Invariants

Mechanical regularities that stay true when the game changes. Each page lists the games and techniques that train it.

Adapted from InGrappling, Invariants. System Games did not invent this curriculum.

Universal

INV-01 · Connection eliminates space between you and your opponent44 gamesINV-02 · Inside position beats outside position49 gamesINV-03 · Structural resistance must be disrupted before a technique can succeed8 gamesINV-04 · Force is most effective when applied at an advantageous angle0 gamesINV-05 · Frames redirect force perpendicular to the line of pressure11 gamesINV-06 · Base is weight over the support point7 gamesINV-07 · Connection is the prerequisite for control50 gamesINV-08 · Positional advantage is a function of relative alignment, not strength13 gamesINV-09 · Joints are attacked against their natural range of motion14 gamesINV-10 · Space is contested at every layer of the exchange0 gamesINV-11 · The underhook controls the hip2 gamesINV-12 · Rotation around a fixed point multiplies force7 gamesINV-13 · Destabilisation precedes control14 gamesINV-14 · A limb must be isolated from the body before it can be attacked24 gamesINV-15 · Segmenting the body creates control0 gamesINV-16 · Escape mechanics require creating space before moving through it28 gamesINV-17 · Structural loading bypasses muscular resistance0 games

Legs

INV-LE01 · Inside space must be won before the entanglement can control28 gamesINV-LE02 · Heel exposure is the prerequisite for a legal heel attack15 gamesINV-LE03 · Connection must be maintained throughout the finish17 gamesINV-LE04 · The foot is the handle, not the target16 gamesINV-LE05 · The hip controls the line of the leg22 games

Scramble

INV-SC01 · Greater hip height holds the structural advantage156 gamesINV-SC02 · Opponent’s downward pressure creates offensive entries154 gamesINV-SC03 · First connection dictates the scramble direction161 gamesINV-SC04 · Chest pressure without hip control is temporary0 games

Submissions

INV-S01 · Strangles require compression on both sides of the neck51 gamesINV-S02 · The target limb must be isolated from its pair28 gamesINV-S03 · A secondary anchor stops the opponent rotating out44 gamesINV-S04 · Arm-out and arm-in change the geometry of the same strangle14 gamesINV-S05 · Joint submissions require loading the joint to its structural limit14 games

Stand-up

INV-ST01 · The secondary leg is the real target of a single-leg fight11 gamesINV-ST02 · Hip access decides the takedown10 gamesINV-ST03 · Hands that control hips beat hands that control hands11 gamesINV-ST04 · A level change must arrive with the hips, not just the hands11 gamesINV-ST05 · Kuzushi (off-balancing) precedes the shot10 gamesINV-ST06 · The collar tie is a steering wheel, not a stall0 games

Guard

INV-G01 · The feet should stay on a line that faces the passer61 gamesINV-G02 · Face the passer — don’t let them have your back or your side for free59 gamesINV-G03 · Elbow connections keep the passer off your centre59 gamesINV-G04 · A hand that posts is a hand that is not attacking61 gamesINV-G05 · Hip mobility is the retainer’s degree of freedom59 games

Passing

INV-P01 · The feet must be cleared before the torso can be held30 gamesINV-P02 · Winning the knee line splits the guard in half30 gamesINV-P03 · Connections that hold the pass together must not be broken30 gamesINV-P04 · Pressure passing and movement passing are different constraint sets0 games

Pins

INV-PIN01 · Underhooks plus chest pressure hold a pin154 gamesINV-PIN02 · Chest pressure without hip control fails154 gamesINV-PIN03 · Flattening removes the escape athlete’s hip mobility160 gamesINV-PIN04 · Mount is side control with both hips past the line0 games