INV-ST01 · Stand-up · Invariant

The secondary leg is the real target of a single-leg fight

They will hop on the free leg. Attack or block that leg or you are riding a pogo stick.

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

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Games that train this

Butterfly Guard: Lock Your Hands Around the Body vs Sweep or Stand UpGG-GRD-46 · Foundations · 3:00 · Retentionbutterfly · guard · connected-hands · body-lock · hand-fighting · sweepOpen 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 →Connection and DestabilizationGG-TDS-09 · Developing · 3:00 · Stand-uptakedowns · single leg takedownOpen game →Connection and MovementGG-TDS-10 · Foundations · 3:00 · Stand-uptakedowns · single leg takedownOpen game →Connection, Destabilization, and Hip AccessGG-TDS-11 · Developing · 3:00 · Stand-uptakedowns · single leg takedownOpen game →Cover the Knuckles: Lock the Hands vs Hips Away and FaceGG-STA-13 · Foundations · 3:00 · Stand-uprear-body-lock · hand-fighting · grip-fighting · wrestlingOpen game →Double Biceps and Head: Shoot or StealGG-TKD-24 · Developing · 3:00 · Stand-uptakedowns · biceps-tie · head-position · inside-position · double-leg · grip-stealingOpen game →Double Leg DriveGG-TKD-06 · Foundations · 3:00 · Stand-upTakedownsOpen game →Double Leg PinGG-TRN-02 · Foundations · 3:00 · Stand-upTransitionsOpen game →Double Wrist Control: Shoot or StealGG-TKD-25 · Developing · 3:00 · Stand-uptakedowns · wrist-control · hand-fighting · double-leg · grip-stealingOpen game →FinishingGG-TDS-03 · Developing · 3:00 · Stand-upDouble LegOpen game →First Grip WinsGG-STA-01 · Foundations · 2:00 · Stand-uphand fighting · engagementOpen game →Foot Sweep OnlyGAME-STD-FOOT-SWEEP-ONLY · Developing · 1:30 · Stand-upclinch · foot sweeps · constrained finishesOpen game →Front Body Lock: Shoot or StealGG-TKD-26 · Developing · 3:00 · Stand-uptakedowns · body-lock · double-leg · single-leg · grip-stealingOpen 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 →Grip Fight: Underhook and Wrist ControlGG-STA-19 · Foundations · 3:00 · Stand-upgrip-fighting · underhook · wrist-control · hand-fighting · clinchOpen game →Hand Fight to Get Behind and Lock Your HandsGG-STA-22 · Developing · 3:00 · Stand-uphand-fighting · back-take · body-lock · arm-dragOpen game →Hands Down or Knee GrabGG-STA-07 · Foundations · 3:00 · Stand-uphand-fighting · snap-down · leg-attackOpen game →Knee to Ankle, Then Put Them DownGG-TKD-22 · Developing · 3:00 · Stand-upsingle-leg · ankle-grips · entanglements · takedowns · play-the-whole-spaceOpen game →Kneeling Single Leg: Double-Lock a Limb vs Lock the CenterGG-SCR-06 · Developing · 3:00 · Connectionscramble · single-leg · kneeling · double-lock · limb-attack · body-lock · leg-entanglementsOpen game →Leg Capture Hold 3sGG-STA-03 · Foundations · 3:00 · Stand-upsingle-leg · engagementOpen game →Low Single: Elbow Inside to TopGG-TKD-23 · Developing · 3:00 · Stand-uptakedowns · single-leg · low-single · scramble · turtleOpen game →On Your Back: Lock Your Hands Around Them vs Stand UpGG-PNN-13 · Foundations · 3:00 · Pinningconnected-hands · head-and-arm · body-lock · hand-fightingOpen game →Open Guard: Three Flanks, Then Lock Your Hands vs Feet Inside and Both HandsGG-PAS-26 · Developing · 3:00 · Passingopen-guard · flank · footwork · inside-position · hand-fighting · body-lock · guard-retentionOpen game →Seated Guard, Head Free: Wrestle Up to Top vs Push, Pluck, Snap, or Front HeadlockGG-GRD-56 · Developing · 3:00 · Retentionseated guard · wrestle up · hand fighting · guillotine · darce · anaconda · snap downOpen game →Seated vs Standing: Destabilize and Entangle or Wrestle Up to the Hips vs Shin to the BodyGG-GRD-57 · Developing · 3:00 · Retentionseated guard · open guard · destabilization · wrestle up · hand fighting · standing passerOpen game →Shooter vs Upper Body: Ankle to the Armpit, Lift, or Go Behind vs Butt or BackGG-TKD-31 · Developing · 3:00 · Stand-uptakedowns · single-leg · double-leg · shot · overhook · underhook · block-and-liftOpen game →Side Control, Arm Around the Hip: Submit vs Reverse, Seated Guard, or StandGG-PIN-35 · Developing · 3:00 · Pinningside-control · submissions · underhook · hand-fighting · under-the-elbowsOpen game →Single Leg FinishGG-TKD-12 · Developing · 3:00 · Stand-upTakedownsOpen game →Single Leg to BackGG-TKD-13 · Developing · 3:00 · BackTakedownsOpen game →Single Leg, Defender's Head Position: Disconnect vs Hips Down or Behind the ElbowsGG-TKD-32 · Developing · 3:00 · Stand-uptakedowns · single-leg · single-leg-defense · head-position · hand-fightingOpen game →Single Leg: Off-Balance Plus a Second Connection vs Cover the HeadGG-TKD-28 · Developing · 3:00 · Stand-uptakedowns · single-leg · off-balance · second-connection · head-controlOpen game →Single-Leg Guard Pull: Entangle and Stand Up vs Take the Back or Lock Hips and AnkleGG-GRD-41 · Developing · 3:00 · Retentionguard-pull · single-leg · wrestle-up · leg-entanglements · back-take · seated-guardOpen game →Single-Leg Race: First to Pick Up the LegGG-TKD-29 · Foundations · 3:00 · Stand-uptakedowns · single-leg · grip-fighting · hand-fighting · shot-defenseOpen game →Single-Leg: Toes, Heel, and Hands Both Sides vs Free the LegGG-LEG-07 · Foundations · 3:00 · Leg entanglementsingle-leg · toe-capture · heel-capture · shotgun-grip · leg-entanglementsOpen game →Standing Front Headlock: Hands to the Mat vs Head Back UpGG-FHL-04 · Foundations · 3:00 · Front headlockposture · hand-fighting · chest-to-backOpen game →Three Touches or Closed HandsGG-STA-09 · Developing · 3:00 · Stand-uphand-fighting · snap-down · body-lock · leg-attackOpen game →Two-on-One: Connect the Hands vs Free the ArmGG-STA-14 · Foundations · 3:00 · Stand-uptwo-on-one · russian-tie · hand-fighting · wrestling · body-lockOpen 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 →

Principle

Principle

"Destabilising the opponent requires controlling the secondary leg — the leg that is not the primary base. Moving the secondary leg removes the opponent's ability to rebalance."

A standing person whose balance is disrupted does not fall immediately — they rebalance. The rebalancing mechanism is the secondary leg: the leg that is not currently bearing the primary load. When a person is pushed, pulled, or tilted off their base leg, the secondary leg steps, shoots out, or repositions to catch the center of mass and restore balance. This is an automatic, fast neurological response that requires no conscious thought. Any destabilisation attempt that ignores the secondary leg is, by default, giving the opponent the use of their most important recovery tool.

Controlling the secondary leg means positioning, loading, or restricting it so that it cannot execute the rebalancing step. This does not always mean physically gripping the secondary leg — sometimes it means loading it with the opponent’s own weight (so they cannot lift it to step), or angling the attack so the secondary leg’s rebalancing step moves it in the wrong direction. The key is that when the primary base is disrupted, the secondary leg cannot save the fall.

This invariant explains a large portion of why takedowns succeed or fail. A takedown attempt that displaces the opponent but does not address the secondary leg will produce a scramble, not a finish — the opponent steps back in, replants, or recovers to a neutral position. A takedown attempt that controls the secondary leg during or before the displacement completes because the opponent has no recovery mechanism available.

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

Single leg: The lifted leg is the primary; the planted leg is the secondary, and is what the takedown actually finishes against. The trip, the run-the-pipe, or the inside trip — every finish — works on the secondary leg. Without addressing it, the lifted leg holds and the opponent hops indefinitely.

Double leg: The penetration step grabs both legs, but the takedown finishes through the secondary leg — the leg the attacker drives into and tips over. The other leg is held; the secondary is the one that has to give for the opponent to fall.

Knee tap: The grip and level change loads the opponent’s stance into the leg that the attacker’s hand will tap. That tapped leg is the secondary in this exchange — its support is removed while the other leg remains stable, and the opponent falls because they have no leg available to rebalance to.

Outside trip: The trip foot wraps the opponent’s far leg — the secondary — while the attacker’s grip drives the upper body the other direction. The far leg cannot move to rebalance because the trip is committed to it; the opponent falls in the direction their support cannot follow.

Inside trip: Mirror logic — the inside trip wraps the secondary leg from the inside while the upper body controls drive the opponent over it. The secondary leg is occupied; without it, there is no rebalancing option and the opponent goes down.