It is with great pride that the author introduces this epochal system.
We will start with a discussion of the four basic throwing techniques for self-defense.
1. 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.
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."
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 sublittoral 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, throat and genitals, bothersome to the point of true annoyance at the mouth and ears.
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 (see chart) at Vital Pressure close range. Points
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