Five Style Fist

As not to be confused with the five animal fist, the Five Style Fist, like mixed marital arts in general, is a form of martial arts that combines the techniques, fighting stances, and tactics of one or more martial arts and combine them together in order to form a style more powerful than either alone. It combines moves from all the martial arts styles that the user knows and some moves they develop on their own. Ancient Martial Arts is considered to be an older, unidentified version of modern day Mixed Martial Arts, which means that Ogata Isshinsai, and all of his various disciples are technically mixed martial artists, but they are still considered to practice specifically Ancient Martial Arts. Hybrid Martial Arts and Mixed Martial Arts are similar to each other in form and teachings, but are ultimately different to each other. Mixed Martial Arts is different to Hybrid Martial Arts, mostly because Mixed Martial Arts is a combination of multiple martial arts, and hybrid martial arts is solely a combination of different disciplines and techniques.

The Five Style fist or "Kiriyu Style Mixed Martial Arts" is a self taught fighting style created by Cho Kiriyu. This is his personal blend of marital arts and martial arts tactics gained through his tutiledge from Connor Ryoji, Keyth Tasanagi, and many others. These are the various methods he's understood, dismantled, and reconstructed to fit and find the most efficient ways to fight opponents without losing energy, advanced ground and grappling manuvers, and building momentum for combination attacks and knockouts. It also heavily incorperates principles from Street fighting or the art of fighting without a set preset, using instinct as a means to overpower foes rather than set moves. Cho created the style to ensure that he can not only accel as a martial artist, but a skilled combatant as well.

To further elaborate on his goal, the difference between a martial artist and a combatant falls into the territories of experience, skill, cunning, and instinct. A trained black belt with a years worth of experience vs an average gang member who's been fighting bare fisted for years. While one would pit their money on the black belt, tranining for the ring and training for survival are two completely different concepts. The black belt while skilled is pampered to the ring and the fear of loss is miniscule, while the street fighter who spends his days fighting for his very survival, the fear of a loss could mean his life. If the two were to fight, the street fighter whille untrained would have knowledge enough to defeat the black belt simply because of his intent and instinct to do so. Where as someone could also argue depending on the black belts style they would have the upper hand over someone with no form or skill. Cho created this style to make a perfect combination of a fighters instincts to sync with their skill and preset to win, or at least make it to where the opponent will not leave this bout walking.

## **Striking**

### **Punching**

When it comes down to punching, the bits and pieces that have come from other styles are brought togehter to show the various types of punches within the style. The punches combine two principles: Straight punches that aim to dominate the center line and hit with the users full potential from short distances (wing chun) & using the entire body's kinetic energy and potential to turn even the average jab into an effective and damaging hit. (Boxing). These combined allow the user to throw the most efficient blows with every attack, combined with the fact they can throw a punch as hard as they can even from the shortest distance. Example being the one inch punch, which allows a practioner to deliver devistating force with only an inch between his fist and his opponent. The user gains an uncanny nack to always throw a punch, even if they themselves are being bombarded with attacks or even in the middle of a throwing attempt.

#### ***Heymakers Are Your Best Friend***

***These are not your average heymakers, as shown they can be thrown in rapid sucession of one another.***
A Heymaker is punch in which the arm is whipped sideways from the shoulder joint with minimal elbow bend. The name is derived from the motion, which mimics the action of manually cutting hay by swinging a scythe. The haymaker is considered an imperfect/impure punch, as the angle of approach is unsupported by the remainder of the forearm. Since a haymaker's power is derived completely from weight transfer and momentum instead of muscle contraction, a long windup is required to generate sufficient force. Haymakers, in the form of shoulder punches, are frequently used from a mounted position in mixed martial arts as part of the "ground and pound" method, as the legs cannot be used to generate power.  These punches are considered taboo and uneffective but this style seeks to defeat that notion. The user can throw any style of punch at the speed of a jab (including luanching and retracting the arm) and user makes sure to invole their entire body into the punch as opposed to just lashing the arm out. The goal is to control these wild punches, because while wild, if thrown with percision and ferocisty the repetitive impacts can be cringe worthy. Capable of loosening or downright destroying an oppoents jaw/limbs. It's thanks to the fact that this punch is so powerful each strike can be compared to a person punching with above peak human strength, but rapidly. As taught by Muay Thai practioners, the goal of a powerful game ending strike is to punch your opponent as if you were trying to send your limb straight through their body. The users of this power can pierce through almost any sort of substance or form of defense with their fist, including wood, stone, and most rudamentary metals.

#### ***Mix It Up; Don't Get Static***

Jabs, crosses, hooks, uppercuts, bolo punches, check hooks, overheads, hammerfist, knife hands, the various types of striking exist for a reason; THEY ARE ALL MEANT TO BE USED. The user of this style is able to effortlessly switch between any style of punch to achieve the mose efficient combination attack, from any angle. Meaning a 3 piece combination could consist of any variant or obscene style of punch and if used efficiently with the base speed it's thrown it can change the flow of combat and make the user seem faster than what they really are by the effectiveness and percision of their attack attempts. Always keep your hands moving. Getting static or stiff in a fight is the last thing you want, keeping your body posture or hands moving helps to keep blood flow going for the user which increases stamina and decreases the amount of latic acid in the muscles but also keeps your opponent guessing. Shuffling your punches or foot work (more on that later) can add a sense of unpredictability that will add a higher hit rate.

#### ***Speed Is An Illusion: Adapt or Overpower***

This is not to say speed isn't real or a necessity, but it can be as advantageous as it can a hinderence to fight against. As stated before, every punch thrown by the user is thrown at the speed of jab, but for specifics the user's punching speed is relative to their distance from their opponent. Why? Speed vs Distance plays a part in how fast someone can actually be; refering to the latter principle  you are to not only punch with the most force possible from the shortest distance but the distance CAN determine how fast you're attacks because it takes less DISTANCE for your fist to reach the opponent. The base speed for a strike is five hundredths of a second (0.05) from 3 feet away and from 5 feet away it's eight hundredths of a secon (0.08). Without juggling variables and physiologies this speed can change but it can change even faster depending on how close the opponent is to the user. Depending on said user, most will follow the principle of the ***straight lead***. The straight lead is not a power strike but a strike formulated for speed. The straight lead should always be held loosely with a slight motion, as this adds to its speed and makes it more difficult to see and block. The strike is not only the fastest punch in FSF, but also the most accurate. The speed is attributed to the fact that the fist is held out slightly making it closer to the target (refering to the distance vs speed statement) and its accuracy is gained from the punch being thrown straight forward from one's centerline. The straight lead should be held and thrown loosely and easily, tightening only upon impact, adding to one's punch. The straight lead punch can be thrown from multiple angles and levels. Speed is an illusion of vision, not a surefire advantage.

#### ***DON'T STOP PUNCHING!***

*"If you're not attacking, your losing."*-Keyth Tasanagi

A very, very, ***VERY*** important rule to remember is that the user is geaered to never stop punching.Thanks to the conditioning training, the user can throw an alarming amount of punches in a short burst or a prolonged assault. The user's body is highly resistant to the build-up of fatigue toxins in their blood, allowing them to be physically active for considerably longer periods of time than the average member of the user's species. They can/will continue delievering punches at their maximum speed and power until countered or interupted and even then, if an opportunity presents itself, they will continue finding a way to attack their opponent. The offensive is overwhelming but well in the realm of control.

#### ***Trapping/Sleight of Hand; Simultanious Offense & Defense***

***As shown, trapping involes light taps, redirection, and reduction of the opponents blows, while also allowing the user to luanch an attack in the midst of this.Rather than trying to land a hit, controlling your opponents flow of battle specifically their hands, will always leave an open opportunity for a counter attack.Attack AND defend. Never strike without doing both at the same time to create a neaer invulnerable combat flow.***
*"Your body needs to react before your mind does. Force your muscles to memorize your every move and from that point on, fighting is like breathing."* - Connor Ryoji

The method of trapping in Five Style Fist was derived from Chi Sao techniques and Drills found in Wing Chun. Chi Sao or "sticking hands" is a term for the principle and drills used for the development of automatic reflexes upon contact and the idea of "sticking" to the opponent (also known as "sensitivity training"). In reality, the intention is not to "stick" to your opponent at all costs, but rather to protect your centerline while simultaneously attacking your opponent's centerline. In Wing Chun and FSF , this is practiced by two practitioners maintaining contact with each other's forearms while executing techniques, thereby training each other to sense changes in body mechanics, pressure, momentum and "feel". The increased sensitivity gained from this drill helps a practitioner attack and counter an opponent's movements precisely, quickly, and with appropriate techniques. Chi Sao additionally refers to methods of rolling hands drills (Luk Sao). Luk Sao participants push and "roll" their forearms against each other in a single circle while trying to remain in relaxed form. The aim is to feel force, test resistance, and find defensive gaps.

Trapping techniques are often frowned upon or deemed useless outside of the respective style or province they come from. It is seen as ineffective and unesential, often thought to just be fancy moves or hand drills, but these are the same people who have never fought a true Wing Chun or Jeet Kun Do practioner. Trapping in it's nature is a gamble for if preformed correctly you can attack your opponent and defend yourself all the while, however if done wrong you will open yourself for a serious attack attempt. To preform this, the User will have obtained a sense of touch so superhumanly acute, they'll be able to feel out an opponents attack by the hairs of their knuckles and forearms, able to seemingly react instanaeously to an offensive attempt. The reaction becomes a reflex, the body having been trained to react at the first sign of danger and atack. The user is able to sense air currents, thus enabling them to detect changes and disturbances in the air. This can enable the user to sense incoming attacks and respond accordingly. In this style, you can not be tense when throwing any punch you do. Your body and muscles entirely must relax to enable the form of the user to move through the air with the least amount of resistance it can.

* Tension reduces punching speed and power. Muscles act in pairs in opposition to each other (e.g. biceps and triceps). If the arm is tensed, maximum punching speed cannot be achieved as the biceps will be opposing the extension of the arm. In FSF, the arm should be relaxed before beginning the punching motion.
* Unnecessary muscle tension wastes energy and causes fatigue, which is why the punches in this style are seemingly "endless."
* A tense, stiff limb provides an easy handle for an opponent to push or pull with, whereas a relaxed limb provides an opponent less to work with. Judo or Jujitsu practioners rely heavily on an opponent to stiffen up the moment a grab attempt is made upon a limb. If the user is relaxed, they gain the ability to "slip" and easily counter and evade most grapple attempts.
* A relaxed, but focused, limb affords the ability to feel "holes" or weaknesses in the opponent's structure. With the correct forwarding these "holes" grant a path into attacking the opponent.
* Muscular struggle reduces a fight to who is stronger. Minimum brute strength in all movement becomes an equalizer in uneven strength confrontations. Even if the opponent is physically superior to the user, the difference in the usage of the user's muscles will give a much needed stamina factor. Allowing the user to potentially outlast the opponent or turn their strength agianst them.

### **Elbows: The Dismantling of Your Opponent**

The elbows are considered powerful in the usage of Muay Thai and other marital arts. Rather than simply blocking an attack, the user would throw their elbow and body weight into an oppoennts attack, as shown in the gif. This creates the effect of a perfect defense through offense sense on is still attacking no matter what.User uses as much force as their body provides to stop hits in their stride, dealing damage and effectively defending.Create's it's own openingsEve simply used offensively it can crack bone with ease, and put a dent in stronger foes.

An elbow strike (commonly referred to as simply an "elbow") is a strike with the point of the elbow, the part of the forearm nearest to the elbow, or the part of the upper arm nearest to the elbow. Elbows can be thrown sideways similarly to a hook, upwards similarly to an uppercut, downwards with the point of the elbow, diagonally or in direct movement and in several other ways like during a jump etc. In this style the user has been conditioned to harden their arms through endless amounts of conditioning. FSF relies heavily on Elbow Strikes at close range. Common targets for elbows include the chest, chin, head, and face. Elbow Strikes are delivered in a manner similar to Muay Thai, using the whole body and turning of the hips to generate power. Elbow Strikes include: Rising Elbow (6 to 12), Horizontal Elbow, Kneeling Elbow (12 to 6), Reversing Elbow, and Spinning Elbow Strikes. The bones that rest in the arms (and legs) become much harder than the average member of their species. User can throw these elbows wtih considerable force and speed, more so with the usage of attacking attacks, and attackig as a general offense. By putting their full weight and drawing the kinetic energy from toe to head, elbow strikes can become much harder than a punch, espcially if delievered in close range. Users of FSF prefer to remain in the "clinch zone" able to throw as many blows to the body being as close as they cant to the opponent. This especially helps for larger opponents with longer reach. It becomes easier to cut opponents with the edges as well. The beauty of the way the elbows are used is when they are thrown to intercept or interupt opponents attacks. Attacking their invidiual limbs creates a scenario where the opponent can't viably change their momentum based trajectory after their attack has been luanched, playing again into the sensitivity one develops through training to react as fast as possible.

### **Blocking vs Dodging: Which To Use and When**

This topic right here is widely debated in every practice of marital arts. It is always aruged that blocking stops the force of an attack allowing for a counter attack with risk of damage to the limb. CONTRADICTORY to this, some aruge that doding while efficient and better for counter attacks, factored with the fact no damage is taken at all it does arguably expend more energy. Even that statement in itself is debatble. The simple answer to this question is this:

To elaborate further, the most efficient way to utlize blocking and dodging comes from a proficient combination of both. Realistically you won't always be able to dodge ever hit, and if you spend to much time dodging your opponent you'll develop a telegraphic pattern they'll pick up on. It's the same thing with blocking; while yes blocking stops a hit from reaching you sucessfully, the limb that blocks will end up injured if it's substantionally attacked contiuously. The opponent could also pick up on this, and start wearing you down. Essentially you want to maintain the switch and useage of both by ***"staying in the pocket."***

The Origin of the saying stems from a more musical background, but if taken in a broader depiction it describes the principle of a defensive fighter who focuses on offense. ‘Staying The Pocket’ means moving in time and in the “rhythm” of your opponent. If further exposition is needed think of a ‘Swarmer’ or an in fighter in boxing. Being able to "Stay in the pocket" in general what makes not only a great boxer, but a great fighter as well. When dodging an attack the user will always react at the last second, usually narrowly dodging the attack purposely, no more than 1-3 inches away from the limb with their head, upper body, or pivoting feet.  Moving the minimum amount is key to throwing counter-shots as fast as possible with maximum power. The swarmer (in-fighter, crowder) is a fighter who attempts to overwhelm his opponent by applying constant pressure. Swarmers tend to have a very good bob and weave, good power, a good chin, and a tremendous punch output (resulting in a great need for stamina and conditioning). Their style favors closing inside an opponent, overwhelming them with intensity and flurries of attacks. They tend to be fast on their feet which can make them difficult to evade for a slower fighter. They also tend to have a good "chin" because this style usually involves being hit with many jabs before they can maneuver inside where they are more effective. This applies to the defensive element of the style; knowing when to use these and adapt to your opponents timing.

Slipbob (weave)blockcover up
The FSF user will find It's more beneficial to roll (dodge) under a hook then taking the damage to their arm, yet if their opponent is throwing jabs or quick attacks, it becomes more efficient to just cover up instead of wasting energy by moving out of the way and losing their chance to counter in the process. This method of defense parallels the user’s cognitive abilities and allows them to start picking up on their opponent's habits during the fight, they will recognize when they are better off dodging punches and when it's best to cover up. Efficiency is gained by utilizing a parry rather than a block. By definition a "block" stops an attack, whereas a parry merely re-directs it. Redirection has two advantages, first that it requires less energy to execute and second that it utilizes the opponent's energy against them by creating an imbalance. Efficiency is gained in that the opponent has less time to react to an incoming attack, since they are still nullifying the original attack.

It's commonly known good head movement means more attack opportunities.Good weaving doesn't require to much movement outside of the spot your standing. On retract when your opponent advances, exploit their rtyhm like shown and avoding is that much easier.A good cover conserves stamina and offers a breif period in which you can determine your opponents next course of action However it doesn't make you inivincible. A skilled advisary will work around this by staying in YOUR pocket. Be warry.No one ever said you could only block with one arm/hand. Example of fusing the method of trapping and blocking. Controlling the flow of your opponents attack is great for finding/creating a weakness.
As the user becomes more comfortable with the ‘rhythm’ of their opponent ,it becomes instinct automatically, coming naturally as to whether they should slip (dodge) when the opponent's punch is coming, which arm they should use for a counter punch, what type of punch they should throw, and where the punch should land. When confronting an incoming attack, the attack is parried or deflected, and a counterattack is delivered at the same time. This is not as advanced as a stop hit but more effective than blocking and counterattacking in sequence. This is known in many circles as "***bursting***". Simultaneous parrying & punching utilizes the principle of economy of motion by combining attack and defense into one movement, thus minimizing the "time" element and maximizing the "energy" element. Using head movement to avoid staying in one place after throwing the counter punch, using the shoulder of the arm you are throwing the punch with and the other arm to cover up, and returning your punching arm to protect your head as fast as possible will prevent leaving yourself exposed. Basically you are going to want to stay close where you can cause damage and easily move under his punches from above, even throw clinches and grapples. (more on that later).

## **Kicking**

### **Standard Kicking**

A kick is a physical strike using the foot, leg, or knee (the latter is also known as a knee strike). This type of attack is used frequently by hooved animals as well as humans in the context of stand-up fighting. As the human leg is longer and stronger than the arm, kicks are generally used to keep an opponent at a distance, surprise him or her with their range, and inflict substantial damage. On the other hand, stance is very important in any combat system, and any attempt to deliver a kick will necessarily compromise one's stability of stance. The application of kicks is thus a question of the tradeoff between the powers that can be delivered vs. the cost incurred to balance. Since combat situations are fluid, understanding this tradeoff and making the appropriate decision to adjust to each moment is key. Self-defense experts claim that kicks should be aimed no higher than the waist/stomach. Thus, the fighter should not compromise their balance while delivering a kick, and retract the leg properly to avoid grappling.

In the style of FSF, high kicks are completely optional and in no way a requirement. In fact they are often looked down upon, and considered impractical unless timing is just right. Fighters have viewed that some high front snap kicks are effective for striking the face or throat, particularly against charging opponents, and flying kicks can be effective to deliver the be all end all move, or as a strong (but risky) counter. FSF users that utilize high kicks specifically train in very efficient and technically perfected forms of kicks, include recovery techniques in the event of a miss or block, and will employ a wide repertoire of kicks adapted to specific situations. FSF users they genuinely and routinely stick to four types of kicks, and rarely branch outside of them.

#### ***Front Kick***

***A front kick is quick and to the point, no bullshit intended, and it's easy to retract in a quick fashion.The user can lean back to increase the range, good for a quick counter after a dodge or block.It's practical and the most effective kick besides the side kick.While the hips are pivoted, Wing Chun is very famous for it's usage of the front kick. Attacking low and vulnerable points of the inner leg and lower abdomen.***
Delivering a front kick involves raising the knee and foot of the striking leg to the desired height and extending the leg to contact the target. The actual strike is usually delivered by the ball of the foot for a forward kick or the top of the toes for an upward kick. Like the Taekwondo practitioners, FSF users utilize both the heel and ball of the foot for striking. Depending of fighter's tactical needs, a front kick may involve more or less body motion. Thrusting one's hips is a common method of increasing both reach and power of the kick. The front kick is typically executed with the upper body straight and balanced. Front kicks are typically aimed at targets below the chest: stomach, thighs, groin, knees or lower. Highly skilled martial artists are often capable of striking head-level targets with front kick. With this particular kick it is as basic as basic can get and is a great starting up for combinations.

#### ***Side Kick***

***Arguably the most powerful kick, an instant distance maker.Makes for a quick areial attackIf thrown from a running pace the power doublesGreat in muti combat scenarioes.***
The side kick refers to a kick that is delivered sideways in relation to the body of the person kicking. It is one of the most adaptable kicks, useful as both an offensive move and as a defensive counter to a blitzing opponent. There are two areas that are commonly used as impact points in sidekicks: the heel of the foot or the outer edge of the foot. The heel is more suited to hard targets such as the ribs, stomach, jaw, temple and chest. However, when executing a side kick with the heel the toes should be pulled back so that they only make contact the heel and not with the whole foot.  A standard sidekick is performed by first chambering the kicking leg diagonally across the body, then extending the leg in a linear fashion toward the target, while flexing the abdominals. This is the second most common style of kick in FSF, and just as effective as the front kick in terms of speed, delivery, and draw back; also noted the user trains their legs to be as tough and resistent as the arms, making the impact of the kick itself feel like a battering ram shot with the psi of a classic cannon.

#### ***Roundhouse/Reverse Roundhouse***

A fient attempt: converting a front kick to a roundhouse for confusion purposes.In FSF most users prefer the standard roundhouse as opposed to the reverse. Quicker and faster to execute but they are not against it.Putting the body's full weight behind it can snap a neck instantlyThis is just if you reeeeeeeeeeeeally wanna hurt somebody.
A roundhouse kick (also known as swinging kick or a power angle kick but often confused with the round kick) is a kick in which the attacker swings his or her leg around in a semicircular motion, striking with the front of the leg or foot. This type of kick is utilized in many different martial arts and is popular in both non-contact and full-contact martial arts competitions. The kick has many variations based on stance, leg movement, striking surface, and the height of the kick. FSF users employ the use of the Muay Thai methods of the roundhouse kick. As with many other muay Thai techniques, the roundhouse kick has gained wide popularity due to its extensive use in K-1 kickboxing and mixed martial arts (MMA) competitions due to its effectiveness in inflicting damage to the opponent, as a properly executed muay Thai roundhouse kick has been compared by many martial artists to being struck by a baseball bat.

There are several traits which give the muay Thai roundhouse a very different feel and look. The main methodological difference is that the hips are rotated into the kick in order to convey more moment of inertia in the kick, and the abdominal muscles are strongly recruited in the act of rotation. Instead of a snapping kick, the combined action of the leg and hips creates a kick that is much more devoted to its momentum. The person delivering the kick will also raise up on the ball of his or her foot while he or she kicks, mainly to allow for greater pivoting/turning speed, and increased power. Muay Thai roundhouse kicks use the shin to make contact with the target instead of the ball or instep. The practical difference is the objective of the kick. A standard karate or taekwondo roundhouse kick has one snap the instep at the objective, but a Muay Thai roundhouse often uses the combined momentum of the snap and the speed of the leg for more power. Because the kick is executed with such non-retractable power, a missed kick requires the kicker to either continue spinning (180 degrees or a full 360 degrees back to their starting position, depending on the sub-style), or to abandon the momentum of the kick in midair, at the risk of being off-balance or inviting a counterattack from his or her opponent.

#### ***Hook Kick/Cresent Kick***

Snap kick is just that: as quick as a finger snap. Hard to catch and easy to throw, the foots equivillent to a jab.An exaggerated visiual of how snap kicks can be thrown in rapid sucession one after the other.Used in combination with grapples, they make for deadly and percise attack points.Can throw them form the base of the body to the head in seconds.
The hook kick strikes with the heel from the side (or flat of the foot in sparring). It is executed similar to a side kick. However, the kick is intentionally aimed slightly off target in the direction of the kicking foot's toes. At full extension, the knee is bent and the foot snapped to the side, impacting the target with the heel. In Taekwondo it is often used at the resulting miss of a short slide side kick to the head, but is considered a very high level technique in said circumstance. There are many variations of the hook kick, generally based on different footworks: rear- or front-leg, oblique or half-pivot, dropping, spin-back and more. The hook kick can be delivered with a near-straight leg at impact, or with a hooked finish (Kake in Japanese Karate) where the leg bends before impact to catch the target from behind. An important variation is the downward hook kick, delivered as a regular or a spin-back kick, in which the end of the trajectory is diagonally downwards for a surprise effect or following an evading opponent. The hook kick is mainly used to strike the jaw area of an opponent, but is also highly effective in the temple region.

Opposite of this, the crescent kick, also referred to as a 'swing' kick, has some similarities to a hook kick, and is sometimes practiced as an off-target front snap kick.  The leg is bent like the front kick, but the knee is pointed at a target to the left or right of the true target. The energy from the snap is then redirected, whipping the leg into an arc and hitting the target from the side. This is useful for getting inside defenses and striking the side of the head or for knocking down hands to follow up with a close attack. In many styles of T'ai chi ch'uan and Kalaripayattu, crescent kicks are taught as tripping techniques. When training for crescent kicks, it is common to keep the knee extended to increase the difficulty. This also increases the momentum of the foot and can generate more force, though it takes longer to build up the speed. The inward/inner/inside crescent hits with the inside edge of the foot. Its arch is clockwise for the left leg and counter-clockwise for the right leg. Force is generated by both legs' hip adduction. The outward/outer/outside crescent hits with the 'blade', the outside edge of the foot. Its path is counter-clockwise for the left leg and clockwise for the right leg, and force is generated by both legs' hip abduction. This is similar to a rising side kick, only with the kicking leg's hip flexed so that the line of force travels parallel to the ground from front to side rather than straight up, beginning and ending at the side.

FSF practioners expect opponents to attempt to grab these kicks and attacks to try and use a grapple or strike counter. Fear not. If the leg is fast enough to retract the user will be fine however if the leg is grabbed the user will instinctively and immidiately attempt to clinch with the opponent. Bending their leg at the knee and bringing the opponent closer, makng it difficult and limiting the opponents options of a next move.

### **Knees**

Proper knee strikes will ALWAYS either crack, fracture, or break whatever bone they're used against. If not bone, they will bruise muscles, but their strikes are deadly.Can incapcitate, on impact.More effective when running and charging.Momentum makes things go boom
A knee strike (commonly referred to simply as a knee) is a strike with the knee, either with the kneecap or the surrounding area. In FSF their self-explanatory; knees that are used in various ways whether they be straight, curved or flying. The straight knee (also known as a front knee) is a typical knee strike, and involves thrusting the front of the knee into the head or body of an opponent. The straight knee can be applied from a stand-up position both when the combatants are separated, or when they are clinching. The curved knee (also sometimes called a side knee or roundhouse knee) is similar to the front knee except that it does not use a forward thrusting motion, but is instead rotated from the outside. Whereas the front knee needs some space in between the combatants to be performed, the curved knee can be executed from a minimal distance, such as in a close clinch. This technique is often employed when an opponent is attempting to protect from a straight knee. A flying knee (known as hanuman thayarn in Muay Thai, and sometimes called a jumping knee) is a knee strike very similar to a front knee, except that it is performed in stand-up fighting by jumping, and often by rushing towards the opponent. A more reckless application of the flying knee strike can be applied by rotating the body so that the side of the knee strikes the opponent, used more as an offensive pushing attack rather than a concussive KO attack. Generally, flying knee strikes can be effectively applied when the opponent is off-balanced, recovering from previous strikes, or as a counter to a strike by the opponent. It can also be used as a follow-up maneuver after delivering a particularly incapacitating strike.

### **Footwork: Stopping Kicks/Attacks Before They Happen**

Slapping and deflecting attacks can conserve more energy than outright blocking. Pushing, or even intercepting can change the flow of a fight quick.It's about distance as well. An opponents attack has a start up momentum that is meant to transfer kinetic energy into an attack to make it impact harder. If one were to stop the attack with minimal motion or interupt it out right all of that stored momentum is lost WEAKENING the offensive attempt towards the user.Perhaps the most important aspect of stoping hits is stopping the strongest limb on the body: the leg. Rather than risk injury with blocking kicks, or waste energy with wide dodges, the user uses their own foot to "kick a kick." Cutting off it's momentum before it can be fully lashed towards the user.
*"When the distance is wide, the attacking opponent requires some sort of preparation. Therefore, attack him on his preparation of attack. To reach me, you must move to me. Your attack offers me an opportunity to intercept you."- Bruce Lee*

In the FSF style there are two founding principles upon which the foot work of the style is based upon. These are; actual foot work and the economy of motion or "preforming an action in the least amount of time that saves the most energy."

#### ***Economy of Motion***

In FSF it can be viewed as a purely offensive style that substitutes defense for…well more offense. However that is the beauty and flawed logic in the style of FSF. To continuously attack even on the defensive end of a fight scenario. The key to doing this lies in the stamina and will of the user. FSF follows what Jeet Kun Do practioners call “The Economy of Motion.” The user seeks to waste no time or movement, and are taught that the simplest things work best, as in Wing Chun. Economy of motion is the principle by which JKD & FSF practitioners achieve:

* **Efficiency**: An attack which reaches its target in the least amount of time, with maximum force.
* **Directness**: Doing what comes naturally in a disciplined way.
* **Simplicity**: Thinking in an uncomplicated manner; without ornamentation.

This is meant to help a practitioner conserve both energy and time, two crucial components in a physical confrontation. Maximized force seeks to end the battle quickly due to the amount of damage inflicted upon the opponent. Rapidity aims to reach the target before the opponent can react, which is half-beat faster timing, as taught in Wing Chun and Western boxing. This means intercepting an opponent's attack with an attack of one's own instead of simply blocking it. It is for this concept Jeet Kune Do was named and a founding principle instinct instilled into FSF users. It is noted this is the most difficult defensive skill to develop. Stop hits and kicks utilize the principle of economy of motion by combining attack and defense into one movement, thus minimizing the "time" element The user will develop the method of half beat timing by conjoining the sensitivity training of wing chun with their enhanced sense of touch to achieve the ability to interpret and predict enemy attacks and react to the incoming attack, brush off or avoid the incoming attacks even from dead angle. The user trains their bodies to even flinch at the slightest on set of an attack or motion made towards them, enabling them to defend quicker OR for the more confident user, they can remain perfectly still, choosing not to react until LITERALLY the last second. What matters is attacking your opponent before their attack hits you.

#### ***Footwork: All Lessons Are In Vien If  You're Slow On Your Feet.***

Classic example of modern vs traditional martial arts. The modern day fighter is more fliud, loose, and less rigid. Thus explaning why his reaction time is signifigantly higher than the traditional fighter who relies to much on "forms" and "selection of attacks."In the ring shuffling of the feet was meant more for show boating, but in MMA it can serve as a distraction or a fient of the sort. Making an opponent believe an attack is coming from the leg, and one just might, but it would be accompanied by an attack with the hand, via the simultanious offense rule.Footowork plays hand in hand with coordination. The user will develop an instinctual habbit of landing on their feet. Rigorus training drills force the user to adapt to never landing anywhere they can't recover from.Agility is nothing more than a combination of reflexes, dexterity, and flexiblity. All of which are useless of you don't have the quick feet to use it.
*"Float like a butterfly, and sting like a bee!" - Muhammad Ali*

Footwork is a martial arts and combat sports term for the general usage of the legs and feet in stand-up fighting. Footwork involves keeping balance, closing or furthering the distance, controlling spatial positioning, and/or creating additional momentum for strikes. In FSF the term “footwork” is universal due to the fact there are at least over 5 to 6 forms of categorized footwork. Instead the user is taught that foot work is circumstantial. To develop the method in which you move and dance around your opponent depends on how you gauge said opponent. Martial arts or fighting in general is no rehearsed song and dance. It is meant for the practicality and defense of one’s self if taken seriously, but it is also a form of personal expression. Different foot work is not only interchangible but some can make different methods of FSF more or less effective.

* **Punching**: For the more predatory fighter, they might employ tactics from linear  footwork which heavily emphasizes 'push stepping'. In which the leading leg advances first, then the rear, with the feet coming to rest in the exact relative position. Used in reverse you get a reverse effect for ducking out and in of CQC. At its core footwork is to be deft and simplistic, allowing the fighter to move in and out of striking range as quickly as possible;  key to generating sufficient power in the basic strikes shared between any form of punch or upper body attack. An advanced striker will use more of a triangular pattern of footwork. The user of triangular footwork will choose to advance or retreat at a diagonal to one's opponent, as to potentially set oneself into a superior position or attack or defense, and to disorient opponents that may not be familiar with this type of unconventional movement. Users of triangular footwork appear as if zigzagging along the points of many diamonds in randomized directions, at speeds that rival that of a peak human’s reaction speed which is sufficient enough to dodge bullets, and dart around quickly effortlessly. There are three types of triangular movement: The male triangle pattern with involves retreating in a triangular pattern that is facing away from the practitioner, the female triangle pattern that has the practitioner advancing along an inverse triangle facing opposite of the fighter, and the lateral triangle, which involves moving in a triangular pattern to the right, and left of the practitioner. An advanced striker will use more of a triangular pattern of footwork. The user of triangular footwork will choose to advance or retreat at a diagonal to one's opponent, as to potentially set oneself into a superior position or attack or defense, and to disorient opponents that may not be familiar with this type of unconventional movement. Users of triangular footwork appear as if zigzagging along the points of many diamonds in randomized directions, at speeds that rival that of a peak human’s reaction speed which is sufficient enough to dodge bullets, and dart around quickly effortlessly. There are three types of triangular movement: The male triangle pattern with involves retreating in a triangular pattern that is facing away from the practitioner, the female triangle pattern that has the practitioner advancing along an inverse triangle facing opposite of the fighter, and the lateral triangle, which involves moving in a triangular pattern to the right, and left of the practitioner.
* **Kicking**: Good footwork is convenient for ALL forms of attack, meaning it can also ally those who set up defense and positioning for lower body strikes. The user can/will often shift his weight backward onto his rear leg to allow his leading leg to react more quickly to an incoming blow as in a 'shield,'(right) a defense used against a round kick, or to execute swift kicking maneuvers such as foot jabs and the Muay Thai . Radical pivoting and sudden lead changes also accommodate the wider, more powerful movement of the knees and legs.

* **Grappling**: One the fastest and most economical way to an opponent is a straight line, arts that use linear movement as their focus but sadly adopt mostly rigid stances and behaviors, and focus primarily on the speed of advance and retreat to overcome an adversary. The grappling footwork in FSF is much looser and free flowing. This belief stems from the Chinese arts which primarily respect linear movement as a method of staying in reference to the opponent's centerline, and for its necessary use in trapping, or close-range grappling exchanges. Grappling footwork’s direct, sharp movements are natural for all grappling systems, which aim quickly to take an opponent to the floor with as little movement or adjustment as necessary. "Shooting," or rushing for the legs in order to execute a takedown, is a universal action that is an example of linear footwork's application.

### **Body Foundation**

Some Wing Chun practitioners believe that the person with better body structure will win. This though is shared by FSF users as well, as the concept of the stance is thus: a stance that is like a piece of bamboo, firm but flexible, rooted but yielding. This structure is used to either deflect external forces or redirect them. This is the reason why offensively the user would keep him self fluent and moving, to make himself harder to hit, and make throwing attacks easier, but when pressured on the defense, their stance becomes more solid than loose. This alone makes knocking them back much more difficult, seeing as how they’re designed to make sure they don’t lose their structure.

Balance is related to structure because a well-balanced body recovers more quickly from stalled attacks and structure is maintained. A FSF user trains the awareness of one's own body movement derived from muscular, tendon, and articular sources by studying the required fields of Kinesiology and Proprioception (more on that later). Performing personal kata’s or training on a Wooden Dummy greatly improve proprioception. FSF favors a high, narrow stance with the elbows kept close to the body. Within the stance, arms are vaguely positioned across the vitals of the centerline. Shifting or turning within a stance is carried out variantly on the heels, balls, or middle (Using footwork methods earlier listed) of the foot depending on preference. All attacks and counter-attacks are initiated from this firm, stable, yet flexible base. It’s rare one compromises structure for more powerful attacks because this is believed to create defensive openings which may be exploited.

Hands close enough to defend the ribs, and face. Legs not to wide, not to narrow, for quick movement and kicking
Structure is viewed as important, not only for reasons of defense, but also for attack. When the practitioner is effectively "rooted", or aligned so as to be braced against the ground, the force of the hit is believed to be far more devastating. Additionally, the practice of "settling" one's opponent to brace them more effectively against the ground aids in delivering as much force as possible to them. FSF techniques are generally "closed", with the limbs drawn in to protect the central area and also to maintain balance. A mix between a boxing guard, and a wrestlers relaxing hand if you will. Users are trained to attack within the centerline area to transmit force more effectively, since it targets the "core center" (or "mother line", another center defined in some lineages and referring to the vertical axis of the human body where the center of gravity lies). For example, striking an opponent's shoulder will twist the body, dispelling some of the force and weakening the strike, as well as compromising the striker's position. Striking closer to the center transmits more force directly into the body.

## **Grappling**

the user gains the skill to reverse throws even in mid air. Manuvering themslves to gain the leverage and advantage.Almost every throw has a very specific way out, and the user is flexable enough to find it.takedowns dont even have to be fancy. Something as simple as grabbing the ankle of an opponent and pulling can make a difference.

Grappling refers to techniques, maneuvers, and counters applied to an opponent in order to gain a physical advantage, such as improving relative position, escaping, submitting, or injury to the opponent. Grappling is a general term that covers techniques used in many disciplines, styles and martial arts that are practiced both as combat sports and for self-defense. FSF doesn't just draw from one strict throwing marital art, but rather it picks apart each individual style of grappling and makes it universal. It is considered ignorant to believe one style of throwing is superior to another when the objectives of both styles are the same: taking your opponent down and keeping him there. User's are proficient at both gi and no-gi forms of take downs, locks, joint holds, and improvision. They learn more so how to manuver and manipulate their bodies and the human anatomy through study of kinesiology.

* **Clinching**, or clinch work, takes place with both competitors on their feet using various clinch holds applied to the upper body of the opponent. Clinch work is generally used to set up or defend against throws or takedowns.
* **Takedowns** A takedown is used by one grappler to manipulate his opponent from a position where both are initially standing, to a position on the ground. The grappler completing the takedown aims to end on top of the opponent in a position of relative control.
* **Throws**: A throw is a technique in which one grappler lifts or off-balances his opponent and maneuvers him forcefully through the air or to the ground. The purpose of throws varies among the different disciplines of grappling with some emphasizing throws with the potential to incapacitate the opponent, while leaving the thrower standing, or to gain a takedown or controlling position.
* **Sprawling**: A sprawl is a defensive technique done usually when the opponent attempts a takedown. It is performed by shifting the legs backwards and spread out in one fast motion. If done correctly one will land on their opponent's back and gain control.
* **Submission holds**: There are generally two types of submission holds: those that would potentially strangle or suffocate an opponent (chokes), and those that would potentially cause injury to a joint or other body part (locks). In sport grappling, a competitor is expected to submit, either verbally or by tapping the opponent, to admit defeat when he is caught in a submission hold that he cannot escape. Competitors who refuse to "tap out" risk unconsciousness or serious injury.
* **Securing or Controlling Techniques**: A pin involves holding an opponent on his back in a position where he is unable to attack. In some styles of competitive grappling a pin is an instant victory, and in other styles it is considered a dominant position that is rewarded with points. Other controlling techniques are used to hold an opponent face down on the ground or on all fours in order to prevent an escape or attack. Either of these types of technique may also be used as a prelude to a submission hold.
* **Escapes**: In a general sense, an escape is accomplished by maneuvering out of danger or from an inferior position; for example when a grappler who is underneath side control moves to guard or gets back to a neutral standing position, or when a grappler is able to maneuver out of a submission attempt and back to a position where he is no longer in immediate danger of being submitted.
* **Turnovers**: used to maneuver an opponent who is on all fours or flat on their stomach to their back, in order to score points, prepare for a pin or in order to gain a more dominant position.
* **Reversals or Sweeps**: These occur when a grappler who was underneath his opponent on the ground is able to maneuver so that he gains a top position over his opponent.

## **Weapons Defense**

In terms of the FSF style, weapons aren't utilized very often unless their improvised. The style focuses on the usage of the body to it's fullest potential rather than outside sources. However, FSF DOES give the advantage of teaching basic weapon arts simply to devise and develop methods agianst them. This ranges from one handed, two handed, light, heavy, quick, and ranged arsonal. FSF users specifically learn the proper way to defend agianst blades, blunt weapons and more than anything; guns.

FSF uses do and are equiped with Metal Arm Gaurds. These arm guards have a similar look to the ones utilized by Samurai. They're at base steel but if one wishes to customize them they can do so as they wish. They come with a shin guard pair as well, allowing the user to block weapon attacks with their limbs that have protection on them. This may seem like a small thing, but the user of this style with their knowledge of bodily movement and ability to read opponents physical movements like a book, they could see the twitch in someones hand before they pulled the trigger, see the contraction of muscle to dictate where one would swing, even so much as follow the eye movement of a gunman to see where exactly their opposer is going to shoot.

The user learns and studies the various types of guns, from pistols to rocket luanchers. Studying not how to use them but how their desinged, and finding the most efficient way to dismantle and disarm opponents weaponry. This only applies to convential weaponry, as certain pistols that become custom made might have different designs, but the design is usually universal overall.

With their knowledge of basic weaponry in combination with kinesiology they can read an opponent's motions to pull the triger and react fast enough to disarm them or the gun should they be quick enough.
## **Dirty Fighting**

**You don't always have to fight straight up. What's the point when you can toss a guy?Hit em in the balls. No shame. Push comes to shove it can take any man down.Take your shirt off and beat someone's ass with it. Can't hit what you can't see.Clothes are just as good of a weapon as anything else.**Dirty fighting is as it's described in it's title. Anything goes, weather it's grabbing a weapon, groin shot, or just tossing someone through a closet or off a ledge. FSF is meant for real life combat scenarios, NOT for sport. The style is meant strictly for self defense, and hurting somene who opposes your way of life or puts you in immidiate danger. The style attacks any form of vulnerable points (eyes, nose, thoat, ears, etc) and will create and exploit weakpoints. Anything goes, nothing s off limits.

## ***Conditioning & Skills***

A Five Style Fist user will gain proficient knowledge of the study of the human body and it's motions. These studies consist of three main categories of physical human/humanoid biology study. User's with this knowledge gain the intuitive ability to read others' body language, allowing them to anticipate their actions and respond accordingly, often allowing the user to predict physical patterns of attack, studying the fientest of muscle tissue twitches, or listening to the slightest movement of an opposers foot along the ground.

### ***Kinesiology***

Kinesiology is the scientific study of human or non-human body movement. Kinesiology addresses physiological, biomechanical, and psychological mechanisms. Applications of kinesiology to human health (i.e. human Kinesiology) include biomechanics and orthopedics; strength and conditioning; sport psychology; methods of rehabilitation, such as physical and occupational therapy; and sport and exercise. Studies of human and animal motion include measures from motion tracking systems, electrophysiology of muscle and brain activity, various methods for monitoring physiological function, and other behavioral and cognitive research techniques.

#### ***Motor Redundancy***

Motor redundancy is a widely used concept in kinesiology and motor control which states that, for any task the human body can perform, there are effectively an unlimited number of ways the nervous system could achieve that task. This redundancy appears at multiple levels in the chain of motor execution:

* Kinematic redundancy means that for a desired location of the endpoint (e.g. the hand or finger), there are many configurations of the joints that would produce the same endpoint location in space.
* Muscle redundancy means that the same net joint torque could be generated by many different relative contributions of individual muscles.
* Motor unit redundancy means that for the same net muscle force could be generated by many different relative contributions of motor units within that muscle.

The concept of motor redundancy is explored in numerous studies, usually with the goal of describing the relative contribution of a set of motor elements (e.g. muscles) in various human movements, and how these contributions can be predicted from a comprehensive theory. Two distinct (but not incompatible) theories have emerged for how the nervous system coordinates redundant elements: *simplification* and *optimization*. In the simplification theory, complex movements and muscle actions are constructed from simpler ones, often known as primitives or synergies, resulting in a simpler system for the brain to control. In the optimization theory, motor actions arise from the minimization of a control parameter,  such as the energetic cost of movement or errors in movement performance. This knowledge is key for not just reading attacks, but it plays a psychologial card as well. The user by instinct can tell if a person is happy, sad, frustraited, or in distress by their facial expression, body posture, and movement. Sublte bodily clues that give away murderous intent or intent of interest.

### **Proprioception**

Proprioception (PRO-pree-o-SEP-shən), from Latin proprius, meaning "one's own", "individual," and capio, capere, to take or grasp, is the sense of the relative position of neighboring parts of the body and strength of effort being employed in movement. In humans, it is provided by proprioceptors in skeletal striated muscles (muscle spindles) and tendons (Golgi tendon organ) and the fibrous capsules in joints. It is distinguished from exteroception, by which one perceives the outside world, and interoception, by which one perceives pain, hunger, etc., and the movement of internal organs. The brain integrates information from proprioception and from the vestibular system into its overall sense of body position, movement, and acceleration. The word kinesthesia or kinesthesia (kinesthetic sense) strictly means movement sense, but has been used inconsistently to refer either to proprioception alone or to the brain's integration of proprioceptive and vestibular inputs.

#### ***Components***

Proprioception (PRO-pree-o-SEP-shən), from Latin proprius, meaning "one's own", "individual," and capio, capere, to take or grasp, is the sense of the relative position of neighboring parts of the body and strength of effort being employed in movement. In humans, it is provided by proprioceptors in skeletal striated muscles (muscle spindles) and tendons (Golgi tendon organ) and the fibrous capsules in joints. It is distinguished from exteroception, by which one perceives the outside world, and interoception, by which one perceives pain, hunger, etc., and the movement of internal organs. The brain integrates information from proprioception and from the vestibular system into its overall sense of body position, movement, and acceleration. The word kinesthesia or kinesthesia (kinesthetic sense) strictly means movement sense, but has been used inconsistently to refer either to proprioception alone or to the brain's integration of proprioceptive and vestibular inputs.

A major component of proprioception is joint position sense, which is determined by measuring the accuracy of joint–angle replication. Clinical aspects of joint position sense are measured in joint position matching tests that measure a subject's ability to detect an externally imposed passive movement, or the ability to reposition a joint to a predetermined position. These involve an individual's ability to perceive the position of a joint without the aid of vision. Often it is assumed that the ability of one of these aspects will be related to another. This suggests that while these components may well be related in a cognitive manner, they may in fact be physiologically separate, but through training they can conjoin to be a unique sense of physical and mental awareness of the body.

Take into example the mechanism of ankle sprains. This suggests that the role of reflexes may be more limited to those who do not engage in regular exorcise or physical activity. Ankle sprain events occur in perhaps 100 ms or less, but amazingly most athletes such as football players, basketball players, and even martial artist can react in time significantly less than this to prevent such an injury. This is because they develop an involuntary sense of their physical awareness, but it is up to the individual to act on it. This is why injuries occur in the first place as the psychological spin up of being shocked or caught off guard is what leads to improper control and thus resulting in injury.

*Kinesthesia* is a key component in *muscle memory* and *hand-eye coordination*, and training can improve this sense (see blind contour drawing). The ability to swing a golf club or to catch a ball requires a finely tuned sense of the position of the joints. This sense needs to become automatic through training to enable a person to concentrate on other aspects of performance, such as maintaining motivation or seeing where other people are.

#### ***The Basics of Proprioceptive Sense***

The initiation of proprioception is the activation of a proprioreceptor in the periphery. The proprioceptive sense is believed to be composed of information from sensory neurons located in the inner ear (motion and orientation) and in the stretch receptors located in the muscles and the joint-supporting ligaments (stance). There are specific nerve receptors for this form of perception termed "proprioreceptors," just as there are specific receptors for pressure, light, temperature, sound, and other sensory experiences. Proprioreceptors are sometimes known as adequate stimuli receptors. TRPN, a member of the transient receptor potential family of ion channels,

#### ***Conscious and Unconscious Proprioception***

In humans, a distinction is made between *conscious* proprioception and *unconscious* proprioception:

* *Conscious proprioception* is communicated by the posterior column-medial lemniscus pathway to the cerebrum. Simply put these are the actions or motor skills you’re aware you have to put conscious effort into doing.

* *Unconscious proprioception* is communicated primarily via the dorsal spinocerebellar tract and ventral spinocerebellar tract, to the cerebellum. These are the actions that we do everyday but without realizing the complexity because it’s been done so much. Like driving, or a specific function at a job, it becomes second nature.
* An unconscious reaction is seen in the human proprioceptive reflex, or righting reflex – in the event that the body tilts in any direction, the person will cock their head back to level the eyes against the horizon.  This is seen even in infants as soon as they gain control of their neck muscles. This control comes from the cerebellum, the part of the brain affecting balance. If the user is thrown off balance they will immediately align their bodies to see their horizons and surroundings, there by instinctively judging the best physical action to preform to avoid injury or strain.

***Physical Memorization***

Proprioception is what allows someone to learn to walk in complete darkness without losing balance. During the learning of any new skill, sport, or art, it is usually necessary to become familiar with some proprioceptive tasks specific to that activity. Without the appropriate integration of proprioceptive input, an artist would not be able to brush paint onto a canvas without looking at the hand as it moved the brush over the canvas; it would be impossible to drive an automobile because a motorist would not be able to steer or use the pedals while looking at the road ahead; a person could not touch type or perform ballet; and people would not even be able to walk without watching where they put their feet. Through this study is what allows one who has mastered FSF to develop and mold their body into being able to learn any physical activity quicker and faster than others. They could see how a bat is swung and by studying how the person’s body moved, they can replicate that muscle movement on their first try, perfectly preforming it. They could even mimic the motions of the writing arm, muscle movements in the shoulder, and strokes of the hand to write what someone else is writing. The body becomes able to recall every motion it has ever made, allowing the user to develop the same or newer more efficient methods of preforming their already mastered skills.

## **Special Moves**

### ***Wolf Wind***

Movement can even be modified to a ground based manuver, putting the user in a full mount on the opponents back.The Wolf Wind is a grapple manuver designed to down the opponent form a standing posistion to a ground posistion. The user grips the collar/back of the neck area of the opponent and using raw physical strength attempts to lift them, twist them through the air, 2 times at the figurative speed of wind, before attempting to slam them back down on the curve of their neck that connects to the upper back. The move is no where near as dangerous as the effects: The spining motion in the air is equal to roughly double that of a rollarcoaster, to which when the opponent is slammed they experience 13g's of force upon their bodies. A typical person can handle about **5 g**0 (49 m/s2) and at max 9 g without any form of protection. (the average rollar coaster exceeds this point) before losing consciousness, so with over dobule that ammount the moment the body comes to a stop, unless wearing a special suit or through other physical means, the opponent would not only be on the brink of unconciousness, but would have their upper spinal region fractured on impact, their body sinking into the ground from the impact.

### ***Kineitic Shifting***

Eat the lick, give a hit.Kinetic shifting is a very risky technique with a well pay off given the off chance it works properly. The user would take a hit or blunt impact of any sort including punches, kicks, or throw attempts, and redirect any kinetic force enacted on their body back to the source that it originated from by channeling kinetic energy through different parts of their bodies in order to enhance the strength of their physical attacks. Once the user takes the hit, they use the physics of momentum to redicrect the force impacted against them and redirect it back at the opponent in a counter strike/attack. This move is ***very*** dangerous as if the opponent is to physically strong or adept, taking the wrong kind of hit could very well injure or kill the user. The manual channeling of kinetic energy takes a toll on the body, as such most FSF user's can only use it three times per battle scenario.

## **Perks**

### ***Involuntary Reaction***

The user possesses extraordinary reflexes that are entirely involuntary. Due to this the user's immense reflexes can be used to attack and counter instead of for just defensive purposes. Because the user's body moves without the use of their brain, and has developed the instinct and muscle memory to act on it's own accord the user is free to strategize and, with the correct judgment, can dodge a wider variety of attacks, even in a weakened condition. Since the user's body moves on reflex and not reaction, feints and illusionary techniques are useless against the user.

### ***Enhanced Touch***

User has exceptionally good sense of touch, allowing them detect specific persons, objects, substances or even places, locate their origin and track with nothing but the tip of their fingers. Some may even be able to detect the thinnest crack on anything that is invisible to the naked eye. Users may be able to sense vibrations through solid substances, liquids or even the air-pressure changes. Caused by the training of sensitivity and instinctual combat, they're sense of touch becomes hypersensitive, allowing them to react faster than the average combatant. One atuned with the sense can sense the fientest change in air pressure, vibrations in the ground, and even percieve some movements through solids and liquids.

### ***Enhanced Concentration Capacity***

Users can use their concentration far above the maximum level, allowing them to do better in doing different kinds of tasks. This also allows for pushing their abilities, physical or mental, far more than they could normally achieve, beyond even 100 percent capacity. The user is never distracted and overcomes obstacles very easily, which makes achieving things much easier.