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Jeet Kune Do's Five Ways Of Attack

1. SDA (Single Direct Attack)

A direct attack is composed of a single movement. The objective is to go to the target by the most direct route. Although it is the simplest of the attacks, it is the hardest to complete successfully because the speed and timing, as well as the penetration of the opponent's defenses must all be perfect.
A single direct attack is made into the line of engagement or into the opposite line by simply beating the opponent to the punch, or by catching him in a moment of vulnerability. When executing a single direct attack, you lunge to hit the opponent before he can parry, without any attempt to disguise the direction of the attack. Here, you would most likely use your longest weapon to the closest target.
When striking with the lead hand, it is advisable to constantly vary the position of your head for added protection against your opponent's counter. Keep the lead hand moving, as it not only keeps your opponent on the edge, but also can be delivered faster from motion than from a stationary position. Also, to minimize counters from the opponent, you should at times feint before leading. However, do not overdo the feinting or headwork. Remember simplicity.
Such an attack can also be thrown at an unexpected angle, sometimes preceded by a a feint. This is called a Single Angular Attack (SAA). It is done by positioning your body in relation to the opponent so that an opening results. The judgment of distance must be good. Sidestepping or some kind of lateral movement is often used in this attack.

2. ABC (Attack By Combination)

ABC is a series of thrusts that follow each other naturally and are generally thrown to more than one line. ABC is generally composed of set-ups to maneuver the opponent into such a position or create such an opening that the final blow of the series will find a vulnerable spot. You want to make sure that your attacks are opponent to back away, otherwise he may smother your attack combinations.

3. HIA (Hand Immobilization Attack)

HIA applies an immobilizing technique (trap) on the opponent's hand or leg, or head (by grabbing the hair) as you crash the line of engagement. Immobilization attacks can best be set up by using any of the other four ways of attack, and traps can be performed in combination or singularly.
You use this when there is a barrier, such as the opponent's arm, that prevents your weapon from scoring, or when you want the added protection of covering a threatening weapon such as a nearby fist when slipping or countering. Trapping keeps the opponent from moving that part of his body, offering you a safety zone from which to strike. It can also be used to force an opening: upon finding your opponent covered, you would attack his hand with sufficient force and vigor to turn it aside and make an opening for your hand on the lunge. Deflecting or trapping the hand while stepping forward, also limits the possibility of a successful jam from the opponent. Obstructing the leg as a preliminary step is likewise very effective.

4. PIA (Progressive Indirect Attack)

A PIA begins with a feint or an uncommitted thrust designed to misdirect the opponent's reactions in order to open a line for the real attack which follows instantly. The principal use of the PIA is to overcome whose defense is strong enough and fast enough to deal with HIA and SDA. It is also used to offer variation to one's pattern of attack.
The distance has to be closed up a good half by the feint. The feint should induce the opponent to think you are going to hit him in a particular line; so it must be long enough to provoke a reaction. When the opponent moves his hand or arm to cover that line, another line will open and the real thrust strikes there. The succession of feint and real attack in PIA is executed in a single, forward motion. In this, it is distinctly unlike a SDA preceded by a feint, which would be two separate movements.

5. ABD (Attack By Drawing)

This is a counterattack initiated by luring an opponent into committing to a move. You must induce the opponent to step forward to tempo into the "within distance" area, for instance, by leaving an apparent opening. Then you time his attack, and nail him while he is stepping forward, or merely shifting his weight forward, or when he shows any sign of heaviness, mentally or physically. The success of this attack largely depends on concealing your real intentions.
Or you could execute movements that he may try to time and counter in some manner such as a jam which you can predict with some moderate certainty. His commitment will not allow him to change his position or guard swiftly enough to deal successfully with your offense after his technique is parried.

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