Laws and Principles of Ser1
Transcript of Laws and Principles of Ser1
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Laws and Principles of Sera
These can be loosely interpreted as "rules for doing things." The items listed here can be seen as
rules for correct movement: technique that conforms to these rules will be efficient and effective.
They can also be seen as tactical rules that maximize the Sera players chances of success in a
fight.
A distinction should be made between laws and principles. Laws are ccommon to all situations,
whereas principles offer choices. For example, Weapon Before Body/Body Before Weapon- can
be considered a principle, because the Sera player chooses which to use depending on the needs
of the moment. On the other hand,Fighting is Positionalis true in any situation, and thereforequalifies as a law.
Laws can be broken under certain circumstances. (Some of these circumstances are mentioned in
the discussion of the individual laws.) But its only after you understand the law and the reasons
for it that you become able to judge when, how and why to break it. Therefore, as a beginner,
you should regard the laws of Sera as absolute. In the following discussion, we will mostly notdistinguish between laws and principles.
Seras principles are highly interdependent, and its therefore difficult to present them in any
particular order. Weve chosen to present them in a way that emphasizes the relationship of eachprinciple to the sequence of events that might take place in an idealized encounter between two
Sera players. Notice that the principles most closely related to Entering, which occurs at the
beginning of an encounter, are usually the last to be trained. Understanding of these principles
comes through sparring, and as explained below, sparring is not part of beginner training in Sera.
One of the goals of Serak practice is to condition the body of the student to move in accordance
with the principles. As with most physical training, its initially the responsibility of the teacherto correct the students movement: "Youre not separating your bases", "You left the low line
open" "Wheres your opposite lever?" These corrections have to be applied to all aspects of
training: djuru practice, two-person drills, basic technique, and eventually sparring. (The
knowledgeable student will observe that many of the core drills of Sera are not only in agreement
with the principles, but designed to help ingrain them.) No part of Sera is exempt.
Initially, the student learns the principles associated with Positioning and Finishing. Over time,
these principles become habitual, and the student no longer needs to think about each motion to
ensure that its correct with respect to them. Sparring in Sera is usually deferred until this stage,
because the student will now reflexively respond to a threat with correct movement. If sparring is
introduced too early, whatever erroneous habits the student still has will be further ingrained.
Its important to understand that "correct movement" does not imply that theres a single correct
response to a given situation. Any movement that gets you closer to your goal (whatever that
happens to be) is correct. Movement that conforms to the principles will be tactically
advantageous and mechanically efficient.
Fighting is Positional
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"Positional" refers to the position of your body and limbs relative to those of your opponent. This
relationship determines what options each of you has at a given moment. One of the strategies of
Sera is to gain positional advantage, i.e. to create a position in which your opponents options arelimited and therefore predictable, but which does not restrict your options.
At long range, we gain superior position through footwork. The ideal is to place the opponent ina position in which we can predict exactly how and when she will respond to an entry. The
geometric relationship determines what tools the opponent can bring to bear. The distance
determines the timing of the opponents response: she will strike when the attacker comes within
range.
At arms reach or less, a superior position is one which gives you control of the opponents body.
In this range, position is gained by a combination of good structure and sensitivity. Good
structure, for the purposes of this discussion, includes footwork. At this range, footwork becomes
one of several factors.
Close range is extremely dynamic, in the sense that minute changes in one persons bodyalignment, balance and limb position can drastically alter the others "optimal" tactics. Therefore
there is no single, static "good structure" that will serve throughout the encounter.
Sensitivity helps the Sera player create appropriate structure in response to a rapidly changing
situation. The Sera player must maintain the criteria of good structure while accomplishing
various other tasks, such as striking and throwing. This doesnt imply that the Sera player
consciously thinks about structure while fighting. Good structure comes from following the
principles associated with Positioning, and as stated in the Introduction, these should have
become instinctive by the time the student is introduced to sparring.
Guru Plinck says: "Understanding is the transition between stances and position." "Stances" here
has a static connotation. The beginning student learns correct stances, because it's necessary to
start somewhere-- as Guru Plinck also says, "You have to learn to stand before you can learn to
walk". But position is dynamic, and as the student gains understanding, position replaces stance.
Separate Your Bases
"Base" in this case refers to the shoulder girdle and feet. In application, this principle might be
expressed as follows: when moving your feet (sweeping, kicking, stepping), do not rotate your
shoulders; when moving your upper body (powering a strike with upper body rotation,
unbalancing your opponent for a throw), your feet should not move.
This principle exists because you need a stable base from which to generate power. There is an
exception: when being completely evasive (for instance, getting out of the way of an incoming
attack), its okay to move both bases at once, because you are not applying power and have no
need to generate any.
Base, Angle, Leverage
These are the three components needed to set up a Sera-style throw. Most throws can be
executed using two out of the three, but for safetys sake, you should try to have all three.
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Successful execution of many Sera throws depends on precise use of these components. Though
the terms are now in wide use, it's important to understand exactly how they are defined in this
context.
"Base" in this context means the strength of the connection of your upper body to your lower
body, and of your lower body to the ground. Often (not always) the placement of your feet willprevent your opponent from moving his feet to adjust to the forces youre applying to his upper
body. Your djuru stance provides a good base for throwing.
"Angle" means force applied along the weak angle of your opponents stance. Every stance has a
weak angle, usually more than one. You can usually find one of your opponents weak angles bypulling one of her arms toward the point of a triangle on the ground, the other two points of
which are defined by her feet. Correctly applied, angle should bring the opponents weight
toward the foot that you plan to sweep, because sweeping an unweighted leg will have little or no
effect on the opponent. Also, the more weight your opponent has on that leg, the less able she
will be to move it and get away from the sweep.
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"Leverage" means force applied to your opponents body in a different direction than the angle,
and in a different direction than the force applied by the sweeping foot, creating Opposite
Levers. In combat, leverage is applied as a strikein a class setting, its usually applied as
pressure.
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The three components can be initiated in any order, but once a component has been initiated, itshould be maintained until the throw is completed. You should not, for instance, give up angle in
order to apply leverage, though the weak angle may change as the opponents balance shifts. The
net effect of angle and leverage is to move the opponents center of gravity off the supportingfoot, after which gravity takes over.
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In the classic sapu, the sweep is followed by the upper-body unbalancing, while in the classic
beset the order is reversed. In application, either order is permissible with either type of sweep.It's important to stress that, if unbalancing the opponent's body requires moving your upper body,
this cannot be done simultaneously with the sweep. To do so would violate Separation of Bases.
Control at the Root
One of the favorite strategies of Sera is to control the movement of the whole body by
controlling the spine. If the spine isnt directly reachable, Sera players do the next best thing by
controlling limbs as close as possible to where they join the spine. Thus, the arm should be
controlled above the elbow and the leg should be controlled above the knee.
This also reduces the opponents ability to maneuver. For instance, if you hold an opponentsarm at the wrist, he can still strike with the elbow or shoulder of that arm, or turn to bring theother arm into play.
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If you pin his upper arm, he cannot strike with the elbow, fist, or shoulder, and if you are on the
outside, he cannot bring the other arm into play except by a spinning move.
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Another reason to attack the root is that it is the part of the limb that moves the slowest.
Intercepting a fast punch at the hand requires extremely good timing and hand speed. However,
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even on a very fast punch, the shoulder hardly moves at all. Stopping the motion of the shoulder
will prevent the punch from reaching its target. The same applies to the hip, in the case of a kick.
Weapon Before Body for Speed/Body Before Weapon for Power
For a given technique, there is a tradeoff between speed and power. (Its a mistake to assume thatmore powerful techniques are necessarily slower.) To deliver a technique at full power, the body
should lead the motion. This is almost always slower than the same technique delivered without
body involvement.
To enter, we usually need to deliver fast strikes to disrupt the opponents timing and allow us to
move the body into close range. Full-power techniques are used as finishing shots, when the
opponent is off-balance or already damaged, and timing is less critical.
Always Have Backup
Backup is one of the most fundamental concepts of Sera, and also one of the most complex. In
the most general sense, the backup concept is that you should expect each technique to fail and
be ready to follow up with something else. However, launching one independent strike after
another may not be the most efficient way to accomplish this.
In Sera, the concept of backup implies that each technique should set up its own follow-up
options.
One of the simplest formulations of this concept is the rule stated by Pendekar Paul de Thouars:
"One hand never goes into battle without the other." This rule is exemplified in the djurus by the
reinforced punch, in which one hand backs up the other. The reinforcing arm physically supports
the lead arm, creating a structure like a brace, which can withstand a great deal of incoming
force. It also allows the entire upper body to be involved in powering the strike, if desired, rather
than just the arm muscles. In addition, the reinforcing hand is immediately available for a follow-
up.
This should not be construed to mean that the hands are always right next to each other. Backup
and reinforcement can mean a variety of things. Simple proximity and direct reinforcement are
useful training tools for the beginner to give him or her a simple physical application to illustrate
the concept.
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Within this simple geometric relationship, either hand can be either hard or soft, embodying a
number of different attitudes. "Hard" and "soft" are terms that mean many different things to
different martial artists. The usages defined below should be regarded as strictly local: they may
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not be valid elsewhere in the martial arts world, or indeed, elsewhere on this page. Even in this
context, "hard" and "soft" can imply a number of different things.
A physical interpretation might be that a hard hand is prepared to deliver a strike: if the strike is a
punch, the hand should be clenched into a fist. In contrast, a soft hand is open and relaxed, able
to monitor or pin one of the opponents limbs, deliver a strike, clear an obstruction, etc. In amore tactical interpretation, a hand that is hard is committed to a specific objective. A hand thatis soft is able to improvise in response to a changing situation.
Another way of looking at it is that "hard" designates the hand that is contributing the most force
to the strike, even though it may not be the one that is actually making contact. This is deceptive,
because the opponent will usually expect the line of the strike to be determined by the striking
hand. If the strike is in fact being guided by the rear hand, the line will be subtly different. (See
"Lead hand soft/reinforcing hand hard" below).
We have the following possible soft/hard combinations, with examples of how they might be
applied:
Lead hand hard/reinforcing hand soft-- Front hand delivers a strike, rear hand candeliver whatever follow-up is desired.
Lead hand soft/reinforcing hand hard-- Pressure from the rear hand can be used toslightly change the angle of attack of the front hand, circumventing obstacles.
Lead hand soft/reinforcing hand soft-- Neither hand is committed to a specific courseof action, leaving the greatest number of follow-up options.
Lead hand hard/reinforcing hand hard-- This combination is tactically risky, becauseit restricts the sensitivity of both hands and leads to too much reliance on strength.
The hands can back each other up in many ways besides one reinforcing the other. Some of
these, with examples, are:
Same line, same weapon-- Two rapid-fire hits are delivered in the same line: if the firstone is blocked, the second one will usually get through. (Note: the first strike should not
be regarded as a "fake". If the first strike is not blocked, it should hit. This is a general
rule of Sera.)
Same line, different weapon-- Closely related to reinforcing. If the lead hand is blocked,the rear hand immediately strikes in the same line.
Same weapon, different line-- The rising punch in Djuru 2 is a good example of this.The opponent directs a countering technique to the line he expects the punch to be on,
only to find that its not there.
Cover and hit-- The backup hand goes slightly ahead of the striking hand and clearsaway any obstruction that it finds.
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Bait and switch-- Expect the first strike to be blocked; the contact signals an immediate
switch to a backup strike delivered in a different line, usually with a different weapon.
(Again, note that if the first strike is not blocked, it hits.)
Backup need not be restricted to one hand backing up the other. Here are some more backup
concepts:
Anatomical-- Any body part can back up any nearby body part. For example, if yourpunch is blocked, it is easy to simply fold forward and strike with the elbow of the same
arm. Or, you might step in and pivot to strike with the shoulder of the same arm.
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Upper body/lower body-- Another formulation of the backup concept was stated byPendekar de Thouars as "Hands dont go into battle without feet." (It could just as easily
be "Feet dont go into battle without hands".) If you find your arms tied up, consider
delivering a kick or knee or using footwork to change the position and give yourself more
control. If your lower body is being attacked with a sweep, you can use your upper body
to support yourself.
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High/Low, Inside/Outside, Left/Right
A useful way to think about Sera technique is to classify it in terms of root motions. You can
generate whole families of techniques by applying the same root movement to your opponent
from different positions. Guru Plinck states this as follows: "What you can do high, you can do
low. What you can do inside, you can do outside. What you can do left, you can do right."
The beset family is a good example. Beset luar and beset dalem are the same motion, applied
either from inside or outside. (Note that in beset dalem, you are positioned outside the
opponents arm but inside her foot: in beset luar this relationship is reversed. These are examples
of Opposite Levers.) Both throws can also be done as low sweeps. And obviously, both can be
done whether the opponent is in a right or left lead. In all cases, the root motion is the sweep.
Take the Line
Blocking is not encouraged in Sera. A block may keep you from getting hit, but generally does
no damage to the opponent (unless you train in a style that conditions heavily and delivers
destructive blocks). More importantly, blocking puts you a beat behind and, because action is
faster then reaction, its very difficult to catch up. The common "block, then hit" strategy is
likely to lose against an opponent who is your equal in speed, or even slightly slower.
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Instead of blocking, Sera players hit. The hit has the effect of blocking the incoming strike, but
its important that the goal is not to block: the goal is to hit. The blow is directed in such a way
that it covers the incoming line. This is what is meant by "taking the line". If the blow reaches its
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target, it will have blocked the incoming strike.
Taking the line also brings your tools deep into the opponents territory, where you can begin to
gain Control at the Root over his tools and limit his options.
Cover High and Low
Your opponent is likely to launch a mixture of high-line and low-line attacks. It behooves you to
cover both lines at all times. In this context, "cover" does not necessarily mean "physically
occupy": it means that you have something available to respond in that line.
An obvious way to accomplish this is to cover high line with one hand and low line with the
other. For example, in the context of reinforcing, the Backup hand can be thought of as covering
the high line if the strike is being delivered low, and vice versa. A low stance is very helpful
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here, because it means that your upper body tools can cover more of the target area. When
standing upright, most peoples fingertips reach about to mid-thigh; in a crouch, your fingertips
can easily reach to the knees or below.
Less obviously, a hand can be used to cover high line and the elbow of the same arm can cover
the low line. Or a hand or elbow can be used to cover low line and a shoulder can be used to
cover high line. These approaches can be very useful at close range.
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Hands and arms can cover the high line and legs can respond in the low line. This is one of the
reasons single-weighting is important: one leg or foot is always free to respond to a threat.
Control Center
The center plane (often referred to as the center line, or just the center) is the plane that connects
the vertical axis of your body to the vertical axis of your opponents body. On the human body,
most of the attacking tools are located at the periphery (knees, fists, elbows, feet: the head is a
major exception). But many attacks tend to be aimed towards the center, where the preferred
targets are located (face, throat, solar plexus, groin). Such strikes are seen as entering the center
plane from one side or the other, and can be prevented from connecting by controlling access to
the center.
In Sera there are several ways this is accomplished.
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Occupying center This is usually done with a strike: the reinforced punch is a goodchoice for this, as it is structurally strong enough to withstand a collision with an
incoming blow, and also protects against strikes coming in from many different angles.
Cutting center Also generally done with a strike, this is an example of Taking the Line.Cutting center differs from occupying center in that the strike is delivered at a slight
angle across the center plane, instead of within it. This gives you the option of crossing to
monitor and control tools on the far side of the opponents body. Cutting is the most
effective approach against a hook or horizontal elbow: in this case the strike is aimed at
the shoulder (Controlling at the Root).
Yielding center Against overwhelming force, center can be yielded by rotating the bodyparallel to the attack, allowing it to slide past. This can be viewed as an example of an
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upper-body Alleviation.
Clearing center An example of this is seen in the first move of the first djuru. Clearingcenter is closely related to cutting center, but is less aggressive and involves more
Alleviation of the incoming strike.
Repositioning center This generally involves footwork, such as stepping off the line ofan incoming attack. Notice that purely evasive moves are not a favorite in Sera: ideally,
repositioning should gain you a better position in addition to keeping you from getting
hit.
Offsetting from center If you have occupied the center plane, your opponent may try tostrike slightly to one side or the other. You need to be prepared for both possibilities. But
if your occupying tool is offset to one side, you make it much more likely that your
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opponent will attack to what he sees as the open center.
In practice, a Sera player will often use one or more of these in combination. For example, she
might clear center and create an offset to guide the opponents next move. Or, she might deliver
a strike that cuts center while repositioning herself out of the line of an incoming attack.
Right Tool for Right Range
The most basic application of this principle is one that many martial artists are familiar with: Uselong weapons at long range, because short ones simply wont reach; use short weapons at close
range, because they take less time to deliver, and long ones are more easily jammed at close
range. For instance, most boxers will rely on the jab and cross at long range, but at close range
will use more hooks and uppercuts.
Broadening the definition of "tool" points up some of the other differences between ranges. For
instance, position is extremely important at both ranges, but is gained in different ways (see
Fighting is Positional).
At long range, you rely on vision to keep you informed of what your opponent is up to. At closer
ranges, you must rely more and more on sensitivity. (Try to imagine a blind kickboxer, ascompared to a blind wrestler.) The same is true of our opponent. At long range, we deceive our
opponent by misleading her perception of distance, timing or position through the visual sense.
At close range we mislead her senses of contact, balance and proprioception.
Long range and close range also require different attitudes. At long range a fighter should be
eager to close, but not so eager that he rushes in blindly: he must be patient enough to create an
opportunity to enter safely. Close range requires alacrity and commitment. It should be noted that
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both ranges require detachment, complete attention and intensity. Cultivating this set of
emotional attributes should be looked on as a life-work, not a prerequisite.
Opposite Levers
"Always have an opposite lever"-- Pendekar Paul de Thouars
The more different unbalancing forces you apply to your opponent, the more difficult he will
find it to compensate. Most people can keep their balance pretty well if a single force is applied
to them. If two forces are applied, it becomes much harder, and is even harder if the two forces
are not symmetric (not directly opposite from one another). The Base, Angle, Leverage formula
with sweep applies three forces to the opponent, all in different directions.
If you pull or push on your opponents upper body, his natural reaction will be to step towards or
away from you to keep his balance. There are two common ways of preventing this. One is to
bring a substantial part of the opponents weight onto the foot he would naturally step with, so
that he cant lift it without losing his balance. The other is to trap the foot to keep it from
moving. The "Opposite Levers" principle helps to create these traps. For instance, if you are
pulling your opponent to your left, you should be planning to sweep his foot to the right, and this
places your sweeping foot in the correct position to block him from stepping even if you dont
execute the sweep. ("Left" and "right" here shouldnt be interpreted too literally, as the angledirection and sweep direction arent directly opposite from one another.)
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A related concept is that people cope with steady forces much better than they cope with
changing onesthis is sometimes stated as "People make better speedometers thanaccelerometers." This is why many throws become more effective if the directions of the forces
being applied change in the course of the throw.
The throw known as puter kapala combines all of these concepts. The head and arm are used as
opposite levers. As you bring the head towards you, the opponents weight shifts onto his front
foot, so that he cant lift it without losing his balance. (You can also trap the opponents front
foot with yours, but its usually unnecessary if you are applying correct angles.)
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Puter kapala is often described as a spiral or circular throw: the head is brought towards the
ground in a smooth spiral. In this approach, the forces being applied are smooth and steady. An
opponent with some sensitivity will extrapolate the motion and adjust to it. Puter kapala becomes
much more effective if the forces are applied in a series of short jerks at different angles.
Long-Range Weapon Before Short-Range Weapon
This principle helps to create the efficient entries that are one of the strengths of the Sera style.
Long-range strikes are used to disrupt the opponents timing and create an opportunity for theattacker to move to close range and bring to bear the more powerful short-range weapons, and
eventually execute a throw. Entering with a short-range weapon is much riskier, because the
opponent is in full control of his faculties and can counter easily.
Alleviation
One of the strategic assumptions of Sera is that our opponent is stronger than we are. Therefore,
we do not resist force with force. One option is to evade the incoming force altogether: the
drawback of this is that it does not necessarily improve our position. Alleviation refers to a
dissipation or diversion of the incoming force with minimal movement and contact that is
perceived by the attacker as very light.
In Sera there are several modes of alleviation, and most can be used in combination with one
another. It's important to practice them independently. One should also keep in mind that more
alleviation isn't necessarily better, and that upper-body-based alleviations are generally faster
than footwork alleviations.
In tool-only alleviation, a tool (usually upper-body) is used to deflect the incoming strike. No
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other part of the defenders body moves. Conversely, in upper-body alleviation, the upper body
is rotated parallel to the attack, and no tool is used.
Footwork can be used to reorient the upper body, but this will tend to be slower, and should not
be resorted to unless it gains some other advantage.
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Footwork can be used to alleviate by itself. Against an incoming attack, a Sera player can move
along the circumference of an imaginary circle centered on the opponent, to get off the line of
attack without changing the distance. Or, he can move out or in along the radius of the circle so
as not to meet the attack at its point of maximum power. These effects can be combined in a step
along either a tangent or a chord of the circle.
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A level change can also be used to alleviate, removing the target from the line of attack without
changing location.
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There are two somewhat more specialized modes of alleviation that deserve mention here. In the
mode known as "receive and give", the Sera player absorbs the incoming energy, storing it
mechanically in the elastic muscles of the midsection, and then uses the stored energy to power a
return technique. To an onlooker, it appears as if the player recoils slightly and then explodes
forwards.
"Bypass and enter" describes an alleviation in which the player deflects the incoming blow and
advances, leaving the deflecting tool where it is. This is a deceptive move. Since the contact
point remains still, the opponent is (briefly) prevented from realizing that the player has entered.
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English
Guru Plinck uses the term "english" by analogy with pool, where english refers to spin placed on
the cue ball. Here, english means a circular, corkscrew, or rotating movement. An example of
motion with english can be seen in the first move of Djuru One, where the wrist is rotated
through its entire range of motion.
Notice that if you are moving forward while executing a circular motion, it becomes a three-
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dimensional corkscrew.
Genuinely two-dimensional circular motions are rare in Sera, but the terms "circular" and
"corkscrew" are sometimes used interchangeably.
English is frequently used in Alleviation with a tool, to soften the contact and deflect the
incoming strike. In one way of doing this, the alleviating tool executes an english movement
such that the strike is nearly tangent to the circumference of the circle described by the english.
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The direction of rotation is almost parallel to the strike. This minimizes the opposition between
the force of the strike and the alleviating force.
Another use of english is in the type of Alleviation referred to as "Receive and give". In this case
its the bodyspecifically the hipsthat execute the english motion, absorbing the incoming
force and storing it on the first half of the movement and releasing it towards the opoonent on the
second half.
This suggests that english can also be used to generate power, and indeed thats the case. Body
english involves most of the major muscle groups and thus can generate far more power than atool alone can provide. It should be noted that techniques powered in this way will be slightly
slower than tool-only techniques: see Weapon Before Body/Body Before Weapon.
English can also be used to generate power at the tool-only level. The forearm is a common
striking tool in Sera. Consider the forearm as a cylinder: if it is rotated around its long axis, the
outer surface is the part that rotates the fastest. This rotation can be added to a forearm strike to
create a shearing effect.
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One final note on english: unlike a corkscrew, the radius of an english movement need not be
held constant. Such a motion might start very small, to efficiently alleviate a strike, and expand
to cover the opponents torso (Controlling Center). Or it might start as a large arc, Taking the
Line of an incoming attack, and spiral in to a strike.
Step With a Purpose
Every step you take in an encounter should accomplish something: never step just for the sake of
stepping. There are many purposes that a step can have. Footwork is how you control distance;
through distance, you control the timing of the encounter. Footwork is also how you control
position; through position, you control your opponents options.
Most of the Sera sweeps and kicks are derived from the movements used in walking. Because of
this, these motions are very natural and easy to learnafter all, you walk hundreds if not
thousands of steps every day. Also, a step can be converted into a kick or sweep at any time, if a
suitable target is available. So the purpose of a step could be to deliver a kick or sweep.
Footwork is what moves you from long range to close range. A good Sera entry should lead
directly to a throw. This implies that the last step of the entry should accomplish at least two
things: it should bring you into throwing range, and it should create a strong Base from which
you can execute the throw. It may also serve to deliver a kick, knee or sweep; trap the opponents
foot to keep him from adjusting his balance; add power to the delivery of an upper-body strike;
or help pull the opponent off-balance.
Move Less, See More
At close range, this could be restated as "Move less, feel more." It is true in many martial arts
that a good structure will defeat a flurry of techniques. Unnecessary movement is a waste of
effort and time that an efficient martial artist would do well to avoid.
Movement also implies temporary loss of structure: even if you are in transition from one good
structure to another, there is a space of time where you are not in good structure. During that
time, you cannot capitalize on any opportunities that may appear, and you are vulnerable to
attack.
Elsewhere we discuss the idea of dividing time into full beats and half-beats. A movement
creates at least a partial beat, and this is a unit of time that you will find extremely difficult to
subdivide. Put another way, if your opponent is alert and attacks you in the middle of amovement, you will find it hard to respond until you have finished your motion.
Moving divides your attention, making it more difficult to maintain your focus. It can also
telegraph your intentions. Purposeless movement tends to fall into a rhythm, which helps your
opponent predict what you're about to do.