Inside Sankaku — Finish or Advance
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.
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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.
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
- 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.
- Same heel-hook default, tap-early rule, reset logic, and role rotation.
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
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.