Back Take Entry Routes
Mat mode
3:00
Tell the roomGet from the adjacent start to confirmed seatbelt back control.
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Notes (this phone)
TOP PLAYER
POSITION
Setup A: kneeling at the side of a turtled partner. Setup B: standing pass attempt against a sitting guard. Alternate setups each round.
OBJECTIVE
Get from the adjacent start to confirmed seatbelt back control.
CONSTRAINTS
Standard live resistance. Reset when the top player establishes confirmed seatbelt back control, when the bottom player recovers to full guard or achieves top position, or after ten seconds with no active movement from either player. Score one point per win condition. Play to five points per side. Default rounds 3:00.
WIN CONDITION
Establish seatbelt back control with chest-to-back contact confirmed.
BOTTOM PLAYER
POSITION
Turtle (Setup A) or sitting guard (Setup B).
OBJECTIVE
Deny the back entry and get out of the bad spot.
CONSTRAINTS
Full tool set: stand up, recover guard, roll through. Same reset and five-points-per-side scoring.
WIN CONDITION
Recover to full guard or achieve top position.
In competition
See it in competition: Roberto Jimenez Will Take Your Back! →
Original positional game. Back Take Entry Routes. GAME-BACK-02.
Problem
Setup A: kneeling at the side of a turtled partner.
Tell the room
Get from the adjacent start to confirmed seatbelt back control. Deny the back entry and get out of the bad spot.
Setup
Setup A: kneeling at the side of a turtled partner. Setup B: standing pass attempt against a sitting guard. Alternate setups each round. Turtle (Setup A) or sitting guard (Setup B).
Score
Establish seatbelt back control with chest-to-back contact confirmed. Recover to full guard or achieve top position.
Rules
- Standard live resistance.
- Reset when the top player establishes confirmed seatbelt back control, when the bottom player recovers to full guard or achieves top position, or after ten seconds with no active movement from either player.
- Score one point per win condition.
- Play to five points per side.
- Default rounds 3:00.
- Full tool set: stand up, recover guard, roll through.
- Same reset and five-points-per-side scoring.
Progressions
Harder constraint variants from the source. Same game, tighter problem.
- Add a third starting position: from a sprawl position after a failed takedown.
- Restrict the bottom player’s stand-up option — now they can only recover guard, making the turtle-to-back path more available.
- Allow the top player to use the kimura grip as an alternative entry (connects to the Kimura system games above).
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