Passing · INV-P03

Connections that hold the pass together must not be broken

Body lock, crossface, underhook — if the retainer breaks the first connection, the pass resets. Hold something the whole way.

Adapted from InGrappling, INV-P03. System Games did not invent this curriculum.

"Breaking the bottom player's connections to the body is the functional definition of passing the guard. The pass is complete when connections are broken and the bottom player is pinned."

A pass is not defined by where the passer’s hips are. It is defined by the state of the bottom player’s connections. The bottom player maintains their guard through connections — to the elbows, the sleeves, the collar, the legs. As long as those connections exist, the bottom player can create frames, execute sweeps, and recover guard regardless of where the passer is positioned. A passer who has reached side control but whose opponent still has an underhook or a hip connection has not passed — they have reached a geographic position while the guard’s functional elements remain operative.

Connection breaking is a bilateral condition: the connections must be broken and the bottom player must be pinned. Breaking connections without pinning means the bottom player is free to re-establish connections and recover guard. Pinning without breaking connections means the bottom player can still attack from the pin — the guard has simply moved closer to the passer’s body. Both elements — broken connections and achieved pin — must be present simultaneously for the pass to be complete.

This invariant reframes what passing means mechanically. The target is not a position on the mat; it is a relationship between two bodies in which the bottom player has no remaining connections to work with and no mobility to create new ones. Every passing technique is a procedure for arriving at that relational state.

Across the system, this principle expresses most cleanly in the following techniques:

Smash pass: The pass is structured around progressively breaking connections — the legs are smashed together, the knees pinned, the chest landed across the body. The pass completes when there is no remaining frame, hook, or knee shield connecting the bottom player to the passer’s body except the chest pressure the passer is now applying.

Knee cut pass: The cut breaks the knee shield and inside elbow connections in one motion. The pass is complete when the cut knee lands and the chest seals to the bottom player’s torso — the connections are broken and the pin is established in the same beat.

Toreando pass: The toreando breaks foot-line connections by pushing them offline and then arrives at side control by closing the chest to the bottom player. If the toreando lands the passer in space without immediately closing the chest, the pass is incomplete — connections are broken but the pin has not arrived.

Long step pass: The long step passes by stepping the leg over and around the bottom player’s frames, breaking each connection in sequence. The pass completes when the leg has cleared and the chest closes; without the chest seal, the bottom player still has elbow and frame connections to recover with.

Body lock pass: The body lock itself is the pin in advance — the passer’s arms are wrapped around the bottom player before the legs have been cleared. The pass completes once the legs untangle and the body lock collapses chest-to-chest. Connections break and pin establishment are explicitly the same motion.

Games that train this

Body Lock TakedownTakedowns · StandingChange Direction to PassPassingConnect the HandsStanding · Body Lock · BetaDouble UnderhooksStanding · Body Lock · untestedFinishing the Pass — From the J-Pointpassing · pin · j-point · finish-first · ladder · CLA · nogi-friendlyGuard Without Armsopen guard · passing · retention · no-hands · CLA · nogi-friendlyHalf Guard BattleGuard · PassingKnee Line AdvancePassingKnee Slide PassingPassingKnee TagStanding · Body Lock · untestedLateral Leg ClearancePassingLockdown Extraction Under the Clockhalf-guard · lockdown · passing · crossface · flatten · timed · CLA · nogi-friendlyOff-Side Guard Passpassing · seated guard · butterfly · variability · CLA · nogi-friendlyOver-Under Clinch Battlestandup · clinch · over-under · body lock · takedownsOver-Under ConversionTransitions · StandingPass Without GripsPassingPassing the Ankle Linepassing · ankle-line · open-guard · pin · ladder · CLA · nogi-friendlyPassing the Knee Linepassing · knee-line · open-guard · pin · ladder · CLA · nogi-friendlyPassing vs Knee ShieldPassingRear Body Lock FinishTakedowns · StandingRear Strangle or Shin PassGuard · Guard offenseRugby PassPassingSeated Guard EngagementPassingStanding vs Seatedpassing · standing · seated-guard · pin · entanglement · ladder · CLA · nogi-friendlyStanding vs Seated Guardstandup · seated guard · passing · sweeps · leg entanglementsStanding vs Seated — At a Disadvantagepassing · standing · seated-guard · entanglement · ladder · CLA · nogi-friendlyStanding vs Seated — With an Advantagepassing · standing · seated-guard · pin · entanglement · ladder · CLA · nogi-friendlyTakedown to PassTransitions · StandingToreando RecoveryGuard · Guard retentionTurtle Body Lockturtle · slime mold original · untested