Movement

Angle Creation

Priority

Attacking from directly in front of an opponent engages their full defensive structure. Moving off-angle bypasses defences and exposes vulnerabilities they cannot address without repositioning. Creating angles — through hip movement, stepping, or circling — is the tactical foundation of both passing and attacking.

Where this principle applies

TR
Triangle Choke

The triangle finishes by cutting a perpendicular angle to the opponent's body. Without the angle, the choke is loose and escapable. Walking the shoulders to create the angle is what converts a locked triangle into a finish.

SD
Side Control

Passing to side control is fundamentally about creating an angle past the legs. The passer who moves laterally around the guard player's knee line creates the angle that makes the pass unstoppable.

BK
Back Control

Taking the back requires creating an angle behind the opponent. Every back take — from turtle, from guard, from standing — starts with moving past the 90-degree plane where the opponent cannot see or reach you.

AD
Arm Drag
Arm DragStanding

The arm drag creates an instant 45-degree angle by pulling the opponent's arm across their centre line. This angular displacement exposes the back and removes the opponent's ability to face you squarely.

KB
Knee on Belly

Transitioning from side control to knee on belly creates a new angle of attack. The shift in angle changes the opponent's defensive priorities and opens submission paths that side control alone does not provide.

HQ
Headquarters Guard

Headquarters is a neutral passing base from which the passer creates angles to either side. The position exists precisely to facilitate rapid angle changes — left or right — based on the guard player's reactions.

SL
Single Leg Control

Finishing the single leg requires circling to an angle rather than driving straight forward. The angle takes the opponent off their base line and makes the takedown fall naturally rather than requiring force.

DC
D'Arce Choke

The D'arce enters when the opponent turtles or shoots with their head on the wrong side, creating an angle for the arm to thread under the neck. The choke is an angle-dependent attack — it only exists when the geometry is right.

CB
Combat Base

Combat base with one knee up creates an asymmetric stance that invites the guard player to attack one side — which the passer uses to angle-pass to the other. The base itself is designed to bait and exploit angles.

CK
Crab Ride
Crab RideControl

Crab ride creates an extreme off-angle from behind the opponent, controlling the hips while positioned at 90 degrees to their spine. This angle makes it nearly impossible for the opponent to turn and face you.

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