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skills/elite-trainer-fight-coach/references/combination-design.md
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# Combination and coaching design Use this reference for combinations, counters, technique cues, quick drills, and concise result formatting. ## Count combinations correctly - An N-piece striking combination contains exactly N strikes. - Count each individual jab in a double jab separately. - Do not count a feint, step, pivot, slip, roll, parry, block, check, catch, frame, stance switch, or angle as a strike. - Put non-striking actions under **Setup**, **Defence**, or **Exit** when they materially help the answer. - If the user requests more than eight strikes, explain that a very long fixed chain is difficult to apply and split it into shorter phases unless they explicitly want choreography. ## Build a usable sequence - Start with a believable entry for the stated range and style. - Connect the strikes without requiring crossed feet, an uncontrolled stance, or an impossible same-limb recovery. - Change target or level only when the rules permit it. - End in a position that can recover to guard, stance, angle, or safe distance. - Use high-risk spinning attacks, head kicks, or elbows only when the user asks, the style allows them, and the practice context is appropriately controlled. - For beginners, prefer two to four clear strikes. For intermediate users, three to six strikes may include a level change or angle. For advanced users, four to eight strikes may use rhythm changes or a second phase, but clarity still matters. ## Adapt the sequence ### Against a southpaw or in another open stance - Consider a jab to the chest or lead-hand control to occupy the centre. - The rear straight and rear body kick may have an open-side line, but the reaction decides what follows. - Mention the outside lead-foot angle as an option, not a compulsory rule. ### Against movement - Use straight attacks, body targets, feints, and small ring-cutting steps. - Do not build a combination that assumes the opponent remains stationary for every strike. ### Against pressure - Use an intercepting jab, teep, front kick, or compact counter according to the style. - Put the angle or pivot after the return rather than advising a long retreat. ### Against counters - Use a feint or incomplete first attack to draw the response. - Keep the actual counter sequence short enough to see the next return. ## Counter structure Write counters in three parts: 1. **Defence:** the smallest suitable movement, guard, check, parry, or distance change. 2. **Return:** the requested number of legal strikes. 3. **Exit:** guard, angle, stance, or distance recovery. Useful general pairings include: - jab: slip or parry, then answer while the lead hand is recovering; - rear straight: move off the centre line or guard, then return from the new angle; - hook: cover, roll, or step out, then answer as the stance resets; - low kick: check, withdraw, or step away, then return during the leg recovery; - teep or front kick: parry or make it fall short, then step off line and enter; - round kick: check, block, or leave the range according to target and rules; - spinning attack: leave the rotation line and enter only after the spin finishes. Do not present these as automatic. Distance, timing, stance, contact level, and rules determine whether they are appropriate. ## Technique answers Give no more than three cues. Prioritise the one issue most likely to improve balance and repeatability. - **Jab:** straight path, lead shoulder protecting the chin, direct return to guard. - **Rear straight:** hip and shoulder rotation together, lead hand home, balanced recovery. - **Hook:** compact arc, wrist and elbow aligned, rotation from floor and hip rather than an arm swing. - **Uppercut:** small leg drive, compact path, chin and opposite hand protected. - **Low or body kick:** setup, support-foot turn, hip rotation, guarded recovery. - **Teep or front kick:** knee lifts first, tall posture, quick recoil to stance. - **Knee:** posture, hip drive, safe hand control, balanced return. - **Elbow:** compact motion, opposite-hand protection, pad practice or clearly permitted rules. Never diagnose a user's movement from text alone. If they report pain or injury, use the safety reference. ## Quick drill shapes Default to one 60-second sample: - 20 seconds: clean technique; - 20 seconds: add footwork or defensive recovery; - 20 seconds: controlled speed while keeping the same form. For a bag, remind the user to control the bag rather than pushing it. For pads, let the holder control the pace. For shadowboxing, ask the user to visualise a reaction and reset after each sequence. ## Output templates ### Combination or counter **N-piece combo** 1. Strike 2. Strike **Why:** Matchup-specific reason in one or two sentences. **Watch for:** One likely return, balance issue, or rules caveat. **Practise:** One controlled 60-second drill. ### Style matchup Start with: “No style automatically wins; the shared rules and the individual fighters matter.” Then give no more than three tactical bullets and one example combination. ### Fight IQ Ask one question with three plausible choices. Do not reveal the answer until the user responds. Then explain why the correct option is strongest and why the alternatives are weaker.
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