How to flying kick
How to flying kick
Flying Jump Kick
Flying Jump Kick is a fancy looking kick, which in most peoples’ minds is reserved for the movies, demonstration and breaking. However from a power point of view, it combines two monsters:
So now let’s take a look at the Kinesiological Analysis of the kick.
Phase One: Take Off
There are various schools of thoughts on how the chamber should be raised.
We will analyze a vertical lower leg:
The chamber comes up similar to the front kick and the rest of the body resembles a basketball layup.
On the kicking leg: the hip flexors assisted by the adductors flex the hip. Hamstrings flex the knee. Tibialis Anterior dorsi flexes the foot to expose the heel as the point of impact.
In the supporting leg: the Quadriceps extends the knee, Gluteus Maximus assisted by the Hamstrings extend the hip. Gluteus Medius and Minimus stabilize the hip. Calf completes the push off.
Spinal Extensors and Quadratus Lumborum are primary core stabilizers, especially if the torso is not completely vertical prior to take off.
Even at this stage, where flexibility does not seem to be a large factor. Allowing the muscles to lengthen properly will boost the take off.
In the right leg Quadriceps Vastii (Three Short Heads of the Quadriceps) lengthen to all the knee to flex. Gluteus Maximus, Adductor Magnus Ischial Fibers and Adductor Longus stretch allows the knee to gain its maximum height. Calf, especially Soleus flexibility, permits the heel to be exposed as the point of impact.
In the left leg Hip Flexors and Adductors Lengthen to allow for full hip extension. Tibialis Anterior allow the foot to point.
Phase Two: Impact
«You watch too many movies» maybe the right phrase used here.
Not always, but rather frequently the kick extended prior to impact. This looks great as the audience get to see how a fully extended kick looks like.
However in practicality it’s like extending a punch straight at the elbow and trying to push someone with it. The leg must not be straight at the point of impact.
Muscles Involved
At the full extension the kicking leg is medially rotated and abducted. Three muscles carry out these two actions:
The Former extends the knee and later extends the hip. Tibialis Anterior makes sure the proper point of impact slams into the target.
The supporting leg is characteristically flexed at the knee, abducted and externally rotated at the hip. There many variations to this position.
A complete lateral flexion calls for contraction of all the core muscles on the right side. Right Obliques, Right Side of the Rectus Abdominis, Right Quadratus Lumborum and Spinal Extensors hip to pull the Iliac Crest and Floating Ribs together. Psoas Major and Minor also assist.
Lengthening
While the non-kicking leg flexibility can make a kicker look good, it’s the core and kicking leg flexibility that really counts.
Part Three: Recovery and Landing
If a martial artist wants to keep doing this kick, he must learn how to land. Two actions are combined here.
Landing
Not everyone lands the same way.
On the landing leg, the Quadriceps and Calf will absorb the brunt of impact.
On the other hand if the kicking leg recovers into front kick position, the torso may fall back slightly (shoulder behind the hips) and hip flexors combined with adductors will keep it in check.
Muscles of the core will mimic the position of the torso and fire in chain with the lower body.
Want to Master the Flying Side Kick? This Is the Program for You:
How to Kick (in Martial Arts)
This article was co-authored by David Engel. David Engel is a Muay Thai Instructor and Self Defense Trainer based in the San Francisco Bay Area. With over 15 years of martial arts instruction and training experience, David runs California Martial Athletics with co-owner Joe Chernay. He has created and maintained martial arts programs at Rise Combat Sports in San Francisco and Round 5 Martial Arts Academy in San Leandro, with a mission to provide students with a level of comfort and competency that manifests both within and outside the martial arts context. He is also a registered cornerman for amateur and pro competitors under the IKF (International Kickboxing Federation). David was the youngest apprentice instructor of the Thai Boxing Association of America under Ajarn Chai Sirisute (2009), and was a top-ranked amateur competitor in his weight class (127-130 lb) in California between 2013 and 2015.
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Kicking is one of the most important features in several martial arts, but many people can’t throw good kicks because they have trouble balancing and coordinating their bodies. Luckily, getting better is just a matter of practice. There are many exercises that you can do to improve your balance and coordination and help you get more power from your kicks by strengthening your leg muscles. When you feel confident, you can test your progress by performing different types of martial arts kicks.
How to Perform a Back Kick
This article was co-authored by Derrek Hofrichter and by wikiHow staff writer, Amy Bobinger. Derrek Hofrichter is a Self Defense Specialist and the Founder of EVKM Self Defense & Fitness in Tempe, Arizona. Derrek specializes in Krav Maga, Personal Safety, and Boxing. Derrek is a Krav Maga Third Degree Black Belt, a Senior Certified Krav Maga Instructor, and a Krav Maga Alliance Executive Board, and Training Team Member. EVKM Self Defense & Fitness was named the 2014 Krav Maga Alliance School of the Year and the 2017 Best Gym/Workout Studio in Phoenix. Derrek was named as one of the top 30 Health and Fitness Leaders in Arizona under the age of 40 by The Arizona Republic and azcentral.com in 2018. He also holds a BA in Government Public Policy from Patrick Henry College.
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A back kick is more than just a cool-looking trick—it’s a powerful strike that can catch your opponent off-guard while doing a lot of damage. Back kicks also activate several major muscle groups, so practicing them is a good way to strengthen your back, glutes, and legs. However, since it’s so powerful, you should only practice this with a trained martial arts instructor and the appropriate safety gear. In the right circumstances, though, it can be really and we’re here to answer all of your questions how to master it!
How to Perform a Spinning Hook Kick
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Prior to the 1970s, spinning kicks were less popular in Taekwondo and were considered too risky to be used for all but the most experienced competitors. Roundhouse and side kicks were dominant for knockouts then, and spinning kicks seemed just too slow and obvious. But with the significant evolution of Taekwondo since, including the advent of modern footwork and the refinement of strategic maneuvers, spinning kicks have become the most powerful and dangerous kicks in the tae kwon do competitor’s arsenal. Sanshou also uses spinning kicks and is a much more efficient and effective art when compared to Taekwondo. However, with the rise of spinning kicks came the rise of such kicks like the spinning side kick and the back kick. These kicks are indeed affective but they are easily vulnerable to counterattacks either during or shortly after the kicks has been performed. The question arose in many Taekwondo competitors, life-long dedicated and still only a Newbie: Was there a spinning kick out there that was both effective and not as vulnerable to counterattacks? The answer is yes, and that kick comes in the Spinning Hook Kick—when done properly could easily knockout an opponent.
Using flying kick as an intitator
Forums > Pathfinder > Pathfinder First Edition > Rules Questions»>Rules Questions
Me and my GM are disagreeing on the reading of the flying kick style strike from unchained i can get as a monk. I argue that it should be possible to use flying kick as an initiator, in other words my turn would go: flying kick->rest of flurry.
My gamemaster argues that it cannot be used this way and argues that it has to be part of an already started flurry of blows and that i cannot open with the flying kick.
«This movement is made as part of the monk’s flurry of blows attack and does not require an additional action.»
He argues that since its a part of the flurry it already needs to have started. He argues that it would be too strong of an ability, basically making it a smaller but more flexible pounce.
I would argue that since the movement is part of the flurry of blows, as long as i make an attack at the end, I’m still within the rules to do the flurry after engaging.
«This movement may be between attacks.» I would argue that it wouldn’t make sense to point out that it may be used between, and would have been worded diffrently if it only could be used between attacks. The «may» indicates that it also can be used before or after, but since the rest of the ruling rules out after we are left with before.
I also find it weird that his interpritation incetivices me to start a flurry by lightly slapping an ally before doing the rest of the flurry on the enemy.
Could somebody enlighten us on how you would rule this?
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
You may designate one of your attacks in the flurry of blows to be a style strike. This can be the first one, and nothing in Flying Kick specifically overrides this.
You are correct here; you may use a flying kick to extend your effective range and effectively move your fast movement distance, and still make your full flurry of blows.
It’s not exactly ever going to be as good as Pounce, since you’re not getting the bonus to attacks and you can only move your fast movement distance, and not your charge distance which would be anywhere from 50 to 90 feet greater, barring magic items that might make it even larger a gap.
that’s pretty much the whole of it. you just make your first attack your style strike. I’m pretty sure this how the majority of people run and use it, as an initiator.
Your GM is entirely wrong. Flying Kick is meant to fix the monk’s classic issue of having high mobility in a game that punishes moving. It is exactly a pounce ability, but with a restricted range at first.
And please laugh at your GM’s idea that Flying Kick is too strong. Level 5 wizards are throwing fireballs and summoning the always invisible aether elemental. Next level druids are Wild Shaping into tigers and actually getting pounce. Seriously, GMs need to knock off this crap.
Monk OP pls nerf
this isn’t even funny.
I wouldn’t call it «OP», but I’d call it «holy hell that’s an awesome martial ability when you pair it with being able to make multiple bonus attacks per round».
If actually really pushing the limits of Unchained Monk, a level 12 Umonk 11/ Cleric of Shizuru 1 can go:
| Sep 26, 2016, 08:49 pm |
How are you granting Katana the monk special ability to FoB with it? As well, is the enhanced crit worth losing the 2d6 base unarmed Damage?
Crusader’s Flurry, and yes. Pretty much any weapon is more desirable than Unarmed Strike.
I wouldn’t call it «OP», but I’d call it «holy hell that’s an awesome martial ability when you pair it with being able to make multiple bonus attacks per round».
If actually really pushing the limits of Unchained Monk, a level 12 Umonk 11/ Cleric of Shizuru 1 can go:
That’s really cool, and I’m not knocking it too hard, but for anyone who thinks that’s anywhere near OP, the level 12 wizard hanging out next to the monk/cleric casts geas and removes any living creature of any HD from the fight with no save.
Unchained Monks get some fun stuff, but they are no where close to OP, and anyone who thinks so is completely and objectively wrong.
| Sep 26, 2016, 09:09 pm |
Crusader’s Flurry, and yes. Pretty much any weapon is more desirable than Unarmed Strike.
I just figure you could make use of the fact that you already have to make 3 unarmed strikes and all those feats you need to get the katana online, and instead get pummeling style and improved critical and crit every attack that hits about 50 % of the time. why mix unarmed strikes and katana strikes and fail to maximize either?
Correction, Geas won’t work in combat, but there are other spells that will do better than eight attacks.
Crusader’s Flurry, and yes. Pretty much any weapon is more desirable than Unarmed Strike.
I just figure you could make use of the fact that you already have to make 3 unarmed strikes and all those feats you need to get the katana online, and instead get pummeling style and improved critical and crit every attack that hits about 50 % of the time. why mix unarmed strikes and katana strikes and fail to maximize either?
Probably because the payoff from a 15-20 crit with the Katana is worth more than a couple extra feats thrown at unarmed strike. Plus, Scorpion Style is a lot more useful in this case than Pummeling Style. Pummeling Style isn’t a wise investment for an UMonk.
He argues that it would be too strong of an ability, basically making it a smaller but more flexible pounce.
This is literally the entire reason it exists.
Crusader’s Flurry, and yes. Pretty much any weapon is more desirable than Unarmed Strike.
I just figure you could make use of the fact that you already have to make 3 unarmed strikes and all those feats you need to get the katana online, and instead get pummeling style and improved critical and crit every attack that hits about 50 % of the time. why mix unarmed strikes and katana strikes and fail to maximize either?
You certainly can just use unarmed strikes. Pummeling Style was reworked from what it used to be (whatever that was; the debates never ended), and now it’s just Cluster Shot. Jabbing Style might, ultimately, be worth more. Anyhow, FoB with katana requires two feats to use, and one of those feats is a useful +1 attack anyhow; but really, I just cite katana because it’s a cool weapon to flurry and very powerful, especially with two-handed Power Attack (that unarmed can’t do). Using a weapon on a Monk also means that you’re free to use a style that doesn’t just boost your unarmed.
| Sep 26, 2016, 09:38 pm |
Crusader’s Flurry, and yes. Pretty much any weapon is more desirable than Unarmed Strike.
I just figure you could make use of the fact that you already have to make 3 unarmed strikes and all those feats you need to get the katana online, and instead get pummeling style and improved critical and crit every attack that hits about 50 % of the time. why mix unarmed strikes and katana strikes and fail to maximize either?
Probably because the payoff from a 15-20 crit with the Katana is worth more than a couple extra feats thrown at unarmed strike. Plus, Scorpion Style is a lot more useful in this case than Pummeling Style. Pummeling Style isn’t a wise investment for an UMonk.
I apparently missed some errata on pummeling style, so i actually agree with you there. Its crit potential was significantly reduced. my mistake. though i will note that Scorpian style, despite its name is not actually a style feat, and can be used while in any given style.
I’ll think on this more.
| Sep 26, 2016, 10:45 pm |
Ive looked at it, and I think unarmed strikes hold up pretty favorably with the katana build unless strength modifiers get high enough for the two-handed bonuses to start overcoming the damage benefit.
I realized that the second attack granted by Umonk FoB is actually at full BAB, so Ive accounted for that here.
I am not actually looking for crits with my build, so I will in general assume no crits on my build.
Thats 6 full Bab attacks. Lets put a baseline of half of them hitting, and a pre magic item strength of 18.
for me, i get 3x(2d6+4) and an additional 4d6 from jabbing style, for 10d6+12, or an average of 47 Damage.
Perhaps some serious theory crafting would show that the numbers do win out in your favor, But i can put my remaining options into investing in unarmed strikes, so those 3+ hits will keep universally getting better. For you only half your hits will will improve in any fashion, and most of those improvements wont multiply with a crit, except again for power attack.
I just dont think the disparity is as bad as you think.
Everyone always assuming they can get Medusa’s Wrath to proc more than once in a blue moon confuse me.
Your only options for making it work are going first in combat (never guaranteed), getting Stunning Fist to work, or using Scorion Style/Gorgon’s Fist.
The first will only ever work on round 1, so you better hope you start within 15-20 feet of a guy and go first.
The second relies on the use of one of the most notoriously pitiful class features in the game, because you do not have the stats to jack that DC to a manageable level.
The third relies on the enemy failing not one, but TWO consecutive Fort saves of the same pitiful DC as option 2. And with no options (like Mantis Style, Ability Focus, etc.) to raise the DC. And requires you to spend TWO ROUNDS setting it up.
Realistically speaking, Medusa’s Wrath is a non-factor in DPR calculations unless all you’re fighting are Zombies.
Using an actual melee weapon, with the superior crit range/multiplier, better accuracy (due to likely having a higher enhancement bonus), and greater strength bonus to damage is going to be the stronger pure damage option in almost all cases. Grab a Santetsukon and go to town with your d10, 19-20/x2 self and enjoy more damage with less hassle.
Multiclassed builds might be different, but even then only really niche, specific ones.
Assuming you crit on every strike is a whole ‘nother can of worms that should be pretty obvious as to why it shouldn’t be considered a perk.
Above, BadBird used Domain Strike and gentle rest to proc staggered, which is actually pretty clever I think. Especially since he grabs that and crusader’s flurry with only 1 level dip.
There should be other classes in your party that can impose one of the conditions conducive to Medusa’s Wrath. Frigid Touch is a good example that is easy to find.
Crusader’s Flurry is not very good for UnMonks, as:
1. It can’t be used for extra attacks with Ki Pool, Stunning Fist or Elemental Fury as it is still not a monk weapon so it cannot be enchanted with ki focus;
2. Weapon is still not in the monk weapon fighter group so it cannot be used with Ascetic Style;
3. Cannot be used with Medusa’s Wrath;
4. Cannot be used with Style Strikes.
Unchained Monks always take Medusa’s Wrath because the other level 10 bonus feats are Improved Critical, Snatch Arrows, and Spring Attack. Might as well take the free feat that can give you two free attacks, even if it’s rare.
And you need to do at least one unarmed strike to use your Style Strikes, so why not have the option?
There should be other classes in your party that can impose one of the conditions conducive to Medusa’s Wrath. Frigid Touch is a good example that is easy to find.
Maybe they can, maybe they can’t. Banking on them doing it every round of every combat just to help you out isn’t a good move.
There should be other classes in your party that can impose one of the conditions conducive to Medusa’s Wrath. Frigid Touch is a good example that is easy to find.
Maybe they can, maybe they can’t. Banking on them doing it every round of every combat just to help you out isn’t a good move.
Why would you need them to do it every round?
Save-or-sucks are super common. The UnMonks ability to jump from target to target, poaching on whoever fails their save on a stagger effect, which is super cheap to come by, is a great ability, not something you need to do every day to be worth it though.
In the end game, it can easily execute a boss that PASSES a save against Stunning Critical, Stunning Finale, Suffocation, and other stuff.
You don’t need to do it every round to be good, but it’s a massive force multiplier with very little set up.
Most of the issues with a weapon on an Unchained Monk boil down to a single attack; your 1/round Style Strike can be the same attack as your 1/round Ki attack and your 1/round Stunning Fist, so it’s generally a question of 1 attack out of many per round being ‘left out’. Since UMonk gets full 1.5x STR as well as 1.5x Power Attack with a two-handed weapon, a weapon has even more of a natural advantage over an unarmed strike than with a normal Monk. Even if a UMonk invests in Dragon Style/Ferocity and triggers Medusa’s, the strikes that don’t need to be unarmed are probably going to be a fair deal more powerful with a weapon than with more fists.
If I had to guess, I’d guess that in the long run Jabbing Master and a reliable trigger to Medusa would tip the scale towards unarmed. But making all of your attacks minus one with a much more easily enhanced, higher-crit weapon at the cost of that one other strike being weaker is typically not a bad trade. Having your style open also means you can work in something else. Like maybe switching between one and two hands as needed to gain a huge AC buff off of Crane, and then exploiting that with Stylish Riposte (though I might be running out of feats at this point).
A CR 12 monster has AC 27 according to the Average Monster Stats table. For this I’m assuming a +2 weapon/amulet, a Str of 18 (16 at first level, with two level increases), and a +4 Str belt. Weapon Focus will also be selected for both strikes and katanas, no Power Attack or Styles used. The monster will be stunned in order for Medusa’s Wrath to trigger, since monks can drop that themselves, even if it rarely happens. Thus their modified AC is 25.
Our monk has a BAB of +11, unarmed damage of 1d10 ×2, and katana damage of 1d8 18-20/×2. The average damage of our unarmed strike is 13.5 (5.5 +6 Str +2 enhancement), and the katana’s average is 15.5 (4.5 +9 Str +2 enhancement).
The formula to get average damage for a single attack is Weapon Average×(Chance to Hit-Chance to Crit)+Weapon Average×Crit Multiplier×(Chance to Crit×Chance to Confirm)+Weapon Average×(Chance to Crit×(1-Chance to Crit)).
This monk didn’t need to multiclass, so their unarmed strikes do 2d6 damage and they have a +12 BAB.
Their unarmed Strikes do 11.38/9.45/5.29.
Total is 11.38 + 11.38 + 11.38 + 11.38 + 11.38 + 9.45 + 5.29 + 11.38 = 83.02
So dealing 8.93 damage more cost a level of monk, another feat (Weapon Focus (katana)), and 8,000 gp to enchant the katana.
Now the thing that keeps me from using the katana and just sticking with fists is this: a CR 12 creature has 160 HP according to the table. Both monks will drop their foe in two rounds by themselves, or one round if they have a buddy putting out at least as much damage as them. So why bother with the katana and multiclassing if it isn’t enough to go from two-shotting an enemy to one-shotting them?
«Come on, man, all the cool monks are doing it!»
Now the thing that keeps me from using the katana and just sticking with fists is this: a CR 12 creature has 160 HP according to the table. Both monks will drop their foe in two rounds by themselves, or one round if they have a buddy putting out at least as much damage as them. So why bother with the katana and multiclassing if it isn’t enough to go from two-shotting an enemy to one-shotting them?
This is actually a fairly interesting and often overlooked point. What does winning the DPR Olympics actually do for your character?
Of course, not every monster is the average. There can definately be those that are abnormal. And though the Katana might be more costly, I am not sure multiclassing on a martial can be counted as a real disadvantage. I don’t think Monk has thay much stuff that loosing a Monk level is a big deal. And furthermore for most of your career (barring games that stop at level 12) you will be ahead a little bit more because 12 is a key level for unarmed strike damage.
Honestly, I will probably never play either. But from what is presented the Monk with the Katana has a much more tempting target for enchantments than the unarmed Monk.
Yeah, I think it’s a personal choice between the two. Me, I really don’t like multiclassing unless it’s a prestige class, and even then I think twice. An extra 8-9 damage isn’t worth it to me, especially since it won’t actually kill the average enemy I face any faster. There just comes a point where you’ve optimised enough.
I just wanted to point out that either monk build is about as good as they can get facing an equal CR foe. One has a snazzy weapon to enchant, the other has a feat unspent and a wee bit more gold. But over a large number of fights against CR 12 opponents, both are pretty much the same.
There just comes a point where you’ve optimised enough.
Le gasp! Don’t tell the high level power builders that!
But yea, I don’t understand avoiding multiclassing. One of my favorite parts of builds! Cheesy multiclassing for daaays. XD But, in general I definitely would rather have a good CC or nitch option over more raw damage. Why I like the Brawler so much more. Though, Style Strikes are super awesome. Even if it feels like Flying Kick just outshines the rest for being so mandatory.
And I struggle to even remember that section of the rules exist 😀 Don’t know why, I’d rather stay with one class and maaaybe a PrC. Don’t like gestalt either.
I’m probably going to commit the heresy of taking Foot Stomp at 5 instead. Crane Style for super defense, Foot Stomp them to make them deal with me.
I mean, at 5th I can totally understand wanting Footstomp more. (Then you can start to pretend everything is Kung Fu Hustle! *shot*) Going past 9th without it would be waaaay too heretical though.
That’s the plan. Though I wish there was a feat called Extra Style Strike, sure would be nice.
That’s the plan. Though I wish there was a feat called Extra Style Strike, sure would be nice.
There is quite some room for additional UnMonk options.
I just wanted to point out that either monk build is about as good as they can get facing an equal CR foe. One has a snazzy weapon to enchant, the other has a feat unspent and a wee bit more gold. But over a large number of fights against CR 12 opponents, both are pretty much the same.
Ease of use is a pretty big factor. To get an unarmed build to be competitive in damage, you need to do a lot of work. Multiple Feats, specfic niche builds, ally aid, etc.
To get a weapon build to be so close to as good as to be irrelevant, or even better, you just need to. pick up a weapon. That RtK isn’t changing much either way.
I just wanted to point out that either monk build is about as good as they can get facing an equal CR foe. One has a snazzy weapon to enchant, the other has a feat unspent and a wee bit more gold. But over a large number of fights against CR 12 opponents, both are pretty much the same.
Ease of use is a pretty big factor. To get an unarmed build to be competitive in damage, you need to do a lot of work. Multiple Feats, specfic niche builds, ally aid, etc.
To get a weapon build to be so close to as good as to be irrelevant, or even better, you just need to. pick up a weapon. That RtK isn’t changing much either way.
Not a lot of work. Two feats and the right class.
I dont think it was mentioned above but dipping Crusader Cleric will get you free weapon focus with that katana and still let you get the repose domain. A big pay off not mentioned was moving to a weapon lets you get cheaper enchantments to your hit/damage and opens up the neck slot for a higher AC. If you are playing for the long haul, it can be worth dipping on an unarmed monk anyways to get that sweet gentle repose/medusa’s wrath combo going. Grab yourself monk robes to make up for the damage or otherwise just cackle madly as you pummel the crap out of crap.
How are you granting Katana the monk special ability to FoB with it? As well, is the enhanced crit worth losing the 2d6 base unarmed Damage?
Monk unarmed strikes just make up for them being light weapons.
At level 1 an unarmed strike does on average 5.5 with power attack ignoring crit. A temple sword does on average 7.5 when wielded two handed with power attack ignoring crits.
At level 4 an unarmed strike does 8.5 with power attack. A temple sword does 10.5
At level 8 an unarmed strike does 11.5. A temple sword does 13.5
At level 12 an unarmed strike does 15. A temple sword does 16.5
At level 16 an unarmed strike does 19. A temple sword does 19.5
At level 20 an unarmed strike does 23. A temple sword does 22.5
Every 4 BAB the two handed weapon user gets another 3 damage from power attack. The unarmed monk gets 2 from power attack and, until level 12, 1 from the increasing damage die and he starts out behind. At higher levels he gains damage faster, but because he started behind he only catches up at a level most characters don’t reach and only if compared to what is no longer the best monk weapon. The unarmed monk takes until level 16 to even beat a quarterstaff.
Only at level 20 is the unarmed strike better than getting +3 instead of +2 from power attack. A katana is strictly superior to a temple sword. So are some genuinely two handed monk weapons that the unchained monk is proficient with that the original monk wasn’t.
It’s not like you need a free hand to unarmed strike with: all the good style strikes are kicks anyways.
Unlike the original monk, the unchained monk also gets 1.5x strength when using a two handed weapon. The same clause was also preventing the original monk from getting 1.5x strength when using dragon style in a flurry so he can equalize that, but only if he doesn’t want a different style.
Unarmed monks get to use the same enhancement for all attacks, but armed monks make one style strike on only some rounds because only flying kick is worth using unenhanced and unarmed strike enhancement costs twice as much as armed enhancement and also makes your ANA cost 50% more if your GM even allows you to combine it with the AMF.