Collar Tie Inside-Hand Battle
Mat mode
TOP PLAYER
POSITION
Standing in a fighting stance. One hand on the back of the partner's neck (single collar tie) with the lead hand. Trail hand on the partner's lead-arm bicep. Bodies at collar-tie distance, not clinch distance. Symmetric game.
OBJECTIVE
Win the inside hand, then convert to a snap, a shot, or a throw.
CONSTRAINTS
No body-lock or double-underhook entries — stay at collar-tie distance until a snap, shot, or throw initiates a closer position. No throws that load the cervical spine at full amplitude (suplex, lateral drop). Available actions: replace the collar tie, snap-down to front headlock, shot to single / double / high crotch, foot sweeps, or judo entries (osoto, ouchi, foot-sweep family). Reset when either player achieves a win condition, when both players go to the ground without a clear winner, or after ten seconds without any active hand-fighting. One point per win. Play to three points per side. Default rounds 1:00.
WIN CONDITION
Snap the partner to a confirmed front headlock with chest-to-back contact for two seconds, complete a takedown (partner's back, side, or hip lands on the mat), or land a throw (partner's body fully off vertical with the attacker still standing).
BOTTOM PLAYER
POSITION
Same standing collar-tie start. Symmetric game.
OBJECTIVE
Same: win the inside hand and convert to snap, shot, or throw.
CONSTRAINTS
Same no-clinch, no-suplex, and scoring rules.
WIN CONDITION
Snap the partner to a confirmed front headlock with chest-to-back contact for two seconds, complete a takedown (partner's back, side, or hip lands on the mat), or land a throw (partner's body fully off vertical with the attacker still standing).
More — series, chips, coach notes
InGrappling, Collar Tie Inside-Hand Battle. GAME-STD-COLLAR-TIE.
Problem
Standing in a fighting stance.
Tell the room
Win the inside hand, then convert to a snap, a shot, or a throw. Same: win the inside hand and convert to snap, shot, or throw.
Setup
Standing in a fighting stance. One hand on the back of the partner's neck (single collar tie) with the lead hand. Trail hand on the partner's lead-arm bicep. Bodies at collar-tie distance, not clinch distance. Symmetric game. Same standing collar-tie start. Symmetric game.
Score
Snap the partner to a confirmed front headlock with chest-to-back contact for two seconds, complete a takedown (partner's back, side, or hip lands on the mat), or land a throw (partner's body fully off vertical with the attacker still standing).
Rules
- No body-lock or double-underhook entries — stay at collar-tie distance until a snap, shot, or throw initiates a closer position.
- No throws that load the cervical spine at full amplitude (suplex, lateral drop).
- Available actions: replace the collar tie, snap-down to front headlock, shot to single / double / high crotch, foot sweeps, or judo entries (osoto, ouchi, foot-sweep family).
- Reset when either player achieves a win condition, when both players go to the ground without a clear winner, or after ten seconds without any active hand-fighting.
- One point per win.
- Play to three points per side.
- Default rounds 1:00.
- Same no-clinch, no-suplex, and scoring rules.
Trains
Progressions
Harder constraint variants from the source. Same game, tighter problem.
- Restrict to a single attack path per round (round 1: only snap to front headlock; round 2: only shots; round 3: only judo entries). Forces development of the underused path.
- Add a constraint that the inside hand cannot be re-won within ten seconds of being lost. This rewards the practitioner who attacks immediately on winning the inside hand rather than holding for a more favourable moment.
- Allow only one collar tie per practitioner per round (once the collar tie is broken, that round’s collar tie is exhausted). Forces decisive action on the first inside-hand win.
standup