of five rings

The Fire Book

  • Know the rhythms of the intervals: The concept of suki, the gap in activity, or consciousness, that one can take advantage of. When the opponent tenses, or slackens; if his eyes blink or if he takes a breath, these are suki.
  • To injure the corners: It is a principle of Jüdö to direct an attack to the opponent's "balance points," which are the four corners in which he is vulnerable. In any martial art, this is a guiding principle.

Considering the Site

  • Take a stance with the sun behind you, and if not that, to your right. In a room also.
  • Take a stance as high as possible to look down on the opponent.
  • Chase the opponent around by going to the left. Do not let the opponent have the opportunity to look around, do not let him see where he is.

The Three Initial Attacks

  • Ken no Sen - Where you make the initial move.
  • Tai no Sen - Where your initial move takes place instantly after the opponent makes the first move. (The Waiting Attack)
  • Taitai no Sen - Where the initial attack is made when you and your opponent attack at the same time. (The Body and Body Attack)
  • Ken no Sen - Come in quickly and forably with indomitable spirit. Fast foot movement, quickly to opponent.
  • Tai no Sen - As opponent attacks, make as if it does not bother you or feign weakness. When the opponent is close, back away making it seem as if you are leaping away, then come in forcibly in one short breath.
  • Taitai no Sen - When the opponent comes in quietly, move yourself a little more quickly. At the point when the opponent is close enough, make a feinting move, watch the reaction of the opponent and attack to win.
  • Tread on the sword - Attack your opponent where he would attack you and stop his sword.
  • To know collapse - Pursue your enemy to the end. Do not allow for recovery. Then they can attack you again.
  • To move the shadow - Pretend to attack very fiercely and the enemy will reveal his intentions.
  • To make transferable - Sleepiness and yawning can be transferred. When your opponent is in a state of agitation and shows signs of impatience, appear as if nothing is bothering you and put forth an easygoing, relaxed stance. When you perceive that mood has been transferred, you have a chance to attack. Also the concept of "intoxication." Getting the opponent bored, agitated and giving him the feeling that you are inferior.
  • Upsetting or unbalancing the opponent when he feels endangered, that it is impossible or unforseen situations.
  • Induce fear and confusion: Make a small force appear large, frighten him with noise or attack from all sides. Do something your opponent does not expect.
  • Attack the corners of exposed strategic points. With the strength of the corners diminished, the strength of the whole is as well (How strong is a box with its corners smashed in?)
  • Confusion: Feint blows and thrusts make your opponent think you are going to strike him. This confuses him.
  • The three yells - Yells show spirit. Disrupt the enemy.

    • shö - the pre-yell
    • chü - the during yell
    • go - the post-yell

  • Deliver the yell, then attack. These are not simultaneous. Low pitched to help maintain rhythm.
  • "To mix up": - To attack in a zig-zag fashion.
  • Mountain and sea change - Do not repeat the same tactic repeatedly. Twice is sometimes unavoidable, but no more. If the opponent expects mountains give him the sea, if he expects the sea, give him mountains.
  • Knocking out the bottom - Do not simply defeat an opponent. Eradicate his spirit to return and fight again, to keep on fighting.
  • To renew - Change plans, renew your spirit and attack again when in deadlock.
  • Commanders know the troops - Think of your enemy's troops as your own and move them around as such.
  • Letting go the hilt - Winning without a sword. Shades of meaning.
  • The body of a massive rock - Becoming invulnerable.







5 rings