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Positional game 66 available A constraints-led game — its two outcome-framed win conditions, ability floor, and constraint type. Built for coaches and bloggers writing about training design.
Choose a game 50/50 Positional Dilemma 70/30, Shotgun Grip — Advance Inside Active Shot vs Sprawl Ankle Lock Finish Game Armbar System — Full Expression Armbar vs Triangle — The Guard Dilemma Ashi Garami Entry Game Back Attack System — Full Expression Back Position — Seatbelt Keep Back Retention with Hooks Back Take Entry Routes Butterfly Ashi, Shotgun Grip — Thread to Control Butterfly Kimura Trap Caught in 70/30 — Escape and Reverse Closed Guard Kimura Pressure Collar Tie Inside-Hand Battle Confined-Area Guard Retention Connection Hold — Grips Off Cross Ashi, Feet Free — Win the Grip Cross Ashi, Gripped — Finish or Triangle Finishing the Escape — From the Back Finishing the Pass — From the J-Point Finishing the Reversal — From Shin-to-Shin Finishing the Strangle — From the Back Foot Sweep Only — Constrained Standing Game Front Headlock — Back Take Game Front Headlock — Establish and Hold Front Headlock — Guillotine Entry Game Front Headlock System — Full Expression Front Headlock vs. Sit-Out and Stand-Up Game Over — Finish or Take the Back Guard Armbar — Achieve the Finish Position Guard Armbar vs the Stack — Reading the Defence Hook War — Back Position Lower Control Inside Heel Hook Game Inside Sankaku — Finish or Advance Inside Space War Kimura System Full Expression Leg Entanglement Full System Leg Lock Full System Game Mount Armbar — Arm Extraction and Finish Position Off-Side Guard Pass Outside Ashi, Shotgun Grip — Close to Sankaku Outside Heel Hook vs Extraction Outside Heist, Shotgun Grip — Advance Outside Over-Under Clinch Battle Passing the Ankle Line Passing the Knee Line Rebuilding Behind a Frame Recovering From Flat Russian Tie (Two-on-One) Battle Side Control Kimura — Establish and Defend the Grip Single-Leg X — Enter the Outside Game Standing Leg Entanglement Entry Battle Standing vs Seated Standing vs Seated — At a Disadvantage Standing vs Seated — With an Advantage Standing vs Seated Guard The Dogfight — Back or Top Toe Hold Game Triangle — Entry From Closed Guard Triangle — Finish Game vs. Posture Stack Triangle — Hip Angle and Arm Isolation Game Triangle and Armbar — Two-Way Combination Game Triangle System — Full Expression Turtle Top Kimura Control <iframe src="https://ingrappling.com/embed/game/GAME-LE-03/" width="360" height="290" style="border:0;max-width:100%;width:100%" title="50/50 Positional Dilemma — InGrappling" loading="lazy"></iframe> Copy code Live preview
Invariant 50 available One of the mechanical truths the whole site is organised around — the statement and its domain. The most citable single card.
Choose a invariant INV-01 — Connection Eliminates Space and Transfers Weight INV-02 — Inside Position Controls the Outside INV-03 — Structural Resistance Must Be Disrupted Before Submission INV-04 — Force Angle Determines Leverage, Not Size INV-05 — Frames Redirect Perpendicular; Fail When Opposing Directly INV-06 — Base Is Weight Distribution Over the Support Point INV-07 — Connection Is the Prerequisite for All Control INV-08 — Positional Advantage Is the Prerequisite for Submission INV-09 — Joints Against Natural Range Reach Danger Faster INV-10 — Space Is Contested — Neither Player Owns the Space They Create INV-11 — The Underhook Controls the Hip on That Side INV-12 — Rotation Around a Fixed Point Creates Leverage INV-13 — Destabilisation Precedes Control INV-14 — Limb Isolation Requires Removing It from the Defensive System INV-15 — Segmenting the Body Prevents Unified Defence INV-16 — Escape Mechanics Require Creating Space Before Moving Through It INV-17 — Structural Loading INV-G01 — The Foot Line Determines Whether the Guard Engages INV-G02 — The Guard Must Face the Passer INV-G03 — Elbow Connections Control the Passer's Weight INV-G04 — Hand Posts Create Offensive Opportunities INV-G05 — Hip Mobility Is the Guard's Engine INV-LE01 — Inside Space Control Determines the Entanglement INV-LE02 — Heel Exposure Is Determined by Position, Not Grip INV-LE03 — Connection Throughout Prevents Escape INV-LE04 — The Foot Is the Handle; the Knee Is the Target INV-LE05 — The Hip Controls the Line of the Leg INV-P01 — Clear the Feet Before Advancing INV-P02 — Advance to and Hold the Knee Line INV-P03 — The Pass Is Complete When Connections Are Broken INV-P04 — Passing and Pinning Are the Same Task INV-PIN01 — Underhooks with Chest Contact Cover the Hips INV-PIN02 — Chest Contact Without Hip Coverage Fails INV-PIN03 — Flattening to the Back Removes Frame Capacity INV-PIN04 — Double Underhooks Are the Highest Control State in a Pin INV-S01 — Strangles Require Compression on Both Sides of the Neck Simultaneously INV-S02 — The Target Limb Must Be Isolated Before the Submission Can Be Completed INV-S03 — The Secondary Anchor Must Be Controlled or Removed INV-S04 — Arm-Out Strangles Apply Force More Directly; Arm-In Strangles Must Compensate INV-S05 — Joint Submissions Require Loading the Joint to Its Structural Limit INV-SC01 — Greater Hip Height Holds the Structural Advantage INV-SC02 — Opponent's Downward Pressure Creates Offensive Entries INV-SC03 — First Connection Dictates the Scramble Direction INV-SC04 — Re-connecting on Your Own Terms Holds the Scramble Initiative INV-ST01 — Destabilising the Opponent Requires Controlling the Secondary Leg INV-ST02 — Hip Access Is the Functional Goal of All Single-Leg Attacks INV-ST03 — Destabilisation to the Hands Is Advantage; Destabilisation to the Hips Is a Takedown INV-ST04 — Level Change Is the Prerequisite for Penetration on Double-Leg and Single-Leg Entries INV-ST05 — Kuzushi Is the Sustained Loading of Weight Onto the Leg the Attacker Intends to Remove INV-ST06 — Bent-Over Posture in Standing Exchanges Is Functionally Equivalent to Mid-Throw <iframe src="https://ingrappling.com/embed/invariant/INV-01/" width="360" height="250" style="border:0;max-width:100%;width:100%" title="Connection Eliminates Space and Transfers Weight — InGrappling" loading="lazy"></iframe> Copy code Live preview
Technique 420 available A technique with its hub, ability level, and a one-line description. Drop it into a post that references the position.
Choose a technique 3/4 Armbar 3/4 Armbar Escape 50/50 50/50 Ankle Lock 70/30 70/30 (also 80/20) — Defending Americana Americana Escape Anaconda Choke Ankle Pick Aoki Lock Aoki Lock Escape Arm Drag Arm Triangle Arm Triangle Escape Arm-In Guillotine Armbar Armbar Escape Ashi Garami Ashi Garami / Single Leg X — Defending Ashi Garami Ankle Lock Ashi Garami Toe Hold Back Armbar Back Crucifix Back Defence — Hand Fight Back Defence — Standing Back Defence — Turtle Recovery Back Exposure Back Step Pass Back Take Entry Routes Back Triangle Back Triangle Escape Backpack Position Backside 50/50 Backside 50/50 — Defending Banana Split Banana Split Escape Baratoplata Baratoplata Escape Baseball Bat Choke Baseball Bat Choke Escape Belly Down Back Mount Berimbolo Berimbolo Defence Bicep Slicer Bicep Slicer Escape Blast Double Body Lock Pass Body Triangle Body Triangle Defence Buggy Choke Buggy Choke Escape Bulldog Choke Bulldog Choke Escape Butterfly Arm Drag Sweep Butterfly Ashi Garami Butterfly Ashi Garami — Defending Butterfly Guard Butterfly Hook Break Butterfly Hook Sweep Butterfly Sumi Gaeshi Calf Slicer Calf Slicer Escape Can Opener Can Opener Escape Cement Mixer Chicken Wing Ride Choi Bar Choi Bar Escape Clamp Pass Clamp Position Claw Closed Guard Closed Guard Break — Kneeling Closed Guard Break — Standing Cross Ashi Garami Cross Ashi Garami — Defending Crucifix — Bottom Crucifix — Top Crucifix Armbar Crucifix North-South Choke Cut the Corner D'arce Choke D'Arce, Brabo and Anaconda Escape De Ashi Harai De La Riva Break De la Riva Guard Deadlift Armbar Deep Half Back Take Deep Half Guard Deep Half Sweep Diagonal Ashi Garami Diagonal Ashi Garami — Defending Dogfight Domplata Domplata Escape Double Collar Tie Double Leg Entry Double Shin Guard Sweep Double Under Pass Double Underhooks Duck Under Electric Chair Electric Chair Escape Electric Chair Sweep Estima Lock Estima Lock Escape Ezekiel Choke (No-Gi) Ezekiel Choke Escape False Reap Fireman's Carry Flying Armbar Flying Triangle Folding Pass Four-Point Position Front Body Lock Front Headlock — Ground Control Fundamental Escape Movements Game Over Game Over / Z-Lock — Defending Gift Wrap Gift Wrap — Bottom Go Behind Gogoplata Gogoplata Escape Granby Roll Guard Armbar Guard Guillotine Guard Pull Guard Retention Guillotine (High-Elbow) Guillotine Escape Half Butterfly Guard Half Butterfly Pass Half Guard — Bottom Half Guard Pass Hammerlock Hammerlock Escape Harai Goshi Headquarters (HQ) Heel Hook Escape Heist Sweep High Crotch High Guard / Meathook High Guard Pass High Mount High Step Pass Hip Bump Sweep Hip Throw Family Homer Simpson Sweep Imanari Roll Inside Heel Hook Inside Sankaku Inside Sankaku — Defending Inside Trip Inverted Armbar Inverted Armbar Escape Inverted Guard Inverted Guard Pass Iowa Ride Ippon Seoi Nage Irimi Ashi Sweep Japanese Necktie Japanese Necktie Escape Junny Lock Junny Lock Escape K-Guard K-Guard (Entanglement Context) K-Guard (entanglement context) — Defending Kani Basami Kata Gatame Kata Gatame — Bottom Kesa Arm-Crush Kesa Gatame Kesa Gatame — Bottom Kesa Gatame Escape Techniques Kimura Kimura Control Kimura Escape Kiss of the Dragon Knee Cut Pass Knee on Belly — Bottom Knee on Belly — Top Knee on Belly Escape Techniques Knee Shield Break Knee Tap Kneebar Kneebar Escape Koshi Guruma Kosoto Gari Kouchi Gari Kouchi Makikomi Lateral Drop Lateral Knee Bar Lateral Knee Bar Escape Leg Drag Pass Leg Drag Position Leg Drag Position — Defending Leg Ride Leg Weave Pass Lockdown Lockdown Pass Locoplata Locoplata Escape Long Step Pass Lower Leg Shift Sweep Lumberjack Sweep Mexican Necktie Mexican Necktie Escape Mikey Lock Mikey Lock Escape Mir Lock Mir Lock Escape Monoplata Monoplata Escape Mount — Bottom Mount — Top Mount Escape Techniques Mounted Armbar Mounted Triangle Mounted Triangle Escape Mutual Ashi Garami Near Ankle Ride Near-Side Armbar Ninja Choke (No-Gi) Ninja Choke Escape North-South — Bottom North-South — Top North-South Choke North-South Choke Escape North-South Escape Techniques O Goshi Octopus — Top Perspective Octopus Butterfly Sweep Octopus Guard Octopus Guard Pass Octopus Kosoto Sweep Omoplata Omoplata Control Omoplata Escape Omoplata Triangle Opposite Triangle Escape Opposite-Side Triangle Osoto Gari Ouchi Gari Outside Ashi — Standing Context Outside Ashi Garami Outside Ashi Garami — Defending Outside Ashi Kneebar Outside Heel Hook Outside Heist Outside Heist — Defending Outside Sankaku Outside Sankaku — Defending Outside Trip Outside Tripod Sweep Over-Under Clinch Over-Under Pass Overhead Sweep Pendulum Sweep Peruvian Necktie Peruvian Necktie Escape Peterson Roll Pinch Headlock Power Nelson Quarter Mount Quarter Mount — Bottom Rau Drag RDLR Back Step Sweep RDLR Back Take Rear Body Lock Rear Naked Choke Rear Naked Choke Escape Reverse De la Riva Reverse Guard Reverse Guard (Entanglement Context) Reverse Kesa Gatame Reverse Kesa Gatame — Bottom Reverse Triangle Reverse Triangle Escape Reverse Tripod Sweep Reverse X Reverse X — Defending Rolling Armbar Rolling Armbar Escape Rolls and Reversal Mechanics Rubber Guard Russian Tie S-Mount S-Mount — Bottom S-Mount Escape Techniques Saddle Banana Split Saddle Calf Slicer Saddle Kneebar Saddle Toe Hold Scissor Sweep Scorpion / Lower Leg Shift Scorpion Pass Scorpion Sweep Scorpion to Back Take Scramble Principles Seatbelt Control Seatbelt Defence Seated Guard Seated Guard Engagement Seoi Otoshi Shelf Shin-on-Shin Shoelace Heist Reversal Short Choke Short Choke — Front Headlock Short Choke Escape Short Sit Shotgun Armbar Shoulder Crunch Sickle Sweep Side Control — Bottom Side Control — Top Side Control Escape Techniques Side Scissors Sweep Side Triangle Side Triangle Escape Single Collar Tie Single Leg Entry Single Leg X Sit-Out and Stand-Up Mechanics SLX Back Take SLX Stand-Up Sweep Smash Pass Snap Down Spinning Armbar Spiral Ride Split Squat Pass Sprawl Stack Position Standard Triangle Standing Standing Front Headlock Standing Kimura Standing Kimura Escape Standing RNC Standing RNC Escape Standing vs Entangled Guard Standing vs Seated Guard Standing vs Supine Guard Straight Ankle Lock Straight Ankle Lock Escape Straight Arm Shoulder Lock Straight Arm Shoulder Lock Escape Straight Armlock Straight Armlock Escape Straitjacket Suloev Stretch Suloev Stretch Escape Sumi Gaeshi (Standing) Supine Guard Suplex Sweep Single Tani Otoshi Tarikoplata Tarikoplata Escape Technical Mount Technical Mount — Bottom Technical Mount Escape Techniques The Reap The Reap — Defending Toe Hold Toe Hold Escape Tomoe Nage Top Butterfly Guard Top Half Guard Top Mir Lock Top Shotgun Armbar Toreando Pass Tozi Pass Transition Chains — What Follows What and Why Tren Lock Tren Lock Escape Triangle Choke Escape Tripod Pass Tripod Sweep Truck / Crab Ride Truck / Crab Ride — Defending Truck Ankle Lock Truck Banana Split Truck Calf Slicer Truck Kneebar Truck Toe Hold Turk Turtle — Bottom (Defending) Turtle — Top (Attacking) Turtle Escape Techniques Twister Twister Escape Twister Hook Twister Side Control Uchi Mata Uki Goshi Underhook Half Guard (Bottom) Ushiro X — Reverse X Guard Ushiro X Pass Von Flue Choke Von Flue Choke Escape Waiter Guard Pass Waiter Position Waiter Sweep Williams Guard Williams Guard Pass Woj Lock Woj Lock Escape Wrestling Up (Turtle Bottom) Wrist Ride Wristlock Wristlock Escape X-Guard X-Guard Back Take X-Guard Tilt Sweep Z-Guard / Knee Shield Z-Lock Z-Lock Escape <iframe src="https://ingrappling.com/embed/technique/SUB-ARM-34-JUJI/" width="360" height="230" style="border:0;max-width:100%;width:100%" title="3/4 Armbar — InGrappling" loading="lazy"></iframe> Copy code Live preview
Constraint type 6 available One of the six constraint-design types, with the lever it works along and how many games use it. Pairs with the constraints explorer.
Choose a constraint Positional Spatial Temporal Handicap Informational Scoring <iframe src="https://ingrappling.com/embed/constraint/positional/" width="360" height="230" style="border:0;max-width:100%;width:100%" title="Positional constraint — InGrappling" loading="lazy"></iframe> Copy code Live preview
Biomechanics 14 available A biomechanics explainer — the mechanical "why" behind a position, from leverage and joint range to strangles, momentum, and breathing. The most citable science cards.
Choose a mechanic Base and off-balancing Breathing under pressure Connection and weight transfer Dynamics and momentum Frames and structure Grip and friction Inside position Isolation and the kinetic chain Joint locks and the end of range Leverage and moment arms Neck cranks and the spine Position before submission Strangles and blood flow Structural loading <iframe src="https://ingrappling.com/embed/mechanic/base-and-off-balancing/" width="360" height="240" style="border:0;max-width:100%;width:100%" title="Base and off-balancing — InGrappling" loading="lazy"></iframe> Copy code Live preview
Self-defence 3 available An honest self-defence visual — the escape-odds matrix (how much grappling shifts your odds of a safe escape, scenario by scenario), the sport→street transfer split, or the overselling red-flag spot-check. For anyone writing about whether grappling works for self-defence.
Choose a self-defence visual Escape-odds matrix (the flagship) Sport → street transfer split Overselling red-flag spot-check <iframe src="https://ingrappling.com/embed/self-defense/scenario-matrix/" width="360" height="975" style="border:0;max-width:100%;width:100%" title="Escape odds by scenario — InGrappling" loading="lazy"></iframe> Copy code Live preview
Using the widgets Every card carries a link back to its page on InGrappling — please keep it intact. The card reads prefers-color-scheme, so it matches a light or dark page on its own. The snippet is a plain <iframe> — no JavaScript loads on your page. Resize the width and height to fit. New games, invariants, and techniques get cards automatically — the picker above is always current.