Turtle — Top (Attacking)

Turtle top — Jones attack hierarchy, back take pathways, crucifix entry, four-point breakdown. Attacking the turtled opponent.

Adapted from InGrappling, Turtle — Top (Attacking). System Games did not invent this curriculum.

Manage injuries →Position map Connects to 43 positions across 3 relationshipsOpen in the map →123456789101112131415←Enters from

The turtle position occurs when the bottom player is on all fours with their knees and hands on the mat, head tucked, hips low — protecting their neck and arms from the top player’s attacks. From the top player’s perspective, the turtle is a position to be converted, not maintained. The opponent has surrendered their guard and is now defending from the most limited structure available to them.

The top player attacks the turtle from the side or behind, controlling the opponent’s near hip and near arm. The attacking position is not flat on the opponent’s back — it is rotated to the side or perpendicular, with a low base and hips driving weight through the opponent’s structure.

The turtle top is a gateway position: it connects to back takes, crucifix, four-point, and direct submissions. The goal is never to sit on top of the turtle statically — every moment of turtle top contact is an opportunity to advance.

INV-13Invariant "Destabilisation precedes control. An opponent who retains structural balance can generate defensive force regardless of the position they are in."

Why it works hereA well-set turtle has four contact points and a tight tuck — it is structurally sound and extremely difficult to flatten or roll directly. The top player has to apply a destabilising input first (hip pull, weight on the near shoulder, push-pull spiral) to create the opening for the back take or breakdown. Trying to establish a specific attack against an intact turtle wastes time and energy; destabilisation comes before control, not at the same moment.

See full invariant page → A well-maintained turtle is structurally sound — the opponent’s four points of contact and tight tuck make them difficult to roll or flatten. The top player must apply a destabilising force (hip pull, weight on the near shoulder, push-pull spiral) to create the opening for back take or breakdown.

INV-15Invariant "Segmenting the body — controlling sections independently — prevents the opponent from coordinating a unified defensive response. The more segments controlled, the less the opponent can generate."

Games

Any Other Submissionsubmissions · guillotineCollar Tie Inside-Hand Battlestandup · collar-tie · inside-hand · front-headlock · takedown · CLA · nogi-friendlyFinishingguillotine · slime mold original · untestedFront Headlock Bottom Turnfront headlock · turtle · escape · CLA · nogi-friendlyFront Headlock ControlPinsFront Headlock Establish and Holdfront headlock · turtle · grips · CLA · nogi-friendlyFront Headlock FinishTakedowns · StandingFront Headlock FlattenTransitions · PinsFront Headlock LiftTakedowns · StandingFront Headlock StranglePinsFront Headlock System — Full Expressionfront-headlock · full-system · guillotine · darce · anaconda · back-take · CLA · nogi-friendlyFront Headlock to the Backfront headlock · turtle · slime mold original · untestedFront Headlock vs. Sit-Out and Stand-Upfront headlock · turtle · sit-out · stand-upFront Headlock — Back Take Gamefront-headlock · back-take · seatbelt · turtle · CLA · nogi-friendlyFront Headlock — Guillotine Entry Gamefront-headlock · guillotine · entry · turtle · CLA · nogi-friendlyGuillotine and AnacondaPinsGuillotine ExchangePins · StranglesIsolating the Neckfront headlock · turtle · slime mold original · untestedMaintain Controldarce · slime mold originalMaintaining the Finishguillotine · slime mold original · untestedOne Armguillotine · slime mold original · untestedSprawl to Front HeadlockTakedowns · StandingStabilize Front Headlockhead and arm strangle · Greg Souders · submissions