BJJ FUNDAMENTALS
BJJ FUNDAMENTALS
In this program students will learn the base fundamental movements, positions and submissions involved in Brazilian Jiu Jitsu. The goal of the program in to create a strong foundation for their BJJ to be built upon.
This program is suitable for both beginners to BJJ but also intermediate and advanced students.
Class 1 - Escapes - Lesson A: Trap & Roll Part 1
Video: Trap and Roll 1
Video: Trap and Roll 2
Video: Trap and Roll 3
Video: Trap and Roll 4
Lesson A: Trap & Roll Part 1
Warm Up – Basic Conditioning & 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 & 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 is 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 around 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 opponent’s chest. Use the analogy of being at the top of the bench press.
Specific Training (choose 1 option)
• Mount Game – Play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play a 10 minute group game, with 2,3, or 4 students in the middle, rotating out as you get beaten.
o Note this is suitable for most general classes
• Mount Game – Work in three’s, 2 training, 1 resting. Play 3-minutes per round, 1 person always completes 2 rounds before changing (total of 6 x 3-minute rounds – 2 x 3-minute rounds per game).
o 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 5-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
Class 1 - Escapes - Lesson B: Trap & Roll Part 2
Video: Arm Hook Trap and Roll
Video: Arm Hook Trap and Roll – Headlock
Video: Arm Hook Trap and Roll – Punch Block
Lesson B: Trap & Roll Part 2
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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 1 - Escapes - Lesson C: Surprise Rolls
Video: Surprise Trap and Roll – Forearm Choke
Video: Surprise Trap and Roll – Headlock
Video: Surprise Trap and Roll – Punch Block
Lesson C: Surprise Rolls
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
- Static Shrimps
- Bridge & Roll
Technique – Surprise Rolls
(choose most relevant option for students in attendance)
- Head lock/Cross Face Counter
- Forearm choke
- Punch Block
Common Mistakes
- Not getting on your side in the beginning, remember you must sell the elbow escape to get the correct reaction.
- Low hip positioning during the bridge transition
- Failure to remove the far side hook prior to bridge
- Incorrect guard control posture
Teaching Tips and Terminology
- When explaining the initial escape fake remember to refer to this fake escape as the Elbow escape
- 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.
- If you bridge using the hand on the hip highlight the hand position by painting the picture of them doing a bench press
- Remember to use Ice cream scoop or monkey Paw and C Clamp or Lego man to describe the grips prior to the forearm choke escape
- 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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 2 - Guard Passing - Lesson A: Same Side
Video: Guard Passing Introduction
Video: Same Side Pass – Back Step Transition
Video: Same Side Pass – Mount Transition
Lesson A: Same Side
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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 2 - Guard Passing - Lesson A: Knee Slide (part 2)
Video: Knee Slide – Guard Prevention
Video: Knee Slide – Roll Control
Lesson A: Knee Slide (part 2)
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)
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
- 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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 2 - Guard Passing - Lesson B: Combat Base
Video: Combat Base Introduction
Video: Combat Base – Same Side Pass
Video: Combat Base – Knee Slide
Lesson B: Combat Base
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
- Combat Base Basic Positioning
Technique – Same side/Knee Slide (choose most relevant option for students in attendance)
- Same side pass
- Knee Slide pass
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.
- 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
- When sliding the knee through using the knee slide to get to 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
- 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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 2 - Guard Passing - Lesson C: Bully Pass
Video: Bully Pass
Lesson C: Bully 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
- Deadlifts and go behinds
- Stand and lift
Technique – Bully Pass (choose most relevant option for students in attendance)
- Bully Pass
Common Mistakes
- Failure to place legs on shoulders
- Head moves of centreline during the pass must stay eye to eye
- Pressure is often taken of opponent due to knees been on the ground must have sprawl position during the pass
Teaching Tips and Terminology
- When placing the hands under the legs use the term swimming in.
- As you get ready to drive forward your toes and your front pad should grip the mat we call this having active toes
-
Specific Training (choose 1 option)
- Guard Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 2 - Guard Passing - Lesson D: Matador Pass
Video: Matador Pass – Introduction
Video: Matador Pass – Roll Control
Lesson D: Matador Pass
Warm up – Basic conditioning and motor skill development.
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
Line Drills
- Open guard Shrimps
- Crocodile walk
- Rear Break fall with Roll
- Judo Roll
Pre Technique
- Osvaldo Alves passing drills
- Osvaldo Alves open guard drills
Technique – Matador Pass (choose most relevant option for students in attendance)
- Basic Matador
Common Mistakes
- Not using footwork to move round the legs the common mistake is to allow the head to get in front of the feet
- Forgetting to clear the legs out of the way when passing make sure the arm’s make an X
Teaching Tips and Terminology
- When prepping for the pass let students know they need to create separation
- The arm motion used when clearing the legs is a X pass motion
Specific Training (choose 1 option)
- Guard Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 3 - Controls - Lesson A: Mount Control
Video: Mount – Head and Hands Control
Video: Mount – High Swims
Video: Mount – Low Swims
Video: Mount – Super Hooks
Video: Mount Control – Two Person Drill
Lesson A: Mount Control
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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 3 - Controls - Lesson B: Modified Mount
Video: Modified Mount – Breaking the Grip
Video: Modified Mount – Headlock Counter
Video: Modified Mount – Kimura Wrap
Video: Modified Mount – Twisting Arm Control
Lesson B: Modified Mount
Warm up – Basic conditioning and motor skill development.
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
- Seated Break falls
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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 3 - Controls - Lesson C: High Mount
Video: High Mount – Walk Out
Video: High Mount – Choke Fake to Walk Out
Video: High Mount – Elbow Pull and Walk Out
Video: High Mount – Wrist Pull and Walk Out
Lesson C: High Mount
Warm up – Basic conditioning and motor skill development.
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
- Seated Break falls
Pre Technique
- Hip bumps
- Static full bridges
- Bump and shrimp
Technique – High Mount (choose most relevant option for students in attendance)
- Walk out to High Mount
- Wrist Pull and Walk Out
- Elbow pull and Walk Out
- Choke Fake and Walk Out
Common Mistakes
- Failure to nip the knees together before attempting to walk results in opponent getting the elbows to the floor blocking the walk
Teaching Tips and Terminology
- Highlight the major benefit of high mount is that you are no longer sat on the hips, remember this is where they bridge from so it is less like been sat on a bull.
- Remember to highlight the need to make a hat for the head to stop them putting us back down low
- Remind your students to attack with chokes to distract them from escaping remember they have to RESPECT the submission attempt
· Specific Training (choose 1 option)
- Mount Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 4 - Submissions - Lesson A: Americana from Mount
Video: Americana from Mount – Classic
Video: Americana from Mount – Neck Hug
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)
- Side Control Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 4 - Submissions - Lesson B: Americana from side control
Video: Americana from Side Control – Classic
Video: Americana from Side Control – Setting the Trap
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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 5 - Clinching - Lesson A: Closing the Distance
Video: Closing the distance – Avoiding Hooks and Overhands
Video: Closing the Distance – Avoiding Straight Punches
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 pummelling
- Stance change pummelling
- Competitive pummelling
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 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 5 - Clinching - Lesson B: Body Fold Takedowns
Video: Classic Body Fold takedown
Video: Body Fold Takedown – Leg Hook
Lesson B: Body Fold Takedowns
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 – Body Fold Takedown (choose most relevant option for students in attendance)
- Body Fold Takedown
- Leg Hook Takedown
Common Mistakes
- Poor initial positioning with the clinch forgetting to place the head underneath the chin and you will tend to step to far around towards the back, listen to your opponent’s heartbeat to correct this.
- Holding on to the clinch for too long this results in a lack of control through the takedown.
- BASE students always underestimate the need for base with this technique you must widen your feet and arms when ever the opportunity presents itself.
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.
- SAFETY TIP! As you complete the fold remember to move your arms from behind the back so you get the hands trapped and you can then use your hands to aid the fall of your opponent
- When drilling the Leg Hook variation it is very important that you point out the need for the correct response from your training partner as it is impossible to attempt this takedown with out this response.
· Specific Training (choose 1 option)
- Fight Preparation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 6 - Back Transitions - Lesson A: Taking the back from mount
Video: Taking the Back from Mount – Classic
Taking the Back from Mount – Collar Drag
Lesson A: Taking the back from mount
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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 6 - Back Transitions - Lesson B: Taking the back from closed guard
Video: Taking the Back from Closed Guard – Aggressive Opponent
Video: Taking the Back from Closed Guard – Conservative Opponent
Lesson B: Taking the back from closed guard
Warm up – Basic conditioning and motor skill development.
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
- Leg Windmilling
- Panda Rolls
- Closed Guard Crunches
- Plough and Stretch
- Arm lock sit ups
- Triangle sit ups
Pre Technique
- Around the World
- Standing Around the world
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)
- Closed Guard Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 7 - Rear Chokes - Lesson A: Without the GI
Video: Arm Choke
Video: Rear Naked Choke
Lesson A: Without the GI
Rear Naked Choke
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)
- Back Control Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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
- Back Control Game –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 7 - Rear Chokes - Lesson B: With the GI
Video: Bow and Arrow Choke
Video: Classic Collar Choke
Video: Modified Collar Choke
Lesson B: With the 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)
- Back Control Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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
- Back Control Game –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 8 - Guillotines - Lesson A: From standing
Video: Guillotine from Standing
Video: Guillotine from Standing – Guard Pull
Videos: Guillotine from Standing – Tackle Defence
Lesson A: From standing
Warm up – Basic conditioning and motor skill development.
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
- Sprawls
Line Drills
- Sitting Rolls
- Kneeling Rolls
- Judo rolls
- Backwards rolls with break falls
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 – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 8 - Guillotines - Lesson B: From Guard
Video: Arm In Guillotine – Closed Guard
Video: Guillotine – Closed Guard
Lesson B: From Guard
Warm up – Basic conditioning and motor skill development.
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
- Sprawls
- Sit Up’s
Line Drills
- Sitting Rolls
- Kneeling Rolls
- Judo rolls
- Backwards rolls with break falls
Pre Technique
- Kimura Sit Up’s
- Hip bump Sit Up’s
Technique – Guillotine’s from Guard (choose most relevant option for students in attendance)
- Closed Guard 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
· Specific Training (choose 1 option)
- Closed Guard Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 9 - Guard Control - Lesson A: Closed Guard
Video: Punch Block Closed Guard
Video:Video: Closed Guard – Emergency
Video: Closed Guard Swim
Video: Closed Guard Side Switch and Swim
Video: Closed Guard – Knee Shield
Lesson A: Closed Guard
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
- Shrimps
Pre Technique
- Pulling closed guard
- Kimura Sit Up’s
Technique – Punch Block – Closed Guard (choose most relevant option for students in attendance)
- Emergency
- Swim
- Side switch and swim
- Punch Block
- Knee Shield
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
- Let students know that when you block the body shot you loose control of the head when this happens there is a good chance your opponent will posture up at this point so they will need to be ready with the knee shield
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/Fight Simulation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/Fight Simulation –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 9 - Guard Control - Lesson B: Open Guard
Video: Leg Drag Defence
Video: Up Kicks
Video: Technical Stand
Lesson B: Open Guard
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
- Cobrinha Drill
Technique – Punch Block – Open Guard (choose most relevant option for students in attendance)
- Leg drag Defence
- Up Kicks
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
- When the legs are dragged to the side students often loose contact with the body must always keep at least one leg in contact with the body to avoid the pass
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/Fight Simulation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/Fight Simulation –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 10 - Straight Arm Locks - Lesson A: Mount
Video: Classic Mount Arm Lock
Video: S-Mount Arm Lock
Video: Cross Collar Choke Arm Lock
Video: Arm Lock vs Headlock
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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 10 - Straight Arm Locks - Lesson B: Guard
Video: Closed Guard Arm Lock vs Aggressive Opponent
Video: Arm Lock vs Conservative Opponent
Video: Arm Lock vs Standing Opponent
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
- Jumping 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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 10 - Straight Arm Locks - Lesson C: Side Control
Video: Spinning Arm Lock
Video:Video: Walk Around Arm Lock
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
- Walk around 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.
- When changing to the walk around Arm Lock the students often get confused with what side of the head to put the Arm, remember that the side the arm goes lets you know whether you are doing the walk around or the spinning
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.
- With the walk around Arm Lock highlight the T Bag position to explain catching the near side arm between your legs
· Specific Training (choose 1 option)
- Side Control Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 10 - Straight Arm Locks - Lesson D: Going Belly Down
Video: Arm Lock – Going Belly Down
Lesson D: Going Belly Down
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside shuffle
- Outside shuffle
- Alternate shuffle
- Carioca
- Static Bridges
Solo drill/Partner drills mix
- Circles & Numbers
Line Drills
- Shrimps
- Bump & Shrimps
Pre Technique
- Mount Controls
Technique – Going Belly Down (choose most relevant option for students in attendance)
- Mount
Common Mistakes
- The student on the bottom tends to push off weakly when this happens it is nearly impossible to do this Arm Lock student must push hard so the situation is correct to attack with this Arm Lock
- Incorrect thumb position when applying the Arm Lock
Teaching Tips and Terminology
- Emphasize the need to go with the initial push of your opponent rather than restricting them, when you go with it you get your opponent to extend their arms which makes the Arm Lock easier
- Explain that the bottom leg needs to took under to create the correct angle
· Specific Training (choose 1 option)
- Mount Control Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 11 - Arm Lock Controls - Lesson: Escape Prevention
Video: Arm Lock Controls – Bridge Prevention
Video: Arm Lock Controls – Sit Up Prevention
Video: Arm Lock Controls – Hitchhiker Escape Prevention
Lesson: Escape Prevention
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
- Hitch Hiker escape 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
- Make sure before you discuss the Hitch Hiker Escape you have explained that is most likely they will do this escape when you have attacked with a modified Arm Lock from Side Control
· Specific Training (choose 1 option)
- Mount Control Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 12 - Triangle Choke - Lesson A: Capitalizing on mistakes
Video: Triangle Choke vs Poor Guard Opening
Video: Triangle Choke vs Poor Mount Escape
Video: Push Pull Triangle Choke
Lesson A: Capitalizing on mistakes
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Panda rolls
- Leg windmilling
- Zig Zagging
- Plough and Stretch
- Seated Break Fall’s
- Seated Back wards and Forwards rolls
- Sit Up’s
- Arm Lock Sit up’s
- Triangle Sit up’s
Partner Drills
- Kimura Sit up’s
- Hip bump Sit up’s
Pre Technique
- Guard pull
Technique – Triangle (choose most relevant option for students in attendance)
- Poor guard opening
- Push Pull
- Poor Mount escape
Common Mistakes
- Poor hip pop, when putting our legs over our opponents shoulder.
- Grabbing toes instead of the shin when setting up the finishing position
- Trying finish the triangle whilst our opponent has too much posture
- Poor weight distribution when transitioning to triangle from the mount position
Teaching Tips and Terminology
- Explain to students that our opponents will regularly make mistakes and it is up to us to capitalize on these mistakes.
- Let students know that when are opponent places one arm inside our leg and one arm outside our leg there is always an opportunity to apply a triangle choke
- Highlight the need to keep the knees nipped creating a lot of lateral pressure, this will prevent our opponent from escaping
- Must let students know that they are trying to put their opponents into the bottom of the triangle they have created
- When attacking from the mount explain that you must lean away from the leg you are moving in order to make it light so you can move faster and more smoothly
- It is important to let students know that they can roll to their backs to finish the Triangle from mount
· Specific Training (choose 1 option)
- Closed Guard Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 12 - Triangle Chokes - Lesson B: Self Defence
Video: Self Defence – Punch Block Triangle Choke
Lesson B: Self Defence
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Panda rolls
- Leg windmilling
- Zig Zagging
- Plough and Stretch
- Seated Break Fall’s
- Seated Back wards and Forwards rolls
- Sit Up’s
- Arm Lock Sit up’s
- Triangle Sit up’s
Partner Drills
- Kimura Sit up’s
- Hip bump Sit Up’s
Pre Technique
- Punch Block re-cap
Technique – Triangle (choose most relevant option for students in attendance)
- Punch Block
- London
Common Mistakes
- Letting go of the arm that is trying to punch us when slide down to the wrist
- Forgetting to defend the free arm
- When making final adjustments students hold the foot instead of the shin
Teaching Tips and Terminology
- Explain to tall students that it is very important to make a little shrimp prior to placing the leg over the shoulder to attack with the Triangle, the shrimp will free the leg up to pass over the top of the arm
- Remember this is a Self Defence technique you have guard against punches all the way through the technique
- Point out the purpose of using Williams/London guard is to basically just strengthen the grip and control the posture
· Specific Training (choose 1 option)
- Closed Guard Game/Fight Preparation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/Fight Preparation –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 12 - Triangle Choke - Lesson C: Combinations
Video: Triangle Choke Combinations
Lesson C: Combinations
Class 13 - Elevator Sweeps - Lesson A: Closed Guard
Video: Classic Elevator Sweep
Lesson A: Closed Guard
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Panda rolls
- Leg windmilling
- Zig Zagging
- Plough and Stretch
- Seated Break Fall’s
- Seated Back wards and Forwards rolls
- Sit Up’s
- Arm Lock Sit up’s
- Triangle Sit up’s
Partner Drills
- Kimura Sit up’s
- Hip bump Sit up’s
Pre Technique
- Guard pull
- Internal guard lifts
Technique – Elevator Sweeps (choose most relevant option for students in attendance)
- Classic Elevator Sweep
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/ Fight Preparation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/ Fight Preparation –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 13 - Elevator Sweeps - Lesson B: Internal Guard
Video: Over Hook Elevator Sweep
Video: Under Hook Elevator Sweep
Lesson B: Internal Guard
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Panda rolls
- Leg windmilling
- Zig Zagging
- Plough and Stretch
- Seated Break Fall’s
- Seated Back wards and Forwards rolls
- Sit Up’s
- Arm Lock Sit up’s
- Triangle Sit up’s
Partner Drills
- Osvaldo Alves Sit up drills
Pre Technique
- Internal guard lifts
- Half guard basic positioning
Technique – Elevator Sweeps – Internal Guard (choose most relevant option for students in attendance)
- Under Hook Elevator Sweep
- Over Hook Elevator Sweep
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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 14 - Clinching - Lesson A: Rear Clinch
Video: Haymaker Punch Defence
Lesson A: Rear Clinch
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
- Ground touches
- Sprawls
- Seated break falls
Line Drills
- Forward Rolls
- Backwards Rolls
Partner Drills
- Pummelling
- Stance change pummelling
Technique – Rear clinch (choose most relevant option for students in attendance)
- Haymaker punch
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
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
· Specific Training (choose 1 option)
- Fight Preparation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 14 - Clinching - Lesson B: Rear take-downs
Video: Forward Shrug
Lesson B: Rear take-downs
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside Shuffle
- Outside Shuffle
- Alternate Shuffle
- Carioca
- Ground touches
- Sprawls
- Seated break falls
Line Drills
- Forward Rolls
- Backwards Rolls
Partner Drills
- Pummelling
- Stance change pummelling
Technique – Rear Take downs (choose most relevant option for students in attendance)
- Forward Shrug
Common Mistakes
- Our partner doesn’t lean forward to defend
- Forgetting to move to the side prior to the take down.
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
· Specific Training (choose 1 option)
- Fight Preparation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 15 - Mount Escapes - Lesson A: Elbow escapes
Video: Elbow Escapes – Surprise Elbows
Video: Elbow Escapes – Heel Drag
Lesson A: Elbow escapes
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 escapes (choose most relevant option for students in attendance)
- Surprise elbows
- Heel drag
Common Mistakes
- 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 game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 15 - Mount Escapes - Lesson B: Mount escapes
Video: Houdini Escape
Lesson B: Mount escapes
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
Partner Drills
- Basic side control positioning
Technique – Elbow escapes (choose most relevant option for students in attendance)
- Houdini escape
Common Mistakes
- Failure to lay the escaping leg flat onto the mat whilst shrimping on to one side
- Allowing the arms to stray away from the body create handles for the hold down
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 it is the opponent transitioning into the mount that provides the space to escape, so they must be patient and feel the moment where the weight changes
Specific Training (choose 1 option)
- Side control game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 16 - Side Mount Controls - Lesson A: Fundamental Controls
Video: Roll Control
Video: Guard Prevention
Video: Short Base
Video: Reverse Guard Prevention
Video: Knee on Belly
Lesson A: Fundamental Controls
Warm up – Basic conditioning and motor skill development.
Line Drills
- Seated shrimps
- Shrimps
- Bump and shrimp
- Belly down shrimp
- Forward shrimps
- Crocodile walk
- Reverse crocodile walk
Partner Drills
- Osvaldo alves passing drills
Technique – Fundamental Controls (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
- The fundamental tip in video 6 is very important your students must 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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 16 - Side Mount Controls - Lesson B: Switching Sides
Video: Clock Walking
Video: Fast Switch
Video: Knee on Belly Side Switch
Video: Switching Sides – Reverse Knee on Belly
Lesson B: Switching Sides
Warm up – Basic conditioning and motor skill development.
Line Drills
- Seated shrimps
- Shrimps
- Bump and shrimp
- Belly down shrimp
- Forward shrimps
- Crocodile walk
- Reverse crocodile walk
Partner Drills
- Sprawl and go behind
Technique – Fundamental Controls (choose most relevant option for students in attendance)
- Clock walking
- Fast switch
- Reverse knee on the belly
- Knee on the belly side 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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 17 - Hip Throws - Lesson A: Setting Up The Clinch
Video: Rhino Horn Entry
Video: Swim and Clinch
Video: Surprise Attack
Lesson A – Setting Up The Clinch
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside/outside shuffle
- Alternate shuffle
- Carioca
Line Drills
- Forward roll with break fall
- Backwards roll with break fall
- Side break fall
- Handstand and roll
Partner Drills
- Grip breaking
Technique – Setting up the clinch (choose most relevant option for students in attendance)
- Surprise attack
- Swim and clinch
Common Mistakes
- Failure to keep safe distance prior to charge 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 game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 17 - Hip Throws - Lesson B: The Throw
Video: Full Hip Throw
Video: Half Hip Throw
Lesson B – The Throw
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside/outside shuffle
- Alternate shuffle
- Carioca
Line Drills
- Forward roll with break fall
- Backwards roll with break fall
- Side break fall
- Handstand and roll
Partner Drills
- Grip breaking
Technique – The throw(choose most relevant option for students in attendance)
- Full Hip
- Half Hip
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 half hip is our opponent’s knot on their belt which we can use as a marker to put our hip into
Specific Training (choose 1 option)
- Takedown game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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
- Takedown game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 18 - Side Control Escapes - Lesson A - Escaping Wrestling / Judo Pin
Video: Leg Hook and Choke
Video: Hook and Climb
Video: Bridge and Roll
Video: Dead Angle
Lesson A – Escaping Wrestling / 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 – Scarf hold or wrestlers/judo pin (choose most relevant option for students in attendance)
- Hook and climb
- Dead angle
- Frame – Leg hook and choke
- 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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 18 - Side Control Escapes - Lesson B - Shrimp Escape
Video: Shrimp Escape – Early
Video: Shrimp Escape – Late
Video: Parallel and Cross
Video: Shrimp Escapes – Punch Block
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 up’s
- Knee on the belly switches
Technique – Shrimp escape (choose most relevant option for students in attendance)
- Parallel and cross
- Early
- Late
- Punch block
Common Mistakes
- Pushing the head the wrong way when using the early 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
- With the punch block explain to your students that the escape is basically the same as the late escape just with more awareness of the punch
Specific Training (choose 1 option)
- Side control game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 18 - Side Control Escapes - Lesson C - Under Hook Escapes
Video: Far Side Under Hook Escape
Video: Near Side Under Hook Escape
Video: Under Hook Escape – Submission Awareness
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 up’s
- Knee on the belly switches
Technique – Shrimp escape (choose most relevant option for students in attendance)
- Far side under hook
- Near side under hook escape
- Submission awareness
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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 18 - Side Controls - Lesson D - Half Guard
Video: Half Guard Positioning
Video: Side Control Escape to Half Guard
Video: Half Guard to Full 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
- Side control to half guard escape
- Half guard to full guard
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
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
- Bringing the knee towards the ceiling after you insert the knee is really important as it brings the opponent back parallel therefore back into a guard situation
Specific Training (choose 1 option)
- Side control game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 19 - Guard Pull - Lesson A: Guard Pull
Video: Sit and Drag
Video: Jumping Guard
Video: Guard Pull – Punch Block Variation
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
- Sit and drag – Punch block variation
- Competition style/Jump guard
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 white belt 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
- Again when we jump we are looking to drag them forward to break their posture
Specific Training (choose 1 option)
- Take down game or one for one – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 or one for one – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 20 - Sweeps - Lesson A: Sweeps
Video: Double Ankle Sweep
Video: Tripod Sweep
Video: Sycle Sweep
Lesson A – Sweeps
Warm up – Basic conditioning and motor skill development.
Partner Drills
- S guard sit up
- Leg jam sit up
- Cobrinha rolls
- Spider guard count
- Closed guard standing
Swiss ball
- Break falls
Technique – Rear sweeps (choose most relevant option for students in attendance)
- Double ankle
- Tripod
- 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)
- Closed/Open guard game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/Open guard game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 21 - Guard Opening - Lesson A: Opening From The Knees
Video: Classic Guard Opening
Video: Modified Guard Opening
Video: Cat Stretch Opening
Video: Two Handed Dive
Lesson A – Opening From The Knees
Warm up – Basic conditioning and motor skill development.
Partner Drills
- Kimura sit ups
- Hip bump sit ups
- Arm lock rotations
- Triangle ups
- Closed guard standing
- Osvaldo alves passing drills
Technique – Opening from the knees (choose most relevant option for students in attendance)
- Classic
- Modified
- Cat stretch
- Two hand drive
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
- Facing forwards when putting our arms in for the two hand dive
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
- With the two hand dive make sure you are turned to the side or you will be vulnerable to chokes
Specific Training (choose 1 option)
- Closed/Open guard game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/Open guard game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 21 - Guard Opening - Lesson B: Standing To Open The Guard
Video: Guitar Hero Opening
Video: Punch to Pass
Video: Stand with Arm Control
Lesson B – Standing To Open The Guard
Warm up – Basic conditioning and motor skill development.
Partner Drills
- Kimura sit ups
- Hip bump sit ups
- Arm lock rotations
- Triangle ups
- Closed guard standing
- Osvaldo alves passing drills
Technique – Standing to open the guard (choose most relevant option for students in attendance)
- Stand with arm control
- Guitar hero
- Punch 2 pass
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
- Not enough pressure in the knee that is on the chest during the guitar hero pass
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
- Guitar hero is a little more for No Gi as requires fewer grips
- Remember it is the rotation of the body which opens the guard during the guitar hero pass
- C clamp neck control is important when we punch 2 pass
Specific Training (choose 1 option)
- Closed/Open guard game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/Open guard game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 21 - Guard Opening - Lesson C: Combat Base
Video: Defensive Concepts
Video: Filled the Gap
Lesson C – Combat Base
Warm up – Basic conditioning and motor skill development.
Partner Drills
- Kimura sit ups
- Hip bump sit ups
- Arm lock rotations
- Triangle ups
- Closed guard standing
- Osvaldo alves passing drills
Technique – Combat base (choose most relevant option for students in attendance)
- Defensive concepts
- Filling the gap
Common Mistakes
- Poor posture when sat in Combat base
- Trying to insert the knee when our opponent has a low guard instead of a high guard
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/Open guard game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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/Open guard game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 22 - Advanced Arm Locks - Lesson A: Arm Crush / Cutting Arm Bar
Video: Arm Crush from Internal Guard – High Collar
Video: Arm Crush from Internal Guard – Knee Grips
Video: Standing Arm Crush vs High Collar Grip
Lesson A – Arm Crush / Cutting Arm Bar
Warm up – Basic conditioning and motor skill development.
Partner Drills
- In and out (double leg)
- Double leg lifts
- Partner squats
- Pummelling
- Stance change pummelling
- Competitive pummelling
- Breaking grips
- Judo grip battle
Technique – Arm crush/cutting arm bar (choose most relevant option for students in attendance)
- Stand and crush
- Internal guard – High collar
- Internal guard – Knee grips
Common Mistakes
- Not attacking the joint placing the grip too high or too low
- Loose grips due too not biting down with the arm and the head
- Not falling to side when applying the crush from internal guard
Teaching Tips and Terminology
- When attacking the arm use the horse shoe part of the arm to attack the elbow with especially important when you are breaking the knee grips before the attack
- Highlight the importance of using the head to lock the arm into position without the head the arm can rotate and then there is no arm crush
- Use the term cradle to describe the finishing movement
- Remember the crush is always there whenever there is a high collar grip, whether you are standing or on the ground
- Remember use all the body as a weapon whenever possible use the legs to help, this applies whenever falling to your side to apply the submission like from internal guard
Specific Training (choose 1 option)
- Any guard game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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
- Any guard game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 23 - Double Leg Takedowns - Lesson A: The Basics
Video: Self Defence/Sports BJJ Double Leg
Video: Corner Cut
Video: Basic Lift
Video: Outer Reap
Lesson A – The Basics
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 and roll
- Roll and handstand
- Penetration steps
Partner Drills
- In and out (double leg)
- Double leg lifts
Technique – The basics (choose most relevant option for students in attendance)
- Self defence/sports bjj
- Corner cut
- Lift
- Outer reep
Common Mistakes
- Not changing level prior to the shot
- Placing the wrong knee on the floor when penetrating
- Weak neck muscles on the corner cut
- Using too much back when lifting
- With the outer reap it’s a complete wrap so the knee should go on the floor not the foot
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
- Gripping with a calf wrap is very important as it is a stronger grip
- With the corner cut we need to always drive across side using the head
- Always head up when lifting
- Highlight the need for different options to deal with different reactions
Specific Training (choose 1 option)
- Take down game or one for one – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 or one for one – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 24 - Kimura - Lesson A: Closed Guard
Video: Sit Up Kimura
Video: Kimura – Forced Option
Lesson A – Closed Guard
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside/outside shuffle
- Alternate shuffle
- Carioca
- Leg rotations
- Closed guard crunches
Line Drills
- Rolls with break fall
Partner Drills
- Arm lock rotations
- Triangle ups
Technique – Closed guard (choose most relevant option for students in attendance)
- Sit up
- Forced Option
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.
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
Specific Training (choose 1 option)
- Closed guard game or one for one – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 or one for one – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 24 - Kimura - Lesson B: Side Control
Video: Long
Video: Tea Bag
Lesson B – Side Control
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside/outside shuffle
- Alternate shuffle
- Carioca
- Leg rotations
- Closed guard crunches
Line Drills
- Rolls with break fall
- Crocodile walk forwards
- Crocodile walk backwards
Partner Drills
- Osvaldo alves passing drills
Technique – Side control (choose most relevant option for students in attendance)
- Long
- Tea bag
Common Mistakes
- Using just arm strength to push the arm to the floor
- Not rolling back prior to stepping over the head
- Rolling back to far prior to stepping over the head
Teaching Tips and Terminology
- Whenever our opponent gets an under hook the kimura is on
- We are using C clamp grips on the wrist
- When we step over the head to apply the finish it is a fine line between rolling back enough to create space to attack the arm whilst not rolling back so far that your opponent just sit’s up for the reversal
- For the Tea bag Kimura the most important thing is initially moving back and eventually collecting the arm you not attacking between your legs
- Don’t be frightened to get a good Tea bag position
Specific Training (choose 1 option)
- Side control game or one for one – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 or one for one – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 24 - Kimura - Lesson C: Half Guard
Video: Positioning
Video: Rollover
Video: Defensive Kimura
Lesson C – Half Guard
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside/outside shuffle
- Alternate shuffle
- Carioca
- Sprawls
Line Drills
- Rolls with break fall
Partner Drills
- Internal guard rocks
- Half guard side switch
Technique – Half guard (choose most relevant option for students in attendance)
- Positioning
- Rollover
- Defensive Kimura
Common Mistakes
- Laying flat on your back in the half guard
- Using only the arms to try and finish the Kimura
Teaching Tips and Terminology
- A small bridge is a good way to set up the Kimura
- Make sure you shrimp underneath your opponent when you are looking to finish the Kimura or roll your opponent over
- Always explain that when you put someone in a Kimura its 3 dimensional in that the entanglement looks the same to both people with a small adjustment this is where the defensive Kimura comes in
Specific Training (choose 1 option)
- Side control game or Half guard game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 or Half guard game – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 25 - Single Leg Takedown - Lesson A: Outside Entry
Video: Calf Wrap
Video: Single/Double
Video: Run the Pipe
Lesson A – Outside Entry
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside/outside shuffle
- Alternate shuffle
- Carioca
- Hindu squats
- Level changes
Line Drills
- Rolls with break fall
- Handstand and roll
- Roll with handstand
Partner Drills
- Balance drill
- Mad hoppers
Technique – Outside entry (choose most relevant option for students in attendance)
- Calf wrap
- Single/Double
- Run the pipe
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
- Use the calf wrap snaking round the leg to improve the grip
- 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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 25 - Single Leg Takedown - Lesson B: Inside Pick Up
Video: Calf Wrap
Video: Single/Double
Lesson B – Inside Pick Up
Warm up – Basic conditioning and motor skill development.
Solo Drills
- Jogging
- Inside/outside shuffle
- Alternate shuffle
- Carioca
- Hindu squats
- Level changes
Line Drills
- Rolls with break fall
- Handstand and roll
- Roll with handstand
Partner Drills
- Balance drill
- Mad hoppers
Technique – Outside entry (choose most relevant option for students in attendance)
- Calf wrap
- 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
- Weak neck muscles when pushing the head across side
Teaching Tips and Terminology
- When using the inside entrance you need to be in the same stance so from a self defence point of view orthodox vs orthodox or south paw vs south paw
- Use the calf wrap snaking round the leg to improve the grip
- Can use without the penetration step if you prefer
- Must push cross side to finish the single/double
Specific Training (choose 1 option)
- Take down game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 26 - Cross Collar Chokes - Lesson A: Mount
Video: Palm Up/Palm Down Cross Collar
Video: Palm Up/Palm Up Cross Collar
Video: Thrusting Choke
Video: Ezekiel Choke
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 chokes (choose most relevant option for students in attendance)
- Palm Up / Palm Down
- Palm Up / Palm Up
- Thrusting choke
- Ezerquiel
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
- When performing the Ezerquiel students hurt their own fingers by gripping incorrectly on the inside of the Gi
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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 26 - Cross Collar Choke - Lesson B: Guard
Video: Palm Up/Palm Down Cross Collar
Video: Palm Up/Palm Up Cross Collar Choke
Video: Thrusting Choke
Video: Ezekiel Choke
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 chokes (choose most relevant option for students in attendance)
- Palm Up / Palm Down
- Palm Up / Palm Up
- Thrusting choke
- Ezerquiel
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
- When performing the Ezerquiel students hurt their own fingers by gripping incorrectly on the inside of the Gi
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 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 27 - Self Defence - Lesson A - Guillotine Defence
Video: Standing
Video: Moving Cross Body
Video: In Deep
Video: Arm In
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
- In deep
- Arm in
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)
- Closed guard game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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
Class 27 - Self Defence - Lesson B: Standing Head Lock Defence
Video: Punch Block
Video: Stand and Lift
Video: Baseball Slide
Video: Forward Lateral Drop
Lesson B – Standing Head Lock Defense
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 slide
- Stand and lift
- Forward lateral drop
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)
- Take down game or fight preparation – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 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 or fight preparation – work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-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 5-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