Free Pictures Of Self Defense Charts....

These concepts all come back to the concept of aggression. Aggression -- forward drive, seizing the initiative -- is not anger. Anger can be channeled, of course, but if it is not controlled and used properly it works against the fighter. Aggressive domination of an encounter, however, is not reckless fury.

Overwhelming an opponent with aggression, when done by a fighter who understands the principles of fighting and is skilled and experienced in their application, will always decide a violent altercation. It will also decide a violent altercation in favor of the assailant if the defending "martial" artist fails to grasp the importance of it.

Those who understand the purpose of the martial arts and the foundation for all fighting systems do not live their lives in fear. They are, however, realistic about their chances, about the myriad of factors they know they cannot control when faced with attacks by unknown assailants possessing equally unknown motivations and intents. Real fighting is messy, brutal, aggressive, and fast. It is not a dance, it is not a kata, it is not a form, and it is not an exercise. We forget this at our peril.
 
FIGHTING TECHNIQUE: Further Study.

VITAL POINTS

Knowing how to hit will get you no place if you don't know where to apply the strike and what effects it will have on the human body. Here is a listing and discription of Vital Points that you should aim for in a self defense fight.

They are broken into 3 sections. HIGH, MID, LOW.

High Section:

The High section includes the head and neck; it is the most dangerous target area when it comes to strikes.

Top of Head:

The skull is weak where the frontal cranial bones join. A forceful strike causes trauma to the cranial cavity, resulting in unconsciousness and hemorhage. A severe strike can cause death. A hammer strike works best hand to hand.

Forehead:

A forceful strike can cause whiplash; a severe strike can cause cerebral hemorhage and death. A lunging palm strike works best.

Temple:

The bones of the skull are weak at the temple, and an artery and large nerve lie close to the skin. A powerful strike can cause unconsciousness and brain concussion. If the artery is severed, the resulting massive hemorhage compresses the brain causing coma and or death. A knuckle punch with the knuckle of the middle finger protruding is best.

Eyes:

A slight jab in the eyes causes uncontrollable watering and blurred vision. A forceful poke can cause temporary blindnes, or the eyes could be gouged out. Death can result if the fingers penetrate through the thin bone behind the eyes and into the brain.

Ears:

A strike to the ear with cupped hands can rupture an eardrum or cause concussion of the brain. A hook puch does a good job too.

Nose:

Any blow to the nose can break the thin bones of the nose causing severe pain and watering eyes. The good old jab does wonders here.

Under Nose:

A strike to the nerve center, which is close to the surface under the nose, can cause great pain and watering eyes. A palm strike is very devestating. Just pushing on this nerve center will make the person rear their head back to get away.

Jaw:

A strike to the jaw can break or dislocate it. If the facial nerve is pinched, one side of the face will be paralyzed. The hook is excellent for this target.

Chin:

A strike to the chin can cause paralysis, mild concussion, and unconciousness. The jawbone acts as a lever that can transmit the force of a blow to the back of the brain where cardiac and resperatory functions are controlled.

Back of ears and base of skull:

A moderate strike to the back of the ears or the base of the skull can cause unconciousness by the jarring effect on the back of the brain. However a powerful strike can cause concussion, brain hemorhage and death. A hook is excellent for this target.

Throat:

A powerful strike to the front of the throat can cause death by crushing the windpipe. A forceful strike causes extreme pain, gagging and even vomiting. Any variety of strike work well for the throat. as well as chokes.

Side of Neck:

A sharp strike to the side of the neck causes unconsciousnes by shock to the carotid artery, jugular vien, and vagus nerve. For maximum effect, the blow should be focuses below and slightly in front of the ear. A less powerful strike causes involuntary muscle spasms and intense pain. The side of the neck is one of the best targets to use to drop an opponent immediately or to disable them temporarily to be finished with later. I forearms strike is most effective.

Back of Neck:

A powerful strike to the back of one's neck can cause whiplash, concussion or even a broken neck and death.


See picture:

 
FIGHTING TECHNIQUE: Further Study.

Mid Section:

The middle section extends from the shoulders to the area just above the hips. Most strikes to vital points in this region are not fatal but can have serious, long term complications that range from trauma to internal organs to spinal cord injuries.

Front of Shoulder Muscle:

A Large bundle of nerves passes in front of the shoulder joint. A forceful strike causes extreme pain and can make the entire arm ineffective if the nerve is stuck just right. This must be a powerful strike like the reverse punch or hammer strike.

Collor Bone:

A strike to the collar bone can fracture it, causing intense pain and will render the arm on the side of the fracture ineffective. These fractures can also sever the brachial nerve and subclavian artery. A hammer strike is very effective on the collarbone.

Armpit:

A large nerve lies close to the skin in each armpit. A strike to this nerve causes severe pain and partial paralysis. A knife to the armpit is fatal. Protect this target. To effectively strike you must penetrate the soft tissue. A punch with the middle knuckle extended for better penetration is effective.

Spine:

A blow to the spinal column can severe the spinal cord resulting in paralysis and even death.

Nipples

A large network of nerves passes under the skin at the nipples. A blow here can cause extreme pain and hemorrhage to the many blood vessels beneath.

Heart:

A jolting strike to the heart can stun the opponent and allow time for follow up or finishing techniques.

Solar Plexus:

The solar plexus is a center for nerves that control the cardio respiratory system. A strike to this location is very painful and can take the breath away from the opponent. I powerful strike causes unconsciousness by shock to the nerve center. A penetrating blow can damage internal organs.

Diaphragm:

A blow to the lower front of the ribs can cause the diaphragm and the other muscles that control breathing to relax. This causes loss of breath and can result in unconsciousness due to respiratory failure.

Floating Ribs:

A blow to the floating ribs can easily fracture them because they are not attached to the rib cage. Fractured ribs on the right side can cause internal injury to the liver; A fracture to either side can puncture or collapse a lung.

Kidneys:

A powerful strike to the kidneys can induce shock and can possibly cause internal injury to these organs. A stab to the kidneys induces instant shock and can cause death from severe internal bleeding. DO NOT GIVE UP YOU BACK TO THE ENEMY.

Below Navel:

A powerful strike to the area below the navel and above the groin can cause shock, unconsciousness, and internal bleeding.

Biceps:

A strike to the Biceps is most painful and can render the arm ineffective. The biceps are an especially good target if your opponent is holding a weapon. Many strikes are effective.

Forearm Muscle:

The radial nerve, which controls much of the movement in the hand, passes over the forearm bone just below the elbow. A strike to the radial nerve renders the hand and arm ineffective. An opponent can be disarmed by a strike to the forearm; if the strike is powerful enough it can even render an opponent unconscious. A downward forearm strike is very effective.

Back of Hand:

The backs of the hands are sensitive. Since the nerves pass over the bones in the hand, a strike to this area is intensely painful. The small bones of the hand are easily broken and such a strike can also render the hand ineffective.




 
FIGHTING TECHNIQUE: Further Study.

Low Section

The low section of the body includes anything from the groin area to the feet. Strikes to these areas are seldom fatal, but are often incapacitating.

Groin:

A moderate strike to the groin can incapacitate an opponent and cause intense pain. A powerful strike can cause unconsciousness and shock.

Outside of Thigh:

A large nerve passes near the surface on the outside of the thigh about four finger widths above the knee. A powerful strike to this area can render the entire leg ineffective, causing an opponent to drop. This region is especially suitable for knee strikes and shin kicks.

Inside of Thigh:

A large nerve passes over the bone about in the middle of the inner thigh. A strike to this area also incapacitates the leg and can cause your opponent to drop. Knee strikes and heel kicks are the strikes of choice for this area.

Hamstring

A severe strike to the hamstring can cause muscle spasms and inhibit mobility. If the hamstring is cut, the leg is useless.

Knee

Because the knee is a major supporting structure of the body, damage to this joint is especially detrimental to an opponent. The knee is easily dislocated when struck at an opposing angle to the joint’s normal range of motion, especially when it is bearing the opponent’s weight. The knee can be dislocated or hyper extended by kicks and strike with the entire body.

Calf

A powerful blow to the top of the calf causes painful muscle spasms and also inhibits mobility.

Shin

A moderate blow to the shin produces great pain, especially when struck with a hard object. A powerful strike can cause the bone that supports most of the body to fracture.

Achilles Tendon

A powerful strike to the Achilles tendon on the back of the heel can cause ankle sprain and dislocation of the foot. If the tendon is torn the opponent is incapacitated. The Achilles tendon is a good target to cut with a knife.

Ankle

A strike to the ankle causes pain; if a forceful strike is delivered, the ankle can even be sprained or broken.

Instep

The small bones on the top of the foot are easily broken. A strike here will hinder the opponents mobility.


 
FIGHTING TECHNIQUE: Further Study.

STRIKING PRINCIPLES

Effective striking with the weapons of the body to the opponent's vital points is essential for a victorious outcome in a hand-to-hand struggle. A soldier must be able to employ the principles of effective striking if he is to emerge as the survivor in a fight to the death.

Attitude. Proper mental attitude is of primary importance in the soldier's ability to strike an opponent. In hand-to-hand combat, the soldier must have the attitude that he will defeat the enemy and complete the mission, no matter what. In a fight to the death, the soldier must have the frame of mind to survive above all else; the prospect of losing cannot enter his mind. He must commit himself to hit the opponent continuously with whatever it takes to drive him to the ground or end his resistance. A memory aid is, "Thump him and dump him!"

Fluid Shock Wave. A strike should be delivered so that the target is hit and the weapon remains on the impact site for at least a tenth of a second. This imparts all of the kinetic energy of the strike into the target area, producing a fluid shock wave that travels into the affected tissue and causes maximum damage. It is imperative that all strikes to vital points and nerve motor points are delivered with this principle in mind. The memory aid is, "Hit and stick!"

Target Selection. Strikes should be targeted at the opponent's vital points and nerve motor points. The results of effective strikes to vital points are discussed earlier. Strikes to nerve motor points cause temporary mental stunning and muscle motor dysfunction to the affected areas of the body. Mental stunning results when the brain is momentarily disoriented by overstimulation from too much input--for example, a strike to a major nerve. The stunning completely disables an opponent for three to seven seconds and allows the soldier to finish off the opponent, gain total control of the situation, or make his escape. Sometimes, such a strike causes unconsciousness. A successful strike to a nerve motor center also renders the affected body part immovable by causing muscle spasms and dysfunction due to nerve overload. (Readily available nerve motor points are shown in the illustrations and dot with circles.)

Jugular notch pressure point. Located at the base of the neck just above the breastbone; pressure to this notch can distract and take away his balance. Pressure from fingers jabbed into the notch incurs intense pain that causes an the opponent to withdraw from the pressure involuntarily.

Suprascapular nerve motor point. This nerve is located where the trapezius muscle joins the side of the neck. A strike to this point causes intense pain, temporary dysfunction of the affected arm and hand, and mental stunning for three to seven seconds. The strike should be a downward knife-hand or hammer-fist strike from behind.

Brachial plexus origin. This nerve motor center is on the side of the neck. It is probably the most reliable place to strike someone to stun them. Any part of the hand or arm may be applied--the palm heel, back of the hand, knife hand, ridge hand, hammer fist, thumb tip, or the forearm. A proper strike to the brachial plexus origin causes--

Intense pain.

Complete cessation of motor activity.

Temporary dysfunction of the affected arm.

Mental stunning for three to seven seconds.

Possible unconsciousness.

Brachial plexus clavicle notch pressure point. This center is behind the collarbone in a hollow about halfway between the breastbone and the shoulder joint. The strike should be delivered with a small-impact weapon or the tip of the thumb to create high-level mental stunning and dysfunction of the affected arm.

Brachial plexus tie-in motor point. Located on the front of the shoulder joint, a strike to this point can cause the arm to be ineffective. Multiple strikes may be necessary to ensure total dysfunction of the arm and hand.

Stellate ganglion. The ganglion is at the top of the pectoral muscle centered above the nipple. A severe strike to this center can cause high-level stunning, respiratory dysfunction, and possible unconsciousness. A straight punch or hammer fist should be used to cause spasms in the nerves affecting the heart and respiratory systems.

Cervical vertebrae. Located at the base of the skull, a strike to this particular vertebrae can cause unconsciousness or possibly death. The harder the strike, the more likely death will occur.

Radial nerve motor point. This nerve motor point is on top of the forearm just below the elbow. Strikes to this point can create dysfunction of the affected arm and hand. The radial nerve should be struck with the hammer fist or the forearm bones or with an impact weapon, if available. Striking the radial nerve can be especially useful when disarming an opponent armed with a knife or other weapon.

Median nerve motor point. This nerve motor point is on the inside of the forearm at the base of the wrist, just above the heel of the hand. Striking this center produces similar effects to striking the radial nerve, although it is not as accessible as the radial nerve.

Sciatic nerve. A sciatic nerve is just above each buttock, but below the belt line. A substantial strike to this nerve can disable both legs and possibly cause respiratory failure. The sciatic nerve is the largest nerve in the body besides the spinal cord. Striking it can affect the entire body, especially if an impact weapon is used.

Femoral nerve. This nerve is in the center of the inside of the thigh; striking the femoral nerve can cause temporary motor dysfunction of the affected leg, high-intensity pain, and mental stunning for three to seven seconds. The knee is best to use to strike the femoral nerve.

Common peroneal nerve motor point. The peroneal nerve is on the outside of the thigh about four fingers above the knee. A severe strike to this center can cause collapse of the affected leg and high-intensity pain, as well as mental stunning for three to seven seconds. This highly accessible point is an effective way to drop an opponent quickly. This point should be struck with a knee, shin kick, or impact weapon.
 
FIGHTING TECHNIQUE: Further Study.

SHORT PUNCHES AND STRIKES

During medium-range combat, punches and strikes are usually short because of the close distance between fighters. Power is generated by using the entire body mass in motion behind all punches and strikes.

Hands as Weapons. A knowledge of hand-to-hand combat fighting provides the fighter another means to accomplish his mission. Hands can become deadly weapons when used by a skilled fighter.

1. Punch to solar plexus. The defender uses this punch for close-in fighting when the opponent rushes or tries to grab him. The defender puts his full weight and force behind the punch and strikes his opponent in the solar plexus, knocking the breath out of his lungs. The defender can then follow-up with a knee to the groin, or he can use other disabling blows to vital areas.

2. Thumb strike to throat. The defender uses the thumb strike to the throat as an effective technique when an opponent is rushing him or trying to grab him. The defender thrusts his right arm and thumb out and strikes his opponent in the throat-larynx area while holding his left hand high for protection. He can follow up with a disabling blow to his opponent's vital areas.

3. Thumb strike to shoulder joint. The opponent rushes the defender and tries to grab him. The defender strikes the opponent's shoulder joint or upper pectoral muscle with his fist or thumb. This technique is painful and renders the opponent's arm numb. The defender then follows up with a disabling movement.

4. Hammer-fist strike to face. The opponent rushes the defender. The defender counters by rotating his body in the direction of his opponent and by striking him in the temple, ear, or face. The defender follows up with kicks to the groin or hand strikes to his opponent's other vital areas.

5. Hammer-fist strike to side of neck. The defender catches his opponent off guard, rotates at the waist to generate power, and strikes his opponent on the side of the neck (carotid artery) with his hand clenched into a fist. This strike can cause muscle spasms at the least and may knock his opponent unconscious.

( Please see pictures next on the next posting. Thank you )
 
FIGHTING TECHNIQUE: Further Study.

6. Hammer fist to pectoral muscle. When the opponent tries to grapple with the defender, the defender counters by forcefully striking his opponent in the pectoral muscle. This blow stuns the opponent, and the defender immediately follows up with a disabling blow to a vital area of his opponent's body.

7. Hook punch to solar plexus or floating ribs. The opponent tries to wrestle the defender to the ground. The defender counters with a short hook punch to his opponent's solar plexus or floating ribs. A sharply delivered blow can puncture or collapse a lung. The defender then follows up with a combination of blows to his opponent's vital areas.

8. Uppercut to chin. The defender steps between his opponent's arms and strikes with an uppercut punch to the chin or jaw. The defender then follows up with blows to his opponent's vital areas.

9. Knife-hand strike to side of neck. The defender executes a knife-hand strike to the side of his opponent's neck the same way as the hammer-fist strike (STRIKE 5) except he uses the edge of his striking hand.

10. Knife-hand strike to radial nerve. The opponent tries to strike the defender with a punch. The defender counters by striking his opponent on the top of the forearm just below the elbow (radial nerve) and uses a follow-up technique to disable his opponent.


( See Pictures next posting Thank you )
 
FIGHTING TECHNIQUE: Further Study.

11. Palm-heel strike to chin. The opponent tries to surprise the defender by lunging at him. The defender quickly counters by striking his opponent with a palm-heel strike to the chin, using maximum force.

12. Palm-heel strike to solar plexus. The defender meets his opponent's rush by striking him with a palm-heel strike to the solar plexus. The defender then executes a follow-up technique to his opponent's vital organs.

13. Palm-heel strike to kidneys. The defender grasps his opponent from behind by the collar and pulls him off balance. He quickly follows up with a hard palm-heel strike to the opponent's kidney. The defender can then take down his opponent with a follow-up technique to the back of his knee.






 
FIGHTING TECHNIQUE: Further Study.

Knees as Weapons. When the knees are used to strike opponents, they are especially potent weapons and are hard to defend or protect against. Great power is generated by thrusting the hips in with a knee strike; however, use the point of the knee as the impact surface. All knee strikes should be executed repetitively until the opponent is disabled. The following techniques are the most effective way to overpower or disable the opponent.

1. Front knee strike. When an opponent tries to grapple with the defender, the defender strikes his opponent in the stomach or solar plexus with his knee . This stuns the opponent and the defender can follow up with another technique.

2. Knee strike to outside of thigh. The defender delivers a knee strike to the outside of his opponent's thigh (common peroneal nerve). This strike causes intense pain and renders the opponent's leg ineffective.

3. Knee strike to inside of thigh. An effective technique for close-in grappling is when the defender delivers a knee strike to the inside of his opponent's thigh (peroneal nerve). The defender then executes a follow-up technique to a vital point.


4. Knee strike to groin. The knee strike to the groin is effective during close-in grappling. The defender gains control by grabbing his opponent's head, hair, ears, or shoulders and strikes him in the groin with his knee.

5. Knee strike to face. The defender controls his opponent by grabbing behind his head with both hands and forcefully pushing his head down. At the same time, the defender brings his knee up and smashes the opponent in the face. When properly executed, the knee strike to the face is a devastating technique that can cause serious injury to the opponent.
 
FIGHTING TECHNIQUE: Further Study.

Elbows as Weapons.

The elbows are also formidable weapons; tremendous striking power can be generated from them. The point of the elbow should be the point of impact. The elbows are strongest when kept in front of the body and in alignment with the shoulder joint; that is, never strike with the elbow out to the side of the body.

Elbow strikes.

When properly executed, elbow strikes render an opponent ineffective. When using elbow strikes, execute them quickly, powerfully, and repetitively until the opponent is disabled.
 
This simple advice will help you in the long run.... don't smoke or be so drunk or have any not healthy habits.

 
I just got done working on the US Army Hand to Hand Combat. I will be working on the USMC manual to be put up here. :thumb:

 
I wanted to post this excellent picture illustration of a M-16 rifle.




 
im not so sure its a good sign that u are the only person besides maybe 4 other people to post 5 pages worth of ur own thread.
 
AJ said:
im not so sure its a good sign that u are the only person besides maybe 4 other people to post 5 pages worth of ur own thread.

AJ, It is more of a F.Y.I. for U.S. Homeland Security and what if something did really happen then it will be good information to know for national self defense. You don't have to post if you do not want to but I am putting this up for F.Y.I. and it may save your life someday. I pray you are never in that situation.
 
Useful Info.

How to Zero an M16A2 Rifle

From Army Manual STP 21-1-SMCT
"Soldier's Manual Of Common Tasks"

*CONDITIONS*

On a 25-meter range, given an M16A2 rifle, 18 rounds of 5.56-mm ammunition, a 300-meter zero target, and sandbags for support.

*STANDARDS*

Using 18 rounds or less, the soldier must battlesight zero his rifle by achieving five out of six rounds in two consecutive shot groups within the 4-centimeter circle. Bullets that break the line of the 4-centimeter circle will be used in evaluating the soldier's performance.


*TRAINING AND EVALUATION*

1. The M16A2 rifle has two adjustable sights -- front and rear. Elevation adjustments are made using the front sight, and elevation changes and windage adjustments are made using the rear sight.

2. The sight systems.

a. The rear sight has an elevation knob with range indicators from 300 to 800 meters and two apertures for range. One aperture is marked 0-2 for short range from 0-200 meters and an unmarked aperture for normal range from 300 to 800 meters.

(1) The 0-2 (large) aperture is used for short range (Figure 107). This aperture is used only when the rear sight is all the way down. The 8/3 (300-meter) mark on the elevation knob is aligned with the index mark on the left side of the receiver.
(2) The unmarked (small) aperture (Figure 108) is used for normal range. This aperture is used for most firing situations. It is used in conjunction with the elevation knob for 300- to 800-meter targets.

b. The rear sight also consists of a windage knob on the rear side of the sight (Figure 109).

(1) Each click of the windage knob will move the strike on the round from 1/8 inch (.3 centimeters) at 25 meters to 4 inches (10 centimeters) at 800 meters.
(2) A windage scale is on the rear of the sight and the windage knob pointer is on the windage knob.

c. The front sight consists of a rotating sight post with a spring-loaded detent (Figure 110).









(1) The front sight is moved up or down when zeroing the rear sight.
(2) Once the rear sight is zeroed, the front sight post should not be moved.
(3) Each notch on the front sight will move the strike of the bullet from 3/8 inch (0.9 centimeters) to 2 3/4 inches (7 centimeters) at 200 meters.

3. Sight adjustments.

a. Rear sight.

(1) To adjust windage or move the strike of the round, turn the windage knob counterclockwise to move the strike to the left and clockwise to move the strike to the right (Figure 109).
(2) To adjust elevation, turn the elevation knob until the desire range is indexed at the index mark on the left side on the sight (Figure 107).

b. Front sight. To adjust elevation, depress the detent and rotate the sight post (Figure 111). To raise the strike of the round, rotate the sight post in the direction of the arrow marked UP. Reverse the direction of rotation to lower the strike.



4. Zero the rifle. The following steps will establish a zero at 25 meters, your M16A2 rifle sights will be set with a 300-meter battlesight zero.

a. Establish mechanical zero on the rifle.

(1) Align the windage indicator mark on the 0-2 aperture with the center line of the windage scale (the unmarked aperture is up) (Figure 109).

(2) Rotate the elevation knob down until the range scale 8/3 (300-meter) mark is aligned with the mark on the left side of the receiver (Figure 107).

(3) Rotate the front sight post up or down as require until the base of the front sight post is flush with the top of the sight post well.

b. Zero at 25 meters.

(1) After setting the front and rear sights to mechanical zero, the elevation knob is rotated up (clockwise) one click past the 8/3 (300-meter) mark. The elevation knob will remain in this position until the battlesight zeroing has been completed.

NOTE: Any changes in elevation required during the zeroing procedures will be made using the front sight post only.

(2) Carefully aim and fire each shot of a three-shot group at the circle on the silhouette (Figure 112).
(3) If your shot group is not within the circle on the silhouette, use the squares on the target to determine the required clicks to move your next shot group into the circle (Figure 112).

NOTE: The squares are numbered around the edges of the target to equal the number of clicks required to move the shot group to the circle.
 
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