Mount Escape Techniques
Mount escape — trap and roll, elbow-knee, ghost, kipping, foot drag, bridge to turtle. Written from the defender's perspective.
Adapted from InGrappling, Mount Escape Techniques. System Games did not invent this curriculum.
Manage injuries →Position map Connects to 8 positions across 3 relationshipsOpen in the map →12345678←Escape route from
This page documents the named escape techniques from full mount. Mount bottom is the position the defender most urgently needs to exit — it is the highest-submission-density pin in no-gi grappling when held by a skilled top player. The escape techniques on this page supplement the broader positional analysis at /technique/top-positions/mount-bottom. They are the named mechanics the defender reaches for at each stage.
The page is written from the defender’s perspective throughout. You are the person in mount. The top player is the opponent.
Tate shiho gatame escape(Japanese — vertical four-corner hold)
When the opponent is in the process of taking mount — advancing from side control, converting from back position — this is the highest-percentage moment to stop the advance. Hip displacement to prevent the knee stepping over. Framing the knee with the near forearm. Re-establishing half guard before mount is completed. These options close once both of the opponent’s knees are on the mat.
Committed Stage — mount is established, opponent not yet attacking
The shrimp escape and trap-and-roll are available. The opponent has not yet committed their weight to a submission setup — they are distributing weight to maintain balance. This is the window for the elbow-knee escape (shrimp). Work systematically: anti-high-mount framing first, then attempt the escape.
Late Stage / Deep — opponent in high mount or actively attacking