Tuesday, 6 September 2022

Strategy - Tactics - Gameplan

 

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