Groups of 2, Striker, Padholder. Padholders line up, Strikers in front of pad. Strikers send one Front Kick Vertical Target to pad, then shuffle to the next pad to their right. Repeating Kick/Shuffle for time.
Knees w/ Clinch
Groups of 2, Striker, Padholder. Striker tracks Padholder. Padholder cues for Front Kick Vertical Target + Clinch/Knee Burst. After strikes, Striker runs to designated “exit” and returns to tracking Pad.
DRILL – FINAL: Roaming Attackers
Defenders scatter around room, neutral, eyes closed. Attackers roam with pad, giving verbal cue, then either swinging pad for 360 Defense + Clinch/Knee Burst or holding pad for Front Kick Vertical Target + Clinch/Knee Burst. Striker resets.
Groups of 2, Striker, Padholder. On Padholder’s cue, Striker sends Hook Punch + Hammerfirst BURST. Resetting on Padholder’s cue.
Bearhug Front Arms Free (Neck Leverage)
Same as above, but Padholder can cue for combo OR rush forward applying Bearhug
Ground – Headlock Side – Backward
DRILL – FINAL: Flow
Groups of 2, A/B. (A) attacks (B) with Bearhug for Neck Leverage defense. (B) then attacks (A) on the ground with Side Headlock. Once to feet, (A) runs to attack another (B). Continue for time. Repeat for another round switching starting roles of A/Bs.
One Arm Shoulder Throw
Knife – Defense vs. Downward Stab
Groups of 3, Defender, Padholder, Attacker. Defender sends all out strikes to Pad. Attacker approaches from either side of Pad with Downward Stab. Defend and return to striking.
Knife – Defense vs. Forward Slash
DRILL – FINAL: Duck, Duck, Krav
Defenders neutral, eyes closed, knives scattered around room. Attackers choose any Defender using One Arm Shoulder Throw to throw to the ground. Attacker immediately runs to find a knife and attack. Defender recovers from throw and awaits to defend attack. Defender resets after defense.