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Danaher New Wave Escapes: Disc 1, Disc 4: Knee on Belly, Mount Escapes:…
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Disc 4: Knee on Belly
Spin Under Escape
- Opponent has right knee on belly
- turn your body to reach under opponents leg with both hands cupping hamstring to the left
- Keep your head close to your arms under opponent's knee to prevent extension (danger of darce)
- push your opponent to your left to force them to place hands on the ground
- keep framing on opponent's left hamstring with your left hand and retract right hand
- lift your legs and throw your right leg over opponent's right hamstring into a quasi 5050 position
Backside 5050 heel hook
- break with conventional or reverse figure four grip
Opponent backsteps
5050 Inside Shoulder Heel Hook
- follow your opponent by rolling with him
- getting on your right shoulder with head turned to the ground and lifting your hips off the ground
- lock a sankaku with both shoelaces on opponents hip
- two knees should point down to the ground
- block opponent's upper body with your left shin to prevent hand fighting
Belly down 5050 heel hook
- if you're able to anticipate the backstep, turn over your left shoulder to face the ground.
- your right shoulder must be further left than your left shoulder
- any backstep will break your opponent's leg with the group locked correctly
Open Legs
- back heel with right hamstring while pushing on knee with left leg and retracting knees to chest
- point knees to the ground to wedge better against opponent's legs to prevent them from knee sliding out
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Knee Bump Escape
- opponent has right knee on belly
- place your right knee at opponent's tailbone
- keep elbow in tight
- knee bump by pushing off your left foot to bring your opponent's body forward
- place crook of left elbow around back of opponent's right knee
- turn belly down to pin your opponent's right knee to the ground
- wrap opponent's right shin with your right arm
- wedge your right knee against opponent's right achilles to made it difficult for him to run away
- windshield wiper your feet to your left
- head post on ground to unweight your left leg
- step over your opponent's right leg with your left leg and hook opponent's far left hamstring with your left foot
- push off your right foot to roll your opponent's legs over your head
- rotate around onto your left shoulder
Double 5050 Heel Hook
- feed your right foot between opponent's legs and hook against your opponent's left inner thigh
- your left shin back heels against opponent's left outer thigh
- your left shin makes it difficult for your opponent to backstep
- effectively double trouble where you control both opponent's legs
- finish with conventional or reverse figure four grips
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- Lighter and Looser Mobility Pin
- not designed to hold people for extended periods of time but to create openings
- no chest to chest connection
- focus on disrupting balance to escape
- less stable pin in no gi as you're unable to grip belt and collar
Mount Escapes: Disc 2
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Kipping Escape
- using legs to generate momentum to assist in escaping
- chooses kipping escape first over elbow escape because there's a smaller interface between defense and offense
- all or nothing move, works perfectly or not at all
- effective even when opponent locks feed behind your butt
- kipping is a much less strong movement than a bridge. Kipping works against opponent's closed feet rather than entire bodyweight however. Can't lift people with a kip.
- don't need to move opponent large distances, just need to insert knee between opponent's legs for it to work
- especially good escape for no gi where collar strangles aren't possible
Hand Frame
- 2 hands on hips, fingers outwards (protects against wristlocks), heel on hand on hip bone, at least one elbow inside knee
- less robust but easy to switch side
- good for tall opponent or low on hip
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Forearm Frame
- frame right forearm across hip, left elbow inside leg, hands palm to palm
- bridge and bump if opponent is too tight to you
- more robust grip but hard to switch sides
- good for shorter opponents or higher on hip
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One handed and no handed kipping escapes also possible for advanced players
Assymetric bridge over your left shoulder to shift opponent's center of gravity away from your hips. Make sure your opponent's belly button is not over your body and preferrabley thier hands are posted on the ground.
Bring your knees to opponent's tail bone and feet off the floor. Kick feet together in synchonous motion and pull your left knee between opponent's legs.
Feet must move in unison and knee must be below tail bone for move to work. Split feet work against each other but feet together generate momentum rocking your body.
Cannot kip with a straight back. Must have a concave spine, otherwise kip with be feeble.
Use short fast rhythmic pulses of feet rather than long foreceful strokes,
Secure irimi ashi garami
Bring your knees to opponent's tail bone and feet off the floor. Kick feet together in synchonous motion and pull your left knee between opponent's legs.
Feet must move in unison and knee must be below tail bone for move to work. Split feet work against each other but feet together generate momentum rocking your body.
Cannot kip with a straight back. Must have a concave spine to get rocking chair effect, otherwise kip with be feeble.
Use short fast rhythmic pulses of feet rather than long foreceful strokes.
Secure irimi ashi garami
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If your initial bridge is to the left, continue and use your opponents momentum to bridge to the right.
Displace center of gravity and continue to kipping escape.
Hand Frame is better for this but also possible with forearm.
Opponent Moves thier center of gravity back on you, moving their hips back.
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Overhead Kipping Escape
- move advanced version
- puts opponent in best position to finish a heel hook, opponent has not option to disengage to the side once losing mount as their bodyweight is directly over you
- need to be mindful of posture or get squashed
- instead of moving opponent's center of gravity to the side, bringing it over chest
- Prefers forearm frame for overhead kipping but hand frame also possible
- Cannot have opponent's shoulder below your chin as that prevents you from rounding your spine. Thumbpost and bridge to loosen cross face. turn head to the side away from cross face and knee chin tucked in opponent's chest
- bring opponent's weight over you by placing knees against tailbone and curving spine
- kip to elevate
- make sure you bring your knees all the way to your forearm
- once your forearm touches your knees, enter ashi garami
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Disc 4: Side Control
Side Elbow Escape
- first responsibility to prevent extension
- start by shifting away and slightly turning away from opponent and getting right elbow near hip inside. use forearm, not hand to frame
- next responsibility is to insert near right knee. Difficult to get when moving along ground as your opponent's thigh is in the way. bring knee to opponent's hip instead.
- bicep tie cross face arm with right hand
Clamp
- extend body away from opponent
- place right knee on opponent's left collar bone. prevents them from pushing towards you
- left knee wedges against back of opponent's right shoulder to imobilize shoulder line and stop them from pulling away
- clamp is like an ashi garami of upper body
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- An example of an arm dominant pin
- counter attack following escapes will be to the upper body
- if people pull away from upper body counterattack, they must posture up leaving legs behind open to attack