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The cartwheel pass bypasses the opponent's guard vertically by executing a lateral cartwheel motion over the guard player's legs, inverting and landing in a dominant position behind or beside them. [1...
The inside sankaku (honey hole/saddle) is the apex control position in the modern leg lock hierarchy, where the attacker forms a triangle configuration with their legs inside the opponent's trapped le...
The Body Lock Pass is a modern pressure-based guard pass where the passer secures a body lock (arms locked around the opponent's waist/hips) and uses heavy forward drive to pass the guard — the techni...
The Electric Chair Submission is a groin and inner-thigh hyperextension applied from the lockdown half guard position, where the attacker elevates the opponent's trapped leg upward and outward while s...
The Reaping Heel Hook covers heel hook attacks applied with a 'reaping' leg configuration — where the attacker's outside leg crosses over the opponent's hip line, creating additional rotational contro...
The Jailbreak is a side control escape from the 10th Planet system where the bottom player tucks a foot between the opponent's legs to create space and prevent full side control establishment, allowin...
The body lock pass uses a gable grip or clasp around the opponent's waist or lower back, driving the chest into the opponent's torso to eliminate space, then incrementally clearing the legs to advance...
The double under pass is a fundamental pressure-based guard pass where the passer threads both arms underneath the opponent's legs, gable-grips the hands together near the hips, and stacks the opponen...
The stack pass is a fundamental pressure-based guard pass where the passer places the opponent's legs on their shoulders, rises onto their toes, and drives forward to fold the opponent in half — stack...
The clamp guard is a closed guard sub-position where the guard player controls the inside space between the opponent's arms with their legs, lying on their hip (not flat) with the inside knee blocking...
The tornado guard is an inverted guard position played from half guard where the practitioner rolls underneath the opponent using a twisting inversion to create sweeps and submission entries. [1] Whil...
The 10th Planet Escape family covers escape techniques for positions unique to Eddie Bravo's 10th Planet Jiu-Jitsu system — addressing the specific challenge of escaping the Truck, Twister Side Contro...
Guard passing encompasses all techniques used by the top player to navigate past the bottom player's legs and achieve a dominant position — it is the yin to the guard's yang and arguably the most comp...
The Guard Sweep family covers all sweeping techniques executed from guard positions to reverse the top and bottom positions — the primary offensive tool for the bottom player in BJJ. [1] Guard sweeps ...
The 10th Planet Choke family covers choking submissions developed within Eddie Bravo's 10th Planet Jiu-Jitsu system — specifically designed for no-gi grappling and applied from the system's proprietar...
The 10th Planet Joint Lock family covers joint lock submissions developed within Eddie Bravo's 10th Planet Jiu-Jitsu system — locks designed for no-gi grappling that are applied from the system's prop...
Spine locks target the vertebral column — cervical, thoracic, or lumbar spine — by applying compression, torsion, or hyperextension forces to the spinal segments. [1,2] These are among the most danger...
Wrist locks target the radiocarpal and midcarpal joints of the wrist, applying hyperflexion, hyperextension, radial deviation, ulnar deviation, or rotational (pronation/supination) force to submit the...
Smother locks are submission techniques that obstruct an opponent's breathing by covering the nose and mouth with the body — typically the chest, belly, shoulder, or arm — creating a seal that prevent...
The Jiu-Claw is a 10th Planet Jiu-Jitsu submission from rubber guard where the attacker grips the opponent's face with an open-hand claw grip while the legs control posture, creating a combination fac...
The Marcelotine is a guillotine choke performed without the opponent's arm trapped inside, using a high elbow position over the opponent's trapezius to create direct blade-of-wrist pressure on the tra...
Neck crank chokes are hybrid submissions that combine cervical spine manipulation with vascular or airway restriction. [4] Unlike pure chokes (which target blood/air) or pure cranks (which target the ...
Compression locks are submission techniques that crush muscle tissue against bone, causing intense pain through deep tissue compression rather than joint hyperextension or vascular restriction. [7] Th...
Arm compression techniques (biceps slicers and forearm crushes) work by trapping the opponent's arm over a fulcrum — typically the attacker's wrist, forearm, or shin — and forcing the arm to fold, cru...
The calf slicer (also called calf crush or calf compression) works by placing a hard fulcrum — typically the shin or forearm — behind the opponent's knee and folding the lower leg back, crushing the c...
Cranks and twists are submission techniques that apply rotational or torsional force to a body segment — most commonly the neck (neck cranks) or the arm — forcing the structure beyond its natural rota...
Grip and finger locks are submission techniques that target the small joints of the hand — the fingers and thumb — by hyperextending, hyperflexing, or twisting individual digits or groups of digits be...
Finger locks are small-joint manipulation techniques that isolate and hyperextend, hyperflex, or laterally deviate one or more fingers beyond their anatomical range. [1,2] Techniques include single-fi...
Joint locks are submission techniques that isolate a joint — elbow, shoulder, knee, ankle, hip, wrist, or spine — and apply force to hyperextend, hyperrotate, or compress it beyond its anatomical rang...
Elbow locks are joint lock submissions that hyperextend or hyperrotate the elbow joint, attacking the ligaments and tendons that hold the forearm to the upper arm. [1] The armbar (juji-gatame) — isola...
Heel hooks are among the most powerful and dangerous joint lock submissions in grappling, attacking the knee's rotational ligaments (ACL, MCL, LCL, meniscus) by controlling the heel and twisting the l...
The kneebar is a joint lock that hyperextends the knee by isolating the opponent's leg and using the hips as a fulcrum against the knee joint, similar to how an armbar uses the hips against the elbow....
Inside Sankaku (also called the Saddle, Honey Hole, or Game Over position) is the most dominant leg entanglement position in modern grappling — a configuration where the attacker's legs form a triangl...
The Leg Lock Entry family covers techniques for entering leg entanglement positions (ashi garami) from standing — primarily through rolling entries, sit-outs, and guard-pull-to-leg-lock transitions th...
The Imanari Roll is a rolling leg lock entry named after Japanese MMA fighter Masakazu Imanari — a forward shoulder roll from standing that threads the legs around the opponent's lead leg, landing dir...