Goal of the Mighty Monkeys

The 7+ Years Martial Arts class, Mighty Monkeys caters to children aged between 7-15 years old. In this program, we focus on similar elements covered in the earlier programs, but with a greater attention to detail.

We are looking to develop a higher level of concentration and commitment and therefore, a greater understanding of the techniques and their application. We will also be looking to develop young leaders in this age group, giving them more responsibility by encouraging them to contribute to not only their development but also their teammates development.

CLASS STRUCTURE

EXAMPLE CLASS: Double Leg Class

WARM UP: Various exercises to warm up the muscles and joints with a focus on those that will be predominantly used for the technique.

  • Star Jumps
  • Seal Jumps
  • Highland Flings
  • Squats
  • Level Changes
  • Push Ups

PRE-TECHNIQUE: Basic, fundamental movement related to the technique (i.e. Breakfalls, Rolls, Bridges, Shrimps, etc)

  • Seated Breakfalls
  • Standing Breakfalls
  • Penetration Steps
  • Penetration Half Steps
  • Partnered Penetration Steps

TECHNIQUE: Technique of the week.

  • Basic Straight Line Double Leg Takedown
  • Double Leg Takedown with half step

SPECIFIC TRAINING: Specific sparring based around the technique (i.e. positional sparring, free rolling with specific goals, etc)

  • Takedown Sparring

And/or

  • Free Rolling from standing

GAME: Either a game revolving around the technique or a fun game as a reward for a good class.

  • Tackle Zombies (to only be used for older children and under EXTREME supervision.

Or

  • Dodgeball

Paul Chapman

Instructor
Kawana Waters

“The Playful Pandas program is an excellent way for children to be introduced to Brazilian Jiu Jitsu in a fun, welcoming environment while learning the various fundamental skills, positions and submissions that Brazilian Jiu Jitsu has to offer. This program is an excellent foundation for children to learn both fundamental Jiu Jitsu skills but also develop motors skills, communication/social skills that they will carry not only through the rest of their Jiu Jitsu journey but life as well. I find that this age group is one of the most fun and rewarding ones to teaching.”

    Structure Benefits 

    In this age group children start to learn the base fundamental techniques of Brazilian Jiu Jitsu safe, fun environement. 

    It is in the age group where children will learn the fundamental techniques of Brazilian Jiu Jitsu as well as slightly more advanced techniques and movements that that within the 4-7’s program. It is also in this program that learning become more similar to that of the adult program.

    MIGHTY MONKEYS CLASSES

    Class 1 - Trap & Roll - Lesson A

    Lesson A. Trap n Roll

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Squats
    • Level Changes
    • Head nods
    • Head turns
    • Wrestlers neck conditioning

    Pre Technique

    • Hip Bumps
    • Explosive Bumps
    • Static full bridge

    Technique – 2 on 1 defence (choose most relevant option for students in attendance)

    • Hands on the chest
    • Base Breakdown
    • Choke Defence
    • Punch Block

    Common Mistakes

    • Weak controls due to incorrect thumb positioning on the grips and allowing elbows to stray from the body
    • Chewing up the shoulder you are bridging over must look back to leave space
    • Low hip positioning during the bridge transition
    • Failure to remove far side hook before bridge transition
    • Incorrect guard control posture

    Teaching Tips and Terminology

    • When explaining the grips for the Trap n Roll it is useful to refer to the grip on the wrist as an Ice Cream scoop or Monkey paw because it is essential that grip is made without the use of the thumb.
    • When talking about the second grip on the triceps use the terms C clamp or Lego man grip
    • At this time it always good to explain the reason for the different style of grips, the main reason for using the Ice cream scoop over the C Clamp is that when gripping you sometimes need the fingers to wrap further round towards the back of the item you are holding and when the thumb is used this restricts this.
    • When describing the bridge motion it is important to highlight the need for a full shoulder to bridge over use the term chewing up to describe when you eat your own shoulder up preventing a full bridge.
    • When coming up into the Closed guard let your students know that they will be much stronger if they sit on their heels with straight arms pushing into their opponents chest use the analogy of being at the top of the bench press.

    ·    Specific Training (choose 1 option)

    • Mount Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Select a Game from our list to finish the class with, should last for 5-7 mins
    Class 1 - Trap & Roll - Lesson B

    Lesson B. Trap n Roll

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Squats
    • Level Changes
    • Head nods
    • Head turns
    • Wrestlers neck conditioning

    Pre Technique

    • Hip Bumps
    • Static Bridges
    • Explosive Bridges
    • Bridge and Turn

    Technique – Arm Hook Trap N Roll (choose most relevant option for students in attendance)

    • Arm Hook
    • Headlock Trap N Roll
    • Punch Block

    Common Mistakes

    • First mistake is usually weak controls from the beginning, we need to keep our opponent close to us from the start of the technique, this is especially important when using the Punch Block Variation
    • When performing any Arm Hook Trap N Roll remember to prevent your opponent from climbing to high up you body you can reset this by using the wall walk.
    • Arm hooking from outside in rather than inside out must swim up the centre and hook over the top of the arm
    • When Using the Headlock Trap N Roll you must remember to drive your head into the mat to Trap the Arm hugging the head.
    • SAFETY! This is for the person on top, you must turn your palm (on the arm that is trapped) towards the sky and hold the shoulder, this will prevent damage to the fingers and wrist when you are bridged over
    • Chewing up the shoulder you are bridging over must look back to leave space
    • Low hip positioning during the bridge transition
    • Failure to remove far side hook before bridge transition
    • Incorrect guard control posture

    Teaching Tips and Terminology

    • When explaining the grips for this Trap n Roll it is useful to refer to the grip over the arm as a Arm Hook
    • When talking about the Roll and the leg work to trap our opponents feet, use the term order of operations as this will explain easily the change in the position of the feet.
    • When describing the bridge motion it is important to highlight the need for a full shoulder to bridge over use the term chewing up to describe when you eat your own shoulder up preventing a full bridge.
    • If you bridge using the hand on the hip highlight the hand position by painting the picture of them doing a bench press
    • When coming up into the Closed guard let your students know that they will be much stronger if they sit on their heels with straight arms pushing into their opponents chest use the analogy of being at the top of the bench press.

    ·    Specific Training (choose 1 option)

    • Mount Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Select a Game from our list to finish the class with, should last for 5-7 mins

     

    Class 2 - Guard Passing - Lesson A (Same Side Pass)

    Lesson A Same Side Pass

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Closed guard crunches
    • Leg Rotations

    Line Drills

    • Shrimps
    • Rear Break fall with Roll
    • Judo Roll

    Pre Technique

    • Osvaldo Alves passing drills

    Technique – Same side (choose most relevant option for students in attendance)

    • Same side with Mount Transition
    • Same side with Back step transition

    Common Mistakes

    • When stapling the leg at the beginning of the pass a common error is that you allow your foot to slide over the top of the leg this means your opponent can place you in the Half Guard preventing the pass
    • When the hands shoot forward for base make sure the far arm goes in as a under hook the common mistake is to let the opponent on the bottom have the under hook this results in your back being taken.
    • With the back step make sure you rotate all way till the hip sits on the floor, this will make the pass far more stable
    • In the final mount position its common for the student to leave the feet stuck out to the side instead of tucking them under the bottom, make sure they are tucked underneath the bottom

     

    Teaching Tips and Terminology

    • When passing the first leg over to pass the guard use the term stapling to explain the clamping action that prevents the opponent defending by placing us into a half guard.
    • Use the term under hook to describe the control that prevents your opponent from taking your back
    • Don’t forget to use the term Roll Control to describe the end side control position after the back step pass, Roll control is an important finishing position for this pass because when you pass your opponent is likely to buck and fit trying to get you off.

     

     

    ·    Specific Training (choose 1 option)

    • Guard Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Guard Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use one of the open guard games
    • Open guard ball hold – In this game encourage the attacker to get to the mount and the defender to use the Trap n roll or bridge movement to defend the ball steal.
    • Open guard noodle striking – Similar to the ball hold game but I little more Self defence orientated as you are using the open guard to stop your opponent from hitting your head with the noodle

     

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins

     

    Class 2 - Guard Passing - Lesson B (Knee Slice Pass)

    Lesson B Knee Slide Pass

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Closed guard crunches
    • Leg Rotations

    Line Drills

    • Shrimps
    • Rear Break fall with Roll
    • Judo Roll

    Pre Technique

    • Osvaldo Alves passing drills

     

    Technique – Knee Slide (choose most relevant option for students in attendance)

    • Knee slide with guard prevention
    • Knee Slide with Roll Control

    Common Mistakes

    • When sliding the knee through into our first staple position it is common for the student to forget to step their other leg over the opponents leg, if they forget to do this it will compromise their base
    • After the staple the passer tends to want to grab round the head instead of using the under hook
    • Lack of hip connection when sliding the leg through, prevent this by sliding the leg through sideways not forwards
    • In the final guard prevention position it is common to kick the leg through to far causing us to lean back stay in a more neutral position with leg
    • With the Roll control finish make sure you have good hip connection after the pass without your opponent will place you back in the guard easily.

    Teaching Tips and Terminology

    • Remember with the juniors it is much easier for them to learn this technique from standing
    • When passing the first leg over to pass the guard use the term stapling to explain the clamping action that prevents the opponent defending by placing us into a half guard.
    • Use the term under hook to describe the control that prevents your opponent from taking your back
    • Don’t forget to use the term Roll Control to describe the end side control position after the Knee slide pass, Roll control is an important finishing position for this pass because when you pass your opponent is likely to buck and fit trying to get you off.
    • In the final guard position it is useful to mention the dead angle that can be created by kicking the leg through to far when moving into the final guard prevention position.

    ·    Specific Training (choose 1 option)

    • Guard Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Guard Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use one of the open guard games
    • Open guard ball hold – In this game encourage the attacker to get to the mount and the defender to use the Trap n roll or bridge movement to defend the ball steal.
    • Open guard noodle striking – Similar to the ball hold game but I little more Self defence orientated as you are using the open guard to stop your opponent from hitting your head with the noodle

     

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins

     

    Class 3 - Controls - Lesson A (Mount)

    Lesson A – Mount

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Seated Break falls

    Pre Technique

    • Hip bumps
    • Explosive bumps
    • Static full bridges
    • Bump and shrimp

    Technique – Mount Controls (choose most relevant option for students in attendance)

    • Head & Hands
    • Low swim
    • High Swim
    • Super hooks

    Common Mistakes

    • When using the Head and Hands control the arm we use for base tends to be put on the mat too close to the opponent make sure it is placed out wide to maintain a strong base
    • With the low swim it is common to forget to turn the arm over before pulling out
    • Forget to swim into the space revert too knocking arms out of the way
    • When using Super Hooks we push the legs out straight instead of pushing them towards the ceiling, remember we want to apply pressure to their hips not their legs

    Teaching Tips and Terminology

    • With the head and hands defence highlight the importance of gripping the head ie. Staying connected
    • With low swims discuss space management highlight their goal to clamp and your goal to rotate to gain space to pull out
    • Highlight the need to swim in against stronger people you will not be able to knock a stronger persons arm out of the way
    • When referring to the foot position on the super hook I find it helps to refer to pointing toes as acting like a ballet dancer
    • Also let them know super hooks is a emergency position

     

    ·    Specific Training (choose 1 option)

    • Mount Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use one of the ball hold games or one of the open guard games or reaction sparring
    • Open guard or turtle guard ball hold – In this game encourage the attacker to get to the mount and the defender to use the Trap n roll or bridge movement to defend the ball steal.
    • Open guard noodle striking – Similar to the ball hold game but I little more Self defence orientated as you are using the open guard to stop your opponent from hitting your head with the noodle
    • Reaction sparring – sit back to back or lay side to side on the whistle the winner is the first to get on top in the mount

     

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins
    Class 3 - Controls - Lesson B (Modified Mount)

    Lesson B – Modified Mount

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Seated Break falls
    • Leg posting side to side

    Pre Technique

    • Hip bumps
    • Static full bridges
    • Bump and shrimp

    Technique – Modified Mount (choose most relevant option for students in attendance)

    • Head Lock Counter
    • Breaking the grip
    • Twisting Arm Control
    • Kimura Control

    Common Mistakes

    • When making the initial transition into the modified position students always remember to stand their leg but forget to slide the other leg up towards the head altering the angle.
    • Failure to break the grip from head lock control usually because you forget to push the hips forward as you push down on the head
    • With Twisting arm control weak grips are a problem caused by failure to straighten the arm behind the head
    • Students forget to stay behind the shoulder when moving to the twisting arm control or the Kimura control

    Teaching Tips and Terminology

    • When sliding the leg up towards the head in transition refer to and see the leg as making a pillow for your opponents head.
    • As you break the grip from head lock control remember to tell them to engage the hips as well as push down with the frame, the frame is the position that you create with the arms across the face
    • Use the analogy of trying to twist your opponents head off when explaining the action of the Twisting Arm Control
    • Really highlight the need to stay behind the shoulder during Kimura control also mention throttling down as the action you use to make the arm entanglement tight.

     

    ·    Specific Training (choose 1 option)

    • Mount Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use one of the ball hold games or one of the open guard games or reaction sparring
    • Open guard or turtle guard ball hold – In this game encourage the attacker to get to the mount and the defender to use the Trap n roll or bridge movement to defend the ball steal.
    • Open guard noodle striking – Similar to the ball hold game but I little more Self defence orientated as you are using the open guard to stop your opponent from hitting your head with the noodle
    • Reaction sparring – sit back to back or lay side to side on the whistle the winner is the first to get on top in the mount

     

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins

     

    Class 4 - Americana - Lesson A (Americana from Mount)

    Lesson A: Americana from Mount

    Warm up – Basic conditioning and motor skill development.
    • Arm Circles
    • Chest Fly’s
    • Head nods
    • Head turns
    • Ear to shoulder
    • Hip circles
    • Star Jumps x 20
    • Squats/Hindu Squats x 20
    • Star Jumps x 20
    • Push ups x 10/20
    • Star Jumps x 20
    • Sit Ups x 20

    Pre Technique
    • Mount Controls

    Technique – Americana from Mount (choose most relevant option for students in attendance)
    • Classic Americana
    • Neck Hug/Cross face Americana

    Common Mistakes
    • Forgetting to place elbow tight to the side of the head when setting up the Americana
    • Not drawing the arm down towards the hip when applying the finish
    • With the neck hug Americana they attempt to finish the submission with the neck hug/cross face still in place

    Teaching Tips and Terminology
    • Refer to the initial set up as a 2 on 1 scenario, highlight that this gives you the edge.
    • Let them know they need to open the knee to clear the space for the second hand.
    • Use the analogy of throttling down to create the image of the wrist rotation required for a strong grip
    • Highlight the correct grips all the way through Thumb less Ice cream scoop/Monkey paw etc.

    Specific Training (choose 1 option)
    • Mount Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
    o Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
    o Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)
    • 2 x 2 or 3-minute rounds (minimum)
    o Note – if time does not allow, run the class longer to accommodate.
    o If there is more time, allow another 5-minute roll

    Game
    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use one of the ball hold games or one of the open guard games or reaction sparring
    • Open guard or turtle guard ball hold – In this game encourage the attacker to get to the mount and the defender to use the Trap n roll or bridge movement to defend the ball steal.
    • Open guard noodle striking – Similar to the ball hold game but I little more Self defence orientated as you are using the open guard to stop your opponent from hitting your head with the noodle
    • Reaction sparring – sit back to back or lay side to side on the whistle the winner is the first to get on top in the mount

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins

    Class 4 - Americana - Lesson B (Americana from Side Control)

    Lesson B: Americana from side control

    Warm up – Basic conditioning and motor skill development.
    • Line drills
    • Shrimps
    • Belly down Shrimps
    • Open Guard Shrimps
    • Forward Shrimps
    • Crocodile Walk
    • Seated rolls
    • Shoulder Rolls
    • Compass Rolls

    Pre Technique
    • Clock Walking

    Technique – Americana from Side Control (choose most relevant option for students in attendance)
    • Classic Americana
    • Setting the Trap

    Common Mistakes
    • Forgetting to place elbow tight to the side of the head when setting up the Americana
    • Not drawing the arm down towards the hip when applying the finish
    • When setting the trap the attacker will tend to go for the finish to early and therefore miss the opportunity.

    Teaching Tips and Terminology
    • Refer to the initial set up as a roll control scenario, highlight that this gives you the edge against a bucking opponent.
    • When you have set the trap from your attacking short base, remember to be patient and let your opponent hang themselves, when you are being patient remind yourself to comb you’re your hair and wait.
    • Let them know they need to draw the elbow towards the hip to get the finish.
    • Use the analogy of throttling down to create the image of the wrist rotation required for a strong grip
    • Highlight the correct grips all the way through Thumb less Ice cream scoop/Monkey paw etc.

    Specific Training (choose 1 option)
    • Side Control Game – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
    o Note this is suitable for most general classes
    • Side Control Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
    o Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)
    • 2 x 2 or 3-minute rounds (minimum)
    o Note – if time does not allow, run the class longer to accommodate.
    o If there is more time, allow another 5-minute roll

    Game
    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use reaction sparring to side control or Open guard ball or noodle striking games.
    • Open guard or turtle guard ball hold – In this game encourage the attacker to get to the side control and the defender to use the Trap n roll or bridge movement combined with shrimps to defend the ball steal.
    • Open guard noodle striking – Similar to the ball hold game but I little more Self defence orientated as you are using the open guard to stop your opponent from hitting your head with the noodle
    • Reaction sparring – sit back to back or lay side to side on the whistle the winner is the first to get on top in to the side control position

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins

    Class 4 - Americana - Lesson C (Self Defence)

    Lesson C: Self Defence

    Warm up – Basic conditioning and motor skill development.
    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Line drills
    • Judo Rolls
    • Break fall and Backwards Roll
    • Side Breakfalls

    Pre Technique
    • Push, Pull base assessment
    • Static pummerling
    • Stance change pummerling
    • Competetitve pummerling

    Technique – Closing the Distance (choose most relevant option for students in attendance)
    • Pummerling – with this class I would use pummerling as a part of the warm up in the pre technique
    • Standing Americana

    Common Mistakes
    • With pummerling it is common for students to place the head on to the wrong side whilst pummerling
    • As you change stance during pummerling you will forget to keep your legs evenly spaced apart
    • When setting up the standing Americana students to wrap over the arm but then forget to apply pressure to the elbow joint

    Teaching Tips and Terminology
    • Explain the stance orthodox right handed southpaw left handed
    • Talk through the positioning of the back foot you should have active toes and be ready for action.
    • When pummerling the head should always be on the opposite side to the under hook
    • Explain the need wrap over the arm you are attacking applying a rotational pressure on the elbow joint.

    • Specific Training (choose 1 option)
    • Fight preparation – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
    o Note this is suitable for most general classes
    • Fight preparation –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
    o Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)
    • 2 x 2 or 3-minute rounds (minimum)
    o Note – if time does not allow, run the class longer to accommodate.
    o If there is more time, allow another 5-minute roll

    Game
    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use one of Self defence games or takedown games
    • Noodle striking –Self defence orientated as you are closing the distance to stop your opponent from hitting your head with the noodle
    • Sumo – Brilliant for any class that involves stand up as balance and weight distribution is very important for anything stand up related
    • Circles and sweep – Same as sumo brilliant for balance

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins

    Class 5 - Clinching - Lesson A (Closing the distance)

    Lesson A: Closing the Distance

    Warm up – Basic conditioning and motor skill development.
    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Line drills
    • Judo Rolls
    • Break fall and Backwards Roll
    • Side Breakfalls

    Pre Technique
    • Push, Pull base assessment
    • Static pummerling
    • Stance change pummerling
    • Competetitve pummerling
    Technique – Closing the Distance (choose most relevant option for students in attendance)
    • Avoiding Straight Punches
    • Avoiding Overhands and Hooks

    Common Mistakes
    • Slipping towards your opponents free hand instead of slipping away from the free hand
    • As you move forward to the clinch you will forget to keep your legs evenly spaced apart

    Teaching Tips and Terminology
    • Explain the stance orthodox right handed southpaw left handed
    • Talk through the positioning of the back foot you should have active toes and be ready for action.
    • When defending the overhands and hooks remember to use the term rhino horns to describe the arm positioning
    • As you close the distance remember to swim your arms on your way to the clinch
    • Highlight to use a gable grip and clinch using the belt as a marker as to wear to hold
    • When making a step for the clinch teach them to listen to their opponents heart beat this will put their head in the correct position
    • Sumo base is a good way of describing the position of the legs prior to the take down.

    Specific Training (choose 1 option)
    • Fight preparation – play 1-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
    o Note this is suitable for most general classes
    • Fight preparation –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
    o Note this is suitable for more advanced/Elite classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)
    • 2 x 2 or 3-minute rounds (minimum)
    o Note – if time does not allow, run the class longer to accommodate.

    o If there is more time, allow another 5-minute roll
    Game
    • When selecting a game for the class you have 2 choices the game can be relevant to the technique studied in this case you would use one of Self defence games or takedown games
    • Noodle striking –Self defence orientated as you are closing the distance to stop your opponent from hitting your head with the noodle
    • Sumo – Brilliant for any class that involves stand up as balance and weight distribution is very important for anything stand up related
    • Circles and sweep – Same as sumo brilliant for balance

    • The second option would be to select a game as reward from our list to finish the class with, Both options should last for 5-7 mins

    Class 5 - Clinching - Lesson B (Body Fold Takedown)

    Class 6 - Transitions - Lesson A (Taking the back from the mount)

    Lesson A – Taking the back from a mounted position

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Head Nods
    • Head Turns
    • Ear to shoulder
    • Toe Touches
    • Wrestlers neck conditioning

    Pre Technique

    • Static Modified mount
    • Hip bumps
    • Static full bridges
    • Bump and shrimp

    Technique – Taking the back from the mount (choose most relevant option for students in attendance)

    • Classic back take
    • Collar Drag Back Take

    Common Mistakes

    • Not allowing space for the opponent to turn into, usually results in you being dragged over with them
    • Forgetting to put the far hook in as the opponent moves to a turtle position
    • Sitting too far forward when you have completed the back take usually results in you sliding forward off your opponent.
    • With the Collar Drag Variation students tend to try and move into Modified Mount without basing with their arm first

    Teaching Tips and Terminology

    • As you transition into the modified mount remember to use the analogy of the making a pillow for the head to describe the correct positioning
    • Paint the picture of a windshield wiper to help the students understand the action required for placing the hook in when taking the back
    • The belt can be used as a marker to indicate how far back you need to be in your finishing position
    • Make sure they understand the importance of the seat belt grip to maintain control.
    • With the Collar Drag Back Take the opponent must complete a Trap n Roll attack without this the technique is not applicable
    • With the final finishing position of the Collar Drag Back Take you must highlight that it is very important to keep your head underneath theirs to prevent them getting to the floor which will be the beginning of their escape.

    ·    Specific Training (choose 1 option)

    • Mount Game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Knights and horses

     

    Class 6 - Transitions - Lesson B (Taking the back from the closed guard)

    Lesson B – Taking the back from Closed Guard

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca

    Line drills

    • Shuttle runs
    • Shuttle runs starting with chest on the floor
    • Shuttle run starting with back on the floor
    • Shrimp
    • Belly down shrimp

    Technique – Taking the back from the Closed Guard (choose most relevant option for students in attendance)

    • Aggressive Opponent
    • Conservative Opponent

    Common Mistakes

    • Weak controls from the beginning caused by failing to cross the ankles and keep the legs high up the back.
    • Students often loose contact with their opponent as they are moving round to the back remember to keep constant contact
    • During the climb faze it is important to unhook your bottom leg often students leave it hooked over their opponents leg and this restricts the climb to the back

    Teaching Tips and Terminology

    • From the beginning it is important to reference the use of the legs in pushing and pulling your opponent, everybody uses the arms everyday but few people use their legs when teaching beginners anything from the guard you should emphasise the need to develop the legs.
    • Gable grip is the term used to describe the palm-to-palm hand entanglement that controls the posture prior to the transition to the back.
    • The hardest part about the climb to the back is getting the bottom leg out of the closed guard position and into the Half guard position especially if you have long legs, highlight the need to kick down to make your opponent step over your leg.
    • Use the term pocket guard to describe the arm transfer position required for the attack on a conservative opponent

    ·    Specific Training (choose 1 option)

    • Mount Game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Around the world relay, two teams instructors as the world
    Class 7 - Rear Chokes - Lesson A (No-Gi)

    Lesson A: NO-GI

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca

    Line Drills

    • Sitting Rolls
    • Kneeling Rolls
    • Judo rolls
    • Backwards rolls with break falls

    Partner Drills

    • Knights & Horses

    Pre Technique

    • Mount to Back Transition

    Technique – Rear Chokes (choose most relevant option for students in attendance)

    • Rear Naked Choke
    • Arm Choke

    Common Mistakes

    • Attempting to choke with a short arm only results in crushing the windpipe.
    • When completing the Knot on the rear naked choke it is common to see people pushing the head, it is better to hold your own bicep making a stronger cage.
    • With the Arm choke the grips are usually a problem for students they usually place the wrong hand on the top

    Teaching Tips and Terminology

    • When teaching rear chokes it is always good to explain that you are trying to attack the arteries on the side of neck
    • When using the rear naked choke explain that the elbow on the arm wrapping around the head should line up with the chin, nose and forehead.
    • Highlight the need to place the head on the same side as the knot and complete the choke by cradling your opponent into your body, creating a C curve position.
    • With the arm choke reference the need to get the correct hand on the bottom when making a grip to complete the choke you have more power when you can connect your elbow to your ribs

    ·    Specific Training (choose 1 option)

    • Mount Game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Tackle zombies
    Class 7 - Rear Chokes - Lesson B (Gi)

    Lesson B: GI

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca

    Line Drills

    • Sitting Rolls
    • Kneeling Rolls
    • Judo rolls
    • Backwards rolls with break falls

    Partner Drills

    • Knights & Horses

    Pre Technique

    • Mount to Back Transition

    Technique – Chokes with the Gi (choose most relevant option for students in attendance)

    • Classic Collar Choke
    • Modified Collar Choke
    • Bow and Arrow Choke

    Common Mistakes

    • Weak grips on the Gi with the choking arm
    • Pulling from the elbows when applying the choke instead of straightening the arms
    • With the bow and arrow choke students struggle primarily because they don’t make the correct angle from the beginning

    Teaching Tips and Terminology

    • Create a handle by rolling the Gi when gripping round the neck at the start, use the analogy of a rock climbers handle to describe the benefit of rolling the Gi.
    • Make the students aware that their arm should form to the contours of their opponents neck
    • Paint the picture of being a DJ to explain the choking action
    • Half Nelson also describes the arm position for a Modified Collar Choke
    • Highlight the need to transfer the feet over to one side creating the correct angle
    • Make your students aware that you want your opponent to fall into the space created by opening your leg out and creating the angle

    ·    Specific Training (choose 1 option)

    • Mount Game or back control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount Game or back control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Tackle zombies

     

    Class 8 - Guillotines - Lesson A (Standing)

    Lesson A Standing

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Sprawls

    Partner Drills

    • Pummelling
    • Stance change Pummelling
    • Competitive Pummelling

    Pre Technique

    • Base Management
    • Guard Pull

    Technique – Guillotine’s from standing (choose most relevant option for students in attendance)

    • The Guillotine explained
    • Tackle Defence Guillotine
    • Guard Pull Guillotine

    Common Mistakes

    • In correct posture and base from the beginning
    • Incorrect grip on the non choking arm of the guillotine
    • Coming up on the toes when attempting to finish the standing guillotine
    • When defending the tackle students rely on bent arms instead of straight
    • Falling back instead of sitting down when pulling the guard

    Teaching Tips and Terminology

    • Explain that it easiest to learn the standing guillotine from a square base
    • When securing the front head lock make sure your students make a little noose for their neck or refer to it as like I’m a little tea pot.
    • Use the term ice cream scoop to describe the hand position of the non choking arm
    • To finish the Standing Guillotine insert the hips and lift the draw bridge
    • With the Tackle defence Guillotine tell your students to make a frame (straight arms) this helps when your opponent is bigger and stronger
    • Remind students when they finish the guard pull guillotine that they must straighten their legs out at the same time they lift the drawbridge up.

    ·    Specific Training (choose 1 option)

    • Fight simulation Game / Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight simulation Game / Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Noodle striking – could be an option for the fight simulation in specific training or as a game at the end
    • Sumo could be an option for Take down game in specific training or as a game at the end

    You would select one of these as a game if the class was at a very beginner level

     

    Class 8 - Guillotines - Lesson B (Closed Guard)

    Lesson B Closed Guard

    Warm up – Basic conditioning and motor skill development.

    • Star jumps
    • Highland flings
    • Hindu squats
    • Sprawls
    • Sit Up’s

    Line Drills

    • Shrimps
    • Rolls with break falls

    Pre Technique – Game

    • Chinese boxing
    • Posture game – try to get opponents hands on the floor

    Technique – Guillotine’s from Guard (choose most relevant option for students in attendance)

    • Naked Guillotine
    • Arm in guillotine

    Common Mistakes

    • No hip movement on the initial sit up
    • Failure structure to support the seated position
    • Falling on to a flat back instead of falling slightly on to one side

    Teaching Tips and Terminology

    • Use the concert wave analogy to get the body moving in order to sit up and twitch the hips
    • Very important to point out the need to slide the hip to one side to create room to get the arm all the way around the head
    • Prep the finish position by creating a drawbridge
    • Push straight with the legs and pull the drawbridge up to get the finish
    • With Arm in Guillotine remember we are compressing rather than pulling the head off

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Capture the flag
    Class 9 - Self Defence - Lesson A (Defend and Scramble)

    Lesson A – Defend and Scramble

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca

    Line Drills

    • Sitting Rolls
    • Kneeling Rolls
    • Judo rolls
    • Backwards rolls with break falls
    • Technical stand up

    Pre Technique

    • Pulling closed guard

     

    Technique – Punch Block – Closed Guard (choose most relevant option for students in attendance)

    • Emergency
    • Swim
    • Side switch and swim
    • Punch Block

    Common Mistakes

    • Weak controls, legs to low when closing the guard
    • When swimming in the student will tend to over the arm rather than under the arm
    • When changing grips for the side switch students let go of grips all together
    • With the punch block cannot allow too much separation the student must follow the arm and catch it early

    Teaching Tips and Terminology

    • Explain the need for a high leg position with the closed guard, to A. Prevent powerful strikes and B. Break your opponents posture
    • Tip for training partner they must keep it realistic when they are punching they must punch to where the head is not where it is moving too they cannot predict where the head is going too if they don’t know in advance.
    • Highlight the need for the Knees/Legs to work overtime pulling your opponent in
    • On the side switch if you let go of a grip you must immediately replace that grip

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • For a game that is linked to the technique being taught play Open guard noodle striking

     

    • For a more fun game play bomb diffuse
    Class 9 - Self Defence - Lesson B (Defend and Scramble)

    Lesson B – Defend and Scramble

    Warm up – Basic conditioning and motor skill development.

    • Jogging
    • Inside Shuffle
    • Outside Shuffle
    • Alternate Shuffle
    • Carioca
    • Technical Stands

    Pre Technique

    • Standing in the guard
    • S Guard sit up
    • Leg Jam sit up

     

    Technique – Knee shield – Open Guard (choose most relevant option for students in attendance)

    • Knee shield
    • Open guard
    • Kicks
    • Technical standing

    Common Mistakes

    • Students forget to keep the feet on the hips
    • They also forget to turn the feet on the hips so they point outwards

    Teaching Tips and Terminology

    • The belt should act as I guide to show where the hips are
    • Maintain the distance just so they cannot hit you try to avoid having your legs too straight as you loose sensitivity
    • Describe the power position for the kicks from the bottom as being the shell
    • With this Lesson I would teach the technical stand as part of the warm up then add it into the technique later

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • For a game that is linked to the technique being taught play Open guard noodle striking

     

    • For a more fun game play bomb diffuse

     

    Class 10 - Straight Arm Locks - Lesson A (Mount)

    Lesson A – Mount

    Warm up – Basic conditioning and motor skill development.

    Line Drills

    • Shrimps
    • Open guard shrimps
    • Belly down shrimps
    • Bump and shrimp

    Line Drills/Partner drills mix

    • Rear Break fall
    • Forward Break Fall

    Pre Technique

    • Mount Controls

    Technique – Straight Arm Locks – Mount (choose most relevant option for students in attendance)

    • Classic Straight Arm Lock
    • Head lock Counter
    • Collar Choke Arm Lock
    • S Mount Arm Lock

    Common Mistakes

    • Our partner doesn’t press up hard, this makes it difficult to attack with this Arm lock in order to practice this technique we need the correct response from our partner
    • As the leg passes over the head students will fall back instead of sitting down on the spot
    • With the collar choke arm lock, your opponent must take the bait and bridge properly or else the Arm Lock just isn’t on.

    Teaching Tips and Terminology

    • Highlight the need to take all the weight in your hands this will let the legs move freely
    • Remember that it is important to change the angle prior to passing the leg over the head I like to think of it as always making a right angle
    • You will want to create pressure around the arm you are locking so it is important that you nip your knees together and you draw you feet in
    • Always point the thumb on the Arm you are locking towards the sky as the elbow is always directly underneath the thumb
    • Make sure with the S mount Arm Lock you get your students to place their weight on their opponent and only take it off once the leg has past over the head

    ·    Specific Training (choose 1 option)

    • Mount game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • For a game that is linked to the technique being taught play the turtle ball hold game

     

    • For a more fun game play Bull rush

     

    Class 10 - Straight Arm Locks - Lesson B (Guard)

    Lesson B – Guard

    Warm up – Basic conditioning and motor skill development.

    Solo Drills

    • Jogging
    • Inside shuffle
    • Outside shuffle
    • Alternate shuffle
    • Carioca
    • Sit Up’s
    • Arm lock Sit up’s
    • Triangle Sit up’s

    Solo drill/Partner drills mix

    • Circles & Numbers

    Pre Technique

    • Closed guard pull

    Technique – Straight Arm Locks – Guard (choose most relevant option for students in attendance)

    • Aggressive opponent
    • Conservative Opponent
    • Standing Opponent

    Common Mistakes

    • Lazy weak leg coming up the back
    • Students will tend to want to cross their ankles when applying the Arm Lock
    • Weak knees when in the finishing position must nip them together
    • Incorrect hand position when applying the Arm Lock must get opponents hand to point directly up as the elbow joint is directly under the thumb
    • When placing the foot on the hip to create the Angle to Arm Lock students will tend to put the wrong foot on the hip remind them to put the leg on the same side as the Arm they are attacking on the hip.

    Teaching Tips and Terminology

    • With the Arm lock on a Aggressive opponent your partner must drive forward coming out of base if he doesn’t you cannot practice this Arm Lock
    • Emphasize that the most important leg when Arm Locking from the guard is the leg that comes up the back this breaks your opponents posture and generates the correct angle to pass the other leg over the head to finish the arm lock.
    • Get the students to drive their heels/toes towards the floor when applying the Arm Lock and use their whole body as the weapon make the body like a banana.
    • Make sure you get your students to snake their hand all the way to their opponents Triceps as this will be the strongest grip
    • The Hips must go up this is very important when stopping your opponent from pulling their arm out.

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • For a game that is linked to the technique being taught play the Open guard ball hold game or Relay around the world 2 teams with instructors as the world

     

    • For a more fun game play Bull rush

     

    Class 10 - Straight Arm Locks - Lesson C (Side Control)

    Lesson C – Side Control

    Warm up – Basic conditioning and motor skill development.

    Solo Drills

    • Jogging
    • Inside shuffle
    • Outside shuffle
    • Alternate shuffle
    • Carioca

    Solo drill/Partner drills mix

    • Circles & Numbers

    Line Drills

    • Shrimps
    • Crocodile walk Forward
    • Crocodile walk Backwards

    Pre Technique

    • Basic Controls

    Technique – Straight Arm Locks – Side Control (choose most relevant option for students in attendance)

    • Spinning Arm Lock

    Common Mistakes

    • Weak control of the arm prior to the spin
    • Forget to pull opponent shoulder off the floor before spinning around
    • Students allow the knees to flop loose instead of nipping them together when applying the arm lock.

    Teaching Tips and Terminology

    • Use the terms Cross face and 2 on 1 isolation to describe the initial set up position
    • Must highlight the importance of a tight control of the arm prior to the spin I achieve this through a tricep grip and locking my forearm to my opponents belly
    • As you spin into position make sure the students know to keep the rotation going so they can finish at a right angle.

    ·    Specific Training (choose 1 option)

    • Side control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Side control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • For a game that is linked to the technique being taught play the Open guard ball hold game

     

    • For a more fun game play Zombies or tackle Zombies

     

    Class 11 - Controls - Lesson A (Arm Lock)

    Lesson A Arm Lock

    Warm up – Basic conditioning and motor skill development.

    Swiss ball warm up

    • Roll and sprawl
    • Sit and sprawl
    • Sprawl and sit
    • Sit and crab
    • Superman circles
    • Superman wars
    • Ball break dancing
    • Ball break falls
    • Ball rolls
    • Ball balancing
    • Balance and catch

    Pre Technique

    • Arm Lock repetitions
    • Bridge Escape

    Technique – Arm Lock Controls (choose most relevant option for students in attendance)

    • Bridge Prevention
    • Sit up Prevention

    Common Mistakes

    • The student on the bottom tends to bridge weakly so it is hard for the student on top to practice the technique correctly
    • Waiting to long to drop to the mat to stop the Sit Up escape

    Teaching Tips and Terminology

    • Explain the chain link position, students need to understand the basic concept of levers
    • Let students know that they need to stop the hips as early as possible
    • With the Sit up prevention you need to get something sturdy onto the floor as fast as possible so you can push back to stop them sitting up

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • For a game that is linked to the technique being taught play the turtle ball hold game

     

    • For a more fun game play Human bowling

     

    Class 12 - Triangle Choke - Lesson A (Capitalising on mistakes)

    Lesson A – Capitalising on Mistakes

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Carioca
    • High knees
    • Bum flicks
    • Ground touches
    • Direction changes
    • Sit ups
    • Arm lock sit ups

    Pre Technique

    • Arm lock rotations
    • Triangle ups

    Technique – Triangle (choose most relevant option for students in attendance)

    • Poor guard opening
    • Push Pull

    Common Mistakes

    • Poor hip lift during initial set up
    • Trying to get the final position with the legs too early
    • Allowing our opponent to make posture

    Teaching Tips and Terminology

    • Explain that it is very important to lift the hips nice and high and place your opponent into the mix prior to locking up the triangle. The mix position is where you have a guard position but one leg is over the top of the arm and resting on the shoulder
    • Its important that we try to get our opponent into the bottom of the triangle that we are creating with our legs we do this by moving our shoulders backwards up the mat.

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

     

    • Supervised standing around the world challenge or relay. Can be done with partners or instructors depending on the class you have.

     

    Class 12 - Triangle Chokes - Lesson B (Self Defence)

    Lesson B – Self Defence

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Carioca
    • High knees
    • Bum flicks
    • Ground touches
    • Direction changes
    • Sit ups
    • Arm lock sit ups

    Pre Technique

    • Arm lock rotations
    • Triangle ups

    Technique – Triangle (choose most relevant option for students in attendance)

    • Punch block

    Common Mistakes

    • Trying to get the final position with the legs too early
    • Allowing our opponent to make posture

    Teaching Tips and Terminology

    • Explain why it is important to place your opponent into the mix prior to locking up the triangle. The mix position is where you have a guard position but one leg is over the top of the arm and resting on the shoulder
    • Its important that we try to get our opponent into the bottom of the triangle that we are creating with our legs we do this by moving our shoulders backwards up the mat.

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

     

    • Supervised standing around the world challenge or relay. Can be done with partners or instructors depending on the class you have.

     

    Class 12 - Triangle Chokes - Lesson C (Combinations)

    Lesson C – Combinations

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Carioca
    • High knees
    • Bum flicks
    • Ground touches
    • Direction changes
    • Sit ups
    • Arm lock sit ups

    Pre Technique

    • Arm lock rotations
    • Triangle ups

    Technique – Arm lock -Triangle (choose most relevant option for students in attendance)

    • Arm lock – Triangle

    Common Mistakes

    • Not attacking the arm lock before trying to switch to triangle
    • Trying to get the final position with the legs too early
    • Allowing our opponent to make posture

    Teaching Tips and Terminology

    • You will not get the desired reaction if you attack the arm lock as though you want to get the triangle you must attack the arm lock as though you want to get the arm lock
    • Explain why it is important to place your opponent into the mix prior to locking up the triangle. The mix position is where you have a guard position but one leg is over the top of the arm and resting on the shoulder
    • Its important that we try to get our opponent into the bottom of the triangle that we are creating with our legs we do this by moving our shoulders backwards up the mat.

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

     

    • Supervised standing around the world challenge or relay. Can be done with partners or instructors depending on the class you have.

     

    Class 13 - Sweeps - Lesson A (Elevator Sweeps)

    Lesson A – Elevator

    Warm up – Basic conditioning and motor skill development.

    Partner drills

    • Chinese boxing
    • Hand slaps – reaction game
    • Partner push ups
    • Partner leg raises

    Line drills

    • Gymnastic forward rolls
    • Sitting backwards rolls
    • Back wards roll with break fall

    Pre Technique

    • Guard pulls
    • Internal guard lifts

    Technique – Sweeps (choose most relevant option for students in attendance)

    • Classic elevator

    Common Mistakes

    • With this technique it is very important that the opponent acts the way they would in a fight or comp match they must drive forward posting on a leg it is common for the opponent when learning the technique to act in a incorrect manner this makes learning the technique very difficult.
    • Scissoring prior to lifting when turning your opponent over.

    Teaching Tips and Terminology

    • The initial hip shrimp is the most important part of this technique; highlight the importance of this as if this is done badly everything after will not work.
    • Use the hook to elevate your opponent before you scissor/chop in with your other leg to complete the sweep.

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Capture the flag
    Class 13 - Sweeps - Lesson B (Internal Guard)

    Lesson B – Internal Guards

    Warm up – Basic conditioning and motor skill development.

    Partner drills

    • Chinese boxing
    • Hand slaps – reaction game
    • Partner push ups
    • Partner leg raises

    Line drills

    • Gymnastic forward rolls
    • Sitting backwards rolls
    • Back wards roll with break fall

    Pre Technique

    • Guard pulls
    • Internal guard lifts

    Technique – Internal guard (choose most relevant option for students in attendance)

    • Under hook elevator
    • Over hook elevator

    Common Mistakes

    • Poor Posture whilst seated
    • Incorrect head position when getting the under hook position
    • When sweeping it is a common mistake to fall on to your back first.
    • Whilst attempting the Over Hook sweep weak toes are usually to blame for failure with the sweep.

    Teaching Tips and Terminology

    • Warn your students of the tendency to sit with bad posture (C Curve), tell them to sit on their tail bones
    • You must keep your head underneath your opponent when setting up the sweep position this will stop your opponent from flattening you out using their head.
    • By falling to the side when sweeping your opponent you can keep the weight of your body.
    • Prior to teaching the Over hook it is a good idea to get all your students practicing using their active toes to elevate their hips.

    ·    Specific Training (choose 1 option)

    • Internal guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Internal guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Capture the flag
    Class 13 - Sweeps - Lesson C (Combinations)

    Lesson C – Combinations

    Warm up – Basic conditioning and motor skill development.

    Partner drills

    • Chinese boxing
    • Hand slaps – reaction game
    • Partner push ups
    • Partner leg raises

    Line drills

    • Gymnastic forward rolls
    • Sitting backwards rolls
    • Back wards roll with break fall

    Pre Technique

    • Guard pulls
    • Internal guard lifts

    Technique – Combinations (choose most relevant option for students in attendance)

    • Scissor sweep
    • Scissor sweep – Elevator sweep combo

    Common Mistakes

    • Poor hip shrimp prior to sweep

    Not putting the bottom leg onto the ground

    Not pulling the opponent forward when attacking with the scissor sweep

    Teaching Tips and Terminology

    • In the beginning get the kids to hip out using the foot on the floor when setting up the knee shield position prior to the sweep, eventually they want to advance towards using the back of their legs to push off their opponent
    • Get your students to get their bottom leg on to the ground as this will lead to a stronger scissor when sweeping

    ·    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Capture the flag
    Class 14 - Clinching - Lesson A (Rear Clinch)

    Lesson A – Rear Clinch

    Warm up – Basic conditioning and motor skill development.

    Partner drills

    • Chinese boxing
    • Hand slaps – reaction game
    • Base examination
    • In and out double leg
    • Clap hands and sprawl

    Line drills

    • Forward rolls
    • Back wards rolls

    Pre Technique

    • Slipping
    • Bob n weave

    Technique – Rear clinch (choose most relevant option for students in attendance)

    • Haymaker punch
    • Suki nage

    Common Mistakes

    • Failure to keep a safe distance prior to your charge remember make the attacker come to you
    • When making your entrance it is common to stop in no mans land, you must keep going till you get the clinch
    • Bending your back instead of your legs when avoiding the punch
    • Placing the arm around the back instead of across the front when setting up Suki nage

    Teaching Tips and Terminology

    • Must highlight the required reaction in order to present the right opportunity for this take down
    • Highlight the need to commit to the clinch/closing the distance this extremely important when you are attacked and your attacker halves your distance of travel
    • Refer to the final grip as an S grip as this is what it looks like and explain that it hides the fingers which makes it harder for our opponent to peel the hands apart
    • With suki nage the student will tend to try and lift using their back and arms advise them that it is much easier to make a strong sumo base behind their legs and rock their opponent on to their leg instead I call this making a seat for them

    ·    Specific Training (choose 1 option)

    • Fight preparation – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight preparation –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Tackle Zombies
    Class 14 - Clinching - Lesson B (Rear Takedowns)

    Lesson B – Rear Takedowns

    Warm up – Basic conditioning and motor skill development.

    Partner drills

    • Chinese boxing
    • Hand slaps – reaction game
    • Base examination
    • In and out double leg
    • Clap hands and sprawl

    Line drills

    • Forward rolls with break falls
    • Back wards rolls with break falls

    Pre Technique

    • Slipping
    • Bob n weave

    Technique – Rear take downs (choose most relevant option for students in attendance)

    • Forward shrug
    • Baseball Slide

    Common Mistakes

    • Our partner doesn’t lean forward to defend
    • Forgetting to move to the side prior to the take down.
    • Pulling opponent straight on top of themselves during the baseball slide

    Teaching Tips and Terminology

    • Must highlight the required reaction in order to present the right opportunity for this take down
    • Highlight the need to follow your opponent to the ground
    • Move to side prior to baseball slide to avoid our opponent falling on us
    • Must slide through our opponent as though we are sliding into home plate

    ·    Specific Training (choose 1 option)

    • Fight preparation or take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight preparation or take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Tackle Zombies
    Class 14 - Clinching - Lesson C (Wrestling)

    Lesson C – Wrestling

    Warm up – Basic conditioning and motor skill development.

    Partner drills

    • Chinese boxing
    • Hand slaps – reaction game
    • Base examination
    • In and out double leg
    • Clap hands and sprawl

    Line drills

    • Forward rolls with break falls
    • Back wards rolls with break falls
    • Gymnastic forward rolls
    • Handstands

    Pre Technique

    • Wrestlers mirror drill

    Technique – Wrestling (choose most relevant option for students in attendance)

    • Duck under

    Common Mistakes

    • Poor level change
    • Too much space during the transition to the back

    Teaching Tips and Terminology

    • Remember to be able to avoid the grips you must level change when doing this make sure you bend the knees instead of the back
    • When moving around to the back make sure you keep your head tight to your opponent
    • When ever you put your head under some ones arm you risk the guillotine keep driving through looking up to avoid the submission

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Tackle Zombies
    Class 15 - Self Defence - Lesson A (Front Choke Defence)

    Lesson A – Front Choke Defence

    Warm up – Basic conditioning and motor skill development.

    Line drills

    • Relay race rolls with break falls
    • Piggy back carries
    • Cuddle and run
    • Wheel barrows
    • Wagon wheel – Depends on class (hard exercise)

    Partner drills

    • Judo dancing
    • Breaking grips
    • Judo grip battle

    Technique – Front choke defence (choose most relevant option for students in attendance)

    • Two hand front choke
    • Standing arm lock

    Common Mistakes

    • Stepping in to deep
    • Trying to lift with poor posture
    • Not pulling the opponent forward when trying to set up the standing arm lock

    Teaching Tips and Terminology

    • When we swim are arm through to set up the take down position it is common to get too close too our opponent which has the effect of driving them back wards which then makes it hard for us to throw them, Remember we want to be pulling them forward all the way through
    • In order to lift our opponent it is important to get our belt level below theirs
    • Remember to always lift as much as possible using the legs not the back
    • SAFETY TIP – As with any throw, knowing how to break fall is very important
    • With the standing arm lock use double lego man or hungry jacks to describe the hand position on the wrist

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Sumo
    Class 15 - Self Defence - Lesson B (Rear Choke Defence)

    Lesson B – Rear Choke Defence

    Warm up – Basic conditioning and motor skill development.

    Line drills

    • Relay race rolls with break falls
    • Piggy back carries
    • Cuddle and run
    • Wheel barrows
    • Wagon wheel – Depends on class (hard exercise)

    Partner drills

    • Judo dancing
    • Breaking grips
    • Judo grip battle

    Technique – Rear choke defence (choose most relevant option for students in attendance)

    • Seoi nage defence
    • O soto gari defence

    Common Mistakes

    • Trying to lift with poor posture
    • Forgetting to defend the choke
    • Trying to throw forward when our opponent has us off balance by dragging us backwards

    Teaching Tips and Terminology

    • In order to lift our opponent it is important to get our belt level below theirs
    • Remember to always lift as much as possible using the legs not the back
    • SAFETY TIP – As with any throw, knowing how to break fall is very important
    • Always try to go with your opponent so if they are dragging you backwards don’t try to throw them forward turn and attack with the O soto gari defence

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Sumo
    Class 16 - Escapes - Lesson A (Elbow Escapes - Mount)

    Lesson A – Elbow escape (mount)

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Panda rolls
    • Plough & stretch
    • Seated backwards rolls on the spot
    • Seated forwards roll on the spot
    • Leg windmilling
    • Laying neck conditioning
    • Hip bumps
    • Full bridges
    • Static shrimps

    Technique – Elbow escape – Mount (choose most relevant option for students in attendance)

    • Surprise elbow
    • Punch block
    • Elbow escape

    Common Mistakes

    • Not bridging hard in the beginning means that your opponent doesn’t have to react by posting the leg
    • Failure to escape the hook and place escaping leg flat on the mat
    • Attacker will often re-mount because we forget to use the heavy leg in the half guard after the initial shrimp
    • Not shrimping enough to create room to place our opponent back inside the closed guard.

    Teaching Tips and Terminology

    • Must highlight the importance of placing the escaping leg flat on the mat it is impossible to get under the leg of our attacker if they have their leg hooking underneath ours
    • Let your students know that if you have a strong half guard i.e. A good heavy leg you can have a breather in this position if you need to before attempting to transition to full guard
    • As you get your last foot out it is common to see students rushing to get to the closed guard and because of this rush they don’t give themselves the room required, remind your students that they should always make that last shrimp to give themselves room, and they should always be looking to bring their knees towards their elbows.

    Specific Training (choose 1 option)

    • Mount control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Dodgeball
    Class 17 - Controls - Lesson A (Side Mount)

    Lesson A – Side Mount

    Warm up – Basic conditioning and motor skill development.

    Solo drills – Game of instructor says?

    • Instructor says star jumps
    • Instructor says seal jumps
    • Select whatever combinations of exercises that are applicable to the class

    Line drills

    • Seated shrimps
    • Shrimps
    • Bump and shrimp
    • Belly down shrimp
    • Forward shrimps
    • Crocodile walk
    • Reverse crocodile walk

    Technique – Side mount (choose most relevant option for students in attendance)

    • Roll control
    • Guard prevention
    • Short base
    • Reverse guard prevention
    • Knee on the belly

    Common Mistakes

    • Failure to create pressure on the cross face due to a shallow grip
    • Incorrect head positioning during guard prevention leads to being bridged head must always stay on the centre line
    • No under hook on the far side allows for easy escape must have deep under hook

    Teaching Tips and Terminology

    • It is very important that your students realise that it is very important to stay relaxed whilst holding your opponent down because if your opponent is bigger and stronger than you he or she will always be able to move and your ability to change positions quickly will be what keeps you in control
    • It is very important your students understand that it is very important to be able to transition between all the basic positions keeping the focus on the hips

    Specific Training (choose 1 option)

    • Side control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Side control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Tockey

     

    Class 17 - Controls - Lesson B (Side Mount)

    Lesson B – Side Mount

    Warm up – Basic conditioning and motor skill development.

    Solo drills – Game of instructor says?

    • Instructor says star jumps
    • Instructor says seal jumps
    • Select whatever combinations of exercises that are applicable to the class

    Line drills

    • Seated shrimps
    • Shrimps
    • Belly down shrimp
    • Crocodile walk
    • Reverse crocodile walk

    Partner drills

    • Knee on the belly ups
    • Sprawl and go behinds

    Technique – Switching sides (choose most relevant option for students in attendance)

    • Clock walking
    • Fast switch
    • Knee on the belly switch

    Common Mistakes

    • Narrow base during transition, always be as big and spread as you can.
    • Not stretching the arm towards the mat during the fast switch
    • Poor posture in the knee on belly position
    • To much weight in the foot not enough weight in the knee or shin which is on the belly
    • Placing the knee of the basing leg on floor instead of having it in the air as a posting leg

    Teaching Tips and Terminology

    • It is very important that your students realise that it is very important to stay relaxed whilst holding your opponent down because if your opponent is bigger and stronger than you he or she will always be able to move and your ability to change positions quickly will be what keeps you in control
    • Highlight that whenever you switch you open up new angles of attack, so a lot of submissions come during transition
    • Whizzer describes the arm position which sets up the fast switch

    Specific Training (choose 1 option)

    • Side control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Side control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Tockey
    Class 18 - Self Defence - Lesson A (Clinching)

    Lesson A – Clinching

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Wrestler mirror drill

    Line drills

    • Gymnastic forward rolls
    • Seated forwards and back wards rolls
    • Forward roll with break fall
    • Back wards roll with break fall
    • Cart wheels

    Partner drills

    • Breaking grips
    • Grip battle

    Pre technique

    • Noodle striking

    Technique – Clinching (choose most relevant option for students in attendance)

    • Surprise attack & swim and clinch
    • Avoiding overhands and hooks

    Common Mistakes

    • Failure to keep safe distance prior to the attack remember make attacker come to you
    • When making entrance it is common to stop in no mans land must keep going till you get the clinch
    • When in the clinch it is common to hold the middle of the back remember to hold the small of the back this will help with breaking posture

    Teaching Tips and Terminology

    • So the hand action on the block is an ice cream scoop as we are not gripping with our thumbs
    • It is very hard to get the head position wrong if you listen to your opponent’s heartbeat during the clinch phase.

    Specific Training (choose 1 option)

    • Fight preparation or take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight preparation or take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Point scoring game
    Class 18 - Self Defence - Lesson B (Hip Throw)

    Lesson B – Hip Throw

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Wrestler mirror drill

    Line drills

    • Gymnastic forward rolls
    • Seated forwards and back wards rolls
    • Forward roll with break fall
    • Back wards roll with break fall
    • Cart wheels

    Partner drills

    • Breaking grips
    • Grip battle

    Pre technique

    • Noodle striking

    Technique – Hip throw (choose most relevant option for students in attendance)

    • Full hip
    • Punch block

    Common Mistakes

    • Failure to maintain body alignment prior to hip lift
    • It is common to enter to deep pushing opponent back must draw opponent forward prior to the throw
    • Usually the back is used to lift this is incorrect must bend the knees so jacking up with the legs instead

    Teaching Tips and Terminology

    • Important to be light on our toes so we can pivot and insert our hips
    • A good measure for the full hip is our belt should be lower than their belt which we can use as a marker

    Specific Training (choose 1 option)

    • Fight preparation or take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight preparation or take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Point scoring game
    Class 22 - Collar Chokes - Lesson B (Guard)

    Lesson B Guard

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Rocking chair sit up
    • Leg rotations

    Line drills

    • Bear crawls
    • Polar bears
    • Kangaroos
    • Leopards
    • Open guard shrimp

    Pre Technique / Game

    • Guard pulls
    • Koala carries

    Technique – Guard (choose most relevant option for students in attendance)

    • Palm up palm down
    • Palm up palm up

    Common Mistakes

    • Weak controls due to incorrect wrist positioning
    • Poor pressure due to lack of knee squeeze and leg pull
    • Shallow grips try to make the hands meet at the back of the neck
    • Choking action is often done with elbows as oppose to the wrists

    Teaching Tips and Terminology

    • When you make your grips make sure your wrists form to the contours of your opponents neck
    • Elbows to chest so you can attack the neck instead of choking across the teeth
    • Highlight the importance of choking with the wrists rather than choking using the elbows
    • Explain that the posture defence comes from their opponents hips and back so when you put the second hand in to choke you don’t want them to be sat upright use the legs to pull them in close

     

    Specific Training (choose 1 option)

    • Controlled free sparring – Like in a comp start them standing and the goal is to get the tap, HIGH LEVEL OF SUPERVISION IS REQUIED
    • Call 2 people out to the centre, start the match, every time there is a result/winner call out 2 new kids for the game.
    • If you have an assistant they can run the game at the same time as you, to reduce down time for the kids.

    Game

    • Sit the kids down and give the best in the class for that session the choice of what game to play

     

    Class 19 - Self Defence - Lesson A (Protecting your bubble)

    Lesson A – Protecting the bubble

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Wrestler mirror drill
    • NFL drill
    • Knee jump ups
    • Sit ups
    • Technical stand up
    • Leg rotations

    Partner drills/Game

    • Hand slaps
    • Chinese boxing
    • Base examination

    Technique – Protecting the bubble (choose most relevant option for students in attendance)

    • Two handed frame
    • Frame with bent elbow
    • The shell
    • Technical stand

    Common Mistakes

    • Poor base
    • Bent arms when attempting the two handed frame
    • Not supporting the bent arm across the throat remember create a frame
    • Not turning the toes out when protecting the shell with our kicks

    Teaching Tips and Terminology

    • When teaching students about base explain to them that it is very important to distribute your weight into the correct part of your feet, an example would be if I am pulling you your level should lower and you should put a little extra weight into your heels to counter the pulling force but remember don’t commit to much weight because they may let go or change to pushing as oppose to pulling
    • Let students know that when they stomp at the knees protecting the shell they need to turn their toes out as it will allow them to get more of their foot in contact with their opponent
    • Although we want to stand if our opponent rushes the safest option is sometimes to rock back to the shell

    Specific Training (choose 1 option)

    • Fight preparation or take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight preparation or take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Poison ball
    Class 20 - Escapes - Lesson A (Escaping a wrestlers/judo pin)

    Lesson A -Side Control (escaping wrestlers/judo pin)

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Head nods
    • Head turns
    • Ear to shoulder
    • Head circles
    • Hip circles
    • Toe touches
    • Wrestler neck conditioning
    • Judo push ups
    • Sit up’s
    • Bridges

    Line drills

    • Shrimp
    • Belly down shrimp

    Technique – Wrestlers/judo pin (choose most relevant option for students in attendance)

    • Hook and climb
    • Dead angle
    • Frame escape
    • Bridge n Roll

    Common Mistakes

    • For a start if you are the person on top you have already made errors if you are in this position
    • Allowing the attacker full control of the arm makes the hold down strong
    • Not shrimping enough when trying to expose the dead angle
    • Trying to throw the legs over the head prior to shrimping in the frame escape
    • Dropping the hips during transition with the bridge escape

    Teaching Tips and Terminology

    • It’s good to explain to your students that all though the scarf hold position is not a deal breaker for the guy on top it is not the best option and is lower percentage in general
    • I describe getting tight to my opponent as getting friendly
    • When driving off your toes you should describe your feet as having active toes
    • When ever you have created a dead angle to take your attacker into I describe this space as a pocket of space
    • I call the fake bridge a shadow bridge

    Specific Training (choose 1 option)

    • Side control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Side control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Sharks and tuna
    Class 20 - Escapes - Lesson B (Shrimp Escapes)

    Lesson B – Shrimp Escape

    Warm up – Basic conditioning and motor skill development.

    Line drills

    • Shrimp
    • Belly down shrimp
    • Seated shrimp
    • Forward shrimp
    • Roll and shrimp
    • Back rolls and flat rolls
    • Galvao drill

    Partner drills

    • Knee on the belly ups
    • Knee on the belly switches

    Technique – Shrimp escape (choose most relevant option for students in attendance)

    • Parallel and cross
    • Early
    • Late escape

    Common Mistakes

    • Pushing the head the wrong way when using the parallel and cross escape
    • Allowing the cross face
    • Not creating enough space with your shrimps prior to inserting the legs
    • Forgetting to make that final shrimp to extract the leg

    Teaching Tips and Terminology

    • The concept of parallel and cross is very important definitely worth spending time to explain
    • The ice cream scoop prevents the cross face this is really important as it enables us to shrimp freely
    • Using the forearm against the throat is not wrong but for me it is a little out dated I prefer to push completely against the shoulder

    Specific Training (choose 1 option)

    • Side control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Side control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Sharks and tuna
    Class 20 - Escapes - Lesson C (Underhook Escapes)

    Lesson C – Under Hook Escapes

    Warm up – Basic conditioning and motor skill development.

    Line drills

    • Shrimp
    • Belly down shrimp
    • Seated shrimp
    • Forward shrimp
    • Roll and shrimp
    • Back rolls and flat rolls
    • Galvao drill

    Partner drills

    • Knee on the belly ups
    • Knee on the belly switches

    Technique – Under hook escapes (choose most relevant option for students in attendance)

    • Far side under hook
    • Near side under hook

    Common Mistakes

    • Allowing the cross face
    • Allowing the arms to stray away from the body

    Teaching Tips and Terminology

    • Highlight the need for a strong defensive hand position prior to the shrimp as this will give you far more freedom to make a better shrimp
    • Remember to look at your wrist watch when you get the under hook as this will throw the attackers weight forward off you increasing the pocket of space you require to escape
    • When teaching near side escape always mention that we have to use this escape primarily because we were late in making a good defensive hand position
    • Submission awareness is one of the most important talks you can have with someone if they can hand fight well the escapes become so much easier

    Specific Training (choose 1 option)

    • Side control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Side control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Sharks and tuna
    Class 20 - Escapes - Lesson D (Half Guard)

    Lesson D – Half Guard

    Warm up – Basic conditioning and motor skill development.

    Line drills

    • Shrimp
    • Belly down shrimp
    • Seated shrimp
    • Forward shrimp
    • Roll and shrimp
    • Back rolls and flat rolls
    • Galvao drill

    Partner drills

    • Internal guard lifts

    Technique – Half guard (choose most relevant option for students in attendance)

    • Positioning
    • Transition to the back

    Common Mistakes

    • Sitting in a C curve position prior to half guard set up must try to sit up right on your tail bone
    • Forgetting to lock up the half guard just allows attacker to pass easily
    • Laying flat on your back with opponents weight on top
    • Trying to pull the head out to early when moving to the back

    Teaching Tips and Terminology

    • The arm follows the leg and you always shuffle towards the back this help with putting your head into the middle of the legs which will in turn improve your half guard
    • Explain that when you escape side control half guard can be a nice pit stop position if you want to go back to guard or attack with a sweep or transition to the back

    Specific Training (choose 1 option)

    • Side control game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Side control game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Sharks and tuna
    Class 21 - Takedowns - Lesson A (Guard Pulls)

    Lesson A – Guard Pull

    Warm up – Basic conditioning and motor skill development.

    Partner drills

    • Pummelling
    • Stance change pummelling
    • Competitive pummelling
    • Breaking grips
    • Judo grip battle
    • Break fall with partner

    Technique – Guard pull (choose most relevant option for students in attendance)

    • Sit and drag
    • Punch block – sit and drag
    • Competition style

    Common Mistakes

    • Falling back instead of squatting down
    • Poor base when partner is jumping guard

    Teaching Tips and Terminology

    • Must snap the head down during both sit and drag scenarios to break our opponents posture
    • In the punch block sit and drag remember separation is our biggest enemy
    • SAFETY TIP although jumping guard is banned in Junior competition it is important for your students to learn it YES it is dangerous if performed or defended badly this is more of a reason to practice the technique
    • Little kids practice on big kids big kids practice on instructors
    • Again when we jump we are looking to drag them forward to break their posture

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Line tiggy
    Class 22 - Rear Sweeps - Lesson A (Rear Sweeps)

    Lesson A – Rear Sweeps

    Warm up – Basic conditioning and motor skill development.

    Solo drills – Game of instructor says

    • Instructors choice of exercise

    Partner drills

    • S guard sit up
    • Leg jam sit up
    • Spider guard count
    • Closed guard standing

    Swiss ball

    • Break falls

    Technique – Rear sweeps (choose most relevant option for students in attendance)

    • Double ankle
    • Tri-pod
    • Sycle

    Common Mistakes

    • Using a C clamp grip on the ankles instead of an ice cream scoop
    • Getting up straight into your opponent off the double ankle sweep
    • Forgetting to change the angle of the foot when setting up the sycle sweep

    Teaching Tips and Terminology

    • Again an ice cream scoop is required as the grip has to go all the way round to the back of the leg
    • Remember to come on top in a circular motion after the double ankle sweep
    • When getting on top after the Tripod sweep I would advise in self defence scenarios to always technically stand as you will avoid getting kicked in the face but remember to keep a hold on the ankle as this will prevent them from scrambling
    • Make sure when using the leg to perform the sycle sweep you have the correct distance so the Achilles strikes

    Specific Training (choose 1 option)

    • Open guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Open guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Human bowling
    Class 22 - Sweeps - Lesson B (Forward Sweeps)

    Lesson B – Forward Sweeps

    Warm up – Basic conditioning and motor skill development.

    Solo drills – Game of instructor says

    • Instructors choice of exercise

    Partner drills

    • S guard sit up
    • Leg jam sit up
    • Spider guard count
    • Closed guard standing

    Swiss ball

    • Break falls

    Technique – Forward sweeps (choose most relevant option for students in attendance)

    • Basic spider
    • Overhead sweep

    Common Mistakes

    • Incorrect foot placements when practicing the basic spider
    • Loosing contact with the body by taking both feet of at the same time
    • When attempting the overhead sweep students will lift with their legs to early
    • Forgetting to back wards roll as you sweep your opponent with the overhead sweep

    Teaching Tips and Terminology

    • When using the basic spider explain to the students that they should be using the arch of their foot to control and put pressure on either the hips or the bicep when putting in the hooks behind the knees it is important to point your toes upwards
    • I use the analogy of imagining that you are a blind person so you must have contact with the body at all time so you know where your opponent is, so there fore you must only move one leg at a time when changing the position
    • Describe the foot position in the bicep as you should pushing as though you are putting your boot on
    • When lifting for the overhead sweep pull your opponent over you so their nose is over your nose then lift straight up with your legs if you can draw a straight line from your heel to your hip you will be able to support your opponents weight a lot easier
    • SAFETY TIP – The overhead sweep appears as though it is dangerous but it really isn’t it’s just a forward roll and a backwards roll

    Specific Training (choose 1 option)

    • Open guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Open guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Human bowling
    Class 23 - Guard Openings - Lesson A (Opening from knees)

    Lesson A – Opening from the Knees

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Marching with deltoid lifts
    • Jump and twist
    • Hindu squats
    • Knee jump up

    Partner drills

    • Closed guard standing
    • Osvaldo alves passing drills
    • Leg drag and pass

    Technique – Opening from the knees (choose most relevant option for students in attendance)

    • Classic
    • Modified
    • Cat stretch

    Common Mistakes

    • Poor posture when sat inside the guard
    • Forgetting to take the knee backwards to create the angle to open the guard in the classic manner

    Teaching Tips and Terminology

    • A good analogy for the arm position inside the guard is to be at the top of the bench press
    • Explain that all too often when opening the closed guard we leave our leg under the leg we are pushing down so therefore we hindering our selves its like trying to pick a bucket up whilst you are stood in it.
    • The cat stretch is probably more applicable No gi where grips are limited

    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Baseball
    Class 23 - Guard Openings - Lesson B (Standing to open the guard)

    Lesson B – Standing to the Open Guard

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Marching with deltoid lifts
    • Jump and twist
    • Hindu squats
    • Knee jump up

    Partner drills

    • Closed guard standing
    • Osvaldo alves passing drills
    • Leg drag and pass

    Technique – Standing to open the guard (choose most relevant option for students in attendance)

    • Stand with and without arm control

    Common Mistakes

    • Poor posture when sat inside the guard and standing
    • Forgetting to drag the arm in close prior to the stand
    • Standing with the wrong leg first

    Teaching Tips and Terminology

    • A good analogy for the arm position inside the guard is to be at the top of the bench press
    • Standing makes us harder to submit but easier to sweep
    • As you stand you should always go with the leg that is on side of the arm you are holding

    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Baseball
    Class 23 - Guard Opening - Lesson C (Combat Base)

    Lesson C – Combat Base

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Marching with deltoid lifts
    • Jump and twist
    • Hindu squats
    • Knee jump up

    Partner drills

    • Closed guard standing
    • Osvaldo alves passing drills
    • Leg drag and pass

    Technique – Combat base (choose most relevant option for students in attendance)

    • Defensive concepts

    Common Mistakes

    • Poor posture when sat in Combat base

    Teaching Tips and Terminology

    • Simply put combat base provides security as it make it harder for your opponent to attack with submissions
    • You can increase that security by keeping the arms inside the legs but it is not a deal breaker if they are on the outside you just need to be aware
    • Let your students play with passing same side or knee slide after you have opened the guard

    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Baseball
    Class 24 - Takedowns - Lesson A (Double Leg vs Aggressive Opponent)

    Lesson A – Aggressive Opponent (Double Leg)

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Alternate shuffle
    • Carioca

    Line drills

    • Rolls with break fall
    • Leapfrog
    • Handstand
    • Penetration steps

    Partner drills

    • In and out (double leg)
    • Double leg lifts

    Technique – Double leg the basics (choose most relevant option for students in attendance)

    • Sports BJJ and Self defence
    • Lift

    Common Mistakes

    • Not changing level prior to the shot
    • Placing the wrong knee on the floor when penetrating
    • Weak neck muscles
    • Using too much back when lifting

    Teaching Tips and Terminology

    • Always explain why a level change is important for both sports bjj and self defence
    • Active toes explain the motion of the foot as we penetrate
    • Always head up when lifting
    • Highlight the need for different options to deal with different reactions

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Students choice – select a student who has performed well in class and ask them to choose as a reward
    Class 25 - Kimura - Lesson A (Closed Guard)

    Lesson A – Closed Guard

    Warm up – Basic conditioning and motor skill development.

    Solo drills – Instructor says

    • Instructor selects exercises
    • Include leg rotations and sit ups

    Line drills

    • Rolls with break fall
    • Cart wheels
    • Handstands

    Partner drills

    • Kimura sit up

    Technique – Kimura – closed guard (choose most relevant option for students in attendance)

    • Sit up
    • Kimura roll over
    • Hip bump sweep

    Common Mistakes

    • Failure to create space when sitting up
    • When applying the kimura attacker generally lies flat making it difficult to apply the lock as the correct way is to shrimp onto one side creating a better angle to apply the lock
    • Failure to place leg on upper back when applying the finish resulting in opponent forward rolling to escape.
    • Not driving off your feet when attempting the hip bump sweep

    Teaching Tips and Terminology

    • Going to the concert describes how we use the arms to help with the sit up
    • We are using ice cream scoops again to improve the grip
    • When our opponent rolls to escape the attack make sure you follow them and come up on top where you have the opportunity to apply the kimura there
    • Remember when we are using the hip bump sweep we are not trying to take our opponent backwards we are pulling them forward out of their base and then taking them to the side

    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Submission wars
    Class 26 - Self Defence - Lesson A (Catching Kicks)

    Lesson A – Catching Kicks

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Wrestlers mirror drill

    Line drills

    • Rolls with break fall
    • Cart wheels
    • Handstands

    Partner drills

    • In and out single leg
    • Balance drills
    • Mad hoppers

    Technique – Catching kicks (choose most relevant option for students in attendance)

    • Front kick catch
    • Roundhouse kick catch

    Common Mistakes

    • Not moving to reduce the impact of the kicks

    Teaching Tips and Terminology

    • When ever we look to catch a kick we should always be trying to move away from the kick to lessen the impact and make it easier to catch, so if they are doing a front kick we should shuffle our feet back wards

    Specific Training (choose 1 option)

    • Fight preparation or take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight preparation or take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Sumo
    Class 27 - Takedowns - Lesson A (Single Leg vs Aggressive Opponent)

    Lesson A – Aggressive Opponent (Single Leg Takedowns)

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Wrestlers mirror drill

    Line drills

    • Rolls with break fall
    • Cart wheels
    • Handstands

    Partner drills

    • In and out single leg
    • Balance drills
    • Mad hoppers

    Technique – Single leg (choose most relevant option for students in attendance)

    • Basic entrance and run the pipe
    • Single/double

    Common Mistakes

    • Poor level change prior to entrance
    • Weak grips on the leg
    • Curved spine when holding the leg
    • When running the pipe its common for students to throw their opponent instead of pulling their leg off

    Teaching Tips and Terminology

    • When using the outside entrance you need to be in opposite stances so from a self defence point of view orthodox vs south paw
    • When gobbling up the far leg on the single/double don’t forget the knees need to compress so you can penetrate and drive forward for the double

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Student selection – pick a student that has performed really well in class and get them to choose a game they would like to play
    Class 28 - Self Defence - Lesson A (Guillotine Defence)

    Lesson A – Guillotine Defence

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Alternate shuffle
    • Carioca

    Line Drills

    • Sitting rolls
    • Kneeling rolls
    • Rolls with break falls
    • Leap frog
    • Fire mans carry
    • Wagon wheel roll

    Partner Drills

    • Clap hands and sprawl
    • Clap hands sprawl and shoot

    Technique – Guillotine defence (choose most relevant option for students in attendance)

    • Standing
    • Moving to cross body

    Common Mistakes

    • Failure to move to the correct side of the body to release pressure must always have a cross body position
    • Poor base whilst trying to defend the standing guillotine
    • When you end up in deep it is common to try to pull the head out to soon and end up choking yourself

    Teaching Tips and Terminology

    • Nothing is more important than shovelling the hands in to defend the choke
    • Make sure the students have a good sumo base whilst standing its hard to defend when all you think about is not falling over
    • We should always be trying to move to a cross body position, its not a complete deal breaker but it is very hard to choke you with the guillotine once you are cross body
    • Be patient when extracting the head first create pressure and get comfortable only when you know you are not going to tap look to pull the head out and even then be careful
    • Explain the difference between arm in and standard guillotines for example having the arm in makes it harder to defend because you cannot go over the attackers shoulder but having it in makes easier to defend in another way because you can keep the pressure away from your neck by growing bigger

     

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Student selection – pick a student that has performed really well in class and get them to choose a game they would like to play
    Class 29 - Cross Collar Choke - Lesson A (Mount)

    Lesson A – Mount

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Alternate shuffle
    • Carioca
    • Star jumps
    • Marching with deltoid lifts
    • Jump and twist
    • Wrestlers neck conditioning
    • Hip bumps
    • Explosive bumps
    • Static bridges
    • Static shrimps

    Technique – Collar choke – Mount (choose most relevant option for students in attendance)

    • Palm Up / Palm Down
    • Palm Up / Palm Up
    • Thrusting choke

    Common Mistakes

    • Weak controls due to incorrect wrist positioning
    • Poor pressure due to lack of knee squeeze
    • Shallow grips try to make the hands meet at the back of the neck
    • Choking action is often done with elbows as oppose to the wrists

    Teaching Tips and Terminology

    • When you make your grips make sure your wrists form to the contours of your opponents neck
    • Highlight the importance of choking with the wrists rather than choking using the elbows
    • Explain that the bridge defence comes from their opponents hips so when you put the second hand in to choke you don’t want to be sat on the hips
    • ‘With the thrusting choke make the grip as strong as possible by rolling the Gi when making a grip
    • Talk through the benefit of choking whilst in transition

    Specific Training (choose 1 option)

    • Mount game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Mount game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Student selection – pick a student that has performed really well in class and get them to choose a game they would like to play
    Class 29 - Cross Collar Chokes - Lesson B (Mounts)

    Lesson B – Guard

    Warm up – Basic conditioning and motor skill development.

    Solo drills

    • Jogging
    • Inside/outside shuffle
    • Alternate shuffle
    • Carioca
    • Star jumps
    • Marching with deltoid lifts
    • Jump and twist
    • Sit Ups
    • Panda rolls
    • Arm lock sit ups
    • Triangle sit ups

    Partner Drills

    • Closed guard pull

    Technique – Collar choke – Guard (choose most relevant option for students in attendance)

    • Palm Up / Palm Down
    • Palm Up / Palm Up
    • Thrusting choke

    Common Mistakes

    • Weak controls due to incorrect wrist positioning
    • Poor pressure due to lack of knee squeeze and leg pull
    • Shallow grips try to make the hands meet at the back of the neck
    • Choking action is often done with elbows as oppose to the wrists

    Teaching Tips and Terminology

    • When you make your grips make sure your wrists form to the contours of your opponents neck
    • Elbows to chest so you can attack the neck instead of choking across the teeth
    • Highlight the importance of choking with the wrists rather than choking using the elbows
    • Explain that the posture defence comes from their opponents hips and back so when you put the second hand in to choke you don’t want them to be sat upright use the legs to pull them in close
    • ‘With the thrusting choke make the grip as strong as possible by rolling the Gi when making a grip
    • Make sure you speak to your students about the danger of being choked whilst playing guard whilst it is very true that it is hard it is by no means impossible and the treat should be taken seriously
    • Talk through the benefit of choking whilst in transition.

    Specific Training (choose 1 option)

    • Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Closed guard game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Instructor selection – pick a game from our game section
    Class 30 - Self Defence - Lesson A (Standing Headlock Defence)

    Lesson A – Standing Head Lock Defence

    Warm up – Basic conditioning and motor skill development.

    Solo Drills

    • Jogging
    • Inside/outside shuffle
    • Alternate shuffle
    • Carioca

    Line Drills

    • Sitting rolls
    • Kneeling rolls
    • Rolls with break falls
    • Leap frog
    • Fire mans carry
    • Wagon wheel roll

    Game

    • Noodle striking

    Technique – Standing head lock defence (choose most relevant option for students in attendance)

    • Punch block
    • Baseball
    • Stand and lift

    Common Mistakes

    • Poor posture even though you are in a head lock you can still maintain some form of posture so you are ready to attack/defend
    • Trying to pull the head free in panic the head is usually the last thing to come free
    • Falling back instead of squatting down for the baseball slide
    • Lifting with the back instead of looking up and engaging the hips

    Teaching Tips and Terminology

    • Because our first goal in Jiu Jitsu is to close the distance and get the take down it is very common in street or real world scenarios to find your self in a standing head lock position so although it is not common in sports Jiu Jitsu it is still very important to practice
    • Breaking the chain link to throw those ice hockey punches is the way I describe the punch attack
    • When attacked with a headlock it is common to try and pull the head free remember to leave the head removal till last
    • Remember all the escapes are answers to questions our attacker will ask of us it is important that we stay alert and select the right key for the right lock

    Specific Training (choose 1 option)

    • Fight preparation or take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Fight preparation or take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Instructor selection – pick a game from our game section
    Class 31 - Takedown Defence - Lesson A (Sprawl)

    Lesson A – Sprawl

    Warm up – Basic conditioning and motor skill development.

    Solo Drills

    • Wrestlers mirror drill

    Line Drills

    • Sitting rolls
    • Kneeling rolls
    • Rolls with break falls
    • Leap frog
    • Fire mans carry
    • Wagon wheel roll

    Partner drills

    • Clap hands and sprawl
    • Clap hands sprawl and shoot

    Technique – Sprawl (choose most relevant option for students in attendance)

    • Double leg early defence
    • Early defence with knee strike
    • Late

    Common Mistakes

    • Bent arms when defending early
    • Not striking with the point of the knee
    • Not putting your weight onto your opponent when defending late

    Teaching Tips and Terminology

    • Stress the importance of reacting early your opponent will be coming towards you quickly so as soon as you see them move get those legs back and make that frame with nice straight arms
    • Lean back a little and push the hips through when throwing the knee this will help with impact as you will hit with the point of the knee, also point your toes like a dancer
    • If they have good penetration you must get those legs back fast and bring all your weight down onto their back

    Specific Training (choose 1 option)

    • Take down game – play 3-minutes per round and rotate partners once (total of 4 x 1-minute rounds) or play 5-7 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
      • Note this is suitable for most general classes
    • Take down game –work in three’s 2 training 1 resting play 2-minutes per round 1 person always completes 2 rounds before change (total of 4 x 2-minute rounds – 2 x 2-minute rounds per game)
      • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

    Live Training (compulsory)

    • 2 x 2 or 3-minute rounds (minimum)
      • Note – if time does not allow, run the class longer to accommodate.
      • If there is more time, allow another 5-minute roll

    Game

    • Instructor selection – pick a game from our game section