Standing vs Seated — At a Disadvantage

GAME-PASS-L6 · Passing · Advanced · 3:00

Butterfly / Seated

Mat mode

3:00

Tell the roomDeny the takedown, then clear the limbs and pin. Convert the head start into top position.

Room displayExit display

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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.

Advanced · Bottom-advantage · Elevated · Constraint Positional Handicap

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

  1. Elevated tier: this rung is built on live entanglements.
  2. Run it only with partners whose tap-release reliability is established.
  3. Reset when the top player confirms the pin, or the bottom player sweeps or wrestles up to top.
  4. Role rotates after each reset.
  5. Score one point per win condition.
  6. Default rounds 3:00.
  7. Same elevated entanglement rules, reset logic, and role rotation.
Class tonight from this

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 .

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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.