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Empty Hand Training
 
- Article 2  From 03-24-99 -


       There will be no disclaimer on this section due to the nature of the information covered revolving around American Kenpo Karate training.  Granted the concepts and principles will be broken down more than usual, however the tips described in this training page will be Kenpo training in it's basic form.  Some of the concepts discussed will come from SGM Ed Parker's books and reference materials, others will come from past and on-going Kenpo Karate training.  When the tips discussed are taken from SGM Parker's reference materials then the quote or concept where it can be found in the material will be placed for further study.

        For the second installment on the Dragon Tales Training Concepts, there will be a cross-over discussion that will directly tie into both empty hand and weapons training.  This initial discussion will be on the quickest concept in American Kenpo, and also the easiest to forget about.  American Kenpo has many techniques to choose from that will unequivocally aid the student in self-preservation.  However, few of them will work very well without one of the key principles in the art of Kenpo, that principle being LAUNCHING.  The quickest definition of the concept of launching is just that, quick definition or the use speed and solidity in your movement to keep your opponents action from having any affect.  In other words, moving as fast as you can without losing any form in the process.

        Since we at Dragon Tales like to use analogies and visual aids to help illustrate concepts and principles, as good American Kenpo instructors have always done, one will be described now.  Whether you like video games or not, few can argue that they do offer a great deal of hand/eye coordination, use of strategy, and many other benefits depending on the game (along with the chance to loose a lot of money depending on one's skill at the game). Sometimes video games can even enhance Kenpo Training.  Although that statement may seem silly to some, if you have the availability in your area to a new game called the STAR WARS TRILOGY, take a look that the Lightsaber elements in the game. If you watch really closely you might just see a Kenpo Blocking Set called Star Block.

        And if you were wondering where this discussion is leading, well here we go.  There is a live action or cinema styled shooting game on the market called FAST DRAW SHOWDOWN from American Lazer Games.  The game is based in the Old West and the concept of the game is to draw your firearm faster than your electronic opponent.  If you don't shoot your opponent fast enough you loose a life on the game, and if you do draw the gun and fire fast enough, your opponent has a rather dramatic passing into electronic oblivion.

        Now I am sure the question has been raised again, "What does that have to do with Kenpo Training?"  Well, one of the finest martial artists and fastest quick draw artist in the world would be able to give you the answer to that question.  He has stated in numerous seminars that the principles involved in those types of showdowns are directly related to Kenpo Training.  He has even showed students similar concepts between the two at these seminars, generally doubling the speed and accuracy in the students movements.  The individual I am speaking of is Master of the Arts Paul Mills, student of SGM Ed Parker and founder of the American Kenpo Karate International association.  Granted, I don't know that he would advocate a video game over actual Kenpo training, that is why this game is used as an analogy

        Launching is one of the key elements in Kenpo Training and directly ties into quick draw showdowns.  Whoever can draw the weapon the fastest has the greatest chance of surviving the situation.   And whoever can draw the fastest accurately will certainly rule the day.  For instance, with any empty hand technique, from Delayed Sword to Unfurling Crane, the faster you can control your opponents attack, the more likely you will survive.  As it was mentioned many times in my training, "It doesn't matter if you can hit someone 20 times in a second if you get hit in the nose by your opponent."

        Beyond working launching or speed in your movements, one of the other important principles is definite, direct, or pin-point action.  In either the Quick Draw game or Kenpo Training, no matter how fast you are, there has to be the ability to hit your mark or complete the action you started.  With the video game, even if you can draw the gun in .27 milliseconds, the draw doesn't mean anything if you aren't able to hit your target.  In Kenpo Training, practice not only moving with a great deal of speed, but also with pin-point accuracy to the target you wish to meet.

        Finally, even through Launching and Definition in the students action is generally thought of only for the beginning or defensive action in the technique;  these concepts actually encompass the entire technique sequence.  From start to finish in Kenpo Training, launching and pin-point action are two of the important concepts to study in any technique.  At any level in Kenpo it is best to work techniques for flow at first to make the action second nature, but the end result should always be executed as quickly as possible with good definition.

        Should you, while training, have problems executing certain aspects of launching or direct action, try analyzing other techniques you have learned.  If you can execute them with no difficulty, try to find what is involved in the technique and transfer that knowledge over.  Generally, there are speed drills inherent in every technique to aid and increase the ease in execution for the student making those movements instinctive.  Give it a try, you might find it works for you.

Practice hard and stay focused.

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