing up. Seeing
as the legs (especially with sturdy boots on them) are by far the
more powerful limbs of the body, it makes sense to take advantage
of their increased usability on the ground through additional training.
Hence, the main foci of solo training for KCD groundfighting should
be the development of BALANCE on and transition between the various
rooting points available on the ground, and the development of the
musculature and coordination necessary to use all the available
tools in all possible ways . . . and, of course, the development
of the ability to get up off the ground from any position as quickly
as possible!
GROUND AVOIDANCE
Although this article primarily addresses how the KCD practitioner
fights while on the ground, because the prevention of going to the
ground is such an important factor in real combat, we will address
it briefly here.
There are no special "anti-grappling" or "counter-takedown" techniques
in KCD. One problem with such techniques would be that by the time
one realizes their necessity in a fight (i.e. when one recognizes
the takedown attempt), it is usually too late to apply them! Instead,
the basic concepts of KCD, if trained diligently, will usually prevent
the circumstances that typically result in fighters' going to the
ground against their will. Specifically:
1. BALANCE: The "hyper-balance" that is a result
of KCD training makes it less likely that a KCD practitioner will
lose his/her footing and fall to the ground, regardless of the cause.
2. SENSITIVITY and the DISENGAGEMENT PRINCIPLE:
The trained KCD attribute of external tactile sensitivity along
with its application according to the disengagement principle (whereby
the practitioner strives to remain as disengaged with the enemy
as possible while remaining engaged enough to cause damage--to "stick
but not get stuck") can prevent a grappler from achieving a strong
clinch with the KCD practitioner, as the KCD practitioner's body
always seems to "squirt" out of attempted grips and holds while
striking into vital areas and disrupting the grappler's balance
from unexpected angles. This negates a common grappling takedown
strategy: to first tie up the opponent in a standing clinch in order
to suppress his strikes and gain control over his balance, and then
to take him down from there.
3. DROPPING ENERGY ("absorbing the overtravel") and the
SPHERE OF INFLUENCE: KCD practitioners' use of dropping
energy to "absorb the overtravel" of strikes (as Master Perkins
has explained in Newsletter #18) as well as keeping strikes within
the sphere of influence (to prevent "reaching" with strikes) means
that KCD practitioners are unlikely to overcommit to strikes. Taking
advantage of a striker's overcommitment to his strikes is the main
means whereby an experienced grappler can shoot in for a successful
takedown from outside of contact distance. If he cannot force the
opponent to overcommit to long-distance striking attacks, it becomes
very difficult for a grappler to achieve a clean takedown without
first achieving a controlling clinch (addressed above in point #2).
Additionally, dropping energy (along with BODY UNITY) allows very
powerful strikes from very close range, which can further frustrate
a grappler's efforts to safely close distance.
4. LOOSENESS: The KCD practitioner's trained looseness
makes it very difficult for a grappler to control the KCD practitioner's
body, even if a grip is achieved. For example, against an untrained
person, a grappler can force the whole body off-balance simply by
manipulating one arm, as the untrained person naturally tenses up
against the grappler's grip. However, many a grappler has grabbed
a KCD practitioner's arm only to realize that "he's got nothing,"
as the KCD practitioner's looseness allows him/her to move the rest
of his/her body decisively independent of the controlled arm to
retain balance and attack the grappler. The importance of this combination
of Looseness and Sensitivity cannot be over-emphasized. It is the
emodiment of all the internal principles talked about in KCD. The
practitioner learns to move his body as if his attacker's skin is
red hot and scalding yet he must still feel where he is and where
he's going; this completely changes the mindset from force and control
to touch, evasion and destruction. The image is, as we like to say,
one of carrying a hot potato in your hands across a room without
dropping it. It's too hot to hold but too important to let go.
Generally, training the KCD principles will allow the KCD practitioner
to deal with a grappler as with any other fighter. Special attention
is given to aspects of contact flow and combat application particularly
germane to grappling (e.g. feeling the level change, finding and
indexing on the head, body unity and dropping to stop momentum,
close range destruction, destroying the grappler while being taken
down, etc.)
INTENTIONALLY GOING TO THE GROUND: "EMERGENCY OFFLINING"
While going to the ground in a real combat situation should generally
be avoided, under certain circumstances, going to the ground in
particular ways may be the best course of action.
In KCD, intentionally going to the ground may be characterized
as a form of "emergency offlining." Getting offline from an attacker's
charge is a fundamental concept in KCD. It is usually accomplished
while standing by stepping to the side (and preferably forward)
of an attacker with appropriate timing, positioning and follow-up.
However, sometimes the practitioner may not have the space or time
to move to the side (e.g. in a confined area multiple attacker situation),
or must immediately get his/her vital organs further away from the
attackers' weapons (e.g. knives) than a sidestep in the given environment
would allow. If offlining cannot be accomplished to either side,
and if the KCD practitioner cannot levitate, changing the angle
can be accomplished in only one direction: downwards. The KCD practitioner
must go to the ground.
The methods by which the KCD practitioner goes to the ground are
very different from those used by most sport grapplers. Nearly all
the methods sport grapplers use to take a fight to the ground (e.g.
wrestling takedowns, judo throws) involve bringing their most vital
areas (head, neck, chest) very close to the opponent's hands. This
creates a major problem in real combat situations that require going
to the ground--situations in which one GOAL of the maneuver is to
GAIN distance between the fighter's vital areas and the weapons
of the enemy! The methods used in KCD, based on Native American
takedown maneuvers, do not suffer from this problem. They involve
dropping, diving, spinning and rolling to the ground at angles that
present the practitioner's feet towards the enemy, while moving
the upper body away from the enemy's weapons. The simultaneous takedowns
are done with the feet and legs and have a good chance of seriously
damaging the enemy's lower body (primarily breaking the knees).
They also set up the practitioner to use his/her legs on the ground
(again keeping the vital areas of the upper body away from the enemy's
weapons) to quickly end any subsequent groundfight.
TIPS FOR SURVIVAL
Here are some training tips to consider as you begin your path
to combative groundfighting expertise:
1. STICK WITH THE PRINCIPLES: Because KCD groundfighting
looks different from KCD stand-up training, people sometimes assume
that the basic KCD principles of balance, sensitivity, looseness
and body unity do not apply. NOTHING COULD BE FURTHER FROM THE TRUTH!
Balance in any position on the ground is what allows all the "crazy"
maneuvers to be effective. Sensitivity (including tactile and subcortical
visual) is necessary to guide the practitioner's movements across
the ground and into the enemy, even when the practitioner's head
may be moving and turning rapidly to keep away from danger. Without
looseness, the practitioner's body will quickly be broken against
the ground itself, especially during the falling and diving maneuvers.
Looseness combined with sensitivity is also what allows the KCD
fighter to not be dragged into an immobile grappling clinch. You
must learn to move your body like a writhing mongoose or a furiously
twisting, spitting alleycat. Would you want to grapple a 160 pound
alley cat? Try putting it in a headlock or a mount or a figure 4?
Of course not, it would be insanity: you'd never get a grip on its
body as you're being torn to shreds.
Finally, body unity is what makes the ground kicking and rolling
maneuvers so damaging to the enemy. The attacks come from the whipping
and dropping (yes, even on the ground!) of the whole body, not just
the legs, allowing them to cleave through the enemies' bodies rather
than bouncing off harmlessly. The original Native American fighting
methods KCD groundfighting was distilled from were characterized
especially by a loose gracefulness and uninhibited use of the entire
body as a united weapon to destroy the enemy.
2. REMEMBER CONFINED SPACE: Remember that if one
of the possible reasons to go to the ground is to be able to get
your vital targets further away from a weapon in confined space,
you need to be able to do all the maneuvers in a confined space!
Do not practice all of the diving and falling attacks only by diving
across the room into wide, ballistic arcs. You should be able to
drop to the ground within your own space and take out the legs of
the person right next to you. Going to the ground like this starts
out with a sensation similar to dropping on your feet. Like a marionette
that's had its strings cut, your whole body suddenly goes limp and
drops--only rather than catching yourself within an inch, you let
the drop go all the way to the ground while spiraling or collapsing
to land at the correct angle to allow you to take out the enemy
as you fall. When you do it properly, you should seem to your enemy
to suddenly disappear--only to reappear next to his broken legs,
your boots against his neck and head.
About The Author
Ari Kandel is a 1st degree Black Belt in Ki Chuan Do, the adaptive,
free-form internal art created by former forensic homicide investigator
John Perkins. He also appears in the KCD Guided Chaos Groundfighting
DVD. See http://attackproof.com/
More articles and DVDs can be found at http://www.attackproof.com/FREE-self-defense-NEWSLETTER.html
Article Source: JKD Street Combat
- online collection of ground fighting articles.
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