The document discusses techniques for injuring attackers through throwing, focusing on causing attackers to fall in a way that results in further injury.
The goal of the training is to teach techniques that allow one to gain control over an attacker by initially injuring them, making it easier to subdue them.
It describes focusing on causing the attacker's feet to come out from under them or making them fall outside their feet, emphasizing using the force of gravity and the hard ground to cause further injury through a bad landing.
THE ART OF HEAD TRAUMA: DUMPS, DROPS & THROWS TFT Thowing Series TFT Thowing Series TFT Thowing Series TFT Thowing Series v3.0 v3.0 v3.0 v3.0
Chris Ranck-Buhr
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TFT Group Publication R-WEv1 2007
Target-Focus Training Weapons Series, Volume One. All information pre- sented here is Copyright 2007 by The TFT Group. The terms Target- Focus, TFT, TFT Group, Cause-State, Effect-State, and the TFT logo are all servicemarks sm 2002-2007 of the TFT Group. All rights reserved. No part of this book may be reproduced in any manner whatsoever without express writ- ten permission except in the case of brief credited quotations.
1 Important Note Concerning The Video Presentation Why is he just standing there? Shouldnt he be throwing a punch or grabbing you or
You dont expect him to be standing still when it starts, and neither do we. Instead of attempting to model all possible initial states of all possible violent situations, we are choosing to start where everything changes in your favorthe point where you cause the first injury. If we tried to factor in all possible initial states he could throw at yougrappling from every an- gle, with one, the other, or both hands (not to men- tion legs), standing up and on the ground; punching from every angle with straight punches, hooks, up- percuts (not to mention chops, claws, hammers, and elbows); kicking with the foot, shin, knee, backwards and forwards, out to the side, round- house and crescent; and we havent even gotten to every permutation of knife, stick and gunwed both just get exhausted, the video would consist of a googol hours (thats a one with a hundred zeros after it) and it would cost the National Debt com- pounded through all Eternity. Its not as useful as youd think. Instead, what do all these bazillion possible situations have in common? Everything changes in your favor when you injure him.
i Everything that happened or didnt happen be- fore the injury is immaterial. Once you injure him, you are in absolute control of what happens next. Whether hes throwing a punch or you just got punched, whether hes pulling a knife or you just got cut, or whether hes attempting to pull off a Buddhas Palm Descending from low Earth orbit once you injure him, the rest is easy. Because now all you have to do is take out an injured man. And how hard is it to beat down a man with a broken leg? Starting from the initial injury gives us a framework within which to illustrate a physical example of a principle of violence. This maxi- mizes your ability to learn and dramatically in- creases your chances for success. ii Table of Contents IMPORTANT NOTE CONCERNING THE VIDEO PRESENTATION ii Executive Summary The Big Idea 1 Forward: Head Injury Roulette 2 Introduction 6 The Goal of This Product 8 How to Use This Manual 9 Training Methodology and Safety Issues 12 Why Go Slow When Everyone Knows Real Fighting Is Fast? 12 Why Go Slow II: The One Thing Missing From TFT Training 15 Target-Focus TrainingViolence as a Survival Tool 20 The Effect StateInjury & Spinal Reflexes 21 The Triad of Violence: Penetration-Rotation-Injury 24 Throwing: The Hammer of Gaia 28 Techniques or Principles? 30 The Difference Between a Sport Throw and a Combat Throw 32 Throwing as a Special Case of Striking 34 The Results: Falls, Throws, and Injuries 38 Requirements for Throwing 46 Components of a Throw 52 The Mechanical Definition of Balance 56 The Two Throw Families 58 Slips: The Patch of Ice 58 Leg Sweeps 58 Trips: The Crack in the Sidewalk 61 Direct manipulation of the CG hip pushes and pulls 62 Base-break throws 63 Drop throws 64 iii Hip throws 65 Shoulder throws 69 The Power of the Bad Landing 70 Learn more about Target-Focus Training 74 iv
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1 TFT Throwing Series NOTES Executive Summary THE BIG IDEA In violent situations you want to cause injury. The primary way to do this is with impact by striking him. A throw is a kind of strike. A throw is an uncontrolled (for him) fall that results in head/cervical spine and other trauma. You injure the man, cause him to fall and then control the fall to maximize that trauma. Throwing is using the planet as a bludgeon to go straight for the brain.
2 NOTES I used to have a weird little hobbycollecting news stories about people who got knocked down, hit their head on something, and died. It was one of those things that started when I began training. It was the second article I remember reading where this happened, and that second iteration synced up with all of the dumping, bouncing, slamming, and kicking of heads we were modeling on the mats, always with the typical admonition, Dont do this if you dont want to kill him. I dont recall the first article I read, only the second. It was notable in that dj vu sense, Hey, Ive seen this before... and the fact that no one involved meant for anyone else to die. A man exits a donut shop and is accosted by a beggar. The man rebukes the beggar; the beggar shoves the man and the man falls backwards, striking his head on the doors push bar. He later died of his injuries. I clipped this one out and began collecting them, a new one every two, three months or so. I collected them until I had a fat file folder of brown, curling newsprint. The sum total of the ignominious ends of too many lives. And then, suddenly, I lost all interest in the topic. Why? It wasnt for a shortage of material, thats for sure. There was a surfeit of the stuff, as if there were only so many plotlines for personal stupidity that had to be played out over and over again. What finished it for me was that sickening regularity, and the fact that all the stories began to Forward: Head Injury Roulette Forward Head Injury Roulette NOTES NOTES
3 TFT Throwing Series NOTES sound the same: A & B have a problem. B pushes A. A falls down, brains self and dies. B is really, really sorry. The problem was usually one that you or I could solve given five minutes and a mug of hot cocoa; sometimes the deadly impetus was pushing, sometimes it was a haymaker. But the last part never wavered from what youd expect: head bounces off something solid, person dies. Like any hobby, youd leave it as I did; imagine if every game of golf you played suddenly became identical to all the games that came before it. Youd quit, too. Now, it must be said that many more people bounce their heads off of things everyday, with no lasting effects. Ive suffered at least nine concussions, one of which was from falling off a roof onto a brick patio (kids, tomfoolery is no laughing matter); another was from leaving a bicycle at full speed with no helmet (and no hands!), though I did end up with a goose egg the size of my fist on my forehead... Again, this happens everywhere, every daypeople see lights, get dazed, or knocked out, often leaving with nothing worse than a headache. Natures brain bucket ends up doing its job after all. So what then, is the difference between all that comedy and those few unlucky deaths? How can you keep Americas Funniest Home Videos from becoming Faces of Death? Heres the deal: YOU CANT.
4 NOTES Theres no way to know if its going to be comedy or tragedy; if youre just going to knock his ass out and teach him that lesson or commit manslaughter. The obvious variables, like speed, angle of impact, acceleration, and fitness of the tissues involved are all out of your control, at least in any meaningful way. In other words, theres no safe way to bounce someones head off the concrete. The only meaningful effect you can have on the above variables is to do it as hard as you can. Which is to say that bouncing peoples heads off the sidewalk, or kicking them in the head as hard as you can when theyre down, works like gangbusters when our desired goal is non- functionalityknocking them senseless, or unconscious, or dead. We can be assured of number one, sometimes number two, and occasionally number three. But we dont get to pick which its gonna be this time. You can spin the wheel as hard as you can hand hope the ball lands someplace usefulbut you cant forget that one of the colors on that wheel is black, for death. More than anything else, this single idea colors how we interact with violence. Its why we tell you to let the stupid stuff slide, and, a hint: its all stupid stuff. Its why we tell you not to tear into someone unless youre comfortable with a terminal outcome. Its also why I wont tolerate people putting their hands on me in anger on the street; I dont want to end up in one of those stupid articles, the end of everything I am reduced to three column inches and one very, very sorry jackass.
Forward Head Injury Roulette
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6 NOTES Introduction Gravity and hard surfaces probably cause more accidental injury than every other method combined. The simple fallsolo, with no help from another personcan result in something as trivial as embarrassment, or it can, in the rare occasion when everything lines up just right, cause death. If we add another person into the equation, someone to shove, trip or otherwise knock down the victim, we begin to leave the realm of unfortunate accident and enter into the willful use of gravity and hard surfaces as a tool for violence. We are now throwing people. Predictably, this leads to the creation of techniques for throwing, whole schools and disciplines devoted entirely to its study and perfection. The result is a forest of techniques, the growth of a thousand treeseach one a more interesting and impressive throw. And for all this, a simple fact gets missed, forgotten: People get hurt falling down. A throwno matter how simple or complicated, how cool or mundaneis only as good as the injuries it inflicts. The answer to the question, Whats the best throw? is: The one that puts the man down so he cant get back up. This was our starting point for this manual and video. Instead of demonstrating the crowd- pleasing super-impressive throws that no one but the most coordinated, athletic and highly-trained could ever hope to achieve, we chose to share with Introduction NOTES NOTES
7 TFT Throwing Series NOTES you the base principles that drive all throwing. To show you how people fall down and get hurt, and then show you how to help them on their way. Let's be very clear: we are not trying to debunk or contradict any training or technique out there; the goal of this text and video is to educate you in throwing to cause injury. If you have previous experience or training, this information will enhance your skills and give you new ways to evaluate and apply what you already know. If you have no experience whatsoever, this information will give you the fundamental tools required to use your body as an impact weapon. Either way, our goal with TFT is to give you the tools to allow you to come out the other side of a violent situation alive and well. There are many places where throwing to cause serious injury is not desirable or appropriate, the most obvious being sporting competition and certain law enforcement applications. In the competition ring, the goal is to best your opponent with skill, speed, strength, endurance and cunningnot by causing life-long, debilitating injury. Likewise for LE, dumping someone onto their head in order to break their neck is almost always entirely inappropriate. Throwing to cause debilitating injury is violence. The only time this information is appropriate and useful is in violent conflicta situation where the goal of the people involved is to maim or kill.
8 NOTES Chris Ranck-Buhr The Goal of This Product In a nutshell: To keep you from having to choose between memorizing a thousand techniques or just giving up on throwing altogether. If the man is standing up, hes already halfway there to falling down. All you have to do is know where, how, and in which direction to knock him over. To this end, we will: - Demystify throwing by removing it from the realm of special techniques and put it back where it belongsas a special case of striking in order to cause a bad fall - Show you how to recognize the potential for a bad fall and then make it happen - Explain how balance works and what you need to do to take his while keeping yours - Give you an operational understanding of the specific injuries youre gunning for - Break all throwing down into the only two ways people can fallby slipping or tripping giving you the toolset you need to build any throw you need, on the fly, from the ground up. NOTES The Goal of This Product NOTES
9 TFT Throwing Series NOTES How to Use This Manual This manual is meant to be used in conjunction with the video. Either one used alone will lead to gaps in understanding. The manual itself goes into great detail on points that are merely mentioned in the video; likewise, reading the manual without seeing the principles applied to a human body in real-time makes the whole affair unnecessarily abstract. The video contains all the illustrations you could ever need to understand the manual, and vice versa. Writing about physical action is a difficult half measure. If you find yourself confused by any of this textespecially when were writing about a specific throw or throw family, your best bet is to watch the portion of the video covering the same topic. This manual is, after all, commentary and reference for those physical examples. The manual is the thoughtbut the video is the action!
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NOTES NOTES
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12 NOTES Training Methodology and Safety Issues Understand that the principles and techniques illustrated in this manual and video product are for a singular purpose: to cause serious, debilitating injury and/or death. With that in mind, understand that practicing them is dangerous. To minimize this inherent danger, you will need to: Work with a partner who understands and can successfully model the basic concept of the Effect State (spinal reflexes) GO SLOW Work in an environment that is appropriate for safe practice (or look out for Grandmas Hummel collection!) DID Why Go Slow When Everyone Knows Real Fighting Is Fast? Because targeting is a skill. It takes practice - you want to practice hitting targets, dead-on, accepting no errors. Its hand-eye coordination. Its foot-eye coordination. Its body-space coordination. Its being able to successfully apply your body parts in motion to his body parts in motion. But even more than that, its the visceral/spatial understanding of where the targets are on his body, and how to get to them from where you are. NOTES Training Methodology and Safety Issues NOTES
13 TFT Throwing Series NOTES This only comes from practice - slow, steady, and correct - on a real human body. As far as practice goes, speed only mucks things up. Fast practice actually hinders your targeting. Lets be real about this - on the street, in a violent situation, youre going to strike him as hard and as fast as you can. But if you dont have the underlying skill of targeting, you will miss and be ineffective. If you go fast, without the requisite underlying wetware of targeting, you will not cause injury. Youll smack him around instead of breaking him. Reliable, repeatable injury ONLY occurs when you strike a target. Remember: Perfect practice makes perfect performance. So get to it - but use common sense, take care of your partner, and slow it down so you can get it done right! Why Go Slow II: The One Thing Missing From TFT Training Speed. We make you train slow, or, at least not as fast as you could go if you went full-bore. In order to understand why we do this, we need to look at what's required for injury. Debilitating injury is the result of an interrelated chain of factors: You have to drive your entire mass through a target and follow all the way through with your full
14 NOTES force and effort. A shorthand way of stating this is: Penetrate & rotate through a target at speed. So that's what it takes to crush a throat, gouge an eye, rupture a kidney or break a knee. All well and good until you try to figure out how to train for that. If you keep it all as is, your 'training' is actually maiming. Every training regimen has to remove one or more of those elements in order to train without putting the practitioners in the hospital. (At least on a daily basis.) So if you're going to go fast when you train, you have to lose something else. But what? Take away the follow-through. Almost no one goes here. You still have bodyweight on a target at speedtrain like this & even without the follow-through someone's going to lose an eye. Take away the target. This is a typical padded-up sparring session. If we make the target indistinct, we can run around and hit each other pretty hardbut the minute it all lines up right, someone's screwed. You're also training to cause generic, non-specific trauma: bumps, bruises, lacerations, etc., and not the kind that results in a reliable state-change in the man. Take away the bodyweight. This is a slap-fight. You're swatting at targets... but without your mass, there's nothing to compress the tissue, and effect the kind of volume Training Methodology and Safety Issues
15 TFT Throwing Series NOTES change that breaks, tears, and ruptures anatomy. Some targets, like the eyes, throat and groin can still be injured practicing like this, which is why they'll almost always end up 'off limits' for safety. The problem is that the result you're really gunning for is only ever going to occur through accidentwhen all the elements are present at speed. In other words, if you remove anything else other than speed, you're not training to get the results you need in violence. And the funny part is that speed is the one thing everyone walks in the door with. It's the only thing on the list that you don't have to train. The other elements, yesno one walks in with good targeting, or the ability to control their mass such that they can drive it like a battering ram while maintaining balance, or the proper mechanics to really sink it with complete follow through. These things have to be learned. And once you learn them, you just add the speed which you already had to begin withand you end up with injury, any time, every time.
16 NOTES In Summary People get hurt falling down Throwing is making them fall down on purpose in order to cause serious injury In order to practice this safely: Work with a willing partner who knows how to fall Work in an appropriate environment (matted floors, etc.)
GO SLOW
Training Methodology and Safety Issues
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18 NOTES Target-Focus Training Violence as a Survival Tool The goal of violence is debilitating injury - injury that fundamentally changes the normal functioning of his body and will require medical attention. Target-Focus Training is a training methodology by which you can learn to wield violence as a survival tool. In short, this means we can teach you how to injure people. TFT is not self-defense or a combat style. We are not interested in defending against an attacker or competition with a persons skill, speed, or physical ability. We are not interested in modeling all the possible variables found in a fight. Instead, we are only ever interested in injuring people. Real criminal violence is not about competition, it is about destruction. Violence is the use of physical force to cause an injury. A violent situation would be one in which the parties involved are trying to injure each other, typically with the prevailing party maiming or killing others. Simply put, the best way to survive a violent situation is to be the one doing it.
NOTES Violence as a Survival Tool NOTES
19 TFT Throwing Series NOTES EFFECT STATE Targets & Spinal Reflexes Nothing changes in your favor until you injure him; once youve injured him all thats left to do is take out an injured man. You will be causing injury by striking or otherwise affecting targets, anatomical weak points of the hu-man body that are naturally susceptible to trauma, typically with cascading effects to other body sys-tems - causing an interruption of normal function. For example, a blow to the solar plexus will interrupt normal breathing; he cant walk with a broken knee; gouging the eyes will blind him. In addition, there is a single universal effect that all targets have in common: a spinal reflex in re-sponse to injury. A spinal reflex is an involuntary, pre- programmed movement, specific to each target, that is acti-vated in response to injury through a threshold switch in the top of the spinal cord. It does not involve the brain proper, or conscious thought. If you kick a man in the groin, rupturing one or both testicles, he will bend his knees, put his hands over his groin, and bend forward at the hips with his chin up - even if he doesnt want to. Knowing targets, how to affect them to cause injury, and the associated spinal reflex grants you two major advantages: 1. You deny him control over his own body 2. You can predict what he will do nextby making him do it.
20 NOTES For example, say youre facing a man who is bigger than you, stronger than you - hell, hes even meaner than you. And he has a knife. How could you possibly overcome his superior size and strength? His cruel tenacity? And whats he going to do with that knife? All those question marks vanish with a hard boot to the groinhis size and strength are meaning-less as he momentarily loses conscious control over his body to execute a picture-perfect groin reac-tion. Hes still mean - but he cant do anything with it. His will has been trumped by the threshold switch at the top of his spine. And whats he doing with that knife? Hes a doing a groin reaction is what hes doing. Find your next target while hes busy, injure him again and repeat until satisfied. In Summary... Target-Focus Training is: A training method to learn how to use violence Not competition, sport, or fighting How to use violence to hurt another human The Effect-State is: A response to injury Involuntary reaction Predictable NOTES Violence as a Survival Tool NOTES
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22 NOTES The Triad of Violence: Penetration-Rotation-Injury Techniques are worthless; how many ways are there to kick a man in the groin? Theres only one way to kick a man in the groin - as hard as you can. You can be in front of him, off to his side, behind him, standing, sitting, on the floor, etc. Though there may be thousands of techniques for getting it done, the base answer is always the same. As hard as you can! Beneath all possible violent techniques there are three common elements. Effective violence starts with penetration, drives it home with rotation, and winds up with injury. Penetration In order to injure someone with your bare hands, you need to be near enough to touch him. Pen-etration gets you to him and through him and beyond; getting you right on top of him, dominating his space, driving him off balance and maximizing kinetic force for injury. You want to penetrate so youre standing where he used to be. Rotation This is the follow-through; rotation is how youre going to take his balance and beat him down with it. Its the drive all the way through the ribs you just broke by penetrating, above. Injury The ultimate goal of violence; this is what you get when you penetrate to a target and rotate The Triad of Violence
23 TFT Throwing Series NOTES through it. And then hes locked into spinal reflexes as discussed above. Injury is the light at the end of the tunnel. It is the bright hole in a dark shroud of chaos; it is the way through, the way out, the way back home to your loved ones. Lets take a look at how the three snap together into the triad of violence with the following example: You step in and punch him in the solar plexus, then grab his hand and break his wrist, slamming him down into the concrete. This is really two iterations of penetration- rotation-injury: You step in (penetrate through his space) & punch him (rotating your torso to throw the punch and follow all the way through) in the solar plexus (thereby causing an injury to the target). You then grab his hand (penetrating) and break his wrist (with rotation & complete follow-through to cause the injuryas well as additional injuries from the fall). Effective use of violence as a survival tool will always include this triadit powers everything from striking to joint breaking and throwing. It exists in the use of extraneous tools like knife, stick, curb, etc. The triad of violence makes it all work for you.
24 NOTES In Summary... Violent techniques have three components: Penetration (maximizing force) Rotation (follow-through) Injury
The Triad of Violence
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26 NOTES Throwing: The Hammer of Gaia
Throwing is one of those things that simultaneously delights and intimidates a crowd. On the one hand, it looks greata smaller person steps through a larger person and then, as if by magic, hurls the bigger man to the ground in a mysterious flurry of limbs and blurred motion. We all know theres no way the smaller person could pick up the larger; that means it must be either magic or highly advanced skill. And this, of course, is the intimidating partpeople immediately assume they cannot hope to replicate what they just saw without years of work, bulging muscles, robes covered in black sashes with gold- fringed epaulets, and, not to mention, a law- professor-load of certificates papering their walls. Nothing could be further from the truth throwing is as simple as knocking people down. Its doing the work of a patch of ice or a crack in the sidewalk. Its simply recognizing when people are windmilling at the top of that last stair and giving them a good, hearty shove down the flight. What happens next is just the laws of the universe screwing with them. All throws, from the simplest takedown to the most complex example of free flying lessons arise from the same set of rulessimple, easy rules anyone can remember, recognize and master.
NOTES Throwing The Hammer of Gaia NOTES
27 TFT Throwing Series NOTES And the best part is, between gravity and the ground, youve got a fool-proof weapons system at your disposal thats always on and everywhere you go.
28 NOTES Techniques or Principles? Smooth performance of throws does not involve 'doing a technique' but rather recognizing opportunities to manipulate balance into a fall, seeing a through-path from where you both are now into either a slip or a trip. If he's already moving, he's already falling saving it is a matter of him getting his legs back under him. Sticking your wooden shoe in his gears, either by preventing him from getting his feet under him or knocking him down, is technically a throw. With two bodies in motion you don't really have time to sort through a mass of techniques looking for just the right one you need to be able to take full advantage of where you're both going to break his structure and put him down. This ends up looking very much like a specific technique; many of us have had training partners ask, "Can you show me that throw you just did?" This becomes difficult because what happened was correct for that specific set of circumstances that one time, it was merely the recognition of opportunity followed by the application of a few simple rules. If I show you three throws, then you know three throws. Sometimes they'll work, and sometimes they won't. They'll work best when the initial state was amenable to that particular throw; they'll fail when you try to shoe-horn it into a set of circumstances that are not favorable to pulling it off.
Techniques or Principals
29 TFT Throwing Series NOTES If, instead, I show you: 1. How to recognize the opportunity for a throw, and 2. The few simple rules to take advantage of that opportunity, well, then you know every throw you'll ever need in a combat situation. Of course, 'knocking people down' isn't nearly as cool as knowing 50 different throws that you can practice by the numbers, one through 50, for an admiring crowd. But being able to put anyone in the world down so they can't get back up is far more effective and, training-wise, far more easily achieved. It's the difference between a two-step process to learn every throw and a 50-step process to learn 50 throws. Just as emptying a clip into a man's chest isn't as 'cool' as trick-shooting a slug through a tossed 50-cent piece, effectiveness and looking good are often at opposite end of the spectrum. One is good when ego is involved and you're making friends and influencing people, the other when someone wants to kill you.
30 NOTES The Difference Between a Sport Throw and a Combat Throw The following facts hold true no matter what the tool: In a nutshell, its the end result. The goal of a sport throw is to up-end your opponent, to change the orientation between the two of you to one that puts you in an advantageous position while simultaneously putting him in an awkward one. Imagine any number of wrestling, Jiu-Jitsu, or mixed martial arts takedowns. The players are typically looking to disrupt balance, take each other off their feet and down to the canvas in such a way that facilitates the setting of a painful joint lock or choke-out technique in order to subdue and win the match. Youre looking to turn an equal situation, both of you standing, into an unequal oneone guy down with the other lording it over him. The goal of a combat throw is to land the man on his head to directly injure the brain and neck. Youre looking for everything from a fractured skull with a concussion to severe head trauma (bleeding in the brain) and a broken neck. In other words, youre putting him down in such way that he cant get back up. Think in terms of traumatic sports injuries and the rare instances in which a tackle or sport throw goes terribly wrong and someone gets a broken neck. In terms of the sport this is an awful accidentit wasnt supposed to end like thisbut in terms of illustrating what we want out of a combat throw, these are the rare Sports Throw vs Combat Throw
31 TFT Throwing Series NOTES instances where everything went exactly right. This is taking advantage of circumstances to use his own mass as a hammer to break him against the anvil of the entire world. The desired outcome colors the execution of the throw. In sport, throws are not meant to cause career- or life-ending injuries; a lot of care and attention is given to throwing safely, to ensure that the man can tuck his head, roll with it, and not get unduly wrecked in the process. This necessitates large arcs to create enough space and time for your opponent to land the throw successfully. In combat, throws are meant to cripple and kill. To this end they need to be targeted, e.g., aiming the head at the ground, and need to be sharp and tight to ensure that there is no slop or room for the other guy to weasel out of the desired impact. The state of the man being thrown also changes the manner of execution. For a sport throw, youll be doing it to a man who has all his powers and faculties at his disposalyou will be competing strength to strength, speed to speed, technique to technique. Miss your timing and you could end up getting countered. This changes the nature of the throw into one that is essentially a struggle for balance; the advantage will tend to go to the superior competitor. When your life is on the line, you cant afford to enter into such a strugglefor a combat throw, you must start with prior injury. The injured man will not have his powers and faculties at his disposal. This changes the basic nature of the throw from a struggle for balance to a purely mechanical exercise of dumping him on his head. Without the struggle, you are free to concentrate on technical accuracy; you have the
32 NOTES opportunity to set up and execute the throw without any say or undue resistance on his part. There will be no countering, or fancy break-fall. Just wreckage. While combat throws are not appropriate for competitionpurposely landing an opponent on his head in an effort to break his neck obviously violates the rules of good sportsmanshipalmost all good competition throws can be turned into combat throws. Its really as simple as: 1) Start with prior injury, 2) Tighten it up, and 3) Specifically target the head. Tighten it up means removing the space between the two of you to shorten the arc of the throw, reducing his ability to tuck and roll with it. You want to remove as much slack as possible; if youre moving and hes not, then youve got space and slack between the two centers of gravity. What you want is a nice, tight integration of your two centers of gravity into a single systemwhen you move, you move him, too. Specifically target the head means to aim it at a spot on the groundand then drive it straight into that point. Its the X youre going to bounce his head off of. This is the opposite of the typical competition throw approach of up-end the opponent to flat-back him on the mats. In one, youre simply looking to alter his orientation. In the other youre looking for head trauma. Its enormous target (the entire body) vs. small target (the head). Sports Throw vs Combat Throw
33 TFT Throwing Series NOTES A great example of this can be seen in the classic hip throw. For competition, youd want to round it off at arms length and roll him around your hip in a large arc so he can transition over onto his back and hit the mats flat. In combat youd want to keep it tight, in close, so you can see -saw and pop him into the air for just enough hang- time to allow you to ride him down, dropping to one knee as you pile-drive the top of his head into the concrete. Unfortunately, most combat throws make for terrible and inappropriate competition throws, for all the obvious reasons cited above. The two skill sets do have a lot in commonthey both require coordination, timing, and training, chiefly for the physical understanding of how to take someones balance while maintaining your ownbut in the end, truly, they are worlds apart. Throwing someone to not hurt them is a very different thing from throwing to kill.
34 NOTES Throwing as a Special Case of Striking When looking at throwing from a technique- based perspective, it appears to be its own discipline, removed from other aspects of violence. A throw looks like nothing else its much easier to see the connection between striking and joint breaking. Stomping an ankle looks like a strike, as does hammering the back of an elbow to break it. But a throw... a throw must be a discrete technique, unlike any other method of injury, right? In reality, throwing is nothing more than a special case of striking. Striking, as we define it, is applying bodyweight in motion through an anatomical target in order to break it: Striking = penetration + rotation through a target When that target is a joint at the pathological limit, i.e., its at the end of its range of motion and cant bend any further in that direction, we get a joint break: Joint breaking = penetration + rotation through a joint For throwing, the only change is in the target the target ceases to be a piece of anatomy and becomes a component of balance: Throwing = penetration + rotation through structure With the goal of disrupting balance to initiate
Throwing as A Special Case of Striking
35 TFT Throwing Series NOTES and accelerate a fallan aimed and assisted collision with the ground, typically isolating a specific piece of anatomy or cluster of targets (like the head) for that collision. Instead of smashing ourselves through that anatomy (as in a vanilla strike) were going to smash it against the ground. We can also look at this progression from the striking side: Striking applied to a target causes injury Striking applied to a joint at the pathological limit breaks it Striking applied to structure is a throw With the end of the throw resulting in injury. The question, of course, is wheres the body weight? We know that in a typical strike (like a shin through the groin) you dont just want to swing your leg up, you want to drive your entire mass through those testicles, his pelvis, his center of gravity, with everything youve got. Thats what causes anatomy to fail and gets an injury. So wheres your body weight in a throw? Your body weight will typically be used as a battering ram to buckle his structurethink of kicking his legs out from under him, tripping him or body-checking him to knock him off balance (or maybe a lotta-bit of all three). When he falls it will be his body weight in motion that smashes his own anatomy against the ground. If you dump a man on his head, his mass becomes his own worst enemy. To pile on even more, you can use your own mass as wellriding him down as he fallsso he hits as if he weighs twice as much.
36 NOTES Rotation also plays a key part, both in taking his balance and in accelerating his fall. If you shove someone off balance in a straight line simply pushing them backwards its a very easy thing for them to figure out where to put their foot down behind them to catch their balance. So easy, in fact, its an automatic response they wont even have to think about. Their body will naturally move and set the foot in exactly the right place every time. Instead of pushing him straight back, lets say you grab the injured man by the hair and pull his head around and down to your hip and then towards the ground behind you in a descending arc or, even better, a decreasing spiral. With this added rotation and the body has a harder time figuring out where to put the foot, and even if it gets it right its only right for that small moment before the CG gets twisted past the base again. Because you used a descending, decreasing spiral his weight will make that foot stick, e.g., he wont be able to pick it up and place it again to catch his ever-changing balance situation. In short: Linear loss of balance > easy to catch Rotational loss of balance > difficult to catch It also means we dont have to travel as far to take his balance. If you shove him backwards three (linear) feet to make him stumble he ends up three or more feet away from you and now you have to play catch-up and run after him to keep him off balance or effect a throw. With rotation, you can easily describe a three-foot arc around you, more than enough to take his balance and effect a throw without having to take a single step. This allows you to throw in close quarters as well as stay right on top of him once you put him down. NOTES Sports Throw vs Combat Throw NOTES
37 TFT Throwing Series NOTES
Rotation also allows us to accelerate his fall. Left to his own devices, hell go down at the gravitational constant. With rotation, we can make him fall faster, and that means hell hit harder. If you take him through an arc when you throw him, youll actually accelerate him into the throw; for maximum effect youll want to use that descending, decreasing spiral throwing him on an arc that gets tighter, curling in on itself, to get the most out of rotation. This idea can readily be seen in drop, hip and shoulder throws where weak or large rotation makes the throw seem to lose steam halfway through. When done with a nice, tight spiral the man picks up speed and gets whipped into the ground instead of simply falling. This allows you to load him with as much kinetic energy as possible before he lands. The more kE he has in him, the more he breaks when he hits.
In Summary Throwing is a special case of striking Instead of striking a target, youre striking through his structure to make him fall Injury occurs when he hits the ground
38 NOTES The Results: Falls, Throws, and Injuries
Why Bother? This is actually a great question. Throwing sure does look like a lot of effortand while any actual exertion is an illusion, it does take a little bit of know-how, as well as some set up. Why go to all that effort when you could just punch him in the throat and be done with it? Well, like most things in violence, were in it for the injury. Throwing people into the ground gives us some big payback for that (small) effortnamely, head trauma. Its the only way, absent a baton or firearm, that we can get right at that brain. Were going for concussion, skull fracture, and serious head injuriesbleeding in the brain. To be blunt about it, we throw people to crack their skull open and kill them. On the way there well get some other injuries as well. Going head-first into the ground with all his bodyweight over him (ass over teakettle) isnt going to do his neck any good, so we can gun for some cervical injuries as well. Not to mention the added bonus injuries hell get when he reaches out to break his fallsprains, dislocations and breaks of the hand, wrist, elbow and shoulder to name a few possibilities; we can also end up with the same kinds of injuries in the legs, all the way up to broken bones. Lastly, injured people dont operated well on the ground (not that theyre any good anywhere The Results Falls, Throws and Injuries
39 TFT Throwing Series NOTES elseits just worse for the downed man; harder to get his bodyweight into the equation, etc.). The standing person can very easily engage more bodyweight against the downed manthrough stomps and knee drops, upping the severity of further trauma. So, a single strike applied through his structure can get you multiple injuries, some life- threateningly serious, put him into a vulnerable position and allow you to really ramp up whatever you do next. Thats a lot of gain for a single strike. The punch to the throat, on the other hand, gets you a single injury that will take time to manifest fully. Throwing is the injury multiplier; it magnifies your efforts.
Its Not the Fall, But the Sudden Stop at the End Injuries from simple falls can be fickle things. Sometimes you bounce back without a scratch, and sometimes youre dead. A common thread in the news, if you pay attention over a long enough time, is the odd fatality resulting from a relatively trivial altercation. The stories are always the same: A and B get into a disagreement and go to blows, B catches A with a solid right hook to the head, A falls down, brains himself on the street and later dies. This is almost always the result of an uncontrolled fall, that is, the man lost consciousness because of the initial blow to the head and fell to the ground without trying to catch himself, striking his head on the
40 NOTES concrete. The initial injury is usually small a concussion but directly contributes to the major injury that ends up killing the man, usually intracranial bleeding. For every one of these tragedies, there have to be thousands upon thousands of fistfights that dont result in death, legions of heads bouncing off of hard surfaces with no lasting ill-effects.
There are two important lessons to take from the information above:
1. Throwing is not trivial it actually kills people, and
2. In order to get the results we want, we need to throw injured people.
This means that if you dont want to kill the man, dont knock him down and bounce his head off the sidewalk; if you do want to kill him, then make sure hes injured ahead of time and that his fall is, for him, uncontrolled.
This is the essence of making an accident happen on purpose its sussing out all the awful things that lined up just right when people died and turning them into a checklist.
Injuries Typically Associated With Falls
Unless hes unconscious, the man will usually try to catch his fall by extending his hands and The Results Falls, Throws and Injuries
41 TFT Throwing Series NOTES arms. For throws that are untargeted (that is, not isolating the head for impact) and/or otherwise restricting his ability to catch his fall (dislocating his shoulder as you throw him), the initial impact will be to the hands and arms, making serious head injury less likely. It does, however, make injury to the extremities highly likely:
- Sprained or broken fingers and/or wrist(s)
- Sprained or dislocated shoulder
- Broken clavicle (collar bone)
The last two (shoulder injuries) are the results of landing on either a locked-straight arm (elbow completely extended) or the shoulder itself.
Should the torso strike the ground as a result of failure to catch the fall, we can momentarily stun the diaphragm:
- Wind knocked out
If he lands face-first, whether as a targeted throw or happenstance, we can cause cranio- facial injuries:
42 NOTES If he lands on his head, with his body weight either driving him down or transitioning over his head after it strikes the ground, we can cause neck injuries, leading to impairment, and, in the most energetic and severe cases, death:
- Sprained, dislocated or broken cervical spine (neck)
The most serious injury, and the one usually targeted for, is traumatic brain injury (TBI). If we understand that for the purposes of combat the goal is the shutdown of the human brain, it stands to reason that hurling it against the planet is the most direct way, without the aid of other tools, of achieving this goal. It is the primary purpose of throwing we hope for it in untargeted throws, we make it happen in targeted ones. TBI includes:
- Concussion (for impairment and loss of consciousness)
- Intracranial bleeding (for impairment, loss of consciousness and death)
For our purposes a skull fracture is a side- effect of TBI. Its not a necessary component. The target is the brain, and if the case gets cracked while we wreck it, thats just fine... but its not the goal, but rather a symptom of the goal.
The Results Falls, Throws and Injuries
43 TFT Throwing Series NOTES A typical combat throw is going to differ from a simple fall in that the man will be injured before throwing, increasing the chances of further injury. An untargeted combat throw (a simple takedown) will very often result in several of the injuries listed above a sprained wrist, a jammed shoulder and a mild concussion, for example. Targeted throws, obviously, cause a specific injury, or cluster of injuries, to the targeted anatomy. If you up- end the man and drive him down into the ground face-first, for example, you can expect cranio-facial, cervical spine and brain injuries. Again, the entire point of a targeted throw to begin with.
While it is possible that the man may break long bones in the arm(s) (radius, ulna, humerus) or sustain fractures in the feet, ankles and/or knees in throws that toss him ass over teakettle (thereby accelerating the feet/knees through a large arc and into the ground), were not going to rely on such things. Yes, they can happen, and if they do well gladly take advantage of them. In the end theyre unlikely side-effects to the injuries were after and those injuries will be more than sufficient to do the job.
Done right, hes not getting back up. Broken arm or no.
44 NOTES In Summary The goal of throwing is debilitating injury These injuries are the same ones that can occur in simple falls: Broken or sprained fingers and/or wrist(s) Sprained or dislocated shoulder Broken clavicle (collar bone) Momentary inability to breathe (wind knocked out) Sprained or broken cervical spine (neck) Traumatic Brain Injury (concussion, intracranial bleeding) Targeted throws make specific injuries much more likely
NOTES The Results Falls, Throws and Injuries NOTES
45 TFT Throwing Series NOTES
46 NOTES Requirements for Throwing Ideally, throwing a man is as easy as recognizing that the opportunity for a fall exists, and then stepping in, and through, to exploit a set of advantageous circumstances to make that fall a reality, and to make it as bad for him as possible. If a man is leaning or stepping in a certain direction, its easier to effect a throw that keeps him moving in the direction hes already going, for example, you just need to trip or shove him to turn that motion into a fall. On your end, there are three things you must do to make this work as simple and effective as possible: you have to want to seriously injure him (intent), you have to injure him before (or while) going for the throw (prior injury), and you have to use your mass to effect the throw (body weight in motion). Intent You have to want to plow him into the ground with everything youve got and bounce his head off the planet to shut him off. If youre worried about killing him, youll botch the throw. Just remember all those articles weve looked at the in past (and, sadly, well see in the future) about people getting involved in monkey politics, striking their head on the ground and ending up in a coma or dead. This is what youre gunning for. Go for it 100% or not at all. Going after it half-hearted or half-assed can get you killed. Remember, throwing without a resulting injury is horseplay. Its worthless to you in a life-or-death situation. If you dont want him to strike his head on the planet, then dont throw him. Period. Throwing, Requirements for Throwing
47 TFT Throwing Series NOTES as a method of causing fight-ending injury, isnt a parlor trick that somehow dissuades a would-be murderer from finishing the job on you just because you tossed him. If youre throwing him in an attempt to impress him with your skill and cow him into submission then you better pray that the situation was truly social in nature, and all part of a nasty misunderstanding... and even then, what good is it to make him afraid if, for the sake of argument, hes armed with a firearm? What would you do if someone made you fear for your life while you had a gun in your pants? What makes you think hell do anything different? Human is human, and knowing that, you need to keep things streamlined and throw for the right reasons. If youre going to throw someone its to knock them unconscious, kill them or make it otherwise impossible for them to get back up. Youre throwing them to do the most damage possible with your bare hands. Youre throwing them because its exactly like smashing their skull with a concrete club that weighs as much as they do. If you wouldnt have the wherewithal to crush their skull with a chunk of concrete on the end of a steel pole, swung overhand in both fists, then you shouldnt be throwing them. If such a thing seems inappropriate, you shouldnt be doing violence at all. Lack of intent is a self-fulfilling prophecyif you dont want to hurt him, you wont. Youll pull it, youll hesitate to land him on his head, youll blow it. And for the other guy, thats an opportunity to do it to you. Its his chance to pull the gun you didnt know he had and use it to save
48 NOTES his life by ending yours. Go in with the intent to wreck him, and you will. Youll put him down so he cant get back up, or do much of anything at all. Which is exactly why you bothered to throw him in the first place. Prior Injury No one wants to get thrownputting it on the uninjured man is wrestling. Injury ensures compliance and negates intelligent break-falls & slap-outs; unless hes unconscious hell still reflexively reach out to stop his fall, getting you those extra injuries to the proffered limb. The injured man doesnt actively resist the throw (in any meaningful way, in other words, the injured man cant counter) and he doesnt do a nice tuck, roll and slap-out at the end. He just eats concrete. Injury is the difference between throwing a wild animal or a sack of potatoes. Throwing a man who is in full control of his body is a difficult and dangerous feat. Its not impossibleit just requires strength, training, and skill. Throwing a man who is injuredbusy reacting to being broken, semiconscious or on his way to being unconsciousquickly reduces things to the physics of the situation. It leaves you free to concentrate on the throw proper, how best to angle, drive and land the throw to get the worst outcome for him. Look at it this way: which would you rather do if your life depended on the outcome? Try to throw a man whos going to actively resist you or knock down a blind man? Prior injury means youre always throwing injured people. And thats just easy work. Requirements for Throwing
49 TFT Throwing Series NOTES Body Weight in Motion Throwing, as a special case of striking, means all the usual rules still apply. Its never going to be mass against massyoull apply your mass against a leverage point in his structure to get him moving, falling, and then add your mass in motion to his to accelerate his fall. This is also a backhanded way to keep you from using your strength against his, or against his mass or inertia. If youve done your job properly to this point, the strength-to-strength problem should already be solvedprior injury should have taken care of that. But people tend to go stupid biomechanically speakingin the realm of personal combat and forget what their body knows naturally. To the point, ask someone to move a refrigerator and theyll tend to employ their entire mass, using the power of their legs, squatting low to get their center of gravity below the fridges, using their arm strength to clamp themselves to the fridge. Ask them to move a person and its all monkey-slapping with the prime movers being arm strength. Because what were talking about here has nothing to do with social dominance, and everything to do with unbalancing and moving a mass, your best bet is to throw that injured guy the same way youd tip a fridge. Use your massand the chassis of your legs and hipsto get him moving while saving your arm strength as the clamps to tie the two of you together. In other words, youre going to hang onto him with your hands and arms, but youre going to throw him with your entire mass.
50 NOTES In Summary Throwing requires: Intent (the desire to cause injury) Prior injury (its easier to throw an injured man) Body weight in motion (to break his structure, displace him, and drive the throw)
Requirements for Throwing
51 TFT Throwing Series NOTES
52 NOTES Components of a Throw
If we think only of the most base requirements for a throw intent, prior injury, and body weight we have you simply shoving an injured man to the ground. Its almost the oldest trick in the book. (The oldest trick in the book is where your friend gets down on all fours behind him as you shove so he trips over your friend and falls over backwards.) While not bad theres a reason its still in the book its not optimal, either. Theres nothing, other than perhaps the prior injury, that says he couldnt conceivably catch his balance and arrest his fall, or fail to break anything important when he hits the ground... all weve done with those base requirements is shove him into accident territory. With prior injury and a good shove chances are hell smack his head. And chances are he wont. By failing to turn this accident into a purpose we have left the outcome up to chance. And thats not good enough if lives are on the line. A real combat throw is more than a happy accident its making the accident happen in the worst way possible for him. Youre going to get things going with intent, prior injury, and body weight in motion, and then youre going to finish them off by breaking his structure, taking his balance, aiming a target at the ground, and accelerating his fall.
Break his structure. All things being equal, hed prefer to stand up with his center of gravity stacked up on top of his Components of a Throw
53 TFT Throwing Series NOTES legs. When everything sits nice and neat like this CG over legs over base he can easily maintain his balance and move his weight around at will. You want to break his structure knock one of these pieces out of alignment. This can be buckling his leg so he starts to collapse, or knocking his CG past his feet (base) so things arent stacked up so nice and neat anymore. When done properly, youve interrupted the normal relationship between his CG and his base such that he cant reacquire a nice stable system of balance without stepping, moving, or laying down, i.e., it doesnt count as broken structure if he can simply shift back into balance. Imagine kicking a leg out from under a stool, or kicking the stool over. This is your bodyweight striking through either his base or his CG to get him moving or make him vulnerable to a fall.
Take his balance. Start the fallthis usually happens in conjunction with breaking his structure, but not always. It gets its own entry so you dont forget it. Take his balance and dont inadvertently give it backuse it to wreck him. In other words, dont break his structure and then grab onto him and hold him up so that he comes back into balance. Keep him moving into the throw, with the new equilibrium of balance occurring when he smacks down at the end.
Aim the target at the ground. Isolate a single body part for impact usually the head, but can also be a single shoulder (from
54 NOTES the side), the scapula (shoulder blade), the coccyx (tailbone), among others. Aim, in this case, is a two-part deal, with an X marks the spot on the ground and a projectile that youre hurling at that X (the anatomical target). Your job is to make sure the two connect as precisely, and as hard, as you can. Its better to have a specific target (landing surface) in mind than notyoull be more likely to get the injuries you want on the street & more likely to give your reaction partner direction for their break-fall on the mats. Simply tossing people with no idea of how theyll land tends to result in no injury on the street and serious injury on the mats. Murphys Law. Youre the one doing the throwyou should know how hes going to land.
Accelerate his fall. Add your body weight & rotation to the mix. This is one of the features that makes throwing so devastating: youll have his body weight in motion for the strike, and can add yours in as well. This doubles his mass for the fall & final impact. Imagine youre striking people while weighing 400 pounds with fists of concrete. Thats the picture. Also, accelerating him into the throw screws with the timing of his catch-fall reflex. Chances are his arm will be late for the party, though his brain will get there just in time. Using these specific protocols, we can turn any shove-and-fall accident into an effective combat throw with minimal training. If you grab the injured man by the hair, or neck, and buckle his leg by driving through it with your own and then ride his head down into the concrete with your entire Components of a Throw
55 TFT Throwing Series NOTES mass either shoving it away to accelerate it to bounce it off the ground or simply landing on it you have a targeted and controlled sequence of events that make serious head injury as likely as possible. Now youre leaving nothing to chance, replacing all the variables with constants. Instead of shoving and hoping for the best, youre going to take charge of the situation to do your worst.
In Summary Throwing consists of these four components: Break his structure Take his balance Aim the target at the ground Accelerate his fall
56 NOTES The Mechanical Definition of Balance When we say structure were really talking about upsetting the mans balance by changing the relationship between the two components of balance, the base and the Center of Gravity (CG). The base is defined by the area under and between his feet; the CG is, for our rough purposes right now, located just above the pelvis. So, as long as his hips (or most of his mass) stays above his feet, hes fine. Should either one of those move such that his CG is no longer over his base, hell start to fall. (And try to regain his balance by stepping to move his base back under his CG. This is typically something well take advantage of either by making it impossible for him to step (sweeping the leg or driving him down so he cant step, or, in a hip throw where well supply the base, giving us total control over it) or otherwise intercepting the foot.) This means we have two ways to go: we can either blast his base out from under his CG, or push his CG so it falls outside his base. And so we have two basic families of throws: slips and trips. Slips are just like the patch of icethe feet shoot out from under the CG and he falls. Trips are like the crack in the sidewalkthe feet hold still while the CG falls outside the base. And thats it. It doesnt get any more complicated than that. All the myriad throws, techniques, options, variations, whips, dumps, drops, tosses and rolls are really just doing one of two thingsbase out from under CG or CG falling The Mechanical Definition of Balance
57 TFT Throwing Series NOTES past base. Period. In Summary Balance consists of two components: The base (the area under and between his feet) The Center of Gravity (CGa point just above his hips) Balance is maintained as long as: The CG stays over the base (hips over feet) The base stays under the CG (feet under hips) This gives rise to the only two kinds of throws: Slips (base comes out from under CG the patch of ice) Trips (CG falls outside basethe crack in the sidewalk)
58 NOTES The Two Throw Families Slips: The Patch of Ice Leg Sweeps
This is making his base come out from under his CG having his feet come out from under his hips. The simplest operational expression of this idea is the leg sweep pushing, pulling or kicking one or both of his legs out from under him to take him down. While leg sweeps can be spectacular in an ass-over-teakettle sort of way, there are two issues you have to take into consideration when executing them: picking up vs. kicking out & reliable targeting of injury. Pick Up or Kick Out?
It all depends on where his weight is. A leg that is not bearing weight, whether due to injury or the fact that youre catching it mid-stride (in the air) is easy to hook, pick up, push or pull to take him down. In that case youre just moving the weight of his leg, and the rest of him just falls. If he does have his weight on it, youre not going to be able to do any of that. The leg will stick, anchored to the ground by his mass resting (or in transition) above it. In that case, youre going to have to strike it out from under him, with your entire mass, with something akin to a shin kick to blow through the leg or full body check while violently displacing his feet out from under him with yours. Look at it this way: if a man is walking, at any given moment hes bearing his weight on one leg while moving the other one forward. Its an easy The Two Throw Families
59 TFT Throwing Series NOTES thing to nudge the leg in the air into a new, unintended (for him) position and if he was planning on landing his weight on that leg, well, now hes going to fall instead. But you can also see that you cant do the same trick to the leg that is currently bearing his weight. It would take a lot more effort to move that one out from under him effort you can supply by striking with your entire mass through it. So: Stepping leg > sweep Standing leg > strike Sometimes its obvious which is which, but most of time its not. Its important to know, or at least be able to figure out, so you can choose the proper method for taking that leg out from under him. Here are a couple of ways to make it happen:
Anticipate gait. In general, people will plant one foot, then move the other. This will allow you to make predictions about which leg is ripe for which reaping. For example, lets say youre on the ground and hes walking toward you you should be able to figure out which foot hell be picking up when hes close enough for you to reach out with your own foot and sweep it for a takedown.
Use injury to make him shift his weight. Injured people move. This almost always involves stepping to try to maintain their balance as they go. While strikes to the centerline of the body tend to make the body move straight back (meaning he could step back with either leg),
60 NOTES strikes to one side of the spine or the other force the body to rotate, making it much easier to know where his weight will be. If your timing is good you can catch the leg as he steps, for a sweep; if not, you know hell plant his weight on it as he finishes the reaction, making it perfect for a full- bodied blast. Also, the body will shift weight off of an injured leg and onto the good one. When you injure one of his legs, you now have a clear-cut choice sweep the newly injured leg or stomp through the other one. No more guessing!
When in doubt, blast through it. This is last because its best. Your most reliable, default answer is to simply strike through the leg as hard as you can, technique and nuance be damned. If the leg has little or no weight on it (meaning it was sweepable) youll knock it out from under him and drop him. If he was standing on it after all, it doesnt matter you just blasted it out from under him anyway. If your timing is as poor as your coordination, dont sweat it this is the final answer to the question, Which technique? How about all of them at once?
Injury Left to Chance The other problem with slips, especially leg sweeps, is that if thats all youre doing taking his feet out from under him then you arent targeting a specific piece of anatomy for the collision with the ground. It will be an uncontrolled fall, for both of you. This leaves the resulting injury up to chance. Chances are hell The Two Throw Families
61 TFT Throwing Series NOTES smack down badly and catch his head in the process... but chances are that he wont. If he gets his hands out in time his reflexes will save his head, and then you have to hope for sprained or broken wrists, jammed shoulders, and the like. Maybe hell get the wind knocked out of him. All told, its not terribly reliable unless youve gone to lengths to ensure that it is, like grabbing him by the neck, kicking his leg out from under him and hurling his head at the ground as he goes. Without such measures, legs sweeps are a spin of the injury roulette wheel sometimes a good number comes up, sometimes it doesnt. So either make it happen or be prepared to stay right on top of him, putting more injury into him when he hits the ground. Dont count on a simple leg sweep to finish the job the way a properly executed hip throw can.
Trips: The Crack in the Sidewalk
Trips are a much larger throw family than slips because while there is really only one way to knock someones feet out from under them you simply do just that there are a multitude of ways to knock people down. Its important to note, though, that mechanically all trips are identical, making the CG fall outside the base, its just that there are many, many ways to effect that change. From the very simple hip push to drive his pelvis past his feet and into the ground to the seemingly esoteric shoulder throw (replacing his base with yours and then making him fall outside it on your terms) and everything in between theyre all just expressions of the same simple idea.
62 NOTES Direct manipulation of the CG hip pushes and pulls
In order to effect a throw, we need to attack, break, displace or move one of the components that make up balance the base (feet), the CG (the hips or pelvis) and/or the structures that support one over the other (the legs). In slips, we were attacking the feet and legs, to drive them out from under the CG. Now were going to be looking at striking the CG directly, to drive it out past the base and down at an angle to effect a knockdown.
In a general sense, were going to be driving through the pelvis where the CG of a standing man resides to get this work done. Specifically, were looking at blasting through the targets that cluster around the pelvis: the bladder, pubic symphisis, sacrum, and the hip joints themselves. The groin, perineum and coccyx dont figure into this set because they reside beneath the pelvis and require striking vertically rather than allowing us to displace the pelvis and CG laterally.
A full-bodied stomp or straight-arm drive through the bladder, pubic symphisis, sacrum, or either hip joint, down and through at a 45 angle (or less) will effect a takedown. Technically, this is in the same class as a simple striking knockdown this is the place where the line between striking and throwing becomes blurred, and we can most easily see that throwing is, indeed, nothing more than a special case of striking.
The Two Throw Families
63 TFT Throwing Series NOTES Base-break throws This is where we attack, and break, the structure holding him up in balance. This can be as simple as a stomp through the ankle or knee, breaking the joint, or as nuanced as using body weight applied to buckle his leg and drag his CG out past his base (as in a T-Leverage takedown). Stomping through an ankle and breaking it is obviously a strike, but its also a joint break, and fulfills our definition of a throw as well. While this is another obvious intersection of those three ideas in action, it underscores the importance of looking at joint breaking and throwing as subsets of striking proper. If we look at it purely as a joint break, without paying attention to whats required for striking, it becomes a useless technique sometimes itll work, sometimes it wont. When striking is abandoned, what happens next is an attempt to get the ankle to roll. It becomes a push instead of a break, a technique instead of an injury. Likewise, if we look at it purely as a throw, ignoring both the striking and joint breaking, we wander even more deeply into the dark forest of pushing, losing everything that made it a throw in the first place. Injury makes it a throw. Injury makes it a joint break. And striking makes it an injury in the first place. Everything that happens after the strike is a side-effect of that Striking through the ankle breaks it, rolling the foot and moving his CG out past his base which then causes him to fall. So, while the answer to the question, Is it a strike, a joint break, or a throw? is, all of the above, the answer to the question, Which aspect should I focus on? is, striking. Strike first, look
64 NOTES for side-effects later.
Drop throws This is where you attach your mass to him and lay down to throw. Imagine putting your shin through a mans groin, then grabbing him by the neck and laying down in front of him to body-slam his head into the concrete. Hell hit as if he weighed twice as much, and itll be twice as ugly as doing it all by himself. Drop throws come in two basic varieties: attaching yourself to the top of his spine, and attaching yourself to the bottom end of his spine. When you attach your mass to the top end of his spine, by grabbing the hair, head, neck, lapels, shoulders or arms, you move his CG beyond his base by creating a new system of balance that includes both of your masses, but only his base. The CG for this new system will be outside his base as soon as you go airborne to lay down throwing him off balance. You will then use rotation (rolling or curling to throw him) to accelerate his fall. When you attach yourself to the lower end of his spine, by grabbing the hips or knees (usually from behind him), youre using your mass to drag his CG out past his base in a sort of inverted hip push to make him sit and fall backwards over you. Drop throws can manifest in something as spectacular as grabbing the injured man by the throat and neck as you plant your foot in his hip and sit down and roll back to make him cartwheel over you to something as small and non-obvious as The Two Throw Families
65 TFT Throwing Series NOTES grabbing his wrist in both fists and dropping your weight six inches while aiming his hand toward a point just behind his own foot to flat-back him. While the two techniques appear to be worlds apart, theyre really the same thing attaching your weight to the injured man and then dropping it to break his structure, take his balance, and make him fall.
Hip throws A hip throw is so called because of the use of the hip as a fulcrum point for the throw the victim is kicked up into the air by the hip and rounds the hip on his way into the fall. While the hip is indeed the fulcrum point for the throw, its more correct to view the legs as the primary actors in getting this done. The hip is more properly the contact point upon which youll balance his CG. A better way of understanding the hip throw, and how it is indeed a trip, is to look at it this way: youre replacing his base with yours, taking him off his feet while balancing him over your own, and then making him fall outside your base. Imagine a person tripping over a saw horse that catches them just below the hips and youre starting to get the idea. Before he runs into the saw horse, his base consists of his own feet. As he hits the saw horse and bends forward over it his feet leave the ground and for a moment hes balanced like a teeter-totter, head and torso sticking out to one side, legs stick out to the other. His base as this point consists of the legs of the saw horse. Of course, his problem is his forward momentum hes pitching head-first over this thing, after all. While this is a pretty good model for the basics of the hip throw, were not going to be content with something quite so static...
66 NOTES Now imagine that the saw horse has a pneumatic lift we can fire off to pop it up a couple of inches, suddenly, as he flops over it. Now hes not just tripping over the damn thing, but its going to launch his legs up over his head as he falls... But thats not all. Instead of just having it sit there, waiting for him to bumble into it, were going to fire it into position through is structure so that even if he were holding still it would slam into him, trip him over it, and then launch him upside-down. As you may have already guessed, were not done adding awfulness to the accident were constructing here we have one last bit coming up but this is a good point to reign in our ridiculous model and make it real. Youre going to provide that awful industrial-accident-saw-horse with your own feet, legs and hips. You will step through him, harshly, as a strike, to make him trip over your hip and then stand up suddenly to kick him over the top, striking him with your hip to toss him into the air. Lest you think this will require a lot of brute strength, youre not going to lift his entire mass youre going to trip him so his mass transits over the chassis of your feet and legs (merely bracing at this point) and only kick up as his mass is falling forward off of you. Youll only need to be strong enough to lift half (or less) of his mass with your legs. And this, anybody can do. Now for the last bit, the bit we were aiming for all along the landing. Youre not doing this to simply make him fall. There are lots of far simpler ways of doing that. Youre spending the effort to get all this dramatic hang-time so you can drive The Two Throw Families
67 TFT Throwing Series NOTES him down, head-first, into the concrete with his body weight over the top of it all. (Or, even better, your body weight as well, so he lands twice as hard.) Common hip throw pitfalls and fixes:
Attach yourself so the two of you become a single balance system. When you move, he needs to move, too. If you can move and nothing happens to him, youre not attached. Not only that, but hes probably in control of his own balance. You need to be latched onto him, tight and secure, to take his balance and incorporate his mass into a single balance system that you control. Ideally, you will begin this process with the injury prior to the throw, essentially striking him into the throw, e.g., with a backhand forearm hammer to the lateral neck, bending him sideways off balance and grabbing the neck out of the strike.
Replace his base with yours. This is him getting the saw horse rammed through his structure youll step through his space, coming in low and rising up to pick him up off his feet (your CG scooping up underneath his CG) to balance him on your hip/back of pelvis. Its important to note that you want to slide in torso-to-torso, with no daylight between the two of you. If theres space between you when you step in to throw, hell fall through that space and onto you, knocking you off balance and turning the hip throw
68 NOTES The Two Throw Families into a dog-pile.
Make him fall outside your base. This is the continued motion of the initial strike to the neck, above. Tip that teeter-totter so hes falling forward off your hip. Then, as his weight shifts off your legs...
Stand up to hip him up into the air. This is a short, sharp straightening of your legs like a strike to toss his legs vertical and get that hang-time. This is all about timing: if you go too early, youre trying to leg-press his entire mass and the throw wont pop. If you go too late, you wont kick him into the air hell already have fallen off of your hip.
Complete the rotation into the ground. This is the end of the strike to the neck in the example above the arc begun with the backhand terminates in the ground in front of you. You have effectively struck his head into the ground while up -ending him. Though these bits have been chunked out 1-2- 3, in reality its a single, smooth motion from back- hand to the neck to terminal landing. It takes skill and coordination to pull off, in other words, prac- tice. And while you can potentially get the same effect from a simple, full-bodied stomp through a knee (something that is easy to pull off without any skill or coordination or practice), the hip throw al- lows you to target and ensure serious head and neck trauma. When done right,
69 TFT Throwing Series NOTES Shoulder throws For the most part, shoulder throws are just hip throws with the fulcrum point at the shoulder instead of the hip. What we get out of this is a hip throw with an added lever-arm as long as your spine. This takes him through a longer arc, resulting in a higher throw you have more time to accelerate him and he ends up falling from a greater height. When we couple this with an Earth- shattering John Henry swing of your arms slapping him down by his arm, we get the most powerful throw possible. Especially if you drop to one knee, pulling him down out of the sky as you go, to ride him down with your mass. This throw gets you so much hang-time and projection you can literally throw a man upside- down through a plate-glass window, or into/onto/ through anything else in your environment the curb, a fire hydrant, traffic. In training Ive seen lights cleared off the ceiling by the victims feet. Much like the hip throw, if you know what youre doing, its well worth the effort. The set-up is very similar to the hip throw injure him, latch on, snug up, replace the base, and hip him up into the air. The primary difference is that youll snug up with his arm pulled tight over your shoulder, so his armpit is stuck fast on top of your shoulder. Think about what we do with the CGs in the hip throw: yours scooping up underneath his. Youre going to do the same thing with your shoulder and his armpit: scoop up underneath and stick them together so that for balance purposes you both become a single mass.
70 NOTES NOTES The Two Throw Families NOTES You do this at the hips and the shoulders at the same time its still going to set up and fire off like a hip throw, powered by your legs, but instead of rounding him off your hip so he falls from your waist height, youre going to round it off over the top of your shoulder so he falls almost twice as far.
71 TFT Throwing Series NOTES
72 NOTES The Power of the Bad Landing
It's about keeping things simplejust as joint breaking looks like a bajillion techniques even though every joint only breaks one way, one way that can be gotten to in three directions, and back- and-forth gives us six base leverages that can then be concatenated upward into those bajillion techniques, so it is with throwing. There's only one throwwhen someone falls down. That fall can be caused in only one of two ways, making his feet come out from under him or making him fall outside his feet. Everything else is just detail work (and near-endless concatenation of a few simple rules). In other words, don't over-think itwe're still doing rock to the head. We're just using all the rocks at once. The entire planet. Around the Instructor Cadre we like to say that the most effective way to put someone down so they dont get back up is to Stab em with the planet. It sounds ridiculous and it is a bit of conscious hyperbole but if you know what were talking about it should send at least a little shiver down your spine. If it doesnt, then try this line from a guy who did a big throw onto concrete: It was like taking a wet burlap sack full of meat and bones and slapping it down into the ground as hard as you could. Thats what it sounded and felt like, anyway. After that he found he didnt have to follow up. The guy was unconscious and convulsing. The whole thing was over with a single strike and a throw. Nothing fancy, no long, drawn out struggle. NOTES The Power of a Bad Landing NOTES
73 TFT Throwing Series NOTES Just a single injury and then a very bad landing for a whole bunch more. Results like that simple and final are more than reason enough to study, practice and perfect throwing, as a special case of striking, to add to your violence toolbox. Throws arent superior to joint breaking or basic striking. Theyre just another option for injury, giving you yet more ways to take advantage of physics and physiology and get the two to meet up badly. Everywhere you go theres gravity and the cold, hard ground. All you have to do is use it.
74 NOTES To Learn More About Target-Focus Training To learn more about how Target-Focus Training enables YOU to defeat anyone threatening you or a loved one in an unavoidable violent confrontation, please visit our website at: http://www.targetfocustraining.com or email us at: tft@targetfocustraining.com And be sure to sign up for Mr. Larkins highly regarded FREE newsletter, Secrets For Staying Alive When Rules Dont Apply. Youll also find DVDs of other Target-Focus Training material, along with selected other products at: www.targetfocustraining.com/products_training.html A limited number of live training events are scheduled each year. Here you learn the complete Target-Focus Training system, in less than 20 hours guaranteed! To see availability or reserve your spot in one these unique live sessions go to: www.targetfocustraining.com/live_events.html or email us at: tft@targetfocustraining.com For product questions, call us at 206-686-3469 or write: The TFT Group c/o Straitview Publishing 325 E Washington St, #207 Sequim, WA 98382 NOTES To Learn More About Target-Focus Training NOTES