2.1
Preface
- As before,
the following passage list is quoted from Ricky Jay's Cards
as Weapons
- This list
describes different ways one can throw cards in
self-defense. The first four are classic long-distance
methods (listed in increasing difficulty), while the other
3 are only for use in specialized situatations.
- When you
finish mastering this page, you may want to look at a
description of critical nerve sites & pressure points
on an anatomy map (see Critical Nerve
Centers)
2.2
The Flick
-
This
throw is used for its distracting effect and it is not
meant to cause harm or do bodily injury.
-
Hold
and throw the card as explained in the chapter on
technique, releasing the card softly as you did in the
practice throw. Should this card hit bare flesh it will
cause only minor annoyance but will serve as a warning and
let the enemy know you're out there.
2.3
The Butterfly Swirl
- This has a
bit more bite than the preceding throw. The grip is the
same but the card should be held with a lighter and
gentler touch. The index finger cocks against the
Northeast corner of the card and creates enough resistance
to create additional spin as the card is released. The
card will now travel with more revolutions per second (rps)
and this produces greater impact as a surface is struck.
In the pain-tolerance tests conducted at Duke University
many people described the reaction to the Butterfly Swirl
with the word aculeus which is defined as the bite
of an insect, hence the slogan "Float like a
butterfly, sting like a bee."
2.4
The Sea-Urchin Spin
-
The
conventional grip is used but the card must be thrown with
added force which is provided by the arm and shoulder. The
arm should be raised to an angle of almost 45° as it
crosses in front of the body prior to release. When the
hand releases the card there should be a noticeable
downward snap. The hand and body must move together to
make this throw effective. When this technique is mastered
this throw can produce a stinging, pinching sensation,
even against the Levi-clad posterior of an adversary, and
blood may be drawn if bare flesh is struck. The pain
inflicted by this throw is likened to stepping on the
articulated spines of the edible sea-urchin echinus
esculentus found in the sub-littoral zones of the
British Isles.
-
This
throw is critical in the mastery of self-defense. Though
not lethal, it can be very damaging around the eyes
and throat, bothersome to the point of true
annoyance at the mouth and ears.
2.5
The Dolphin Dart
-
The
power of this throw has its analogue in the great driving
force of the tursiops truncatus or common bottlenosed
dolphin. The dolphin rams its opponent, the shark, at
speeds in excess of thirty knots causing great internal
injury to that predator. Using this technique, a card may
be thrown with great speed and have a comparable effect on
one's enemies.
-
For
this throw the hand is almost straight overhead and the
card held firmly in the standard grip. The right foot
points straight ahead and the arm straightens in a forward
direction snapping the card out at neck level in the same
vertical plane as the extended foot. The card's flight
should be such that a whirring sound is heard. This shot
is very difficult and early attempts may cause the card to
flutter to the ground at the thrower's feet. The release
and snap must be timed correctly and the arm must move
smoothly, though powerfully, at all times.
-
The
Dolphin Dart is currently gaining popularity in this
country, but for years was the favorite of Japan's Yakuza
hit-men. It is precise and reliable and should be used
only in life-and-death struggles. In addition to the areas
mentioned in the Sea-Urchin Spin, the Dolphin Dart is also
effective at the temples, heart, and kneecaps, and can
paralyze a victim if it hits any vital pressure points at
close range.
3.1
The Children's Cudgel
- The entire
deck is used to jab and strike an opponent at close range
in this exercise. With the right hand assume the familiar
hitchhiker's posture, thumb extended and fingers curled in
a loose fist. Place the deck into the hand so the fingers
curl around the east side of the deck. Move the thumb down
to the top of the deck and turn the wrist to the right so
you are now looking at the back of your hand; if your hand
is large it may be impossible to see the cards from this
position. This is a distinct advantage and gives you the
additional advantage of the element of surprise. The cards
should be gripped tightly and the blow may be delivered by
shooting the arm stiffly to the right for a distance of no
more -than five or six inches It is best to direct the
cards against the knuckles, solar plexus, groin or head of
an opponent This technique finds its genesis in a sadistic
children's game called "Knucks."
3.2
An Illustration of the Children's Cudgel
- The following
picture was scanned from Ricky Jay's book Cards as
Weapons.
1 |
|
3.3
The Round-Up
- This
full-deck technique both stings and confuses the enemy.
Hold the deck in dealing position in the left hand, which
should be re1axed. When you sense an enemy attack, extend
your right hand in the familiar handshake mode and
surreptitiously lower the left hand. Quickly bring the
left hand forward hurling the entire deck at the face of
your assailant, thus befuddling him.
3.4
The Lethal Four-Card Fist
-
This
is the author's own defense against multiple adversaries.
It was developed in New York but has a distinctly Oriental
flavor and may be used in most geographical areas.
-
Place
a card between the first and second fingers of the right
hand, using the Thurston Grip explained in Chapter Four.
Next, place a card between the second and third fingers
and then one between the third and fourth fingers; finally
a card is placed on top of the index finger and secured by
the gentle pressure of the thumb pressing down against the
top of the card. All the cards are held in the same
relative position; looking down from above, one should see
only the top card and not the three beneath it.
- To fire,
bring the right arm across the body and then extend it
forward, releasing all four cards at once. The cards will
spread slightly on release; the top card goes to the left,
the bottom card to the right The two center cards will
travel the furthest. With practice, one can strike four
individuals simultaneously. This technique is particularly
useful in gang warfare and most effective when the user
can throw with both hands. A skilled helper is required to
load cards between the empty fingers of the person
throwing. In this way two men can hold off a small army of
foes.
3.5
An Illustration of the Four-Card Fist
- The following
picture was scanned from Ricky Jay's book Cards as
Weapons.
2 |
|
|