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JKD is based on simplicity. In its design, it utilizes relatively few techniques. Essentially there are a total of five punches. Though they are few, each one can be performed with a number of variations, to fit the need at hand. To expand on some of those variations, the Hook Punch can be broken down into separate applications. Although they vary drastically in their mechanics, they are all classified as hooks because they achieve comparable results using similar motion. Hooking punches serve many needs. They may, at close range, knock an enemy flat. They may also be used at longer range as a counter that lands when least expected. Hooks add new angles to the attack. They may score, when a straight punch may not.
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