The Jacket Pin


As the Guardian Angels had taught me, the best time to disarm a Badguy is before he gets his weapon arm out.  If a Badguy reaches his hand into his jacket, it makes sense to jam his arm and you don't need to be a martial artist to know that.  .
The Guardian Angels would pin the weapon arm, knee the Badguy in the crotch and take him down with a leg sweep.  I think working Muay Thai long on the pads is an excellent compliment to this technique.
Over time, however, I have learned that the actual position of Jacket Pin could be applied to a lot of situations. (In Outerclinch, a Jacket Pin is simply 2 hands gripping the forearm, one near the wrist, one near the elbow.)  In fact, the grip of 2 hands on the forearm used by Marcelo Garcia for competition is referred to by him as a 2-on-1, but for gi he uses a pistol grip on the  cuff.  PIC  PIC  (Notice that for Marcelo Garcia, in his no-gi 2-on-1, one hand is palm up and one hand is palm-down.)
Without including wallfighting, we have 3 variants:
1- GA Style (Guardian Angel Style):  Pinning the forearm to the chest as shown above.
2- Military Style: Grabbing the forearm on a horizontal line without pinning it to the chest.  PIN
3- 3:00 JP-  Standing at 3:00, grabbing the Badguy's arm on a horizontal line.  PIC
If you grab the inside of the forearm you are doing an inside 2-on-1, or I2D2, and we will talk about that later during the knife defense chapters.  PIC
At the end of this chapter we will talk about the wallfighting variant, Armsling.

The important thing to know is that for combat, Jacket Pin is a transitional position.  Military Style and 3:00 are not positions you can hold for long and even GA Style, while strong, is not a place you can hang out when someone is trying to stab or shoot you.  (In the Guardian Angels I had somebody pinned to a car with GA Style but his partner still managed to stab me.)
The goal of Jacket Pin is to transition to something better like Cop's Russian or Leopardfist or Baseball Bat.  PICS


To transition from Jacket Pin to Cop's Russian, simply keep your hand on his wrist and let go of your elbow control.  As you let go you pivot from where you are to 6:00 behind your Badguy and palm  the bicep for Cop's Russian.  PIC PIC PIC
If you can't straighten the Badguy's arm, your Cop's Russian will be a Bent Russian.  PIC


Jacket Pin to Leopardfist  PIC  PIC  

It’s simply a matter of keeping the Badguy’s wrist controlled with your right wrist while you move or slide your left hand to the 2nd point of control for Leopardfist, the humerus or the coronoid process.  Depending on the situation, putting in the hits may be a very good idea.


Jacket Pin to Baseball Bat

The advantage of transitioning from Jacket Pin to Baseball Grip, is that the arm is now straight so you can easily transfer from there into a straight Cop's Russian if you don't want a Bent Russian.  PIC PIC PIC PIC

Baseball Grip is also better than Jacket Pin for setting up wristlocks, like Goosenecks, and takedowns.  PIC PIC PIC PIC


Jacket Pin to transition to Cop’s Armpit

To transition from Jacket Pin to Cop’s Armpit, simply release your right grip and grab the seam of your Badguy’s Armpit.  From there, only if you’re good at the this transition, you can switch from gripping his wrist to gripping the cuff of his sleeve without really letting go of his wrist.  PIC PIC


Jacket Pin vs Drawn Weapon  PIC PIC

As I said with Baseball Grip, you don't want to hunt for any kind of armgrab against a quickly moving knife, however, sometimes these armgrabs just happen and should train your transitions from that position, vs both Sword Grip and Icepick Grip.


Missles to Jacket Pin

When I was training in Jeet Kune Do, I was taught how to use missles to close the distance against a weapon.  This means that you grab anything you can get your hand coins, a tee-shirt, a rock, and you throw it at the Badguy's face.  Then you rush in to grab the Badguy's weapon arm while he momentarily stops his attack to protect his face from your missile.  From there, you finish with whatever disarm you know.  The key is timing your rush to your throw because the Badguy will only pause for a moment.  PIC  PC PIC

When I was in the military, I had to use this in a mock-battle and it worked very well with a tee-shirt against a 6 foot 2 inch paratrooper armed with a 6 inch K-Bar knife.  The knife was in a leather sheath, but he was trying to stab me full power and we were not friends.  I used my Jacket Pin to drive him into a wall, transition to Baseball Grip, and make him eat his knife.  Had I lost, I wouldn’t have died, of course, but that paratrooper would have made my life hell in that particular combat unit.


Cop's Armpit and Leopardfist  PIC PIC

I will explain these 2 techniques in later chapters, but they are important follow ups to Jacket pIn so you should least se what they look like.  Cop's Armpit uses the seem of the armpit as a second point of control.  PIC  Leopardfist uses the humerus bone as a second point of control.  PIC


1/2 Jacket

At the end of the last chapter I addressed the problem of Stopping the Draw against a Badguy who uses a backdraw, such as reaching for a gun or knife tucked into the back of his pants.  PIC

Because the Badguy's core is between you and his weapon arm, stopping the draw is going to be difficult.  However, because his weapon arm is behind his back, punching the Badguy's face will be easier.  PIC

When you  punch his face, the primary goal is not to knock him out (although that’s very possible if you do it right) but simply to slow the Badguy down long enough to get to his 6:00 before he can use his weapon.  When you get to his 6:00, you might not have time to grab his wrist so you should attack a closer target, his elbow.  Thus, you have half a Jacket Pin or 1/2 Jacket.  PIC

1/2 Jacket is not a secure position that you can hold for long, so you want to transition into a full Jacket Pin, Cop's Russian or some other type of 2-on-1 as soon as possible.  It's also possibe to transition into Kimura, Hammerlock and V-Lock from here.  Those three techniques, while good, are Wide Range and not Narrow Focus.  The reason is that when you intertwine your arms with a Badguy's arms you lose the option to Bail and that is not something you want to give up against a strong Badguy.  If anything goes wrong with your leverage, you can lose the lock and tha Badguy can break your arm with your own lock.  However, these techniques are still worth training and are part of Outerclinch's Wide Range. PIC PIC PIC PIC PIC PIC 

In a perfect world, you would grab just above the Badguy's right elbow, at his low tricep, with your right arm, and follow up by grabbing his right wrist with your left hand an ending in Chicken Wing, a variant of Leopardfist.  From Chickenwing, if the shoulderlock doesn’t end the fight, you can finish with Chickenwing Gooseneck.  PIC PIC PIC

However, in the chaos of combat you might screw up and grab the Badguy's right elbow with your left hand and be forced to grab his right wrist with your right hand, thus crossing your arms.  You have train plenty of reps in this situation so that you can get out of it.  The solution is not to switch arms because you would let go of the Badguy.  The solution is to transition to Baseball Grip, put in some hits and finish with Cop's Russian, Cop's Armpit or some other 2-on-1.

Punching into 1/2 Jacket is also good for stopping a sidedraw.  Against a cross-draw, you don't even need to punch.  

The thing to remember about ½ Jacket is that is a very, very weak control.  What makes it work is combining with striking to weaken/slow down your Badguy and transitioning into a better control like Cop’s Russian or Leopardifst or even transitioning into a better transition like Jacket Pin or Baseball Grip.  Don’t bet your life on ½ Jacket for more than a heartbeat.


1/2 Jacket from 9:00

So, what if you have stop a Badguy from doing a sidedraw, drawinging a weapon on the right side of his body with his right hand, while you are standing on his left side?  You have the same problem of being blocked by his core.

Of course, you can open up with a punch to the side of the Badguy's head before rushing around his body to his fighting arm to slap on a quick 1/2 Jacket.  Which side do run around, his front of his back?  You must train both.

Another option is Empty Arm Principle. 


Empty Arm Principle

The Empty Arm Principle is based on the idea that you can’t always get to the weapon arm and sometimes controlling the non-weapon arm is your only option.  However, if you can leverage your Badguy’s elbow in your Cop’s Russian with power and speed from Cop’s Russian that won’t matter too much. 

The reason is that when a Badguy is being properly leveraged with Cop’s Russian he’s in a different reality.  He’s flying face-first into a wall and has to deal with that first before he can deal with using his weapon on you.  When he hits the wall he has to deal with the possibility of his elbow being hyper-extended first before he can use his weapon on you.  Of course, if he counters your attack he will have time to use his weapon but if you do your job right, and put in the hits when appropriate, 90 % of the time he won’t be able to counter until it’s too late. 

Once you damage the elbow with Walltap you can quickly transition to the weapon arm or to a choke to finish the fight.



What if you are standing at 6:00 and the Badguy draws from the front of his jacket or waistline?  Now you have the same problem as stopping backdraw, his core is blocking your access to his weapon arm, in reverse.  

The solution is to use 1/2 Jacket to trap his right elbow with your right hand from 6:00, then, if possible, reach from behind with your left hand to grab his right wrist wherever it may be, his jacket or his waist.  As soon as you can, you want to drive and pin him into a wall to slow down his weapon draw.  From there you can transition into Baseball Grip and some other 2-on-1.  Without using your hands, which you will need for your transitions, put in whatever hits you can.  PIC PIC PIC PIC PIC PIC


Many variants of Jacket Pin as your Narrow Focus

The point to having a Narrow Focus is being able to do many reps of a few moves rather than a few reps of many moves.  However, with Jacket PIn I make an exception and train all or most of it's many variants.  This is because Jacket Pin, by it's nature, is a versatile move that is meant to be trained from many situations.  Jacket Pin is a weak position and training many reps in one position won't make it any stronger.  What makes a Jacket Pin work is it's various transitions combined with strikes.  No matter how you enter Jacket Pin or how you finish Jacket Pin, you are still putting reps into your Jacket Pin.

Here is a table of 23 of the most common combinations and variants.   PIC PIC  PIC


GA Style

Military Style

Jacket Pin from 3:00

Seated Jacket Pins

Marcelo Garcia 2-on-1 (Gi and No Gi)

Missles to Jacket Pin

Jacket vs Knife (Sword Grip and Icepick Grip)

Jacket Pin to Cop's Russian

Jacket Pin to Bent Russian

Jacket PIn to Cop's Armpit

Jacket Pin to Leopardfist

Jacket Pin to Baseball Grip to Gooseneck

Jacket Pin to Russian Tie


1/2 Jacket vs Backdraw

1/2 Jacket vs Sidedraw

1/2 Jacket vs Crossdraw

1/2 Jacket to Kimura

1/2 Jacket to Hammerlock

1/2 Jacket to V-Lock

Jacket Pin to Leopardfist

Jacket Pin to Baseball Grip


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