Training machine for combat disciplines and self-defense

ES1329921YUndetermined Publication Date: 2026-09-14BOUFELJAT DIB ABDELGHANI (100 00)
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Patent Information

Application Number
ES2026030102U
Authority / Receiving Office
ES · ES
Patent Type
Utility models
Current Assignee / Owner
Filing Date
2026-01-19
Publication Date
2026-09-14
Estimated Expiration
2036-01-19

AI Technical Summary

Technical Problem

Current training devices for combat and self-defense disciplines fail to integrate improvements in reaction time, accuracy, and striking speed, neglecting the mental component and personalization, and do not simulate unpredictable stimuli, limiting real-life preparedness.

Method used

A training machine with impact points, movable extensions, and a control unit that simulates realistic combat scenarios, provides personalized training, and adapts to different skill levels, incorporating sensors for performance feedback and adjustable difficulty settings.

Benefits of technology

Enhances physical and cognitive skills through unpredictable stimuli, optimizing reaction time and accuracy, allowing continuous improvement without a partner or coach, and adapting to varying experience levels.

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Abstract

A training machine for combat and self-defense disciplines, characterized by including a structure (1) with several impact points (2) configured to receive punches and kicks, movable extensions (3) arranged to simulate offensive and defensive movements, operating in coordination with a return and resistance system intended to mimic reactions, and means for displaying (4) performance metrics.
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Description

Training machine for combat disciplines and self-defense OBJECT OF THE INVENTION The invention, as the title of this descriptive document states, is a training machine for combat and self-defense disciplines. It is an innovation that offers advantages previously unknown within current techniques. TECHNICAL SECTOR The present invention falls within the sector of current needs of life in the subclass corresponding to sports, games and recreation, especially in the classification of material for physical education, gymnastics, swimming, climbing or fencing, ball games and training material specifically in exercise apparatus specially adapted to certain parts of the body. STATE OF THE ART The present invention arises from the observation that current training devices, such as punching bags, dummies, and rotating arms, do not simultaneously integrate improvements in reaction time, accuracy, and striking speed. These systems focus primarily on physical repetition, neglecting the mental component of combat. In everyday use situations, these tools do not allow for personalized training or simulate unpredictable stimuli, which limits their ability to prepare the user for real-life confrontation conditions. In response to this problem, the present invention proposes a training machine for combat and self-defense disciplines capable of launching random stimuli that force the user to react and execute strikes with precision and speed, optimizing their overall performance. Currently, there is no known existence of any training machine for combat and self-defense disciplines with structural and functional characteristics equal to or similar to those described in this descriptive report. DESCRIPTION OF THE INVENTION The object of the present invention is the creation of a training machine for combat and self-defense disciplines that brings a notable innovation within its field of application in the current state of the art, the characterizing details that make it possible being conveniently included in the final claims that accompany the present description. The present invention relates to a training machine for combat and self-defense disciplines that includes a structure with several impact points configured to receive punches and kicks, movable extensions arranged to simulate offensive and defensive movements, operating in coordination with a return and resistance system intended to mimic real reactions and increase the level of difficulty during training, and means of displaying performance metrics to optimize user practices. This invention solves the lack of tools that simultaneously integrate the development of mental reaction, striking speed, and accuracy in combat or self-defense contexts. Unlike traditional training methods, this invention allows the user to face unexpected stimuli, optimizing their responsiveness and decision-making in real time. This machine improves the overall performance of people who practice combat disciplines, such as martial arts, as it allows them to train both physical and cognitive skills continuously, in a personalized way, and without the need for a partner or coach. Furthermore, it adapts to different levels of experience, allowing for a progressive evolution of the user in their technical and strategic preparation The structure of this invention can be proportional to the size of a real opponent, with a vertical configuration and a solid base that helps to ensure its stability during use despite receiving blows and pushes. This structure incorporates at its top a support intended to house the impact points and movable extensions, distributed with the aim of simulating different attack and defense zones. Furthermore, the impact points may be made of padded or flexible materials, designed to absorb the user's shock and allow for safe training. These points can be connected to sensors that detect the accuracy, force, or speed of the strike, providing useful feedback to the user during their workout. On the other hand, mobile extensions could include articulated elements that simulate, for example, human limbs and are programmed to move in different directions or speeds. This would allow for the generation of unexpected stimuli that challenge the user's reaction time. In turn, these mobile extensions can be accompanied by a system that contributes to the generation of random movements or specific sequences, adjustable according to the training needs. Furthermore, the invention may incorporate a control unit that regulates the operation of the various components, such as the activation speed and travel of the movable extensions or the sensitivity of the impact sensors. This unit could be managed via a manual or digital interface, either on the structure itself or on a remote device, such as a mobile phone application, facilitating user configuration. Finally, it includes a power supply system, either mains-powered or battery-operated, ensuring the machine's autonomy and allowing for extended, uninterrupted use. Together, these elements offer a more comprehensive physical and mental training experience, adaptable to different levels of intensity and geared towards improving the user's technical skills in combat disciplines or self-defense. To use the training machine, the user must stand facing the structure and activate the system using the control unit. Through this interface, they can configure training parameters, such as speed, stimulus intensity, and difficulty level, according to their needs. During practice, the user must respond to the movements generated by the mobile extensions and hit the impact points according to the dynamics proposed by the device. EXPLANATION OF THE FIGURES To complete the description being made and in order to help in the better understanding of the characteristics of the invention, this descriptive report is accompanied, as an integral part thereof, by some figures in which, for illustrative and non-limiting purposes, the following has been represented. Figure 1 illustrates the training machine for combat and self-defense disciplines. PREFERRED EMBODIMENT OF THE INVENTION. The present invention relates to a training machine for combat and self-defense disciplines, comprising a structure (1) provided with multiple impact points (2) designed to receive punches and kicks. It also includes movable extensions (3) configured to simulate offensive and defensive movements, which operate in conjunction with a return and resistance system, the purpose of which is to reproduce realistic reactions and increase the degree of difficulty during practice. The machine further incorporates a display (4) for performance metrics, intended to optimize the user's training through constant feedback on their performance. In a preferred embodiment, the structure (1) has dimensions proportional to those of a human opponent (generally 160-180 cm tall), adopting a vertical configuration and featuring a solid base that ensures its stability. The upper part of this structure (1) acts as a support for the impact points (2) and the movable extensions (3), strategically positioned to realistically simulate a combat situation. Preferably, the impact points (2) consist of circular or rectangular padded areas located on the upper part of the structure (1), allowing the height of an opponent's torso and head to be simulated. This arrangement facilitates the execution of specific techniques, such as targeted punches or kicks, and helps maintain an ergonomic posture during training. Alternatively, the movable extensions (3) comprise padded areas with rectangular or cylindrical geometry, positioned both vertically and horizontally, and located on the sides and top of the structure (1). These extensions simulate arms or contact surfaces, allowing the practice of defensive and offensive techniques, such as blocks or kicks. Preferably, the mobile extensions (3) are equipped with movement and adjustment capabilities, allowing them to be configured according to the specific training requirements, adapting to different skill levels or combat modalities. The return and resistance system typically incorporates motion and contact sensors integrated into the impact points (2) and the movable extensions (3). These sensors detect user interaction and record parameters such as punch count, punch and kick force, reaction time, and accuracy in the impact areas. This information enables detailed technical monitoring and a precise evaluation of user performance. In another preferred claim, the display means (4) consist of compact screens arranged on the upper sides of the structure (1) and positioned to be visually accessible to the user. These screens display relevant metrics such as force, accuracy, and reaction time, without interfering with the functionality of the impact points (2) or the movable extensions (3). Alternatively, the display means (4) comprise a control panel with buttons, which allows for the control and programming of the machine, and is linked to a program designed to manage various operational functions. These include the selection of training modes, the adjustment of difficulty levels, and the recording of personal statistics. This system includes a progressive and competitive training mode, which automatically adjusts the intensity and complexity of the exercises based on the user's performance, thus promoting continuous improvement or allowing competitive interaction between several users. Typically, the structure (1) incorporates lighting elements and speakers designed to emit visual and auditory signals. These signals can be activated randomly or programmed to generate dynamic training situations that increase difficulty and stimulate the user's reaction time, reproducing more realistic combat conditions. Having sufficiently described the nature of the present invention, as well as the manner of putting it into practice, it is not considered necessary to make its explanation more extensive so that any expert in the field may understand its scope and the advantages that derive from it, it being noted that, within its essentiality, it may be put into practice in other modes of embodiment that differ in detail from the one indicated as an example, and which will also achieve the protection sought provided that its fundamental principle is not altered, changed or modified.

Claims

1. A training machine for combat and self-defense disciplines, characterized by including a structure (1) with several impact points (2) configured to receive punches and kicks, movable extensions (3) arranged to simulate offensive and defensive movements, operating in coordination with a return and resistance system intended to mimic reactions, and means for displaying (4) performance metrics.

2. A training machine for combat and self-defense disciplines, according to claim 1, characterized in that the structure (1) has a height of 160-180 cm and has an upper part that acts as a support for the impact points (2) and the movable extensions (3). 3.A training machine for combat and self-defense disciplines, according to claim 1, characterized in that the impact points (2) consist of padded areas of circular or rectangular shape, arranged on the upper part of the structure (1).

4. A training machine for combat and self-defense disciplines, according to claim 1, characterized in that the movable extensions (3) consist of padded areas of rectangular or cylindrical shape, arranged in a vertical and horizontal orientation, located on the sides and on the upper part of the structure (1), simulating arms and contact surfaces for practicing kicks and blocks.

5. A training machine for boxing and martial arts, according to claim 1, characterized in that the movable extensions (3) have configurable movement and adjustment capabilities via a control panel. 6.A training machine for combat and self-defense disciplines, according to claim 1, characterized in that the return and resistance system includes motion and contact sensors located at the impact points (2) and the movable extensions (3).

7. A training machine for combat and self-defense disciplines, according to claim 1, characterized in that the display means (4) consist of compact screens located on the upper sides of the structure (1), visually accessible to the user.

8. A training machine for combat and self-defense disciplines, according to claim 1, characterized in that the display means (4) comprise a control panel with machine control buttons. 9.Training machine for combat and self-defense disciplines, according to claim 1, characterized in that the structure (1) includes luminous elements and speakers to emit visual and sound signals.