Glossary
1430 terms. Real definitions, aliases cross-referenced. Adapted from InGrappling’s glossary.
Adapted from InGrappling, Glossary. System Games did not invent this curriculum.
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AffordanceAn opportunity for action specified by this athlete in this environment.Ability tagsFoundations, Developing, Proficient, Advanced — not belts.Also playCross-links that are not the immediate ladder rung.Achilles LockThe straight ankle lock — Achilles lock — is the foundational lower limb submission. Legal in all major rulesets. UnderstandingAchilles lock escapeStraight ankle lock escape — boot defence, hide the heel, pommel the knee line, pull out to combat base. Foundational leg lock defence. SubmissionAdductor stretch defenceBanana split escape — keep the outside leg tucked to deny the second-leg capture, cross the ankles and turn to close the hips, or chase the stretch into turtle.All-fours (partial)The transitional four-point position: hands and feet on the mat, knees lifted, hips high — between turtle and standing.All-fours position (defensive)Turtle bottom — five-tier escape hierarchy and common defensive failures. Exit before seatbelt or headlock is established.All-fours position escapeTurtle escape techniques — Granby roll, sit-out, switch, Peterson roll, hip heist. Transitional position exit.All-fours recoveryBack escape to turtle — when face-out isn't available, belly-down and recover to turtle. A bail-out that buys time under a live strangle, exits via all-foursAmericanaAmericana — figure-four to the mat in external rotation. Inverse of the kimura. Primary submission from mount.Americana EscapeAmericana escape — get off your flat back, elbow-to-ribs frame discipline, turn the elbow to the mat and straighten the arm down the hip line, bridge to re-bend.Anaconda ChokeThe anaconda choke: the arm threads under the neck first, exiting through the far armpit — the mirror of the D'arce's arm-first thread.Anaconda escapeD'Arce, brabo and anaconda escape — one grip, one early game. Near-arm discipline, square up and wrestle up, and three late answers by position.Angled AshiDiagonal ashi garami is a transitional leg entanglement position — the specific angle that makes the Z-lock hip submissionAnkle grab sweepTripod sweep — opposing push-pull forces; one foot on the hip, one hand on the ankle, removing the opponent’s base.Ankle PickThe ankle pick is a precision takedown — controlling one ankle and pulling it forward while the opponent's weight is on it.Ankle pick takedownThe ankle pick is a precision takedown — controlling one ankle and pulling it forward while the opponent's weight is on it.Ankle rideThe near ankle ride grips the bottom player's near ankle from turtle top, controlling the near leg to prevent standup and enable tilts and turns. AAnkle sweepThe sickle sweep hooks the bottom player's leg behind the standing opponent's far ankle in a scything motion, pulling the ankle out while pushing theAnti-berimboloBerimbolo defence — deny the hip rotation, counter the back-take chain, and convert the scramble into passing or leg entanglement opportunitiesAnti-inversionInverted guard pass — deny the inversion, collapse the hips, and pass the transitional hub that feeds berimbolo and leg entanglement entries. SubmissionAnti-ushiro XUshiro X pass — deny the hip inversion, close the inside space, and defeat the cross ashi / back take dilemma from reverse X guard.Aoki LockThe Aoki lock — an inside heel hook and ankle lock combined, attacked from the outside line. The mirror of the Woj lock.Aoki Lock EscapeAoki lock escape — recognise the reverse-ashi rotation and square the hips before the heel reaches the armpit, straighten the leg and extract the heel.Arm crankThe Mir lock in no-gi: an overhook shoulder lock on a bent arm, trapped across the attacker's torso and turned up and away — attacked from guard and half guard.Arm crushInverted armbar — attacks the elbow in supination with the arm rotated so the elbow faces upward; the attacker's chest or shoulder is the fulcrumArm crush (from side control)Straight armlock — the arm-crush attack on an arm run across its owner's chest, compressed downward against the attacker's sternum from side control, north-south or knee on belly.Arm DragArm drag — opponent’s arm used as a handle to redirect their body; pulling across the centreline exposes the back.Arm drag from butterflyButterfly arm drag — arm drag clears the near arm, exposing the back or creating a single leg angle. Back take or sweep.Arm drag to backArm drag — opponent’s arm used as a handle to redirect their body; pulling across the centreline exposes the back.Arm harnessSeatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Arm lockThe armbar family — the shared mechanics, injury profile and defence of every elbow hyperextension on the site, and the sixteen instances that express them.Arm PinWrist ride — folkstyle base-disruption tool; pinning the opponent’s wrist to the mat exposes the back and prevents recovery.Arm slicerThe bicep slicer wedges a forearm, shin, or knee into the bent elbow, crushing the bicep and brachialis to attack the joint in flexion. Where it is legal.Arm TrapPower nelson — arms under armpits, hands behind the head. Shoulder blade pressure; legal and distinct from the full nelson.Arm trap back controlStraitjacket back control in no-gi: the opponent's near arm is fed down and pinned against their own body while back control is held.Arm trap positionCrucifix — near arm trapped between top player legs, far arm separately controlled. Both arms isolated; opponent cannot defend.Arm trap triangleThe anaconda choke: the arm threads under the neck first, exiting through the far armpit — the mirror of the D'arce's arm-first thread.Arm TriangleArm triangle — kata gatame and the head and arm choke are the same strangle. Near arm across the throat, attacking arm over the neck, angle walk to finish.Arm triangle chokeArm triangle — kata gatame and the head and arm choke are the same strangle. Near arm across the throat, attacking arm over the neck, angle walk to finish.Arm triangle defence from bottomKata gatame bottom — defending head-and-arm control. Top player's shoulder driven into the neck with the defender's near arm trapped against their ownArm Triangle EscapeArm triangle escape — hide the shoulder, turn into the attacker, step back the leg to prevent mount, fall off the far side. Head-and-arm choke defence.Arm triangle pinKata gatame — head-and-arm control for the arm triangle. Shoulder into neck, arm trapped; creates bilateral carotid compression.Arm triangle setup positionKata gatame — head-and-arm control for the arm triangle. Shoulder into neck, arm trapped; creates bilateral carotid compression.Arm weave passThe leg weave pass threads the top player's arm between the opponent's legs to control the near leg from inside, creating a passing platform that limitsArm-across-face defenceGift wrap bottom — your own arm folded across your face and controlled from mount, neutralising a primary defensive tool. Defence is a race against theArm-in back chokeLeg-based strangle from back control — legs lock in a triangle figure-four around the neck and near arm. Distinct from the rearArm-in choke (no-gi)The Ezekiel choke in no-gi: the fist and wrist blade drive across the throat while the supporting arm under the head closes the scissors.Arm-In GuillotineArm-in guillotine — near arm inside the choke; easier to lock and stronger control than the arm-out, slower to finish.Arm-in rear triangle escapeBack triangle escape — extract the arm during the leg swap before the ankle locks, hand-fight while the legs configure, stack the locked triangle to clear the head.Arm-in triangle (from front headlock)The D'arce choke: arm-in triangle applied from the front headlock when the near arm is posted. The choking arm threads underArm-in triangle chokeTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Arm-out guillotineGuillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.Arm-out rear triangle escapeBack triangle escape — extract the arm during the leg swap before the ankle locks, hand-fight while the legs configure, stack the locked triangle to clear the head.Arm-trapped lateral positionCrucifix bottom — near arm trapped between top player legs, bottom player on the side. Entry prevention is the primary defence.ArmbarThe armbar family — the shared mechanics, injury profile and defence of every elbow hyperextension on the site, and the sixteen instances that express them.Armbar bend counterThe 3/4 armbar is the bent-arm counter to the standard armbar — entered when the opponent bends their arm to defend. RatherArmbar EscapeArmbar escape — grip fight, stack, elbow pummel, leg trap, hitchhiker. The hitchhiker is the canonical no-gi armbar escape.Armbar from back controlBack armbar — the trapped arm taken as it peels out of the straitjacket. Timing-bound, and the only armbar whose defining decision is trading back control for a joint.Armbar from closed guardGuard armbar — the armbar played from underneath. The angle is made by the hips rather than by stepping over from above, and the stack is the defence that decides it.Armbar from the crucifixCrucifix armbar — the trapped arm extended by the attacker's legs while their hands stay free on the other arm. No step-over, no rotation, and the position survives the attempt.Ashi ankle compression escapeTren lock escape — deny the reap its path, attack the free leg with a yoke lock while the V is forming, and clear the knee before the triangle closes.Ashi back takeSLX back take — from Single Leg X, invert toward the opponent’s back and take the seatbelt position.Ashi dori garami escapeToe hold escape — deny the grip, straighten the knee, rotate the foot internally, stack and counter. Elevated-risk leg lock defence.Ashi GaramiAshi garami (single leg X) — foundational leg entanglement; inside space prevents extraction and creates heel hook access.Ashi Garami / Single Leg X — DefendingDefending ashi garami and single leg X in no-gi — the entanglement where you still have options. Stand up early, clear the knee line, and deny the transition rather than the finish.Ashi Garami Ankle LockThe straight ankle lock from ashi garami and single leg X in no-gi — the outside-line ankle lock, the first leg submission most grapplers learn, on seven different platforms.Ashi garami ankle wrapThe tren lock in no-gi — a V-lever under the knee, closed with a leg triangle, finished by opening the knee against a short Achilles lock. Entries, defence and the reverse variation.Ashi Garami FinishThe outside heel hook — primary submission from ashi garami and outside ashi. Loads lateral knee structures through external rotation.Ashi garami for the armOmoplata — legs trap the arm and drive the shoulder into internal rotation. Positional use is on a separate page.Ashi Garami GuardSingle Leg X in the guard context — where ashi garami is established as a guard configuration before the entanglement isAshi Garami Toe HoldThe toe hold from ashi garami, mutual ashi and outside sankaku in no-gi — the outside-line toe hold, and why the space it needs makes it a top-side attack.Ashi hishigiKneebar — hyperextends the knee by trapping the foot and driving the hip into the back of the knee. Legal in ADCC and EBI.Ashi hishigi escapeHeel hook escape — hide the heel, clear the knee line, mechanics for ashi, outside ashi, cross ashi. Tap at late-stage rotation.Ashi single legSLX stand-up sweep — from Single Leg X, extend the inside hook to force the opponent up, then finish the takedown.Asymmetric 50/5070/30 (80/20) — asymmetric leg entanglement where one player controls a larger share of the leg, creating heel hook advantage.Athletic stanceStanding — the default start of all grappling exchanges. Stance, base, and distance management determine what is available.Attacking the turtleTurtle top — Jones attack hierarchy, back take pathways, crucifix entry, four-point breakdown. Attacking the turtled opponent.
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Back 50/50Backside 50/50 — asymmetric 50/50 where one player has back exposure advantage; primary submission is the outside heel hook.Back ArmbarBack armbar — the trapped arm taken as it peels out of the straitjacket. Timing-bound, and the only armbar whose defining decision is trading back control for a joint.Back attack (turtle entry)Turtle top — Jones attack hierarchy, back take pathways, crucifix entry, four-point breakdown. Attacking the turtled opponent.Back attack entryThe transitional moment of first back access — before any grip system is established. The hub that connects every back takeBack body lockRear body lock — both arms around the opponent’s torso from behind, hip-to-hip. Standing precursor to back take entries.Back body triangleLeg-based strangle from back control — legs lock in a triangle figure-four around the neck and near arm. Distinct from the rearBack CrucifixBack crucifix — behind the turtle, near arm scissored between the legs, far arm controlled. Armbar, arm triangle, and chokes follow.Back Defence — Hand FightBack hand-fight defence — chin tuck, two-on-one on the strangle wrist, elbow-to-hip control, palm shield against the jaw pry. The pre-RNC grip systemBack Defence — StandingStanding back defence — piggyback/backpack escape. Hand-fight the standing RNC, squat to a stable base, wall-pin to crush the attacker's ribs, shoulder roll throughBack Defence — Turtle RecoveryBack escape to turtle — when face-out isn't available, belly-down and recover to turtle. A bail-out that buys time under a live strangle, exits via all-foursBack ExposureThe transitional moment of first back access — before any grip system is established. The hub that connects every back takeback exposure kneebarLateral knee bar — kneebar applied from back exposure or leg ride positions, where the attacker is positioned behind the opponent's leg. MechanicallyBack mount gripSeatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Back stepBack step pass — near leg stepped backward to extract from top half guard or stalled knee cut. Creates the passing angle.Back Step PassBack step pass — near leg stepped backward to extract from top half guard or stalled knee cut. Creates the passing angle.Back takeThe transitional moment of first back access — before any grip system is established. The hub that connects every back takeBack Take Entry RoutesBack entries — every route into back control from standing, guard, top, and leg entanglements. Hub for the back attack system.Back TriangleLeg-based strangle from back control — legs lock in a triangle figure-four around the neck and near arm. Distinct from the rearBack Triangle EscapeBack triangle escape — extract the arm during the leg swap before the ankle locks, hand-fight while the legs configure, stack the locked triangle to clear the head.Back XUshiro X is an inverted X-guard position in which the bottom player faces the same direction as the opponent. The inversionBack X defenceUshiro X pass — deny the hip inversion, close the inside space, and defeat the cross ashi / back take dilemma from reverse X guard.Back-exposed mount bottomTechnical mount bottom — defending the stepped-out mount. One foot posted beside the defender's hip, back take and arm triangle imminent; the defender isBack-facing guardReverse guard is a facing-away guard position — the bottom player's back is toward the opponent. Provides direct outside ashiBackpack choke escapeStanding RNC escape — drop level and shuck the backpack before the seatbelt matures, lateral step to the strangle side, or sit to the mat conceding the back.Backpack PositionBackpack position — chest-to-back back control without leg hooks. Double overs or seatbelt with no hooks set. Transitional or standing back controlBackpack RNCStanding RNC — rear naked choke applied from standing back control before hooks are established. Different technical demands from the ground RNCBackside 50/50Backside 50/50 — asymmetric 50/50 where one player has back exposure advantage; primary submission is the outside heel hook.Backside 50/50 — DefendingDefending backside 50/50 in no-gi — a dual-line position where both heels are live. Hide both, deny the back of the entanglement, and stop reading it as ordinary 50/50.Backside Fifty-FiftyBackside 50/50 — asymmetric 50/50 where one player has back exposure advantage; primary submission is the outside heel hook.Balloon sweepThe overhead sweep from closed guard in no-gi: using the passer's forward pressure against them to roll them overhead and come up on top.Banana SplitThe Banana Split is a hip and adductor submission applied from cross ashi / saddle / honey hole. One leg is pushed forwardBanana Split EscapeBanana split escape — keep the outside leg tucked to deny the second-leg capture, cross the ankles and turn to close the hips, or chase the stretch into turtle.BarataplataThe Baratoplata in no-gi: a shoulder lock that clamps the opponent's elbow between the thighs and turns the wrist outward, attacked mainly from closed and half guard.BaratoplataThe Baratoplata in no-gi: a shoulder lock that clamps the opponent's elbow between the thighs and turns the wrist outward, attacked mainly from closed and half guard.Baratoplata EscapeBaratoplata escape — the lock is a thigh clamp on your elbow, so the answer is elbow discipline, then the drag-out before the frame closes, then denying the outward wrist turn.Barrel rollRolls and reversals — Granby roll, inside arm roll, outside arm roll. Guard recovery mechanics from turtle and bottom positions.Base and escapeThe sit-out and stand-up — the highest-priority exit in the scramble. Technical stand-up, sit-out, and wrestle-up mechanics for getting back to your feet.Base positionStanding — the default start of all grappling exchanges. Stance, base, and distance management determine what is available.Base upWrestling up is the act of returning to a standing base from the turtle bottom position. It is the primary proactive escapeBaseball Bat ChokeBaseball bat choke in no-gi — S-grip crossed forearms set from side control, finished by spinning toward north-south as the elbows cross.Baseball Bat Choke EscapeBaseball bat choke escape — break the cross-grip before it sets, turn into the attacker from knee on belly, and deep chin tuck to force the over arm onto the jaw.Baseball chokeBaseball bat choke in no-gi — S-grip crossed forearms set from side control, finished by spinning toward north-south as the elbows cross.Baseball choke escapeBaseball bat choke escape — break the cross-grip before it sets, turn into the attacker from knee on belly, and deep chin tuck to force the over arm onto the jaw.Basic butterfly sweepButterfly hook sweep — underhook controls direction, hook elevates and tips the top player. Foundation of the butterfly system.Basic half guard sweepHalf lower leg sweep — from Z-guard or half guard, near-knee hook and underhook sweep. Ducking to defend opens the back.Bear hug frontThe front body lock — both arms wrapped around the opponent's torso from the front — provides the highest level of positionalBehind-the-back knee barLateral knee bar — kneebar applied from back exposure or leg ride positions, where the attacker is positioned behind the opponent's leg. MechanicallyBehind-the-back shoulder lock defenceHammerlock escape — never leave the wrist behind your back plane, roll away from the trapped shoulder and sit up, drive the elbow to the hip to shorten the lever.Belly Down Back MountBelly down back — the prone back ride, entered when the opponent rolls from seated back. RNC is the primary finish; cross ashi is the route into the leg game.Belly-Down Outside AshiReverse guard in the entanglement context — facing away from the opponent with a leg captured. Outside heel hook and kneebarBelly-to-back suplexThe suplex lifts the opponent from a rear body lock and arches backward, throwing them overhead. A high-amplitude Greco-Roman throw with GermanBelt gripRear body lock — both arms around the opponent’s torso from behind, hip-to-hip. Standing precursor to back take entries.Bent arm chokeShort choke — the rear strangle finished palm-to-palm with the free elbow driven behind the shoulder. Taken when the RNC figure-four cannot be closed.Bent armbarThe 3/4 armbar is the bent-arm counter to the standard armbar — entered when the opponent bends their arm to defend. RatherBent-arm armbar escape3/4 armbar escape — the bent arm that beat the armbar is the entry. Elbow-tuck denial, grip interlace and stack back in, hitchhiker rotation as the wrist turns.Bent-arm rear strangle defenceShort choke escape — the rear strangle finished palm-to-palm at whatever depth it has. Two-on-one down on the choking wrist, deny the anchoring elbow, escape toward the underhook side.BerimboloBerimbolo — inverted rolling from De la Riva, RDLR, 50/50, seated guard. Exits to back control, crab ride, leg entanglements.Berimbolo counterBerimbolo defence — deny the hip rotation, counter the back-take chain, and convert the scramble into passing or leg entanglement opportunitiesBerimbolo DefenceBerimbolo defence — deny the hip rotation, counter the back-take chain, and convert the scramble into passing or leg entanglement opportunitiesBerimbolo from RDLRThe RDLR back take in no-gi: from reverse de la riva, invert through the space under the opponent's hips and take the back. TheBicep crushThe bicep slicer wedges a forearm, shin, or knee into the bent elbow, crushing the bicep and brachialis to attack the joint in flexion. Where it is legal.Bicep crush escapeBicep slicer escape — the one arm submission you straighten out of. Keep the elbow tight so the fulcrum never seats, extend the arm, rotate the elbow to unseat.Bicep SlicerThe bicep slicer wedges a forearm, shin, or knee into the bent elbow, crushing the bicep and brachialis to attack the joint in flexion. Where it is legal.Bicep Slicer EscapeBicep slicer escape — the one arm submission you straighten out of. Keep the elbow tight so the fulcrum never seats, extend the arm, rotate the elbow to unseat.Bilateral Arm ControlPower nelson — arms under armpits, hands behind the head. Shoulder blade pressure; legal and distinct from the full nelson.Blast DoubleBlast double — the explosive variant of the double leg takedown.Blast doubleDouble leg — head at the hip, shoulder through both legs. Deepest level change of any takedown. Primary defence is the sprawl.Body lock butterflyButterfly sweep mechanics applied from octopus guard: combining the underhook and body-lock control with a butterfly hook lift to sweep the passer forward.Body lock from guardClamp — deep overhook and body lock isolating one arm from guard. Platform for triangle, armbar, omoplata, kimura, leg locks.Body Lock PassThe body lock pass in no-gi: wrapping both legs to eliminate hooks and drive through the guard. The primary answer to butterflyBody scissorsBody triangle — figure-four legs around the torso from back control. Removes the bridge, loads the ribs, compounds the strangle.Body TriangleBody triangle — figure-four legs around the torso from back control. Removes the bridge, loads the ribs, compounds the strangle.Body Triangle DefenceBody triangle back control escape — turn into the locked side, expose the attacker's trapped foot, and attack the ankle.Body-to-body contactOver-under clinch — overhook over the near shoulder, underhook under the far arm. Primary no-gi contact position.Bottom guillotineThe guillotine from underneath — the guard closes, the hips elevate, and the legs supply what the sprawl supplies on top.bottom mountMount bottom — defending full mount, the highest-danger pin. Top player across the hips; preventing high mount is the priority.Bottom of 100-kilo positionNorth-south bottom — opponent facing the feet, weight on the chest. Kimura threat is immediate. Primary escape: bridge and hip.Bottom of full mountMount bottom — defending full mount, the highest-danger pin. Top player across the hips; preventing high mount is the priority.Bottom of knee rideKnee on belly bottom — top knee into the abdomen. Instinctive push opens the armbar. Two-hand removal is the correct response.bottom of mountMount bottom — defending full mount, the highest-danger pin. Top player across the hips; preventing high mount is the priority.Bottom of side mountThe defensive view of side control — when the opponent has completed a pass and holds the pin. The most common situationBottom XX-guard controls one of the standing opponent's legs with both of the bottom player's legs in an X configuration. Hip elevationBraboThe D'arce choke: arm-in triangle applied from the front headlock when the near arm is posted. The choking arm threads underBrabo escapeD'Arce, brabo and anaconda escape — one grip, one early game. Near-arm discipline, square up and wrestle up, and three late answers by position.Bread cutter defenceBicep slicer escape — the one arm submission you straighten out of. Keep the elbow tight so the fulcrum never seats, extend the arm, rotate the elbow to unseat.Breakdown positionThe transitional four-point position: hands and feet on the mat, knees lifted, hips high — between turtle and standing.BuggyThe buggy choke in no-gi: from bottom side control, thread your own arm behind your own knee to trap the opponent's head and arm, then crunch to close both carotids.Buggy ChokeThe buggy choke in no-gi: from bottom side control, thread your own arm behind your own knee to trap the opponent's head and arm, then crunch to close both carotids.Buggy Choke EscapeBuggy choke escape — you are the one on top. Keep your head high and near arm posted, and if it closes, lift the knee off your neck before the crunch arrives.Buggy escapeBuggy choke escape — you are the one on top. Keep your head high and near arm posted, and if it closes, lift the knee off your neck before the crunch arrives.Bulldog ChokeBulldog choke — a one-arm headlock choke caught from the side or back of a turtled or scrambling opponent, finished by sitting out and leaning back.Bulldog Choke EscapeBulldog choke escape — one arm makes the loop, so there is no half to strip. Deny the neck a path when you turn or stand, fight the wrist before the hands meet, drive the head out the front.Bulldog escapeBulldog choke escape — one arm makes the loop, so there is no half to strip. Deny the neck a path when you turn or stand, fight the wrist before the hands meet, drive the head out the front.Bullfighter passThe toreando (bullfighter) pass in no-gi: controlling both shins and redirecting the legs to pass around to the side. TheButt scoot guardSeated guard is the foundational open guard — feet active between the passer's knees, head up, hands ready to frame or attack.Butt scootingGuard pulling is a deliberate strategic choice to initiate ground fighting from the bottom — not a failed takedown. TheButterfly Arm Drag SweepButterfly arm drag — arm drag clears the near arm, exposing the back or creating a single leg angle. Back take or sweep.Butterfly ashi entryButterfly ashi — butterfly hook becomes ashi garami when top player steps in. Entry to the leg entanglement cluster.Butterfly Ashi GaramiButterfly ashi — butterfly hook becomes ashi garami when top player steps in. Entry to the leg entanglement cluster.Butterfly Ashi Garami — DefendingDefending butterfly ashi garami in no-gi — elevation is the control. Get your weight back to the mat, post wide, and the position degrades on its own.Butterfly GuardButterfly guard uses both hooks inside the opponent's thighs to elevate and destabilise a kneeling passer. The underhookButterfly half guardHalf butterfly guard in no-gi: one leg trapped in the half guard configuration while the free leg inserts a butterfly hookButterfly Hook BreakButterfly hook break — kill the hook elevation, fold the knees down, pin a thigh to engage passing. Prerequisite for body-lock, knee-cut, and smashButterfly hook neutralisationButterfly hook break — kill the hook elevation, fold the knees down, pin a thigh to engage passing. Prerequisite for body-lock, knee-cut, and smashButterfly Hook SweepButterfly hook sweep — underhook controls direction, hook elevates and tips the top player. Foundation of the butterfly system.Butterfly hooksButterfly guard uses both hooks inside the opponent's thighs to elevate and destabilise a kneeling passer. The underhookButterfly pass setupButterfly hook break — kill the hook elevation, fold the knees down, pin a thigh to engage passing. Prerequisite for body-lock, knee-cut, and smashButterfly Sumi GaeshiButterfly sumi — sacrifice throw from butterfly guard: backward fall, hook lift, chest connection. Weight drives the reversal.Butterfly to ashi transitionButterfly ashi — butterfly hook becomes ashi garami when top player steps in. Entry to the leg entanglement cluster.Butterfly topTop butterfly — low base requirement to manage hook exposure; passing frameworks from butterfly top.
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Constraints-led approachCoach the problem (task, environment, organism) instead of prescribing a copyable technique.Constraint typesPositional, spatial, temporal, handicap, informational, scoring.ConnectionEmpty space gone. Prerequisite for control. INV-01, INV-07.Calf crushCalf slicer — calf compressed against attacker’s bone; loads the knee through combined compression and rotation.Calf crush escapeCalf slicer escape — the calf hurts, the knee is the injury. Post and frame to deny the truck hook, straighten the hooked leg, spin toward the attacker late.Calf cutterCalf slicer — calf compressed against attacker’s bone; loads the knee through combined compression and rotation.Calf SlicerCalf slicer — calf compressed against attacker’s bone; loads the knee through combined compression and rotation.Calf Slicer EscapeCalf slicer escape — the calf hurts, the knee is the injury. Post and frame to deny the truck hook, straighten the hooked leg, spin toward the attacker late.Can OpenerThe Can Opener is a cervical hyperflexion submission from inside the opponent's closed guard. Both hands grip the head and force it forward, loading theCan Opener EscapeCan opener escape — your closed guard is the anchor, so opening it is the answer. Chin tuck and break the grip, open into a chosen guard, release and strip late.Cement MixerThe cement mixer is a rotational wrestling turn where the top player grabs the far arm and near leg, creating a rotating cradle that rolls the bottomCervical flexion crank escapeCan opener escape — your closed guard is the anchor, so opening it is the answer. Chin tuck and break the grip, open into a chosen guard, release and strip late.Chest-to-chest mountHigh mount — mount ridden up under the armpits so the frames die and the S-mount becomes available. The staging position for the mounted armbar.Chicken wingChicken wing ride — the near arm is levered behind the opponent's own back, elbow bent upward behind the shoulder blade, maintaining turtle top controlChicken wing escapeKimura escape — elbow to body, thigh grip, walk the wall, kimura counter roll. Early connection prevents arm isolation.Chicken Wing RideChicken wing ride — the near arm is levered behind the opponent's own back, elbow bent upward behind the shoulder blade, maintaining turtle top controlChoi BarChoi Bar — shoulder rotation submission; arm pulled across the body while the shoulder is externally rotated. From side control.Choi Bar EscapeChoi bar escape — centreline arm discipline, bend the elbow against the wrist capture and sit out to guard, hand-clasp stall and roll toward the attack.circle throwTomoe nage — sacrifice throw where the attacker falls backward and uses a foot planted on the opponent's hip or stomach to launch them overhead.Clamp escapeClamp pass — recover posture against the overhook, defeat the closed guard lock, and disengage the submission platform. How to pass the clamp positionClamp PassClamp pass — recover posture against the overhook, defeat the closed guard lock, and disengage the submission platform. How to pass the clamp positionClamp PositionClamp — deep overhook and body lock isolating one arm from guard. Platform for triangle, armbar, omoplata, kimura, leg locks.ClawThe claw grip is a transitional upper body control from the folkstyle wrestling family. The curved-finger grip on the nearClaw GripThe claw grip is a transitional upper body control from the folkstyle wrestling family. The curved-finger grip on the nearClosed GuardClosed guard — legs locked around the top player’s waist, passing blocked until opened. Sweeps and submissions from bottom.Closed Guard Break — KneelingKneeling closed guard break — open the closed guard without standing. Sit back onto heels, wedge elbow to far knee, push outward while keeping postureClosed Guard Break — StandingStanding closed guard break — the primary method of opening a closed guard in no-gi. Post on the hips, stand with one knee up, and drop weight throughClosed guard guillotineThe guillotine from underneath — the guard closes, the hips elevate, and the legs supply what the sprawl supplies on top.Coil lock escapeOmoplata escape — posture forward, forward roll, cartwheel over, step over the head. Shoulder defence from guard.Collar tieThe single collar tie — one hand on the back of the opponent's head — is the standard initial engagement position. It controlsCombat base passingStanding passer against an opponent lying on their back — closed guard, De la Riva, X-guard. Gravity-assisted pressure, leg stretching, and footworkCompression lockCalf slicer — calf compressed against attacker’s bone; loads the knee through combined compression and rotation.corner finishCut the corner — the trip finish for the single and double leg. Drive the controlled leg across the midline while stepping around the secondary leg.corner reversalSumi gaeshi (standing context) — sacrifice throw where the attacker falls backward while elevating the opponent's near leg.corner throwSumi gaeshi (standing context) — sacrifice throw where the attacker falls backward while elevating the opponent's near leg.Counter AshiMutual ashi — also called criss-cross ashi — is the position where both players are in overlapping single-leg entanglements.Cow handWristlock — radiocarpal joint attack via hyperextension or deviation. Shorter injury window; restricted in beginner contexts.Crab HookTruck (crab ride) — elevated control of one leg behind the turtled opponent; heel hook and back take access.Crab RideTruck (crab ride) — elevated control of one leg behind the turtled opponent; heel hook and back take access.Crab Ride HookTwister hook — one leg threaded between the opponent's legs to limit spinal rotation. Entry to the truck position.Criss-Cross AshiMutual ashi — also called criss-cross ashi — is the position where both players are in overlapping single-leg entanglements.Cross armlockThe armbar family — the shared mechanics, injury profile and defence of every elbow hyperextension on the site, and the sixteen instances that express them.Cross Ashi GaramiCross ashi garami — inside heel hook position: saddle, inside sankaku, honey hole. Hardest to escape; shortest injury timeline.Cross Ashi Garami — DefendingDefending the saddle in no-gi — the shortest clock in the leg game. Hide the heel, deny the second leg, and understand why every reliable escape happens before the position is finished.Cross scissorsThe side scissors sweep from closed guard: hip-escaping laterally to attack a perpendicular angle and sweep the passer with crossed-leg pressure.Cross side escapeSide control escape techniques — hip escape, ghost escape, Granby roll, single leg escape, underhook recovery.Cross-bodySide control — chest-to-chest pin after a guard pass. Primary platform for kimura, arm triangle, D’Arce, and transitions.Cross-body armbar escapeStraight armlock escape — never extend the arm across your own body, withdraw and shrimp, and rotate toward the attacker to unload the elbow line.Cross-centreline shoulder lock escapeChoi bar escape — centreline arm discipline, bend the elbow against the wrist capture and sit out to guard, hand-clasp stall and roll toward the attack.Cross-grip chokeBaseball bat choke in no-gi — S-grip crossed forearms set from side control, finished by spinning toward north-south as the elbows cross.Cross-grip strangle defenceBaseball bat choke escape — break the cross-grip before it sets, turn into the attacker from knee on belly, and deep chin tuck to force the over arm onto the jaw.Crotch liftHigh crotch — between single and double leg: head at hip level, arm under the crotch. Converts to double leg or spins to back.Crotch ripperThe Banana Split is a hip and adductor submission applied from cross ashi / saddle / honey hole. One leg is pushed forwardCrotch ripper escapeBanana split escape — keep the outside leg tucked to deny the second-leg capture, cross the ankles and turn to close the hips, or chase the stretch into turtle.Crucifix — BottomCrucifix bottom — near arm trapped between top player legs, bottom player on the side. Entry prevention is the primary defence.Crucifix — TopCrucifix — near arm trapped between top player legs, far arm separately controlled. Both arms isolated; opponent cannot defend.Crucifix (from turtle)Back crucifix — behind the turtle, near arm scissored between the legs, far arm controlled. Armbar, arm triangle, and chokes follow.Crucifix ArmbarCrucifix armbar — the trapped arm extended by the attacker's legs while their hands stay free on the other arm. No step-over, no rotation, and the position survives the attempt.Crucifix head-and-arm strangleThe north-south choke closed from the crucifix — the arms are held by the legs and the clamp is inverted.Crucifix North-South ChokeThe north-south choke closed from the crucifix — the arms are held by the legs and the clamp is inverted.Cut the CornerCut the corner — the trip finish for the single and double leg. Drive the controlled leg across the midline while stepping around the secondary leg.cutting the cornerCut the corner — the trip finish for the single and double leg. Drive the controlled leg across the midline while stepping around the secondary leg.
D
DilemmaA structure where defending one threat is the setup for the other.D-legDouble leg — head at the hip, shoulder through both legs. Deepest level change of any takedown. Primary defence is the sprawl.D'arce ChokeThe D'arce choke: arm-in triangle applied from the front headlock when the near arm is posted. The choking arm threads underD'Arce escapeD'Arce, brabo and anaconda escape — one grip, one early game. Near-arm discipline, square up and wrestle up, and three late answers by position.D'Arce, Brabo and Anaconda EscapeD'Arce, brabo and anaconda escape — one grip, one early game. Near-arm discipline, square up and wrestle up, and three late answers by position.de ashiDe ashi harai — lateral foot sweep at the moment of weight transfer. Too early or too late and the sweep fails.de ashi baraiDe ashi harai — lateral foot sweep at the moment of weight transfer. Too early or too late and the sweep fails.De Ashi HaraiDe ashi harai — lateral foot sweep at the moment of weight transfer. Too early or too late and the sweep fails.De La Riva BreakDe La Riva hook break — kill the hook by killing the foot-on-hip frame, defeat the sleeve/ankle grip, step back to clear the hook. Prerequisite forDe la Riva GuardDe la Riva guard in no-gi: the DLR hook and shin grip as an entry platform to leg entanglements, tripod sweeps, and back takes.De La Riva openingDe La Riva hook break — kill the hook by killing the foot-on-hip frame, defeat the sleeve/ankle grip, step back to clear the hook. Prerequisite forDeadlift ArmbarDeadlift armbar — the near arm clamped from top turtle and the attacker standing to lift or walk the opponent over. The legs turn them; the armbar is what is left when they land.deashiDe ashi harai — lateral foot sweep at the moment of weight transfer. Too early or too late and the sweep fails.Deep halfDeep half guard — bottom player scoops under, head near the far hip. Sweeps from underneath as the top player tries to flatten.Deep half back entryDeep half back take — when the opponent posts forward to defend the sweep, the bottom player converts to the back take.Deep Half Back TakeDeep half back take — when the opponent posts forward to defend the sweep, the bottom player converts to the back take.Deep half far leg recoveryWaiter guard pass — recover the far leg from the under-hook, deny the sweep and leg entanglement entries, and pass the deep half variant. SubmissionDeep Half GuardDeep half guard — bottom player scoops under, head near the far hip. Sweeps from underneath as the top player tries to flatten.Deep half guard bottomDeep half guard — bottom player scoops under, head near the far hip. Sweeps from underneath as the top player tries to flatten.Deep half rollThe deep half sweep in no-gi: from deep half guard, secure the hip underhook and roll the opponent over the top to mount. TheDeep half split defenceElectric chair escape — defended from on top. Deny the lockdown and deep-half entry, hip escape before the second leg is captured, concede the sweep late.Deep Half SweepThe deep half sweep in no-gi: from deep half guard, secure the hip underhook and roll the opponent over the top to mount. TheDeep half sweepHalf waiter sweep — far leg lifted to remove the top player’s base, then hip escape to come on top. From waiter position.Deep overhook passOctopus guard pass — strip the deep overhook, recover posture, flatten or backstep to pass. How to deal with the seated overhook back-take platformDefensive sprawlSprawl — primary takedown defence: hips down, legs behind the attacker. Creates front headlock for guillotines and anacondas.Defensive turtleTurtle bottom — five-tier escape hierarchy and common defensive failures. Exit before seatbelt or headlock is established.DH guardDeep half guard — bottom player scoops under, head near the far hip. Sweeps from underneath as the top player tries to flatten.Diagonal Ashi GaramiDiagonal ashi garami is a transitional leg entanglement position — the specific angle that makes the Z-lock hip submissionDiagonal Ashi Garami — DefendingDefending diagonal ashi garami in no-gi — an inside structure with an ashi name. Square up, hide the inside heel, deny the hip, and do not file it with the outside positions.Diagonal EntanglementDiagonal ashi garami is a transitional leg entanglement position — the specific angle that makes the Z-lock hip submissionDLRDe la Riva guard in no-gi: the DLR hook and shin grip as an entry platform to leg entanglements, tripod sweeps, and back takes.DLR disengagementDe La Riva hook break — kill the hook by killing the foot-on-hip frame, defeat the sleeve/ankle grip, step back to clear the hook. Prerequisite forDog fightThe dogfight is the neutral kneeling scramble that arises from half guard when both players are fighting for the underhook.DogfightThe dogfight is the neutral kneeling scramble that arises from half guard when both players are fighting for the underhook.DomplataThe domplata in no-gi: from mount, trap the arm under your thigh, swing the leg over the head and sit back with the foot blocking the neck.Domplata EscapeDomplata escape — your arm trapped under their thigh and their foot on your neck. Elbows in to deny the isolation, bridge as the leg travels, turn with the sit-back.Double berimboloBerimbolo defence — deny the hip rotation, counter the back-take chain, and convert the scramble into passing or leg entanglement opportunitiesDouble berimbolo (the chain variant)Berimbolo — inverted rolling from De la Riva, RDLR, 50/50, seated guard. Exits to back control, crab ride, leg entanglements.Double butterflyButterfly guard uses both hooks inside the opponent's thighs to elevate and destabilise a kneeling passer. The underhookDouble collarThe double collar tie — both hands on the back of the opponent's neck — creates the clinch snap and the hip throw entry. TheDouble Collar TieThe double collar tie — both hands on the back of the opponent's neck — creates the clinch snap and the hip throw entry. TheDouble inside positionDouble underhooks give the most hip control of any clinch position — both arms under the opponent's, both hips accessible. TheDouble Leg EntryDouble leg — head at the hip, shoulder through both legs. Deepest level change of any takedown. Primary defence is the sprawl.Double leg takedownDouble leg — head at the hip, shoulder through both legs. Deepest level change of any takedown. Primary defence is the sprawl.Double leg wrap passThe body lock pass in no-gi: wrapping both legs to eliminate hooks and drive through the guard. The primary answer to butterflyDouble neck tieThe double collar tie — both hands on the back of the opponent's neck — creates the clinch snap and the hip throw entry. TheDouble overhooks back controlBackpack position — chest-to-back back control without leg hooks. Double overs or seatbelt with no hooks set. Transitional or standing back controlDouble shin guardDouble shin guard sweep in no-gi: controlling both shins to disrupt posture and force a sweep or leg entanglement. CoversDouble Shin Guard SweepDouble shin guard sweep in no-gi: controlling both shins to disrupt posture and force a sweep or leg entanglement. CoversDouble underDouble underhooks give the most hip control of any clinch position — both arms under the opponent's, both hips accessible. TheDouble Under PassDouble under pass — both arms under the bottom player’s legs; stack upright, cartwheel or dump to complete.Double under stackDouble under pass — both arms under the bottom player’s legs; stack upright, cartwheel or dump to complete.Double underchin chokeBulldog choke — a one-arm headlock choke caught from the side or back of a turtled or scrambling opponent, finished by sitting out and leaning back.Double UnderhooksDouble underhooks give the most hip control of any clinch position — both arms under the opponent's, both hips accessible. TheDouble wristlockKimura — figure-four shoulder lock in internal rotation and extension. The submission finish of the system; powers back takes.Double-leg tie-upThe front body lock — both arms wrapped around the opponent's torso from the front — provides the highest level of positionalDouble-wrist lock controlKimura control — figure-four grip used positionally. From this grip: back take, turtle control, mount, or submission chain.Double-wrist lock escapeKimura escape — elbow to body, thigh grip, walk the wall, kimura counter roll. Early connection prevents arm isolation.DoublesDouble leg — head at the hip, shoulder through both legs. Deepest level change of any takedown. Primary defence is the sprawl.Drag sweepButterfly arm drag — arm drag clears the near arm, exposing the back or creating a single leg angle. Back take or sweep.drive doubleBlast double — the explosive variant of the double leg takedown.drop seoiSeoi otoshi — the drop shoulder throw, no-gi-friendly variant where the attacker drops to the knees during the pivot to compress entry time and reduce.drop seoi nageSeoi otoshi — the drop shoulder throw, no-gi-friendly variant where the attacker drops to the knees during the pivot to compress entry time and reduce.Duck UnderThe duck under is a wrestling entry in which the attacker dips below the opponent's arm to emerge on their back side.Duck-under back take from half guardHalf scorpion back take — top player ducks and drives hips up to defend the sweep, exposing the back for the bottom player.
E
Elevated safetyConfirm tap-and-release. Heel hooks and some submissions.Eighty-Twenty70/30 (80/20) — asymmetric leg entanglement where one player controls a larger share of the leg, creating heel hook advantage.Elbow-clamp shoulder lock defenceBaratoplata escape — the lock is a thigh clamp on your elbow, so the answer is elbow discipline, then the drag-out before the frame closes, then denying the outward wrist turn.Electric ChairElectric chair — from the lockdown in half guard, the far leg is carried to the shoulder and the lockdown stretched out to split the hips.Electric Chair EscapeElectric chair escape — defended from on top. Deny the lockdown and deep-half entry, hip escape before the second leg is captured, concede the sweep late.Electric Chair SweepElectric chair sweep — extends the top player's far leg outward from the lockdown in half guard, levering them over their own trapped leg. Distinct fromElevated Leg RideShelf — leg ride variant with the near leg lifted across the top player’s thigh, exposing the back.Elevator sweepButterfly hook sweep — underhook controls direction, hook elevates and tips the top player. Foundation of the butterfly system.EntanglementAshi garami (single leg X) — foundational leg entanglement; inside space prevents extraction and creates heel hook access.Estima foot break escapeEstima lock escape — keep the foot off the hip and belly line, pull it free before the clasp closes. Once the grip is established, tap. There is no late stage.Estima hip lock defenceZ-lock escape — deny the diagonal-ashi geometry at entry, rotate the hip internally to close the abduction angle, belly-turn into the attacker. The hip signal lags.Estima LockThe Estima lock is a rapid foot and ankle submission using a rear-naked-choke-style grip on the foot, finished by driving the foot into the attacker'sEstima LockThe straight ankle lock — Achilles lock — is the foundational lower limb submission. Legal in all major rulesets. UnderstandingEstima Lock EscapeEstima lock escape — keep the foot off the hip and belly line, pull it free before the clasp closes. Once the grip is established, tap. There is no late stage.explosive doubleBlast double — the explosive variant of the double leg takedown.Extended arm shoulder lock escapeStraight arm shoulder lock escape — bent-arm frames only, pummel the arm back to the mat side before the press seats, thumb rotation to unwind the shoulder.Ezekiel chokeThe Ezekiel choke in no-gi: the fist and wrist blade drive across the throat while the supporting arm under the head closes the scissors.Ezekiel Choke (No-Gi)The Ezekiel choke in no-gi: the fist and wrist blade drive across the throat while the supporting arm under the head closes the scissors.Ezekiel Choke EscapeEzekiel choke escape (no-gi) — chin tuck before the insertion, peel the inserting arm's wrist, turn into the elbow side, bridge and recover. Submission
F
Finish-first / reverse-phaseTeach the won position first, then walk the problem backwards.Face-down backBelly down back — the prone back ride, entered when the opponent rolls from seated back. RNC is the primary finish; cross ashi is the route into the leg game.Facing octopus guardOctopus top — passer's view against octopus guard. Back take and kosoto sweep are the threats. Near hip away is the defence.Facing-Away EntanglementReverse guard in the entanglement context — facing away from the opponent with a leg captured. Outside heel hook and kneebarFacing-away guardReverse guard is a facing-away guard position — the bottom player's back is toward the opponent. Provides direct outside ashiFalse ReapFalse reap — outside leg threads across the near leg, mirror of the reap. Access to ashi, outside ashi, cross ashi, and 50/50.Far ankle sweepThe lumberjack sweep grabs the top player's far ankle from half guard or seated guard while creating a lateral tipping force, sweeping the top playerFar leg controlWaiter position — deep half guard variant; far leg underhook creates sweep leverage and back take entries.Far leg sweepHalf waiter sweep — far leg lifted to remove the top player’s base, then hip escape to come on top. From waiter position.far-ankle sweep finishSweep single — the single leg finish in which the attacker circles to the outside of the trapped leg and sweeps the opponent's far ankle.Far-arm armbar defenceStraight armlock escape — never extend the arm across your own body, withdraw and shrimp, and rotate toward the attacker to unload the elbow line.Fifty-FiftyThe 50/50 is the symmetric leg entanglement — both players have equal structural access to each other's heel. UnderstandingFigure-four (top version)Americana — figure-four to the mat in external rotation. Inverse of the kimura. Primary submission from mount.Figure-four armlockKimura — figure-four shoulder lock in internal rotation and extension. The submission finish of the system; powers back takes.Figure-Four FootlockThe toe hold attacks the foot and ankle through rotation. Available from multiple leg entanglement positions. Restricted in some competitive formats.Figure-four half guardLockdown — half guard with the top leg in a figure-four. Controls mobility; foundation of dogfight and electric chair.Figure-four half guard passLockdown pass — defeat the figure-four calf hook, recover the trapped leg, and pass the half guard. How to escape and pass the lockdown positionFigure-four leg lockBody triangle — figure-four legs around the torso from back control. Removes the bridge, loads the ribs, compounds the strangle.Figure-four trap defenceKimura escape — elbow to body, thigh grip, walk the wall, kimura counter roll. Early connection prevents arm isolation.Figure-four with legsOmoplata — legs trap the arm and drive the shoulder into internal rotation. Positional use is on a separate page.Fireman's CarryFireman's carry — drops under the arm and through the legs to load the opponent across the shoulders. Shoulder is the fulcrum.Flat-back passing contextStanding passer against an opponent lying on their back — closed guard, De la Riva, X-guard. Gravity-assisted pressure, leg stretching, and footworkFlattening the seated playerSeated guard engagement — first-contact actions that convert a live seated guard into a passable supine guard. Closing distance, hand-fighting, denyingfloating hip throwUki goshi — the floating hip throw. A half-hip entry that turns the opponent over a partially loaded hip rather than lifting them across it.Floor guardSupine guard — lying on the back with feet active, used as a transitional state to reach seated guard or leg entanglement entries.Flower sweepThe pendulum sweep from closed guard: trapping the arm and driving the leg to rotate the passer. The fundamental closed guardFlying ArmbarFlying armbar — standing-to-submission attack; jumping directly to an armbar lock. The highest-risk standing entry.Flying juji gatameFlying armbar — standing-to-submission attack; jumping directly to an armbar lock. The highest-risk standing entry.Flying sankakuFlying triangle — jumping from standing to lock a triangle choke. Elevated risk; precise timing required.Flying scissorsKani Basami — scissors takedown. Sacrifice technique with elevated knee injury risk. Elite-level timing and angle requirement. HeavilyFlying TriangleFlying triangle — jumping from standing to lock a triangle choke. Elevated risk; precise timing required.Folding guard passThe folding pass pins the opponent's knees to their chest and folds the legs to one side, removing framing and clearing the path to side control. AppliedFolding PassThe folding pass pins the opponent's knees to their chest and folds the legs to one side, removing framing and clearing the path to side control. AppliedFolding passDouble under pass — both arms under the bottom player’s legs; stack upright, cartwheel or dump to complete.Folding passThe stack position is a guard passing pressure tool in which the top player drives the bottom player's hips up over theirFoot chokeThe Gogoplata is a choke applied by pressing the shin or instep into the opponent's throat from the high guard position. TheFoot choke defenceGogoplata escape — an airway attack, not a blood choke, so the panic is worse than the clock. Deny high-guard elevation, posture up on the thread, back out.Foot lift sweepTripod sweep — opposing push-pull forces; one foot on the hip, one hand on the ankle, removing the opponent’s base.Foot lock clasp defenceEstima lock escape — keep the foot off the hip and belly line, pull it free before the clasp closes. Once the grip is established, tap. There is no late stage.Foot sweep from bottomThe irimi ashi sweep: stepping into the opponent's space while controlling a leg to unbalance and force the sweep. AFootlockThe straight ankle lock — Achilles lock — is the foundational lower limb submission. Legal in all major rulesets. UnderstandingForearm heel hookThe Junny lock — an inside heel-hook variant hit on the opponent's reaping leg while they reap you. Their own entanglement supplies the knee-line control.Forearm-wrap heel hook escapeJunny lock escape — the counter that catches your own reaping leg. Release the reap, deny the wrap its heel, extract along the leg's own line.forward foot sweepDe ashi harai — lateral foot sweep at the moment of weight transfer. Too early or too late and the sweep fails.Four-pointThe transitional four-point position: hands and feet on the mat, knees lifted, hips high — between turtle and standing.Four-Point PositionThe transitional four-point position: hands and feet on the mat, knees lifted, hips high — between turtle and standing.Front Body LockThe front body lock — both arms wrapped around the opponent's torso from the front — provides the highest level of positionalFront bodylockThe front body lock — both arms wrapped around the opponent's torso from the front — provides the highest level of positionalFront headlockFront headlock ground control — cervical spine control that leads the body. Primary platform for guillotine, D’Arce, anaconda.Front Headlock — Ground ControlFront headlock ground control — cervical spine control that leads the body. Primary platform for guillotine, D’Arce, anaconda.Front headlock chokeGuillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.Front headlock choke with leg assistPeruvian Necktie — S-grip on head and arm, a leg over the back of the head, and a sit-back that drives the head into the grip.Front headlock clinchStanding front headlock — after a snap down; guillotine, D’Arce, and back take entries before the opponent recovers.Front headlock garrotThe short choke taken beside a turtled opponent without taking the back first — the same bent-arm strangle, reached from the front headlock.Front tren lockThe tren lock in no-gi — a V-lever under the knee, closed with a leg triangle, finished by opening the knee against a short Achilles lock. Entries, defence and the reverse variation.Front tren lock defenceTren lock escape — deny the reap its path, attack the free leg with a yoke lock while the V is forming, and clear the knee before the triangle closes.Front triangleTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Front-headlock choke escapeEscaping and countering the guillotine — posture, the side-step pass, chin tuck, and roll-through, plus the arm-in variant. The side-step pass is canonical.Full guardClosed guard — legs locked around the top player’s waist, passing blocked until opened. Sweeps and submissions from bottom.full hip throwO goshi — the major hip throw. The attacker turns in, loads the opponent fully across the hip, and rotates them over the fulcrum.full mountThe mount is the highest-percentage finishing position in top grappling. The top player sits on the opponent's torsoFull mount escapeMount escape — trap and roll, elbow-knee, ghost, kipping, foot drag, bridge to turtle. Written from the defender's perspective.fullmountThe mount is the highest-percentage finishing position in top grappling. The top player sits on the opponent's torsoFundamental Escape MovementsEscape movements — bridge, shrimp, Granby roll, sit-out, stand-up, kipping. All named escapes are built from these six.
G
Game auditWhich INV-* a saved set covers, and which it never touches.Game OverGame Over (Z-lock, Leg Knot) — an entanglement in which the attacker controls both of the opponent's legs in a crossed configuration. Immediate heel hookGame Over / Z-Lock — DefendingDefending Game Over and the Z-lock in no-gi — three live finishes from one position. Deny the second leg, hide the heel, and understand why the name is a claim.Garrote chokeShort choke — the rear strangle finished palm-to-palm with the free elbow driven behind the shoulder. Taken when the RNC figure-four cannot be closed.Garrote choke escapeShort choke escape — the rear strangle finished palm-to-palm at whatever depth it has. Two-on-one down on the choking wrist, deny the anchoring elbow, escape toward the underhook side.German suplexThe suplex lifts the opponent from a rear body lock and arches backward, throwing them overhead. A high-amplitude Greco-Roman throw with GermanGift WrapGift wrap — the opponent's arm is taken from mount or side control and folded across their own face and neck. A one-arm control that opens back takesGift Wrap — BottomGift wrap bottom — your own arm folded across your face and controlled from mount, neutralising a primary defensive tool. Defence is a race against theGo BehindThe go behind is a standing position change from a front or side position to a full rear position, stepping or spinning around the opponent's sideGogoplataThe Gogoplata is a choke applied by pressing the shin or instep into the opponent's throat from the high guard position. TheGogoplata EscapeGogoplata escape — an airway attack, not a blood choke, so the panic is worse than the clock. Deny high-guard elevation, posture up on the thread, back out.GranbyThe Granby roll is a defensive rolling escape from turtle or referee's position bottom — roll across one shoulder while threading a leg through, creatingGranby back takeKiss of the Dragon — Granby roll under the opponent from turtle bottom to expose the back. Direct back take entry.Granby RollThe Granby roll is a defensive rolling escape from turtle or referee's position bottom — roll across one shoulder while threading a leg through, creatingGranby rollRolls and reversals — Granby roll, inside arm roll, outside arm roll. Guard recovery mechanics from turtle and bottom positions.Guard ArmbarGuard armbar — the armbar played from underneath. The angle is made by the hips rather than by stepping over from above, and the stack is the defence that decides it.Guard D'ArceThe D'arce choke: arm-in triangle applied from the front headlock when the near arm is posted. The choking arm threads underGuard D'Arce escapeD'Arce, brabo and anaconda escape — one grip, one early game. Near-arm discipline, square up and wrestle up, and three late answers by position.Guard GuillotineThe guillotine from underneath — the guard closes, the hips elevate, and the legs supply what the sprawl supplies on top.Guard PullGuard pulling is a deliberate strategic choice to initiate ground fighting from the bottom — not a failed takedown. TheGuard RetentionGuard retention in no-gi: the universal principles for keeping guard when the passer is threatening. Covers the three-stageGuillotine (High-Elbow)Guillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.Guillotine (wrestling)The Twister is a spinal rotation submission executed from the truck (crab ride) position. One leg hooks between the opponent'sGuillotine (wrestling) defenceTwister escape — keep the near leg tight in turtle, tuck the chin to kill the head-control half, and strip the hook to spin out of the truck.Guillotine chokeGuillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.guillotine counter chokeThe Von Flue choke — the shoulder-pressure counter to any guillotine held while being passed into side control. Their own arm closes the choke.Guillotine counter escapeVon Flue escape — you only meet it while holding an arm-in guillotine, so the defence is to let go. Release on the shoulder drop, turn into it, frame and hip escape.guillotine defence chokeThe Von Flue choke — the shoulder-pressure counter to any guillotine held while being passed into side control. Their own arm closes the choke.Guillotine EscapeEscaping and countering the guillotine — posture, the side-step pass, chin tuck, and roll-through, plus the arm-in variant. The side-step pass is canonical.Gyaku Ashi GaramiThe Aoki lock — an inside heel hook and ankle lock combined, attacked from the outside line. The mirror of the Woj lock.Gyaku sankakuReverse triangle (gyaku sankaku) — the inverted-orientation triangle caught from underneath pins and scrambles.Gyaku sankaku defenceReverse triangle escape — the outside leg over your shoulder and your own trapped shoulder doing the compressing. Recover the arm early, and expect it from underneath a pin.Gyaku Ude GaramiKimura — figure-four shoulder lock in internal rotation and extension. The submission finish of the system; powers back takes.
H
hadaka jimeThe primary submission from back control. Bilateral carotid compression applied from the seatbelt or body triangle. The mostHadaka jime escapeDefending the rear naked choke — chin tuck, grip fight, seat drop and strong-side turn, before the strangle closes. Prevention is the first defence.HalfHalf guard — trapping one of the top player's legs. One side of the foot line conceded; underhook battle determines the outcome.Half butterflyButterfly guard uses both hooks inside the opponent's thighs to elevate and destabilise a kneeling passer. The underhookHalf Butterfly GuardHalf butterfly guard in no-gi: one leg trapped in the half guard configuration while the free leg inserts a butterfly hookHalf butterfly hook killHalf butterfly pass — kill the butterfly hook, flatten the bottom player, and pass the hybrid half guard. How to defeat the half butterfly positionHalf Butterfly PassHalf butterfly pass — kill the butterfly hook, flatten the bottom player, and pass the hybrid half guard. How to defeat the half butterfly positionHalf guardHalf guard — trapping one of the top player's legs. One side of the foot line conceded; underhook battle determines the outcome.Half Guard — BottomHalf guard — trapping one of the top player's legs. One side of the foot line conceded; underhook battle determines the outcome.Half guard back takeHalf scorpion back take — top player ducks and drives hips up to defend the sweep, exposing the back for the bottom player.Half guard butterflyHalf butterfly guard in no-gi: one leg trapped in the half guard configuration while the free leg inserts a butterfly hookHalf guard knee hook sweepHalf scorpion sweep — near knee hook and underhook tip the top player to side control. Back take opens when top player ducks.Half Guard PassHalf guard passing in no-gi — extracting a trapped leg from half guard. Flatten the bottom, win the whizzer-underhook fight, then branch to smashHalf guard passingHalf guard passing in no-gi — extracting a trapped leg from half guard. Flatten the bottom, win the whizzer-underhook fight, then branch to smashhalf hip throwUki goshi — the floating hip throw. A half-hip entry that turns the opponent over a partially loaded hip rather than lifting them across it.Half-guard shield breakKnee shield break — neutralise the Z-guard / half-guard shield by crushing, stepping over, or pummelling under the blocking knee. Required for passingHalf-knee positionHeadquarters is the kneeling top position between passing and control — one knee up, one knee down beside the opponent's hip.Half-mountedQuarter mount bottom — defending the 45-degree transitional mount before it consolidates to flat mount or converts to kimura. The defensive window isHalf-pass positionTop half guard — underhook battle and flattening mechanics; passing options: back step, knee cut, and toreando.Half-turned mountTechnical mount bottom — defending the stepped-out mount. One foot posted beside the defender's hip, back take and arm triangle imminent; the defender isHammerlockThe hammerlock folds the opponent's arm behind their back, attacking the shoulder via internal rotation and extension. Applied from side control and backHammerlock EscapeHammerlock escape — never leave the wrist behind your back plane, roll away from the trapped shoulder and sit up, drive the elbow to the hip to shorten the lever.Hamstring stretch defenceSuloev stretch escape — never leave the trailing leg straight under the backpack, step through or sit down to kill the extension, and curl the hamstring hard when trapped.Hand-fight passSeated guard engagement — first-contact actions that convert a live seated guard into a passable supine guard. Closing distance, hand-fighting, denyingHantaisankakuOpposite triangle (hantai sankaku) — the figure-four locked on the reversed side; a trapping position and armlock platform.Harai GoshiHarai Goshi — sweeping hip throw; full hip insertion with outer thigh/hip sweep. Companion to Uchi Mata; similar entries, different leg targetHarnessSeatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Harness defenceBack escape from seatbelt — chin tuck, two-on-one on the choking wrist, escape toward the underhook side, strip the hook, shoulders to the mat.head and arm hip throwKoshi guruma — the hip wheel throw. A hip throw using a head and neck wrap rather than the underhook of standard hip throws.Head and arm pin bottomKata gatame bottom — defending head-and-arm control. Top player's shoulder driven into the neck with the defender's near arm trapped against their ownHead and arm triangle (leg variant)Triangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Head arm choke setupGift wrap — the opponent's arm is taken from mount or side control and folded across their own face and neck. A one-arm control that opens back takesHead crankThe Can Opener is a cervical hyperflexion submission from inside the opponent's closed guard. Both hands grip the head and force it forward, loading theHead down positionStanding front headlock — after a snap down; guillotine, D’Arce, and back take entries before the opponent recovers.Head snapThe snap down pulls the opponent's head sharply downward from a collar tie or head control, forcing them to turtle or four-point. A foundational setupHead tieThe single collar tie — one hand on the back of the opponent's head — is the standard initial engagement position. It controlsHead-and-arm (standing)Standing front headlock — after a snap down; guillotine, D’Arce, and back take entries before the opponent recovers.Head-and-arm chokeArm triangle — kata gatame and the head and arm choke are the same strangle. Near arm across the throat, attacking arm over the neck, angle walk to finish.Head-and-arm choke escapeArm triangle escape — hide the shoulder, turn into the attacker, step back the leg to prevent mount, fall off the far side. Head-and-arm choke defence.Head-and-arm controlFront headlock ground control — cervical spine control that leads the body. Primary platform for guillotine, D’Arce, anaconda.Head-and-arm holdKata gatame — head-and-arm control for the arm triangle. Shoulder into neck, arm trapped; creates bilateral carotid compression.Head-and-far-arm controlPinch headlock — underhook at the elbow with head pulled tight. Threatens sumi gaeshi, back take, and leg entanglement entries.Head-to-foot positionNorth-south is an underutilised control position where the top player is chest-to-chest with the opponent but facing the feet.Head-to-head bottomNorth-south bottom — opponent facing the feet, weight on the chest. Kimura threat is immediate. Primary escape: bridge and hip.Head-to-head escapeNorth-south escape techniques — hip escape, Granby roll to deep half, arm drag counter, sit-up scramble. Early movement is key.Headlock controlKesa gatame — hip-seated position securing head and near arm. Weight distribution and arm structure are the control mechanism.Headlock RideThe turk — a folkstyle upper-body ride that traps the near arm and headlocks the neck to kill base. The control feeds the kimura or the flat pin.Headlock-front-choke escapeBulldog choke escape — one arm makes the loop, so there is no half to strip. Deny the neck a path when you turn or stand, fight the wrist before the hands meet, drive the head out the front.Headquarters (HQ)Headquarters is the kneeling top position between passing and control — one knee up, one knee down beside the opponent's hip.Heel Hook EscapeHeel hook escape — hide the heel, clear the knee line, mechanics for ashi, outside ashi, cross ashi. Tap at late-stage rotation.Heist SweepHeist sweep — from X-guard; hip-under entry and leg-lift finish disrupts the opponent’s base.High closed guardHigh guard — closed guard variant with elevated hips and legs riding high. Primary platform for triangle and armbar entries.High closed guard passHigh guard pass — defeat the elevated closed guard with legs high on the back, strip the meathook arm control, and escape the triangle-omoplata-armbarHigh CrotchHigh crotch — between single and double leg: head at hip level, arm under the crotch. Converts to double leg or spins to back.High elbow chokeGuillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.High Guard / MeathookHigh guard — closed guard variant with elevated hips and legs riding high. Primary platform for triangle and armbar entries.High guard halfZ-guard (knee shield) — an elevated knee frame against the hip that buys distance. Win the underhook battle and exit to scorpion, butterfly, or the back.High Guard PassHigh guard pass — defeat the elevated closed guard with legs high on the back, strip the meathook arm control, and escape the triangle-omoplata-armbarHigh MountHigh mount — mount ridden up under the armpits so the frames die and the S-mount becomes available. The staging position for the mounted armbar.High mount armbarMounted armbar — the arm isolated from above, the leg stepped over the head, and the attacker falling back to land perpendicular with the hip under the elbow. The armbar the mount is built to produce.High mount escapeS-mount escape — hide the elbow, stack the fall-back, hitchhiker escape, stuff-and-spin. Arm protection is the primary priority because the arm isHigh singleSingle leg — penetration step to the outside of the near leg; shoulder drives through to complete the takedown.High Step PassHigh step pass — lifts the near foot high over the opponent's near leg and steps it to the far side, creating a sudden angle change that bypassesHigh-back triangle defenceBack triangle escape — extract the arm during the leg swap before the ankle locks, hand-fight while the legs configure, stack the locked triangle to clear the head.High-CHigh crotch — between single and double leg: head at hip level, arm under the crotch. Converts to double leg or spins to back.High-elbow arm-inArm-in guillotine — near arm inside the choke; easier to lock and stronger control than the arm-out, slower to finish.High-elbow front choke escapeEscaping and countering the guillotine — posture, the side-step pass, chin tuck, and roll-through, plus the arm-in variant. The side-step pass is canonical.High-elbow guillotineGuillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.Hip Bump SweepHip bump sweep — sit-up, wrist control, and hip explosion from closed guard. Creates immediate sweep or kimura entry.Hip dump sweepHalf lower leg sweep — from Z-guard or half guard, near-knee hook and underhook sweep. Ducking to defend opens the back.Hip escape sweepThe pendulum sweep from closed guard: trapping the arm and driving the leg to rotate the passer. The fundamental closed guardHip lockThe Z-lock is a hip submission — the only submission in the lower limb system that targets the hip joint rather than the kneeHip lock escapeZ-lock escape — deny the diagonal-ashi geometry at entry, rotate the hip internally to close the abduction angle, belly-turn into the attacker. The hip signal lags.Hip RideShelf — leg ride variant with the near leg lifted across the top player’s thigh, exposing the back.Hip slicerThe Z-lock is a hip submission — the only submission in the lower limb system that targets the hip joint rather than the kneeHip sprawlSprawl — primary takedown defence: hips down, legs behind the attacker. Creates front headlock for guillotines and anacondas.Hip throwHip throw — attacker turns in, places hip inside the opponent's, loads them over the fulcrum. O-goshi, uki goshi and koshi guruma.Hip Throw FamilyHip throw — attacker turns in, places hip inside the opponent's, loads them over the fulcrum. O-goshi, uki goshi and koshi guruma.Hip throw from guardHip bump sweep — sit-up, wrist control, and hip explosion from closed guard. Creates immediate sweep or kimura entry.Hip under sweepHeist sweep — from X-guard; hip-under entry and leg-lift finish disrupts the opponent’s base.hip wheelKoshi guruma — the hip wheel throw. A hip throw using a head and neck wrap rather than the underhook of standard hip throws.Hip-escape armbarGuard armbar — the armbar played from underneath. The angle is made by the hips rather than by stepping over from above, and the stack is the defence that decides it.Hip-out side controlKesa gatame — hip-seated position securing head and near arm. Weight distribution and arm structure are the control mechanism.Hip-to-hip passLeg drag pass — one leg controlled and dragged across the body to create a passing angle. Primary pass from open guard.Hips-back defenceSprawl — primary takedown defence: hips down, legs behind the attacker. Creates front headlock for guillotines and anacondas.Hiza juji gatame escapeKneebar escape — bend the knee, hip in toward the attacker, stack and step over, roll with the extension. Elevated-risk leg lock defence. SubmissionHomer Simpson SweepHomer Simpson sweep — hooks the bottom player's near leg behind the standing opponent's far leg while the hand pulls the near leg forward, sweeping theHomer Simpson sweepThe deep half sweep in no-gi: from deep half guard, secure the hip underhook and roll the opponent over the top to mount. TheHoney HoleCross ashi garami — inside heel hook position: saddle, inside sankaku, honey hole. Hardest to escape; shortest injury timeline.Honey Hole FinishThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Hook removalDe La Riva hook break — kill the hook by killing the foot-on-hip frame, defeat the sleeve/ankle grip, step back to clear the hook. Prerequisite forHook sweepButterfly hook sweep — underhook controls direction, hook elevates and tips the top player. Foundation of the butterfly system.Hook sweep (sacrifice variant)Butterfly sumi — sacrifice throw from butterfly guard: backward fall, hook lift, chest connection. Weight drives the reversal.Hook-to-thread conversionButterfly ashi — butterfly hook becomes ashi garami when top player steps in. Entry to the leg entanglement cluster.Hooking guardDe la Riva guard in no-gi: the DLR hook and shin grip as an entry platform to leg entanglements, tripod sweeps, and back takes.HQHeadquarters is the kneeling top position between passing and control — one knee up, one knee down beside the opponent's hip.Hybrid half guard passHalf butterfly pass — kill the butterfly hook, flatten the bottom player, and pass the hybrid half guard. How to defeat the half butterfly position
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InvariantA mechanical regularity that stays true when the game changes.Inside spaceThe line that lets an entanglement control. LE01.IHHThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Imanari entryImanari roll — inverted standing-to-ground entry threading directly to ashi garami or cross ashi garami.Imanari RollImanari roll — inverted standing-to-ground entry threading directly to ashi garami or cross ashi garami.Inner Heel HookThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Inner leg tripThe inside trip hooks the opponent's near leg from inside with the practitioner's near leg and trips or sweeps it outward, while upper body pressureInner reapKouchi gari — inner reap hooking inside the near ankle, reaping backward. Weight must be on the reaped leg at contact.Inner thigh reapUchi mata — inner thigh reap throw. One of the highest-percentage judo throws, increasingly dominant in elite no-gi competition.Inner thigh throwUchi mata — inner thigh reap throw. One of the highest-percentage judo throws, increasingly dominant in elite no-gi competition.Inside controlDouble underhooks give the most hip control of any clinch position — both arms under the opponent's, both hips accessible. TheInside Heel HookThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Inside heel hook escapeHeel hook escape — hide the heel, clear the knee line, mechanics for ashi, outside ashi, cross ashi. Tap at late-stage rotation.Inside heel hook variantThe Woj lock — an outside heel hook and ankle lock combined, attacked from the inside line, everting the ankle rapidly. The mirror of the Aoki lock.Inside Heelhook PositionCross ashi garami — inside heel hook position: saddle, inside sankaku, honey hole. Hardest to escape; shortest injury timeline.Inside HookThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Inside legHigh crotch — between single and double leg: head at hip level, arm under the crotch. Converts to double leg or spins to back.Inside Leg HookThe leg ride — folkstyle's foundational top control, threading one leg over the opponent's thigh to break them down and open the path to the back.Inside Leg ThreadTwister hook — one leg threaded between the opponent's legs to limit spinal rotation. Entry to the truck position.Inside reapThe reap — seated guard entry threading inside leg across. Creates ashi, outside ashi, or cross ashi depending on the response.Inside rollRolls and reversals — Granby roll, inside arm roll, outside arm roll. Guard recovery mechanics from turtle and bottom positions.Inside SankakuInside sankaku in no-gi: the triangled upgrade of cross ashi (the saddle) — a figure-four around the near leg with the top leg crossing past the far leg. The most locked-down inside heel hook positionInside Sankaku — DefendingDefending the inside sankaku in no-gi — the saddle with the triangle closed. Why every reliable answer happens before the lock, and what to do if it does not.Inside senkakuInside sankaku in no-gi: the triangled upgrade of cross ashi (the saddle) — a figure-four around the near leg with the top leg crossing past the far leg. The most locked-down inside heel hook positionInside TripThe inside trip hooks the opponent's near leg from inside with the practitioner's near leg and trips or sweeps it outward, while upper body pressureInside tripKouchi gari — inner reap hooking inside the near ankle, reaping backward. Weight must be on the reaped leg at contact.InversionBerimbolo — inverted rolling from De la Riva, RDLR, 50/50, seated guard. Exits to back control, crab ride, leg entanglements.Inverted ArmbarInverted armbar — attacks the elbow in supination with the arm rotated so the elbow faces upward; the attacker's chest or shoulder is the fulcrumInverted Armbar EscapeInverted armbar escape — elbow tuck before the wrist is controlled, pronate the arm to kill the supination angle, stack and rotate to spin the arm free.Inverted GuardInverted guard — the guard player's hips are elevated above the head, back toward the mat, feet pointing at the opponent's head. Primary entry toInverted Guard PassInverted guard pass — deny the inversion, collapse the hips, and pass the transitional hub that feeds berimbolo and leg entanglement entries. SubmissionInverted guard smashInverted guard pass — deny the inversion, collapse the hips, and pass the transitional hub that feeds berimbolo and leg entanglement entries. SubmissionInverted Heel HookThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Inverted heel hook variantThe Junny lock — an inside heel-hook variant hit on the opponent's reaping leg while they reap you. Their own entanglement supplies the knee-line control.Inverted north-south chokeThe north-south choke closed from the crucifix — the arms are held by the legs and the clamp is inverted.Inverted triangle escapeReverse triangle escape — the outside leg over your shoulder and your own trapped shoulder doing the compressing. Recover the arm early, and expect it from underneath a pin.Inverted X EntanglementReverse X is the inverted X-guard variant that creates direct cross ashi entries and back takes. The leg configuration exposesIowa RideThe Iowa ride combines a tight waist with near arm or leg control for sustained top pressure. The signature finish is the tight waist tilt — rotatingIppon Seoi NageIppon Seoi Nage — single shoulder throw; drop variant most used in no-gi competition. Arm over shoulder, hip and back rotation.Irimi Ashi SweepThe irimi ashi sweep: stepping into the opponent's space while controlling a leg to unbalance and force the sweep. A
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Japanese NecktieThe Japanese Necktie — palm-to-palm lock over the neck and under the armpit, shin behind the head, finished by falling to the side. Choke-crank hybridJapanese Necktie EscapeJapanese necktie escape — palm-to-palm grip, then a shin behind the head. Deny the near-arm thread, beat the hands meeting, move the head before the leg lands.Juji gatameThe armbar family — the shared mechanics, injury profile and defence of every elbow hyperextension on the site, and the sixteen instances that express them.Juji gatame escapeArmbar escape — grip fight, stack, elbow pummel, leg trap, hitchhiker. The hitchhiker is the canonical no-gi armbar escape.Jumping armbarFlying armbar — standing-to-submission attack; jumping directly to an armbar lock. The highest-risk standing entry.Jumping triangleFlying triangle — jumping from standing to lock a triangle choke. Elevated risk; precise timing required.Junny LockThe Junny lock — an inside heel-hook variant hit on the opponent's reaping leg while they reap you. Their own entanglement supplies the knee-line control.Junny Lock EscapeJunny lock escape — the counter that catches your own reaping leg. Release the reap, deny the wrap its heel, extract along the leg's own line.
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Knee lineThe split that turns guard into half, then a pin. P02.KuzushiOff-balancing before the shot or the pass. ST05, INV-13.k guard positionK-Guard is a specific guard configuration designed as a direct inside heel hook entry system. The leg arrangement naturally exposes the inside heel fork positionK-Guard is a specific guard configuration designed as a direct inside heel hook entry system. The leg arrangement naturally exposes the inside heel forK-GuardK-Guard is a specific guard configuration designed as a direct inside heel hook entry system. The leg arrangement naturally exposes the inside heel forK-Guard (Entanglement Context)K-Guard in the entanglement context — when the K-guard configuration transitions from a guard position to a confirmed legK-Guard (entanglement context) — DefendingDefending the K-guard entanglement in no-gi — an outside entry that arrives inside. Kill the transition, keep the knee line, and stop preparing for the position you were in.K-Guard LEK-Guard in the entanglement context — when the K-guard configuration transitions from a guard position to a confirmed legKami shiho gatame escapeNorth-south escape techniques — hip escape, Granby roll to deep half, arm drag counter, sit-up scramble. Early movement is key.Kani BasamiKani Basami — scissors takedown. Sacrifice technique with elevated knee injury risk. Elite-level timing and angle requirement. HeavilyKani basami (wrestling analogue — distinct but related)The scissor sweep in no-gi: shin-across-the-thigh and heel-hook-behind-the-knee mechanics as a fundamental weight-unloadingKata GatameKata gatame — head-and-arm control for the arm triangle. Shoulder into neck, arm trapped; creates bilateral carotid compression.Kata gatameArm triangle — kata gatame and the head and arm choke are the same strangle. Near arm across the throat, attacking arm over the neck, angle walk to finish.Kata Gatame — BottomKata gatame bottom — defending head-and-arm control. Top player's shoulder driven into the neck with the defender's near arm trapped against their ownKata gatame escapeArm triangle escape — hide the shoulder, turn into the attacker, step back the leg to prevent mount, fall off the far side. Head-and-arm choke defence.Kata gurumaFireman's carry — drops under the arm and through the legs to load the opponent across the shoulders. Shoulder is the fulcrum.KesaKesa gatame — hip-seated position securing head and near arm. Weight distribution and arm structure are the control mechanism.Kesa Arm-CrushKesa arm-crush — the near arm broken over the attacker's thigh from the scarf hold, usually as the answer to a defended leg americana. Legitimate, and honestly uncommon.Kesa escapeKesa gatame escape — posting frame, bridge and roll reversal, granby exit, pummelling to recover the trapped arm, hip-out to half guard. Written from theKesa GatameKesa gatame — hip-seated position securing head and near arm. Weight distribution and arm structure are the control mechanism.Kesa Gatame — BottomKesa gatame bottom — defending the scarf hold. Top player seated perpendicular with head-and-arm control; near arm trapped under the top player's armpitKesa gatame armbarKesa arm-crush — the near arm broken over the attacker's thigh from the scarf hold, usually as the answer to a defended leg americana. Legitimate, and honestly uncommon.Kesa Gatame Escape TechniquesKesa gatame escape — posting frame, bridge and roll reversal, granby exit, pummelling to recover the trapped arm, hip-out to half guard. Written from theKeylockAmericana — figure-four to the mat in external rotation. Inverse of the kimura. Primary submission from mount.Keylock escapeAmericana escape — get off your flat back, elbow-to-ribs frame discipline, turn the elbow to the mat and straighten the arm down the hip line, bridge to re-bend.Killing the hooksButterfly hook break — kill the hook elevation, fold the knees down, pin a thigh to engage passing. Prerequisite for body-lock, knee-cut, and smashKimuraKimura — figure-four shoulder lock in internal rotation and extension. The submission finish of the system; powers back takes.Kimura ControlKimura control — figure-four grip used positionally. From this grip: back take, turtle control, mount, or submission chain.Kimura control escapeKimura escape — elbow to body, thigh grip, walk the wall, kimura counter roll. Early connection prevents arm isolation.Kimura EscapeKimura escape — elbow to body, thigh grip, walk the wall, kimura counter roll. Early connection prevents arm isolation.Kimura lockKimura control — figure-four grip used positionally. From this grip: back take, turtle control, mount, or submission chain.Kimura trapKimura control — figure-four grip used positionally. From this grip: back take, turtle control, mount, or submission chain.Kimura trap systemKimura control — figure-four grip used positionally. From this grip: back take, turtle control, mount, or submission chain.Kimura-style shoulder crankChoi Bar — shoulder rotation submission; arm pulled across the body while the shoulder is externally rotated. From side control.Kiss of the DragonKiss of the Dragon — Granby roll under the opponent from turtle bottom to expose the back. Direct back take entry.Kiss of the Dragon back takeKiss of the Dragon — Granby roll under the opponent from turtle bottom to expose the back. Direct back take entry.Knee barKneebar — hyperextends the knee by trapping the foot and driving the hip into the back of the knee. Legal in ADCC and EBI.Knee buckleThe knee tap taps the opponent's near knee inward from a single leg grip or clinch, buckling the knee and dropping the opponent to the mat. Effective vsKnee cutThe knee cut pass in no-gi: driving the knee across the bottom player's thigh to clear the guard and establish side control.Knee Cut PassThe knee cut pass in no-gi: driving the knee across the bottom player's thigh to clear the guard and establish side control.Knee mount escapeNamed escape techniques from knee on belly — ankle grip and hip escape, underhook escape, knee shield push, and roll under.Knee on Belly — BottomKnee on belly bottom — top knee into the abdomen. Instinctive push opens the armbar. Two-hand removal is the correct response.Knee on Belly — TopKnee on belly — knee into the torso; reactions are exploited. Pushing opens the armbar; reaching opens the triangle.Knee on Belly Escape TechniquesNamed escape techniques from knee on belly — ankle grip and hip escape, underhook escape, knee shield push, and roll under.Knee on stomachKnee on belly — knee into the torso; reactions are exploited. Pushing opens the armbar; reaching opens the triangle.Knee rideKnee on belly — knee into the torso; reactions are exploited. Pushing opens the armbar; reaching opens the triangle.Knee ride escapeNamed escape techniques from knee on belly — ankle grip and hip escape, underhook escape, knee shield push, and roll under.Knee Shield BreakKnee shield break — neutralise the Z-guard / half-guard shield by crushing, stepping over, or pummelling under the blocking knee. Required for passingKnee shield dragThe Rau drag in no-gi: Jason Rau's arm-drag-style pass for the knee shield and the stalled knee cut — drag the framing arm across to break the frame and clear to the back or side.Knee shield half guardZ-guard (knee shield) — an elevated knee frame against the hip that buys distance. Win the underhook battle and exit to scorpion, butterfly, or the back.Knee shield neutralisationKnee shield break — neutralise the Z-guard / half-guard shield by crushing, stepping over, or pummelling under the blocking knee. Required for passingKnee shield smashSmash pass — stack and flatten the guard player’s legs; drive through the knee shield with shoulder pressure to complete.Knee shield sweepHalf lower leg sweep — from Z-guard or half guard, near-knee hook and underhook sweep. Ducking to defend opens the back.Knee sliceThe knee cut pass in no-gi: driving the knee across the bottom player's thigh to clear the guard and establish side control.Knee TapThe knee tap taps the opponent's near knee inward from a single leg grip or clinch, buckling the knee and dropping the opponent to the mat. Effective vsKnee-on-KneeShin-on-shin is a fundamental seated guard entry position — the connecting configuration between seated guard and single leg XKnee-on-stomach escapeNamed escape techniques from knee on belly — ankle grip and hip escape, underhook escape, knee shield push, and roll under.KneebarKneebar — hyperextends the knee by trapping the foot and driving the hip into the back of the knee. Legal in ADCC and EBI.Kneebar EscapeKneebar escape — bend the knee, hip in toward the attacker, stack and step over, roll with the extension. Elevated-risk leg lock defence. SubmissionKneeling pass positionHeadquarters is the kneeling top position between passing and control — one knee up, one knee down beside the opponent's hip.ko soto gariKosoto gari is a judo foot throw in which the attacker reaps the opponent's far leg from outside while driving their weight forward.ko uchi gariKouchi gari — inner reap hooking inside the near ankle, reaping backward. Weight must be on the reaped leg at contact.ko uchi makikomiKouchi makikomi — the wrapping variant of kouchi gari.KOB escapeNamed escape techniques from knee on belly — ankle grip and hip escape, underhook escape, knee shield push, and roll under.Koshi GurumaKoshi guruma — the hip wheel throw. A hip throw using a head and neck wrap rather than the underhook of standard hip throws.Kosoto from octopusKosoto gake (small outside reap) from octopus guard: using the body-lock and leg connection to reap the far ankle while pullingkosoto from octopus guardKosoto gake (small outside reap) from octopus guard: using the body-lock and leg connection to reap the far ankle while pullingKosoto GariKosoto gari is a judo foot throw in which the attacker reaps the opponent's far leg from outside while driving their weight forward.Kote gaeshiWristlock — radiocarpal joint attack via hyperextension or deviation. Shorter injury window; restricted in beginner contexts.KouchiKouchi gari — inner reap hooking inside the near ankle, reaping backward. Weight must be on the reaped leg at contact.Kouchi GariKouchi gari — inner reap hooking inside the near ankle, reaping backward. Weight must be on the reaped leg at contact.Kouchi MakikomiKouchi makikomi — the wrapping variant of kouchi gari.kouchi wrapKouchi makikomi — the wrapping variant of kouchi gari.
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Limb isolationA limb must leave the torso before it can be attacked. INV-14.Lachlan GuardK-Guard in the entanglement context — when the K-guard configuration transitions from a guard position to a confirmed leglarge inner reapOuchi gari — the major inner reap. Drive the opponent's posture forward, then reap the inner leg backward from between their stance to put them down.large outer reapOsoto gari is the major outer reaping throw — the attacker drives the opponent's upper body back and sweeps their posting leg with a large reaping motion.Lateral DropThe lateral drop drops the practitioner to the side while pulling the opponent's upper body across, throwing them over the dropping body. Applied fromLateral Knee BarLateral knee bar — kneebar applied from back exposure or leg ride positions, where the attacker is positioned behind the opponent's leg. MechanicallyLateral Knee Bar EscapeLateral knee bar escape — keep the knee bent and the hip to the mat in turtle, rotate toward the trapped knee to kill the lateral vector, then lace the ankle and curl.lateral kneebarLateral knee bar — kneebar applied from back exposure or leg ride positions, where the attacker is positioned behind the opponent's leg. MechanicallyLateral scissor sweepThe side scissors sweep from closed guard: hip-escaping laterally to attack a perpendicular angle and sweep the passer with crossed-leg pressure.Lateral triangleSide triangle (yoko sankaku) — the wedge captures head and far arm from a lateral position. Available from side control and scrambles.Lateral triangle escapeSide triangle escape — a triangle with the attacker on top and gravity on their side. Block the leg-over-shoulder entry, roll into them, frame the hip late.Leg barKneebar — hyperextends the knee by trapping the foot and driving the hip into the back of the knee. Legal in ADCC and EBI.Leg ControlThe leg ride — folkstyle's foundational top control, threading one leg over the opponent's thigh to break them down and open the path to the back.Leg drag controlLeg drag position — the held state between completing the leg drag and achieving side control, where the top player controls the legs but has not yetLeg Drag PassLeg drag pass — one leg controlled and dragged across the body to create a passing angle. Primary pass from open guard.Leg Drag PositionLeg drag position — the held state between completing the leg drag and achieving side control, where the top player controls the legs but has not yetLeg Drag Position — DefendingDefending the leg drag in no-gi — a passing position that uses a leg. Follow the drag rather than resisting it, recover the inside position, and consider attacking back.Leg KnotGame Over (Z-lock, Leg Knot) — an entanglement in which the attacker controls both of the opponent's legs in a crossed configuration. Immediate heel hookLeg LaceSingle Leg X in the guard context — where ashi garami is established as a guard configuration before the entanglement isLeg lace back positionWaiter position — deep half guard variant; far leg underhook creates sweep leverage and back take entries.Leg lace half guardScorpion — half guard variant with trapping foot outside the top player's knee. Opens waiter sweep and back take.Leg lock passThe body lock pass in no-gi: wrapping both legs to eliminate hooks and drive through the guard. The primary answer to butterflyLeg pull passLeg drag pass — one leg controlled and dragged across the body to create a passing angle. Primary pass from open guard.Leg reap entryThe reap — seated guard entry threading inside leg across. Creates ashi, outside ashi, or cross ashi depending on the response.Leg reap sweepThe irimi ashi sweep: stepping into the opponent's space while controlling a leg to unbalance and force the sweep. ALeg RideThe leg ride — folkstyle's foundational top control, threading one leg over the opponent's thigh to break them down and open the path to the back.Leg scissors takedownKani Basami — scissors takedown. Sacrifice technique with elevated knee injury risk. Elite-level timing and angle requirement. HeavilyLeg ShelfShelf — leg ride variant with the near leg lifted across the top player’s thigh, exposing the back.Leg slicer defenceCalf slicer escape — the calf hurts, the knee is the injury. Post and frame to deny the truck hook, straighten the hooked leg, spin toward the attacker late.Leg straightener escapeKneebar escape — bend the knee, hip in toward the attacker, stack and step over, roll with the extension. Elevated-risk leg lock defence. SubmissionLeg trap arm controlCrucifix — near arm trapped between top player legs, far arm separately controlled. Both arms isolated; opponent cannot defend.Leg trap backStraitjacket back control in no-gi: the opponent's near arm is fed down and pinned against their own body while back control is held.Leg triangleTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Leg triangle (body)Body triangle — figure-four legs around the torso from back control. Removes the bridge, loads the ribs, compounds the strangle.Leg triangle escapeTriangle escape — posture, hide the arm, spin before the lock, double under, tilt, stack and walk. Early defence is essential.Leg weaveThe leg weave pass threads the top player's arm between the opponent's legs to control the near leg from inside, creating a passing platform that limitsLeg Weave PassThe leg weave pass threads the top player's arm between the opponent's legs to control the near leg from inside, creating a passing platform that limitsLeg-and-arm triangleThe buggy choke in no-gi: from bottom side control, thread your own arm behind your own knee to trap the opponent's head and arm, then crunch to close both carotids.Leg-assisted necktie escapeMexican necktie escape — keep a flat back to deny the leg hook, stand from turtle before the leg lands, drag the hooking foot off the back, and strip theLeg-behind-neck guardRubber guard — leg-behind-neck guard pinning posture and freeing both hands. Platform for omoplata, gogoplata, and triangle.Leg-driven armbarCrucifix armbar — the trapped arm extended by the attacker's legs while their hands stay free on the other arm. No step-over, no rotation, and the position survives the attempt.Leg-side controlReverse kesa gatame — kesa rotated 180 degrees, top player facing the feet. Near arm and leg controlled from the reverse side.Leg-side pin bottomReverse kesa gatame bottom — defending the reverse scarf hold. Top player hip-seated facing the defender's feet; primary threat is the near-arm kimuraLifting armbarDeadlift armbar — the near arm clamped from top turtle and the attacker standing to lift or walk the opponent over. The legs turn them; the armbar is what is left when they land.LockdownLockdown — half guard with the top leg in a figure-four. Controls mobility; foundation of dogfight and electric chair.Lockdown counterLockdown pass — defeat the figure-four calf hook, recover the trapped leg, and pass the half guard. How to escape and pass the lockdown positionLockdown escapeLockdown pass — defeat the figure-four calf hook, recover the trapped leg, and pass the half guard. How to escape and pass the lockdown positionLockdown half guardLockdown — half guard with the top leg in a figure-four. Controls mobility; foundation of dogfight and electric chair.Lockdown PassLockdown pass — defeat the figure-four calf hook, recover the trapped leg, and pass the half guard. How to escape and pass the lockdown positionLockdown stretch escapeElectric chair escape — defended from on top. Deny the lockdown and deep-half entry, hip escape before the second leg is captured, concede the sweep late.Lockdown sweepElectric chair sweep — extends the top player's far leg outward from the lockdown in half guard, levering them over their own trapped leg. Distinct fromLocoplataThe locoplata in no-gi: the gogoplata delivered from mount instead of from guard, with gravity behind the shin and the free arm pressing the head down.Locoplata EscapeLocoplata escape — the gogoplata coming at you from mount instead of guard. Keep the near arm off the mat, stay square, bridge while their base is committed.Log splitterStanding closed guard break — the primary method of opening a closed guard in no-gi. Post on the hips, stand with one knee up, and drop weight throughLong guardSeated guard is the foundational open guard — feet active between the passer's knees, head up, hands ready to frame or attack.Long sitSeated guard is the foundational open guard — feet active between the passer's knees, head up, hands ready to frame or attack.Long Step PassLong step pass — outside leg steps wide around the guard player’s legs; hips follow to complete the pass.Low guard breakKneeling closed guard break — open the closed guard without standing. Sit back onto heels, wedge elbow to far knee, push outward while keeping postureLow singleSingle leg — penetration step to the outside of the near leg; shoulder drives through to complete the takedown.Lower leg shiftScorpion — half guard variant with trapping foot outside the top player's knee. Opens waiter sweep and back take.Lower leg shift passScorpion pass — defeat the outside knee hook, deny the hip extension sweep, and pass the lower-leg-shift half guard.Lower Leg Shift SweepHalf lower leg sweep — from Z-guard or half guard, near-knee hook and underhook sweep. Ducking to defend opens the back.Lower leg sweepHalf lower leg sweep — from Z-guard or half guard, near-knee hook and underhook sweep. Ducking to defend opens the back.Lumberjack SweepThe lumberjack sweep grabs the top player's far ankle from half guard or seated guard while creating a lateral tipping force, sweeping the top player
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My GameLocal saved games, notes, inbox. Not an account.Mae hadaka jime escapeEscaping and countering the guillotine — posture, the side-step pass, chin tuck, and roll-through, plus the arm-in variant. The side-step pass is canonical.major hip throwO goshi — the major hip throw. The attacker turns in, loads the opponent fully across the hip, and rotates them over the fulcrum.major inner reapOuchi gari — the major inner reap. Drive the opponent's posture forward, then reap the inner leg backward from between their stance to put them down.major outer reapOsoto gari is the major outer reaping throw — the attacker drives the opponent's upper body back and sweeps their posting leg with a large reaping motion.Mão de vacaWristlock — radiocarpal joint attack via hyperextension or deviation. Shorter injury window; restricted in beginner contexts.Mão de vaca defenceWristlock escape — straight wrist and fist discipline, withdraw the hand the moment it is gripped, and stack the knuckles with the forearm as a last stall.Marcelo choke escapeNorth-south choke escape — the head is clamped in the attacker’s armpit and the finish is a sink, not a squeeze. Shoulder up, deny the palm-to-palm connection, bridge across the line.MarceloplataThe monoplata — the mount-side omoplata-family lock. The arm is trapped bent, the shin presses the shoulder line, and the attacker sits back. RelatedMarcelotineGuillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.Marcelotine escapeEscaping and countering the guillotine — posture, the side-step pass, chin tuck, and roll-through, plus the arm-in variant. The side-step pass is canonical.Mat return chokeGuillotine — primary vascular choke from the front headlock. High-elbow finish from guard and standing.Mata LeãoThe primary submission from back control. Bilateral carotid compression applied from the seatbelt or body triangle. The mostMata leão escapeDefending the rear naked choke — chin tuck, grip fight, seat drop and strong-side turn, before the strangle closes. Prevention is the first defence.Matador passThe toreando (bullfighter) pass in no-gi: controlling both shins and redirecting the legs to pass around to the side. TheMeathook escapeWilliams guard pass — strip the head control overhook, recover posture, and defeat the arm triangle and back take platform.Meathook guardHigh guard — closed guard variant with elevated hips and legs riding high. Primary platform for triangle and armbar entries.Meathook guard escapeHigh guard pass — defeat the elevated closed guard with legs high on the back, strip the meathook arm control, and escape the triangle-omoplata-armbarMedial knee compression defenceAoki lock escape — recognise the reverse-ashi rotation and square the hips before the heel reaches the armpit, straighten the leg and extract the heel.Mexican NecktieThe Mexican Necktie continues the Japanese Necktie when the opponent rises: grip kept, legs in as back-control hooks, choke-crank finished from behindMexican Necktie EscapeMexican necktie escape — keep a flat back to deny the leg hook, stand from turtle before the leg lands, drag the hooking foot off the back, and strip theMikey LockThe Mikey lock in no-gi — the opponent's foot beside your neck rather than under your armpit, attacking the foot and the knee at once. The grip that beats the heel slip.Mikey Lock EscapeMikey lock escape — flip the foot and hide the heel before the modified lace closes, clear the knee line and extract to seated guard, chase the rotation late.minor inner reapKouchi gari — inner reap hooking inside the near ankle, reaping backward. Weight must be on the reaped leg at contact.minor outer reapKosoto gari is a judo foot throw in which the attacker reaps the opponent's far leg from outside while driving their weight forward.Mir LockThe Mir lock in no-gi: an overhook shoulder lock on a bent arm, trapped across the attacker's torso and turned up and away — attacked from guard and half guard.Mir Lock EscapeMir lock escape — the one arm attack the tucked elbow does not answer. Deny the overhook, strip it before the clasp closes, then follow the rotation.Mir lock from the pinThe Mir lock from a pin: the bottom player's framing arm is overhooked above the elbow, folded across your chest and turned up and away.Mission controlRubber guard — leg-behind-neck guard pinning posture and freeing both hands. Platform for omoplata, gogoplata, and triangle.Modified 50/50Backside 50/50 — asymmetric 50/50 where one player has back exposure advantage; primary submission is the outside heel hook.Modified inside heel hookThe Junny lock — an inside heel-hook variant hit on the opponent's reaping leg while they reap you. Their own entanglement supplies the knee-line control.MonoplataThe monoplata — the mount-side omoplata-family lock. The arm is trapped bent, the shin presses the shoulder line, and the attacker sits back. RelatedMonoplata EscapeMonoplata escape — one leg instead of two, so your free hand is worth more. Shrug and keep the arm tight, post the free hand to kill the hip rotation, roll with it.Mount — BottomMount bottom — defending full mount, the highest-danger pin. Top player across the hips; preventing high mount is the priority.Mount — TopThe mount is the highest-percentage finishing position in top grappling. The top player sits on the opponent's torsoMount Escape TechniquesMount escape — trap and roll, elbow-knee, ghost, kipping, foot drag, bridge to turtle. Written from the defender's perspective.mount positionThe mount is the highest-percentage finishing position in top grappling. The top player sits on the opponent's torsoMounted ArmbarMounted armbar — the arm isolated from above, the leg stepped over the head, and the attacker falling back to land perpendicular with the hip under the elbow. The armbar the mount is built to produce.Mounted gogoplataThe locoplata in no-gi: the gogoplata delivered from mount instead of from guard, with gravity behind the shin and the free arm pressing the head down.Mounted gogoplata defenceLocoplata escape — the gogoplata coming at you from mount instead of guard. Keep the near arm off the mat, stay square, bridge while their base is committed.mounted positionThe mount is the highest-percentage finishing position in top grappling. The top player sits on the opponent's torsoMounted sankaku jime escapeMounted triangle escape — prevent the S-mount arm isolation, block the leg crossing the neck, stack-and-drive the trapped arm out, posture up through theMounted shin chokeThe domplata in no-gi: from mount, trap the arm under your thigh, swing the leg over the head and sit back with the foot blocking the neck.Mounted shin choke escapeDomplata escape — your arm trapped under their thigh and their foot on your neck. Elbows in to deny the isolation, bridge as the leg travels, turn with the sit-back.Mounted TriangleMounted triangle — triangle choke from mount. Legs encircle neck and one arm from above; bilateral carotid compression from top.Mounted Triangle EscapeMounted triangle escape — prevent the S-mount arm isolation, block the leg crossing the neck, stack-and-drive the trapped arm out, posture up through theMuay Thai plumThe double collar tie — both hands on the back of the opponent's neck — creates the clinch snap and the hip throw entry. TheMutual Ashi GaramiMutual ashi — also called criss-cross ashi — is the position where both players are in overlapping single-leg entanglements.Mutual EntanglementThe 50/50 is the symmetric leg entanglement — both players have equal structural access to each other's heel. Understanding
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Near Ankle RideThe near ankle ride grips the bottom player's near ankle from turtle top, controlling the near leg to prevent standup and enable tilts and turns. ANear Arm WrapThe turk — a folkstyle upper-body ride that traps the near arm and headlocks the neck to kill base. The control feeds the kimura or the flat pin.Near-arm armbarNear-side armbar — the near arm taken from a top pin by rising up and stepping over the head, with one shin in the armpit and the attacker's hip as the fulcrum.Near-Side ArmbarNear-side armbar — the near arm taken from a top pin by rising up and stepping over the head, with one shin in the armpit and the attacker's hip as the fulcrum.Near-side underhookUnderhook half guard — offensive half guard with the underhook on the shoulder. Base for dogfight, lockdown, and sweeps.Neck control (ground)Front headlock ground control — cervical spine control that leads the body. Primary platform for guillotine, D’Arce, anaconda.Neck crankThe Can Opener is a cervical hyperflexion submission from inside the opponent's closed guard. Both hands grip the head and force it forward, loading theNeck crank guard break defenceCan opener escape — your closed guard is the anchor, so opening it is the answer. Chin tuck and break the grip, open into a chosen guard, release and strip late.Neck tieThe single collar tie — one hand on the back of the opponent's head — is the standard initial engagement position. It controlsNeck-and-armpit choke escapeJapanese necktie escape — palm-to-palm grip, then a shin behind the head. Deny the near-arm thread, beat the hands meeting, move the head before the leg lands.Neutral kneeling half guardThe dogfight is the neutral kneeling scramble that arises from half guard when both players are fighting for the underhook.Neutral positionStanding — the default start of all grappling exchanges. Stance, base, and distance management determine what is available.Ninja chokeNinja choke — no-gi guillotine-D'Arce hybrid. No arms inside; figure-four RNC-style grip. Counter to single leg and defended guillotine. SubmissionNinja Choke (No-Gi)Ninja choke — no-gi guillotine-D'Arce hybrid. No arms inside; figure-four RNC-style grip. Counter to single leg and defended guillotine. SubmissionNinja Choke EscapeNinja choke escape — chin tuck denies forearm insertion; prevent figure-four closure during the hook phase; posture and step through in guard; levelNo-arm darce escapeD'Arce, brabo and anaconda escape — one grip, one early game. Near-arm discipline, square up and wrestle up, and three late answers by position.No-gi berimboloThe RDLR back take in no-gi: from reverse de la riva, invert through the space under the opponent's hips and take the back. TheNo-gi braboThe D'arce choke: arm-in triangle applied from the front headlock when the near arm is posted. The choking arm threads underNo-gi ninja chokeNinja choke — no-gi guillotine-D'Arce hybrid. No arms inside; figure-four RNC-style grip. Counter to single leg and defended guillotine. SubmissionNorth-South — BottomNorth-south bottom — opponent facing the feet, weight on the chest. Kimura threat is immediate. Primary escape: bridge and hip.North-South — TopNorth-south is an underutilised control position where the top player is chest-to-chest with the opponent but facing the feet.North-South ChokeNorth-south choke — the head closes into the attacker's armpit, palm-to-palm connect, and the body sinks to finish. Weight, not squeeze.North-South Choke EscapeNorth-south choke escape — the head is clamped in the attacker’s armpit and the finish is a sink, not a squeeze. Shoulder up, deny the palm-to-palm connection, bridge across the line.North-South Escape TechniquesNorth-south escape techniques — hip escape, Granby roll to deep half, arm drag counter, sit-up scramble. Early movement is key.NS chokeNorth-south choke — the head closes into the attacker's armpit, palm-to-palm connect, and the body sinks to finish. Weight, not squeeze.
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Organism constraintThis athlete’s body, skill, fatigue, age, injury.O GoshiO goshi — the major hip throw. The attacker turns in, loads the opponent fully across the hip, and rotates them over the fulcrum.o soto gariOsoto gari is the major outer reaping throw — the attacker drives the opponent's upper body back and sweeps their posting leg with a large reaping motion.o uchi gariOuchi gari — the major inner reap. Drive the opponent's posture forward, then reap the inner leg backward from between their stance to put them down.Octopus — Top PerspectiveOctopus top — passer's view against octopus guard. Back take and kosoto sweep are the threats. Near hip away is the defence.Octopus Butterfly SweepButterfly sweep mechanics applied from octopus guard: combining the underhook and body-lock control with a butterfly hook lift to sweep the passer forward.Octopus disengagementOctopus guard pass — strip the deep overhook, recover posture, flatten or backstep to pass. How to deal with the seated overhook back-take platformOctopus GuardOctopus guard: the deep overhook from a seated position as a back take platform, sweep system, and front headlock entry. CoversOctopus Guard PassOctopus guard pass — strip the deep overhook, recover posture, flatten or backstep to pass. How to deal with the seated overhook back-take platformOctopus hook sweepButterfly sweep mechanics applied from octopus guard: combining the underhook and body-lock control with a butterfly hook lift to sweep the passer forward.octopus kosotoKosoto gake (small outside reap) from octopus guard: using the body-lock and leg connection to reap the far ankle while pullingOctopus Kosoto SweepKosoto gake (small outside reap) from octopus guard: using the body-lock and leg connection to reap the far ankle while pullingOctopus pass defenceOctopus top — passer's view against octopus guard. Back take and kosoto sweep are the threats. Near hip away is the defence.Offensive half guardUnderhook half guard — offensive half guard with the underhook on the shoulder. Base for dogfight, lockdown, and sweeps.OHHThe outside heel hook — primary submission from ashi garami and outside ashi. Loads lateral knee structures through external rotation.OHH positionOutside sankaku in no-gi: the triangled leg control around the opponent's outside leg that serves as the primary outside heelOmoplataOmoplata — legs trap the arm and drive the shoulder into internal rotation. Positional use is on a separate page.Omoplata ControlOmoplata control — arm trapped in the legs; submission always available as a threat. Platform for sweeps and back takes.Omoplata EscapeOmoplata escape — posture forward, forward roll, cartwheel over, step over the head. Shoulder defence from guard.Omoplata positionOmoplata control — arm trapped in the legs; submission always available as a threat. Platform for sweeps and back takes.Omoplata to triangleThe triangle taken from omoplata control when the shoulder attack stalls — the dilemma pair from one leg position.Omoplata TriangleThe triangle taken from omoplata control when the shoulder attack stalls — the dilemma pair from one leg position.One-arm choke defenceShort choke escape — the rear strangle finished palm-to-palm at whatever depth it has. Two-on-one down on the choking wrist, deny the anchoring elbow, escape toward the underhook side.One-leg shoulder lock defenceMonoplata escape — one leg instead of two, so your free hand is worth more. Shrug and keep the arm tight, post the free hand to kill the hip rotation, roll with it.Open guardSeated guard is the foundational open guard — feet active between the passer's knees, head up, hands ready to frame or attack.Open guard (lying)Supine guard — lying on the back with feet active, used as a transitional state to reach seated guard or leg entanglement entries.Open stanceStanding — the default start of all grappling exchanges. Stance, base, and distance management determine what is available.Opposite Triangle EscapeOpposite triangle escape — the reversed lock barely strangles, so the threat is the shoulder. Read the lock, take the arm home, use the reconfiguration.Opposite-Side TriangleOpposite triangle (hantai sankaku) — the figure-four locked on the reversed side; a trapping position and armlock platform.Opposite-side triangle escapeOpposite triangle escape — the reversed lock barely strangles, so the threat is the shoulder. Read the lock, take the arm home, use the reconfiguration.OsaekomiSide control — chest-to-chest pin after a guard pass. Primary platform for kimura, arm triangle, D’Arce, and transitions.Osoto GariOsoto gari is the major outer reaping throw — the attacker drives the opponent's upper body back and sweeps their posting leg with a large reaping motion.ou passThe over-under pass in no-gi: one arm over the leg and one arm under to create a body lock and drive through the guard with controlled pressure.Ouchi GariOuchi gari — the major inner reap. Drive the opponent's posture forward, then reap the inner leg backward from between their stance to put them down.oupassThe over-under pass in no-gi: one arm over the leg and one arm under to create a body lock and drive through the guard with controlled pressure.Outer Ashi GaramiOutside ashi garami — outside leg entanglement variant; outside heel hook is the primary submission from this position.Outer Heel HookThe outside heel hook — primary submission from ashi garami and outside ashi. Loads lateral knee structures through external rotation.Outer leg tripThe outside trip hooks the opponent's near leg from the outside — stepping behind or around the lead leg — and trips it inward while upper body pressureOutside ankle reap from body lockKosoto gake (small outside reap) from octopus guard: using the body-lock and leg connection to reap the far ankle while pullingOutside Ashi — Standing ContextOutside ashi standing — transitional leg control while the opponent is upright; entry into ground leg entanglement system.Outside ashi come-upOutside heist in no-gi: the come-up from outside ashi where you clear the hip, sit up, and end seated on the opponent's hips — the outside-ashi upgrade that converts a leg entanglement into a dominantOutside Ashi GaramiOutside ashi garami — outside leg entanglement variant; outside heel hook is the primary submission from this position.Outside Ashi Garami — DefendingDefending outside ashi garami in no-gi — four finishes and one real counter-attack. Keep the knee driving in, hide the heel, and never push the leg outside to clear it.Outside ashi heistOutside heist in no-gi: the come-up from outside ashi where you clear the hip, sit up, and end seated on the opponent's hips — the outside-ashi upgrade that converts a leg entanglement into a dominantOutside Ashi KneebarThe kneebar from outside ashi garami in no-gi — the outside-line kneebar and the one most people learn first. Entry from outside ashi, reverse guard and outside sankaku.Outside EntanglementOutside ashi garami — outside leg entanglement variant; outside heel hook is the primary submission from this position.Outside Heel HookThe outside heel hook — primary submission from ashi garami and outside ashi. Loads lateral knee structures through external rotation.Outside heel hook escapeHeel hook escape — hide the heel, clear the knee line, mechanics for ashi, outside ashi, cross ashi. Tap at late-stage rotation.Outside HeistOutside heist in no-gi: the come-up from outside ashi where you clear the hip, sit up, and end seated on the opponent's hips — the outside-ashi upgrade that converts a leg entanglement into a dominantOutside Heist — DefendingDefending the outside heist in no-gi — the entanglement that passes instead of finishing. Keep a connection, contest the come-up, and stop defending a submission that is not coming.Outside HookThe outside heel hook — primary submission from ashi garami and outside ashi. Loads lateral knee structures through external rotation.Outside hook entryFalse reap — outside leg threads across the near leg, mirror of the reap. Access to ashi, outside ashi, cross ashi, and 50/50.Outside hook guardReverse De la Riva in no-gi: the inside hook as a transition hub between DLR, K-guard, and leg entanglements. Covers the hookOutside hook half guard passScorpion pass — defeat the outside knee hook, deny the hip extension sweep, and pass the lower-leg-shift half guard.Outside leg dragOutside ashi standing — transitional leg control while the opponent is upright; entry into ground leg entanglement system.Outside leg triangleOutside sankaku in no-gi: the triangled leg control around the opponent's outside leg that serves as the primary outside heelOutside reapFalse reap — outside leg threads across the near leg, mirror of the reap. Access to ashi, outside ashi, cross ashi, and 50/50.Outside SankakuOutside sankaku in no-gi: the triangled leg control around the opponent's outside leg that serves as the primary outside heelOutside Sankaku — DefendingDefending the outside sankaku in no-gi — a locked triangle on the outside line. Deny the triangle before it closes, hide the heel, and know why waiting is not a plan.Outside SLX (single leg X)Outside ashi garami — outside leg entanglement variant; outside heel hook is the primary submission from this position.Outside step passLong step pass — outside leg steps wide around the guard player’s legs; hips follow to complete the pass.Outside triangleOutside sankaku in no-gi: the triangled leg control around the opponent's outside leg that serves as the primary outside heelOutside TripThe outside trip hooks the opponent's near leg from the outside — stepping behind or around the lead leg — and trips it inward while upper body pressureOutside Tripod SweepThe outside tripod sweep places the pushing foot on the outside of the opponent's hip rather than the belly. This angle isOutside-leg tripod sweepThe outside tripod sweep places the pushing foot on the outside of the opponent's hip rather than the belly. This angle isOver-the-top passHigh step pass — lifts the near foot high over the opponent's near leg and steps it to the far side, creating a sudden angle change that bypassesOver-under back controlSeatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Over-under body lockThe over-under pass in no-gi: one arm over the leg and one arm under to create a body lock and drive through the guard with controlled pressure.Over-under chokeThe D'arce choke: arm-in triangle applied from the front headlock when the near arm is posted. The choking arm threads underOver-under choke escapeD'Arce, brabo and anaconda escape — one grip, one early game. Near-arm discipline, square up and wrestle up, and three late answers by position.Over-Under ClinchOver-under clinch — overhook over the near shoulder, underhook under the far arm. Primary no-gi contact position.Over-under clinch (back context)Seatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Over-under gripSeatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Over-Under PassThe over-under pass in no-gi: one arm over the leg and one arm under to create a body lock and drive through the guard with controlled pressure.Over-under side controlKata gatame — head-and-arm control for the arm triangle. Shoulder into neck, arm trapped; creates bilateral carotid compression.Overhead SweepThe overhead sweep from closed guard in no-gi: using the passer's forward pressure against them to roll them overhead and come up on top.Overhead throwHip throw — attacker turns in, places hip inside the opponent's, loads them over the fulcrum. O-goshi, uki goshi and koshi guruma.Overhook clampClamp — deep overhook and body lock isolating one arm from guard. Platform for triangle, armbar, omoplata, kimura, leg locks.Overhook closed guard passClamp pass — recover posture against the overhook, defeat the closed guard lock, and disengage the submission platform. How to pass the clamp positionOverhook guardClamp — deep overhook and body lock isolating one arm from guard. Platform for triangle, armbar, omoplata, kimura, leg locks.Overhook half guardOctopus guard: the deep overhook from a seated position as a back take platform, sweep system, and front headlock entry. CoversOverhook shoulder lockThe Mir lock in no-gi: an overhook shoulder lock on a bent arm, trapped across the attacker's torso and turned up and away — attacked from guard and half guard.Overhook shoulder lock defenceMir lock escape — the one arm attack the tucked elbow does not answer. Deny the overhook, strip it before the clasp closes, then follow the rotation.
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Phase ladder / seriesAn ordered, finish-first family of games for one match phase.PlaybookProblem, tell-the-room, setup, score, rules — the game page format.PaintbrushAmericana — figure-four to the mat in external rotation. Inverse of the kimura. Primary submission from mount.Paintbrush defenceAmericana escape — get off your flat back, elbow-to-ribs frame discipline, turn the elbow to the mat and straighten the arm down the hip line, bridge to re-bend.Passing butterflyTop butterfly — low base requirement to manage hook exposure; passing frameworks from butterfly top.Pato lockThe tren lock in no-gi — a V-lever under the knee, closed with a leg triangle, finished by opening the knee against a short Achilles lock. Entries, defence and the reverse variation.Pato lock escapeTren lock escape — deny the reap its path, attack the free leg with a yoke lock while the V is forming, and clear the knee before the triangle closes.PCL kneebarLateral knee bar — kneebar applied from back exposure or leg ride positions, where the attacker is positioned behind the opponent's leg. MechanicallyPendulum SweepThe pendulum sweep from closed guard: trapping the arm and driving the leg to rotate the passer. The fundamental closed guardPeruvian escapePeruvian necktie escape — two legs fold the head DOWN into a head-and-arm lock, and the finish is a sit-back. Elbow to the ribs, block the first leg, head out sideways.Peruvian NecktiePeruvian Necktie — S-grip on head and arm, a leg over the back of the head, and a sit-back that drives the head into the grip.Peruvian Necktie EscapePeruvian necktie escape — two legs fold the head DOWN into a head-and-arm lock, and the finish is a sit-back. Elbow to the ribs, block the first leg, head out sideways.Peterson RollPeterson roll — executed from near-arm underhook control on a turtled opponent. The top player drives the opponent's near arm across the body and rollsPeterson roll chokeNorth-south choke — the head closes into the attacker's armpit, palm-to-palm connect, and the body sinks to finish. Weight, not squeeze.Pinch HeadlockPinch headlock — underhook at the elbow with head pulled tight. Threatens sumi gaeshi, back take, and leg entanglement entries.Pinned in kesaKesa gatame bottom — defending the scarf hold. Top player seated perpendicular with head-and-arm control; near arm trapped under the top player's armpitPinned under crossbodyThe defensive view of side control — when the opponent has completed a pass and holds the pin. The most common situationPinned under mountMount bottom — defending full mount, the highest-danger pin. Top player across the hips; preventing high mount is the priority.Pinned-arm triangle escapeTriangle escape — posture, hide the arm, spin before the lock, double under, tilt, stack and walk. Early defence is essential.Policeman's holdThe hammerlock folds the opponent's arm behind their back, attacking the shoulder via internal rotation and extension. Applied from side control and backPositional chain mapThe complete positional transition map: what follows what and why, derived from the canonical relationship table. Covers allPositional sequence referenceThe complete positional transition map: what follows what and why, derived from the canonical relationship table. Covers allPost-drag positionLeg drag position — the held state between completing the leg drag and achieving side control, where the top player controls the legs but has not yetpower doubleBlast double — the explosive variant of the double leg takedown.Power guillotineNinja choke — no-gi guillotine-D'Arce hybrid. No arms inside; figure-four RNC-style grip. Counter to single leg and defended guillotine. SubmissionPower NelsonPower nelson — arms under armpits, hands behind the head. Shoulder blade pressure; legal and distinct from the full nelson.Pre-armbar mount defenceS-mount bottom — defending the high mount with one leg over the far arm. Armbar, mounted triangle, and kimura are all seconds away; defence must preventPre-berimbolo counterInverted guard pass — deny the inversion, collapse the hips, and pass the transitional hub that feeds berimbolo and leg entanglement entries. SubmissionPre-Z-Lock PositionDiagonal ashi garami is a transitional leg entanglement position — the specific angle that makes the Z-lock hip submissionPressure passSmash pass — stack and flatten the guard player’s legs; drive through the knee shield with shoulder pressure to complete.Prone back controlBelly down back — the prone back ride, entered when the opponent rolls from seated back. RNC is the primary finish; cross ashi is the route into the leg game.Pulling guardGuard pulling is a deliberate strategic choice to initiate ground fighting from the bottom — not a failed takedown. ThePummeling positionOver-under clinch — overhook over the near shoulder, underhook under the far arm. Primary no-gi contact position.Push sweepThe overhead sweep from closed guard in no-gi: using the passer's forward pressure against them to roll them overhead and come up on top.
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Quarter MountQuarter mount — top position at 45 degrees between side control and mount. Natural intermediate in the mount entry sequence.Quarter Mount — BottomQuarter mount bottom — defending the 45-degree transitional mount before it consolidates to flat mount or converts to kimura. The defensive window is
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Representative practiceThe information in training matches the information in the fight.Representative learning designKeep the information that matters; cut the information that lies.Repetition without repetitionRepeat the problem, not the identical motor pattern.Rau DragThe Rau drag in no-gi: Jason Rau's arm-drag-style pass for the knee shield and the stalled knee cut — drag the framing arm across to break the frame and clear to the back or side.Rau drag passThe Rau drag in no-gi: Jason Rau's arm-drag-style pass for the knee shield and the stalled knee cut — drag the framing arm across to break the frame and clear to the back or side.RDLRReverse De la Riva in no-gi: the inside hook as a transition hub between DLR, K-guard, and leg entanglements. Covers the hookRDLR Back Step SweepRDLR back step sweep — when the passer back steps out of RDLR, the bottom player reads the reaction and completes the sweep.RDLR Back TakeThe RDLR back take in no-gi: from reverse de la riva, invert through the space under the opponent's hips and take the back. TheRDLR berimboloThe RDLR back take in no-gi: from reverse de la riva, invert through the space under the opponent's hips and take the back. TheRDLR sweepRDLR back step sweep — when the passer back steps out of RDLR, the bottom player reads the reaction and completes the sweep.RDLR tripod sweepReverse tripod sweep — push-pull base disruption from the reverse DLR hook. Same mechanics as the standard tripod.Rear Body LockRear body lock — both arms around the opponent’s torso from behind, hip-to-hip. Standing precursor to back take entries.Rear body triangle (neck context)Leg-based strangle from back control — legs lock in a triangle figure-four around the neck and near arm. Distinct from the rearRear bodylockRear body lock — both arms around the opponent’s torso from behind, hip-to-hip. Standing precursor to back take entries.Rear crucifixBack crucifix — behind the turtle, near arm scissored between the legs, far arm controlled. Armbar, arm triangle, and chokes follow.Rear kneebarLateral knee bar — kneebar applied from back exposure or leg ride positions, where the attacker is positioned behind the opponent's leg. MechanicallyRear Naked ChokeThe primary submission from back control. Bilateral carotid compression applied from the seatbelt or body triangle. The mostRear Naked Choke EscapeDefending the rear naked choke — chin tuck, grip fight, seat drop and strong-side turn, before the strangle closes. Prevention is the first defence.Rear trip from butterflyButterfly sumi — sacrifice throw from butterfly guard: backward fall, hook lift, chest connection. Weight drives the reversal.Referee's position variantThe transitional four-point position: hands and feet on the mat, knees lifted, hips high — between turtle and standing.Retreat passBack step pass — near leg stepped backward to extract from top half guard or stalled knee cut. Creates the passing angle.Reverse Ankle LockThe toe hold attacks the foot and ankle through rotation. Available from multiple leg entanglement positions. Restricted in some competitive formats.Reverse armbarInverted armbar — attacks the elbow in supination with the arm rotated so the elbow faces upward; the attacker's chest or shoulder is the fulcrumReverse armbar defenceInverted armbar escape — elbow tuck before the wrist is controlled, pronate the arm to kill the supination angle, stack and rotate to spin the arm free.Reverse ashi knee lock escapeAoki lock escape — recognise the reverse-ashi rotation and square the hips before the heel reaches the armpit, straighten the leg and extract the heel.Reverse Ashi LockThe Aoki lock — an inside heel hook and ankle lock combined, attacked from the outside line. The mirror of the Woj lock.Reverse chest-to-chest pinNorth-south is an underutilised control position where the top player is chest-to-chest with the opponent but facing the feet.Reverse D'arceThe anaconda choke: the arm threads under the neck first, exiting through the far armpit — the mirror of the D'arce's arm-first thread.Reverse darce escapeNinja choke escape — chin tuck denies forearm insertion; prevent figure-four closure during the hook phase; posture and step through in guard; levelReverse De la RivaReverse De la Riva in no-gi: the inside hook as a transition hub between DLR, K-guard, and leg entanglements. Covers the hookReverse DLRReverse De la Riva in no-gi: the inside hook as a transition hub between DLR, K-guard, and leg entanglements. Covers the hookReverse GuardReverse guard is a facing-away guard position — the bottom player's back is toward the opponent. Provides direct outside ashiReverse Guard (Entanglement Context)Reverse guard in the entanglement context — facing away from the opponent with a leg captured. Outside heel hook and kneebarReverse Guard LEReverse guard in the entanglement context — facing away from the opponent with a leg captured. Outside heel hook and kneebarReverse Heel HookThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Reverse hook tripodReverse tripod sweep — push-pull base disruption from the reverse DLR hook. Same mechanics as the standard tripod.Reverse kesaReverse kesa gatame — kesa rotated 180 degrees, top player facing the feet. Near arm and leg controlled from the reverse side.Reverse Kesa GatameReverse kesa gatame — kesa rotated 180 degrees, top player facing the feet. Near arm and leg controlled from the reverse side.Reverse Kesa Gatame — BottomReverse kesa gatame bottom — defending the reverse scarf hold. Top player hip-seated facing the defender's feet; primary threat is the near-arm kimuraReverse kimuraThe hammerlock folds the opponent's arm behind their back, attacking the shoulder via internal rotation and extension. Applied from side control and backReverse leg triangleReverse triangle (gyaku sankaku) — the inverted-orientation triangle caught from underneath pins and scrambles.Reverse scarf holdReverse kesa gatame — kesa rotated 180 degrees, top player facing the feet. Near arm and leg controlled from the reverse side.Reverse scarf hold bottomReverse kesa gatame bottom — defending the reverse scarf hold. Top player hip-seated facing the defender's feet; primary threat is the near-arm kimuraReverse TriangleReverse triangle (gyaku sankaku) — the inverted-orientation triangle caught from underneath pins and scrambles.Reverse triangleLeg-based strangle from back control — legs lock in a triangle figure-four around the neck and near arm. Distinct from the rearReverse Triangle EscapeReverse triangle escape — the outside leg over your shoulder and your own trapped shoulder doing the compressing. Recover the arm early, and expect it from underneath a pin.Reverse Tripod SweepReverse tripod sweep — push-pull base disruption from the reverse DLR hook. Same mechanics as the standard tripod.Reverse XReverse X is the inverted X-guard variant that creates direct cross ashi entries and back takes. The leg configuration exposesReverse XUshiro X is an inverted X-guard position in which the bottom player faces the same direction as the opponent. The inversionReverse X — DefendingDefending reverse X in no-gi — a waypoint that platforms nothing. The danger is where it leads, the exits are cheap right now, and that is exactly why you should take one.Reverse X counterUshiro X pass — deny the hip inversion, close the inside space, and defeat the cross ashi / back take dilemma from reverse X guard.Reverse X GuardReverse X is the inverted X-guard variant that creates direct cross ashi entries and back takes. The leg configuration exposesRNCThe primary submission from back control. Bilateral carotid compression applied from the seatbelt or body triangle. The mostRNC escapeDefending the rear naked choke — chin tuck, grip fight, seat drop and strong-side turn, before the strangle closes. Prevention is the first defence.Roll-through armbar escapeRolling armbar escape — short posts and elbows in from turtle, pull the elbow back through and sit out to wrestle up, hand clasp and roll through the extension.Rolling ArmbarRolling armbar — trap a turtled opponent's near arm, post a shin on the head and somersault forward over your own inside shoulder to land perpendicular with the hips on the elbow.Rolling Armbar EscapeRolling armbar escape — short posts and elbows in from turtle, pull the elbow back through and sit out to wrestle up, hand clasp and roll through the extension.Rolling armbar from turtleRolling armbar — trap a turtled opponent's near arm, post a shin on the head and somersault forward over your own inside shoulder to land perpendicular with the hips on the elbow.Rolling back takeBerimbolo — inverted rolling from De la Riva, RDLR, 50/50, seated guard. Exits to back control, crab ride, leg entanglements.Rolling leg lock entryImanari roll — inverted standing-to-ground entry threading directly to ashi garami or cross ashi garami.Rolls and Reversal MechanicsRolls and reversals — Granby roll, inside arm roll, outside arm roll. Guard recovery mechanics from turtle and bottom positions.Rubber GuardRubber guard — leg-behind-neck guard pinning posture and freeing both hands. Platform for omoplata, gogoplata, and triangle.run the pipeSweep single — the single leg finish in which the attacker circles to the outside of the trapped leg and sweeps the opponent's far ankle.running the pipeSweep single — the single leg finish in which the attacker circles to the outside of the trapped leg and sweeps the opponent's far ankle.Russian TieRussian tie — two hands on one arm; superior arm control for single leg, double leg, ankle pick, and arm drag entries.Russian tie kimuraStanding kimura — figure-four shoulder lock applied and finished from standing. Russian tie, underhook, and single leg defence entries. SubmissionRussian tie kimura defenceStanding kimura escape — hand-fight the grip transitioning from the Russian tie, step through around the locked arm, and hitchhiker rotate when trapped.
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S-MountS-mount — high mount with one leg over the far arm. Opens armbar, mounted triangle, and kimura from the top position.S-Mount — BottomS-mount bottom — defending the high mount with one leg over the far arm. Armbar, mounted triangle, and kimura are all seconds away; defence must preventS-mount armbarMounted armbar — the arm isolated from above, the leg stepped over the head, and the attacker falling back to land perpendicular with the hip under the elbow. The armbar the mount is built to produce.S-Mount Escape TechniquesS-mount escape — hide the elbow, stack the fall-back, hitchhiker escape, stuff-and-spin. Arm protection is the primary priority because the arm isSacrifice throw (rear)Tani otoshi (valley drop) — one leg steps behind and between the opponent's legs; the attacker drops backward, pulling the upper body down while theSacrifice throw from guardButterfly sumi — sacrifice throw from butterfly guard: backward fall, hook lift, chest connection. Weight drives the reversal.SaddleCross ashi garami — inside heel hook position: saddle, inside sankaku, honey hole. Hardest to escape; shortest injury timeline.Saddle Banana SplitThe banana split from the saddle in no-gi — the inside-line version, taken when the heel is denied. One free arm has to capture the outside leg without giving up the entanglement.Saddle Calf SlicerThe calf slicer from the saddle in no-gi — the wedge is already there, and hiding the heel is what completes it. The attack a correct heel hook defence hands over.Saddle FinishThe inside heel hook — primary submission from cross ashi and the saddle. Internal rotation loads the ACL and medial knee, the highest-finish leg lock in no-gi.Saddle foot lock defenceMikey lock escape — flip the foot and hide the heel before the modified lace closes, clear the knee line and extract to seated guard, chase the rotation late.Saddle KneebarThe kneebar from the saddle in no-gi — the inside-line kneebar, taken when the heel is hidden. Entry, mechanics, why it is a second option rather than a first.Saddle Toe HoldThe toe hold from the saddle and 50/50 in no-gi — the inside-line toe hold, and why the position that makes it available also makes it a second choice.Sambo KnotGame Over (Z-lock, Leg Knot) — an entanglement in which the attacker controls both of the opponent's legs in a crossed configuration. Immediate heel hookSankaku from mountMounted triangle — triangle choke from mount. Legs encircle neck and one arm from above; bilateral carotid compression from top.Sankaku jimeTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Sankaku jime escapeTriangle escape — posture, hide the arm, spin before the lock, double under, tilt, stack and walk. Early defence is essential.Sankaku-garami escapeOmoplata escape — posture forward, forward roll, cartwheel over, step over the head. Shoulder defence from guard.Sao Paulo PassThe Tozi pass drops the near shoulder under a butterfly or X-guard hook, trapping it to the mat with body weight and passing over the trapped leg. AlsoSaulo breakKneeling closed guard break — open the closed guard without standing. Sit back onto heels, wedge elbow to far knee, push outward while keeping postureScapula GripThe claw grip is a transitional upper body control from the folkstyle wrestling family. The curved-finger grip on the nearScarf holdKesa gatame — hip-seated position securing head and near arm. Weight distribution and arm structure are the control mechanism.Scarf hold armlockKesa arm-crush — the near arm broken over the attacker's thigh from the scarf hold, usually as the answer to a defended leg americana. Legitimate, and honestly uncommon.Scarf hold bottomKesa gatame bottom — defending the scarf hold. Top player seated perpendicular with head-and-arm control; near arm trapped under the top player's armpitScarf hold escapeKesa gatame escape — posting frame, bridge and roll reversal, granby exit, pummelling to recover the trapped arm, hip-out to half guard. Written from theScissor SweepThe scissor sweep in no-gi: shin-across-the-thigh and heel-hook-behind-the-knee mechanics as a fundamental weight-unloadingScissors sweepThe scissor sweep in no-gi: shin-across-the-thigh and heel-hook-behind-the-knee mechanics as a fundamental weight-unloadingScissors takedownKani Basami — scissors takedown. Sacrifice technique with elevated knee injury risk. Elite-level timing and angle requirement. HeavilyScorpion / Lower Leg ShiftScorpion — half guard variant with trapping foot outside the top player's knee. Opens waiter sweep and back take.Scorpion back takeHalf scorpion back take — top player ducks and drives hips up to defend the sweep, exposing the back for the bottom player.Scorpion PassScorpion pass — defeat the outside knee hook, deny the hip extension sweep, and pass the lower-leg-shift half guard.Scorpion positionScorpion — half guard variant with trapping foot outside the top player's knee. Opens waiter sweep and back take.Scorpion position sweepHalf scorpion sweep — near knee hook and underhook tip the top player to side control. Back take opens when top player ducks.Scorpion SweepHalf scorpion sweep — near knee hook and underhook tip the top player to side control. Back take opens when top player ducks.Scorpion to Back TakeHalf scorpion back take — top player ducks and drives hips up to defend the sweep, exposing the back for the bottom player.Scramble frameworkScramble framework — three-task hierarchy, height and hip height principle, position selection and decision-making.Scramble hierarchyScramble framework — three-task hierarchy, height and hip height principle, position selection and decision-making.Scramble PrinciplesScramble framework — three-task hierarchy, height and hip height principle, position selection and decision-making.Scramble triangleTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Scythe sweepThe sickle sweep hooks the bottom player's leg behind the standing opponent's far ankle in a scything motion, pulling the ankle out while pushing theSealed honey holeInside sankaku in no-gi: the triangled upgrade of cross ashi (the saddle) — a figure-four around the near leg with the top leg crossing past the far leg. The most locked-down inside heel hook positionSeatbelt ControlSeatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Seatbelt DefenceBack escape from seatbelt — chin tuck, two-on-one on the choking wrist, escape toward the underhook side, strip the hook, shoulders to the mat.Seatbelt gripSeatbelt back control — over-under grip with strangle hand over the shoulder, control hand under the armpit.Seatbelt triangle escapeBack triangle escape — extract the arm during the leg swap before the ankle locks, hand-fight while the legs configure, stack the locked triangle to clear the head.Seated GuardSeated guard is the foundational open guard — feet active between the passer's knees, head up, hands ready to frame or attack.Seated Guard EngagementSeated guard engagement — first-contact actions that convert a live seated guard into a passable supine guard. Closing distance, hand-fighting, denyingSeated guard pass entrySeated guard engagement — first-contact actions that convert a live seated guard into a passable supine guard. Closing distance, hand-fighting, denyingSelf-choke triangle defenceTriangle escape — posture, hide the arm, spin before the lock, double under, tilt, stack and walk. Early defence is essential.Seoi OtoshiSeoi otoshi — the drop shoulder throw, no-gi-friendly variant where the attacker drops to the knees during the pivot to compress entry time and reduce.Seventy-Thirty70/30 (80/20) — asymmetric leg entanglement where one player controls a larger share of the leg, creating heel hook advantage.ShelfShelf — leg ride variant with the near leg lifted across the top player’s thigh, exposing the back.Shield passKnee shield break — neutralise the Z-guard / half-guard shield by crushing, stepping over, or pummelling under the blocking knee. Required for passingShin choke escapeGogoplata escape — an airway attack, not a blood choke, so the panic is worse than the clock. Deny high-guard elevation, posture up on the thread, back out.Shin-in-the-armpit armbarNear-side armbar — the near arm taken from a top pin by rising up and stepping over the head, with one shin in the armpit and the attacker's hip as the fulcrum.Shin-on-ShinShin-on-shin is a fundamental seated guard entry position — the connecting configuration between seated guard and single leg XShin-on-Shin GuardShin-on-shin is a fundamental seated guard entry position — the connecting configuration between seated guard and single leg XShin-to-throat defenceDomplata escape — your arm trapped under their thigh and their foot on your neck. Elbows in to deny the isolation, bridge as the leg travels, turn with the sit-back.Shoelace Heist ReversalShoelace heist — stand-up reversal from single leg X with heel-outside grip. Bottom player stands and converts to top.Shoelace stand-upShoelace heist — stand-up reversal from single leg X with heel-outside grip. Bottom player stands and converts to top.Shoelace sweepShoelace heist — stand-up reversal from single leg X with heel-outside grip. Bottom player stands and converts to top.Short Achilles lockThe tren lock in no-gi — a V-lever under the knee, closed with a leg triangle, finished by opening the knee against a short Achilles lock. Entries, defence and the reverse variation.Short ChokeShort choke — the rear strangle finished palm-to-palm with the free elbow driven behind the shoulder. Taken when the RNC figure-four cannot be closed.Short Choke — Front HeadlockThe short choke taken beside a turtled opponent without taking the back first — the same bent-arm strangle, reached from the front headlock.Short Choke EscapeShort choke escape — the rear strangle finished palm-to-palm at whatever depth it has. Two-on-one down on the choking wrist, deny the anchoring elbow, escape toward the underhook side.Short SitThe short sit is a folkstyle bottom escape — sit out to the near side, swinging the near hip and leg out from referee's position bottom, to face the topShotgun ArmbarShotgun armbar — the wrist trapped in the attacker's armpit with their own forearm as the fulcrum under the elbow. Played from K-guard, Z-guard and the clamp, and from the top pins.Shotgun armbar from the pinsTop shotgun armbar — the near arm taken from a pin without rotating at all. The wrist is clamped in the armpit, the attacker's forearm is the fulcrum, and the mass falls through the joint.Shotgun K guardShotgun armbar — the wrist trapped in the attacker's armpit with their own forearm as the fulcrum under the elbow. Played from K-guard, Z-guard and the clamp, and from the top pins.Shoulder chokeThe Von Flue choke — the shoulder-pressure counter to any guillotine held while being passed into side control. Their own arm closes the choke.Shoulder choke counter defenceVon Flue escape — you only meet it while holding an arm-in guillotine, so the defence is to let go. Release on the shoulder drop, turn into it, frame and hip escape.Shoulder choke positionKata gatame — head-and-arm control for the arm triangle. Shoulder into neck, arm trapped; creates bilateral carotid compression.Shoulder ClawThe claw grip is a transitional upper body control from the folkstyle wrestling family. The curved-finger grip on the nearShoulder CrunchThe shoulder crunch in no-gi: a bottom guard control — win inside position, then pinch the head and shoulder together to kill the post and off-balance, opening sweeps, the back, leg entries, and submiShoulder crunch controlThe shoulder crunch in no-gi: a bottom guard control — win inside position, then pinch the head and shoulder together to kill the post and off-balance, opening sweeps, the back, leg entries, and submishoulder dropSeoi otoshi — the drop shoulder throw, no-gi-friendly variant where the attacker drops to the knees during the pivot to compress entry time and reduce.Shoulder guardHigh guard — closed guard variant with elevated hips and legs riding high. Primary platform for triangle and armbar entries.Shoulder lock (informal)Straight armlock — the arm-crush attack on an arm run across its owner's chest, compressed downward against the attacker's sternum from side control, north-south or knee on belly.Shoulder lock control positionOmoplata control — arm trapped in the legs; submission always available as a threat. Platform for sweeps and back takes.Shoulder lock from guardOmoplata — legs trap the arm and drive the shoulder into internal rotation. Positional use is on a separate page.Shoulder wheel throwFireman's carry — drops under the arm and through the legs to load the opponent across the shoulders. Shoulder is the fulcrum.Shoulder-lock triangle switchThe triangle taken from omoplata control when the shoulder attack stalls — the dilemma pair from one leg position.ShuckThe snap down pulls the opponent's head sharply downward from a collar tie or head control, forcing them to turtle or four-point. A foundational setupSickle SweepThe sickle sweep hooks the bottom player's leg behind the standing opponent's far ankle in a scything motion, pulling the ankle out while pushing theSide Control — BottomThe defensive view of side control — when the opponent has completed a pass and holds the pin. The most common situationSide Control — TopSide control — chest-to-chest pin after a guard pass. Primary platform for kimura, arm triangle, D’Arce, and transitions.Side Control Escape TechniquesSide control escape techniques — hip escape, ghost escape, Granby roll, single leg escape, underhook recovery.Side dropThe lateral drop drops the practitioner to the side while pulling the opponent's upper body across, throwing them over the dropping body. Applied fromSide headlock (wrestling)Kata gatame — head-and-arm control for the arm triangle. Shoulder into neck, arm trapped; creates bilateral carotid compression.Side mountSide control — chest-to-chest pin after a guard pass. Primary platform for kimura, arm triangle, D’Arce, and transitions.Side mount escapeSide control escape techniques — hip escape, ghost escape, Granby roll, single leg escape, underhook recovery.Side pin escapeSide control escape techniques — hip escape, ghost escape, Granby roll, single leg escape, underhook recovery.Side Scissors SweepThe side scissors sweep from closed guard: hip-escaping laterally to attack a perpendicular angle and sweep the passer with crossed-leg pressure.Side TriangleSide triangle (yoko sankaku) — the wedge captures head and far arm from a lateral position. Available from side control and scrambles.Side triangle chokeSide triangle (yoko sankaku) — the wedge captures head and far arm from a lateral position. Available from side control and scrambles.Side Triangle EscapeSide triangle escape — a triangle with the attacker on top and gravity on their side. Block the leg-over-shoulder entry, roll into them, frame the hip late.Sideways kneebar defenceLateral knee bar escape — keep the knee bent and the hip to the mat in turtle, rotate toward the trapped knee to kill the lateral vector, then lace the ankle and curl.SingleSingle leg — penetration step to the outside of the near leg; shoulder drives through to complete the takedown.Single Collar TieThe single collar tie — one hand on the back of the opponent's head — is the standard initial engagement position. It controlsSingle Leg EntrySingle leg — penetration step to the outside of the near leg; shoulder drives through to complete the takedown.Single leg takedownSingle leg — penetration step to the outside of the near leg; shoulder drives through to complete the takedown.Single Leg XSingle Leg X in the guard context — where ashi garami is established as a guard configuration before the entanglement isSingle Leg XAshi garami (single leg X) — foundational leg entanglement; inside space prevents extraction and creates heel hook access.Single Leg X GuardSingle Leg X in the guard context — where ashi garami is established as a guard configuration before the entanglement isSingle OutsideOutside ashi garami — outside leg entanglement variant; outside heel hook is the primary submission from this position.Single shoulder throwIppon Seoi Nage — single shoulder throw; drop variant most used in no-gi competition. Arm over shoulder, hip and back rotation.Single-leg omoplata escapeMonoplata escape — one leg instead of two, so your free hand is worth more. Shrug and keep the arm tight, post the free hand to kill the hip rotation, roll with it.Sit-back guard breakKneeling closed guard break — open the closed guard without standing. Sit back onto heels, wedge elbow to far knee, push outward while keeping postureSit-outThe short sit is a folkstyle bottom escape — sit out to the near side, swinging the near hip and leg out from referee's position bottom, to face the topSit-Out and Stand-Up MechanicsThe sit-out and stand-up — the highest-priority exit in the scramble. Technical stand-up, sit-out, and wrestle-up mechanics for getting back to your feet.Sit-up guard engagementSeated guard engagement — first-contact actions that convert a live seated guard into a passable supine guard. Closing distance, hand-fighting, denyingSit-up sweepHip bump sweep — sit-up, wrist control, and hip explosion from closed guard. Creates immediate sweep or kimura entry.Sitout rollRolls and reversals — Granby roll, inside arm roll, outside arm roll. Guard recovery mechanics from turtle and bottom positions.Sleeper holdThe primary submission from back control. Bilateral carotid compression applied from the seatbelt or body triangle. The mostSleeve chokeThe Ezekiel choke in no-gi: the fist and wrist blade drive across the throat while the supporting arm under the head closes the scissors.Slide byThe go behind is a standing position change from a front or side position to a full rear position, stepping or spinning around the opponent's sideSLXAshi garami (single leg X) — foundational leg entanglement; inside space prevents extraction and creates heel hook access.SLX back entrySLX back take — from Single Leg X, invert toward the opponent’s back and take the seatbelt position.SLX Back TakeSLX back take — from Single Leg X, invert toward the opponent’s back and take the seatbelt position.SLX GuardSingle Leg X in the guard context — where ashi garami is established as a guard configuration before the entanglement isSLX stand-upShoelace heist — stand-up reversal from single leg X with heel-outside grip. Bottom player stands and converts to top.SLX Stand-Up SweepSLX stand-up sweep — from Single Leg X, extend the inside hook to force the opponent up, then finish the takedown.small outer reapKosoto gari is a judo foot throw in which the attacker reaps the opponent's far leg from outside while driving their weight forward.Smash PassSmash pass — stack and flatten the guard player’s legs; drive through the knee shield with shoulder pressure to complete.Smash pass variantThe split squat pass: a pressure-based half guard pass using a wide split stance to flatten the bottom player and grind through the guard.Snap DownThe snap down pulls the opponent's head sharply downward from a collar tie or head control, forcing them to turtle or four-point. A foundational setupSnap down positionStanding front headlock — after a snap down; guillotine, D’Arce, and back take entries before the opponent recovers.Sode guruma jime escapeEzekiel choke escape (no-gi) — chin tuck before the insertion, peel the inserting arm's wrist, turn into the elbow side, bridge and recover. SubmissionSOSShin-on-shin is a fundamental seated guard entry position — the connecting configuration between seated guard and single leg XSpin behindThe go behind is a standing position change from a front or side position to a full rear position, stepping or spinning around the opponent's sideSpin-through armbarSpinning armbar — the far arm taken from a top pin. The head is trapped, the attacker rotates through to perpendicular, and the hip becomes the fulcrum under the elbow.Spinal HookTwister hook — one leg threaded between the opponent's legs to limit spinal rotation. Entry to the truck position.Spinal lockThe Twister is a spinal rotation submission executed from the truck (crab ride) position. One leg hooks between the opponent'sSpinal lock defenceTwister escape — keep the near leg tight in turtle, tuck the chin to kill the head-control half, and strip the hook to spin out of the truck.Spinning ArmbarSpinning armbar — the far arm taken from a top pin. The head is trapped, the attacker rotates through to perpendicular, and the hip becomes the fulcrum under the elbow.Spinning armbar from turtleRolling armbar — trap a turtled opponent's near arm, post a shin on the head and somersault forward over your own inside shoulder to land perpendicular with the hips on the elbow.Spinning under entryImanari roll — inverted standing-to-ground entry threading directly to ashi garami or cross ashi garami.Spiral breakdownSpiral ride — top control in a spiral path around the turtle. Breaks the base; opens back take and leg entanglement routes.Spiral RideSpiral ride — top control in a spiral path around the turtle. Breaks the base; opens back take and leg entanglement routes.Split Squat PassThe split squat pass: a pressure-based half guard pass using a wide split stance to flatten the bottom player and grind through the guard.SplitsvilleElectric chair — from the lockdown in half guard, the far leg is carried to the shoulder and the lockdown stretched out to split the hips.SprawlSprawl — primary takedown defence: hips down, legs behind the attacker. Creates front headlock for guillotines and anacondas.Sprawl and brawlSprawl — primary takedown defence: hips down, legs behind the attacker. Creates front headlock for guillotines and anacondas.Sprawl positionFront headlock ground control — cervical spine control that leads the body. Primary platform for guillotine, D’Arce, anaconda.Stack passDouble under pass — both arms under the bottom player’s legs; stack upright, cartwheel or dump to complete.Stack PositionThe stack position is a guard passing pressure tool in which the top player drives the bottom player's hips up over theirStackingThe stack position is a guard passing pressure tool in which the top player drives the bottom player's hips up over theirStacking defence against ashiStanding passer against an opponent in a leg entanglement — ashi garami, outside ashi, cross ashi, 50/50. Stacking pressure, staying vertical, andStand-up from turtleWrestling up is the act of returning to a standing base from the turtle bottom position. It is the primary proactive escapeStandard TriangleTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.StandingStanding — the default start of all grappling exchanges. Stance, base, and distance management determine what is available.Standing 50/50 counterStanding passer against an opponent in a leg entanglement — ashi garami, outside ashi, cross ashi, 50/50. Stacking pressure, staying vertical, andStanding armbar from turtleDeadlift armbar — the near arm clamped from top turtle and the attacker standing to lift or walk the opponent over. The legs turn them; the armbar is what is left when they land.Standing back controlBackpack position — chest-to-back back control without leg hooks. Double overs or seatbelt with no hooks set. Transitional or standing back controlStanding closed-guard breakStanding passer against an opponent lying on their back — closed guard, De la Riva, X-guard. Gravity-assisted pressure, leg stretching, and footworkStanding double wristlockStanding kimura — figure-four shoulder lock applied and finished from standing. Russian tie, underhook, and single leg defence entries. SubmissionStanding figure-four defenceStanding kimura escape — hand-fight the grip transitioning from the Russian tie, step through around the locked arm, and hitchhiker rotate when trapped.Standing Front HeadlockStanding front headlock — after a snap down; guillotine, D’Arce, and back take entries before the opponent recovers.Standing guard breakStanding closed guard break — the primary method of opening a closed guard in no-gi. Post on the hips, stand with one knee up, and drop weight throughStanding headlockStanding front headlock — after a snap down; guillotine, D’Arce, and back take entries before the opponent recovers.Standing KimuraStanding kimura — figure-four shoulder lock applied and finished from standing. Russian tie, underhook, and single leg defence entries. SubmissionStanding Kimura EscapeStanding kimura escape — hand-fight the grip transitioning from the Russian tie, step through around the locked arm, and hitchhiker rotate when trapped.Standing leg lock defenceStanding passer against an opponent in a leg entanglement — ashi garami, outside ashi, cross ashi, 50/50. Stacking pressure, staying vertical, andStanding open-guard passingStanding passer against an opponent lying on their back — closed guard, De la Riva, X-guard. Gravity-assisted pressure, leg stretching, and footworkStanding outside ashiOutside ashi standing — transitional leg control while the opponent is upright; entry into ground leg entanglement system.Standing pass vs butterflyPassing a seated guard from your feet — butterfly, shin-on-shin, single-leg X. Hold the height advantage, fight grips, and shut down the wrestle-up.Standing posture breakStanding closed guard break — the primary method of opening a closed guard in no-gi. Post on the hips, stand with one knee up, and drop weight throughStanding rear naked chokeStanding RNC — rear naked choke applied from standing back control before hooks are established. Different technical demands from the ground RNCStanding rear naked choke defenceStanding RNC escape — drop level and shuck the backpack before the seatbelt matures, lateral step to the strangle side, or sit to the mat conceding the back.Standing RNCStanding RNC — rear naked choke applied from standing back control before hooks are established. Different technical demands from the ground RNCStanding RNC EscapeStanding RNC escape — drop level and shuck the backpack before the seatbelt matures, lateral step to the strangle side, or sit to the mat conceding the back.Standing strangle defenceStanding RNC escape — drop level and shuck the backpack before the seatbelt matures, lateral step to the strangle side, or sit to the mat conceding the back.Standing vs butt scootPassing a seated guard from your feet — butterfly, shin-on-shin, single-leg X. Hold the height advantage, fight grips, and shut down the wrestle-up.Standing vs Entangled GuardStanding passer against an opponent in a leg entanglement — ashi garami, outside ashi, cross ashi, 50/50. Stacking pressure, staying vertical, andStanding vs Seated GuardPassing a seated guard from your feet — butterfly, shin-on-shin, single-leg X. Hold the height advantage, fight grips, and shut down the wrestle-up.Standing vs Supine GuardStanding passer against an opponent lying on their back — closed guard, De la Riva, X-guard. Gravity-assisted pressure, leg stretching, and footworkStep-out mountTechnical mount — one knee grounded, the other leg stepped out flat beside the opponent's hip. Opens back take entries, arm triangle access, and armbarStep-out mount bottomTechnical mount bottom — defending the stepped-out mount. One foot posted beside the defender's hip, back take and arm triangle imminent; the defender isStep-over mountS-mount — high mount with one leg over the far arm. Opens armbar, mounted triangle, and kimura from the top position.stomach throwTomoe nage — sacrifice throw where the attacker falls backward and uses a foot planted on the opponent's hip or stomach to launch them overhead.Straight Ankle LockThe straight ankle lock — Achilles lock — is the foundational lower limb submission. Legal in all major rulesets. UnderstandingStraight Ankle Lock EscapeStraight ankle lock escape — boot defence, hide the heel, pommel the knee line, pull out to combat base. Foundational leg lock defence. SubmissionStraight arm lockThe armbar family — the shared mechanics, injury profile and defence of every elbow hyperextension on the site, and the sixteen instances that express them.Straight Arm Shoulder LockStraight shoulder lock — arm in extension; downward shoulder pressure. Available from mount, side control, and knee on belly.Straight Arm Shoulder Lock EscapeStraight arm shoulder lock escape — bent-arm frames only, pummel the arm back to the mat side before the press seats, thumb rotation to unwind the shoulder.Straight ArmlockStraight armlock — the arm-crush attack on an arm run across its owner's chest, compressed downward against the attacker's sternum from side control, north-south or knee on belly.Straight armlock defenceStraight arm shoulder lock escape — bent-arm frames only, pummel the arm back to the mat side before the press seats, thumb rotation to unwind the shoulder.Straight Armlock EscapeStraight armlock escape — never extend the arm across your own body, withdraw and shrimp, and rotate toward the attacker to unload the elbow line.Straight armlock escapeArmbar escape — grip fight, stack, elbow pummel, leg trap, hitchhiker. The hitchhiker is the canonical no-gi armbar escape.Straight Foot LockThe straight ankle lock — Achilles lock — is the foundational lower limb submission. Legal in all major rulesets. UnderstandingStraitjacketStraitjacket back control in no-gi: the opponent's near arm is fed down and pinned against their own body while back control is held.Straitjacket armbarBack armbar — the trapped arm taken as it peels out of the straitjacket. Timing-bound, and the only armbar whose defining decision is trading back control for a joint.Suloev StretchThe Suloev stretch is a posterior knee submission from back control, hyperextending the opponent's isolated leg by driving hips down against posteriorSuloev Stretch EscapeSuloev stretch escape — never leave the trailing leg straight under the backpack, step through or sit down to kill the extension, and curl the hamstring hard when trapped.sumi gaeshiSumi gaeshi (standing context) — sacrifice throw where the attacker falls backward while elevating the opponent's near leg.Sumi Gaeshi (Standing)Sumi gaeshi (standing context) — sacrifice throw where the attacker falls backward while elevating the opponent's near leg.Sumi gaeshi from butterflyButterfly sumi — sacrifice throw from butterfly guard: backward fall, hook lift, chest connection. Weight drives the reversal.Sumi gaeshi positionPinch headlock — underhook at the elbow with head pulled tight. Threatens sumi gaeshi, back take, and leg entanglement entries.Supine GuardSupine guard — lying on the back with feet active, used as a transitional state to reach seated guard or leg entanglement entries.SuplexThe suplex lifts the opponent from a rear body lock and arches backward, throwing them overhead. A high-amplitude Greco-Roman throw with GermanSweep SingleSweep single — the single leg finish in which the attacker circles to the outside of the trapped leg and sweeps the opponent's far ankle.Sweeping hip throwHarai Goshi — sweeping hip throw; full hip insertion with outer thigh/hip sweep. Companion to Uchi Mata; similar entries, different leg target
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Two-sided compressionA strangle needs both sides of the neck. S01.Task constraintStart, legal attacks, scoring, win conditions.Tani OtoshiTani otoshi (valley drop) — one leg steps behind and between the opponent's legs; the attacker drops backward, pulling the upper body down while theTarik shoulder lock defenceTarikoplata escape — a kimura grip reinforced by a leg. Your self-grip is what the leg is coming to break, so read the switch and extract the elbow on the reconfiguration.TarikoplataTarikoplata — a kimura-grip shoulder lock with the leg brought over the trapped shoulder to reinforce the grip and amplify the finish.Tarikoplata EscapeTarikoplata escape — a kimura grip reinforced by a leg. Your self-grip is what the leg is coming to break, so read the switch and extract the elbow on the reconfiguration.Tate shiho gatameThe mount is the highest-percentage finishing position in top grappling. The top player sits on the opponent's torsoTate shiho gatame escapeMount escape — trap and roll, elbow-knee, ghost, kipping, foot drag, bridge to turtle. Written from the defender's perspective.Tate shiho variationKnee on belly — knee into the torso; reactions are exploited. Pushing opens the armbar; reaching opens the triangle.Technical MountTechnical mount — one knee grounded, the other leg stepped out flat beside the opponent's hip. Opens back take entries, arm triangle access, and armbarTechnical mountS-mount — high mount with one leg over the far arm. Opens armbar, mounted triangle, and kimura from the top position.Technical Mount — BottomTechnical mount bottom — defending the stepped-out mount. One foot posted beside the defender's hip, back take and arm triangle imminent; the defender isTechnical Mount Escape TechniquesTechnical mount escape — spin out to re-flatten, roll back to half guard, reverse-technical when the opponent stays high. Seatbelt hand-fighting andTechnical stand-upThe sit-out and stand-up — the highest-priority exit in the scramble. Technical stand-up, sit-out, and wrestle-up mechanics for getting back to your feet.Texas cloverleafCalf slicer — calf compressed against attacker’s bone; loads the knee through combined compression and rotation.Thai plum singleThe single collar tie — one hand on the back of the opponent's head — is the standard initial engagement position. It controlsThe crunchThe shoulder crunch in no-gi: a bottom guard control — win inside position, then pinch the head and shoulder together to kill the post and off-balance, opening sweeps, the back, leg entries, and submiThe ReapThe reap — seated guard entry threading inside leg across. Creates ashi, outside ashi, or cross ashi depending on the response.The Reap — DefendingDefending the reap in no-gi — the entanglement entry you answer before it becomes a position. Clear the threading leg, hold the knee line, and know the one counter that attacks back.The scrambleThe dogfight is the neutral kneeling scramble that arises from half guard when both players are fighting for the underhook.The SplitThe Banana Split is a hip and adductor submission applied from cross ashi / saddle / honey hole. One leg is pushed forwardThe TwisterThe Twister is a spinal rotation submission executed from the truck (crab ride) position. One leg hooks between the opponent'sThree-point choke escapeTriangle escape — posture, hide the arm, spin before the lock, double under, tilt, stack and walk. Early defence is essential.Three-quarter jujiThe 3/4 armbar is the bent-arm counter to the standard armbar — entered when the opponent bends their arm to defend. RatherThree-quarter juji gatame defence3/4 armbar escape — the bent arm that beat the armbar is the entry. Elbow-tuck denial, grip interlace and stack back in, hitchhiker rotation as the wrist turns.Tight waist rideThe Iowa ride combines a tight waist with near arm or leg control for sustained top pressure. The signature finish is the tight waist tilt — rotatingTight waist tiltThe Iowa ride combines a tight waist with near arm or leg control for sustained top pressure. The signature finish is the tight waist tilt — rotatingToe HoldThe toe hold attacks the foot and ankle through rotation. Available from multiple leg entanglement positions. Restricted in some competitive formats.Toe Hold EscapeToe hold escape — deny the grip, straighten the knee, rotate the foot internally, stack and counter. Elevated-risk leg lock defence.ToeholdThe toe hold attacks the foot and ankle through rotation. Available from multiple leg entanglement positions. Restricted in some competitive formats.Tomoe NageTomoe nage — sacrifice throw where the attacker falls backward and uses a foot planted on the opponent's hip or stomach to launch them overhead.Tomoe nage (judo equivalent from standing)The overhead sweep from closed guard in no-gi: using the passer's forward pressure against them to roll them overhead and come up on top.Top Butterfly GuardTop butterfly — low base requirement to manage hook exposure; passing frameworks from butterfly top.Top Half GuardTop half guard — underhook battle and flattening mechanics; passing options: back step, knee cut, and toreando.Top half passHalf guard passing in no-gi — extracting a trapped leg from half guard. Flatten the bottom, win the whizzer-underhook fight, then branch to smashTop kimura positionNorth-south is an underutilised control position where the top player is chest-to-chest with the opponent but facing the feet.Top Mir LockThe Mir lock from a pin: the bottom player's framing arm is overhooked above the elbow, folded across your chest and turned up and away.Top Shotgun ArmbarTop shotgun armbar — the near arm taken from a pin without rotating at all. The wrist is clamped in the armpit, the attacker's forearm is the fulcrum, and the mass falls through the joint.Top triangleMounted triangle — triangle choke from mount. Legs encircle neck and one arm from above; bilateral carotid compression from top.Top triangle escapeMounted triangle escape — prevent the S-mount arm isolation, block the leg crossing the neck, stack-and-drive the trapped arm out, posture up through theToreando PassThe toreando (bullfighter) pass in no-gi: controlling both shins and redirecting the legs to pass around to the side. TheTozi PassThe Tozi pass drops the near shoulder under a butterfly or X-guard hook, trapping it to the mat with body weight and passing over the trapped leg. AlsoTrailing leg defenceSuloev stretch escape — never leave the trailing leg straight under the backpack, step through or sit down to kill the extension, and curl the hamstring hard when trapped.Train lockThe tren lock in no-gi — a V-lever under the knee, closed with a leg triangle, finished by opening the knee against a short Achilles lock. Entries, defence and the reverse variation.Transition Chains — What Follows What and WhyThe complete positional transition map: what follows what and why, derived from the canonical relationship table. Covers allTransition flow chartThe complete positional transition map: what follows what and why, derived from the canonical relationship table. Covers allTransition principlesScramble framework — three-task hierarchy, height and hip height principle, position selection and decision-making.Transitional mountQuarter mount — top position at 45 degrees between side control and mount. Natural intermediate in the mount entry sequence.Trapped arm triangleTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Trapped-arm mountGift wrap bottom — your own arm folded across your face and controlled from mount, neutralising a primary defensive tool. Defence is a race against theTren LockThe tren lock in no-gi — a V-lever under the knee, closed with a leg triangle, finished by opening the knee against a short Achilles lock. Entries, defence and the reverse variation.Tren Lock EscapeTren lock escape — deny the reap its path, attack the free leg with a yoke lock while the V is forming, and clear the knee before the triangle closes.TrenzinhoThe tren lock in no-gi — a V-lever under the knee, closed with a leg triangle, finished by opening the knee against a short Achilles lock. Entries, defence and the reverse variation.Trenzinho defenceTren lock escape — deny the reap its path, attack the free leg with a yoke lock while the V is forming, and clear the knee before the triangle closes.Triangle armlock escapeOmoplata escape — posture forward, forward roll, cartwheel over, step over the head. Shoulder defence from guard.Triangle chokeTriangle — bilateral carotid compression from guard. Opponent's inside arm presses against their neck to close half the choke.Triangle Choke EscapeTriangle escape — posture, hide the arm, spin before the lock, double under, tilt, stack and walk. Early defence is essential.Triangle positionClosed guard — legs locked around the top player’s waist, passing blocked until opened. Sweeps and submissions from bottom.Triangled saddleInside sankaku in no-gi: the triangled upgrade of cross ashi (the saddle) — a figure-four around the near leg with the top leg crossing past the far leg. The most locked-down inside heel hook positionTripod PassThe tripod pass: using a foot-on-hip and shin-control combination to break the guard and step through. A standing pass complementary to the toreando.Tripod SweepTripod sweep — opposing push-pull forces; one foot on the hip, one hand on the ankle, removing the opponent’s base.Tripod sweepThe outside tripod sweep places the pushing foot on the outside of the opponent's hip rather than the belly. This angle isTripod sweep counterThe tripod pass: using a foot-on-hip and shin-control combination to break the guard and step through. A standing pass complementary to the toreando.Truck / Crab RideTruck (crab ride) — elevated control of one leg behind the turtled opponent; heel hook and back take access.Truck / Crab Ride — DefendingDefending the truck in no-gi — the calf slicer, the kneebar and your back, all live at once. Free the hooked leg, do not turn away, and use the effort it costs to hold.Truck Ankle LockThe straight ankle lock from the truck in no-gi — the ride-line ankle lock, taken from beneath and behind. Distinct from the tren lock, which is an outside-line attack.Truck Banana SplitThe banana split from the truck in no-gi — the common entry, and the one the position is built for. Your legs stretch one leg, your arms pull the other, and the tension runs diagonally across the hipsTruck Calf SlicerThe calf slicer from the truck and the leg rides in no-gi — the signature finish of the position, where the hook that holds the leg is also the wedge that compresses it.Truck ControlTruck (crab ride) — elevated control of one leg behind the turtled opponent; heel hook and back take access.Truck KneebarThe kneebar from the truck in no-gi — the ride-line kneebar, taken when the twister and the calf slicer are denied. Entry, mechanics and why the position is worked for rather than held.Truck PositionTruck (crab ride) — elevated control of one leg behind the turtled opponent; heel hook and back take access.Truck Toe HoldThe toe hold from the truck in no-gi — the ride-line toe hold. Your legs hold the leg, your hands take the figure-four, and the rotation direction is the part that changes.TurkThe turk — a folkstyle upper-body ride that traps the near arm and headlocks the neck to kill base. The control feeds the kimura or the flat pin.Turk RideThe turk — a folkstyle upper-body ride that traps the near arm and headlocks the neck to kill base. The control feeds the kimura or the flat pin.Turtle — Bottom (Defending)Turtle bottom — five-tier escape hierarchy and common defensive failures. Exit before seatbelt or headlock is established.Turtle — Top (Attacking)Turtle top — Jones attack hierarchy, back take pathways, crucifix entry, four-point breakdown. Attacking the turtled opponent.Turtle armbar defenceRolling armbar escape — short posts and elbows in from turtle, pull the elbow back through and sit out to wrestle up, hand clasp and roll through the extension.Turtle baseBack escape to turtle — when face-out isn't available, belly-down and recover to turtle. A bail-out that buys time under a live strangle, exits via all-foursTurtle bottomTurtle bottom — five-tier escape hierarchy and common defensive failures. Exit before seatbelt or headlock is established.Turtle Escape TechniquesTurtle escape techniques — Granby roll, sit-out, switch, Peterson roll, hip heist. Transitional position exit.Turtle inversion back takeKiss of the Dragon — Granby roll under the opponent from turtle bottom to expose the back. Direct back take entry.Turtle roll armbarRolling armbar — trap a turtled opponent's near arm, post a shin on the head and somersault forward over your own inside shoulder to land perpendicular with the hips on the elbow.Turtle short chokeThe short choke taken beside a turtled opponent without taking the back first — the same bent-arm strangle, reached from the front headlock.Turtle topTurtle top — Jones attack hierarchy, back take pathways, crucifix entry, four-point breakdown. Attacking the turtled opponent.Twisted mount escapeS-mount escape — hide the elbow, stack the fall-back, hitchhiker escape, stuff-and-spin. Arm protection is the primary priority because the arm isTwisterThe Twister is a spinal rotation submission executed from the truck (crab ride) position. One leg hooks between the opponent'sTwister EscapeTwister escape — keep the near leg tight in turtle, tuck the chin to kill the head-control half, and strip the hook to spin out of the truck.Twister HookTwister hook — one leg threaded between the opponent's legs to limit spinal rotation. Entry to the truck position.Twister Side ControlTwister side control is the positional platform for the Twister submission sequence. Specific body and leg positioning create access to the truck and theTwo-on-oneRussian tie — two hands on one arm; superior arm control for single leg, double leg, ankle pick, and arm drag entries.Two-on-one butterflyButterfly arm drag — arm drag clears the near arm, exposing the back or creating a single leg angle. Back take or sweep.Two-on-one shinsDouble shin guard sweep in no-gi: controlling both shins to disrupt posture and force a sweep or leg entanglement. Covers
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Uchi MataUchi mata — inner thigh reap throw. One of the highest-percentage judo throws, increasingly dominant in elite no-gi competition.Ude garami (inside)Kimura — figure-four shoulder lock in internal rotation and extension. The submission finish of the system; powers back takes.Ude garami (outside)Americana — figure-four to the mat in external rotation. Inverse of the kimura. Primary submission from mount.Ude garami escapeKimura escape — elbow to body, thigh grip, walk the wall, kimura counter roll. Early connection prevents arm isolation.Uki GoshiUki goshi — the floating hip throw. A half-hip entry that turns the opponent over a partially loaded hip rather than lifting them across it.Under crucifixCrucifix bottom — near arm trapped between top player legs, bottom player on the side. Entry prevention is the primary defence.Under knee on bellyKnee on belly bottom — top knee into the abdomen. Instinctive push opens the armbar. Two-hand removal is the correct response.Under mountMount bottom — defending full mount, the highest-danger pin. Top player across the hips; preventing high mount is the priority.Under north-southNorth-south bottom — opponent facing the feet, weight on the chest. Kimura threat is immediate. Primary escape: bridge and hip.Under reverse kesaReverse kesa gatame bottom — defending the reverse scarf hold. Top player hip-seated facing the defender's feet; primary threat is the near-arm kimuraUnder scarf holdKesa gatame bottom — defending the scarf hold. Top player seated perpendicular with head-and-arm control; near arm trapped under the top player's armpitUnder side controlThe defensive view of side control — when the opponent has completed a pass and holds the pin. The most common situationUnder tani otoshi pinKnee on belly bottom — top knee into the abdomen. Instinctive push opens the armbar. Two-hand removal is the correct response.Under the leg-over mountS-mount bottom — defending the high mount with one leg over the far arm. Armbar, mounted triangle, and kimura are all seconds away; defence must preventUnder the shoulder chokeKata gatame bottom — defending head-and-arm control. Top player's shoulder driven into the neck with the defender's near arm trapped against their ownUnderhook butterfly sweepButterfly hook sweep — underhook controls direction, hook elevates and tips the top player. Foundation of the butterfly system.Underhook halfUnderhook half guard — offensive half guard with the underhook on the shoulder. Base for dogfight, lockdown, and sweeps.Underhook Half Guard (Bottom)Underhook half guard — offensive half guard with the underhook on the shoulder. Base for dogfight, lockdown, and sweeps.Upside down guardInverted guard — the guard player's hips are elevated above the head, back toward the mat, feet pointing at the opponent's head. Primary entry toUra-nageThe suplex lifts the opponent from a rear body lock and arches backward, throwing them overhead. A high-amplitude Greco-Roman throw with GermanUshiro X — Reverse X GuardUshiro X is an inverted X-guard position in which the bottom player faces the same direction as the opponent. The inversionUshiro X PassUshiro X pass — deny the hip inversion, close the inside space, and defeat the cross ashi / back take dilemma from reverse X guard.Ushiro-XUshiro X is an inverted X-guard position in which the bottom player faces the same direction as the opponent. The inversion
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V-lockAmericana — figure-four to the mat in external rotation. Inverse of the kimura. Primary submission from mount.Valley dropTani otoshi (valley drop) — one leg steps behind and between the opponent's legs; the attacker drops backward, pulling the upper body down while theVertical ashi defenceStanding passer against an opponent in a leg entanglement — ashi garami, outside ashi, cross ashi, 50/50. Stacking pressure, staying vertical, andVertical passing contextPassing a seated guard from your feet — butterfly, shin-on-shin, single-leg X. Hold the height advantage, fight grips, and shut down the wrestle-up.Violin armbar escapeInverted armbar escape — elbow tuck before the wrist is controlled, pronate the arm to kill the supination angle, stack and rotate to spin the arm free.Violin armlockInverted armbar — attacks the elbow in supination with the arm rotated so the elbow faces upward; the attacker's chest or shoulder is the fulcrumVon Flue ChokeThe Von Flue choke — the shoulder-pressure counter to any guillotine held while being passed into side control. Their own arm closes the choke.Von Flue Choke EscapeVon Flue escape — you only meet it while holding an arm-in guillotine, so the defence is to let go. Release on the shoulder drop, turn into it, frame and hip escape.
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Waiter back takeDeep half back take — when the opponent posts forward to defend the sweep, the bottom player converts to the back take.Waiter Guard PassWaiter guard pass — recover the far leg from the under-hook, deny the sweep and leg entanglement entries, and pass the deep half variant. SubmissionWaiter PositionWaiter position — deep half guard variant; far leg underhook creates sweep leverage and back take entries.Waiter position sweepHalf waiter sweep — far leg lifted to remove the top player’s base, then hip escape to come on top. From waiter position.Waiter SweepHalf waiter sweep — far leg lifted to remove the top player’s base, then hip escape to come on top. From waiter position.Waiter sweep defenceWaiter guard pass — recover the far leg from the under-hook, deny the sweep and leg entanglement entries, and pass the deep half variant. SubmissionWaiter sweep positionWaiter position — deep half guard variant; far leg underhook creates sweep leverage and back take entries.Wheel choke escapeEzekiel choke escape (no-gi) — chin tuck before the insertion, peel the inserting arm's wrist, turn into the elbow side, bridge and recover. SubmissionWide base half passThe split squat pass: a pressure-based half guard pass using a wide split stance to flatten the bottom player and grind through the guard.Williams GuardWilliams guard uses an overhook around the opponent's head (meathook grip) from half guard or butterfly base, controlling posture and opening armWilliams guard counterWilliams guard pass — strip the head control overhook, recover posture, and defeat the arm triangle and back take platform.Williams Guard PassWilliams guard pass — strip the head control overhook, recover posture, and defeat the arm triangle and back take platform.Wilson PassThe Tozi pass drops the near shoulder under a butterfly or X-guard hook, trapping it to the mat with body weight and passing over the trapped leg. AlsoWoj LockThe Woj lock — an outside heel hook and ankle lock combined, attacked from the inside line, everting the ankle rapidly. The mirror of the Aoki lock.Woj Lock EscapeWoj lock escape — hide the heel, rotate the hips toward the entangled side and extract. Do not bridge: hip extension is what finishes it. No late stage.Wojciechowski lockThe Woj lock — an outside heel hook and ankle lock combined, attacked from the inside line, everting the ankle rapidly. The mirror of the Aoki lock.Wojcikiewicz lock defenceWoj lock escape — hide the heel, rotate the hips toward the entangled side and extract. Do not bridge: hip extension is what finishes it. No late stage.World ChokeThe Japanese Necktie — palm-to-palm lock over the neck and under the armpit, shin behind the head, finished by falling to the side. Choke-crank hybridwrapped kouchiKouchi makikomi — the wrapping variant of kouchi gari.Wrestle-upThe sit-out and stand-up — the highest-priority exit in the scramble. Technical stand-up, sit-out, and wrestle-up mechanics for getting back to your feet.Wrestling Up (Turtle Bottom)Wrestling up is the act of returning to a standing base from the turtle bottom position. It is the primary proactive escapeWrestling up from all-foursWrestling up is the act of returning to a standing base from the turtle bottom position. It is the primary proactive escapeWrist ControlWrist ride — folkstyle base-disruption tool; pinning the opponent’s wrist to the mat exposes the back and prevents recovery.Wrist crankWristlock — radiocarpal joint attack via hyperextension or deviation. Shorter injury window; restricted in beginner contexts.Wrist RideWrist ride — folkstyle base-disruption tool; pinning the opponent’s wrist to the mat exposes the back and prevents recovery.Wrist twistWristlock — radiocarpal joint attack via hyperextension or deviation. Shorter injury window; restricted in beginner contexts.Wrist-and-tricep dragArm drag — opponent’s arm used as a handle to redirect their body; pulling across the centreline exposes the back.WristlockWristlock — radiocarpal joint attack via hyperextension or deviation. Shorter injury window; restricted in beginner contexts.Wristlock EscapeWristlock escape — straight wrist and fist discipline, withdraw the hand the moment it is gripped, and stack the knuckles with the forearm as a last stall.
X
X tiltThe X-guard tilt sweep in no-gi: from X-guard, elevate the captured leg and tilt the opponent to either the near or far side.X-GuardX-guard controls one of the standing opponent's legs with both of the bottom player's legs in an X configuration. Hip elevationX-guard back entryThe X-guard back take in no-gi: from X-guard, turn the opponent and thread behind to take the back rather than sweeping. UsedX-Guard Back TakeThe X-guard back take in no-gi: from X-guard, turn the opponent and thread behind to take the back rather than sweeping. UsedX-guard corkscrewThe X-guard tilt sweep in no-gi: from X-guard, elevate the captured leg and tilt the opponent to either the near or far side.X-guard heistHeist sweep — from X-guard; hip-under entry and leg-lift finish disrupts the opponent’s base.X-Guard Tilt SweepThe X-guard tilt sweep in no-gi: from X-guard, elevate the captured leg and tilt the opponent to either the near or far side.
Y
Yoko sankakuSide triangle (yoko sankaku) — the wedge captures head and far arm from a lateral position. Available from side control and scrambles.Yoko sankaku defenceSide triangle escape — a triangle with the attacker on top and gravity on their side. Block the leg-over-shoulder entry, roll into them, frame the hip late.Yoko shiho gatame escapeSide control escape techniques — hip escape, ghost escape, Granby roll, single leg escape, underhook recovery.Yoko-otoshiThe lateral drop drops the practitioner to the side while pulling the opponent's upper body across, throwing them over the dropping body. Applied fromYotsubai escapeTurtle escape techniques — Granby roll, sit-out, switch, Peterson roll, hip heist. Transitional position exit.
Z
Z-Guard / Knee ShieldZ-guard (knee shield) — an elevated knee frame against the hip that buys distance. Win the underhook battle and exit to scorpion, butterfly, or the back.Z-guard breakKnee shield break — neutralise the Z-guard / half-guard shield by crushing, stepping over, or pummelling under the blocking knee. Required for passingZ-guard halfZ-guard (knee shield) — an elevated knee frame against the hip that buys distance. Win the underhook battle and exit to scorpion, butterfly, or the back.Z-halfZ-guard (knee shield) — an elevated knee frame against the hip that buys distance. Win the underhook battle and exit to scorpion, butterfly, or the back.Z-LockThe Z-lock is a hip submission — the only submission in the lower limb system that targets the hip joint rather than the kneeZ-LockGame Over (Z-lock, Leg Knot) — an entanglement in which the attacker controls both of the opponent's legs in a crossed configuration. Immediate heel hookZ-Lock EscapeZ-lock escape — deny the diagonal-ashi geometry at entry, rotate the hip internally to close the abduction angle, belly-turn into the attacker. The hip signal lags.
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浮
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100 kilosSide control — chest-to-chest pin after a guard pass. Primary platform for kimura, arm triangle, D’Arce, and transitions.10th Planet half guardLockdown — half guard with the top leg in a figure-four. Controls mobility; foundation of dogfight and electric chair.2-on-1 gripRussian tie — two hands on one arm; superior arm control for single leg, double leg, ankle pick, and arm drag entries.3/4 ArmbarThe 3/4 armbar is the bent-arm counter to the standard armbar — entered when the opponent bends their arm to defend. Rather3/4 Armbar Escape3/4 armbar escape — the bent arm that beat the armbar is the entry. Elbow-tuck denial, grip interlace and stack back in, hitchhiker rotation as the wrist turns.4/11Cross ashi garami — inside heel hook position: saddle, inside sankaku, honey hole. Hardest to escape; shortest injury timeline.45-degree mountQuarter mount — top position at 45 degrees between side control and mount. Natural intermediate in the mount entry sequence.45-degree mount defenceQuarter mount bottom — defending the 45-degree transitional mount before it consolidates to flat mount or converts to kimura. The defensive window is50/50The 50/50 is the symmetric leg entanglement — both players have equal structural access to each other's heel. Understanding50/50 Ankle LockThe straight ankle lock from 50/50 and the inside entanglements in no-gi — why the inside-line version is a different attack from the ashi ankle lock, and what the shared configuration changes.50/50 GuardThe 50/50 is the symmetric leg entanglement — both players have equal structural access to each other's heel. Understanding70/3070/30 (80/20) — asymmetric leg entanglement where one player controls a larger share of the leg, creating heel hook advantage.70/30 (also 80/20) — DefendingDefending 70/30 in no-gi — 50/50 with the hips offset, and the offset is what frees the inside heel. Chase the angle back, hide the heel, and stop defending a symmetrical position.8 o’clock pin escapeNorth-south escape techniques — hip escape, Granby roll to deep half, arm drag counter, sit-up scramble. Early movement is key.80/2070/30 (80/20) — asymmetric leg entanglement where one player controls a larger share of the leg, creating heel hook advantage.