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Practical Martial Arts Hammered Blade - Shunryu Kempo Knife Defence

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Adam Merton is UK National Director for Practical Martial Arts, Practical Kempo England Banner Representative, 3rd Dan in Shunryu Kempo, a member of the Ao Denkou Kai and was taught directly by Grandmaster Sum.

Hammer is a term that we use within the Shunryu Kempo-Kai to describe a response to striking the attackers limbs. This particular technique deals with a right to left horizontal cut; the attacker is targeting the neck. As with most Kempo-Kai techniques there is what we call redundancy built in. This mean's that the technique can be employed in a what if scenario? It is also important to note that in general all Shunryu techniques and applications to forms tend to attack the limbs first whether this is using principles of Control, maim or kill depends highly on the severity of the attack. In this situation we apply Hammered Blade to neutralize a deadly attack. Below is an example of the application of Hammered Blade. Remember all rules of combat apply! Including the D.A.V.E rule.

 

Merlin stands at a possible safe distance from the aggressor; this is the point in which we have to apply basic rules of combat.

Square off!

Merlin stands at a possible safe distance from the aggressor; this is the point in which we have to apply basic rules of combat.

Note that Merlin is also in a natural stance; this should not be used to threaten the attacker, but be used as a talk down position.

Merlin stands at a possible safe distance from the aggressor; this is the point in which we have to apply basic rules of combat.

Initiation 1

Merlin now initiates his defence by moving his right foot to four o'clock and targets the arm.

This is done by using an outward hammer strike to LU6 (Point on forearm least protected by muscle). Ideally the fist should be at 45 degrees when it lands! This point is used so that you do not push the attack away or redirect it back towards you. Striking LU6 allows you to grab with the striking hand, the opposite hand is used to check against further attacks from a fist or grab. Note that Merlin is now in walking stance!

Initiation 2

This is done by using an outward hammer strike to LU6 (Point on forearm least protected by muscle). Ideally the fist should be at 45 degrees when it lands! This point is used so that you do not push the attack away or redirect it back towards you. Striking LU6 allows you to grab with the striking hand, the opposite hand is used to check against further attacks from a fist or grab. Note that Merlin is now in walking stance!

As mentioned it is vital that you use proper footwork to achieve the correct distance. A good way to practice this is to get your partner to swipe with the blade in the Manner described above. Begin by doing this slowly; although do not continue to strike LU6 with too much venom, as this will either hurt your partner or yourself. Co-operative practice is always better when practicing a technique for the first time! Although you should be familiar with the effects of striking this point. Strike 1 Continued… Strike 1

As mentioned it is vital that you use proper footwork to achieve the correct distance. A good way to practice this is to get your partner to swipe with the blade in the Manner described above. Begin by doing this slowly; although do not continue to strike LU6 with too much venom, as this will either hurt your partner or yourself. Co-operative practice is always better when practicing a technique for the first time! Although you should be familiar with the effects of striking this point. Strike 1 Continued.

As you can see from the above image the fist is at a slight angle to the attackers arm. This area is very painful! This point can be enough to disarm some attackers. But as mentioned we can use Hammered Blade in a 'What if Scenario' so it contains redundant techniques to deal with further attacks.

Merlin now uses his forearm to strike to H2 (Bicep, inside of arm) He also ensures that the attacking arm is kept away from him. As with strike 1, Strike 2 is designed to keep major arteries away from the blade.

Strike 2

Merlin now uses his forearm to strike to H2 (Bicep, inside of arm) He also ensures that the attacking arm is kept away from him. As with strike 1, Strike 2 is designed to keep major arteries away from the blade.

Merlin now raises the same arm and drops it onto PC2, this has a similar affect to Strike 2 and off balances the attacker, and this prevents the attacker hitting you further.

Strike 3

Merlin now raises the same arm and drops it onto PC2, this has a similar affect to Strike 2 and off balances the attacker, and this prevents the attacker hitting you further.

Again the blade is kept away from the body; the motion of the attack to PC2 pulls the side of the head towards you thus revealing GB20 (Dips at the base of the head)

Strike 3 Continued.

Again the blade is kept away from the body; the motion of the attack to PC2 pulls the side of the head towards you thus revealing GB20 (Dips at the base of the head)

Merlin is now able to employ a hammer fist to GB20, Note that these strikes may also be enough to disable your attacker. Strikes to GB20 can result in unconsciousness, especially when you have hit the previous points in this order.

Strike 4

Merlin is now able to employ a hammer fist to GB20, Note that these strikes may also be enough to disable your attacker. Strikes to GB20 can result in unconsciousness, especially when you have hit the previous points in this order.

Merlin now uses a knee to the chest, CO15. He still keeps the blade away from him, previous strikes may have disarmed the attacker but it is good practice to treat the captured arm the same way. Strike 5

Merlin now uses a knee to the chest, CO15. He still keeps the blade away from him, previous strikes may have disarmed the attacker but it is good practice to treat the captured arm the same way.

Merlin keeps the captured hand at arm's length; this should be done so that left leg hooks over the attackers head and works together as a fulcrum off balancing the attacker further. The motion of the left leg is similar to the mechanics of a front thrust kick, it differs in one respect. The forward motion is not wasted it is possible to kick to LV9 (Point above the knee, inside of the leg). As the leg returns it captures the attackers head locking the head between the thigh and the calf. The hand is pushed as the leg sweeps backwards, thus the attacker falls onto his back.

Strike 6

Merlin keeps the captured hand at arm's length; this should be done so that left leg hooks over the attackers head and works together as a fulcrum off balancing the attacker further. The motion of the left leg is similar to the mechanics of a front thrust kick, it differs in one respect. The forward motion is not wasted it is possible to kick to LV9 (Point above the knee, inside of the leg). As the leg returns it captures the attackers head locking the head between the thigh and the calf. The hand is pushed as the leg sweeps backwards, thus the attacker falls onto his back.

Merlin now applies an arm lock by jamming the elbow joint onto his knee. This technique is applied using a crossed leg stance. Note the position of the knees then allows Merlin to drop down; his knees apply pressure to the attackers head and ribs simultaneously. This is a finishing technique, at this point the threat of further attack has to be realised. Control, Maim and Kill. (CMK). It is essential that you are sure that the attacker can to harm you if you let him go after employing this as a control technique. Letting someone go to then attack you again is not Practical Self Defence. Strike 7

Merlin now applies an arm lock by jamming the elbow joint onto his knee. This technique is applied using a crossed leg stance. Note the position of the knees then allows Merlin to drop down; his knees apply pressure to the attackers head and ribs simultaneously. This is a finishing technique, at this point the threat of further attack has to be realised. Control, Maim and Kill. (CMK). It is essential that you are sure that the attacker can to harm you if you let him go after employing this as a control technique. Letting someone go to then attack you again is not Practical Self Defence.

Conclusion

Shunryu Kempo employs many techniques, the practice of these is done by drilling certain combinations that we call short forms, we also have Basic Fighting and Advanced Fighting techniques, Locking/Striking/Countering techniques and Long forms. And finally Several Trapping Flow drills. These all have a relationship with one another, this in affect means that every Shunryu Technique can flow uninterrupted from one move to the next. Hammered Blade is no exception to this; all of its moves can be used as a defence against empty hand of armed attacks. In conclusion as long as you apply the D.A.V.E Rule to the situation, this is really the understanding of what fighting really is; then employing a flinch response will lead onto any of the practiced techniques. I hope that I have made Practical Sense to Hammered Blade.


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