1984 European Championships
1986 Matsumae Cup
1989 All Japan Championship
1985 and 1987 World Championships
Only techniques awarded scores were used in the study. The factors of the opponent's Direction of Travel and the Direction of the Throw were carefully ascertained and recorded. In order to determine Directions as accurately as possible incidents were played, and replayed, as many as ten times.
Directions were numbered from 1, directly in front of the thrower, to 8, the thrower's right front corner, counter clockwise. The place where the defender's body fell was considered to be the Direction of Throw.
Throws were distributed with a bias to the Right Front corner. Throws to the other corners were evenly distributed. Throws Directly toward the attackers Left and Right occurred equally. There were no throws Directly Forward.
There were no combinations of throwing techniques that produced scores. This is not to suggest that there is not a legitimate need for training of combination attacks. What this lack of combination throwing scores might suggest is that the use of combinations, in higher level competition, may not be as prevalent as previously believed. Scoring attacks observed in this survey were outright commitments to scoring with a single attacking skill.
1) Rate of Travel cannot be ascertained through casual observation
2) The Direction of throws was being influenced by factors that were not immediately recognizable.
TEMPO is "the changing pace and effort, between attacks, of the two contestants moving around the contest area".
He further divides TEMPO into a second category of "ATTACKING TEMPO", defined as "the appropriate speed and effort ratio on the part of the thrower, to bring about a successful throwing action".
Barnett's definition of Attacking Tempo directly addresses the influence of the rate of Travel on Throwing Direction.
1) Sasae Tsurikomi Ashi
2) Uki Otoshi--Uki Otoshi is frequently used as a counter throw against Ouchi gari, Kouchi Gari and Osoto Gari. In these applications the legs of the attacker are not impeded. These versions of Uki Otoshi accelerate the attacker's Torso beyond his, or her, ability to keep their feet under them.
Medium Tempo attacks obstruct the Pelvic Girdle and accelerate the upper or lower body. Osoto Gari is an attack that accelerates the Torso, Seoinage type attacks block the opponent's Hip region, roll him around the obstruction and throw the lower body.
Slow Tempo attacks trap the feet and legs and knock the torso over. Examples being Kosoto Gake, Sumi Gaeshi, Osoto Gake or Ouchi Gake.
An alternative perspective to Attack Tempo is:
Fast Tempo throws maximize the use of Inertia
Medium Tempo attacks balance Inertia with Force
Slow throws rely on Force
Fast Attacking Tempo threw opposite the line of travel. These throws take advantage of the inertia of the opponent's travel.
I.e., With the defender traveling quickly towards his Left Front Corner he would be thrown to his Right Rear Corner.
As the need for Effort, to complete the attack, increased the Direction of Throw moved back towards the Direction of Travel.
I.e., Traveling towards the Left Front corner (Direction #2) at a Moderate Rate of Travel the throw would be directed towards the defender's directly to the Back (Direction #5).
Slower Tempo attacks took place just slightly off to the side of the Line of Travel.
I.e., Travel towards Direction #8 would produce a Heavy Effort throw towards Direction #7.
There were no throws observed where the defender was thrown in the same direction of his travel.
Learning to recognize what the Horizontal Space is telling your players they will have to;
1) Understand Horizontal Space
2) Practice recognizing the Horizontal Space
3) Practice throwing against different Horizontal Spaces
Learning to recognize and use the Horizontal Space is very simple.
1) Explain the Horizontal Space when you discuss a Tactical Situation.
2) Design drills for your players that use different Postures and discuss the use of the Horizontal Space in deciding which throws to use.
3) Allow your players to experiment with Horizontal Space
I believe that there are three areas where this information can be employed:
1) Drill construction--Drills can be constructed to develop the player's Direction preferences. Drills could also be devised to help players develop Directional Tactics
2) Evaluation--Many throwing problems can be related to improper matching of Tempo and Direction. Using the concept of matched Attack Tempo and Throwing Direction player efficiency may be improved.
3) Problem Solving--Knowing a players preference in throwing type, his mobility, agility and physical strength the player's Personal Attack System can be adapted to utilize the concepts indicated by this data.
1) your opponent had to be Traveling away from the Direction that he, or she, was to be thrown
2) the Tempo of the Travel influenced the direction of throws
How this information could be used as Coaching information was unclear. True, a Coach could take the time and effort to figure out which Directions, of an opponent's Travel, was needed for every throw of every one of your players but this is not practical.
IN ORDER FOR YOUR THROWS TO WORK YOUR OPPONENT MUST BE MOVING TOWARD YOUR POWER HAND!
Why would your opponent have to be moving toward your Power Hand? Your Power Hand pushes the opponent's back toward the mat. When your opponent is moving away from your Power Hand your Power Hand has no resistance to push against. If you try to push, when the opponent is moving away from your Power Hand, you help him, or her, move away from you. When your opponent moves towards your Power Hand resistance is offered for you to generate Throwing Force against.
B. Have the defender avoid the throw with movement.
C. Have the attacker explain;
1) which way the defender moved
2) where the attacker would have to Set a Power Hand in order to be able to take advantage of the Direction of the defender's Travel
3) what throws would work against the opponent's Direction of Travel
D. Have the players use the combinations that they have just explained to see if they work.
b) At random intervals the attacker
1) should come to quick stop and
2) shake the opponent's upper body as hard as possible
c) On random Tree Shakes attack with your favorite throw
d) Have the players switch roles after 30 seconds
When using a counter throw, the counter thrower must still follow the Mechanical Principles of:
1) Having the opponent move towards the Power Hand
2) Set the Power Hand to supply sufficient throwing force
3) Set the Driving Leg to push where the opponent's Supporting Leg cannot keep the defender from being thrown down. In other words, place your Driver to push the opponent in the HOLE where his Supporting Leg IS NOT.
A simple Training Drill to help players understand the timing and direction in Counter Throwing could go something like this:
1) Coach demonstrates and discusses the mechanics of countering an attack
2) Pair your players and have them move around the mat
3) Attack at random, using 50% to 75% of their competitive attacking force
4) Counter the attack
Any tool must be put to use before it can do any good. You, the Coach, have to introduce the use of
the opponent's Direction of Travel, to your players. You have to plan the training that will condition
the use of this, very important, tool. You will also have to reinforce the use of the tool of Direction
through Performance Goals and Training Drills. At first it may not be easy using the latest tool but
your players cannot be properly developed without using all of the coaching tools at your disposal.