Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.0
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    Variable FLYING_KNEE_ANIMATIONConst

    FLYING_KNEE_ANIMATION: SkeletalAnimation = ...

    Flying Knee - 뛰어무릎 (Ttwi-eo Mureup) - "Khao Loi" (Muay Thai)

    Authentic Muay Thai Jumping Knee Strike

    Explosive airborne knee strike using full body momentum as a spear. One of the most spectacular and devastating techniques in Muay Thai. Maximum power from combining jump momentum with knee drive. Famous for knockout victories in Muay Thai and MMA (e.g., Jorge Masvidal vs Ben Askren).

    Korean Martial Arts Biomechanics:

    • Explosive Jump (폭발적 점프): Both legs drive off ground simultaneously
    • Airborne Drive (공중 추진): Knee drives forward while body is in flight
    • Rear Leg Extension (뒷다리 확장): Trailing leg extends back for balance
    • Arms Drive (팔 추진): Arms pull for momentum and balance
    • Target Acquisition (목표 확인): Eyes lock on target mid-flight
    • Impact Timing (충격 타이밍): Knee contacts at peak of jump arc

    Target Vital Points:

    • 명치 (Solar Plexus - Myeongchi): Breath knockout
    • 관자놀이 (Temple - Gwanjanoli): Airborne head strike (extreme power)
    • 턱끝 (Jaw - Teok-kkeut): Flying uppercut knee
    • 경추 (Cervical Spine - Gyeongchu): Spinal trauma risk

    Combat Applications:

    • Close distance explosively against backpedaling opponent
    • Counter to opponent circling away (cut off angle)
    • Finish sequence after opponent is rocked
    • Surprise attack from mid-range
    • Breaking opponent's defensive shell with airborne attack

    Technical Requirements:

    • Proper distance (3-5 feet optimal)
    • Opponent stationary or moving toward you
    • Strong push-off from both legs
    • Commitment to technique (no half-measures in air)
    • Landing preparedness (balance recovery critical)

    Phases:

    1. Chamber (준비): 120ms - Crouch and load both legs, arms swing back
    2. Jump (뛰기): 150ms - Explosive takeoff, both legs extend
    3. Airborne (공중): 180ms - Knee drives forward, trailing leg extends
    4. Strike (차기): 100ms - Knee contact at peak height
    5. Land (착지): 250ms - Absorb landing, recover balance

    Duration: 800ms (Extended for dramatic airborne technique)

    뛰어무릎애니메이션