SKU: 19033438283

コンプリート・スパイダーガード vol.1|渡辺和樹

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コンプリート・スパイダーガード vol.1|渡辺和樹vol. 1 The Complete Spider Guard vol. 1: Concepts, Retention, and Off Balancing https: grappling. jp bjj list complete spiderguard CARPE DIEM 2017 IBJJF ASIAN OPEN 2017 77kg 2019JBJJF 50 50 vol. 1vol. 2 vol. 1vol. 26 (1) (2) (3) (4) (5) (6) (1) (2) (3) 3 vol. 2 (4) 3 (5) (6) XX50 50 50 50 vol. 1 50: 27 1. 2. 3. 4. vs 5. vs 6. vs 7. 8. 9. 10. 11. 12. 13. 14. 15. vol. 2 1. vs 2. vs 3. 4. vs 5. vs 6. 7. 8. vs 9. 10. vs 11. X 12. X 13. 50 50 URL DVD

コンプリート・スパイダーガード vol.1:コンセプト、リテンション、崩し
The Complete Spider Guard vol.1: Concepts, Retention, and Off-Balancing

■解説記事
購入検討の方はぜひお読みください。
https://grappling.jp/bjj/list/complete-spiderguard/

■渡辺和樹(CARPE DIEM)
2017年 IBJJF ASIAN OPEN アダルト茶帯ミドル級 準優勝
2017年 アブダビ。グランドスラム アダルト茶帯-77kg 優勝
2019年JBJJF全日本柔術選手権黒帯ミドル級優勝

スパイダー、ラペラ、50/50を筆頭に多種多様なガードを駆使する鉄壁の柔術家。
ホムロ・バハウ、ガブリエル・アウジェスといった世界王者とも練習を重ね、黒帯全日本王者やアブダビグランドスラム王者にも輝く。
現在はカルペディエム仙台の代表として、東北の柔術シーンを牽引している。

■本作の見どころ
スパイダーガードの本当に大切なエッセンスが凝縮されています。
vol.1ではスパイダーガードの基礎基本、vol.2ではスパイダーガードから必ず身につけたいアタックを収録しました。
それぞれのテクニックや随所に散りばめられたディテールの数々は、あなたのスパイダーガードを確実にレベルアップします。
これからスパイダーガードを学ぶ方から、もっとスパイダーガードが得意になりたい方までぜひご視聴ください。

■本作の構成
vol.1とvol.2を合わせて以下の6つのパートに分かれます。
(※詳細な目次は本ページ下部を参照ください)
(1)コンセプト
(2)リテンション
(3)崩し
(4)スイープ
(5)サブミッション
(6)トランジション

■(1)コンセプト
なぜスパイダーガードを使うのか?どのように使うべきなのか?
スパイダーガードの強みや作り方、キープの仕方を通じて大切なコンセプトを深掘りしました。
足の当て方や向き・角度、肘の位置など、ひとつひとつに意味があり、スパイダーガードを使いこなすためにぜひ覚えたい内容です。

■(2)リテンション
ポケットグリップ(袋取り)の作り方から相手のパスガードに対するリテンションまで、
反復練習を重ねることで鉄壁のスパイダーガードになれる厳選したドリルで構成されています。
特にポケットグリップの作り方は、すぐに実践することができるため非常にオススメのドリルです。

■(3)崩し
シントゥシン・マットスタンプ・ニーフックの3種類の崩しが学べます。
崩しはアタックを成功するために必要不可欠な技術体系であり、vol.2のスイープ・サブミッション・トランジションの質を左右します。
スパイダーガードからのアタックがなかなか上手くいかない方にこそ、見ていただきたいパートになります。

■(4)スイープ
スパイダーガードの代表的なスイープであるシザースイープを含めた3種類で構成されています。
シチュエーションごとにどのアタックを狙うべきなのか?
自分よりも力が強い相手を返すコツは何なのか?
特にシザースイープは体の向きや相手との距離、腕の引き方など細部にわたって徹底的に深掘りしています。必見です。

■(5)サブミッション
三角絞め・腕十字・オモプラータのベーシックなサブミッションに厳選しました。
それぞれのサブミッションに確かなディテールがあり、格段に極めのクオリティがアップします。
渡辺選手が示す大切なポイントを押さえて、極めの強いスパイダーガードに成長しましょう。

■(6)トランジション
トランジションとは他のガードへの移行を指します。
スパイダーガードは、他のガードと組み合わせやすい特徴があり、ワンレッグX・X・50/50と組み合わせることでさらに強力になります。
渡辺選手の代名詞である50/50が収録されている点もお見逃しなく。

【vol.1コンテンツメニュー】
全編 50:27
1. 自己紹介
2. スパイダーガードのコンセプト
3. スパイダーガードの作り方
4. ガードキープの仕方 vs正座ベース
5. ガードキープの仕方 vsコンバットベース
6. ガードキープの仕方 vs立ちベース
7. ポケットグリップの作り方
8. グリップカットのドリル
9. 膝で外された場合のガードリテンション
10. ダブルアンダー(両足担ぎ)に対するガードリテンション
11. スローパスに対するガードリテンション
12. シントゥシン
13. マットスタンプ
14. ニーフック
15. アウトロ

【vol.2コンテンツメニュー】
1. 自己紹介&シザースイープ vs正座ベース
2. シザースイープ vsコンバットベース
3. リバースデラヒーバスイープ
4. オーバーヘッドスイープ vs正座ベース
5. オーバーヘッドスイープ vs立ちベース
6. 三角絞め
7. 腕十字
8. オモプラータ vs正座ベース
9. オモプラータの極め方
10. オモプラータ vs立ちベース
11. スパイダー→ワンレッグX
12. スパイダー→Xガード
13. スパイダー→50/50&アウトロ


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Ryan
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Exactly the same as the free PDF I downloaded online for my student, only this costs $26 plus tax.
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Christopher West
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As someone who has spent nearly two decades deep within the intricate world of C# software development, delving into game development was like stepping into a new dimension, filled with its unique set of challenges and learning curves. It’s an entirely different ball game, albeit an exciting one. My preference for Unity, primarily because of its compatibility with C#, brought me to Scott Tykoshi’s "Mastering Game Design with Unity 2021," and what an enlightening journey it has been! Bridging the Knowledge Gap: The book acts as a bridge between my extensive experience in software engineering and the nuances of game development. Scott has a talent for making complex concepts accessible, and the depth of knowledge shared in this book is invaluable for anyone willing to expand their horizons within the game development ecosystem. Comprehensive and Well-Structured: This book isn’t just a guide; it’s a comprehensive repository of information. It meticulously covers a myriad of topics such as immersive workflows, visual scripting, physics engine, GameObjects, player progression, and publishing. The structured approach helps in assimilating each concept thoroughly before moving on to the next, allowing for a gradual and solid build-up of knowledge. Enlightening Insights into Unity: Being a C# aficionado, Unity was my platform of choice, and this book has only deepened my appreciation for it. It's enlightening to see the seamless integration and the versatility that Unity offers, especially through Scott’s detailed and clear explanations. The practical insights and the in-depth exploration of Unity’s capabilities have empowered me to leverage the platform to its fullest potential. Practical Approach to Learning: Scott Tykoshi’s method of blending theory with practical examples is a boon for learners. The real-world applications and practical exercises resonate well with my learning style, providing a hands-on experience that is crucial for mastering game design. The examples are well-thought-out, relevant, and inject a dose of reality into the theoretical aspects, making the learning process engaging and effective. From Novice to Master: "Mastering Game Design with Unity 2021" lives up to its name, taking the reader on a journey from the basics to the advanced intricacies of game design. Whether it’s understanding the nuances of player progression or getting to grips with visual scripting, the book lays out a clear path for achieving mastery in game design. Conclusion: For seasoned software engineers like myself, making the transition into game development can seem daunting, but "Mastering Game Design with Unity 2021" by Scott Tykoshi has been a beacon of knowledge, guiding me through uncharted territories with ease and clarity. It’s more than just a book; it’s a mentor, a guide, and a companion in the thrilling journey of game development. If Unity and game design are on your radar, consider this book your roadmap to mastery. Whether you’re just dipping your toes in or ready to dive deep, Scott’s insights will illuminate your path and elevate your game design skills to new heights.
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Aurélien
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As a Unity Instructor I can say the book is really amazing I was expecting that I'd face a basic book, but instead, the book is very complete, even having AR and VR chapters totally adapted to the new version of Unity, which makes it one of the best books to master Unity (if not the best).
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Bradley Wardell
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Mastering Game Design with Unity is a must-have for any developer looking to use Unity as their platform for developing a video game for today's audience. What makes this book particularly compelling is that it goes through the entire game design and development process. From UI design to audio to graphics, this is a book that provides a one-stop shop of knowledge for developers. If you're already a developer or just looking for a book at act as the heart of your Unity development, this is the book to get.
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Mike Athey
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Content seems good, but support files/code are insufficient, and the code seems illogical in places
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This books starts out great and the content/approach seems solid. But I ran into several issues when the coding portions were introduced, notably when it came to collisions and destroying enemy game objects. There's scripting to set up a bullet behavior, but from the outset the behavior is buggy, and when the "explosion" behavior is introduced, there's no coding to actually destroy the object you're introducing the explosion behavior to. On top of that, the explosion behavior is tied to the playerObj's "onDeath" function, so ... I'm not sure how any of that ties into destroying an enemy game object. This is about 150 pages in. The go-to method in these cases is, of course, to reference the support files, but these files only include the code and the book images. What's really needed is the Unity project files to ensure the code is being implemented in the components of the game objects and seeing the core structure there. With only the scripts, you can only check your scripts against those, but you can't be sure you're utilizing them correctly and tying it all together in Unity. Granted, I'm still learning the platform, but things like where you're expected to fire a bullet that has no "destroy gameObject" function into an enemy gameObject that also has no such behavior ... and the behavior is tied to the player? There's definitely something amiss. All the while you're dealing with "soft locks" in the test gameplay that could have been immediately addressed, but aren't. And you can't really move forward with such core inconsistencies in place because you fear the problems would just compound from there.
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Reviewed in the United States on July 31, 2023

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