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Jumping

Karate15

Jumping is used in many sports for different purposes. In each sport, the jump is performed in a way that enhances the purpose of the jump, such as:

  • High jumpers perform a backward roll over the bar, to gain the greatest height (which works because they have a cushioned landing area).
  • Long jumpers extend their arms legs in front of their body, to reach out and gain the greatest distance (which works because they have a cushioned landing area).
  • Hurdlers use an extended scissor action of the legs to clear the hurdle, gain height, and set themselves up for the next hurdle (which works because they know what is on the other side of each hurdle).

No matter the sport, the primary purpose of a jump is to raise the body to higher altitude (except with jump off or into something, such as jumping off a diving board or parachuting from an aircraft, where the purpose is to lose altitude). A secondary purpose may be to move the body quickly over a distance, such as jumping out the way of a foil in fencing. Martial arts jumps share these purposes but they have two important variables to deal with—an opponent that wants to harm them and unfamiliar terrain. This means that during a martial arts jump, the jumper must remain stable, be able to defend him or herself during the jump, be prepared for an unknown landing areas, and land in way that permits further offensive or defensive actions if needed.


Reasons for a martial arts jump

  • To reach higher with an attack (such as with a jump back fist to the head).
  • To raise the feet so something may pass under them (such as to avoid a foot sweep).
  • To propel the body over something (such as to jump over a fallen opponent).
  • To propel the body onto an object (such as to jump onto a chair).
  • To apply all the body's mass into an attack (such as with a flying side kick).
  • To allow the body to spin more quickly and freely (such as with a jump-spin kick).
  • To move the body quickly over a distance (such as jumping backward to avoid a kick).
  • As a reaction to a sudden, unknown stimulus (such as reacting to a sudden swooshing sound quickly approaching from the side of the head that turns out to be an attacker swing a pipe at your head).
  • To give more space and time for the legs and feet to perform kick (such as for a jump side kick where both legs must chamber, one leg kicks and re-chambers, and then both feet must get back under the body for the landing).
  • To entertain. These are the useless, trick or stunt kicks performed merely to entertain.

For many students, jumping seems to mean hopping into the air and then performing a technique. They forget that the purpose of a jump is to gain altitude, not to just to perform a jump.


Two ways to measure altitude of a jump

  • From floor to the head. This is the way most people think the altitude of a jump is measured. If the reason for the jump is to reach higher with an attack, then this is the critical measurement.
  • From floor to the feet. When performing a jump or jump-spin kick, where there must be time and space for the legs to perform the kick properly and get back under the body for the landing, this is the critical measurement.

How to jump

Stand in a fighting stance and jump up as high as you can a few times. What did you arms do? What did you knees do?

Jumps are made in one of three directions:

  • Upward. Used when the target is in range or moving into range, so the jump is straight up. For example, the opponent is in punching or kicking range and attacks with a lead hand back fist, The back fist is blocked to open a midsection target, so the jump is straight upward followed by a spin side kick into the midsection.
  • Toward the Target. Used when the target is out of range or moving away from you, so the jump is toward the target to close the range. For example, the opponent is in punching or kicking range and attacks with a lead hand back fist. The attack is blocked to open a midsection target, but the opponent steps backward out of range, so the jump is toward the target to close the range followed by a spin side kick into the midsection.
  • Away from the Target. Used when the target is in close range or moving toward you, so the jump is backward away from the target to open enough range for completion of the kick. For example, as the opponent charges with a punching attack, it opens a midsection target, so the jump is backward away from the target to open the range followed by a spin side kick into the midsection.

Do not telegraph a jump by dropping the arms or bending the knees. Remember, the arms are used for blocking and attacking, not for balance or to add momentum to a spin or jump. The knees should already be bent if you have a good fighting stance. To jump, just suddenly jump. Try to minimize all other body movements. This requires explosive leg strength, so good jumpers have powerful legs.

Jump as if you were trying to touch your knees to your shoulders. Do not bring the feet straight up under the body and do not lift the feet behind you; rather, draw the knees upward in front of you. The height of a jump kick is judged by how high the foot kicks, not how high the body is off the floor. By drawing the knees up in front, the feet have maximum height off the floor giving you more "hang time" to perform the kick, greater kicking height, and it lets you quickly get the feet back down for a safe landing. Also, by drawing the knees upward in front, you are chambering the leg for the kick that follows.

After a jump, the lead leg or arm may attack or you may close the range by rotating body 180° forward on trailing leg side and then using trailing leg or arm to attack. To close the range during a jump, jerk non-kicking knee high in front of body and then jump and kick with other leg. For example, jerk training knee high in front of body and then jump and kick with lead leg.

Most jumps are straight upward. This means the body gains altitude but range does not change. However, there are other ways to jump. If an opponent is closing range with an attack or is close on the inside using punches, there is no room to perform a kick. To open the range for a kick, jump upward and backward at a 45° angle. If an opponent is just outside kicking range or backs up when you attack, jump upward and forward at a 45° angle. If an opponent is far out of range or keeps backing up, a flying jump is used.

Flying jumps are jumps with a running start. Take as many running steps as is required. If the lead leg will kick, jerk trailing knee upward and jump off lead foot. If the trailing leg will kick, jump off lead foot. Jump at a point that will ensure your attack strikes its target with proper focus. Jump from too far away and you will have no power in the attack and you may come up short. Jump from too close and you will not get full extension in the technique and lose power, and you may strike the target harder than intended.


Motions of a Jump

  • Start from your fighting stance with your knees bent. You do not suddenly squat lower before you jump. You do not pre-jump (taking a small jump to preload the leg muscles before the main jump). All fighting stances should have bent knees, so you never have to bend them for a jump.
  • Do not make any other motion with your arms or body, just jump. Jump similar to a Jack-in-the-Box, just move around as usual to lull the opponent into compliancy and then sudden jump. Do not drop the body lower before you jump. Do not pump with your arms. The only indication your opponent should have that you are jumping is seeing you suddenly seem taller. The only exception to this is when using a feign or fake movement to distract the opponent from the jump.
  • When you jump, jerk your knees upward toward to your shoulders. You get upward thrust from the leg muscles performing the jump, and by jerking the knees upward you let their inertia lift you even higher. Do not pull your feet straight upward under the body; the leg muscles will not be able to apply their full force into the jump and feet will not gain much altitude. Do not lift your feet backward toward your butt like a cheerleader; this defeats the purpose of the jump since you do not gain much altitude and the feet or in a useless position for a kick. When the knees are lifted high, it means both legs are chambered for the kick. While one leg performs the kick, the other remains chambered. After the kick, the kicking leg re-chambers and then both feet return to the floor in a solid fighting stance.

Jump kicks

To perform jump kicks, you must first learn to kick, then learn to jump, and then learn to jump and kick. If you know how to perform a kick properly but do not jump properly, then any jump version of the kick will fail. The higher you jump, the more time you have to perform a kick and make a safe, proper landing, so a high jump is vital to any jump kick. Instead of doing the strength training necessary to build muscles for jumping high, many students just go through the motions of a jump kick while barely, if at all, leaving the floor. During the breaking portion of a rank testing, if your non-kicking foot is not off the floor when you make the break, then you did not perform a proper jump kick and the break in invalid.

To jump properly for a kick

  • Start from your fighting stance with your knees bent, then jump. All fighting stances should have bent knees, so you never have to bend them for a jump. Do not make any other motion with your arms or body, just jump. Do not drop lower before you jump. Do not pump with your arms. The only indication your opponent should have that you are jumping is seeing you suddenly seem taller.
  • When you jump, pull your knees upward toward to your chest. Do not pull your feet straight upward. Do not lift your feet backward toward your butt. When the knee lifted high, it means both legs are chambered for the kick. While one leg performs the kick, the other remains chambered. After the kick, the kicking leg re-chambers and then both feet return to the floor in a solid fighting stance.
  • Although it first seems the wrong way to do it, when performing a jump-spin kick, you must first jump, then spin, and then kick. Do not start the kick first; it will lessen the height of your jump and will telegraph what kick is coming. When done properly, your opponent may see and react to the jump, but he or she will not know what kick is coming until it is too late to react. Most beginners, and many advanced students, try to spin first. This means they barely get off the floor with the jump. If you start the kick before the spin, your leg will move away from your center of balance and throw you off balance. Keep the arms in a tight guard position. If they move outward, you will be thrown off balance, and, since you will not see your opponent for a moment when the head is turned, you need to protect yourself against a counterattack. Also, if the spin is done properly, your head will jerk around quickly at the beginning of the jump-spin. When the head suddenly stops after the spin, it takes a moment for the brain to settle down and the vision to clear.

To add a spin to the jump

  • Although it first seems the wrong way to do it, when performing a jump-spin kick, you must first jump, then spin, and then kick. Most beginners, and many advanced students, try to spin first. This means they barely get off the floor with the jump. If you start the kick before the spin, your leg will move away from your center of balance and throw you off balance. Keep the arms in a tight guard position; if they move outward, you will be thrown off balance, and, since you will not see your opponent for a moment when the head is turned, you need to protect yourself against a counter attack.
  • Also, if the spin is done properly, your head will snap around quickly at the beginning of the jump-spin. When the head suddenly stops after the spin, it takes a moment for the brain to settle down and the vision to clear.

In all spin or jump spin attacks, the head spins first. If the head spins slower than the body, the spin will be attenuated. If the head spins slower than the body, the attack will fire before you see the target. The eyes must see the target before the attack fires. This ensures you know where the target is so you will not injure your opponent. If the target has moved, you may adjust your attack accordingly, stop the attack, or possibly even change the type of attack.


Jump hand attacks

Jump hand attacks are similar to jump kicks. Jump first, then attack, or jump first and then spin and attack. Do not start your attack until you jump or you will telegraph the technique. Do not start your attack before you jump and spin or you will telegraph the technique and lose your balance as spin with your arm extended. When using jump hand attacks, keep arms in the guard position as you jump. Attack at the peak of the jump.

To add a spin to the jump:

  • Keep arms in the guard position as you jump.
  • Jump, spin, and attack at the when the target is in view.

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