Inside Sankaku — Finish or Advance

GAME-LEI-01 · Leg entanglement · Advanced · 1:30

Inside Entanglement

Mat mode

1:30

Tell the roomFinish the inside line from the already-won entanglement. Hide the heel and get a knee back to leave the triangle.

IBJJF No-Gi: a listed finish is restricted.

Room displayExit display

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Notes (this phone)

TOP PLAYER

POSITION

Attacker in inside sankaku, triangle sealed, the near ankle gripped. Defender's heel exposed on the inside line.

OBJECTIVE

Finish the inside line from the already-won entanglement.

CONSTRAINTS

Elevated safety. Default: no heel hooks unless both partners have agreed and shown tap-release reliability. Tap early, release instantly. Reset when the attacker forces a tap, or the defender clears the heel and a knee to neutral. Role rotates after each reset. Score one point per win condition. Default rounds 1:30.

WIN CONDITION

Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed.


BOTTOM PLAYER

POSITION

Caught in inside sankaku with the near ankle gripped and the heel exposed on the inside line.

OBJECTIVE

Hide the heel and get a knee back to leave the triangle.

CONSTRAINTS

Same heel-hook default, tap-early rule, reset logic, and role rotation.

WIN CONDITION

Hide the heel and clear a knee to escape toward a neutral 50/50.

Advanced · Top-advantage · Elevated · Constraint Positional Handicap

Original positional game. Inside Sankaku — Finish or Advance. GAME-LEI-01.

Problem

Attacker in inside sankaku, triangle sealed, the near ankle gripped.

Setup

Attacker in inside sankaku, triangle sealed, the near ankle gripped. Defender's heel exposed on the inside line. Caught in inside sankaku with the near ankle gripped and the heel exposed on the inside line.

Score

Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed. Hide the heel and clear a knee to escape toward a neutral 50/50.

Rules

  1. Elevated safety.
  2. Default: no heel hooks unless both partners have agreed and shown tap-release reliability.
  3. Tap early, release instantly.
  4. Reset when the attacker forces a tap, or the defender clears the heel and a knee to neutral.
  5. Role rotates after each reset.
  6. Score one point per win condition.
  7. Default rounds 1:30.
  8. Same heel-hook default, tap-early rule, reset logic, and role rotation.
Class tonight from this

Progressions

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

  • Down the ladder the control loosens. The next rung is cross ashi with the ankle gripped — the saddle, before the triangle is closed. For the full ladder, see reverse phase progression and the phase-ladder library .

leg locks

Drill timer

Wall card

Inside Sankaku — Finish or Advance

Advanced

TOP PLAYER

Position

Attacker in inside sankaku, triangle sealed, the near ankle gripped. Defender's heel exposed on the inside line.

Win condition

Force a lower-limb tap — the foot-and-ankle line, or the knee line where heel hooks are agreed.

Constraints

Elevated safety. Default: no heel hooks unless both partners have agreed and shown tap-release reliability. Tap early, release instantly. Reset when the attacker forces a tap, or the defender clears the heel and a knee to neutral. Role rotates after each reset. Score one point per win condition. Default rounds 1:30.

BOTTOM PLAYER

Position

Caught in inside sankaku with the near ankle gripped and the heel exposed on the inside line.

Win condition

Hide the heel and clear a knee to escape toward a neutral 50/50.

Constraints

Same heel-hook default, tap-early rule, reset logic, and role rotation.

Elevated safety. Confirm tap-and-release before the first rep. Stop at the tap. Do not run this if the room is not already serious about it.