Below is the Physical component of the Self defense program as taught by our Judo teacher. There is no attempt to explain the moves in detail as that would not be practical. However many Martial Artists would find much that is familiar in the body below.
For those non Martial Artist I think there is enough detail to help you asses whether this is the sort of program that you would want you or your child to be involved with.
Most of all it needs to be noted that the bulk of the moves outlined below are defensive rather than overtly aggressive. This is because Judo itself is not overtly aggressive, yet can still provide enough aggression to be more than just effective.
Pay particular attention to the AWARENESS Games as well as a number of other games outlined bellow. These are used to help promote both randomness and aid in memory of how to use these moves.
If you really want to begin to understand this syllabus you will also want to refer to the Article called "Role of Physical, Mental and Spiritual Health in Self Defense" and the "Self Defense Talk" that I use as part of the program.
The Syllabus
Escape from Grips: One arm:- No sleeve grips, all directions. Note 8
Escape from Grips Both arms:- standing and in all directions including the little finger escape Note 9
Escape from Grips; One arm, both arms - sleeve grips
Q.Where do we go when we get free ?
Ans: Somewhere SAFE ( Light area; Shop; Somewhere where there
is people)
Game:- Touch fingers and grab
Escape from clothing (collars, sleeves etc.)
Including Thumb Release from collar, Little
finger Release from collar, Push down on wrist release, Escape
from strangles (front & behind by turning and little fingers);
Note 10
Escape from bear hugs:- grabbing little fingers and pull, superman stand turn head raise hands drop down turn and step out, stepping behind and squat, bending over grab attackers leg and pull Note 11
Escape from pulling hair:- front slap hand away & back dive under like strangle escape and push away, go backwards to ground, turn and push away with legs, grab hand and apply wrist lock.
Escape from pins:- arms & body to ground & standing.
Potent points Talk about all the points then talk about what really works for their age i.e.what points can they reach what point do they have effective power to (See:- Potent Point Discussion Document )
Tai Sabaki & Parry Against Straight Punches
- followed with backward pull down.
(variation Naname-uchi)
Tai Sabaki & Parry Against Downward strike
Tai Sabaki & Parry Against Full Powered strike - finished with a throw
Tai Sabaki Against Straight Kicks - followed with foot capture & push (Mae-geri)
Tai Sabaki Against Side Kicks - followed with backward pull down (Yoko-geri).
Tai Sabaki Against All Rounding type Kicks - followed with pushing backward advise staying away.
Self Defense Randori
Invent a counter and test it : Tori & Uke determine an attack,
Uke Attack genuinely trying to do the throw Tori must counter.
Counters may be predetermined or spontaneous
Specify a throw in private and then have uke attack you his/her choice, and you use that throw.
Randori: Random attacks
Game: Ukimi, Rolls, (Self Defense):
Pushing(into roll): All Judoka Stand in a single line the person immediately behind the person in front pushes the front Judoka who then goes into a roll and runs to the other end of the mat and starts a new line where the process is repeated as soon as the second person arrives.
Variations1: you can do this with multiple lines just make sure people are not going to crash into each other.
Variation2: you can do this in pairs. The paired judoka has to follow the first judoka down the mat so the can swap rolls at the other end. Again just just make sure people are not going to crash into each other.
Pushing into someone(front break fall): Same as above except instead of rolls judoka go to a front break fall.
Game:- (Self Defense Rolls): "fire" - when fire is called everybody drops and rolls (Like ship, shark, shore, Captain coming aboard i.e. one side of the mat is ship the other side is shore- or any name you like- Judoka run to the side called till "fire" is called when they roll)
Notes
Note 8
The little finger move (see Note 10) can also be used for all
grips
Remember with the one arm no sleeve grip you must always face
you arm towards the soft webbed part of you attackers hand never
pull or jerk.
With the sleeve grip open your fingers as wide as you can and weave over you attackers arm and continue to go around and around their arm until they let go.
Note 9
The little finger move (see Note 10) can also be used for all
grips
Imagine there is a bolt through the attackers hand, through your
arm which is being held and through your attackers other hand.
Thus you are only able to pivot your arm. Grab your hand with
your other free hand and lower your elbow at the same time as
lifting your hand up - or the reverse if you are being held the
other way (remember pivot not twist).
Note 10
Lower your head and rotate under you attackers arms thus twisting
your attackers arm till they can no longer hold.
Little finger move:
With the little finger just simply grab the finger and pull.
Alternatively put your thumb on the littler finger fingernail
and you index finger on the knuckle of the attackers little finger
and squeeze and lift.
Note 11
The little finger move (see Note 10) can also be used for this
as well
This could also be referred to as the Peter Pan Stand or the Janway stand for the Star Trek people or even a washing machine/ sugar bowl stand it's just a way of trying to communicate a stand with both hands on hips.
Sensei
Richard