Day 6 is the โglue dayโ of the KKB weekly training schedule. ๐งฉ You take everything from the week โ distance, teep, kicks, defense, counters โ and you connect it into real fighting flow (without turning it into a war).
Goal of the day: smooth transitions โ clean technique โ smart pacing โ and a strong โresetโ mindset. If Day 1โ5 built the tools, Day 6 makes the tools usable. ๐

๐ Table of Contents
- 1. Day 6 Summary (Sat) โ
- 2. Goal of Mix Day (Skill Review)
- 3. Full 2-Hour Session Plan (3:30โ5:30)
- 4. Warm-Up (15 min)
- 5. Skill Stations (Tables) ๐งช
- 6. Combo Lab (Flow Table) ๐ฅ
- 7. Partner Drills (Table) ๐ค
- 8. Controlled Sparring Rules (Table) ๐ก๏ธ
- 9. Common Mistakes (And Fixes)
- 10. Keep Training (Internal Links)
- 11. FAQ
1. Day 6 Summary (Sat) โ
| Day | Time | Main Focus | Key Targets |
|---|---|---|---|
| Day 6 (Sat) | 3:30โ5:30 | ๐ฅ Mix Day (Skill Review) | Footwork, teep, kicks, defense, counters, smooth transitions |
Goal of the day: turn separate skills into one fighting system โ enter โ score โ exit โ reset. ๐
2. Goal of Mix Day (Skill Review) ๐ฏ
Day 6 is built around four KKB rules:
- ๐ฆถ Move first: footwork creates the shot
- ๐ฆต Strike with balance: every kick must recover fast
- ๐ก๏ธ Defend with purpose: defense should create a counter
- โ Reset always: donโt stay in front after scoring
If you can do those four things, youโll look โadvancedโ even with simple combos. ๐
3. Full 2-Hour Session Plan (3:30โ5:30) โฑ๏ธ
| Block | Minutes | Focus | Intensity |
|---|---|---|---|
| Warm-Up | 15 | Shadow + mobility + rhythm | Easy |
| Skill Stations | 45 | Footwork + teep + kick control + defense | Medium |
| Combo Lab | 25 | Flow combos + clean exits | Medium |
| Partner Drills | 20 | Timing + reactions | Medium |
| Controlled Sparring | 10โ12 | Skill sparring rules only | Light |
| Cooldown | 5 | Breathing + stretch | Easy |
4. Warm-Up (15 min) ๐ฅ
Warm-up should feel smooth and sharp โ not tiring.
- 3 min shadow boxing (jab only + guard return) ๐ฅ
- 3 min footwork pattern (step in/out + angle exits) ๐งญ
- 3 min teep rhythm (switch lead/rear) ๐ฆถ
- 3 min kick activation (light body kick + fast recovery) ๐ฆต
- 3 min defense rhythm (block/slip โ counter โ reset) ๐ก๏ธ
Tip: If you lose balance in warm-up, slow down. Quality first. โ
5. Skill Stations (Tables) ๐งช
Run these as stations: 3โ4 minutes each, rotate, repeat 2 times.
Station A: Footwork + Exits ๐ฆถ
| Drill | Time / Reps | Main Focus | Coaching Tip |
|---|---|---|---|
| Step In / Step Out Footwork | 3 ร 1 min | Entry + balance | Small steps, head level โ |
| Angle Exit Drill | 3 ร 8 exits | Safety + angles | Exit after scoring, not before ๐งญ |
| Jab-Cross โ Exit Drill | 3 ร 10 | Hit-and-move | Hands back fast, pivot out โก |
Station B: Teep + Range Control ๐ฆถ
| Drill | Time / Reps | Main Focus | Coaching Tip |
|---|---|---|---|
| Teep Technique Basics | 3 ร 10 each leg | Form + recoil | Fast recovery, donโt hang the leg ๐ฆต |
| Entry/Exit Patterns (Teep) | 3 ร 8 | Control distance | Teep = steering wheel, not power ๐ |
| Teep Wall Drill | 2 ร 25 reps | Accuracy + snap | Touch fast, return faster โก |
Station C: Kick Control (Long Weapons) ๐ฆต
| Drill | Time / Reps | Main Focus | Coaching Tip |
|---|---|---|---|
| Step-in Body Kick (rear leg) | 3 ร 10 each side | Entry + hip turn | Small step, no telegraph ๐ |
| Body Kick โ Return to Guard | 3 ร 12 | Recovery speed | Kick and snap back fast โก |
| Low Kick (outer thigh) line drill | 4 ร 8 each side | Angle + shin line | Cut through, donโt swing wide โ๏ธ |
| Kick โ Check (defense) | 3 ร 10 | Anti-counter | After kicking, be ready to check ๐ก๏ธ |
| Double Kick Timing (same leg) | 3 ร 6 | Rhythm + balance | Second kick is quick, not stronger ๐ |
| Feint โ Step Kick | 3 ร 8 | Timing trap | Feint with eyes/shoulder, not big motion ๐ญ |
Station D: Defense + Counters ๐ก๏ธ
| Defense Pattern | Reps | Counter | Exit / Reset |
|---|---|---|---|
| Block (high guard) | 3 ร 10 | JabโCross | Pivot out ๐งญ |
| Slip outside | 3 ร 8 | Cross โ Hook | Step back reset โ |
| Check kick | 3 ร 10 | Low kick return | Guard up, stance stable ๐ก๏ธ |
6. Combo Lab (Flow Table) ๐ฅ
This is where Day 6 becomes โreal.โ Every combo must include: enter โ score โ exit.
| Flow Combo | Best Use | Key Cue |
|---|---|---|
| Teep โ Jab-Cross โ Exit | Control range + score safely | Hands return before you move โก |
| Jab โ Low kick โ Check | Hit legs and prevent counter | Kick then โready legโ ๐ก๏ธ |
| Feint โ Step kick โ Reset | Timing trap at mid-range | Small feint, big timing ๐ญ |
| Block โ Counter (1โ2) โ Pivot | Defense to offense | Counter is short, exit is long ๐งญ |
7. Partner Drills (Table) ๐ค
Partner drills keep Mix Day honest: timing, distance, reaction. Keep it technical.
| Drill | Rounds | Main Focus | Rule |
|---|---|---|---|
| 1-for-1 (attack โ defend โ counter) | 3 ร 2 min | Reaction timing | Only 1 counter shot โก |
| Range Control (teep only) | 2 ร 2 min | Distance + balance | No rushing forward ๐ซ |
| Kick trade (light) + recovery | 2 ร 2 min | Kick control | Must reset stance after every kick โ |
| Defense station (block/slip/check) | 2 ร 2 min | Defense habits | Defend first, then counter ๐ก๏ธ |
8. Controlled Sparring Rules (Table) ๐ก๏ธ
Mix Day sparring is for skill quality, not ego. Keep it light and clean.
| Rule | Why It Matters | Coach Focus |
|---|---|---|
| Light power only | Prevents injuries before a new week | Technique & timing โ |
| After scoring, you must exit or reset | Builds real fight habits | Hit-and-move ๐งญ |
| Max 2-shot counters | Stops brawling | Short counter, clean exit โก |
| No hard elbows/knees | Safety for teammates | Control & respect ๐ค |
Easy scoring system: clean entry + clean score + clean exit = point. ๐ฏ
9. Common Mistakes (And Fixes) ๐ซโ
- โ Trying to โwinโ Mix Day โ โ focus on flow and clean habits
- โ Too many combos โ โ pick 3โ4 flows and perfect them
- โ Kicking with bad recovery โ โ snap back to stance fast
- โ Countering too long โ โ 1โ2 shots, then pivot/reset
- โ No breathing control โ โ exhale on strikes, relax shoulders ๐ฎโ๐จ
10. Keep Training (Internal Links) ๐
Connect Day 6 to the full KKB system (strong internal linking for better user journey):
- ๐ Weekly hub: KKB Weekly Training Schedule
- ๐ฅ Day 1: Out-Fighter (Distance Control)
- ๐ฆถ Day 2: Teep + Range Control
- ๐ฆต Day 3: Kick Control (Long Weapons)
- ๐ก๏ธ Day 4: Defense + Counters
- โก Day 5: Conditioning Intervals (10s/20s)
- ๐ฅ Training media: Training Videos
- ๐ง More learning: Kun Khmer Techniques
- ๐ก๏ธ Stay safe: Injury Prevention
11. FAQ โ
What is Mix Day in KKB training?
Mix Day is a weekly skill review where you combine footwork, teep control, kick control, defense, and counters into smooth fighting flow.
Should Day 6 be hard or light?
Medium intensity with light sparring. Day 6 is about quality and connection, not maximum power.
How many combos should I practice on Mix Day?
Keep it simple: 3โ4 flow combos done perfectly beats 20 messy combos.
Is Day 6 good for beginners?
Yes. Beginners should focus on footwork, guard, teep basics, and 1โ2 counters โ then reset. Simple and clean.
Why is Day 6 important for recovery?
It helps you train technique while avoiding heavy damage, so you start the next week fresh and consistent.

