Half Guard Lab

Bottom half guard explored through what-if scenarios. What if they post a leg, what if they dig teh underhook? Paths to sweeps, submissions, & guard recovery based on what they give you

Flow outline

  1. Half Guard (Bottom)

    • If they frame, when it happens, your primary laboratory. from here, experiment with underhooks, frames, and off-balancing to see what reactions can provoke. what if you can't secure underhook? that's when explore overhook or head-and-arm clinch variations
  2. Starting Position

    • initial state. immediately test waters: can off-balance them, or do they initiate an underhook? decision point branches experimental pathways
  3. Kimura (Bottom HG) System

    • Often An offensive branch triggered when far arm is available. is a 'what-if' scenario: if they give you that arm, dive deep into Kimura setups and finishes from bottom
  4. High Underhook Half Guard

    • When it happens, A strong offensive platform achieved by blocking and pummeling early. From here, experiment: can shuck and hip out to reverse, or is that path blocked, forcing us into a head-and-arm clinch?
  5. Low Underhook Half Guard

    • Once set, usually established by kicking top leg through and shucking. is a different control point than high underhook, potentially leading to unique sweeps or transitions
  6. Top Half Guard

    • successful outcome of a John Wayne Sweep. experiment paid off, and now you're in a dominant position to work passes or attacks
  7. Closed Guard

    • If it shows up, A reset and recovery position. If you manage to hug lat, underhook far arm, and shift under, you've successfully re-guarded and can restart your experiments from a safer base. Timing over strength
  8. Overhook Half Guard

    • A defensive variation when you can't get underhook. frame and reset here, exploring what attacks or sweeps might be available when controlling overhook instead. Timing over strength
  9. Reverse De La Riva

    • Quick note: A guard retention and sweeping option when opponent stands up. is a specific 'what-if' pathway for dealing with standing pressure
  10. Head & Arm Clinch Half Guard

    • Key detail: a control position when shuck is not available. from here, observe: does their posture stay low, or do they try to posture up? each reaction leads to a different experimental sweep
  11. Mount

    • ultimate goal of john wayne sweep pathway. successfully sweeping from head-and-arm clinch when their posture is low lands you in mount, where a new of attacks begins
  12. Shoulder Crunch Butterfly Guard

    • Often A transitional position created when they try to posture up from head-and-arm clinch. opens door for hook sweeps and armlock experiments
  13. Mount

    • successful conclusion of hook sweep pathway from butterfly guard. A clean sweep lands you in a dominant top position. Don’t force it
  14. Top Half Guard

    • result of a forced John Wayne Sweep. Even if sweep is resisted, forcing it can still reverse position, putting you on top
  15. HG Pass Prevention System

    • usually a parallel defensive starting from initial position. explores 'what-if' of immediate pass prevention, focusing on maintaining sleeve and collar control to shut down passing avenues before they begin. angle matters

Branch conditions