Standing vs Seated — At a Disadvantage
Mat mode
3:00
Tell the roomDeny the takedown, then clear the limbs and pin. Convert the head start into top position.
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Notes (this phone)
TOP PLAYER
POSITION
Standing with sound posture and no grips. Bottom already has shin-to-shin, single-leg-X, or a two-on-one.
OBJECTIVE
Deny the takedown, then clear the limbs and pin.
CONSTRAINTS
Elevated tier: this rung is built on live entanglements. Run it only with partners whose tap-release reliability is established. Reset when the top player confirms the pin, or the bottom player sweeps or wrestles up to top. Role rotates after each reset. Score one point per win condition. Default rounds 3:00.
WIN CONDITION
Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.
BOTTOM PLAYER
POSITION
Seated with a shin-to-shin guard, single-leg-X, or a two-on-one already established.
OBJECTIVE
Convert the head start into top position.
CONSTRAINTS
Same elevated entanglement rules, reset logic, and role rotation.
WIN CONDITION
Complete a sweep to top position, or wrestle up to top.
Original positional game. Standing vs Seated — At a Disadvantage. GAME-PASS-L6.
Problem
Standing with sound posture and no grips.
Setup
Standing with sound posture and no grips. Bottom already has shin-to-shin, single-leg-X, or a two-on-one. Seated with a shin-to-shin guard, single-leg-X, or a two-on-one already established.
Score
Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded. Complete a sweep to top position, or wrestle up to top.
Rules
- Elevated tier: this rung is built on live entanglements.
- Run it only with partners whose tap-release reliability is established.
- Reset when the top player confirms the pin, or the bottom player sweeps or wrestles up to top.
- Role rotates after each reset.
- Score one point per win condition.
- Default rounds 3:00.
- Same elevated entanglement rules, reset logic, and role rotation.
Progressions
Harder constraint variants from the source. Same game, tighter problem.
- This is the top of the standing-vs-seated passing ladder. Its inverse is the guard-retention ladder , run finish-first from the guard player’s side, starting at finishing the reversal from shin-to-shin . For the full picture, browse the games library .
passing
Wall card
Standing vs Seated — At a Disadvantage
Advanced
TOP PLAYER
Position
Standing with sound posture and no grips. Bottom already has shin-to-shin, single-leg-X, or a two-on-one.
Win condition
Pass to a pin — chest-to-chest or chest-to-back control held for three continuous seconds without being re-guarded.
Constraints
Elevated tier: this rung is built on live entanglements. Run it only with partners whose tap-release reliability is established. Reset when the top player confirms the pin, or the bottom player sweeps or wrestles up to top. Role rotates after each reset. Score one point per win condition. Default rounds 3:00.
BOTTOM PLAYER
Position
Seated with a shin-to-shin guard, single-leg-X, or a two-on-one already established.
Win condition
Complete a sweep to top position, or wrestle up to top.
Constraints
Same elevated entanglement rules, 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.