Aggressive Counter Fighting Concepts

Counter fighting from different ranges. Striking, clinch entries, and takedowns. Intercepting your opponents attacks with aggressive responses.

Flow outline

  1. Aggressive Counter Fighting

    • From here, most of the time main for counter fighting. start here. don’t force it
  2. No Man's Land

    • Once set, quick note: mid range where neither has adv. use low hands square feet stance
  3. Kicking Range

    • long range for kicks. use long guard or open stance. timing over strength
  4. Punching Range

    • When it happens, Close range for punches. Use high guard, behind lead shoulder, or dracula guard
  5. Wrestling/Clinch

    • From here, Close range for clinch and takedowns. Transition from punching range
  6. Low Hands Square Feet

    • When it happens, Stance in no man's land. Good for feints and level changes. Angle matters
  7. Long Guard

    • When it happens, Guard at kicking range. Use for feints, kicks, or coming in punching. Don’t force it
  8. High Guard

    • Once set, guard at punching range. use for punches or takedowns
  9. Behind Lead Shoulder

    • If they frame, often position at punching range. use for pressure towards fence or takedowns
  10. False Entries

    • Often From low hands stance. Fake entries to draw reactions
  11. Dracula Guard

    • If it shows up, Guard at punching range. Use for takedowns or go forward counter attacks. Angle matters
  12. Go Forward Counter Attack

    • From here, from dracula guard. block punch, counter with crosses, knees, elbows
  13. Kicks

    • Once set, usually from long guard. various kicks from kicking range. timing over strength
  14. Come In Punching

    • From long guard. Close distance with punches
  15. Punches

    • If they frame, from high guard. punching attacks at close range
  16. Ducking Hooks

    • Once set, from punches. duck under and throw hooks
  17. Pressure Towards Fence

    • If they frame, most of the time from behind lead shoulder. pressure opp to fence. switch if it stalls
  18. Open Side Counter

    • From here, counter after opp over extends
  19. Spinning Elbow/Backfist

    • When it happens, Counter after opp over extends
  20. Karate Bouncing

    • If they frame, most of the time movement at kicking range. use for feints or leading opp
  21. Feint Bouncing In False Entry

    • From karate bouncing. Fake entry with bounce. Angle matters
  22. Leading Them Bounce Back

    • Key detail: from here, from karate bouncing. make opp bounce back then counter. timing over strength
  23. Intercepting Counter

    • usually counter after leading opp bounce back
  24. Counter Kick

    • When it happens, Counter opp's kicks from kicking range
  25. Open Stance

    • Stance at punching range. Use for feints
  26. Open Stance

    • If they frame, stance at kicking range. similar to punching range open stance. pay attention to posture
  27. Rear Hand Reverse Shoulder Roll

    • When it happens, From feint in open stance. Defensive move with counter
  28. Counter Knees

    • From here, From feint in open stance. Counter with knees
  29. Feint Level Change

    • From here, from low hands stance. fake takedown attempt
  30. Feint Flashy Hands

    • From low hands stance. Fake with hand movements
  31. Low Hands

    • Usually Hand position at punching range. Use for slips. Switch if it stalls
  32. Slip Head Movement

    • From here, From low hands. Slip punches. Timing over strength
  33. Slip Switch Stance Counter

    • Usually From slip. Switch stance and throw 2 punches. Don’t force it
  34. Hands Forward

    • if it shows up, hand position at punching range. forward pressure. angle matters

Branch conditions