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FMA > Stick Techniques and Training Methods

Single Stick Techniques and Training Methods


Basic Stickwork

The purpose of the basic stickwork is to teach the practitioner to grip the stick correctly and swing correctly. After he/she knows the basic 6 angles, we move on to doing these strikes with Pekiti Tirsia style sidestepping, and then stepping on the triangles.

1. Angles 1-6
2. Angles 1-6 w/ Pekiti Tirsia Sidestepping
3. Angles 1-4 on Reverse Triangle in both directions
4. Angles 1-4 on Forward Triangle in both directions


Hand Sparring

Once a practitioner learns the basic attacks and footwork we begin with hand sparring using hockey gloves and padded sticks. This teaches them the "defang the snake" concept early on and gradually introduces them to stick sparring.


Close Range 3-Count Fundamentals

The 3-Count is the foundation of the entry and follow up. In any attack from long range, the first shot may break through the barrier of the opponent's weapon by striking either his/her hand or weapon itself. The second shot will be to the opponent's arm or body, in such a way that prevents him/her from striking you, and the third shot should be a clear shot to the head/body after having disabled the opponent's limb. Footwork in entering and following up is essential.

Meet

The "meet", which is the first and simplest 3-Count drill I teach, deals with meeting the opponent's attack straight on. If the opponent attacks with an angle 1, you respond with either an angle 1 or an angle 4, directly "blocking" the opponent's attack. HOWEVER, the "meet" should not ideally be directed to the opponent's weapon (although it is possible that it needs to be based on your position). The aim at close range should be to attack the opponent's arm or hand on the first strike. The second strike again hits the arm or face at an angle that covers the opponent's possible secondary attack, in case your first strike either met his/her stick, or did not take out the limb. The third strike is a power shot, directed at the head/body.

1. Full Swing, Full Swing, Full Swing
2. Half Swing, Full Swing, Full Swing
3. Half Swing, Half Swing/Thrust, Full Swing
4. Half Swing, Half Swing/Thrust, Half Swing/Thrust
5. Half Swing, Full Swing, Half Swing/Thrust
6. Thrust, Cover & Swing, Thrust/Swing

Additional Angles/Attacks

During the introduction of the "meet" version of the 3-count, I teach 7 additional "angles". These include inward, outward, and straight thrusts, the downward and upward swing, and watiks.

Sombrada

Sombrada is a controversial but excellent training method, a pre-arranged counter for counter drill done with a partner. I teach this drill after the "meet" variety of the 3-count.

Pekiti Tirsia Reverse Angles

The Pekiti style reverse angle attacks are a deceptive way of striking on any angle from any position. This greatly aids in both offense and defense.

1. Angles 1-4

Although it will have already been covered, I should emphasize here that in addition to the PT reverse angles we also drill the half or "broken" swing, full swing, redondo, double force, and stick in the reverse position.

Double Meet

The "double meet" is similar to the "meet", but assumes that rather than the opponent following through, he/she attacked with a broken shot, or evaded your initial attack by simply leaning or moving back. This requires you to re-attack on the same angle in order to strike the opponent's hand/arm, followed by a power shot to the head/body.

1. Half Swing, Full Swing, Full Swing
2. Full Swing, Opposite Angle or Redondo Half/Full Swing, Half/Full Swing/Thrust
3. Half Swing, Thrust, Reverse Swing

Merge

The "merge" is more difficult than the "meet", but is an excellent technique. When the opponent attacks with an angle 1 for example, you can strike up into his attack with an angle 4, merging with the attack and creating a sort of vacuum to strike into.

1. Merge Full, Full Swing, Full Swing/Thrust
2. Merge Half, Full Swing, Full Swing/Thrust
3. Merge Half, Half Swing/Thrust, Full Swing/Thrust
4. Merge Half, Half Swing/Thrust, Half Swing/Thrust

Intercept

Although the "meet" and "merge" can be classified as "interceptions", since the first strike is aimed at the hand/arm, when I use the term "intercept" here, I'm referring to a direct interception to the head/body, rather than the incoming limb. This interception is a simple but well-timed thrust to the opponent's face as he prepares to strike, followed by a swing or cover that prevents the opponent's intended strike, and a power shot to the head/body.

1. Thrust, Cover, Reverse Swing

Fake

The last close range "3-Count" method is the "fake". The idea here is to fake to draw the opponent's reaction, to attack his hand/arm on the second beat, and to use a power shot on the third.

1. Fake 1, Reverse 2, Swing/Thrust
2. Fake 2, Reverse 1, Swing/Thrust
3. Fake 1, Reverse 4, Swing/Thrust
4. Fake 2, Reverse 3, Swing/Thrust


Long Range 3-Count Fundamentals

Meet vs. Inside Swing

The long range "meet" is nearly identical to the close range version, with the exception of footwork. At long range, lean or step back while hitting the opponent's hand, lean or step forward while attacking the arm, and step up on the reverse triangle with a power shot to the head/body.

1. Back with 1 to Hand, Forward with 2 to Arm, Forward with 5 or Thrust to Face
2. Back with 3 to Hand, Forward with 4 to Arm, Forward with 5 or Thrust to Face

Meet vs. Outside Swing

This is the same as the previous "meet" with slightly different footwork to deal with an outward swing.

1. Back with Reverse 2 to Hand, Forward with 1 to Head/Arm, Forward with 6 to Face


...check back for more to come...

FMA > Stick Techniques and Training Methods
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