Recovering From Flat

Mat mode

TOP PLAYER

POSITION

Standing to one side of a flat bottom player, out of reach, free to choose where to engage.

OBJECTIVE

Establish a pin before the guard re-forms.

CONSTRAINTS

Elevated tier: entanglements are live. Confirm tap-release reliability before running it. Reset when the bottom player forms a connected guard or entanglement, or the top player confirms the pin. Role rotates after each reset. Score one point per win condition. Default rounds 3:00.

WIN CONDITION

Establish a pin — chest-to-chest or chest-to-back control held for three continuous seconds — before the guard is re-formed.


BOTTOM PLAYER

POSITION

Flat on their back. No frame yet. The passer is standing off to one side and out of reach.

OBJECTIVE

Turn in, get a knee and a frame in, then re-face the passer and build a connected guard from nothing.

CONSTRAINTS

Starts flat and disconnected — there is nothing to convert. Same elevated entanglement rules, reset logic, and role rotation.

WIN CONDITION

Re-face the passer and build a meaningful connected guard, or a confirmed leg entanglement.

3:00

Start round timer (3:00)
More — series, chips, coach notes

Proficient · Top-advantage · Elevated · Constraint Positional Handicap

InGrappling, Recovering From Flat. GAME-RET-03.

Problem

Standing to one side of a flat bottom player, out of reach, free to choose where to engage.

Tell the room

Establish a pin before the guard re-forms. Turn in, get a knee and a frame in, then re-face the passer and build a connected guard from nothing.

Setup

Standing to one side of a flat bottom player, out of reach, free to choose where to engage. Flat on their back. No frame yet. The passer is standing off to one side and out of reach.

Score

Establish a pin — chest-to-chest or chest-to-back control held for three continuous seconds — before the guard is re-formed. Re-face the passer and build a meaningful connected guard, or a confirmed leg entanglement.

Rules

  1. Elevated tier: entanglements are live.
  2. Confirm tap-release reliability before running it.
  3. Reset when the bottom player forms a connected guard or entanglement, or the top player confirms the pin.
  4. Role rotates after each reset.
  5. Score one point per win condition.
  6. Default rounds 3:00.
  7. Starts flat and disconnected — there is nothing to convert.
  8. Same elevated entanglement rules, reset logic, and role rotation.
Build a class from this

Trains

Progressions

Harder constraint variants from the source. Same game, tighter problem.

  • This is the top of the guard-retention ladder — the hardest start. Its inverse, run from the passer’s side, is the standing-vs-seated passing ladder . For how the two ladders interlock, see reverse phase progression .

guard