Sensei Ryan Nicholls
here, owner of, and head instructor at RKD Martial Arts, welcome to
my Blog, Martial Arts Perth.
I
wanted to look at a somewhat playful, yet informative, way of
explaining the process of executing a throw that I have called
“Playstation Theory”.
Despite
what my students hope, Playstation theory does not involve choosing
your favourite character from a Playstation game and modelling your
entire fighting style after theirs. Despite the fact I wear a red gi,
I have not modelled my fighting style after Ken from Street Fighter
(I don't have the blonde hair to pull off that look and I can't hadoken no matter how many times I've tried). You will not find any
Heihachi, Nina, Jin, or Kazuya (Tekken) clones vying for power on my
mats. There are no Kasumi, Ryu or Ayame (Dead or Alive) wannabes
being all ninjery and disappearing in bursts of cherry-blossom
petals. And thankfully, there are no Mitsurugi, Taki or Maxi (Soul
Calibur) weapon's masters searching for the ultimate weapon. No -
“Playstation Theory” is a theory I use to describe the process by
which a person's body will go through when executing any throwing
technique within the syllabus at my school, RKD Martial Arts. Why is
it called “Playstation Theory”? There are four major stages I
emphasise in any throwing technique and these four stages are
represented by the four face buttons on a Playstation controller –
Triangle, Circle, Square, 'X' which is how I derived the name.
First,
a clarification. A lot of people in martial arts use the terms
'throw' and 'take down' interchangeably and make no distinction
between the two. I like to differentiate between the two as the
theory of executing a throw can become muddied when a take down that
is labelled as a throw doesn't seem to follow the same theory
application. The difference between how I define each one is in the
method of bringing an opponent to the ground. I define a throw as
requiring an application of force that moves through a circular
motion around a central point (usually the opponent's centre of
gravity) to break an opponent's structure and balance. I define a
take down as an application of pain to break an opponent's structure
and balance, for example, a locking technique that forces an opponent
to the ground. As a result some techniques that are often referred to
as take downs I refer to as throws (double leg take down for
example), and some techniques that are often referred to as throws I
refer to as a take down (many Aikido throws for example).
The
definitions I subscribe to of a throw and a take down can get a
little confusing when it contains elements of both. This can be the
case when looking at combination techniques that combine locks into
throws – generally, I find with these techniques that the lock is
assisting the throwing technique but it is not the pain of the lock
that brings the opponent to the ground, it is the motion of the
throw. I find if you look at what ultimately broke an opponent's
balance and caused them to hit the ground you will be able to
identify whether it was a throw or take down. It should also be noted
that with minor adjustments, some throws can have a take down
version, and some take downs can have a throw version.
Now
back to Playstation Theory. As I said above, the throws that I teach
all have four major stages, each represented by one of the buttons on
the face of a Playstation controller. The buttons and their
associated stage are:
- Triangle – entering/receiving
- Circle – application/redirection of force
- Square – balanced and stable finish
- 'X' – follow-up technique
The face buttons on a PS control pad |
Entering/receiving is
represented by the Playstation's Triangle button. The triangle itself
represents directed movement – an arrow indicating a direction we
must move or a position we must get to. Regardless of which one we
use (direction or position) the underlying message is the same – we
must move to get to a certain position in order to
execute our throw. Even techniques where it appears we receive an
opponent directly have subtle receiving movements (stance changes,
positional shifts, weight distribution etc) that are necessary for
the throw to work.
Considering that all
throws are position related, entering or receiving is often the most
difficult aspect of applying a throw. Certainly, once you take throws
out of the static application stage where you are first learning the
throw (a static attacker providing very little resistance) entering
or receiving becomes the most crucial skill in executing any throwing
technique. In shiai, a form
of free practice where students start in grips and vie to throw each
other (like in Judo), we are able to look at the difficulties of
trying to enter a position for executing a throw while an opponent is
trying to counter what we are doing and throw us. This is generally
how Judo throws are mostly trained, though in training in Judo this
is referred to as randori
and is not limited to throws. At my dojo we use the term shiai
(shi meaning 'to test'
and ai meaning
'gather' or 'meet', so taken together shiai
is 'a meeting or gathering to test one another') which Judoka's use
for competition, simply because we use the term randori in
regards to a different form of practice. The next stage, moving from
shiai to free sparring
where an opponent may also strike and kick to prevent being thrown,
the difficulties in entering and receiving become quite apparent. At
this stage, particularly against a similarly skilled opponent, the
importance of good entering or receiving technique becomes paramount
to the execution of even the most basic throw.
|
The red arrows show the opposing forces that create circular rotation in tai otoshi |
In an apparent contradiction to the above rule, there are some throws
that only appear to have one application of force. This is because
the second force is not being generated by the person executing the
throw, but one of two other sources. The first source is given
momentum. All throws must have some momentum which is either produced
by the person executing the throw or the person being thrown. For
example, an opponent charging at you has given momentum and may only
require a tripping point in order to execute a throw, whereas an
opponent standing still requires impetus (a force to generate
momentum) in order to be thrown.
The
second of the two sources is gravity itself, especially in a fairly
static situation where there is relatively little momentum (either
given or induced). Where it appears that a person's balance has been
broken and the person has hit the ground with application of a single
force and without the use of a pain compliance technique, gravity
will usually be providing the second source. Going back to year 8
science, gravity is accelerating you towards the ground at 9.8 metres
per second – as soon as a force starts to remove your base, gravity
starts to accelerate you towards the ground. Think of it this way:
the act of walking is a series of controlled falls. As you lift your
foot and start to take a forward step your body unbalances and starts
to 'fall' towards the ground. It is stopped by you planting your base
(your foot) and rebalancing, before you lift your other foot and
start the process again. When a force acts upon your leg in some way
and prevents you re-establishing your base, you fall to the ground.
So a single force acting upon the right location, at the right time,
can use gravity as the secondary force in order to create circular
rotation.
A
strong and balanced finishing stance is represented by the
Playstation's Square button. Although it is a fairly basic concept,
it is often the one that I find people fail to do most often. As a
result of failing to establish a strong and balanced finishing stance
many people are unable to take advantage of their throw, or worse,
sometimes end up throwing themselves as well! Most common though,
they end up in a position that is vulnerable to a counter attack by
their downed opponent. There are a number of reasons for this:
- Too much strength – people will often try and compensate bad throwing technique by using more strength. A well executed throw shouldn't require an exceptional amount of strength, it is the reason throws work for smaller people. Bad technique coupled with excessive strength usually has the thrower trying to avoid tripping over their opponent or worse, on the floor with their opponent.
- Bad positioning – sometimes a thrower will try and execute a throw when they aren't quite in the right position for that throw. Throws are fairly position specific and it is quite difficult to execute a good throw when you are out of position. For example, someone trying for an ogoshi (hip throw) may not have moved in close enough leaving a gap between their body and their opponent's body. Bad positioning is the major reason why someone with otherwise good technique will try and compensate with strength.
- Bad posture – this can apply to a number of different aspects that usually affect a person's structure and therefore, their capacity to execute a throw. Things like position of the feet (too narrow, too wide, too linear), or having the centre of gravity move outside the base (leaning into a throw for example) all come within this area.
Apart
from the damage a throw can cause it usually provides a major
positional advantage from which a fight can be quickly ended. The
most important function that a strong and stable finishing stance
provides is a stable platform from which to execute a follow-up
technique. As such it is imperative that when performing a sacrifice
throw technique (any throw where you go to ground to take your
opponent down) that you immediately move to a strong and stable
position from which to execute your follow-up technique. Too many
times I see people execute a fantastic sacrifice throw only to remain
laying on the ground next to their opponent!
The
follow-up technique is represented by the Playstation's 'X' button.
This is probably the easiest of the four major steps as all the hard
work has been done prior to this step. Never-the-less, it is
imperative that students are reminded to press their advantage and
finish the fight – this is self defence after all! The follow-up
technique can be anything appropriate to the position and situation
at hand – a striking technique, a kick, a lock, kneeling on an
opponent's throat – whatever works!
So
there it is, the Playstation Theory of throwing – Triangle, Circle,
Square and 'X'.
Thanks for reading – until next week make sure you
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see covered, post them in the comments section below.
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