
Day 20 is the first combat day at 30, and it changes the card's shape. Levels as always - 3, 4 or 5 sets, 2 minutes rest, the card as a circuit - but the card has three entries instead of four: 30 front kicks, 30 combos of backfist plus side kick, and 30 combos of jab, cross and side kick. Totals throughout, alternating legs on the front kicks, 15 combos with each lead on the two chains.
Two of the three entries are combos, and both of them you have thrown before, on Day 4 and Day 12. Nothing new arrives; instead the count goes from 20 to 30 and the standalone punches and bounces disappear, which means each set is longer and more of it is chains. That is the pattern for the rest of the combat days: technique was the first half of the program, volume is the second. Front kicks open the set, quick and simple, before the two combos take over.
Front kicks: knee up, snap out, ball of the foot, return before the foot lands. In the backfist and side kick combo, keep the hand and the foot on the same side and let the hip turn once for both. In the jab, cross, side kick combo, throw the cross with real rotation and let that turn set up the kick. At 30 per chain, pace the first 10 as if you have 20 more, because you do.
Twenty went to 30 and the card lost its warm-up - the combat days have finished teaching and started counting.
Make it Harder: Rise onto the ball of the standing foot on every side kick for extra reach and a harder balance.
Make it Easier: Do 20 of everything instead of 30 and keep your level's number of sets.
