Jeet Kune Do primarily has five ways of attack. An actual attack might be one of them or most of the times a combination of these attacks in a combat. The original five ways of attack are:
A single direct attack is a strike utilizing a single technique aiming at a specific target. Preferably the strike should be traveling in the shortest path possible with enough leverage and power to do its job
Later on in your training I recommend prioritizing SDAs. By refining and constantly improving your SDAs, it will also improve the other 4 ways of attack.
An Attack By Combinations are two or more striking techniques that are executed in sequence.
Executing a single direct attack (SDA) effectively by itself will do some damage, but strikes in sequences (ABC) of 2, 3, or 4 can be more devastating.
When Defending an attack by combinations, it is much more difficult than defending a SDA. You may be able to slip, bob and weave a SDA fairly easy, but you will have much more difficulty when they come in bunches.
When first starting out, ABCs are usually the best way of attack to install boxing punches. Don’t go crazy practicing 10 hit combos. I recommend ABC’s in 2s, 3s, and 4s when training.
All Attack thrown with a Feint or Fake attack is referred as an Indirect Attack. Typically the Feint returns back and an actual attack is delivered. This is referred as Indirect Attack (IA). If the Feint does not return back and continues with attacks progressively then it is referred as Progressive Indirect Attack (PIA).
A Progressive Indirect Attack is initiated with a false or fake strike to create an opening for a second strike. The “progressive” part is how the motion of the initial fake is also part of the beginning motion of the second attack. Therefore, your second attack should be half way to its target by the end of your fake.
PIAs play a huge roll in a fighters game because of its effectiveness. But the opportunity for it is limited. If you utilize PIA’s too often you can easily be countered. Use them wisely.
Some Classical HIA in JKD
HIA is more related to the kung fu art, Wing Chun. Also known as trapping, HIA is executing a strike while controlling your opponents upper limbs in the classical Jeet Kune Do method.
Today, I think this category should not be limited to trapping or Wing Chun Techniques. It should also include clinching such as Wrestling, Muay Thai, or Dirty Boxing.
Pak-sao punch (Jab) to face is a standard example of the HIA.
Clinching is a very important part of fighting and HIAs are necessary when striking from the clinch. I recommend developing HIAs from the overhook and underhook positions which covers most of the striking in the clinch.
Attack By Draw is used by intentionally leaving yourself open to bait a specific attack with the intentions of countering it. ABD can also be used by initiating an attack to bait a counter/defense while being ready to answer it with a re-counter.
Just like PIAs the opportunity for ABDs are very limited and should be used with caution. Its always good policy to develop a variety of counters against one technique. This will help your ABDs more effectively and will also help prevent ABDs being used on you.
Your techniques and methods for striking should be mostly consist of SDAs and ABCs. While PIAs, ABDs, and HIAs have a huge roll in your fighting game, they should only be responsible for about 10%-20% of your striking. But, the stronger your SDA & ABC game is, the more effective the rest will be and can be used more often.