Foot Sweep Only

Mat mode

1:30

Tell the roomScore with a clean foot sweep only.

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BOTH PLAYERS

TOP PLAYER and BOTTOM PLAYER share these rules.

POSITION

Standing over-under clinch with hip contact. Symmetric with the other player.

OBJECTIVE

Score with a clean foot sweep only.

CONSTRAINTS

No takedowns or shots (no level change to single, double, or fireman’s). No high-amplitude throws (no osoto finished as a reap, no hip throws, no uchi-mata, no body-lock takedowns). Trips and reaps that need a meaningful body load (osoto proper, tani-otoshi) are out — only sweeps where the foot is the primary mechanical action. Pummeling and upper-body kuzushi to load a foot are allowed. Reset on a clean sweep, on both players hitting the mat without a clean sweep, or after 15 seconds of stalemate. Default round length 1:30.

WIN CONDITION

Land a foot sweep (kosoto, kouchi, de-ashi, ouchi as a foot-sweep variant, or any sweep whose primary action is the attacker’s foot removing the partner’s foot) that flattens the partner (back, side, or hip on the mat). Source scores one point per clean sweep; play to three points per side.


In competition

See it in competition: 2017 European judo championships -90kg Quarterfinal Kukolj's de ashi harai →

See it in competition: Signature Move: Victoria ANTHONY's (USA) Inside Trip →

Developing · Symmetric · Standard · Constraint Positional

Original positional game. Foot Sweep Only — Constrained Standing Game. GAME-STD-FOOT-SWEEP-ONLY.

Problem

Standing over-under clinch with hip contact.

Tell the room

Score with a clean foot sweep only. Land a foot sweep (kosoto, kouchi, de-ashi, ouchi as a foot-sweep variant, or any sweep whose primary action is the attacker’s foot removing the partner’s foot) that flattens the partner (back, side, or hip on the mat).

Setup

Standing over-under clinch with hip contact. Symmetric with the other player. Same over-under clinch start. Symmetric game.

Score

Land a foot sweep (kosoto, kouchi, de-ashi, ouchi as a foot-sweep variant, or any sweep whose primary action is the attacker’s foot removing the partner’s foot) that flattens the partner (back, side, or hip on the mat). Source scores one point per clean sweep; play to three points per side.

Rules

  1. No takedowns or shots (no level change to single, double, or fireman’s).
  2. No high-amplitude throws (no osoto finished as a reap, no hip throws, no uchi-mata, no body-lock takedowns).
  3. Trips and reaps that need a meaningful body load (osoto proper, tani-otoshi) are out — only sweeps where the foot is the primary mechanical action.
  4. Pummeling and upper-body kuzushi to load a foot are allowed.
  5. Reset on a clean sweep, on both players hitting the mat without a clean sweep, or after 15 seconds of stalemate.
  6. Default round length 1:30.
  7. Same no-takedown, no-high-amplitude, foot-primary, and reset rules as the other player.
Plan tonight from this

Progressions

Harder constraint variants from the source. Same game, tighter problem.

  • Add a single-foot constraint per round — round 1: only the partner’s right foot is a target; round 2: only the partner’s left foot. Forces angle and timing variations the unconstrained game does not produce.
  • Combine with the Collar Tie Battle game by allowing collar-tie wins to set up sweeps. The combined game develops the inside-hand-to-foot-sweep chain explicitly.
  • Add the snap-down as an additional win condition. The snap-and-the-foot-sweep are mechanically related (both extract the loaded foot from underneath the partner) and the combined game trains the relationship.

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