Flow State
Pathways between foundational positions & modern innovations in BJJ. A map of how the game connects
Flow outline
Konkurranse 2024
- From here, the competitive where all techniques are pressure-tested and refined through live rolling
Fight Start
- Once set, the initial engagement phase where strategic takedowns set the tone for positional dominance
Takedown 1
- from here, a primary takedown entry that establishes immediate control and momentum
Takedown 2
- Once set, an alternative takedown pathway offering different angles and grips for top position
Cow Catcher
- Key detail: from here, a dynamic takedown that capitalizes on head position and leverage for quick ground transition
Top Position
- the dominant control phase where pressure, passing, and submissions flow from superior positioning
Bottom Position
- Once set, the defensive and offensive hub where guards, escapes, and sweeps create opportunities from underneath
Open Guard
- If they frame, a dynamic guard using distance management and leg dexterity to control and attack
Half Guard
- the transitional battleground where underhooks, sweeps, and submissions emerge from partial control. timing beats strength
Closed Guard
- If it shows up, The classic control position where breaking posture and creating angles lead to submissions and sweeps
Side Control
- Once set, from here, a dominant pinning position where pressure and transitions flow toward submissions and advances. don’t force it
Turtle
- From here, often a defensive shell position that can be transformed into attacks or escapes with proper framing. switch if it stalls
Open Guard
- Key detail: most of the time the bottom player's open guard for creating space, off-balancing, and launching attacks
Half Guard
- The bottom half guard where lockdowns, sweeps, and modern transitions like Octopus Guard originate. Angle matters
Closed Guard
- Usually The bottom closed guard as a submission and sweep hub with breaking mechanics and angle creation
Side Control
- Quick note: The bottom side control position where escapes, frames, and submissions like the Shoulder Crunch develop. Don’t force it
Turtle
- Once set, if it shows up, the bottom turtle position serving as both defensive fortress and transition point to escapes
Octopus Guard
- Usually A modern guard innovation using leg entanglements and upper body control to off-balance and sweep
Octopus Guard
- From here, The top player's counter to Octopus Guard, focusing on pressure passes and maintaining dominance. Switch if it stalls
Sweep
- From here, the momentum-shifting technique from octopus guard that reverses position and creates top control
Sweep
- Quick note: The counter-sweep from top Octopus Guard that maintains or regains positional advantage
Shoulder Crunch
- A pressure-based submission from bottom side control that attacks the shoulder and neck simultaneously. Switch if it stalls
Choi Bar
- From here, A modern armbar variation from the Shoulder Crunch that isolates the elbow with unique leverage
North-South
- A top control position with head-to-head alignment, perfect for chokes and transitional pressure
North-South
- Key detail: if it shows up, the bottom north-south position where escapes and reversals like the pendulum escape are executed
Knee Shield Smash
- Quick note: A top passing technique that collapses the half guard knee shield to advance to dominant positions. Don’t force it
Loop Choke
- A gi-based choke attack that capitalizes on the collapsed space after the Knee Shield Smash
North-South Choke
- Once set, from here, a high-percentage submission from top north-south that uses shoulder pressure and lapel control
Pendulum Escape
- A dynamic escape from bottom North-South that uses hip movement and framing to regain guard
Choi Bar
- The armbar finish that flows naturally from the Pendulum Escape's positional transition
Escape
- Often The systematic pathway out of bottom Turtle, utilizing frames, hip movement, and re-guarding
Power Half Nelson With One Hook
- A top Turtle attack combining head control and leg positioning for pins and submissions
Pass
- The guard passing sequence from Half Guard that advances to side control or mount. Switch if it stalls
Branch conditions
- Opponent Opens Guard
- opponent enters half guard
- Opponent Closes Guard
- pass to side
- Opponent Turtles
- create distance
- Secure Half Guard
- Close Guard
- frame and escape
- Turtle Up
- entangle leg
- Counter Entanglement
- Off-Balance And Roll
- Maintain Pressure
- Crunch Shoulder
- Isolate Elbow