The following is the print supplement to JIYU KUMITE CLINIC and DOJO DRILLS INSTRUCTION with godan, Greg Scott (2 DVD set)
DRILL 1 – Punch in place
- Allow speed to be a primary focus at times.
- For MAETE Start with both fists turned upward in front of your body and allow punching hand to only turn over at extreme end of punch.
- Don’t allow punching hand to drop, pull back, or adjust even the slightest bit
prior to punching. - Punch out + return on exactly the same line.
- After focus, the returning punch moves rapidly, not casual (keeps mental focus
and allows for realistic combinations). - Head moves in alignment with the body. Don’t nod or pull chin up.
- Front knee must go in slightly with each punch.
- Also try performing punches with front foot going in with each strike, then
returning. Back foot stationary.
DRILL 2 – Shuffling/Footwork
- Some developed for balance and movement dynamics, some may apply to actual pre –
attack movements. - Move your focus from speed, to balance, or to distance.
- Develop ability to punch at any time as lower body performs footwork patterns.
- When punching during a forward movement, punch ends just before front foot hits
the ground. - Use a mirror (or ask opponent) to identify any unnecessary movements and
eliminate as much as possible. - Arms must “float” and eliminate even slightest movements caused by lower body
patterns. - Learn to shuffle forward or back immediately after a side shuffle or foot change.
DRILL 3 – Multiple Opponent Reverse Punch
- Focus primarily on speed.
- Both opponents use right hands for Maete and reverse punch or both use left.
- Each Maete attacker gets into position as fast as possible to allow an attack
immediately with (1) shuffle from a dead stop. - Experienced members go 100% with strict control – NO KIAI =NO KIME!
- Never block the maete then reverse punch. The reverse punch must be
- executed before the opponent is inside ma.
- Reverse punch:
- Don’t open & close fist.
- Don’t drop fist prior to punch.
- Contact opponent just short of full extension (contact with bent elbow = a late
punch). - Punch leaves only from point on hip (fist up) and returns rapidly after contact
on same line.
DRILL 4 “Ippon” Jiyu Kumite
- OFFENSE:
- Start each attack at MA distance.
- Develop the ability to determine if defender is staying or backing out before
you initiate your attack. - Focus on variations of only (1) technique at the time. i.e: Maete’s only for a
while, then frontkick variations, then backhands , etc. - Control, but learn to attack 100% with no effect to your KIME (feeling)
regardless of the opponents intent (to counter or not). - Key points:
- If you thought defender was going back, but he stayed and your attack was late or
inside MA, you lost. - If you thought defender was staying, but he backed out (your attack fell
short), you lost.
- If you thought defender was going back, but he stayed and your attack was late or
- DEFENSE
- Start at Ma and only
- Stay and reverse punch
– or –
- Back out
- Learn to mislead the attacker so the attack is delayed or falls short.
- Only stomach reverse punch initially till both develop keen sense of timing and
distance (defensive upper level reverse punches generate excessive caution
initially). - Key point:
- Opponent moves, you move. If you have time to wait and see the technique, you
most likely were not at Ma.
- Opponent moves, you move. If you have time to wait and see the technique, you
- Start at Ma and only
DRILL 5 – Multiple Jiyu Kumite Exchanges
- Best with 4 – 7 each opposing line.
- Not distance Jiyu Kumite. Both quickly move to Ma, take stance, begin.
- If opponent attacks first, defend or get out. Don’t get caught “flat footed”.
- One exchange only (focus on exchanges from Ma) then move to opposite line.
- Swap positions in line to face different opponents, if necessary.
- Develop offensive and defensive skills simultaneously.
DRILL 6 “Fighter in the Hole”
- Best with groups of 4,5 or 6.
- Pair up groups may be based on size, rank, or ability.
- Each individual match can stop at ½ point or (2) ½ points, or to the end of each
time period. - 1 minute to 1½ minute rounds are best.
- If more than (1) group, a member starts each match and all groups together and
times it. Each of those matches stop when required points scored or time runs
out. - If any groups finish a match quickly wait till all groups have finished that
current match, then start next match together. - Referees move in & out quickly & limit commands (rounds are short, not too much
talking). - “Fighter in the hole” faces each member in the group. Than a new fighter is put
“in the hole” (This will result in all members facing each other 2 times).
DRILL 7 – Bag Kumite
- Don’t just hit the bags – strictly focus on a particular aspect.
- Focus on speed at times (not just power).
- Move from point A to point B (The bag/opponent) as fast as possible from ma.
- “What tells the opponent (bag) you’re attacking at the moment” and see how many
telegraphs you can eliminate. - You must contact the bag just inside Ma. Therefore watch for “short” punches and
kicks. Don’t give in to the temptation to punch/kick at a closer distance. - Use the bag (swinging and still) for 1,000’s of repetitions to create well
formed, well timed techniques – 2nd nature. - Learn to attack the bag without thinking (Mid – Mind).
- Learn to attack opponents as you attack the bag:
- Focused.
- Uninhibited.
- No reservations brought about by opponent’s size, rank, reputation.
- “SEE IT”.