Strategy - Tactics - Gameplan
Mount Game
1. Groundbud - Escape the mount, pass the guard, take the mount
2. Mount controls - stablise so the opponent can't escape
3. Submission - americana armlock
4. opponent tried to roll to his knees - take the back
5. submission - rear choke - be sure to do this strong and weak side, left and right
remount - retake the mount
you now have complete control of the groundgame in being able to take the mount, pass the guard, control the mount, submit with armlock, take the back, submit with choke, and retake the mount
6. clinch and leg hook takedown
7. match distance and shoot against aggressive or conservative opponent
you can now choose to bypass the entire striking, kickboxing, kick and punch phase and ranges, to establish a vertical grapple and take the fight straight to the floor - you also choose not to employ vertical grappling such as a choke or lock, and choose not to use a Judo throw
8. you now complete your mount submission trio with the juji gatame straight armbar
now is the time to look at Guard Game
Strategy
Guard Game
9. Punch defence series 1 to 4
in a Street fight an attacker is going to try to punch you so the first thing you need to learn is the punch block defence series
once you have perfected this you can then play your game and look at the guard submissions
10. Sangaku jime - the triangle choke - the important thing is to get the triangle set up right from both the 1.5 strike and the "giant killer", and then do the 4 part choke itself
obviously we want to build a guard submission series
the armbar from the guard - both hi and lo setups
then the transition from armbar to choke and vice versa - on both sides - this will be the foundation of your guard submission game
the third guard submission is the kimura
these come a bit later
what we need to worry about is an opponent who is trying to pass the guard and making the submission difficult - just as we had the punch series to defend against a puncher we have to consider what to do if we have a skilled grappler
11. elevator sweep - which gets us back to the mount
so even if we are up'd and end up on our backs, against a puncher or grappler, we can get back to the mount again
Strategy
12. Shrimp elbow escape from mount - with an opponent that makes a wide base that we can't do the mount escape on, we shrimp out and put him in the guard - the we have guard game
13. Side Mount - when we pass the guard on the outside we take the side mount - the first thing we want to get right is positional control, that way we have the choice of submitting or transitioning to the mount
the rest follows on from here, after we do some FSDs to make it all real
Strategy
We now cycle back out to standing clinch stage to look at what ifs
14. Body fold td - for when opponent still tries to punch you in clinch
now against an aggressive striker the shoot and clinch is easy with timing - however against a conservative opponent the danger of getting sprawled is greater so we need to draw him in and intercept with better timing
15. surprise entry to clinch
Strategy
Now we have the mount and the opponent catches us in a headlock as he tries to turn over
16. Headlock counters
first we prevent him from rolling over with modified mount
then we have a choice of 2 finishes
- he lets go and carries on rolling so we take the back
- if he keeps hold of the neck we frame and break then we catch his arm and take the armbar
17. - Double leg takedown
against an aggressive opponent trying to punch
against a conservative opponent - time this right so he doesn't sprawl you
after the double leg td we move to side mount
now we look at what happens if we are td and passed and scarf hold is established before we can defend
18. Side mount headlock escape
the opponent has you in the scarf hold and you need to escape
- frame and escape, put him in scissor choke
- if scissor choke doesn't work, pass to side mount
- if he maintains the lock after you roll him you are now in the same position as mount headlock so do the escape
now we look at what happens if he progresses so we have him back in our guard
19. Guard armlock
- he swims inside and stays low so we frame and do low spin version
- he sits up high for choke so we high spin
- transition to triangle set up
20. Guard double ankle sweep
rather than attack or try to pass guard he stands up
- knee thrust version and pass through to mount
- kick variation and stand up
21. Pull Guard
standing clinch, opponent creates a gap so you can't control his hips - so you pull guard
22. Side mount - scarf hold - headlock escape - take back
- opponent counters the frame to allow the standard escape
- leg hook escape to take back
- henka - opponent has wide base
- henka - punch block variation
23. Standing Guillotine
- opponent tries to tackle - block and choke
- pull guard
24. Side Mount shrimp escape
- opponent passes your Guard on the outside and attempts side mount
- block and shoot before mount established
- shrimp and shoot as side mount is established
- establishes side mount and punches - escape
opponent is now back in your Guard
25. Kimura from Guard
- basic, rider and forced versions
now we look at the next stage of standing game
26. Opponent puts you in headlock while standing - td counter
- if opponent keeps hold on do headlock escape
now we look at guard punch def after stage 4
27. Guard punch def stage 5
- in stage 4 opponent avoids leaning over - keep movement
- opponent grabs your leg - rollover
28. guard hook sweep - opponent had one leg forward
- take side mount
standing
29. rear clinch - when opponent gets arm over your head, move to rear clinch
- rear takedown
30. - uke attack with big swing punch - take rear clinch
Guard game
31. from the Guard stage one uke drives forward with forearm - take the back
- establish head and arm control - possible choke here
- take back
standing
32. guillotine defence - uke catches you in guillotine
- take down
side mount game - uke has established side mount, countered your shrimp to guard attempt and now attempts to mount
33. counter by shrimping other way to put him back in guard
- knee drive version
- step over version
Standing
34. standing armlock - waki gatame against choke or push
in Rogue series this is also done against a hair grab
this is the fifth tomiki hiji waza elbow technique
in Judo it is the only standing armlock allowed in randori
in the RDD we combine this with the guillotine defence
We have the Mount and want to turn him over - this if the most aggressive use of JJ - the Rickson strategy, shoot, clinch, td, turnover, choke
35. use punches to make uke cover his face
- turn him to his knees and take the back - sleeper finish
- if he doesn't turn, take the armbar
36. double underhook guard pass
now we consider an opponent that is a skilled grappler and we want to pass his guard - you can't risk a standard inside or an outside as he will be looking for a triangle choke or armbar - so we use the double underhook pass
this of course takes us to side mount
Once in side mount the normal part of our game is to progress to the mount - this takes skill if we are this stage of the game, past 36, where we have a skilled grappler who will try to escape the side mount or put us back in the guard - we are potentially working against an opponent who has all 36 of the above combatives
with this in mind we have some advanced moves to apply in side mount game
37. Americana in side mount
38. kimura in side mount
- basic form
- step over modified version
39. scarf hold
- kesa gatame is the basic hold
- kata gatame is the switch to the hold which allows a sleeper choke
40. juji gatame from scarf hold - a tricky transition to a one legged version
it is also possible to do a straight arm bar in side mount
and there are versions of the straight armbar and Americana in scarf hold, though these are advanced techniques are based on position not transition