The fluid shock wave principle

In this article, I would like to introduce you to a fighting concept called Fluid Shock Wave Principle. The fluid shockwave principle is emphasized in all of the counters I use. It is not an unknown concept in martial arts; this striking principle has been called the focus strike, energy dissipator, heavy hand strike, and many other terms relating to a “vibration” type of strike. Unfortunately, learning to throw such a punch often required a lifetime of constant practice, as few people understood the physics or dynamics of the punches. I will explain them to you in this article.

I started researching flash principles after studying pressure point control tactics as a special agent for various federal agencies. Motor points were learned to be more sensitive to hits, allowing all of the momentum from forward hits to dissipate onto the target before beginning recovery. The analogy often used to describe such a blow is the action of hammering a nail.

The basis of the fluid shock wave principle is based on nerve motor points as targets and on an impact method that maximizes the transfer of kinetic energy. We know that nerves are one of the most sensitive types of tissue in the human body. This is especially true when stimulated by various types of pressure or blows. We also know that when a nerve or motor nerve point receives an unusually high degree of energy, the nerve can become overstimulated and experience motor dysfunction. Since motor points are composed of a large muscle mass that is saturated with microscopic effector/motor nerve tissue, the potential for injury from a blow is usually limited to a bruise. Thus, hitting a motor point becomes an ideal target for liability problems and very practical tactically, since overstimulation of a motor nerve stops resistive muscle action.

An important aspect of the fluid shock principle is the mechanical aspect of the shock itself. What is made of a hit or impact of a target, energy is transferred from the energy source to the target. The degree of energy (known as kinetic energy) that is dissipated in the target will depend on the velocity, the mass of the energy source, and the duration of the energy transfer. The effectiveness of the blow will determine the duration of the motor dysfunction.

In order to generate an optimal fluid shock wave strike with the hand, leg or impact weapon, I have made the following observations:

1. Speed ​​– Increasing the speed of a punch enough to cause motor dysfunction is very difficult. The speed must be at least twice as high to have a substantial effect on power generation.

2. Mass: In contrast to speed, the mass behind a target can be increased substantially by attempting to hit with your full body weight. This is one of the secrets of the fluid shock wave principle. This can be accomplished by various methods. The first is to make sure that all your joints are locked at the moment of impact. This is a principle called “energy leakage”, which describes how kinetic energy can be lost in the impact exchange. For example, if you allowed your wrist to bend in an overhand strike, the energy will dissipate into the wrist instead of the opponent’s motor point. The reduction in kinetic energy will be substantial and will dramatically affect the duration of motor dysfunction, if it occurs at all. Therefore, all joints must be locked (not hyperextended) at the moment of impact.

The next important element in maximizing the mass behind a punch is the use of total body mass. This is accomplished by placing the emphasis on the rotation of the hips or the axis behind the punch. Along with locking all joints on impact, you can generate power based on your body weight, rather than striking with just the weight of your limb. Another important element of the fluid shock wave principle is the concept of energy duration or “time of one contact”. During my study I have identified and learned measures of the duration of the fluid shock wave itself. The duration of the energy transfer must exceed approximately 30 milliseconds to achieve motor dysfunction. Ironically, this is almost exactly the duration of the energy exchange that occurs naturally when you allow all forward momentum to stop before retracting a blow.

Technical considerations

You can incorporate the fluid shock wave principle into your defensive and offensive strikes by combining the motor points and torso for targets with the strike principle. When hitting, I do not advise hitting on the head. Not the face, the head. The head as a target consists primarily of skin and bone, not muscle mass or sensory nerves. Therefore, blows of any kind to the head with a closed fist should be avoided as much as possible. This is a tactical consideration. For example, the head is generally a hard structure. You will receive serious hand injuries from hitting an attacker in the head. Trust me, I have. This will disable it only by enraging the attacker.

A good philosophy on using defensive counters is that blows should be delivered to the torso or nerve motor points whenever possible. If you hit to the head, it must be to the face with Palm Heel or Hammerfist or with eye strikes.

The special agent combat objectives of system attacks are as follows;

Palm Heel Strike – The Palm Hills Strike was primarily designed to stop your edit and attackers forward momentum. This blow is delivered with a stiff movement of the arm and can be aimed at the attacker’s face or cheeks. Generally, this blow is followed by a straight punch to the torso.

Straight Punch: The straight punch is normally considered the powerful hand punch. Although this blow can be delivered to the head, it is strongly recommended that it be delivered to the torso, specifically the solitary plexus region.

Forearm Strikes: Forearm Strikes are used when the attacking subject has penetrated deep into the reactionary gap, and the Straight Punch or Palm Strike cannot be used. Forearm strikes are generally very strong techniques and must be applied to the torso. I also use them when hitting the brachial plexus or the side of the neck for what is called a brachial stun.

Brachial Stuns: Brachial Stuns are undoubtedly the most effective and reliable stunning technique within a Special Agent combat system. Brachial stuns were designed to replace the need for manual blows to the head. This technique can be performed with the back of the hand, the inside of the hand, the inside of the forearm, or the outside of the forearm.

Front Thrust Kick – Like the palm of the hand, the front thrust kick is designed to stop an attacker’s forward momentum at the edge of the reactionary gap. The recommended target for this kick is the upper thigh and lower shin. Trying to kick higher would normally result in the attacker grabbing your foot or leg. Front pushes are also very effective when directed towards the attacker’s groin or knee.

Knee Strikes: The knee strike is applied to the attacker’s thigh, muzzle, abdomen, and face. Hitting the thigh creates a high level motor dysfunction in the attacker’s leg and also creates a high level stun. I have used this technique many times when trying to control an attacker. When I hit their thigh multiple times with a knee strike, they lose function of that leg and fall, usually clutching their thigh and writhing in pain.

Angular kick: also known as the peroneal kick, it is one of the most effective combative counterattacks. The angled kick is delivered primarily to the attacker’s thigh and knee. This technique will create motor dysfunction that will often last 10 minutes or more. The Angled Kick is also known to create a high level stun that is second only to the Brachial Stun. The pain is often so severe that attackers often believe their legs are broken. The bread normally goes down in about 20 minutes. Giving you plenty of time to escape.

Embracing this principle will give you much more powerful techniques that you can use to create your own reality-based self-defense system.

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