[6.4.0] Seiunchin Section-6 Bunkai: Counter to a Lapel Grab

[6.4.0] Seiunchin Section-6 Bunkai: Counter to a Lapel Grab

[Source:] Isshin-ryu Black-belt [Fish Tail Escape]

[Rating:] Basic

Part-1 Attacker: Grabs Your Lapels

Note: When an attacker grasps your lapels, it is for one purpose and that is to control your movement. They may intend to throw you to the ground or slam you into an inanimate object. Another reason is to prevent your escape.  They may simply rag-doll or shake you at first to break your balance.

Part-2 Defender: Scissor Block the Attacker’s Grip
  • Strike down on one arm and upwards on the other to remove the attacker’s grip.

Note: This escape must be made the second the attacker makes contact.

Note: It is easy for an attacker to stop you from removing their grip when you drive your forearm upwards or downwards on top of their arms. Striking one arm up while simultaneously striking the other down takes a bit of concentration and usually results in the attacker releasing at least one arm.

                                                                                             

Information: The best-case scenario is that the attacker releases his/her grip. Fortunately, this series works if they do not. When an attacker has both hands on your clothing, his/her hands are tied up while yours is free, so drive your knee followed by the uppercut into the attacker’s thigh/groin and face. 

Part-3 Defender: Knee Strikes
  • Grab attacker’s wrist after double block with your Light-Hand. (LH)
  • Pull attacker forward. (LH)
  • Knee strike the attacker.

                                                                                                                         

Part-4 Attacker Pulls Back
Part-5 Defender Uppercut
  • Drive an upper-cut under the attacker’s chin.

                                                                                                                   

Part-6 Attacker: Punches
Part-7 Defender: Multiple Lead-Hand Strikes
  • Turn into Seiuchin stance to avoid the punch, and block with the left shoulder.

Theory: The best way not to get hit is to not be in front of the punch. In modern terms this is called slipping the punch.

  • Maintain the attacker’s (LH) with your rear-hand. (RH)
  • Using economy of motion, forearm block while executing a back-knuckle strike to the attacker’s nose.
  • Execute a back-knuckle strike to the attacker’s solar-plexus or hammer-fist strike to the groin.

Theory: One problem with karate as it is taught today, is that its cadence is block stop and punch stop. This is a very ridged method of fighting. A fight is fluid. This series teaches a very important lesson. The lead hand can be used more than one time. In this section the lead hand, uppercuts, forearm blocks, back-knuckles strikes to the nose and hammer-fist or back-knuckle strikes to the solar plexus or groin. (Do not limit your weapons.)

Part-8 Defender: Low Blocks to Create Distance and Clear Attack
  • Step backwards into a Seiuchin or Shiko-dachi stance.
  • Execute a Low Block. (RH)

Theory: The low block comes from the ear and sweeps through down and across the body. We tend to miss what is happening between the ear and the leg. As the hand is raised to the ear it blocks or deflects blows to the face. It can block/deflect single or multiple blows. As it moves through the body it blocks/deflects attacks to the trunk or centerline targets. Lastly, it can block a knee strike or a kick. It is a good weapon to use to clear potential blows.

Theory: It is safer to step away when creating distance between you and the adversary, but this is a fine line because and attacker can move forwards faster than you can move backwards.

[End Series]

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