Headquarters (HQ)

Headquarters is the kneeling top position between passing and control — one knee up, one knee down beside the opponent's hip.

Adapted from InGrappling, Headquarters (HQ). System Games did not invent this curriculum.

Manage injuries →Position map Connects to 8 positions across 2 relationshipsOpen in the map →1234567←Enters from

is the kneeling position the top player occupies when they are engaged with an opponent’s guard but have not yet committed to passing or to a leg entanglement entry. One knee is up — the “posting knee” — planted beside the opponent’s far hip. The other knee is down beside the opponent’s near hip. Both knees point in the same direction: toward the opponent’s far side. The hips are low and heavy. The spine is upright. The posture is compact.

HQ is not a destination. Practitioners who sit in HQ waiting for something to happen will be swept or have the position dismantled. It is a hub — a central position of readiness from which several very different sequences begin. The top player in HQ is choosing between sitting back to ashi garami, stepping over to side control, driving into a body lock, or circling into an over-under. Each of those sequences begins from the same posture. The choice between them is dictated by the bottom player’s movement and by which exit the top player is threatening.

HQ is important precisely because it does not commit immediately. It is a position of managed pressure from which the top player can read the bottom player’s response and select the correct branch. The bottom player’s attempt to recover guard, pump the hips, or push the posting knee determines what the top player does next. The top player does not decide unilaterally — they respond to the opening that the bottom player’s defence creates.

Ruleset context This technique is legal in all major competitive formats.

INV-07Invariant "Establishing connection is the prerequisite for all control. Where INV-01 describes what sustained connection achieves, INV-07 describes the prior requirement: control cannot begin until connection exists. Distance — whether created by the opponent deliberately or allowed to develop accidentally — returns initiative to the opponent and must be closed before control can be re-established."

Why it works hereHQ is built on grounded knee contact with the opponent's hip line — the posting knee beside the far hip, the down knee beside the near hip. Without that contact the position is just kneeling near the opponent, not engaged with them. Every HQ exit (fold-over, sit-back, body lock, knee cut) presupposes the connection is already established; if the knees float, the top player has to spend a beat re-engaging before any pass becomes available.

See full invariant page → HQ is a connection position before it is anything else. The posting knee is in contact with the mat beside the opponent’s far hip — not hovering above it, not pressing against it, but grounded beside it. The near knee is down against the opponent’s near hip. The top player’s hips and lower body are connected to the opponent’s hip structure through this knee configuration. This is the connection that makes everything from HQ work: the sit-back to ashi garami, the fold-over to side control, the body lock drive all require the top player to already be in connection with the opponent’s hip structure before the sequence begins. A top player who is sitting upright with their hips back, knees away from the opponent, is not in HQ — they are in a position that has no leverage on the bottom player’s position and from which no transition is immediately threatening.

Games

Body Lock TakedownTakedowns · StandingChange Direction to PassPassingConnect the HandsStanding · Body Lock · BetaDouble UnderhooksStanding · Body Lock · untestedFinishing the Pass — From the J-Pointpassing · pin · j-point · finish-first · ladder · CLA · nogi-friendlyGuard Without Armsopen guard · passing · retention · no-hands · CLA · nogi-friendlyHalf Guard BattleGuard · PassingKnee Line AdvancePassingKnee Slide PassingPassingKnee TagStanding · Body Lock · untestedLateral Leg ClearancePassingLockdown Extraction Under the Clockhalf-guard · lockdown · passing · crossface · flatten · timed · CLA · nogi-friendlyOff-Side Guard Passpassing · seated guard · butterfly · variability · CLA · nogi-friendlyOver-Under Clinch Battlestandup · clinch · over-under · body lock · takedownsOver-Under ConversionTransitions · StandingPass Without GripsPassingPassing the Ankle Linepassing · ankle-line · open-guard · pin · ladder · CLA · nogi-friendlyPassing the Knee Linepassing · knee-line · open-guard · pin · ladder · CLA · nogi-friendlyPassing vs Knee ShieldPassingRear Body Lock FinishTakedowns · StandingRear Strangle or Shin PassGuard · Guard offenseRugby PassPassingSeated Guard EngagementPassingStanding vs Seatedpassing · standing · seated-guard · pin · entanglement · ladder · CLA · nogi-friendlyStanding vs Seated Guardstandup · seated guard · passing · sweeps · leg entanglementsStanding vs Seated — At a Disadvantagepassing · standing · seated-guard · entanglement · ladder · CLA · nogi-friendlyStanding vs Seated — With an Advantagepassing · standing · seated-guard · pin · entanglement · ladder · CLA · nogi-friendlyTakedown to PassTransitions · StandingToreando RecoveryGuard · Guard retentionTurtle Body Lockturtle · slime mold original · untested