Grappling in the context of "Joint lock"

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⭐ Core Definition: Grappling

Grappling is a fighting technique based on throws, trips, sweeps, clinch fighting, ground fighting and submission holds.

Grappling contests often involve takedowns and ground control, and may end when a contestant concedes defeat. Should there be no winner after the match time-limit has lapsed, competition judges will determine the winner based on who exerted more control.

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👉 Grappling in the context of Joint lock

A joint lock is a grappling technique involving manipulation of an opponent's joints in such a way that the joints reach their maximal degree of motion and hyperextension.

In judō these are referred to as kansetsu-waza (関節技, "joint locking technique") and in Chinese martial arts as qin na, which literally means "catching and locking". In Korea these are referred to as gwan-jeol-gi (관절기, joint skill) or gwan-jeol-kkeok-gi (관절꺾기, joint breaking).

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Grappling in the context of Sport wrestling

Wrestling is a martial art, combat sport, and form of entertainment that involves grappling with an opponent and striving to obtain a position of advantage through different throws or techniques, within a given ruleset. Wrestling involves different grappling-type techniques, such as clinch fighting, throws and takedowns, joint locks, pins, and other grappling holds. Many different wrestling techniques have been incorporated into martial arts, combat sports, and military systems.

Wrestling comes in different forms, the most popular being professional wrestling, which is a form of athletic theatre. Other legitimate competitive forms include Greco-Roman, freestyle, judo, sambo, folkstyle, catch, shoot, luta livre, submission, sumo, pehlwani, shuai jiao, and more. Wrestling first appeared in the ancient Olympic Games as an event during the 18th Olympiad in 708 BC. There are a wide range of styles with varying rules, with both traditional historic and modern styles. The term "wrestling" in Modern English originated from the late Old English term wræstlunge.

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Grappling in the context of Hammer

A hammer is a tool, most often a hand tool, consisting of a weighted "head" fixed to a long handle that is swung to deliver an impact to a small area of an object. This can be, for example, to drive nails into wood, to shape metal (as with a forge), or to crush rock. Hammers are used for a wide range of driving, shaping, breaking and non-destructive striking applications. Traditional disciplines include carpentry, blacksmithing, warfare, and percussive musicianship (as with a gong).

Hammering is use of a hammer in its strike capacity, as opposed to prying with a secondary claw or grappling with a secondary hook. Carpentry and blacksmithing hammers are generally wielded from a stationary stance against a stationary target as gripped and propelled with one arm, in a lengthy downward planar arc—downward to add kinetic energy to the impact—pivoting mainly around the shoulder and elbow, with a small but brisk wrist rotation shortly before impact; for extreme impact, concurrent motions of the torso and knee can lower the shoulder joint during the swing to further increase the length of the swing arc (but this is tiring). War hammers are often wielded in non-vertical planes of motion, with a far greater share of energy input provided from the legs and hips, which can also include a lunging motion, especially against moving targets. Small mallets can be swung from the wrists in a smaller motion permitting a much higher cadence of repeated strikes. Use of hammers and heavy mallets for demolition must adapt the hammer stroke to the location and orientation of the target, which can necessitate a clubbing or golfing motion with a two-handed grip.

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Grappling in the context of Clinch fighting

Clinch fighting or trapping is the part of stand-up fighting where the combatants are grappling in a clinch, typically using clinch holds. Clinching the opponent can be used to eliminate the opponent's effective usage of some kicks, punches, and melee weapons. The clinch can also be used as a medium to switch from stand-up fighting to ground fighting by using takedowns, throws or sweeps.

Clinch fighting is emphasized in both striking martial arts, such as Kun Khmer, Muay Thai, Lethwei, Boxing, and Sanda, as well as grappling martial arts, such as Wrestling, Judo, Sumo, Sambo and Brazilian Jiu-Jitsu.

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Grappling in the context of Throw (grappling)

In martial arts, a throw is a grappling technique that involves off-balancing or lifting an opponent, and throwing them to the ground. Throws are a subset of takedown (grappling). In Japanese martial arts throws are referred to as nage waza, 投げ技, "throwing technique(s)".

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Grappling in the context of Grappling hold

A grappling hold, commonly referred to simply as a hold that in Japanese is referred to as katame-waza (固め技 "grappling technique"), is any specific grappling, wrestling, judo, or other martial art grip that is applied to an opponent. Grappling holds are used principally to control the opponent and to advance in points or positioning. The holds may be categorized by their function, such as clinching, pinning, or submission, while others can be classified by their anatomical effect: chokehold, headlock, joint-lock, or compression lock. Multiple categories may be appropriate for some of these holds.

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Grappling in the context of Shoot wrestling

Shoot wrestling is a Japanese hybrid grappling style and combat sport. Shoot wrestling incorporates techniques from various wrestling, submission grappling, kickboxing and karate styles. It was particularly inspired and influenced by catch wrestling, a form of wrestling with submissions that was the predominant style of professional wrestling in the 19th and early 20th century, at the time a legitimate competitive sport and not yet predetermined.

Shoot wrestling originated in Japan's professional wrestling circuit (puroresu) of the 1970s, particularly stemming from the influence of wrestlers Karl Gotch, Lou Thesz and Billy Robinson, all who had an enduring popularity in Japan due to their serious submission wrestling style. Professional wrestlers of that era attempted to use more realistic or even "full contact" moves in their matches to increase their excitement, diminishing or eschewing the theatrical elements and acrobatics, looking more similar to an actual, unscripted fight. The name "shoot wrestling" comes from the professional wrestling term "shoot", which refers to any unscripted occurrence within a scripted wrestling event.

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Grappling in the context of Fighting game

The fighting game genre involves combat between characters, often (but not necessarily limited to) one-on-one battles. The mechanics of combat in fighting games often features blocking, grappling, counter-attacking, and the ability to chain attacks together into "combos". Characters generally engage in hand-to-hand combat, often incorporating martial arts, but some may include weaponry. Battles are usually set in a fixed-size arena along a two-dimensional plane, where characters navigate horizontally by walking or dashing, and vertically by jumping. Some games allow limited movement in 3D space, such as Tekken and Soul Edge while some are set in fully three-dimensional environments without restricting characters' movement, such as Dragon Ball Z: Budokai Tenkaichi, Jump Force, Kill la Kill: If, My Hero: One's Justice, Naruto: Ultimate Ninja Storm, One Piece: Burning Blood and Power Stone; these are sometimes referred to as "3D arena" fighting games.

The fighting game genre is distinctly related to the beat 'em up genre, which pits many computer-controlled enemies against one or more player characters. The first video game to feature fist fighting is Heavyweight Champ (1976), but Karate Champ (1984) actually features the one-on-one fighting game genre instead of a sports game in arcades. Yie Ar Kung-Fu was released later that year with various fighting styles and introduced health meters, and The Way of the Exploding Fist (1985) further popularized the genre on home systems. In 1987, Capcom's Street Fighter introduced special attacks, and in 1991, its highly successful sequel Street Fighter II refined and popularized many genre conventions, including combos. Fighting games subsequently became the preeminent genre for video gaming in the early to mid-1990s, particularly in arcades. This period spawned dozens of other popular fighting games, including franchises like Street Fighter, Mortal Kombat, Super Smash Bros., and Tekken.

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Grappling in the context of Hand-to-hand combat

Hand-to-hand combat is a physical confrontation between two or more persons at short range (grappling distance or within the physical reach of a handheld weapon) that does not involve the use of ranged weapons. The phrase "hand-to-hand" sometimes includes use of melee weapons such as knives, swords, clubs, spears, axes, or improvised weapons such as entrenching tools. While the term "hand-to-hand combat" originally referred principally to engagements by combatants on the battlefield, it can also refer to any personal physical engagement by two or more people, including law enforcement officers, civilians, and criminals.

Combat within close quarters, to a range just beyond grappling distance, is commonly termed close combat or close-quarters combat. It may include lethal and non-lethal weapons and methods depending upon the restrictions imposed by civilian law, military rules of engagement, or ethical codes. Close combat using firearms or other distance weapons by military combatants at the tactical level is referred to in contemporary parlance as close-quarters battle. The United States Army uses the term combatives to describe various military fighting systems used in hand-to-hand combat training, systems which may incorporate eclectic techniques from several different martial arts and combat sports.

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