Advanced
Level 7 – Level 8
Advanced Levels
Don’t be confused… Advanced in JKD means doing the basics with extreme proficiency. At this level we’re taking things to the point where we have to think about them to do them wrong. Excellence isn’t a single act; it’s a habit. Furthermore, we aren’t just introducing new techniques as much as we are putting things together into a seamless whole – being able to go in and out of ranges, working long, then short – and showing generalship above all.
Level 7
Spinning Side Kick
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Used infrequently; is effective as a surprise tactic, especially against a foe that stays near the rim of the fighting measure.
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Not advised against grapplers or in-fighters.
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pick up your rear leg to kick as late as possible; keep it close to you (tucked) until you’ve nearly completed the turn and then snap/thrust it forward.
Slipping
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Slipping is the art of the expert as it avoids a blow while leaving you free to counter-attack with both hands.
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When combined with footwork, slipping gives the JKD fighter tremendous evasiveness.
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Slip only so far as needed.
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The slip is best in all out fighting because ducking or bobbing, being larger motions, can leave you vulnerable to kicks, knees, and grabs.
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slipping also leaves the fighter best able to return with straight hits.
“Slipping is a most valuable technique, leaving both hands free to counter… It is the real basis of counter-fighting and is performed by the expert.”
Tao of Jeet Kune Do
Overhand
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Thrown with a bob.
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Excellent surprise weapon to use against a taller opponent.
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Is with the hook and uppercut family, so it must be kept compact or else it degenerates into a haymaker.
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Target the chin.
Corkscrew Hook & JKD Hook Punch
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Raise your elbow and turn your palm over; pivoting your rear foot around as you fire. This will get your body weight moving in the same direction as the punch.
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The corkscrew is a longer punch that the outside hook.
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You still land with the bottom three knuckles, but because of the angle, the power-line shifts and you’ll need to have your palm down at impact.
“The corkscrew lies in the middle on the straight-hook continuum”
Teri Tom’s ‘The Straight Lead’
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The “JKD Hook Punch” is a variation of the classic corkscrew used by old-timers.
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Thrown with the lead hand, it sweeps up to the chin and the palm is at 45 degrees, making this a more natural tool than the Corkscrew Hook.
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Can be used expertly with the pivot.
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As always, a pure shoulder whirl powered blow.
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Like the corkscrew, it’s quite compact and since the elbow stays lower than the traditional short range hooks, it’s easier to “hide” behind it.
Guillotine Choke
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Very effective against brawlers who lead with their head down.
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Careful “pulling guard” in a street fight.
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Learn to switch hands on the choke so that your opponent won’t be able to fight it off.
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Use with the sprawl as needed.
The Striker’s Clinch
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Can be used long (think Jack Johnson) and close (Henry Armstrong).
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Fight for control of his hands or elbows.
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If you get a body lock, you limit your options – especially in street fighting.
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Always endeavor to keep your hands free so that you can disengage if needed.
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Head position is critical!
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Can be placed outside of the foe’s controlled arm.
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Can also be placed inside – underneath his chin.
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Use the head with scientific contact/control/bridge is the mark of an expert.
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The Head-Butt/Jab works extremely well.
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Use top of your head.
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Aim from his brow and down.
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Sometimes just bump him with the top of your head.
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It is not a head smash… It’s a quick jab with your head.
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The Eye-Gouge.
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Elbows in, using both hands if possible.
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The shoulder smash.
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The foot stomp.
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The reaping throw.
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The table throw.
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Head and arm throw.
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Throat and neck chops (Fak Sao).
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Double palms to the chin.
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Fook Sao to the throat (especially against neck grabs).
Sil Lim Tao – Section 7
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Opens with Bong Sao.
Level 8
Kick Sets
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Oblique, Side, Straight.
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Straight, Oblique, Side.
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Straight, Side (same leg).
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Straight, Side (different legs).
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Straight, Straight, Knee (alternating and advancing).
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Angle step, Straight, Oblique (alternating legs).
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Angle step, angle step (alternating kicks).
Pak Sao series (for inside mechanics)
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Pak to punch (pak-da).
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Pak to punch to straight blast after Gum Sao.
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Pak to punch to Noy Jut to punch.
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Pak to punch to Lop to punch.
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Pak to punch to Lop to arm bar.
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Pak to punch to Lop to Lop to Fak Sao.
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Pak to punch to Lop to Pak to punch.
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Pak to punch to Lop to Lop to Huen to Fak Sao.
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Pak to punch to sliding leverage Man-Geng Sao to punch.
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Pak to punch to Bui Jee to Pak and choke.
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Pak to punch to reap to blast.
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Pak to punch to Huen to shoulder throw to blast.
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The Short Series:
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Driving Pak/punch.
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Driving Pak/punch (blocked/jammed) to neck grab & hit.
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Driving Pak/punch (jammed) Lop or pull/hit.
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Driving Pak/punch (jammed) Lop or pull/hold & kick.
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Driving Pak/punch (jammed) pull/push.
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Skip Kick
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Raise knee and move in behind kick.
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Do not move rear foot to front before kick.
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Gain ground as you kick.
Essential Drills
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Bag Work – hit and move rounds.
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Use any hand combinations during hit phase.
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Develops conditioning and straight hitting.
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Moving target is harder to hit than stationary one.
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Bag Work – stop and go.
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Develops “stillness in motion”.
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Used with PIA attacks.
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High-low.
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Low-high.
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Circle away from danger and attack only with fakes.
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Pressure attacks with shield.
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Open mitts (3 rounds).
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Light Defense/Evasion/Counter-Attack drills.
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Stop kick drills with shovel hooks on big pad.
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Stop punch drills on big pad.
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Mix in knees and Po-Pei palms.
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Pad Drill #3.
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Slip, Uppercut, Slip Uppercut, Pivot, Hook, Elbow, Push, Kick
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Sil Lim Tao – Section 8
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With all terminology and major principles.