Calm Down Sir Explained

Calm Down Sir is an entry into a really tight arm control, the Cop’s Russian. It’s used against a Badguy that is trying to intimidate a victim but hasn’t started attacking yet. Like all R2D2’s, Calm Down Sir relies on flanking the Badguy, which is not too hard to do when the Badguy is focused on his victim.
Once you flank the Badguy you just grab the tricep of what you think is his fighting arm. When he resists he supplies you with inertia. When that happens, you grab his wrist your other hand and line his elbow up on your torso. This will put you in Cop’s Russian.
From the Cop’s Russian you will step your leg that is closer to the Badguy forward. This will do three things:
1- Off-balance Badguy’s punch
2- Form a wedge with your body that will make pushing the Badguy easier
3- Change the direction of the Badguy’s force. As per Newtonian physics, a change in direction means acceleration in velocity, 2nd Law of Motion. This will make it easy to slam the Badguy into a wall at a high speed.

Because the Cop’s Russian is a tight arm control with three points of control that completely isolate all three joints of the arm (shoulder, elbow, and wrist) you are able to transform the Badguy’s body into a simple machine. The Badguy’s arm becomes “the arm” of Class 1 Lever while your chest is the fulcrum against his elbow. The Badguy’s body is the load that you move into the wall at a high speed. You supply force by grabbing and pulling his wrist to hyperextend his arm just as you would by sitting on one end of a see-saw to make the board go up.

The harder the Badguy tries to punch you, the higher the speed at which he will hit the wall because he supplies most of the force. Actually, when he tries to hit you, he becomes easier to move because he becomes an object in motion and therefore tends to stay in motion. (Newton’s Law of Inertia)

When you combine inertia, a wedge, a change in direction resulting in acceleration, and a Class 1 lever from a 3 point arm control, you gain a great deal of leverage and force with which you can propel even big, strong Badguys into walls at high speeds. We slowed things down a lot in the demo for safety reasons.

As a cop in Brooklyn I used this over 20 times against violent people, the largest of which weighed over 300 lbs, and never once got punched in the face and never once caused a single injury to the person I was subduing. That being, Calm Down Sir, The Cop’s Russian, and anything else I teach are designed to only be used constructively and defensively, against violent people. Whether you are cop or a civilian, slamming someone into a wall at high speeds is not the answer to someone who is uncooperative, verbally abusive, or just being an all around jerk and pushing your buttons. There are less forceful ways to deal with such people. This combination really hurts when being applied with force. Before you do it to someone else, picture how you would feel if it was done to you.

Note: When drilling this technique it is important that the partner playing the Badguy not start with his fighting arm completely relaxed. For safety reasons, he must have a slight bend in his elbow so that when he receives sudden pressure, he does not get hyper-extended and injured. If he starts with his elbow straight, it only takes less than in inch of extension to cause injury. Start at low speeds and gradually increase. It is very easy to underestimate the leverage of this move, so train carefully.


Calm Down Sir is actually a Still R2D2 because you need to flank the Badguy to make it work. That being said, it is intertwined with the Cop’s Russian and so it appears on that page.

This Video was made while I was recovering from a broken collar bone, so I could not demo the technique myself.  My students were moving very slowly because the move was new to them and we were not training with a padded wall.  The move is also intended for taking a Badguy to a wall that is usually no more 5 feet, never more than 10 feet away.  On the streets of Brooklyn, I never had to look far for a wall (car, tree, chiar, bed, etc).  If you do this move correctly, it's almost impossible to get hit solid before taking a Badguy 5 feet across space into a wall.





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