Proficient — Building Your A-Game
A framework for choosing a primary system and developing it into a competition-ready A-game. The selection problem, the three-layer structure, and the…
Adapted from InGrappling, Proficient — Building Your A-Game. System Games did not invent this curriculum.
CurriculumProficient — Building Your A-GameA framework for choosing a primary system and developing it into a competition-ready A-game. The selection problem, the three-layer structure, and the…
At proficient level, the curriculum stops being about what to learn and starts being about what to specialise in. This page is a framework for the A-game decision — the choice of primary system a proficient grappler builds their competitive identity around.
An A-game is not a technique or a position — it is a connected sequence of positions, attacks, and transitions the grappler has developed to the point of operational reliability. Under pressure, at fatigue, against skilled resistance, the A-game still functions. Everything else is the B-game — tools you use when the situation calls for them, but not where you plant your flag.
Every competitive grappler at proficient level has an A-game whether they named it or not. The naming matters because it lets you develop it deliberately.
The selection question is: “What is my A-game?” The mistake most proficient grapplers make is trying to answer this abstractly — picking a system that looks appealing in competition footage or that a favoured instructor emphasises. The better answer is to work backward from what you have already demonstrated.
What positions do I reach repeatedly in live rolling without trying to reach them?
What submissions have I finished on resistant opponents at my level and above?
What transitions feel inevitable — where the next step always seems obvious?
What body type, fitness profile, and injury history do I have?
The answers reveal your A-game’s rough shape before you choose it. Selection is formalising what’s already happening, not inventing something new.
Four criteria to weigh when selecting the A-game system:
Skill stack. Which system rewards the invariants you already have? A mechanical, pressure-based grappler will not thrive on a high-pace-scramble A-game.
Body fit. Short, stocky body types have advantages in some systems (half-guard, leg entanglements) and disadvantages in others (long-levered guards). Tall, long grapplers have opposite advantages.