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Punches & Combinations

Building Combinations That Actually Land

Combinations are not sequences you memorise — they are answers to what the opponent does after the first punch.

Intermediate7 min readReviewed 2026-08-03

Numbered combinations are a teaching shorthand, not a fighting plan. What makes a combination land is that each punch creates the opening for the next: a jab occupies the lead hand, a body shot pulls the guard down, a hook moves the head into the path of the cross. Good combinations also account for the exit — a three-punch sequence that ends with you standing in front of the opponent has completed only half the job.

Key points

  • Start every combination with a punch that establishes range, usually the jab, before committing power.
  • Alternate levels — head, body, head — because a guard cannot cover both at once.
  • Change angle mid-combination with a small pivot so the last punch arrives from somewhere unexpected.
  • Keep sequences to three or four punches; longer strings drain the gas tank and invite counters.
  • Plan the exit: a pivot, a step back, or a clinch should be the final beat of every combination.

Common mistakes

  • Throwing memorised numbers regardless of what the opponent is doing or where they are standing.
  • Ending combinations standing still in punching range, which is the most likely moment to be countered.
  • Loading every punch to maximum power, which slows the sequence and makes each shot visible.

Put it into practice

Exit-first combinations

  1. Pick three combinations and assign each one a specific exit — pivot left, step back, or roll under.
  2. On the bag, throw each combination fifteen times and count the exit as part of the repetition.
  3. Have a partner call out a level change mid-combination so the sequence has to adapt.
  4. Shadow box two rounds where no combination is allowed to repeat consecutively.
combinationsangleslevel changeexits