Aggressive Counter Fighting Concepts
Counter fighting from different ranges. Striking, clinch entries, and takedowns. Intercepting your opponents attacks with aggressive responses.
Flow outline
Aggressive Counter Fighting
- From here, most of the time main for counter fighting. start here. don’t force it
No Man's Land
- Once set, quick note: mid range where neither has adv. use low hands square feet stance
Kicking Range
- long range for kicks. use long guard or open stance. timing over strength
Punching Range
- When it happens, Close range for punches. Use high guard, behind lead shoulder, or dracula guard
Wrestling/Clinch
- From here, Close range for clinch and takedowns. Transition from punching range
Low Hands Square Feet
- When it happens, Stance in no man's land. Good for feints and level changes. Angle matters
Long Guard
- When it happens, Guard at kicking range. Use for feints, kicks, or coming in punching. Don’t force it
High Guard
- Once set, guard at punching range. use for punches or takedowns
Behind Lead Shoulder
- If they frame, often position at punching range. use for pressure towards fence or takedowns
False Entries
- Often From low hands stance. Fake entries to draw reactions
Dracula Guard
- If it shows up, Guard at punching range. Use for takedowns or go forward counter attacks. Angle matters
Go Forward Counter Attack
- From here, from dracula guard. block punch, counter with crosses, knees, elbows
Kicks
- Once set, usually from long guard. various kicks from kicking range. timing over strength
Come In Punching
- From long guard. Close distance with punches
Punches
- If they frame, from high guard. punching attacks at close range
Ducking Hooks
- Once set, from punches. duck under and throw hooks
Pressure Towards Fence
- If they frame, most of the time from behind lead shoulder. pressure opp to fence. switch if it stalls
Open Side Counter
- From here, counter after opp over extends
Spinning Elbow/Backfist
- When it happens, Counter after opp over extends
Karate Bouncing
- If they frame, most of the time movement at kicking range. use for feints or leading opp
Feint Bouncing In False Entry
- From karate bouncing. Fake entry with bounce. Angle matters
Leading Them Bounce Back
- Key detail: from here, from karate bouncing. make opp bounce back then counter. timing over strength
Intercepting Counter
- usually counter after leading opp bounce back
Counter Kick
- When it happens, Counter opp's kicks from kicking range
Open Stance
- Stance at punching range. Use for feints
Open Stance
- If they frame, stance at kicking range. similar to punching range open stance. pay attention to posture
Rear Hand Reverse Shoulder Roll
- When it happens, From feint in open stance. Defensive move with counter
Counter Knees
- From here, From feint in open stance. Counter with knees
Feint Level Change
- From here, from low hands stance. fake takedown attempt
Feint Flashy Hands
- From low hands stance. Fake with hand movements
Low Hands
- Usually Hand position at punching range. Use for slips. Switch if it stalls
Slip Head Movement
- From here, From low hands. Slip punches. Timing over strength
Slip Switch Stance Counter
- Usually From slip. Switch stance and throw 2 punches. Don’t force it
Hands Forward
- if it shows up, hand position at punching range. forward pressure. angle matters
Branch conditions
- Use Low Hands Square Feet
- use long guard
- use high guard
- Use Behind Lead Shoulder
- Feint Entry
- Use Dracula Guard
- Throw Punches
- go forward counter
- throw kicks
- Close Distance
- duck under
- Apply Pressure
- Opp Over Extends
- Counter Open Side
- counter spinning
- Use Karate Bouncing