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Back Mount Kimura Grip and Escape Game for Submission Grappling (Submission Grappling Private Lesson)

Poster for a new grappling blog post on back mount kimura grip and escape game, with purple-tinted grappling photo and web link

Submission Grappling Private Lessons


The best rounds in grappling don’t always look like sparring. Sometimes they look like a tiny fight inside one position, with clear rules, short time limits, and one simple question: can you solve this problem before the other person does?


Tonight’s session was a good example.


One of my newer Submission Grappling clients had the chance to work with one of my more advanced private clients. That’s a useful mix when it’s managed well. The beginner gets realistic pressure without being thrown into chaos. The advanced student gets to sharpen control, timing, and restraint. Nobody is just “winning rounds”. Both people are learning.


This was also the final lesson in my new client’s first Submission Grappling course, which has been focused entirely on attacking and defending pins. So the goal wasn’t to collect random techniques. The goal was to build a connected understanding of pressure, escape, and control.



Why pinning came before the back mount game


Before we got to the back mount kimura grip game, we started where this whole first course has lived: pins.


That matters more than beginners often realise.


A lot of new grapplers want to jump straight to submissions. That’s understandable. Submissions are the obvious finish. They’re also the part that gets clipped, shared, and remembered. But in live grappling, submissions usually become available because someone has already won a smaller battle.


They’ve pinned the hips.


They’ve controlled the shoulders.


They’ve forced a reaction.


They’ve made the other person carry weight, turn the wrong way, or expose an arm.


That’s why a pinning-focused course gives a beginner a strong base. It teaches them the difference between simply being on top and actually controlling someone. It also teaches them how not to panic when they’re underneath pressure.


We opened the lesson with pinning flow drills. These weren’t loose warm-ups where people just move around for the sake of it. The drills had a specific job.


They were there to connect:


  • shapes

  • weight placement

  • breathing

  • timing

  • the right muscle activation


At first, resistance stayed low. That gave the newer client time to feel the positions without rushing. Then resistance gradually increased. This is where the learning gets interesting, because the shape has to survive contact.


A beginner can often copy a position when nothing is pushing back. The real test is whether that same shape still works when the other person bridges, turns, frames, or tries to recover space.


That’s one reason a submission grappling private lesson can be so helpful. The coach can adjust the resistance, slow the round down, explain the missing detail, then turn the pressure back up. The student doesn’t have to guess which part failed.


The first game built pressure without turning into chaos


After the flow drills, we moved into a pinning game.


The job for Player A was simple: connect their hands around Player B’s neck, or around Player B’s arm and neck.


The job for Player B was also simple: escape the pin.


We used one-minute rounds.


Short rounds change the feeling immediately. There’s no time to coast. Player A has to build control quickly. Player B has to make decisions under pressure. That doesn’t mean thrashing around. It means learning to act with purpose when the clock is against you.


This kind of training sits in a useful middle ground.


It’s not a dead drill, because the person on bottom is resisting and trying to escape.


It’s not full sparring, because the goal is narrow and the starting position is controlled.


That middle ground is where many beginners improve fastest. They get enough pressure to make the lesson real, but not so much freedom that everything becomes confusing.


The hand connection around the neck, or arm and neck, also teaches a key pinning idea: control gets stronger when the upper body and head are managed together.


If the person underneath can freely turn their head, frame with their arms, and move their shoulders, they’ve usually got a path out. If the top player starts connecting the head and arm while keeping weight in the right place, escapes become harder.


That doesn’t mean squeezing wildly. It means placing the body well enough that the grip matters.



The back mount kimura grip game gave both players a clear job


The next game was the same one I used with a couple client the night before. It starts from back mount.


For anyone newer to the language, back mount means one player is behind the other with leg control. In this version, Player A starts with both hooks in. Hooks are the feet placed inside the opponent’s thighs to help control their hips. Player A also starts with a seatbelt hold, which means one arm goes over the shoulder and one arm goes under the armpit, with the hands connected in front.


From there, the rules were:


  • Player A starts on the back with both hooks in and a seatbelt hold.

  • Player B starts already held in that position.

  • Player A tries to establish the kimura grip.

  • Player B tries to escape.

  • The fight stays in this position.

  • As soon as the position changes, both players reset.

  • If the position changes with Player B in guard, or with Player B clearly escaped, Player B wins.

  • Player A wins by establishing the kimura grip.


The kimura grip is a two-on-one arm control. One hand controls the opponent’s wrist. The other arm threads around their arm and grabs your own wrist. It’s often used to attack the shoulder, but in this game the main goal was control, not rushing a finish.


That distinction is important.


If a beginner hears “kimura”, they may think only of the submission. But the grip itself is also a powerful control position. From the back, it can stop the defender from freely turning, posting a hand, or peeling away the seatbelt. It can also shift the attacker from chasing the neck to controlling the arm.


That’s useful because good defenders don’t just wait to be choked. They fight hands. They hide their neck. They slide their shoulders lower. They try to turn into the attacker and recover a safer position.


The kimura grip gives the attacker another route.


Constraints make the round more useful


The most important part of the game wasn’t the kimura grip on its own. It was the constraint.


The fight had to stay in the back mount position. If the position changed, the round ended and the players reset.


That one rule keeps the sparring honest.


Without it, the round can drift. Player A might lose the back and scramble into something else, then still feel like they’re doing fine. Player B might half-escape, get stuck somewhere messy, and the original lesson disappears.


By resetting as soon as the position changes, both players get repeated attempts at the actual problem.


Can the attacker keep the back long enough to isolate the arm?


Can the defender clear enough control to escape or recover guard?


Can either player notice the exact moment the position is won or lost?


This is where Grappling sparring analysis becomes much easier. Instead of reviewing a wild five-minute round with ten different positions, you can look at one small exchange and ask better questions.


For Player A:


  • Did they keep chest contact on the defender’s back?

  • Did they lose a hook before they attacked the arm?

  • Did they chase the grip while giving away hip control?

  • Did they control the wrist before trying to thread the second arm?


For Player B:


  • Did they protect the trapped arm early?

  • Did they turn towards the correct side?

  • Did they clear a hook before trying to sit up?

  • Did they escape the back but forget to secure guard?


Those questions are easier to answer because the game is narrow.


This is also why constraints are common in good coaching across grappling sports. Wrestlers work from specific tie-ups. Judo players repeat grip-fighting situations. Brazilian Jiu-Jitsu coaches often use positional sparring from mount, guard, or back control. The idea is simple and practical: isolate the problem, add resistance, repeat it enough times to recognise patterns.



What each player learns from the same game


One of the best things about this game is that both players get different lessons from the same starting point.


The attacker learns patience. If they rush the kimura grip and forget the back control, the defender escapes. If they cling to the back without attacking, the defender gets time to peel grips and move their hips. The attacker has to balance control and offence.


The defender learns calmness. Starting in back mount can feel bad, especially for a new grappler. The seatbelt is already in place. The hooks are already in. The attacker is behind, which means the defender can’t easily see what’s happening.


That’s exactly why the position is worth training.


Panic makes the defender reach, twist, or expose the arm. A calm defender starts solving the position in order:


  1. Protect the neck.

  2. Control the attacker’s choking arm or top hand.

  3. Move the shoulders and hips to reduce back control.

  4. Clear a hook.

  5. Turn towards a safer position or recover guard.


The game rewards that order.


If Player B simply flails, Player A gets the kimura grip quickly. If Player B only defends the hands but never moves the hips, they stay stuck. If Player B clears the legs but ignores the arm, the kimura grip may appear during the escape.


That push and pull makes the game feel alive.


For the more advanced client, the challenge was different. They had to work with enough control to make the round real, but not so much force that the newer client stopped learning. That’s a skill in itself. Good training partners don’t just smash through the round. They give useful resistance and expose the gaps.


For the newer client, working with a more experienced person gave immediate feedback. If the elbow drifted away, the grip appeared. If the hips moved at the wrong time, the back control tightened. If the escape was cleaner, the position changed and they won the round.


That’s hard to replace with solo drilling.


Why one-minute rounds worked so well


The one-minute time limit added speed and pressure without making the session messy.


A long round can be useful, but it often lets beginners stall. They wait. They hold on. They survive without building a strong answer. A short round makes the task more urgent.


For Player A, one minute says, “You don’t have forever to set this up.”


For Player B, one minute says, “You can’t just endure. You need to escape.”


That changes the energy of the drill, but the rules keep it safe and focused. The players aren’t trying to win a whole match. They’re trying to win one position.


It also creates more repetitions. Instead of one long scramble, the student gets several clean starts from the exact spot they need to study. More clean starts usually means more chances to notice what works.


A useful coaching rhythm for this game looks like this:


  • Run a one-minute round.

  • Reset immediately when the position changes.

  • Give one short correction.

  • Run it again.

  • Increase or decrease resistance depending on the student’s success.


The correction has to stay small. If the coach gives five details at once, the student usually remembers none of them. One clear cue works better.


For example:


  • “Keep your elbow tighter before you turn.”

  • “Don’t reach across your body yet.”

  • “Win the wrist before you chase the grip.”

  • “Clear the hook before sitting up.”


That kind of feedback is easy to test in the next round.



The bigger lesson from tonight’s session


The back mount kimura grip and escape game wasn’t just a fun add-on at the end of class. It fitted the whole course.


The course started with pins because pins teach control. The flow drills connected positions with the right body use. The first game added time pressure from pinning positions. The back mount game then asked the student to apply the same ideas in a more threatening spot.


Control the body.


Protect the space.


Attack in order.


Escape in order.


That’s the thread running through the session.


For a beginner, this kind of structure makes grappling less random. Instead of thinking, “I’m stuck and I don’t know what to do,” the student starts to recognise the problem. They learn that every position has jobs. The attacker has jobs. The defender has jobs. The person who does their jobs better usually wins the exchange.


For a more experienced grappler, the same game still has plenty of depth. The kimura grip from the back is not automatic. Good defenders hide the elbow, clear grips, shift their hips, and force the attacker to choose between keeping the back and chasing the arm. That makes it a strong training tool at several levels.


The key is to keep the rules clear.


If the goal is the kimura grip, don’t let the attacker wander into unrelated attacks. If the goal is escape, don’t let the defender count a messy half-turn as success unless they’ve genuinely changed the position. The cleaner the rules, the cleaner the learning.


Tonight showed exactly why I like this approach. A newer student got pressure without chaos. An advanced student got a meaningful control problem. Both had to think, adjust, and move with intent.


That’s the kind of round that sticks.



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