INV-S03 · Submissions · Invariant

A secondary anchor stops the opponent rotating out

Hooks, a body triangle, a hip on the shoulder, a grapevine — something must fix the torso while you finish.

Adapted from the original page. Grappling.Games did not write this. Sources.

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Games that train this

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· 4:00 · Kimurabutterfly · figure-four · sweepOpen game →Closed Guard Kimura PressureGAME-KIM-02 · Foundations · 3:00 · Kimuraclosed-guard · sweep · postureOpen game →Closed Guard: Pass the Hips or Take the Back vs Sweep, Back, or Stand UpGG-GRD-40 · Developing · 3:00 · Passingclosed-guard · guard-passing · sweeps · back-takeOpen game →Collar Tie and Inside Tie: Head Below the Armpit to Front Headlock vs Strip and DisconnectGG-FHL-03 · Foundations · 3:00 · Front headlockcollar-tie · inside-tie · hand-fighting · postureOpen game →Collar Tie Inside-Hand BattleGAME-STD-COLLAR-TIE · Developing · 1:00 · Stand-upcollar-tie · inside-hand · takedownOpen game →FinishingGG-SUB-08 · Developing · 3:00 · Front headlockguillotineOpen game →FinishingGG-SUB-15 · Developing · 3:00 · Backsubmissions · rear naked chokeOpen game →FinishingGG-SUB-17 · Developing · 3:00 · Backsubmissions · rear naked chokeOpen game →Finishing the Escape — From the BackGAME-BACK-07 · Foundations · 1:30 · Backback-escape · seatbelt · finish-firstOpen game →Finishing the Strangle — From the BackGAME-BACK-06 · Developing · 1:30 · Backstrangle · finish-first · seatbeltOpen game →Front Headlock Bottom TurnGG-FHL-01 · Developing · 3:00 · Front headlockEscapesOpen game →Front Headlock ControlGG-PIN-14 · Foundations · 3:00 · Front headlockOpen game →Front Headlock Establish and HoldGAME-FHL-01 · Foundations · 3:00 · Front headlockturtle · gripsOpen game →Front Headlock FinishGG-TKD-07 · Developing · 3:00 · Front headlockTakedownsOpen game →Front Headlock FlattenGG-TRN-03 · Developing · 3:00 · Front headlockTransitionsOpen game →Front Headlock LiftGG-TKD-08 · Developing · 3:00 · Front headlockTakedownsOpen game →Front Headlock StrangleGG-PIN-15 · Advanced · 3:00 · Front headlockOpen game →Front Headlock System — Full ExpressionGAME-FHL-05 · Proficient · 5:00 · Front headlockfull-system · guillotine · darce · anaconda · back-takeOpen game →Front Headlock to the BackGG-PNN-05 · Developing · 3:00 · BackturtleOpen game →Front Headlock vs. Sit-Out and Stand-UpGAME-FHL-02 · Developing · 4:00 · Front headlockturtle · sit-outOpen game →Front Headlock — Back Take GameGAME-FHL-04 · Developing · 4:00 · Front headlockback-take · seatbelt · turtleOpen game →Front Headlock — Guillotine Entry GameGAME-FHL-03 · Developing · 3:00 · Front headlockguillotine · entry · turtleOpen game →Front Headlock, Rear Body Lock, or Single: Submit from Behind vs Turn to FaceGG-BAK-13 · Proficient · 3:00 · Backchest-to-back · rear-body-lock · single-leg · submissions · turn-to-faceOpen game →Front Headlock: Pin or Score the Back vs Stand Up or Sit to GuardGG-FHL-02 · Developing · 3:00 · Front headlockturtle · cradle · back-take · pin · guillotine · ADCCOpen game →Guillotine and AnacondaGG-PIN-16 · Advanced · 3:00 · Front headlockOpen game →Guillotine ExchangeGG-PIN-17 · Developing · 3:00 · Front headlockOpen game →Hook War — Back Position Lower ControlGAME-BACK-04 · Developing · 3:00 · Backback control · hooks · body triangle · seatbeltOpen game →Isolating the NeckGG-PNN-07 · Developing · 3:00 · BackturtleOpen game →Kimura System Full ExpressionGAME-KIM-05 · Proficient · 5:00 · Kimurafull-system · figure-fourOpen game →Maintain ControlGG-SUB-06 · Developing · 3:00 · Front headlockdarceOpen game →Maintaining the FinishGG-SUB-09 · Developing · 3:00 · Front headlockguillotineOpen game →Maintaining The FinishGG-SUB-16 · Developing · 3:00 · Backsubmissions · rear naked chokeOpen game →Mount Armbar — Arm Extraction and Finish PositionGAME-ARM-03 · Proficient · 4:00 · Armbarmount · s-mount · extraction · back-takeOpen game →One ArmGG-SUB-10 · Developing · 3:00 · Front headlockguillotineOpen game →Rear Strangle Grip Ladder: Hooks In, No Hooks, All Fours vs Back to the Mat or FaceGG-BAK-14 · Developing · 3:00 · Backback control · rear strangle · seatbelt · chest to back · hooks · turtle · win to move on · scalingOpen game →Seated Guard, Head Free: Wrestle Up to Top vs Push, Pluck, Snap, or Front 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ControlGAME-KIM-03 · Developing · 4:00 · Kimuraturtle · back takes · hammerlockOpen game →Turtle: Seat Belt and a Hook, or Hip Down Past the Legs vs Guard or StandGG-TUR-04 · Developing · 3:00 · Backturtle · turtle-attack · back-take · seat-belt · hooks · rear-naked-choke · turtle-escape · guard-recoveryOpen game →Uncovered ShouldersGG-SUB-19 · Developing · 3:00 · Backsubmissions · rear naked chokeOpen game →Underhook and Wrist to a Single, Body Lock, or Front HeadlockGG-STA-20 · Foundations · 3:00 · Stand-upgrip-fighting · underhook · wrist-control · single-leg · body-lock · snap-downOpen game →With One ArmGG-SUB-20 · Developing · 3:00 · Backsubmissions · rear naked chokeOpen game →With Uncovered HipsGG-SUB-18 · Developing · 3:00 · Backsubmissions · rear naked chokeOpen game →

Principle

Principle

"The secondary anchor — the point the opponent uses to resist the submission — must be controlled or removed. Every submission has a primary target and a secondary anchor; attacking only the primary without addressing the anchor will fail against a resisting opponent."

Every submission creates a force conflict between attacker and defender. The primary target is the joint, vessel, or airway being attacked. The secondary anchor is the point from which the opponent generates their resistance — where they brace, base, or post to counter the submission force. The anchor is not always obvious. It is whatever mechanical connection allows the opponent to push back: a knee on the mat, a free hand on the floor, a hip connected to the ground, a foot hooked on a limb.

Attacking the primary target without addressing the anchor means attacking against the combined resistance of the joint and the anchor’s structural support. The anchor multiplies the opponent’s effective resistance. A resisting opponent who has a strong anchor can withstand submission pressure that would finish an opponent without one. The practitioner who only attacks the primary target is solving half the mechanical problem — they have the submission but not the finish.

Controlling or removing the anchor changes the force equation entirely. When the anchor is gone, the opponent’s resistance is limited to the structural integrity of the target joint or vessel. They cannot supplement their resistance from a base point. The submission is now working against a known mechanical limit — the joint’s range, the vessel’s tolerance for compression — and that limit will be reached.

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

Triangle: The primary target is the carotid; the secondary anchor is the trapped arm posting on the floor or the opponent’s hand gripping their own thigh. The hand-fight to break that anchor is not optional — until the post is removed, the carotid is being asked to compress against an anchored structure that distributes the force.

Arm-in triangle: The arm-in version explicitly addresses an in-built anchor — the opponent’s arm trapped inside acts as a bridge between the head and the body. Until the trapped arm is pulled across so it is no longer feeding back into the body, the strangle is loaded but failing. Removing that internal anchor is the conversion to the finish.

Trapped triangle: The trapped triangle keeps the second arm from finding a posting anchor in the first place. By immobilising the loose arm against the body, the lock pre-empts the secondary anchor and the strangle finishes faster than a standard triangle from the same starting position.

Reverse triangle: The configuration locks the arm-and-shoulder unit in a way that denies the opponent any posting anchor on the floor — both arms are committed within the lock or stretched across the body. Without an anchor, the rotation of the head into the strangle finds a target with no supplementary support.

Arm triangle (head and arm choke): The trapped arm is the secondary anchor by default — the opponent uses it to brace against the squeeze. The finish requires either driving the trapped arm across so it cannot brace, or stepping over to the side that removes the anchor leg. Pressure alone with the anchor still active stalls.