Even if your role models don’t include Jackie Chan or Jean-Claude Van Damme, the stars of many martial-arts movies, you may have a hankering to try some of the moves yourself—ratcheted down, of course. Before you do, here’s a look at the different types of martial arts, their possible health benefits (see inset) and risks, and how to get started.

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Martialarts originated as ancient combat techniques. Depending on the form, they involve performing technical and often explosive moves such as kicks, punches, and throws; some types use swords, bow and arrow, or other weapons. Practitioners boost their strength, agility, balance, power, reflexes, flexibility, and cardiovascular endurance. Equally important as the fighting and technical aspects of martial arts are the mental and spiritual components, which focus on improving mental endurance, resilience, and concentration; controlling emotions and negative thinking; and even, ultimately, transcending the ego and its mental traps.

Types of martial arts

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  • Karate. This covers many styles of self-defense involving kicks, punches, and open-handed chops. It’s believed that the word “karate” was first used in Okinawa, Japan, when a martial artist created a form of martial art that had Chinese influences. 'Kara” originally referred to China and “karate” to Chinese hand—but the Japanese translation of karate is “empty hand.” As with all martial arts, karate has different levels of ranking, reflecting expertise. In karate (as well as many other martial arts) they’re denoted by belts in different colors, with the well-known black belt representing the highest level of expertise.
  • Jujitsu. Developed in China and Japan, this martial art is a forerunner of both aikido and judo. All three martial arts rely on grappling, a technique that involves fighting in close proximity to your opponent with lots of body contact; it can involve anything from throws to strangle-type holds to taking your opponent to the ground or floor and fighting there. Jujitsu uses the attacker’s momentum to do joint locks (in which you force your opponent’s joint, such as an elbow or knee, beyond its normal range of motion, resulting in pain or injury) to restrain the opponent. One variant, Brazilian jujitsu, relies on choking the opponent and continuing the fighting on the ground.
  • Aikido. Like jujitsu, this Japanese martial art—meaning “the way for harmony' or 'unification of your spiritual energy' or ki—makes use of the momentum and strength of the opponent to achieve your objective (sometimes called “nonresistance”). Aikido doesn’t use kicking and makes less use of hand strikes than jujitsu. Instead, the practitioner uses a lot of turning motions and pushing movements accompanied by joint locks.
  • Judo. This martial art also originated in Japan. Like jujitsu and aikido, it’s based largely on grappling, but in this case with an emphasis on throws and pinning the opponent to the ground.
  • Hapkido. This Korean martial art incorporates a variety of weapons, including belts, ropes, and canes. They’re used in moves including kicks, joint locks, throws, and hand strikes to the body’s pressure points.
  • Kung fu. This Chinese martial art uses numerous fighting styles, some of them involving acrobatic elements such as flips, jumps, and high kicks. Kung fu can be loosely divided into two schools: those that focus on arm work, such as rapid, close-range punching; and those that focus on acrobatics, with kicks and leg work. Some kung fu forms encourage the practitioner to be aggressively forceful, while others encourage the yielding model, in which you use the attacker’s force against him or her. Some schools emphasize a focus on relaxation and visualization techniques.
  • Capoeira. This Brazilian martial art was originally developed by Angolan slaves who disguised their self-defense moves as dance. It’s very acrobatic, with flips, punches, and kicks. See a video of a capoeira class.
  • Krav maga. Developed by the Israeli Defense Force (IDF), krav maga (meaning “battle combat” in Hebrew) focuses on hand-to-hand combat with grappling, wrestling, and hand strikes. It also teaches the practitioner to use virtually any ordinary object in the environment—a tree branch, a garbage can lid—to help fend off an attacker, even one who is much larger and heavier. Classes are often taught by Israelis who served in the IDF.
  • Tae kwon do. This Korean martial art may be one of the world’s oldest. It emphasizes kicking in particular, though the practice also incorporates hand strikes, joint locks, throws, and punches.
  • Tai chi. Also known as tai chi chuan, this Chinese martial art involves choreographed, slow-motion postures. Some forms use a sword or other weapons. It’s said that tai chi originated when a Chinese monk saw the fluid movements of a crane fending off a snake and combined the graceful movements with Taoist breathing techniques. In the West today, tai chi is usually practiced as a form of exercise, rather than as a martial art.

Health Benefits of Martial Arts

Martial arts can provide numerous health benefits for people of all ages. Here’s a summary of some recent research findings.

Types

Finding a class

You can find martial arts classes at community centers, health clubs, colleges and universities, and stand-alone studios. The first thing you should decide is what style or styles best fit what you’re looking for. Are you interested in martial arts as a fun workout, for example, or as a way to defend yourself, indulge your competitive side, or learn about another culture? Do you like to punch or kick? Would you rather not wrestle or do throws? Do you want to avoid physical contact altogether?

Once you’ve settled on a style, use these tips to guide you:

  • Observe several classes to see how crowded they are, the demeanor of the different instructors and participants, and the general environment. Talk to students in the class you’re considering and find out what they think of the program and the instructors. Is the class a combination of all levels, or is there one reserved for beginners?
  • Note that some classes are very competitive and may feel like military boot camp, while others are more relaxed. Some encourage or require sparring, even at the beginner level. Some are geared toward tournaments. While some classes rigidly follow traditional martial arts styles, others may include more contemporary moves or combine techniques from different styles.
  • Some studios require that you sign a contract for a certain time period (similar to a gym membership) or number of classes and that you pay in advance. Before committing, see if you can take a trial class. There are also pay-as-you-go classes, sometimes with discounts for purchasing a multi-class package.
  • Keep in mind that, like most forms of exercise, martial arts classes can carry some risk of injury. These are more likely in styles that involve sparring or other close contact with your opponent, like punches, throws, and joint attacks. Anyone with an overuse injury or who is not already physically fit should check with their doctor or a physical therapist before attempting a vigorous martial art. And older adults or people with health problems should check with their doctors before starting any martial arts class. For many older people, tai chi—with its gentle movements and lack of physical contact—is a good, if not the best, option, because it’s easier on joints yet has many of the same physical benefits as other martial arts.
  • If you want to try a more intense martial art, note that many classes start with a vigorous warm-up, which may involve multiple push-ups, burpees, and jumping jacks. If these exceed your level of fitness, you might want to start with a gentler martial art or lower-level class and work up. For classes that involve sparring or other physical contact, you might also consider wearing a mouth guard,especially if you have bridges or implants.
All Types Of Fighting

Also see Tai Chi and Bones.

Published November 16, 2017

Universal Fighting System
Designer(s)Ryan Miller
Publisher(s)Jasco Games (Current)

Sabertooth Games

Fantasy Flight Games
Players2
Playing time10–30 minutes
Random chanceSome
Age range13 and up
All fighting types pokemon

The Universal Fighting System (UFS) is a collectible card game designed by Jasco Games. Games of UFS represent a fight between two characters in hand-to-hand combat. Characters are drawn from original properties as well as a number of licensed ones, such as Mega Man, Street Fighter, The King of Fighters XIII and Darkstalkers. The sets are cross-compatible – cards from multiple licenses can be included in the same deck, and characters from different universes may face each other in a match.

Gameplay[edit]

Players begin a game of UFS with the character they are fighting as in play. The character determines a player's hand size, starting vitality, and each has unique abilities for a deck to make use of. The main object of the game is to reduce the opponent's vitality to 0.

All Types Of Fighting

Unlike most CCGs, UFS does not have monsters, creatures or similar. Damage is dealt by playing attack cards, which the opponent may try to block with using a card from their hand. Each attack has stats for speed (how hard it is to block), the damage it will deal, and a zone (high, mid or low) that the opponent's block must match to avoid taking damage. Attacks often have abilities on them, and may be enhanced by abilities on other cards.

All

Also unlike other CCGs, the cost to play a card in UFS is not a set number of some resource. To play a card in UFS, players must pass a 'control check'. A player discards the top card of their deck, and compares its control value (in the lower right) to the difficulty of the card he or she is trying to play. If the control is equal to or above the difficulty needed, the card is played at no cost. If the control is lower, the player must 'commit' (turn sideways) foundation cards equal to the difference, or else the attempt to play a card fails and the card is discarded.

Attempted cards get +1 difficulty for each card before it, and the turn player may continue trying to play cards until one of them fails, ending the turn. So the effective 'cost' of a card can vary from zero to several resources, depending on its base difficulty, when it is played, and the value of the control check (which is not known until the card is attempted).

Players draw up to their character's hand size at the start of each turn, and with most cards being low in effective cost early in a turn, a typical turn of UFS involves around 3 to 5 cards played by the turn player, plus any blocks or other defensive cards played by the opponent if they are attacked.

Due to the large number of cards drawn and played, (nearly all of which have an ability or two) the risk-reward nature of the control check system, and the importance of guessing at and playing around the opponent's hand, UFS is generally considered to be one of the more complex and skill-intensive CCGs currently active.

Deck construction[edit]

UFS has multiple formats, but most events are standard. Draft and sealed is used for release events, side events, or local change of pace, and there is also a smaller constructed format called Turbo.

A standard UFS deck consists of a minimum of 60 cards (including the character), and no more than four copies of a given card may be in a deck. Due to the large number of cards drawn during a typical game, it is common for decks to exceed the 60 card minimum in order to increase the variety of cards available. For turbo, a deck consists of exactly 41 cards (including the character) with the same restrictions of no more than four copies of a given card. In draft and sealed, players build decks out of random booster packs they either draft, or are given respectively. Draft and sealed decks are also a minimum of 41 cards, but any number of copies of cards may be used.

Deck building in UFS is driven by the resource symbol system. Each card has 3 symbols on it, representing various elements or concepts. Cards can only be played if they share a symbol with the character, and only if that symbol is on all prior cards played that turn. Therefore, it is normal when building a deck to choose one symbol on the character, and include in the deck only cards that have that symbol.

All Types Of Fighting Styles

Card types[edit]

There are five different card types in UFS, indicated by the color of their border and other traits:

  • Characters – A card representing the combatant a player is fighting as. This is the centerpiece of a deck.
  • Attacks – Attacks have an orange border. They represent punches, kicks, weapon strikes, and other moves used to deal damage to the opponent.
  • Foundations – Foundations have a grey border. They represent a character's training and background, and are the primary resource used to help pass control checks to play cards.
  • Assets – Assets have a green border. They represent locations or objects, and provide abilities more powerful than those on foundations.
  • Actions – Actions have a blue border. They represent various maneuvers and have immediate effects when played, allowing a player to use abilities that were kept secret in their hand.

External links[edit]

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