Jump-Spin
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Kicks
- For a kick, chamber and execute the kick.
- For a jump kick, jump high (a correct jump also chambers the kick), and then execute the kick. Do not start the kick too soon or it will throw you off balance.
- For a spin kick, start spin before the feet even move, and then kick.
- For a jump-spin kick, first jump high, then spin, and then execute the kick. Do not try to spin then jump; you will lose power in the jump.
Hand attacks
- For a hand attack, the hand strikes at the target.
- For a jump hand attack, jump high, and then execute the attack. Do not start the attack too soon or it will throw you off balance.
- For a spin hand attack, start spin before the feet even move. For some spin hand attacks, the feet may never move.
- For a jump-spin hand attack, first jump high, then spin, then execute the attack. Do not try to spin and then jump, you will loose power in the jump.
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