Kempos and Combinations in Shaolin Kempo
by Les Burton
A combination or a kempo is a type of prearranged sparring or semi-free style fighting. In some martial art styles, this is called a one-step-spar technique or a self-defense set.

In general, one student, the attacker, steps forward, with their right foot, and throws a punch (or kick), with their right hand (or foot). (Usually the attack comes from the right side because most people are right handed. However, the attack can be changed to the left side.) The defender then performs a series of defensive and offensive techniques against the attacker.

Students train individually or in pairs and can alternate in the practice of offense or defensive and counteroffensive techniques. However, all the movements of a certain combination or kempo are predetermined. The objective is to provide the student means to properly practice and execute all the various defenses and counteroffensive techniques.

The defender should take care to insure that their partner is not injured. Always remember that the attacker is providing the use of their body so that the defender can work these techniques for the defender's development and improvement.

Also, the attacker should not, in effect, fall down for no reason. Remember that for the defender to improve, the counterattack must actually be able to work.

Individual practice of the motions in the air, as the defender, will help the student remember the techniques, the order of the techniques, and will help train muscle memory. The student will want to know these movements so well that their body will perform these techniques almost without thought. However, the mind must be always engaged. You wouldn't want to reflexively hit a friend when he taps you on the shoulder.

Practicing with a partner will help the student be able to defend themselves against an actual person and to see if the complete technique really works the way they are performing it. Using different partners will help the student against different body sizes.

The various kempos and combinations will teach the student various techniques and concepts that can be applied in actual situations. In an actual situation, it could be that only part of a combination will work at a certain time.

Shaolin Kempo has a number of combinations and kempos (usually two or three) that will be taught at each rank.

A combination or kempo should have the following three results:

1. Avoid the consequences of the attack by the opponent.

Evade, block, etc.

2. Effect the balance of the opponent.

Sweep, pull, push, hit, cause pain, etc.

3. Return your own attack to the opponent.

Punch, kick, arm bar, etc.

Note that one motion on your part may cause just one, two, or even all three of these results.

Note: It takes approximately one-fourth of a second to throw a strike. The backwards, sideways, or diagonal motion initially used, in a combination or kempo, will allow the defender to evade the strike or at least, lengthen the time the strike takes to arrive. This will enable the defender to have more time to block the initial attack.

Abbreviations:

LH = Left Hand

RH = Right Hand

LF = Left Foot

RF = Right Foot

Floor Directions:

Think of a clock in a horizontal position.

12:00 o’clock is straight ahead and is the beginning direction for the defender.

6:00 o’clock is in the opposite direction (180 degrees) of 12:00 o’clock.

3:00 o’clock is to the right (90 degrees clockwise) of 12:00 o’clock

9:00 o’clock is to the left (90 degrees counterclockwise) of 12:00 o’clock

Example of a combination:

Combination 6

You are in a horse stance, with your hands in fist at your hips, facing 12:00 o’clock. An aggressor attacks you, from the front, with a RH Front Two Knuckle punch toward your solar plexus.

1. Execute a RF Front Ball kick to opponent’s solar plexus.

Note: This will stop opponent’s forward motion and cause the opponent’s head to be jerked forward.

Note: Bring RF back to a Crane stance position, but do not set the foot back down.

Note: Keep your hands at your hips. Keeping hands at the hips is used to help improve balance.

2. Step back with RF across LF toward the 7:30 o’clock direction, then step back with LF into a horse stance with your body facing the 10:30 o’clock direction, head facing 1:00 o’clock, bringing your hands up into the on guard position.

Concept: The leg is longer than the arm.

Note: This is the first combination learned as a white belt.

Example of a kempo:

1st Kempo

You are in a horse stance, with your hands in fist at your hips, facing 12:00 o’clock. An opponent attacks you, from the front, with a RH Front Two Knuckle punch to the solar plexus.

1. Move LF to RF into a T stance. (Heel of LF is on the ground.) Bring your RH up ready for a #3 block.

Note: Keep your LH at your right hip.

2. Step with RF into a Horse stance facing 9:00 o’clock and execute a #3 block.

Note: Make sure the block is tight and close to your body for most effect.

Note: Make the block strong so that it knocks opponent’s arm away from you.

Note: This block should cause opponent to be jerked off balance slightly, from the friction between your arm and opponent’s arm, as your arm slides along opponent’s forearm.

3. Then with the RH, hit opponent with a Reverse Hammer strike to the groin.

Note: The strike motion will start from where the block ends, and swing counterclockwise, to the left, down, then to the right, and hit opponent's groin with the bottom of your fist.

4. Now execute a Back Two Knuckle punch to the face with the same RH while keeping your LH at your left hip.

Note: Your right fist will move in a clockwise direction, to your left, then up to the top of the circle, where it is chambered for just a brief moment, then strike.

Note: Remember, the wrist of your RH is bent back, and the strike is straight toward opponent’s face.

Note: This is the first kempo learned as a white belt.