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).

1:00

Start round timer (1:00)
More — series, chips, coach notes

Developing · Symmetric · Standard · Constraint Positional

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

  1. No body-lock or double-underhook entries — stay at collar-tie distance until a snap, shot, or throw initiates a closer position.
  2. No throws that load the cervical spine at full amplitude (suplex, lateral drop).
  3. 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).
  4. 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.
  5. One point per win.
  6. Play to three points per side.
  7. Default rounds 1:00.
  8. Same no-clinch, no-suplex, and scoring rules.
Build a class from this

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