Curriculum

Developing — Standing Game

The standing game at developing level — grip fighting, takedown chains, upper-body throws, sprawl-and-reshoot, and strategic guard pulling.

At foundations the student learned the single-leg, double-leg, and single collar tie. At developing level, the standing game becomes a real offensive system — grip fighting, takedown chains, upper-body throws, and the strategic question of when (and whether) to pull guard.

Beyond the foundations two takedowns

The foundations single-leg and double-leg are the baseline. Developing level adds:

  • Ankle pick / knee tap — upper-body-driven takedowns.
  • Arm drag to takedown — the arm drag is a universal setup, not only a back-take entry.
  • Body lock takedown — clinch-driven, no leg attack.
  • Foot sweeps — short-range takedowns from the collar tie.

See the standing section of the technique library for mechanics on each.

Grip fighting expanded

Foundations covered the single collar tie. Developing level adds the full grip-fighting system:

  • Two-on-one. Both hands on one of the opponent’s arms. See two-on-one to ashi-garami for the ground transition, but two-on-one is primarily a standing tool.
  • Double collar tie (plum). Both hands behind the neck. Knees, snapdowns, and upper-body throws chain from here.
  • Underhook standing. One arm underhooked. Sets up body lock, inside-trip takedowns.
  • Inside-wrist control. The foundational grip of the whole system.

See collar tie escalation and underhook escalation concept pages.

Takedown chains

Standing is not about any single takedown — it is about chains. Common developing-level chains:

  1. Single-leg → ankle pick. When the single is stuffed, drop the head and pick the near ankle.
  2. Double-leg → single-leg. When the double is defended with a sprawl, shift to high-crotch single.
  3. Arm drag → takedown of choice. Arm drag creates angle; any takedown works from the angle.
  4. Collar tie snapdown → front headlock. Force the head down with the collar tie, capture in front headlock.

See standing takedown vs guard pull dilemma for the ruleset dynamic.

Upper-body throws — introduction

At developing level the student meets their first upper-body throws. These are introduced carefully because fall mechanics matter more here than for leg-attack takedowns:

  • Hip throw (body-lock variation) — uses the body-lock clinch.
  • Inside trip — from underhook control, trip the opponent’s near leg.
  • Lateral drop — from two-on-one, fall sideways and bring the opponent down.

Each requires the student to know safe falls — both their own fall (as the thrower lands in a controlled position) and the opponent’s (as the thrown partner needs to land with slap-break or tuck-and-roll). Fall-drilling precedes throw-drilling.

Sprawl, reshoot, and scramble

Stuffed takedowns create scrambles. Developing-level students learn to:

  • Sprawl on the opponent’s shot (foundations-carryover).
  • Re-shoot from the sprawl — as the opponent pulls back, chase.
  • Front-headlock follow-through (links to stage 7 material).
  • Scramble back-take from a failed takedown — see back take scrambles.

Pulling guard — strategically

The foundations curriculum discouraged guard pulling because it delays development of the real standing game. At developing level, the student has a standing game — which means pulling guard can now be a strategic choice against specific match-ups (an opponent with a dangerous takedown game, a ruleset that rewards bottom play, etc.).

The rule: pull guard because you chose to, not because you gave up the standing exchange. A developing-level student with no takedown game is still a foundations-level standing player.

Invariables

  • INV-07 (level change) — still central.
  • INV-03 (base) — dynamic base during grip exchanges.
  • INV-01 (connection) — grip fighting is the connection layer of standing.
  • INV-05 (angle) — chains are angle-based; re-angling is what opens each successive takedown.

Common errors

  • No chain — single attempt and collapse. Shooting once, getting sprawled on, pulling guard.
  • Grip-passive. Letting the opponent set grips uncontested.
  • Throws without fall practice. Attempting upper-body throws before partner falls are drilled is a direct injury risk.
  • Competitive pulling. Pulling guard reflexively rather than strategically.

Completion criteria

  • Execute at least four distinct takedowns (from the foundations two plus two new).
  • Chain between at least two takedowns when the first is defended.
  • Demonstrate grip-fighting through at least three of the four developing-level grip families.
  • Execute one upper-body throw in drilling with controlled falls.
  • Articulate when guard-pulling is and is not the correct strategic choice.