Grps 2. A/B. A stands neutral, eyes closed. On instructors visual cue, e.g. wave hands, B pushes A back. A regains balance and advances with either hand straight. B defends punch an both go into should tap until instructor resets. Switch roles per round.
Straight Punch Low
Inside Defense vs. Low Punch
DRILL – FINAL:
Grps 3. Defender, Attacker 1, 2. Attacker 1 sends straights high or low. Attacker 2 can apply Rear Headlock to ATTACKER 1 at any point.
Advancing Front Kick
Front Kick Defense – Reflexive
Front Kick Defense – Outside Stab
Grps 2, Attacker, Defender. Defender neutral, eyes closed. Attacker can cue and hold pad for Advancing FGK OR can cue and send FGK for defense.
Choke – Rear w/ Pull
DRILL – FINAL:
Grps 2, Attacker, Defender. Defender neutral, eyes closed. Attacker can cue and hold pad for Advancing FGK OR apply Choke – Rear w/ Pull
DRILL – WARMUP:
Grps 2. Striker/Attacker, Defender. Striker begins in mount, defender holds pad across chest. On “GO!” striker sends all out ground strikes. On “DEFEND!” striker STOPS STRIKING, defender throws pad to side and performs Trap, Buck and Roll. Switch roles after each round.
Gun – Advanced, Kneeling Position
Ground – Guillotine
Ground – Defense vs. Guillotine
DRILL – FINAL: Role Reversal
Grps 2. A/B. A begins on knees, B standing with gun. As B attempts defense, A can attempt to push B to ground. If B is successful, complete defense. If B is pushed over, gun should be thrown away and A mounts B. B applies Guillotine, A defends and finds gun. Repeat for time.