This is an outline of the fundamental principles of aikido. These are not specific techniques or strategies, but more of a guide to the most
basic aspects of how to advance in any aikido-based mod.
I. Stance (COG, Base, Balance, Relativity, Weak Plane)
-Center of Gravity (COG) is the point where your tori's mass is equally balanced or the middle point of your tori's weight. For example the abs joint is the approximate COG of a tori.
-Base is a fighter's floor contact (foot/hand placement on the ground) as well as the distance their COG is from these floor contacts. For example in aikido the tori starts in a high-narrow base which is dangerous because it can be easily lifted or it's feet can be swept. It is common for openers to initially drop and widen the tori's base. Having no floor contacts means your tori has no base support (floating base), this often leaves your opponent in control over the fight's direction.
-Balance is a tori's horizontal distance between their floor contact and COG. Ideally if the COG falls between the tori's floor contacts it is in balance. As the COG moves further from this boundary, the tori becomes more unbalanced. Break a tori's balance by forcing their COG outside of their base. For example the starting position in aikido is perfectly balanced because the tori's COG is directly above it's feet but it is very easy to break this balance because the feet are so close together. By adding more floor contacts (hands + feet) the tori's balance becomes more secure.
-Relativity between your base and your opponent's base can decide who is advancing in a fight. For example you want a low, balanced base relative to your opponent; or you want to have a high base weighing down an unbalanced opponent.
-The Weak Plane can be defined as vectors connecting a tori's floor contacts and COG. You can break the opponent's balance by applying forces in directions perpendicular to this weak plane, where the tori couldn't make a base. The weak plane is always shifting but never disappears until your opponent loses their base.
II. Control Points (Grabbing Risks, Joint Manipulation, Hooks, Releasing, Body Manipulation)
-With a grab you can control, damage, and dismember your opponent. However an excelled opponent can play your own grips against you to do the same. Hyper-extension, exceeding hold capacity, or collective contact forces can lead to fractures or dismemberment in your arms and pecs. For example grabbing your opponents foot can be dangerous because the power of extending/contracting his knee can forcefully break your wrist or elbow.
-Joint Manipulation is using a precise grab on a particular joint that can allow you to control that entire limb. For example grab your opponents lowered shoulder joint and it can be locked and incapable of being raised.
-It is important to understand the domain of grabbing your opponent. To ungrab has the same importance of grabbing. Don't just settle for the grips made in the opening turns. Fight for grips that control the tori's base, limbs, and COG.
-Hooks are other ways to control your opponent without grabbing (underhooks, leghooks, etc). These will allow you to have a weaker hold on your opponent but there is less risk compared to a real grab.
-Grabs can also have different types of control over your opponent. For example a grab near your opponent's COG (lumber/abs/hips) gives you power to lift and move your opponent while a grab far from your opponent's COG (head/legs) gives you power to rotate your opponent.
III. Leverage (Fulcrum, Leverage Ratio)
-The Fulcrum can be thought of as the pivoting point of a bend or center point of a rotation. Ideally, you apply a part of your own tori to be the fulcrum that you use to rotate or bend your opponent around. For example hip throws are powerful leverage techniques because they apply multiple fulcrums especially at the hip where your opponent is rotated and thrown over.
-The leverage ratio simply states that the further your control points are from an applied fulcum on your opponent, the greater the leverage force. For example in a foot sweep the fulcrum is applied at your opponent's lower legs using your foot, and your control point is usually high on your opponent's head or arms. With the low fulcrum and high control point established, your leverage force is applied through blocking your opponent's feet while pulling down and away on your opponent's head.
IV. Timing (Offensive/Defensive Premeditation, Reserved Movement, Explosive Movement)
-Premeditation is achieved by focusing on your opponent's ghost, predict his next movement, and set up your attack or defense accordingly. For example if you suspect your opponent will lift you then grab their lower body, or if you suspect a falling opponent to ungrab then you ungrab as well so they may fall with more force and tumble into DQ.
-Reserved Movement is the practice of always keeping joints conserved for the next turn. Think of it as executing a move in two or more parts so that in the following turns you can continue the flow of your move. Being reserved means you are patient, balanced, and you move defensively while focusing on strong counter attacks.
-Explosive Movement is the practice of committing as many joints as possible in one turn to create a single force or action. Being explosive means you attack first, you are very aggressive and powerful; but this exposes you to counters and injury.
-------------------Explosive Movement--------------------------Reserved Movement------------------


V. Momentum (Solid Body Momentum, Direct Forces, Momentum Transfer, Saving, Countering, Driving)
-Imagine both toris are one solid body that move over the aikido dojo. The direction and speed that this body moves is the momentum of both toris. This momentum can only be changed from either forces of gravity or the reaction forces that come from contact with the floor.
-When any joint is manipulated it induces a force into that limb of the tori. When that force comes in contact with the floor or the opposing tori, the momentum is changed in some way. All toris have the same size, same weight, and same strength. They are equal. So to create a larger force multiple joints must be manipulated to all deliver in the same direction.
-Momentum Transfer is the act of shifting your momentum to become your opponent's momentum. After establishing the momentum you want to pass you then pull in your opponent and deliver a strong opposing force off the floor which causes the momentum in you to stop and circle back into your opponent.
-Saving is delivering forces to stop the momentum which would have resulted in your own DQ.
-Countering is manipulating a threatening momentum or force in a way that would put your opponent at a disadvantage or DQ.
-Driving is delivering forces to add to a momentum that will DQ your opponent.
--------------------Throw Momentum--------------------------Counter Momentum-------------------


VI. Damage (Striking, Dismemberment, Fractures, Points)
-Striking is the practice of inflicting damage on your opponent using your hands, elbows, knees, and feet. Elbow and knee strikes are best delivered with a contracted joint or you risk self injury. Headbutts seldom offer fracturing or dismembering attacks but more often inflict more damage on your own tori.
-Dismembering an opponent's limb is the best possible result of a successful strike. Usually free flying limbs will be DQ'ed by gravity but sometimes grabbing and forcing the DQ is required or provides a speedy victory.
-Fracturing your opponent's joints can be very advantageous especially when you force your opponent to use that limb. For example, after fracturing your opponent's knee, force him onto that limb by grabbing and controlling his remaining floor contacts. Fractures among different limbs can give varying advantages. For example, fractures in the hand, ankle, neck gives little advantage; while a chest fracture can nearly eliminate a tori's rotational ability and fractures in a tori's knees and elbows make those limbs undependable for base support.
-Points are sometimes the deciding factor in a match, especially when two opponents are evenly skilled. To keep ahead always try to land small strikes throughout the match. For example, elbows and short punches to the head and torso can give rewarding point bundles with low risk.
-------------------Clinch Striking-------------------------------Striking Combo-----------------------


Contributors: Iver, Aquita, Zwift, Static, JudoInfo, BJJ Scout, The Aikido Team