The capability architecture
Recurring control problems, not counted techniques, as the unit of organisation: fifty capabilities in ten families derived from the Control Grammar, with surfaces as a separate axis.
Adapted from InGrappling, The capability architecture. System Games did not invent this curriculum.
If counting techniques is not the way to organise what a grappler must develop, what is? This is the theory’s answer: the recurring control problems a grappler has to become able to solve, organised by the problem rather than by the position it happens in.
A syllabus organised by position lists what can be done from each place. The same control problem can appear in several of those places, and a syllabus organised by position will list it several times under different names, or miss that it is one problem at all. A technique catalogue answers “what can I do from here”. A capability architecture answers “what am I unable to do yet, wherever it comes up”, and those two questions produce very different maps of the same sport.
The architecture is a reference and coverage graph of those problems. It is deliberately not a coaching sequence and not a priority engine: it says what exists to be developed, and leaves the decision about what this athlete works on next to the coaching method.
The capabilities group into ten families, and every family is derived from a structure in the Control Grammar. What each is derived from is kept visible, because a mechanical relation, a derived diagnostic, a dynamics annotation and a game predicate are different kinds of thing, and flattening them would lose the distinction the grammar exists to make.
Establish and Deny Accessfrom a primary mechanical relation: ACCESSGetting a hand to the far hip before the pass, or denying the choking hand a path to the neck.
Preserve and Reduce Connectivityfrom a primary mechanical relation: CONNECTIVITYIsolating an arm from the torso for the armbar, and keeping your own elbow connected under mount.
Create, Preserve and Break Useful Couplingfrom a primary mechanical relation: COUPLINGMaking a body lock that moves their hips when yours move, and breaking a seatbelt before it becomes one.
Navigate Dynamic Transitionsfrom a dynamic state annotation: DYNAMICSWinning the scramble after a failed shot rather than freezing in it.
Build Enforceable Transitionsfrom a game predicate: REACHABLE and ENFORCEABLETurning a back take that is merely reachable from the front headlock into one you can force.
Preserve and Deny Reorientationfrom a derived diagnostic: task-relative orientation and reorientation, read through access, connectivity, dynamics, mechanism and viabilityDenying the re-face from back control, and keeping your own turn alive under side control.
Restrict and Interrupt Responsefrom a game predicate: RESTRICTED and INTERRUPTIBLETaking away their meaningful answer to the pass, and breaking into their choke before it takes effect.
Organise Support and Loadfrom a primary mechanical relation: SUPPORT-LOADLoading a passer onto their own front knee, or restoring your own posts under a pin.
Create and Escape Terminal Processesfrom a game predicate, with its typed endings kept distinct: TERMINAL, with the typed termination events kept distinctBuilding a finish that no timely defence survives, and escaping before that point arrives.