Posted by: Chen Zen
Lets Go Technical Part 5 - 03/12/07 05:43 PM
After some discussion, it was decided that the Jab, its uses, advantages and disadvantages would be the next topic in the Technical Series.
The jab is one of the most simple, yet most misunderstood attacks available to a fighter. So we are going to break it down a little starting with body mechanics.
A good jab, is a loose and relaxed attack. If you are tense when you try to jab, it will only slow it down. You must relax. Your lead hand should shoot straight out, then return along the same path. The closest distance between two points is always a straight line, so thats the path you want your hand to take.
The attack starts at the feet, through the hips, shoulder and on to the fist. However, you dont have to over do it when adding momentum to your punch. If you punch too hard, you wont be able to withdraw quick enough. The impact instead should come from a whipping motion, similar to that of snapping a towel. Your fist and arm will remain loose until impact, where it should clench upon impact, relax, and withdraw to original position. You should be hitting with the first two knuckles, and your arm should extend only about 90%. You dont want to fully lock out. Its may damage the elbow, as well as slow you down or set you up to get locked.
So there is a basic understanding of how to throw the punch, now comes, How can I use it?
TO GAUGE DISTANCE AND TIMING: You can work the jab over and over again, without exerting much energy. This will allow you to find your range, your opponents range and also it will allow you to judge his attributes. You can judge his footwork, reaction speed, his timing, and his posture. You are afforded this luxury by being able to keep him back, but also keep him busy by working a consistant jab alone, or in combination with other attacks.
AS AN OPENER: As an opening technique, it could be argued that there is nothing better than a good jab. Its you quickest attack, and it can easily confuse an opponents defense and create openings. A good jab can water your eyes heavily or stun you. Ali was known to KO with his jab.
AS A FEINT: Whenever fighting, when you choose to be evasive, to trap, draw, or feint, you are doing so for two reasons, (1), to time the committment of an opponent, such as a step forward, or a telegraphed attack. Myabe he tries to block your feint. The #2 reason is to find the timing for any gaps he may have between one movement to the next.
A jab is great for this. Say you are trying to time a committment. Take a half step back, causing him to step forward one whole step. As soon as you take the half step spring back forward with the jab, as he committs to his full step. You can do this going backwards as well if he is one of those raging bull types.
Another way you might use this is if he has quick hands, and can defend well. You can either feint the jab, baiting him to defend and leaving him open, or you can simply attack with the jab. If he has defended it successfully, his is not on the offensive, but on the defensive. Keep firing away cause he cant block everything.
TO FIND GAPS: A "gap" is a moment of inactivity on the part of the opponent. Usually this is found in the withdrawal of the opponents attack. He punches, then withdraws the fist back to his defensive structure. The time when he is withdrawing, until the time he attacks is his gap. Also his gap could be how long it takes to transition from one position to the next, such as from one attack, to the next. For example, how long it would take hime to execute an uppercut after having thrown a hook.
Often these gaps a short, but a good jab is able to make use of these situations.
AS A STOP HIT: Despite not requiring the force of most punches, there are things you can do to fascilitate KO power in your jabs. You can use a falling step, a springing step, or a good slip, or bob and weave, to add weight and momentum to your punch, and to time your opponents gap, committment or opening.
So there is a brief overview of the jab. Im sure there is much I missed so please, feel free to critique and contribute.
The jab is one of the most simple, yet most misunderstood attacks available to a fighter. So we are going to break it down a little starting with body mechanics.
A good jab, is a loose and relaxed attack. If you are tense when you try to jab, it will only slow it down. You must relax. Your lead hand should shoot straight out, then return along the same path. The closest distance between two points is always a straight line, so thats the path you want your hand to take.
The attack starts at the feet, through the hips, shoulder and on to the fist. However, you dont have to over do it when adding momentum to your punch. If you punch too hard, you wont be able to withdraw quick enough. The impact instead should come from a whipping motion, similar to that of snapping a towel. Your fist and arm will remain loose until impact, where it should clench upon impact, relax, and withdraw to original position. You should be hitting with the first two knuckles, and your arm should extend only about 90%. You dont want to fully lock out. Its may damage the elbow, as well as slow you down or set you up to get locked.
So there is a basic understanding of how to throw the punch, now comes, How can I use it?
TO GAUGE DISTANCE AND TIMING: You can work the jab over and over again, without exerting much energy. This will allow you to find your range, your opponents range and also it will allow you to judge his attributes. You can judge his footwork, reaction speed, his timing, and his posture. You are afforded this luxury by being able to keep him back, but also keep him busy by working a consistant jab alone, or in combination with other attacks.
AS AN OPENER: As an opening technique, it could be argued that there is nothing better than a good jab. Its you quickest attack, and it can easily confuse an opponents defense and create openings. A good jab can water your eyes heavily or stun you. Ali was known to KO with his jab.
AS A FEINT: Whenever fighting, when you choose to be evasive, to trap, draw, or feint, you are doing so for two reasons, (1), to time the committment of an opponent, such as a step forward, or a telegraphed attack. Myabe he tries to block your feint. The #2 reason is to find the timing for any gaps he may have between one movement to the next.
A jab is great for this. Say you are trying to time a committment. Take a half step back, causing him to step forward one whole step. As soon as you take the half step spring back forward with the jab, as he committs to his full step. You can do this going backwards as well if he is one of those raging bull types.
Another way you might use this is if he has quick hands, and can defend well. You can either feint the jab, baiting him to defend and leaving him open, or you can simply attack with the jab. If he has defended it successfully, his is not on the offensive, but on the defensive. Keep firing away cause he cant block everything.
TO FIND GAPS: A "gap" is a moment of inactivity on the part of the opponent. Usually this is found in the withdrawal of the opponents attack. He punches, then withdraws the fist back to his defensive structure. The time when he is withdrawing, until the time he attacks is his gap. Also his gap could be how long it takes to transition from one position to the next, such as from one attack, to the next. For example, how long it would take hime to execute an uppercut after having thrown a hook.
Often these gaps a short, but a good jab is able to make use of these situations.
AS A STOP HIT: Despite not requiring the force of most punches, there are things you can do to fascilitate KO power in your jabs. You can use a falling step, a springing step, or a good slip, or bob and weave, to add weight and momentum to your punch, and to time your opponents gap, committment or opening.
So there is a brief overview of the jab. Im sure there is much I missed so please, feel free to critique and contribute.