Positional map
A navigable map of the positions this catalog actually plays. Open a node, then move along the edges or into the games.
Adapted from the original page. Grappling.Games did not write this. Sources.
Route
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Leads in
Transitions
Transition
Guillotine and AnacondaTransition
Smash Half Guard: Leg Pommel or Knee Slice with Upper Body Control vs Full Guard or SweepEscapes and counters
Escape
Off-Side Guard PassEscape
Half Guard BattleNo-Hands Top Half GuardChest-to-Chest Half Guard: Free the Knee vs Close or ReverseEscape
Knee Slide PassingEscape
Passing vs Knee ShieldEscape
Mount EscapeEscape
Chest-to-Chest Pin ControlDouble Arm IsolationOpen Side ControlEscape
Back Take Entry RoutesTurtle Top Kimura ControlGoes to
Transitions
Transition
Closed Guard OffenseClimbing the BackClosed Guard: Pass the Hips or Take the Back vs Sweep, Back, or Stand UpTransition
Chest to Chest: Sweep or Go OutsideThe Sweep and Posture BattleGuard Armbar vs the Stack — Reading the DefenceTransition
The Post RemovalGuard Armbar vs the Stack — Reading the DefenceArmbar vs Triangle — The Guard DilemmaTransition
Guard Armbar vs the Stack — Reading the DefenceArmbar vs Triangle — The Guard DilemmaTriangle System — Full ExpressionTransition
Climbing the BackConnect, Trap, or Entangle vs Shin TouchStand UpEscapes and counters
Escape
Outside the Elbows: Back Take or SweepEscape
Inside or Outside the Elbows vs Stand and OpenOutside the Elbows: Back Take or SweepOverhook Start: Arm In, Arm Out vs Stand UpAll positions
Edges
- Back Control → Mount Escape Back Escape
- Back Control → Standing / Hand-fighting Submission Finishing
- Back Control → Standing / Hand-fighting Escape Back Retention with Hooks, Back Attack System — Full Expression
- Body Lock / Chest-to-Chest → Back Control Transition Over-Under Clinch Battle
- Body Lock / Chest-to-Chest → Standing / Hand-fighting Escape Turtle Body Lock
- Butterfly / Seated → Back Control Transition Destabilization, Standing vs Seated — With an Advantage, Standing vs Seated
- Butterfly / Seated → Back Control Submission Butterfly Kimura Trap
- Butterfly / Seated → Body Lock / Chest-to-Chest Transition Between Two Worlds: Double-Lock the Center or a Limb vs Leg Lock or Take the Back, Butterfly Wedge vs Body Lock Flatten
- Butterfly / Seated → Closed Guard Escape Off-Side Guard Pass
- Butterfly / Seated → Mount Transition Seated Guard Engagement
- Butterfly / Seated → North–South Transition Seated Guard Engagement
- Butterfly / Seated → Outside Entanglement Transition Standing vs Seated Guard
- Butterfly / Seated → Outside Entanglement Escape Butterfly Ashi, Shotgun Grip — Thread to Control
- Butterfly / Seated → Over-Under / Head-Quarter Transition Butterfly Wedge vs Body Lock Flatten
- Butterfly / Seated → Side Control Transition Seated Guard Engagement
- Butterfly / Seated → Standing / Hand-fighting Transition Standing vs Seated Guard
- Butterfly / Seated → Standing / Hand-fighting Escape Butterfly Guard: Lock Your Hands Around the Body vs Sweep or Stand Up
- Closed Guard → Back Control Transition Closed Guard Offense, Climbing the Back, Closed Guard: Pass the Hips or Take the Back vs Sweep, Back, or Stand Up
- Closed Guard → Half Guard Transition Chest to Chest: Sweep or Go Outside, The Sweep and Posture Battle, Guard Armbar vs the Stack — Reading the Defence
- Closed Guard → Half Guard Escape Outside the Elbows: Back Take or Sweep
- Closed Guard → Mount Transition The Post Removal, Guard Armbar vs the Stack — Reading the Defence, Armbar vs Triangle — The Guard Dilemma
- Closed Guard → Side Control Transition Guard Armbar vs the Stack — Reading the Defence, Armbar vs Triangle — The Guard Dilemma, Triangle System — Full Expression
- Closed Guard → Standing / Hand-fighting Transition Climbing the Back, Connect, Trap, or Entangle vs Shin Touch, Stand Up
- Closed Guard → Standing / Hand-fighting Escape Inside or Outside the Elbows vs Stand and Open, Outside the Elbows: Back Take or Sweep, Overhook Start: Arm In, Arm Out vs Stand Up
- Front Headlock → Back Control Transition Sprawl to Front Headlock, Collar Tie Inside-Hand Battle, Front Headlock Finish
- Front Headlock → Back Control Escape Front Headlock: Pin or Score the Back vs Stand Up or Sit to Guard
- Front Headlock → Closed Guard Transition Guillotine and Anaconda
- Front Headlock → Half Guard Escape Front Headlock: Pin or Score the Back vs Stand Up or Sit to Guard
- Front Headlock → Side Control Transition Guillotine Exchange
- Front Headlock → Standing / Hand-fighting Transition Collar Tie Inside-Hand Battle, Front Headlock Lift, Guillotine Exchange
- Front Headlock → Standing / Hand-fighting Submission Any Other Submission
- Front Headlock → Standing / Hand-fighting Escape Front Headlock Finish, Front Headlock: Pin or Score the Back vs Stand Up or Sit to Guard, Front Headlock System — Full Expression
- Half Guard → Back Control Transition Low Knee Shield: Pass and Isolate vs Hips Over Hips, Three-Quarter Mount: Free the Ankle vs Close or Reverse
- Half Guard → Closed Guard Transition Smash Half Guard: Leg Pommel or Knee Slice with Upper Body Control vs Full Guard or Sweep
- Half Guard → Closed Guard Escape Half Guard Battle, No-Hands Top Half Guard, Chest-to-Chest Half Guard: Free the Knee vs Close or Reverse
- Half Guard → Knee Shield Transition Ball of Yarn, Causing Posts, Clamp Half Guard: Free the Knee Line vs Get On Top or Knee Shield
- Half Guard → Knee Shield Escape No-Hands Top Half Guard
- Half Guard → Mount Transition Half Guard Battle, Three-Quarter Mount: Free the Ankle vs Close or Reverse
- Half Guard → Open Guard Transition Clamp Half Guard: Free the Leg and Pin vs Sweep or Open Guard
- Half Guard → Side Control Transition Half Guard Battle, Chest-to-Chest Half Guard: Free the Knee vs Close or Reverse, Three-Quarter Mount: Free the Ankle vs Close or Reverse
- Inside Entanglement → Outside Entanglement Transition Inside Heel Hook Game
- Inside Entanglement → Outside Entanglement Escape Cross Ashi, Gripped — Finish or Triangle, Inside Sankaku — Finish or Advance
- Knee Cut → Closed Guard Escape Knee Slide Passing
- Knee Cut → Mount Transition Knee Slide Passing
- Knee Cut → North–South Transition Knee Slide Passing
- Knee Cut → Side Control Transition Knee Slide Passing
- Knee Shield → Closed Guard Escape Passing vs Knee Shield
- Knee Shield → Mount Transition Passing vs Knee Shield
- Knee Shield → Side Control Transition Passing vs Knee Shield
- Mount → Back Control Transition High Mount, Low Mount, Middle Mount
- Mount → Back Control Escape Mount Armbar — Arm Extraction and Finish Position
- Mount → Closed Guard Escape Mount Escape
- Mount → Half Guard Escape Mount Escape, Mount Armbar — Arm Extraction and Finish Position, Mount Hunting
- Mount → Standing / Hand-fighting Transition High Mount, Low Mount, Middle Mount
- North–South → Mount Escape North-South Denial
- North–South → Side Control Transition Transition
- North–South → Side Control Escape North-South Denial
- North–South → Standing / Hand-fighting Escape Arms Out, North South Pinning
- Open Guard → Back Control Transition Passing the Knee Line, Collar and Pant: Chest Connection vs Feet Back In Front, Passing the Ankle Line
- Open Guard → Side Control Transition Guard Without Arms, Toreando Recovery
- Open Guard → Standing / Hand-fighting Escape Toreando Recovery
- Outside Entanglement → Back Control Transition Leg Entanglement Full System
- Over-Under / Head-Quarter → Back Control Transition Over-Under Conversion
- Over-Under / Head-Quarter → Front Headlock Transition Over-Under Conversion
- Side Control → Back Control Transition Submission Hunting
- Side Control → Back Control Escape Figure-Four or Cover Hips vs Escape
- Side Control → Closed Guard Escape Chest-to-Chest Pin Control, Double Arm Isolation, Open Side Control
- Side Control → Half Guard Transition Stay Connected: Circle the Body vs Lock Your Legs or Get to Your Knees
- Side Control → Half Guard Submission Over the Head: Circle Around or Lock Shoulders and Arm vs Guard, Knees, or Body Lock
- Side Control → Mount Transition Submission Hunting
- Side Control → Mount Escape Figure-Four or Cover Hips vs Escape, Open Side Control
- Side Control → Open Guard Escape Side Control, Arm Around the Hip: Submit vs Reverse, Seated Guard, or Stand
- Side Control → Standing / Hand-fighting Escape On Your Back: Lock Your Hands Around Them vs Stand Up, Side Control: Get the Head vs Stand Up or Get on Top, Figure-Four or Cover Hips vs Escape
- Side Control → Turtle Escape Chest-to-Chest Pin Control, Double Arm Isolation, Open Side Control
- Single Leg → Back Control Transition Single Leg Finish, Single-Leg Guard Pull: Entangle and Stand Up vs Take the Back or Lock Hips and Ankle
- Single Leg → Front Headlock Transition Single Leg Finish
- Standing / Hand-fighting → Back Control Transition Front Headlock, Rear Body Lock, or Single: Submit from Behind vs Turn to Face
- Standing / Hand-fighting → Body Lock / Chest-to-Chest Transition First Grip Wins, Underhook and Wrist to a Single, Body Lock, or Front Headlock
- Standing / Hand-fighting → Front Headlock Transition Underhook and Wrist to a Single, Body Lock, or Front Headlock
- Standing / Hand-fighting → Single Leg Transition Underhook and Wrist to a Single, Body Lock, or Front Headlock
- Turtle → Back Control Transition Attacking Turtle Arms, Attacking Turtle Arms, Back Take Entry Routes
- Turtle → Back Control Submission Turtle Top Kimura Control
- Turtle → Back Control Escape Turtle Recovery, Turtle: Seat Belt and a Hook, or Hip Down Past the Legs vs Guard or Stand
- Turtle → Closed Guard Escape Back Take Entry Routes, Turtle Top Kimura Control
- Turtle → Front Headlock Transition Front Headlock Establish and Hold
- Turtle → Front Headlock Escape Front Headlock vs. Sit-Out and Stand-Up
- Turtle → Mount Transition Turtle to Guard
- Turtle → Open Guard Escape All Fours, Waist Connection: Submit from Any Pin vs Seated Guard, Stand and Face, or Reverse
- Turtle → Over-Under / Head-Quarter Transition Front Headlock — Back Take Game
- Turtle → Side Control Transition Turtle to Guard
- Turtle → Standing / Hand-fighting Escape Attacking Turtle Arms, Attacking Turtle Arms, Turtle, No Connected Hands: Hip to the Mat vs Stand and Disconnect