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GRANDMASTER HELLO
KITTY
presents LECTURE SESSION 3 : THE TALL TOWER AND THE RED KNIGHT by Akumo
Will the Red Knight prevail? Find out for yourself.
Lecture 3: the tall tower and the red knight September 16 2002 at 1:01 AM akumo ----------------------------------------------------------------------- of course you will hate him. the guy with supreme agility and seems like a blockade to your taekwondo career. the guy when you see, and suddenly need an extra newton to swallow the little drop of saliva. so here are the ingredients and mixtures to put up a good show, and with luck on your side, you might win. INGREDIENTS [minimum for a good serving] (in units of averaged power, speed and accuracy) 1. right roundhouse kick back leg [perfected] 2. right roundhouse kick front leg [7/10] 3. left roundhouse kick back leg [8/10] 4. left roundhouse kick front leg [5/10] 5. left or right front leg side kick [10/10] 6. basics 7+ 7. luck 9+ THE MIXTURE (in no particular formula, but should add some confidence) - be afraid, don't lie to yourself that you aren't. just think: "he's better, so what? i just don't wanna get raped in public." this may be a mind set you might have. if you hope for too much, you will fall from the sky scraper. if you hope to little, you will be raped. so try to think of something positive with good hopes. - turtle. play it cheap, there are circumstances where you can attack, but most of the time, turtle. stay on guard and mentally switch defense. if your opponent attacks, you will probably have two choices: 1. disengage counter 2. stop counter with the first one, slide back and counterattack. the caution with this one is to do it with confidence. let the whiffed kick slowly fall, and as his feet is about to touch the floor, lift your leg up and whack. don't worry if you miss. if you did miss, you will probably be in a low-risk position [unless you're too damn slow]. so get a good back dash. with the second type, firmly set your base leg and dive the side kick into his body. he may not move, but he 'should' stop. and once he stops throw your favorite melee combo onto his flanks. with a little mixture of luck, you should get a point. interchange the two type of moves (and similar moves) and integrate it into your gameplay. don't stick to a particular counter just because you like it. the love for that counter will get you into trouble as your reactions are spontaneous, therefore is telegraphing to your opponent. - lucky round. when your opponent closes in, increasing his aggresive level, tell yourself "it's time for a surpirse, i'm gonna kick." be serious about this kick, it's a plain and simple roundhouse from a comfortable distance. once he approaches your red line [the border you set as your danger zone], clench your fists, and rush in. if you miss, hands up man. - using your hands. as much as you love hanging those two flimsy logs beside your sexy azzuri [or vermillion] armor, there is a purpose for its existence. block and parry. parry is done with hands whereas blocks are performed with the forearm. the forearms hurts like sheeyit, but it gets the job done. your points won't be stolen by blocking. during close combat, either get ready to block high or lean back to prevent 'cold sleeps.' so don't lose points easily. - stay calm and try to relax. when you relax, your awareness level should increase and attacks should come to you 'slow-mo.' the most important part is not to lose track in what you're doing. be aware and really try to stay alert. the most dangerous part about chickening/turtling is that you get carried away by the fact that you think the opponent will not attack either. knowing that, apply it to yourself also. so when you think your opponent has dazed off, go for a lucky round [your opponent may daze off by switching guards as well as shuffling footwork]. - believe in yourself. whatever you've practiced, go ahead and use it. Pray back to Competition Nuts & Bolts Pray back to The Kitty Dojang Pray back to THE SUPER HAPPY FUN HOUR created 16 Sept 2002 last updated 05 Sept 2005 |