Over-Under Clinch Battle
Mat mode
1:30
Tell the roomBack take, takedown, or front body lock.
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Notes (this phone)
BOTH PLAYERS
TOP PLAYER and BOTTOM PLAYER share these rules.
POSITION
Standing over-under clinch with hip contact. Symmetric.
OBJECTIVE
Back take, takedown, or front body lock.
CONSTRAINTS
No full-amplitude suplexes or lateral drops. No shooting from outside the clinch — the game starts and stays in clinch range. Reset when either player achieves a win condition, when both players go to the ground without a clear winner, or after fifteen seconds of stalemate with no active grip change. One point per win condition. Play to five points per side. Default rounds 1:30.
WIN CONDITION
Take the back (chest-to-back with confirmed hip contact for two seconds), score a takedown (partner's back, side, or hip lands on the mat), or establish a confirmed front body lock with hip contact for two seconds.
BOTTOM PLAYER
POSITION
Standing over-under clinch with hip contact. Symmetric.
OBJECTIVE
Back take, takedown, or front body lock.
CONSTRAINTS
Same no-suplex, no-outside-shot, named reset, and scoring rules.
WIN CONDITION
Take the back (chest-to-back with confirmed hip contact for two seconds), score a takedown (partner's back, side, or hip lands on the mat), or establish a confirmed front body lock with hip contact for two seconds.
In competition
Original positional game. Over-Under Clinch Battle. GAME-STD-CLINCH.
Problem
Standing over-under clinch with hip contact.
Tell the room
Back take, takedown, or front body lock. Take the back (chest-to-back with confirmed hip contact for two seconds), score a takedown (partner's back, side, or hip lands on the mat), or establish a confirmed front body lock with hip contact for two seconds.
Setup
Standing over-under clinch with hip contact. Symmetric.
Score
Take the back (chest-to-back with confirmed hip contact for two seconds), score a takedown (partner's back, side, or hip lands on the mat), or establish a confirmed front body lock with hip contact for two seconds.
Rules
- No full-amplitude suplexes or lateral drops.
- No shooting from outside the clinch — the game starts and stays in clinch range.
- Reset when either player achieves a win condition, when both players go to the ground without a clear winner, or after fifteen seconds of stalemate with no active grip change.
- One point per win condition.
- Play to five points per side.
- Default rounds 1:30.
- Same no-suplex, no-outside-shot, named reset, and scoring rules.
Progressions
Harder constraint variants from the source. Same game, tighter problem.
- Add the body lock as a fourth start position (alternate rounds: over-under start, body lock start). The body lock start tests body-lock-defence and body-lock-finishing skill.
- Restrict to one win condition per round (round 1: takedown only; round 2: back take only; round 3: body lock only). This forces the practitioner to develop the path they would otherwise avoid.
- Add a no-shot constraint — only upper-body entries allowed. Pure judo and rotational entries. Reveals what the practitioner can produce without relying on the level change.
standup