Warmup Drill: Punch/Backpedal Suicide
Groups of 2 (Padholder, Striker) at one end of gym. Striker begins with all out punches, on instructor cue, must backpedal to opposite end, then sprint back to pad a total of 3 times and return to striking, next must backpedal/sprint 2…, then 1. Repeat back up again, 1, 2, 3 times before switching.
Retreating Straight Punches
Headlock from Behind
Groups of 3 (Padholder, Striker/Defender, Roaming Attacker/Padholder)
Striker works retreating straight punches across room based on padholder. Roamer can apply Rear Headlock or tap with pad for Elbow 4 or 5. BONUS: Padholder can also cue for a straight punch burst, then reset into retreating punch across room.
Round House Kick (Review)
Warmup 1: Alternating Partner Hurdle Kicks
One person crouches down into a ball, the partner sends a round house kick over, then switch, kicker crouches down and croucher stands to send RHK.
Warmup 2: Alternating Thai Pad Kicks
Both with Thai Pads, padholder shows for either side kick. Vary height, building for high RHK.
Defense vs. High Round Kick (reflexive)
Defense vs. High Round Kick (2 and 3 points)
Defense vs. High Round Kick (covering)
Groups of 2. Thai Pad holder sends High RHK, defense is made, then defender burst in with counters to Thai Pad and resets.
Final Drill: Role Relay
Groups of 3 (A, B, C). B is on back with A holding ankle. C is at opposite end of gym. When drill begin, A pulls/twists ankle. B defends, gets up and runs to send a High RHK to C. C defends/counters (to air). C runs to pull A’s ankle as B sets up for a A’s High RHK after defending.
Warmup Drill: Cue & Do
Rnd 1: Combatives Only
Striker eyes closed. Padholder cues for any combative. Encourage Advancing Front Groin Kick.
Rnd 2: Combatives and Self Defense
Partner can cue for any combative OR self defense.
Overhand Right Punch
Focus Mitt Work:
Rnd 1: Bas/Free form Combos
Rnd 2: Combo #10 -Overhand Right/Left Uppercut/Overhand Right
Long Gun From Front – Live Side
Long Gun From Front – Dead Side
With both Long Gun Defenses, build intensity so the attacker can react to the defender/fight for the gun.