//00MOVEMENT · PRINCIPLE

Angle Creation

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.

RELATED ELEMENTS10
PRIORITY4 / 5
CATEGORYMOVEMENT
//01RELATED_ELEMENTS
TRIANGLE-CHOKETriangle 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.

SIDE-CONTROLSide 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.

BACK-CONTROLback 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.

ARM-DRAGArm Drag

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.

KNEE-ON-BELLYKnee 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.

HEADQUARTERS-GUARDHeadquarters 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.

SINGLE-LEG-CONTROLSingle 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.

D-ARCE-CHOKED'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.

COMBAT-BASECombat 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.

CRAB-RIDECrab Ride

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.

//02RELATED_PRINCIPLES
HIP-MOBILITYHip Mobility

The hips are the engine of jiu jitsu. Every sweep, escape, guard retention, and submission finish depends on hip movement — elevation, rotation, or retraction. Restricted hips mean restricted options. Training hip mobility is training your entire game.

10 ELEMENTS
CHAIN-ATTACKSChain Attacks

A single attack is easy to defend. Two linked attacks are harder. Three or more in sequence become overwhelming. Chaining forces the opponent to solve multiple problems consecutively, and each defence opens the next attack. The chain is the strategy; individual techniques are just links.

10 ELEMENTS
PENDULUM-MOTIONPendulum Motion

Momentum generated through swinging motion — legs, hips, or the entire body — creates force that exceeds what static muscle contraction can produce. The pendulum converts small initial movements into large forces by building momentum through arc and timing. It is the principle behind the most powerful sweeps and transitions in jiu jitsu.

10 ELEMENTS
PUSH-PULL-PRINCIPLEPush-Pull Principle

Pushing creates a pulling reaction; pulling creates a pushing reaction. Every opponent resists force by countering in the opposite direction. The push-pull principle uses this predictable reaction — push to pull, pull to push — to break balance and create openings that the opponent's own resistance delivers.

10 ELEMENTS
//03GET THE APP

This is the map. Angle Creation — every related position, submission, and transition it governs — lives in the app. Offline, no account.

Apply 10 elements in-app