[TA] Philosophy
Here in Team Aikido we value technique above all things.
We do not care for art, replay making, or marketing.
We look for patterns that create success in the aikido realm.
Then we strive to recreate and develop those patterns into a system of dominance.
Here we believe that the physics of aikido and the physics of the real world are connected.
This allows us to take concepts of real martial arts, and translate them into the aikido language.
And much like in the real world, we believe skill develops from rigorous practice and repetition.
True masters are fluently connecting these skills while answering any attacks from their opponents.
Here we favor dojos of all shapes and sizes.
But we teach to evade and avoid the cowardice shovel tactic.
Instead, rise above and fight with intelligence and diligence.
Seriously don't shovel.
I. Stance
A. Center of Gravity (COG) - The middle point of your Tori's weight where the mass is equally balanced. Ideally the abs joint is the approximate COG of a Tori. The lifting advantage is always with the fighter with a lower COG. If you grip a Tori's COG, then you control a large deal of their momentum.
B. Base - Defined by floor contacts (a Tori's foot and hand placements on the floor) as well as how low the Tori's COG is to the floor. A low, wide base is preferable to a high, narrow base which is vulnerable (like the tori's starting position).
C. Balance - The horizontal distance between a tori's COG and floor contacts. A Tori will be unbalanced if their COG is moved outside of their base -- understand this as it is the fundamental concept of successful takedowns in aikido. A floating base describes having a foot/hand floating just above the floor so that it would keep your Tori in balance as needed but with the advantage of being able to move freely without resistance.
D. Kuzushi (Off Balancing Attacks) - A principle step of any takedown or throw, the COG is pushed outside the supporting range of its floor contacts, or if the floor contacts are swiftly removed from under the COG. Your method of Kuzushi will always vary depending on your opponent's stance, therefore if you attempt a wrong or ineffective Kuzushi, your opponent will have the opportunity to counter.
E. Positioning/Level Change - Setting your stance to counter your opponent's stance. Ideally a lower and balanced COG is advantageous against most stances; or you want to have a high COG weighing down an unbalanced opponent. A level change is the act of retracting all floor contacts so you may rapidly drop your COG for a low base. This can be countered with sprawls and pin pressure (see fundamental techniques).
II. Control Points
A. Grip - Any enabled grip can be used to either move your own Tori OR your opponent (Uke). The deciding factor is how your base is positioned against your opponent's base. A grip can also be used to tactically immobilize your opponent's limb(s).
B. Reap - Directly removing Uke's floor contacts to break their base and force Kuzushi. This can be applied through leg grabs, foot sweeps or leg hooks. A hook is a method to control your opponent without gripping or used in conjunction with gripping. Wrap an arm or leg around Uke's target limb and contract to lock down the hook. (ex: underhook/overhook, inside/outside leg hook).
C. Tori Manipulation - Grabs can also have different types of control over your opponent. For example a grab near Uke's COG (lumber/abs/hips) gives you power to lift and move your opponent while a grab far from your Uke's COG (head/legs) gives you power to rotate your opponent.
D. Grabbing Risks - Any enabled grip also holds some risk of self inflicted damage. This risk is greatly reduced when the wrist joint is relax/held and should be kept this way unless extending/contracting is crucial to your technique. Also be aware of possible self-grabs as these can have disastrous consequences if not avoided.
III. Force
A. Grounded Force - All movement is generated by applying a force into the floor/tori which then returns an "equal and opposite" force. This means that a strong push into the floor will return a strong force that can be translated into moving your opponent. Very often a move fails because it applies a force that was not grounded and instead ended in compromising the supporting base.
B. Coupled Forces - Applying two equal and opposite forces to exert a purely rotational force. The produced rotational force is multiplied by increasing the radial distance between the two applied forces. This principle can be applied with the simple arm swap (raising one shoulder while lowering the other simultaneously) or with more advanced techniques like harai goshi (see graphic below).
C. Leverage Force - The further your control points are from an applied fulcrum, the greater the leverage force. For example in a foot sweep the fulcrum is applied at your opponent's knees/shins/ankles using your foot, and your control point is high on your opponent's head or arms. With the low fulcrum and high control point established, the leverage force is applied through blocking your opponent's feet while pulling down and away on your opponent's head (see graphic below).
D. Concentration of Forces - Committing as many joints as possible in one turn to project a single large force or fast movement. With practice this principle will create explosive actions that can turn the direction of a fight in just a few frames. This comes at the price of self injury and self DQ's from misjudging distance.
E. Saves/Counters/Drives
- - - 1. Saving is delivering forces to stop the momentum which would have resulted in your own DQ.
- - - 2. Countering is manipulating a threatening momentum or force in a way that would put your opponent at a disadvantage or DQ.
- - - 3. Driving is delivering forces to add to a momentum that will DQ your opponent.
IV. Damage
A. Striking - The practice of inflicting damage on your opponent using your hands, elbows, knees, and feet. Elbow and knee strikes are best delivered with a contracted joint or you risk self injury. Punches and kicks can be delivered by either extension or contraction of the elbow/knee with proper timing and precision. Headbutts seldom offer fracturing or dismembering attacks but more often inflict more damage on your own tori.
B. Injury(DMs and Fractures) - Any injury you inflict on your opponent (whether intentional or not) can be further used against them. For example if you injure your opponent's limb joint(s), ungrab that limb and try to force them to use it as a floor contact. Never assume victory just because you DM'ed your opponent, drive the DQ forcibly.
C. Point Fighting - Point victories are legitimate strategies and can hold the same merit as any DQ victory. It is imperative that you give attention to delivering and preventing damage especially if you fight in a large dojo. A classically good way to start a fight is by delivering a strong strike to get an edge on points.
D. Headhunting - The beautiful art of decapitating heads. Decap's are more successful when the force focuses closer to the neck joint rather then the top of the head. Grab attacks should focus on twisting and torquing the neck. Impact attacks (strikes) should aim to forcefully push the head perpendicular to its movable axis. Also you can wedge your arm/leg into the space under the neck and explosively extend/contract to rapidly expand the space, separating the neck from the torso. Happy hunting.
V. Strategy
A. Staging Attacks - A complete offensive attack should follow 4 steps that derive from Judo principles.
- - - 1. Tsukuri (fitting): Establish grip(s) and determine the best possible attack. Position your base accordingly and adjust grips if needed.
- - - 2. Kuzushi (unbalancing): Through some method of a push/pull/lift/rotation you will attempt to offset your opponent's COG and/or base so they are no longer in-line with one another. IF THIS ATTEMPT FAILS then return to Step 1. Tsukuri to adjust your attack strategy.
- - - 3. Kake (execution): Concentrate downward forces to drive your opponent to the floor and continue blocking their floor contacts so there is no chance to counter or save.
- - - 4. Osaekomi (pin): Secure a stable top position that maximizes pressure onto your downed opponent to force the DQ. Make SMALL adjustments to your base while keeping critical control points and forces constant.
B. Situational Awareness - In every turn, understand YOUR OPPONENT'S FORM before planning your own. Understand their positioning and what their next movement could be and premeditate your movement accordingly. Also look to recognize positions that offer openings for your best techniques. Always try to reserve a limb to post a floor contact if needed.
C. Method of Mastery -
Failure->Learning->Knowledge->Success->Repetition->Experience->Skill->Dominance
This can be summarized in the TA motto: YOU WIN OR YOU LEARN
D. Ego - The ending loss or victory is a summed result of your own actions. Saying things like "lucky win", "misclicked", "bull**** wrist dm!", "cheap move", these are ALL emotional excuses that deny you from learning from your mistake(s), however small they may be. Instead find where your mistake was and work on it. GG is optional.
Techniques: 47
These moves have been developed by [TA] members and are battle tested. Keep in mind that for any technique to work it requires correct timing, positioning, and execution.
Fundamentals
These terms represent core concepts which when used correctly will build the fundamental techniques that allow a Tori to survive and thrive in the aikdio realm.
arm swap - Simply raising one shoulder while lowering the other shoulder simultaneously. This subliminal movement is applied in so many techniques and should be understood properly.
post/plant - A post is the act of extending an arm to make a hard floor contact while a plant is extending a leg to make a hard floor contact.
bridge (aka tripoding) - Defensive position where you want to maximize all posts/plants/floor contacts to raise your COG as high as possible. Conceptually this makes a "bridge" where you COG is the highest point.
pin pressure - pin_pressure.rpl
Establish a secure top position on Uke and make small adjustments with minimized floor contact to weigh them down.
dynamic gripping - dynamic_gripping.rpl
Frequently switching grips on Uke can give better control and will falsify his ghost movements. Fight for grips that control Uke's base and COG.
level change - Retract floor contacts and rapidly lower your COG to setup a throw or achieve low grabs. Poor judgement in level changes often lead to self-DQ.
counter: sprawl - plant legs far behind your COG to counter pressure against a level change.
Forbidden Techniques
These classically lame techniques are forbidden because of the extreme low-level skill needed to use them vs the level of skill needed to counter them, thus giving an unfair and unrealistic advantage.
shovel - shovel.rpl
Starting with both arms down, raising them on the next turn with leg/torso grabs and lifting opponent outside the dojo.
org rating: LAME
counter: lift kick, lift, low grab
lift - lift.rpl
Lifting Uke outside the dojo.
org rating: LAME
counter: low grab
liftkick - lift_kick.rpl
Kicking and lifting Uke outside the dojo.
org rating: LAME
counter: kick check, leg grab, lift
Principle Techniques
Classically known and commonly used techniques that are as reliable as they are effective.
basic suplex - basic_suplex.rpl
Pulling and lifting Uke above yourself and landing him above your head outside the dojo, straight arms. (See video tutorial).
org rating: NOVICE
counter: low grab, pull guard
turnover - turnover.rpl
Gripping Uke with one hand and stand on another to throw him, this is a powerful counter. (See video tutorial).
org rating: OKAY
counter: pin pressure, your own turnover
single leg takedown - single.rpl
Grip one of Uke's legs and drive him to the floor or combine with a throw/sweep. (See leg attacks tutorial).
org rating: OKAY
counter: pin pressure, your own turnover
basic hip throw - hip_throw.rpl
Set your hips to face away from Uke, lift and throw over hips. (See basic hip throw tutorial).
This is a very advanced and powerful technique in counters and offensive attacks. There are many variations.
org rating: GREAT
counter: full throw
Grip Strategies
Different grip strategies can behold different tactical advantages, and disadvantages.
Upper-Body Grip Hierarchy
outside grips < neutral grips < 2 on 1 < inside grips < head and arm < COG and arm < bodylock < over/under-hooks
Lower-Body Grip Hierarchy
leg 2 on 1 < single + arm < ankle pick < single + COG < double leg grab < double leg wrap + arm
Front Throws
These throwing techniques are applied when you are front facing Uke and usually can be applied at the immediate start of a match.
snap down (quarter throw) - snap_down.rpl
With a wide base, contract elbows and pull Uke straight to the floor or where he is unbalanced.
This move is most effective with COG control.
org rating: OKAY
counter: suplex, turnover, half throw
proper suplex - proper_suplex.rpl
Suplexing Uke without straight raising your arms, but using torso, elbows and shoulders. (See video tutorial).
org rating: GOOD
counter: low grab, raise shoulders
half throw - half_throw.rpl
Pulling Uke on side, and spinning him with arms Torso rotated by half, hence the name. (See video tutorial).
org rating: GOOD
counter: full throw
hiza guruma (knee wheel throw) - hiza_guruma.rpl
Front facing Uke, apply your sweeping leg anywhere between Uke's knee and COG and arm swap to throw Uke over your leg.
org rating: GREAT
counter: basic suplex, leg catch
full throw (lateral drop) - full_throw.rpl
Throw with arms swap and full torso rotation from one side to another, hence the name "full". (See video tutorial).
If you are throwing to the left then your right leg should be the applied base leg.
org rating: GREAT
counter:
Judo Throws
Advanced judo techniques applied by setting your hips to face away from Uke and using them as a lever to rotate and throw.
sode tsurikomi goshi (sleeve lift hip throw) - sode_tsurikomi_goshi.rpl
With neutral sleeve grips you turn out and plant both feet, lift Uke and extend knees to throw Uke over your hips.
org rating: GREAT
counters:
uki goshi (floating hip throw) - uki_goshi.rpl
One grip on Uke's COG, you turn and plant both feet, lift and throw Uke over your hips.
org rating: GREAT
counters:
harai goshi / ashi guruma (sweeping hip throw / leg wheel) - ashi_guruma.rpl - harai_goshi.rpl
Turn out and apply one sweeping leg across Uke's legs and base on your other leg to execute a hip throw.
In ashi guruma Uke is thrown over your leg.
In harai goshi your leg helps sweep and throw Uke over your hip.
org rating: GREAT
counter: basic suplex, leg catch
seoi nage (shoulder throw) - seoi_nage.rpl
Grip only one of Uke's arms, turn out and drop your base to throw Uke over your shoulder.
org rating: ELITE
counter: low grab
tai otoshi (body drop) - tai_otoshi.rpl
Swiftly turn out and to the side of Uke and use your grips to whip Uke to the floor.
This is an explosive throw where no lift is required but instead relies on powerful rotation, concentration of forces are key to this technique.
Try to use your base leg to block Uke's feet.
org rating: ELITE
counter: low grab
uchi mata (inner thigh throw) - uchi_mata.rpl
Turn out, apply one sweeping leg in between Uke's thighs and use your other base leg to lift Uke while executing the throw.
This throw requires precise leg placement and timing of the arm swap.
org rating: ELITE
counter:
Leg Reaps
Using your foot, horizontally remove or reap Uke's leg(s) to destabilize them and force them to the floor. Can be combined with snapdowns, half throws, and hip throws.
kosoto gake (small outside hook) - kosotogake.rpl
Front facing Uke, apply one leg to the outside of Uke's leg and hook it with your knee joint. Use this to unbalance and force Uke to the floor.
org rating: GOOD
counter:
osoto gari (big outside hook) - osoto_gari.rpl
Apply a leg hook around Uke's leg(s) while pulling their upper body to the floor.
org rating: GREAT
counter: half throw
ouchi gari (big inside hook) - ouchi_gari.rpl
Apply a leg hook [i]in between[.i] Uke's legs while driving their upper body to the floor.
org rating: GREAT
counter: half throw, half-guard
kouchi gari (small inside reap) - kouchigari.rpl
Front facing Uke, apply a sweeping foot to horizontally sweep/block Uke's leg(s) from the inside while pulling their upper body to the floor.
This technique can be chained with ouchi gari effectively. (If one fails, try the other).
org rating: ELITE
counter: hand base
Leg Grabs
These techniques are studied under the fact that the best real-world take down artists are wrestlers who in fact, go for leg grabs. *See TA Leg Attacks Tutorial for more details.*
cross pick - cross_pick.rpl
Apply arm and leg grips on the same side of Uke. (Grip Uke's left arm and left leg or right arm and right leg).
With both limbs controlled it's easy to force DQ this side.
org rating: OKAY
counter:
overturn single - overturn_single.rpl - overturn_single (2).rpl
Shoot low, grip a leg and pull it back and upwards, with your other grip pull their upper-body straight to the floor. (See leg attacks tutorial).
This is the proper way to apply an arm swap to leg takedowns.
org rating: GOOD
counter: turnover
knee tap - knee_tap.rpl
Shoot low, one hand grips Uke's leg/ankle and pulls inside towards the other leg.
The other hand grips high pulls down and towards the leg grab. Combine with hip leverage for power. (See leg attacks tutorial).
org rating: GOOD
counter: hand base, pull guard
double leg takedown - double_leg.rpl
Using both your hands to grab both Uke's legs to drive them into the floor or to lift and slam Uke.
org rating: GREAT
counter: decap attempt, hand base, guard sweep
double leg wrap - double_wrap.rpl
One hand will hook the near leg while gripping the far leg, the other hand grabs and pulls their upper body to the floor.
This is the most devastating leg attack because it effectively controls Uke's two legs and one arm, leaving only one arm left to counter post.
org rating: ELITE
counter: decap attempt, ask nicely for him to stop
Ground Top Techniques
Usable against a grounded or very unbalanced opponent (ie: use against tripods and pointholders).
post denial - post_denial.rpl
Apply grips to Uke's floor contacts and contract elbows or break their posts to force DQ.
org rating: GOOD
counter: bridge and invert/revert
mounting / guarding - half_guard.rpl - full_mount.rpl
Pull yourself into Uke and wrap your legs around their limbs or torso to lock the guard and ride Uke's base.
Follow with pin-pressure or post on the floor to set up a sweep.
org rating: GOOD
counter: sprawl, grab posting arm
pancake - pancake.rpl
Against a grounded or unbalanced Uke, arm swap and rotate so your hips are pressured into Uke, forcing the DQ.
org rating: GREAT
counter:
ground n' pound (GnP) - gnp.rpl
Secure a stable top position, deliver damaging strikes for a point victory.
org rating: ELITE
counter: catch strikes, escape bottom position
Ground Bottom Techniques
Usable from a bottom ground position where Uke has a relatively higher COG, always commit at least one floor contact to balance your COG when attempting to counter
bridge/tripod - bridge,rpl
Apply as many floor contacts as possible and raise COG as high as possible.
org rating: NOVICE
counter: pin pressure + post denial
Do not attempt the remaining ground bottom techniques without a free arm to post on.
inverting - inverting.rpl
Lower an ungrabbed hand to the floor and raise your gripped arm. Retract your feet from the floor and arm-swap to invert your base. Repeat arm swap to revert to a standing base.
org rating: OKAY
counter: post denial
half guard - half_guard.rpl
Lock two leg hooks around only one of Uke's legs to secure a half guard.
This guard can be used to fight from the bottom with sweeps, turnovers, and leg picks.
org rating: OKAY
counter:
full guard - full_guard.rpl
Against a standing Uke, lock two leg hooks around Uke's torso/hips and secure a posted hand base or floating base.
This guard can be used to fight from the bottom with sweeps, turnovers, and leg picks.
org rating: GOOD
counter:
hip sweep - hip_sweep.rpl
From any guard, post off the floor and raise Uke slightly. Pull Uke in while you rotate into the floor, effectively sweeping Uke.
Manipulate pecs for max-effect.
org rating: GREAT
counter:
scissor sweep - scissor_sweep.rpl
See tutorial, pull guard and then simultaneously post your hand while hooking their feet with one leg and kicking their hip/torso with the other.
Manipulate pecs/chest for max effect. Concentration of forces is key.
org rating: ELITE
counter: sprawl, snapdown
Striking
"Timing beats speed, precision beats power." - Conor McGregor (UFC Champ)
snapkick - snapkick.rpl (results vary)
Rotate-chest towards your kicking leg, kicking leg lunges forward and snaps open to strike Uke.
Aim to kick through Uke, targeting his hips, lumbar/chest connection, shoulder/pec connection.
Always have a followup technique planned such as a punch, level change, or replanting your kicking leg.
org rating: NOVICE
counter: kick check, leg grab
hook punch - hook.rpl
Throw a wide, swinging punch and contract elbow prior to impact.
Aim for sweet spots (neck, back of pecs, chest/lumbar connection).
org rating: OKAY
counter: block with contracted elbows/knees
kick check - kick_check.rpl, (more examples)
Block Uke's snapkick by contracting your lead leg's knee and driving it into the incoming kick.
This will reduce damage on your tori and set up an easy follow up attack such as a single leg takedown.
org rating GOOD
counter: footsweep
elbow strike - elbow_strike.rpl
Impact Uke with a contracted elbow. Effective for short-range and opening strikes.
org rating: GOOD
counter: block with contracted elbows/knees
knee strike - knee_strike.rpl
Impact Uke with a contracted knee.
org rating: GREAT
counter: block with contracted elbows/knees
hook kick - hook_kick.rpl
With some spin on your Tori, back-kick Uke and contract your knee prior to impact (Similar to hook punch).
org rating: GREAT
counter: double/single leg attack
power cross - power_cross.rpl
Curl and drop the punching arm, grip and raise your opponent with the other arm. Then fire the cross at Uke's centerline while aiming with gripped arm's pec and elbow.
org rating: ELITE
counter:
From Beginner to Advanced in 5 steps by Team Bushido
This tutorial will teach the generic hip throw formula that you can use from limitless positions and situations. All that is required is consistent practice and this move can become a tool used in offense, counters, and saves. This move can be drilled against a non-scripted/scripted uke, a partner, or in quick aikido servers. It is the pinnacle of judo techniques and its effectiveness matches its beauty.
Inspiration: In the real world hip throws are used in many forms of competition including judo (obviously), wrestling, submission grappling, and MMA (UFC,Bellator, etc). There are endless variations to the types of hip throws but they all follow a specific flow that can be applied to toribash's aikido mod.
Hip Throw GIFs
Step by Step: demo - hip throw tutorial.rpl
1. Control Points
The goal of this step is to establish strong control points in the first turn.
Now the best possible grips are nearest to Uke's center line but for this tutorial I'm going to demonstrate from neutral hand-to-hand grips after a clap opener.
I also wanted to stress the joints that have been encircled in orange. These are Tori's (you) critical joints and they are the joints to be focused on first at the beginning of each turn.
The joints circled on the leg are your base leg joints meaning that this is the leg to keep on the floor when executing the throw. This leg will also create the lever that bends Uke.
he pecs and chest joint are critical because they create the rotational momentum needed to set and execute the throw.
*It's also important to note that if at anytime your opponent grabs your lower body or legs it can sabotage your throw or at least make it much more difficult.
And to prevent self injury keep wrists relaxed through the whole throw.
2. Setting The Throw
The goal of this step is to set your throw by loading up your joints while simultaneously closing the distance between you and your opponent.
Every joint has potential power that can make the throw more effective. In this step all joints will be set in a position where they can contribute the most in the following turns. Imagine this part as compressing a spring so in the future you can release all its potential force.
This particular setup requires Tori to minimize floor contact with a small hop or at least pivot on the pivot leg (not the base leg).
This allows Tori to close the distance and rotate the hips accordingly without any resistance from the floor.
To do so use the arms to pull Tori off the floor and into Uke in one quick motion. Pecs and chest should collaborate so that the lower body rotates to face away from Uke.
Base leg is swinging as far back as possible with knee contracted but this can be risky so it's important to use the pivot leg to prevent the knees from DQ .
Critical Joints
Torso: Contract-Right Pec, Extend-Left Pec, Left Rotate-Chest (All joints spin to the left or right side).
Base Leg: Contract-Glutes, Extend-Hip, Contract-Knee, Contract-Ankle
---With Practice Steps 3 and 4 can be combined---3. Set base and Spring Up
The goal of this step is to set your base foot and start the throw by lifting Uke off of his feet.
The base leg is the most important piece of the hip throw formula. Because all force starts from the ground, this leg is the start of all rotating, bending, and springing forces.
The foot of the base leg should place on the floor somewhere near Uke's feet. Different hip throws require specific placements but the base foot should aim to land in this base quadrant.
Now the previous pivot leg will become a supporting leg by lightly touching or floating near Uke's other foot.
*In the emergency that the knee may DQ the supporting leg will push off the floor hard and fast.
With all chest and pec joints remaining constant the abs extend to bring up Uke.
The arms will invert and begin to wheel throw Uke with the lead arm dropping and the rear arm raising, both elbows extended.
Critical Joints
Base Leg: Extend-Ankle, Extend-Knee, Hold/Contract-Hip, Variable-Glutes
Torso: Extend-Abs, (Don't touch)-Chest/Pecs
Arms: Extend-BothElbows, Lower - LeadShoulder, Raise-RearShoulder
4. Bend Hips and Turn Chest
The goal of this step is to apply leverage while simultaneously rotating Uke over Tori's body.
This is the power step. All joints will collaborate to deliver a strong a force that bends and spins Uke. It is also where the Tori is vulnerable to self DQ because the torso and head can drop very low.
*Know that if the base foot is not appropriately placed you will spin out and loose footing.
Stay on your toes, the base leg will be digging into the floor to compensate for all the force delivered. This hip will bend creating the pivot point of your lever.
The supporting leg now has two options: Remain a supporting leg or sweep your opponent's legs. To support, this leg will stay on the floor and support the base leg. To sweep, this hip will extend and try to push Uke's legs or hips upwards.
*This demo shows a supporting leg with hip extended.
Now only your chest will rotate, while your abs and lumbar bend towards the floor.
Contract the lead elbow to really rip Uke downwards.
At this point test your pecs to see if they can help or hurt the throw momentum. This always varies.
Critical Joints
Base Leg: Extend-Ankle, Extend-Knee, Contract-Hip, Extend-BaseLegGlute
Torso: Contract-Abs, BendToFloor-Lumbar, RotateToFloor-Chest
Lead Arm: Lower-Shoulder, Contract-Elbow
5. Secure Finish
The goal of this step is to deliver the final forces to DQ Uke while mantaining your balance.
The final step is easy because there is not much to add but should not be overlooked.
The base leg should stay as a floor contact and continue pressure with the contracted hip. Usually relaxing the glute on this leg is enough.
Now the lead arm will try to extend the rotating momentum that was set, almost like trying to pull Uke between Tori's legs.
The rear arm will snap Uke straight to the floor to really add a strong finishing slam.
The pecs should all now turn in the same direction as the chest, towards the floor.
Critical Joints
Lead Arm: Extend-Pec, Lower-Shoulder, Extend-Elbow
Rear Arm: Contract-Pec, Lower-Shoulder, Contract-Elbow
Variations
In this tutorial I tried to demonstrate the safest and simplest form of a hip throw. As I previously stated there are endless variations and also multiple setups. These variations mostly come down to the placement of your base foot and your supporting/sweeping leg. The remaining bend and rotate mechanics are all very similar. So here is just couple real world judo hip throw variations and what they are good for.
Replays
Harai Goshi - Sweeping Hip throw. Using a sweeping leg can really add to the leverage force of a hip throw but is risky.
Tai Otoshi - Body Drop. Effective long distance throw. The base foot is set far back and there is a lot of space between the toris. This throw emphasizes rotation instead of leverage.
O Goshi - Big Hip. Big throw using a lot of leverage instead of rotation. The supporting legs hold a very narrow stance.
Big Step Setup - This demonstrates a different approach to setting up a hip throw where I use footwork to step out and slip a sweeping leg around Uke for an O Guruma throw.
Team Aikido has been teaching leg grabs under the principle that the best real-world takedown artists are wrestlers.
Leg grab attacks, when applied correctly, are highly effective in breaking an opponent's base.
Once the opponent's foot-base is broken, use pin pressure to finish the DQ or combine the leg grab with a throwing technique.
The trade-off with every leg grab is that you will be vulnerable to direct damaging and decap's.
Therefore, failure to properly finish or transition from a leg grab commonly results in a point loss.
Always apply these basic methods with any single leg attack:
1. Secure your grips on Uke's leg and upper body (Uke's arm, pec, chest, or head)
2. Keep your COG lower than your opponent's.
3. Relax wrists to prevent self-injury.
4. Use persistent and explosive movement to drive the takedown.
Cross Pick
Cross Pick (This is the only technique without graphics. If like pictures then continue to the next spoiler.)
Any "pick" technique refers to the simple action of precisely grabbing a limb on Uke.
The cross pick uses specialized grips to apply a simple but effective attack.
The goal is to achieve grabs that control your opponent's arm and leg on the SAME SIDE.
Ex: Grips on their right arm and right leg OR grips on their left arm and left leg.
With these grips applied it is impossible for the Uke to build a base on the controlled side.
Drive your opponent's controlled side into the floor for a very technical DQ.
Two basic ways to apply the cross pick:
1. Grip Uke's nearest arm then reach low and across to grip Uke's leg on the same side as the gripped arm.
2. Grip Uke's nearest leg then use a bent arm to reach across to grip Uke's arm on the same side as the gripped leg.
Overturn Single
Study: Rousimar Paulhares
Here you see the "Tori" controls the Uke by wrapping his leg, and hooks his neck.
The attack begins by pulling down Uke's upper body while Tori's legs extend off the floor.
Once Tori's legs reach the peak of their extension he executes the full arm swap and whips the Uke in a half circle onto the floor.
Overturn Single
With leg and arm grips secured you keep your base low while contracting-elbows to pull Uke into you.
The inside leg extends to push off the floor while you begin the arm-swap with contracted-elbows.
At the peak of the leg extension, extend-elbow(s) (especially the leg grab) and contract-hip on the outside leg to pressure Uke into the floor.
Manipulate chest and pecs for max-effect.
Single Leg Half Throw
In the Single Leg Half Throw combo you first carry the Uke's weight over your hips.
While your legs push off the floor, rotate into the throw and execute the arm-swap.
Knee Tap
Study: Dominick Cruz
Here the "Tori" controls Uke by hooking under his arm (underhook) and blocking Uke's knee with his hand.
Then Tori's hips are rotated to face the direction of the leg grab.
Uke is then being pushed to fall over his grabbed knee due to pressure from Tori's underhook.
While enforcing this pressure, Tori drives forward with his legs.
Knee Tap
You begin the knee tap by grabbing Uke's knee and opposite sided arm.
Set both legs back behind your COG and rotates your hips to face into the leg grab.
Then project the leg grab towards the un-grabbed leg and the arm grab towards the grabbed leg to unbalance Uke.
While keeping this pressure, extend-knees and drives Uke into the floor with your hips.
Single Leg Suplex
Study: Gary Kolat
The "Tori" controls the Uke with a leg wrap and hook around the Uke's COG.
Tori's feet are positioned just underneath Uke's COG but with some distance between them.
Tori then begins to arch back with bent knees and pointed toes while carrying Uke over Tori's hips.
Once Tori's back is almost parallel with the floor, he raises his shoulders and carries Uke over his head.
Single Leg Suplex
The single leg suplex starts by grabbing Uke's leg and grabbing Uke's upperbody or COG.
With lowered-shoulders and contracted-elbows, load Uke's weight on your hips.
After feet are placed under Uke's COG, extend-hips with bent knees (hold between contracted and extended knees).
As you fall backwards, extend-abs and raise-shoulders to carry Uke over your shoulder.
Manipulate chest, pecs, and lumbar to maximize the back arch suplex.
"Proper" Single Leg Suplex
With both arms lowered and his back parallel to the floor, Tori executes the suplex.
Leg Grab Defense
Leg Grab Defense
Sprawl
Active Posting
Kimura Drag (advanced)
Way of Learning
This simple system will teach you how to master any new technique as efficiently as possible. It may look like a lot but one swift reading will allow you to understand the way of learning sufficiently.
Stages of Technique Development
1. Learning - If you are reading this then you have already begun the first stage. Here you will try to learn from some guiding source whether it may be a video, another player, or this knowledge base. Open aikido.tbm in singleplayer and follow the guide closely and reflect its teachings in your own movements, all while trying to understand why the movements are done in this way and in this order. No matter what rank or belt you have already obtained you should still approach any new technique with an open mind.
2. Repetition - The most important stage and should be revisited whenever possible. At your own pace you want to consistently repeat or "drill" the technique against Uke as many times as possible. Revisit the guide or tutorial as needed but the goal is to develop a fluid memorization of the technique in your fingertips. Focus on hitting the most critical joint changes first like the chest and base joints. As you progress you can make small tweaks to understand how these adjustments effect the move's power, angle, stability, etc. There can never be too much drilling and in fact this stage can be surprisingily fun.
3. Assisted & Competitve Utilization - This stage can be realized in two ways. Assisted Utilization would be to train the new technique either with a friend or with a scripted (or non-scripted) Uke where they allow you to set up and begin the move properly. At a certain frame the friend or "Uke" will then actively resist and defend the move realistically. The level of your friend's resistance can be scaled by limiting the number of joint changes they make each turn. The scripted Uke, of course, will just make randomized changes.
Competitive Utilization, is where you apply the technique in live combat. The QA (Quick Aikido) rooms are most ideal for this stage. The goal of each match is NOT TO WIN but to come as close as possible to successfully executing your technique. No matter how your opponent opens, you want to setup your technique so it has the highest chance of success. This can require some advanced creativity but this will help you in next stage. Once you find that opening you will execute your move just like you practiced, while also being aware of your opponents counter grabs and base. Do not get discouraged if it takes longer than expected and most importantly remember: you win or you learn. (Also helps to save and study those almost successful replays).
4. Systematization - This is where true masters are made. When you reach a certain level of confidence in your technique you may start recognizing more openings for its application. You may also find it works well to combine with a move that you already knew. This stage seeks to systematize all your best moves so that if one technique falls short, the other will finish the job. Your footsweep doesn't break Uke's base? Plant your foot and turn out for a hip throw. Then they grab your base leg? Ungrab, post your hand and invert for a turnover. Now they're just tripoding?? Revert your base, grab their base leg and use pin pressure to finish. What if they get up again? Use that leg grip and try another, stronger hip throw. The mixing and matching of techniques is what [TA] strives to accomplish in the competitive dojos.
FAQ
FAQ
Q: How can one counter leg grabs?
A:
1. Prioritize a low wide base above all things.
2. Go for damage and dm's when possible.
3. Unless grabbed knee can extend, always push grabbed leg into opponent.
4. Switch between active posting and strikes to accumulate points safely.
5. Use inverting and guards to safely defend and counter.
not very good at video editing, but for whoever it may help, here is a lenshu tutorial I made!
Feel free to add some effects and what not and pm me your edits.