Disclaimer: This is not an article designed to teach you how to kick. This article is designed to teach you about kicks, the principles behind them, and how to include them in your writing. For the uninitiated, you can risk a lifetime of injuries in your legs by practicing any of these without sufficient stretching and an instructor present. If the martial arts are something you’re interested in pursuing, feel free to message us and we can talk about the steps you can take to find a school that might work for you. Remember, we’re not liable for the damage you do to yourself or others in absence of proper training.
In this article, we’re going to talk about the four basic kicks and how they work. We’ll also be talking about the different terminology for the parts of the foot that are used for combat and try to help you understand how the foot, knee, leg, hip, and even the upper body work together to create a kick. Keep in mind, this primer is just focusing on basics. You won’t really learn the principles of how to write “the flying Taekwondo death kick, the teleportation death kick, and the flying death kick of doom” as Starke calls them in this article. You need the kicks that build into those and the principles they teach about balance and momentum first. Learn how to write the kick on the ground before you put it into the air. Remember, basics are the building blocks of a fighting style. A character with fancy tricks but a weak base is a character who is just asking to be knocked over.
So, let’s start with the bread and butter kicks. No matter what martial art your character studies, they will learn some sort of variation of these four: the front kick, the roundhouse, the side kick, and the back kick. These four can all be done jumping, both from a standing position and while running. These four can also be used to form a variety of different combinations that a character could, if they begin training early enough, perform in combat situations and provide a solid defense against opponents who primarily use fists. If you wanted to know when longer reach starts making a difference, well, it’s in the legs.
Let’s begin with the foot and work our way up from there.
The ball: The ball is the front pad of your foot, between the toes and the arch. This is the part of the foot used to deliver momentum in hand to hand strikes, to bounce, and to provide quick movement. If your character is going to pivot, they’ll do so on the ball of the foot. The ball is useful in a variety of kicks, but primarily in the front kick and the roundhouse.
The blade: The blade is the outside edge of the foot, opposite from the instep. It sees less use than the other parts of the foot, though the instep sees even less than it does. It’s commonly used in some varieties of side kick (depending on style) and other, more uncommon kicks like the outside crescent kick.
The instep: the instep is the inside of the foot, not many kicks use this part of the foot and none we’re going to talk about in this article. The only kick I can remember off hand that uses it is the inside crescent kick.
The heel: A lot of kicks use the heel. It’s a tough and solid part of the foot that’s great for dealing damage. It’s most common in the back kick, some varieties of side kick (depending on style), the mule kick, the axe kick, the hook kick, and the wheel kick.
The top of the foot: this is mostly just for sparring and competition to make some kicks safer, the top of the foot does less damage than the other parts when it connects. The reason is that it spreads the kinetic force over a wider area. However, if your character is wearing shoes or some sort of footwear in which they cannot pull their toes back, then this is the best way to perform the roundhouse without risk of a broken toe. I have broken boards with a roundhouse using the top of the foot, so keep in mind that any kick that connects solidly can be dangerous.
The Set Up + Basic Terminology:
The Fighting Stance: Every martial art will have its own variation on the fighting stance; each one is built around the tenets of the style. So, you’ll need more research to study up on just what this stance looks like for the style you’re planning on using. Since we’re dealing with kicks, the stance I’ll be detailing is the Taekwondo one.
Step-by-Step: From a standing position, your character will either step forwards (offensive) or backwards (defensive) into this stance. The feet will be on a diagonal from each other, the back foot turning outwards on a 45 degree angle facing the opponent and tips forward onto the ball of the foot. The hands come up matching the feet, with the left (or right) slightly forwards with the right (back) guarding the cheekbone. (Protip: because of the reliance on the legs as the primary weapon, Taekwondo fighters have a nasty habit of dropping their hands when they fight. This is less true of other kicking martial arts like Kickboxing, where more hand techniques are mixed in with kicking techniques.)
The Front Leg: Much like the jab and right cross in boxing, the front leg represents the speed leg, while the back represents the power leg. Kicks done with the front leg are often combined with a slide step forwards to achieve even faster momentum. Unlike in the Boxing combo, it’s not necessary to kick with the leading leg to begin a combination.
The Back Leg: This is the power leg and is used for power strikes. A leg swinging up from the back achieves greater momentum than the forward leg, which comes from a shorter distance. It is not as fast. It’s always the leg that is furthest back on the fighting stance diagonal.
You may have noticed that the legs lack the left and right tags like the fists do. The reason for this is that the legs will constantly switch between these two positions during combat depending on what position the legs land in after a kick. A good Taekwondo fighter will be ambidextrous, moving fluidly from one kick to the next as the situation calls for it and be comfortable using any kick, from any position, with either leg. (This is good in theory. However, most fighters tend to favor the side they’re strongest with for their power leg. The higher level the kick, the more obvious it will become.) A fighter who uses hands has little reason or need to switch their stance up other than to confuse their opponent.
The Chamber: The chamber is the intermediate step between the beginning of the kick and the end of it. It’s usually the points where the knee bends as the leg comes up and the hip turns over, before the leg unfurls to connect. The chamber will decide where the kick is going and how high it’s going to go from its positioning. Every kick has some sort of chamber.
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I think this will be at least three pieces, the kicks and the steps are next, then character information and the stuff you need to know to make them work. I’ll post those when I’m done and link them here.