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Old Jun 16, 2017   #31
Thronior
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7th Dan Black Belt
Join Date: Nov 2014
Posts: 1,044
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yeah i could do that but it'll have to wait a little since i'm really busy atm, there's much going on in my life and i don't really have the possibility to play much TB nor the will atm
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Old Jun 23, 2017   #32
Rouxster
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Skill is measured by the players you can beat consistently.
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~Do Real Moves~
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Old Jun 24, 2017   #33
monkeyishi
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i agree what components let you beat people?
how far can we break that down?
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Old Jun 25, 2017   #34
Aquita
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I think what you're looking for is technique versatility. Having razor sharp techniques paired with a high fight IQ makes you adapt and overcome any opposing game plan that the opponent may bring to the table.
Leader of Team Aikido
IRL Jiu Jitsu and Muay Thai Practitioner
Formidable Leg Grabber..
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Old Jul 17, 2017   #35
monkeyishi
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what do you think is the best method if someone is trying to help someone improve their fight IQ?
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Old Jul 17, 2017   #36
Rouxster
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Show them one move, like a level change, that they can hit from many different situations to set up a throw.
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Old Jul 17, 2017   #37
monkeyishi
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do you think its right to tell them to imagine its like a web with the strands connecting different situations?
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Old Jul 21, 2017   #38
Rouxster
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I think that's alright. It's better to think of it as action/reaction though in my opinion.
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Old Jul 21, 2017   #39
monkeyishi
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---------------
-------<
-----< -----------
------------
----- <
----------

more like that ^
p.s not like that its not working for some reason. should we structure it more like a forked road.
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Old Jul 21, 2017   #40
Rouxster
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There are way too many possibilities to make a single web for; your graph would be massive. I think it would be easier to understand if you broke it down to a few principles to follow based on several different actions by the opponent. For example: "When your opponent tries to set up a lift, drop your cog and create space between to kill the lift. After his lift is killed you can set up a counterattack."
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