1. Practice
1.1. Exercises
1.1.1. Individual
1.1.1.1. Flow
1.1.1.1.1. sprawl
1.1.1.1.2. turtle
1.1.1.1.3. drag
1.1.1.1.4. bridge
1.1.1.1.5. tumble & reverse
1.1.1.1.6. sit out & through
1.1.1.1.7. granby
1.1.1.2. Reps
1.1.1.2.1. horse stance
1.1.1.2.2. hollow body
1.1.1.2.3. squeeze
1.1.1.2.4. hindu squat
1.1.1.2.5. pigeon
1.1.1.2.6. headstand
1.1.1.2.7. hip swings (front & side)
1.1.2. Partner
1.1.2.1. carries/skills
1.1.2.1.1. fireman
1.1.2.1.2. honeymoon
1.1.2.1.3. backpack
1.1.2.1.4. koala
1.1.2.1.5. dead drag
1.1.2.1.6. wheelbarrow
1.1.2.1.7. spin cycle
1.1.2.1.8. kimura cycle
1.1.2.2. dilemmas
1.1.2.2.1. one way out
1.1.2.2.2. back bodylock
1.1.2.2.3. front headlock
1.1.2.2.4. single leg
1.1.2.2.5. mount
1.1.2.2.6. back mount
1.1.2.3. games
1.1.2.3.1. rope wrestle
1.1.2.3.2. stick wrestle
1.1.2.3.3. ring wrestle
1.1.3. Group
1.1.3.1. monkey wrestle
1.1.3.2. crab wrestle
1.1.3.3. dogpile
1.1.3.4. king of the hill
1.1.3.5. shark tank
1.2. Evolutions
1.2.1. 10
1.2.1.1. 1#LS - Lab Safety
1.2.1.1.1. breakfall
1.2.1.1.2. handfighting
1.2.1.1.3. danger zones
1.2.1.2. 2#TUR - Turtle
1.2.1.2.1. protect the garden
1.2.1.2.2. defend the corners
1.2.1.2.3. just stand up
1.2.1.3. 4#FHL - Front Headlock
1.2.1.4. 3#BBL - Back bodylock
1.2.1.4.1. mat return
1.2.1.4.2. spiral ride
1.2.1.5. 5#DOG - Dogfight
1.2.1.6. 6#DAL - Double-arm Lock
1.2.1.7. 7#ILL - Illuminati
2. the enemy gate is DOWN
3. **MOST LEVERAGE** |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| **MOST CONTROL**
4. This is how to structure and move your body
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5.1. ---------------------------------------------------------------------------------------------------
5.2. bodies can be powerful, but only as a unit // balance is the energy efficient way to move it // turns create momentum always be ready to use it // from your base and through your center, thats the way you do it
6. These are tools to connect hinge and twist strength to your opponent
6.1. a grappling exchange can be analyzed as a contest to isolate mechanical advantage in a kinetic system. breaking/finishing positions are characterized by a stable structure secured to an isolated segment of the opp with freedom of movement to hinge and twist.
7. The LEFT side of this map describes grappling as a decision making process based on the anatomical-mechanical elements described on the RIGHT. It is not a system that tells you specifically what to do, but a framework that can explain what makes such systems effective, and to help understand why certain actions work and others don't. **Mechanical Principles** (blue) are the foundation of **Tactical Concepts** (red) which serve the **Strategic Orientation** (gold). The same set of rules and tools apply whether your objective is "stand up and run away", "subdue them with minimal damage" or "smash them into pasta sauce". Strikes are subject to the same mechanical principles, and add tactical options whenever the structure exists to support them. The aim is to outline fundamental insights that can be understood and applied by anyone who grapples regardless of ruleset or athletic background. It is my belief that grappling is the finest game available to mankind, a common language that can't be ignored, and that in spite of its apparent complexity and diversity, is really the same simple tools, honed for and applied to different conditions. -Chaz
7.1. START HERE
8. *This is the foundation. * *Movements cost energy. * *While strategy and tactics might not be decisive, energy always is. * *Effective mechanics and tactics reduce your energy spend, and impose greater costs on opp. * *Find ways to deplete your opponent's energy,.and always spend your energy with intention *
9. . . .
10. **Mechanical Principles**
10.1. **You can only move yourself,** and only as much as you have stability and structure to support
10.1.1. Bodies are strongest when they Hinge & Twist
10.1.2. The body makes its most powerful movements when it:
10.1.2.1. moves as one unit
10.1.2.2. moves balanced
10.1.2.3. harnesses momentum
10.1.2.4. centers around an athletic base
10.1.3. Strength is only relevant when it is connected to something.
10.2. **The game's about connection.** Posts connect a joint on you to a point on the ground or opp. Holds connect part of the opp to part of you.
10.2.1. The placement and character of connections dictate the terms of the engagement
10.2.1.1. hooks
10.2.1.1.1. a segment hooks behind someone to stuck them in to you
10.2.1.2. locks
10.2.1.2.1. a locks around a segment to connect it back to you
10.2.1.3. pins
10.2.1.3.1. pins surround a segment so it's buried under you
10.2.1.4. skewers
10.2.1.4.1. skewers stack two segments that they're forced to rotate through
10.2.2. Both sides effect a connection. Advantage is found through **mechanical primatives:**
10.2.2.1. base
10.2.2.1.1. triangle vs over/under pass
10.2.2.2. posture
10.2.2.2.1. guillotine vs double leg
10.2.2.3. leverage
10.2.2.3.1. low single
10.2.2.4. angle
10.2.2.4.1. arm drag vs arm drag
10.2.3. advantage grows the better you connect segments of their structure to your center
10.2.3.1. ends
10.2.3.1.1. fingertips
10.2.3.1.2. toes
10.2.3.2. edges
10.2.3.2.1. wrist
10.2.3.2.2. ankle
10.2.3.3. wedges
10.2.3.3.1. elbows
10.2.3.3.2. knees
10.2.3.4. corners
10.2.3.4.1. shoulder points
10.2.3.4.2. hip points
10.2.3.5. core
10.2.3.5.1. throat
10.2.3.5.2. solar plexus
10.2.3.6. nooks
10.2.3.6.1. inside hips
10.2.3.6.2. armpits
10.2.3.6.3. jawline
11. Whether you aim to thwart your drunk uncle's plan to drive his kids to the casino, peel off an attacker's bodylock, or dominate your rival in the local recreational hugging contest, there are aspect you must control. Also is the reversal: to pursue an advantage in grappling you separate from their defenses as you manuver through. **Tactics are tools to serve strategy.**
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14. all warfare is based on deception
15. FIRST FIGURE OUT |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| THEN FOCUS ON |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| |||||| FINISH WITH
16. STILLNESS IS DEATH
17. stretch them out, wear them down, skin them in layers
18. Pathfinding in a Problem Space
18.1. **Strategic Orientation**
18.1.1. Control // Incapacitate
18.1.2. Separate // Escape
18.2. **Tactical Concepts**
18.2.1. Trapping
18.2.1.1. Disposition
18.2.1.1.1. Scrambled elements of a position are not fixed, lack a strong enough connection to define the position.
18.2.1.1.2. Linked positions are defined by a connection that both sides seek to control.
18.2.1.2. Overcommitment
18.2.1.2.1. Tactic
18.2.1.2.2. Position
18.2.1.2.3. Grip
18.2.1.2.4. Squeeze
18.2.2. Tanning
18.2.2.1. Defensive Depth
18.2.2.1.1. Cumulative Advantage
18.2.2.1.2. Primary and secondary axes
18.2.2.1.3. Layers
18.2.2.1.4. Monkey bars
18.2.2.2. Energy Fight
18.2.2.2.1. Attrition
18.2.2.2.2. Burst
18.2.2.2.3. Recomposition