In this video we look at an application for the jumps in Unsu & Kanku-Sho. These two jumps are very similar. The difference is that Unsu turns 360 degrees, whereas Kanku-Sho turns 180 degrees (when using the direction of the preceding look as the reference point). I interpret this motion as a last ditch attempt to free a trapped leg. In Kanku-Sho, the enemy remains static … hence the 180 degree turn (as demonstrated in this clip). In Unsu, the enemy is thought to catch the leg and then circle 180 degrees in an attempt to throw.