Hand-to-hand combat in the context of "Fujian White Crane"

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⭐ Core Definition: 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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Hand-to-hand combat in the context of Combat

Combat is a purposeful violent conflict between multiple combatants with the intent to harm the opposition. Combat may be armed (using weapons) or unarmed (not using weapons). Combat is resorted to either as a method of self-defense or to impose one's will upon others. An instance of combat can be a standalone confrontation or part of a wider conflict, and its scale can range from a fight between individuals to a war between organized groups. Combat may also be benign and recreational, as in the cases of combat sports and mock combat.

Combat may comply with, or be in violation of, local or international laws regarding conflict. Examples of rules include the Geneva Conventions (covering the treatment of people in war), medieval chivalry, the Marquess of Queensberry Rules (covering boxing), and the individual rulesets of various combat sports.

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Hand-to-hand combat in the context of Battle of Kursk

The Battle of Kursk, also called the Battle of the Kursk Salient, was a major World War II Eastern Front battle between the forces of Nazi Germany and the Soviet Union near Kursk in southwestern Russia during the summer of 1943, resulting in a Soviet victory. The Battle of Kursk is the single largest battle in the history of warfare. It ranks only behind the Battle of Stalingrad several months earlier as the most often-cited turning point in the European theatre of the war. It was one of the costliest battles of the Second World War, the single deadliest armoured battle in history, the largest tank battle in history, and the opening day of the battle, 5 July, was the single costliest day in the history of aerial warfare in terms of aircraft shot down. The battle was further marked by fierce house-to-house fighting and hand-to-hand combat.

The battle began with the launch of the German offensive Operation Citadel (German: Unternehmen Zitadelle), on 5 July, which had the objective of pinching off the Kursk salient with attacks on the base of the salient from north and south simultaneously. After the German offensive stalled on the northern side of the salient, on 12 July, the Soviets commenced their Kursk Strategic Offensive Operation with the launch of Operation Kutuzov (Russian: Кутузов) against the rear of the German forces on the same side. On the southern side, the Soviets also launched powerful counterattacks the same day, one of which led to a large armoured clash, the Battle of Prokhorovka. On 3 August, the Soviets began the second phase of the Kursk Strategic Offensive Operation with the launch of the Belgorod–Kharkov offensive operation (Operation Polkovodets Rumyantsev, Полководец Румянцев) against the German forces on the southern side of the salient.

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Hand-to-hand combat in the context of Lance

The English term lance is derived, via Middle English launce and Old French lance, from the Latin lancea, a generic term meaning a spear or javelin employed by both infantry and cavalry, with English initially keeping these generic meanings. It developed later into a term for spear-like weapons specially designed and modified to be part of a "weapon system" for use couched under the arm during a charge, being equipped with special features such as grappers to engage with lance rests attached to breastplates, and vamplates, small circular plates designed to prevent the hand sliding up the shaft upon impact. These specific features were in use by the beginning of the late 14th century.

Though best known as a military and sporting weapon carried by European knights and men-at-arms, the use of lances was widespread throughout East Asia, the Middle East, and North Africa wherever suitable mounts were available. Lances were the main weapon of lancers of the medieval period and beyond, and these troops also carried secondary weapons such as swords, battle axes, war hammers, maces, and daggers for use in hand-to-hand combat, since the lance was often a one-use-per-engagement weapon, becoming embedded in their targets or being broken on impact. Assuming the lance survived the initial impact without breaking, it could also prove inappropriate for more static, closer engagements where its length became a hindrance.

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Hand-to-hand combat in the context of Boarding (attack)

Naval boarding is an offensive tactic used in naval warfare to come up against (or alongside) an enemy watercraft and attack by inserting combatants aboard that vessel. The goal of boarding is to invade and overrun the enemy personnel on board in order to capture, sabotage, or destroy the enemy vessel. While boarding attacks were originally carried out by ordinary sailors who are proficient in hand-to-hand combat, larger warships often deploy specially trained and equipped regular troops such as marines and special forces as boarders. Boarding and close-quarters combat had been a primary means to conclude a naval battle since antiquity, until the early modern period when heavy naval artillery gained tactical primacy at sea.

A cutting out boarding is an attack by small boats, preferably at night and against an unsuspecting and anchored, target. It became popular in the later 18th century, and was extensively used during the Napoleonic Wars. This heralded the emphasis on stealth, and surprise, that would come to dominate future boarding tactics. An example is the successful cutting out of the Hermione which took place at Puerto Cabello, Venezuela, on 25 October 1799.

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Hand-to-hand combat in the context of Combat knife

A combat knife is a fighting knife designed for military use and primarily intended for hand-to-hand or close combat fighting.

Since the end of trench warfare, most military combat knives have been secondarily designed for utility use (clearing foliage, chopping branches for cover, opening ammunition crates, etc.) in addition to their original role as close-quarter combat weapons, and may be referred to as "fighting-utility knives." On the other hand, military knives that are intended primarily for use in a role other than combat are typically referred to by their primary role, such as "utility knife" or "survival knife".

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Hand-to-hand combat in the context of Fighting knife

A fighting knife has a blade designed to most effectively inflict injury in close-quarters physical confrontations. The combat knife and the trench knife are examples of military fighting knives.

Fighting knives were traditionally designed as special-purpose weapons, intended primarily if not solely for use in personal or hand-to-hand combat. This singleness of purpose originally distinguished the fighting knife from the field knife, fighting utility knife, or in modern usage, the tactical knife. The tactical knife is a knife with one or more military features designed for use in extreme situations, which may or may not include a design capability as a fighting or combat weapon. Since World War I, the fighting knife in military service has gradually evolved into a dual-purpose or "fighting-utility" knife, suited for both knife fighting and utility roles. As a consequence, the terms "fighting knife" and "tactical knife" are frequently employed interchangeably.

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Hand-to-hand combat 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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