Phases of Combat
- Free-Movement Phase
- Standing Clinch
- Ground Combat
Take the opponent into a phase where they are least skilled comparatively.
Key Findings from Combat Studies
- Fights often end on the ground
- Ground combat offers more control than standing phases
- Size & strength matter less on the ground
Common Transitions
- Collar-and-Elbow Clinch → Transition to Rear Clinch (Duck Under)
- Standing Guillotine → Escape via Outside Russian (Wrist & Elbow)
- Over-Under Clinch → Pummel to Double Underhooks → Inside/Outside Trip
- Neck Clinch → Snap Down to Front Headlock → Cross Ankle Pick
- Rear Clinch → Rear Trip or Escape via Kimura
- Front Headlock Clinch → Flying Guillotine
Off-balance the opponent (linear or circular) to make them focus on recovering balance.
Drills by Phase
- Free Movement
- Shadow Fighting
- Equipment Training (mats, speed/agility)
- Sparring
- Clinch Drills
- Sumo – score when hand/knee touches the ground or steps out
- Pummeling – score for rear clinch, headlock, or lifting feet off ground
- Ground Drills (Bottom)
- Rear Mount Escape
- Mount Escape
- Turtle Escape
- Armless-Guard Drill
- Ground Drills (Top)
- Positional Maintenance Drills
- Repetitive Guard-Passing Drill