Mixed Martial Arts Unified Rules
Weight Classes of Mixed Martial Artists
Mixed martial artists shall be divided into the following classes:1. Flyweight - Under 57kg
2. Bantamweight – 57 kg to 61 kg
3. Featherweight – 61 kg to 65 kg
4. Lightweight – 65 kg to 70 kg
5. Welterweight – 70 kg to 77 kg
6. Middleweight – 77 kg to 84 kg
7. Light Heavyweight – 84 kg to 93 kg
8. Heavyweight – 93 kg to 120 kg
9. Super Heavyweight - Over 120 kg
Fighting Area
| a. | The fighting area canvas shall be no smaller than 5.5m by 5.5m and no larger than 9.7m by 9.7m. The fighting area canvas shall be padded in a manner as approved by the Commissioner, with at least 2.5cm layer of foam padding. Padding shall extend beyond the fighting area and over the edge of the platform. No vinyl or other plastic rubberized covering shall be permitted. |
| b. | The fighting area canvas shall not be more than 1.2m above the floor of the building and shall have suitable steps or ramp for use by the participants. Posts shall be made of metal not more than 15cm in diameter, extending from the floor of the building to a minimum height of 1.4m above the fighting area canvas and shall be properly padded in a manner approved by the Commissioner. |
| c. | The fighting area canvas area shall be enclosed by a fence made of such material as will not allow a fighter to fall out or break through it onto the floor or spectators, including, but not limited to, vinyl coated chain link fencing. All metal parts shall be covered and padded in a manner approved by the Commissioner and shall not be abrasive to the fighters. |
| d. | The fence shall provide at least one entrance onto the fighting area canvas. |
Stools
| a. | A ring stool of a type approved by the Commissioner shall be available for each fighter. |
| b. | An appropriate number of stools or chairs, of a type approved by the Commissioner, shall be available for each fighter's seconds. Such stools or chairs shall be located near each fighter's corner. |
| c. | All stools and chairs used must be thoroughly cleaned or replaced after the conclusion of each fight. |
Equipment
| a. | For each fight, the promoter shall provide a clean water bucket and a clean plastic water bottle in each corner. |
Specifications for Bandages on Mixed Martial Artist's Hands
| a. | In all weight classes, the bandages on each fighter's hand shall be restricted to soft gauze cloth not more than 4m in length and 5cm in width, held in place by not more than 3m of surgeon's tape, 2.5cm in width, for each hand. |
| b. | Surgeon's adhesive tape shall be placed directly on each hand for protection near the wrist. The tape may cross the back of the hand twice and extend to cover and protect the knuckles when the hand is clenched to make a fist. |
| c. | The bandages shall be evenly distributed across the hand. |
| d. | Bandages and tape shall be placed on the fighter's hands in the dressing room in the presence of the inspector (Doctor) and in the presence of the manager or chief second of his or her opponent. |
| e. | Under no circumstances are gloves to be placed on the hands of a fighter until the approval of the inspector is received. |
Mouth Pieces
| a. | All fighters are required to wear a mouthpiece during competition. The mouthpiece shall be subject to examination and approval by the attending physician. |
| b. | The round cannot begin without the mouthpiece in place. |
| c. | If the mouthpiece is involuntarily dislodged during competition, the referee shall call time, clean the mouthpiece and reinsert the mouthpiece at the first opportune moment, without interfering with the immediate action. |
Protective Equipment
| a. | Male mixed martial artists shall wear a groin protector of their own selection, of a type approved by the Commissioner. |
| b. | Female mixed martial artists are prohibited from wearing groin protectors. |
| c. | Female mixed martial artists shall wear a chest protector during competition. The chest protector shall be subject to approval of the Commissioner. |
Gloves
| a. | The gloves shall be new for all main events and in good condition or they must be replaced. |
| b. | All fighters shall wear four, five or six ounce gloves, approved by the commission. Fighter shall supply their own gloves for participation. |
Apparel
| a. | Each fighter shall wear mixed martial arts shorts, biking shorts, or kick-boxing shorts. |
| b. | Gi's or shirts are prohibited during competition. |
| c. | Shoes are prohibited during competition. |
Appearance
| a. | All fighters shall be cleanly shaven immediately prior to competition, except that a fighter may wear a closely cropped mustache. |
| b. | Hair shall be trimmed or tied back in such a manner as not to interfere with the vision of either fighter or cover any part of a fighter's face. |
| c. | Jewelry or piercing accessories are prohibited during competition. |
Round Length
| a. | Each non-championship mixed martial arts fight shall be three rounds, of five minutes duration, with a one minute rest period between each round. |
| b. | Each championship mixed martial arts fight shall be five rounds, of five minutes duration, with a one minute rest period between each round. |
Stopping a Contest
| a. | The referee and ringside physician are the sole arbiters of a fight and are the only individuals authorized to enter the fighting area at any time during competition and authorized to stop a fight. |
Judging
| a. | All fights will be evaluated and scored by three judges. |
| b. | The 10-Point Must System will be the standard system of scoring a fight. Under the 10-Point Must Scoring System, 10 points must be awarded to the winner of the round and nine points or less must be awarded to the loser, except for a rare even round, which is scored (10-10). |
| c. | Judges shall evaluate mixed martial arts techniques, such as effective striking, effective grappling, control of the fighting area, effective aggressiveness and defense. |
| d. | Evaluations shall be made in the order in which the techniques appear above, giving the most weight in scoring to effective striking, effective grappling, control of the fighting area and effective aggressiveness and defense. |
| e. | Effective striking is judged by determining the total number of legal heavy strikes landed by a fighter. |
| f. | Effective grappling is judged by considering the amount of successful executions of a legal takedown and reversals. Examples of factors to consider are take downs from standing position to mount position, passing the guard to mount position, and bottom position fighters using an active, threatening guard. |
| g. | Fighting area control is judged by determining who is dictating the pace, location and position of the fight. Examples of factors to consider are countering a grappler's attempt at takedown by remaining standing and legally striking ; taking down an opponent to force a ground fight; creating threatening submission attempts, passing the guard to achieve mount, and creating striking opportunities. |
| h. | Effective aggressiveness means moving forward and landing a legal strike. |
| i. | Effective defense means avoiding being struck, taken down or reversed while countering with offensive attacks. |
| j. | The following objective scoring criteria shall be utilized by the judges when scoring a round; |
| 1. | A round is to be scored as a 10-10 Round when both fighters appear to be fighting evenly and neither fighter shows clear dominance in a round; 2. A round is to be scored as a 10-9 Round when a fighter wins by a close margin, landing the greater number of effective legal strikes, grappling and other maneuvers; 3. A round is to be scored as a 10-8 Round when a fighter overwhelmingly dominates by striking or grappling in a round. 4. A round is to be scored as a 10-7 Round when a fighter totally dominates by striking or grappling in a round. |
| k. | Judges shall use a sliding scale and recognize the length of time the fighters are either standing or on the ground, as follows: 1. If the mixed martial artists spent a majority of a round on the canvas, then: i. effective grappling is weighed first; and ii. effective striking is then weighed.
2. If the mixed martial artists spent a majority of a round standing, then: |
Warnings
| a. | The referee shall issue a single warning for the following infractions. After the initial warning, if the prohibited conduct persists, a penalty will be issued. The penalty may result in a deduction of points or disqualification. 1. Holding or grabbing the fence; 2. Holding opponent's shorts or gloves; or 3. The presence of more than one second on the fighting area perimeter. |
Fouls
| a. | The following are fouls and will result in penalties if committed: 1. Butting with the head 2. Eye gouging of any kind 3. Biting or spitting at an opponent 4. Hair pulling 5. Fish hooking 6. Groin attacks of any kind 7. Intentionally placing a finger in any opponent's orifice 8. Downward pointing of elbow strikes 9. Small joint manipulation 10. Strikes to the spine or back of the head 11. Heel kicks to the kidney 12. Throat strikes of any kind 13. Clawing, pinching, twisting the flesh or grabbing the clavicle 14. Kicking the head of a grounded fighter (3 points touching canvas) 15. Kneeing the head of a grounded fighter (3 points touching canvas) 16. Stomping of a grounded fighter 17. The use of abusive language in fighting area 18. Any unsportsmanlike conduct that causes an injury to opponent 19. Attacking an opponent on or during the break 20. Attacking an opponent who is under the referee's care at the time 21. Timidity (avoiding contact, or consistent dropping of mouthpiece, or faking an injury) 22. Interference from a mixed martial artists seconds 23. Throwing an opponent out of the fighting area 24. Flagrant disregard of the referee's instructions 25. Spiking an opponent to the canvas on his or her head or neck. 26. Interference by the corner. 27. Smothering (hand cupped over opponents' mouth) |
| b. | Disqualification occurs after any combination of three or the fouls listed in (a) above or after a referee determines that a foul was intentional and flagrant. |
| c. | Fouls will result in a point being deducted by the official scorekeeper from the offending mixed martial artist's score. |
| d. | Only a referee can assess a foul. If the referee does not call the foul, judges shall not make that assessment on their own and cannot factor such into their scoring calculations. |
| e. | A fouled fighter has up to five minutes to recuperate. |
| f. | If a foul is committed, the referee shall: 1. call time 2. check the fouled mixed martial artist's condition and safety; and 3. assess the foul to the offending fighter, deduct points, and notify each corner's seconds, judges and the official scorekeeper. |
| g. | If a bottom fighter commits a foul, unless the top fighter is injured, the fight shall continue, so as not to jeopardize the top fighter's superior positioning at the time. 1. The referee shall verbally notify the bottom fighter of the foul. 2. When the round is over, the referee shall assess the foul and notify both corners' seconds, the judges and the official scorekeeper. 3. The referee may terminate a fight based on the severity of a foul. For such a flagrant foul, a fighter shall lose by disqualification. |
Injuries Sustained During Competition
| a. | If an injury sustained during the fight is a result of a legal maneuver is severe enough to terminate a fight, the injured fighter loses by technical knockout. | |
| b. | If an injury sustained during the fight is a result of an intentional foul is severe enough to terminate a fight, the fighter causing the injury loses by disqualification. | |
| c. | If an injury is sustained during the fight is a result of an intentional foul and the fight is allowed to continue, the referee shall notify the scorekeeper to automatically deduct two points from the fighter who committed the foul. | |
| d. | If an injury sustained during the fight is a result of an intentional foul causes the injured fighter to be unable to continue at a subsequent point in the fight, the injured fighter shall win by technical decision, if he or she is ahead on the score cards. If the injured fighter is even or behind on the score cards at the time of stoppage, the outcome of the fight shall be declared a technical draw. | |
| e. | If a fighter injures himself or herself while attempting to foul his or her opponent, the referee shall not take any action in his or her favor, and the injury shall be treated in the same manner as an injury produced by a fair blow. | |
| f. | If an injury sustained during the fight is a result of an accidental foul is severe enough for the referee to stop the fight immediately, the fight shall result in a no fight if stopped before two rounds have been completed in a three round fight or if stopped before three rounds have been completed in a five round fight. | |
| g. | If an injury sustained during the fight is a result of an accidental foul is severe enough for the referee to stop the fight immediately, the fight shall result in a technical decision awarded to the fighter who is ahead on the score cards at the time the fight is stopped only when the fight is stopped after two rounds of a three round fight, or three rounds of a five round fight have been completed. | |
| h. | There will be no scoring of an incomplete round. However, if the referee penalizes either fighter, then the appropriate points shall be deducted when the scorekeeper calculates the final score. |
Types of Bout Results
| a. | The following are the types of bout results: 1. Submission by: i. Tap Out:When a fighter physically uses his hand to indicate that he or she no longer wishes to continue; or ii. Verbal tap out:When a fighter verbally announces to the referee that he or she does not wish to continue; 2. Technical knockout by: i. Referee stops fight; ii. Ringside physician stops fight; or iii. When an injury as a result of a legal maneuver is severe enough to terminate a fight; 3. Knockout by failure to rise from the canvas; 4. Decision via score cards: i. Unanimous: When all three judges score the fight for the same fighter; ii. Split Decision: When two judges score the fight for one fighter and one judge scores for the opponent; or iii. Majority Decision: When two judges score the fight for the same fighter and one judge scores a draw; 5. Draws: i. Unanimous: When all three judges score the fight a draw; ii. Majority: When two judges score the fight a draw; or iii. Split: When all three judges score differently and the score total results in a draw; 6. Disqualification: When an injury sustained during the fight is a result of an intentional foul is severe enough to terminate the fight; 7. Forfeit: When a fighter fails to begin competition or prematurely ends the fight for reasons other than injury or by indicating a tap out; 8. Technical Draw: When an injury sustained during the fight is a result of an intentional foul causes the injured fighter to be unable to continue and the injured fighter is even or behind on the score cards at the time of stoppage; 9. Technical Decision: When the fight is prematurely stopped due to injury and a fighter is leading on the score cards; and 10. No Contest: When a fight is prematurely stopped due to accidental injury and a sufficient number of rounds have not been completed to render a decision via the score cards. |
Definitions and Interpretations:
1. Head-butting or striking with the head in any manner. Any use of the head as a striking instrument whether head to head, head to body or otherwise is illegal.2. Eye gouging of any kind. Eye gouging by means of fingers, chin, or elbow is illegal. Legal strikes or punches that contact the fighter's eye socket are not eye gouging and shall be considered legal attacks.
3. Biting. Biting in any form is illegal. A fighter must recognize that a referee may not be able to physically observe some actions, and must make the referee aware if they are being bit during an exhibition of unarmed combat.
4. Hair pulling. Pulling of the hair in any fashion is an illegal action. A fighter may not grab a hold of his opponent's hair to control their opponent in any way.
5. Fish Hooking. Any attempt by a fighter to use their fingers in a manner that attacks their opponent's mouth, nose or ears, stretching the skin to that area will be considered "Fishhooking". Fishhooking generally is the placing of fingers into the mouth or your opponent and pulling your hands in opposing directions while holding onto the skin of your opponent.
6. Groin attacks of any kind. Any attack to the groin area including, striking, grabbing, pinching or twisting is illegal.
7. Placing a finger into any orifice, or into any cut or laceration of your opponent. A fighter may not place their fingers into an open laceration in an attempt to enlarge the cut. A fighter may not place their fingers into an opponent's, nose, ears, mouth, or any body cavity.
8. Small joint manipulation. Fingers and Toes are small joints. Wrists, Ankles, Knees, Shoulders and Elbows are all large joints.
9. Deliberate strikes to the spine or the back of the head.
No direct striking attacks are allowed to the spine or the back of the head crown of the head, centerline of the skull, into the spine, down to the tailbone. A direct strike is an aimed and executed attack to the area. The back of the head is considered from the crown of the head down the centerline of the skull into the spine, with a 2.5cm variance to each side, similar to a Mohawk haircut. Strikes that are thrown to areas behind the ears but not within the Mohawk limitation are legal strikes.
10. Throat strikes of any kind, including, without limitation, grabbing the trachea. No directed throat strikes are allowed. Directed throat attacks are not punches that connect during an exchange from the standing position while fighters are engaged in combat. A directed attack would include a fighter pulling his opponents head in a way to open the neck area for a striking attack. A fighter may not gouge their fingers or thumb into their opponent's neck or trachea in an attempt to submit their opponent. All arm chokes such as the Rear Naked, Guillotine, and Bar Arm are legal.
11. Clawing, pinching or twisting the flesh. Any attack that targets the fighter's skin by clawing at the skin or attempting to pull or twist the skin to apply pain is illegal.
12. Kicking the head of a grounded opponent. A grounded opponent is any fighter who has more than just the soles of their feet on the ground. If the referee determines that a fighter would be a grounded fighter but is not solely because the ring ropes or cage fence has held fighter from the ground, the referee can instruct the combatants that he is treating the fighter held up solely by the cage or ropes as a grounded fighter. A fighter can be kicked to the body when they are on the ground with any type of legal kick except to the head or groin.
13. Kneeing the Head of a grounded opponent A grounded opponent is any fighter who has more than just the soles of their feet on the ground. If the referee determines that a fighter would be a grounded fighter but is not solely because the ring ropes or cage fence has held fighter from the ground, the referee can instruct the combatants that he is treating the fighter held up solely by the cage or ropes as a grounded fighter . A fighter can be kneed to the body when they are on the ground with any type of legal knee except to the head or groin.
14. Stomping Stomping is considered any type of striking action with the feet where the fighter lifts their leg up bending their leg at the knee and initiating a striking action with the bottom of their foot or heel. This does include stomping the feet while both fighters are standing (Note) Axe kicks are not stomps.
15. Pile-driving your opponent into the mat. A pile driver is considered to be any throw where you control your opponent's body placing his feet straight up in the air with his head straight down and then forcibly drive your opponents head into the canvas or flooring material. It should be noted when a fighter is placed into a submission hold by their opponent, if that fighter is capable of elevating their opponent they may bring that opponent down in any fashion they desire because they are not in control of their opponents body. The fighter who is attempting the submission can either adjust their position, or let go of their hold before being slammed to the canvas. *** This is crucial that referees are properly advised and trained and that the fighters fully understand this at the rules meeting ***
16. Purposely throwing an opponent out of the ring or caged area. A fighter shall not intentionally or purposely throw their opponent out of the ring or cage.
17. Holding the shorts or gloves of an opponent. A fighter may not control their opponent's movement by holding onto their opponent's shorts or gloves. A fighter may hold onto or grab their opponent's hand as long as they are not controlling the hand only by using the material of the glove, but by actually gripping the hand. It is legal to hold onto your own gloves or shorts.
18. Engaging in any unsportsmanlike conduct. Any type of behavior or conduct observed or heard by the referee, which can be considered detrimental or disrespectful towards their opponent or the sport of MMA. This includes but is not limited to spitting at your opponent, abusive language, abusive gestures, etc.
19. Holding the ropes or the fence. A fighter may put their hands on the fence and push off of it at anytime. A fighter may place their feet onto the cage and have their toes go through the fencing material at any time. When fighter's fingers go through the cage and grab hold of the fence and start to control either their body position or their opponent's body position it now becomes an illegal action. A fighter may not grab the ropes or wrap their arms over the ring ropes at any time. If a fighter is caught holding the fence, cage or ring rope material the referee shall issue a one-point deduction from the offending fighters scorecard. If a point deduction for holding the fence occurs, and because of the infraction, the fouling fighter ends up in a superior position due to the foul, fighters will be re-started standing in a neutral position.
20. Attacking an opponent on or during the break.
A fighter shall not engage their opponent in any fashion during a time-out or break of action in competition. 21. Attacking an opponent who is under the care of the referee.
A fighter shall not engage their opponent in any fashion while their opponent is under the care or handling of the referee.
22. Disregarding the instructions of the referee.
A fighter MUST follow the instructions of the referee at all times. Any deviation or non-compliance may result in the fighter's disqualification.
23. Timidity, including, without limitation, avoiding contact with an opponent, intentionally or consistently dropping the mouthpiece or faking an injury.
Timidity is defined as any fighter who purposely avoids contact with his opponent, or runs away from the action of the fight. Timidity can also be called by the referee for any attempt by a fighter to receive time by falsely claiming a foul, injury, or purposely dropping or spitting out their mouthpiece or other action designed to stall the fight.
24. Interference by the corner.
Interference is defined as any action or activity aimed at disrupting the fight or causing an unfair advantage to be given to one combatant. Corners are not allowed to distract the referee or influence the actions of the referee in any fashion.
25. Smothering the mouth or nose. A fighter may not place his hand over his opponent's mouth or nose in an attempt to smother the fighter's ability to breathe. This does not include choke attempts where a fighter's mouth is covered by his opponents arm.
Time Considerations for Fouls
Foul Time Limits:
| a. | A fighter who has been struck with a low blow is allowed up to five minutes to recover from the foul as long as in the ringside doctor's opinion the fighter can continue on in the contest. If the fighter states that they can continue on before the five minutes of time have expired, the referee shall as soon as practical restart the fight. If the fighter goes over the five minute time allotment the fight cannot be restarted and the contest must come to an end with the outcome determined by the round and time in which the fight was stopped. |
Fighter who is not fouled by low blow but another foul:
| a. | If a fighter is fouled by blow that the referee deems illegal, the referee should stop the action and call for time.The referee shall take the injured fighter to the ringside doctor and have the ringside doctor examine the fighter as to their ability to continue on in the contest. The ringside doctor has up to 5 minutes to make their determination. If the ringside doctor determines that the fighter can continue in the contest, the referee shall as soon as practical restart the fight. Unlike the low blow, the fighter does not have up to 5 minutes of time to use at their discretion. |
| b. | If the referee stops the contest and employs the use of the ringside doctor, the ringside physician's examinations shall not exceed five minutes. If five minutes is exceeded, the fight cannot be re-started and the contest must end. |
| c. | If deemed not fit to continue by the ringside physician, the referee must immediately call a halt to the bout. If the fighter is deemed not fit to continue by the ringside physician and some of the five minute foul time is remaining, the fighter cannot avail himself of the remaining time. |
Techniques Introduction:
Certain individuals were generally not familiar with the technical aspects of MMA and viewed the vast arsenal of the technical elements of the sport of MMA as confusing and in some cases "barbaric". However, MMA techniques by their definition come from a wide variety of recognized martial arts and combat disciplines, some that are currently in use in the prestigious Olympic Games - such as Judo, Boxing, Wrestling and Tae Kwon Do to some degree, as well as other martial disciplines that have a history of athletic practice such as Muay Thai (Kickboxing), Brazilian Jiu-Jitsu, Sambo, and other arts, that are routinely practiced throughout North America and around the world with many different cultures. The emphasis being that many of the techniques associated with MMA are routinely utilized and practiced in other combat sports disciplines on an international level and they have been practiced safely.
Legal Techniques
| Many of the techniques listed below have multiple names or translations depending upon style or culture. It is the responsibility of the Commission to recognize the similarity or distinction between the various techniques, and to become familiar with the techniques in general. a. Striking: - All punches - Kicks - Knees - Elbows - Forearms strikes - Shoulder strikes - Hammer fists - Spinning back fists b. Throws-Takedowns: - Duck Under - Single Leg - Double Leg - Arm Drag - Ankle Pick - Inside Trip - Outside Trip - Body Lock - High Crotch - Suplex - Osoto Gari - Uchi Mata - Hip Toss - Tai Otoshi - Power Bomb - Seoinagi - Iranian Lift - Whizzer - Switch c. Submissions: - Armbar - Double Armbar - Kimura / Double Wrist Lock - Arm Triangle - Americana / Keylock - Omoplata - Gogoplata - Rear Naked Choke - Guillotine Choke - Anaconda Choke - Darce Choke - Eziquel or Front Choke - North / South Choke - Bar Arm Choke - Toe Hold - Triangle Choke - Ankle Lock - Ankle Lock from back control - Reverse Triangle Choke - Heel Hook - Inverted Heel Hook - Knee Bar - Twister - Head and Arm Shoulder Lock - Head and Arm, Arm Lock - Peruvian Neck Tie (All of the above are legal techniques except when used against a prohibited target) |
MMA Technical Definitions:
The following are abbreviated definitions found within the sport of MMA. These definitions are designed to be used as an aid to Athletic Commissions, Commission personnel, athletes, and coaches to bring clarity on many of the MMA technical applications found within competition.
Takedowns:- Duck Under: A grappling move in which a fighter "ducks under" the opponents arm in an attempt to get behind him, to position him for a lift, throw, trip, takedown or other MMA attack.- Single Leg: A move in which a fighter takes the opponent down by lifting and controlling one of the opponent's legs. - Double Leg: A driving takedown which is executed when a fighter engages another fighter by grasping both of the fighter's legs, generally gripping the back of the fighters knees and lifting to displace balance. This takedown is known as Morote Gari in Japanese (Judo) and Baiana in Portuguese (BJJ) - Arm Drag: A method of grabbing, pulling and controlling an opponent's arm in an attempt to throw him off balance and gain positional control. - Ankle Pick: A move in which a fighter takes the opponent down by the grabbing or lifting of the ankle of his opponent forcing him to the ground. - Inside Trip: Is a sweeping motion applied when one fighter sweeps or hooks with his leg, the inner leg of his opponent in an effort to displace their balance and bring them to the ground. This takedown is also known as a O Ouchi Gari - "major inner reap" in Japanese (Judo) - Outside Trip: Is a hooking motion applied when one fighter hooks with his leg the outside leg of his opponent in an effort to displace their balance and bring them to the ground. This takedown is known as Kosoto Gake - "minor outer hook" in Japanese (Judo) - Body Lock: A hold in which a fighter locks his arms around the opponent's body as a method of control and from this position may take him to the ground. - Osoto Gari: Japanese (Judo) which translates as a "major outer reap", which accurately describes the throw. Osoto Gari is throw where a fighter steps to the outside of the opponent, pushing the oponent off balance while at the same time sweeping the opponent's leg out from under them. - Uchi Mata: Japanese (Judo) which translates as "inner thigh", which describes the action of the throw. It is throw common to grappling arts where a fighter uses both the action of the hip and leg to to displace an opponents balance. - Hip Toss: A forward throw common to most grappling disiciplines where one fighter is thrown over the other fighters hips. - Tai Otoshi: Japanese (Judo) which translates as "body drop". A throw common in grappling arts which is quickly executed and must be well timed. An attacking fighter will off balance the opponent and at the same time pivot away from the opponent in the same direction of the opponent's feet. The attacking fighter will extend his leg in front of the opponent so that the back of his calf is practically touching the opponents shin. At this time the attacking fighter will pull the fighter over the extended leg, resulting in a trip as the opponent falls forward. - Power Bomb: A lifting technique generally used, when a fighter is stopped during a double leg takedown attempt. The athlete grabs their opponent by the waist and uses a swinging motion while simultaneously elevating their opponent. The athlete performing the move steps back and throws their opponent onto the mat usually causing the opponent to land flat on to their back and shoulder area. - Seoinagi: Japanese (Judo) meaning shoulder throw. A throw common to many grappling disciplines. It is a forward throwing technique in which one fighter is thrown over the other fighters shoulder. - Iranian Lift: Wrestling technique used when an athlete has pushed his weight too far forward when their opponent attempted a takedown. Usually preformed from the knees the athlete will raise their back straight up while holding their opponents legs causing their opponent to be inverted - Whizzer: Defensive technique used to prevent a single leg takedown attempt. - Switch: Defensive technique used against a single leg takedown attempt to switch the position and gain control. Submissions- Armbar: A straight arm lock technique that attacks the elbow hyper-extending the joint.- Double Armbar: Attacks both arms simultaneously. Performed from the guard position, the athlete brings their legs up high around their opponents back and neck area trapping both arms. Athlete extends hips while controlling their opponent's wrists - Kimura / Double Wrist Lock: Attacks the shoulder. Can be performed from either side while standing or on the ground. Arm needs to be bent at approximately 90 degrees at the elbow with the arm being moved from the athlete's waist towards their head This submission is also known as ude garami "entagled armlock" in Japanese (Judo) - Arm Triangle: Performed by trapping an opponent's arm against their own neck. The head is used to control the arm while the arms are wrapped around the opponent's neck and arm. Performed correctly the action intensifies when the athlete moves to an approximate 60 degree angle from their opponent - Americana: Also known as a "Key Lock" attacks the shoulder area. Usually performed in a cross body or mount position. Athlete must control their opponent's head position while keeping the arm bent at a 90 degree angle. - Omoplata: The translation in Portuguese (BJJ) literally means "shoulder blade" and this accurately describes this submission. The omoplata is a submission that attacks the shoulder area by using the legs. This submission is also known as sankaku garami or shoulder lock in Japanese (Judo) - Gogoplata: A choke hold usually performed from the guard position. The shin is brought across the opponent's neck while one arm moves under the leg and meets up with the other arm to pull down on the opponents head - Rear Naked Choke: Most common choke used from behind the opponent. Athlete brings their arm around their opponents neck and locks the arm in place by grabbing their opposite arm at the elbow and wrapping the hand behind their opponents head - Guillotine Choke: Straight-arm choke used when facing an opponent. Usually performed from standing or guard position. - Anaconda Choke: Started from North / South position athlete moves hand from neck area to far side of opponent and wraps hand into opposing elbow and then rolls his opponent bringing his hips towards opponent's hips tightening the hold - Darce Choke: Performed the opposite of the Anaconda Choke, the arm starts from the opponent's side and moves up along the neck area and wraps into the opposing elbow. - Eziquel or Front Choke: Performed by placing the blade of the forearm across the neck area and grabbing the arm to fulcrum the leverage down into the throat area to create the choke - North / South Choke: Performed while one athlete is on top of their opponent with one fighter facing down and one fighter facing up. The top fighter slips their arm around the bottom fighters head allowing the armpit area to settle into the throat area. The top fighter then settles their weight down applying the choke - Bar Arm Choke: Used by placing the blade of the forearm against the throat and pulling straight back - Toe Hold: Attacks the ankle joint. Athlete grabs the foot and figure fours their arms around the lower leg while applying pressure towards the inside of the foot. - Triangle Choke: Used primarily from the guard the athlete must pass one leg over their opponents shoulder trapping the head and one arm inside. The athlete then must figure four their legs applying pressure against the neck by forcing the trapped arm against the neck. Pulling down in the head intensifies the hold. This technique may all be referred to as sankaku jime in Japanese (Judo) - Ankle Lock: Attacks the ankle joint and athlete uses his arms and torso to apply pressure to the ankle. - Ankle Lock from back control: Usually seen when a fighter takes the back and then crosses their feet, their opponent can ankle lock them by using his legs to cross over the ankle and foot and then extends and arches the hip area. - Reverse Triangle Choke: Reversed by the way the fighter positions the legs around the opponents head and arm. - Heel Hook: Attacks the knee joint. Set up in a similar fashion to the ankle lock, the fighter positions their opponent's foot down past their side and the heel just outside the crook of their elbow. The fighter then applies leverage by pulling the heel towards their nose - Inverted Heel Hook: Set up in a similar fashion the straight heel hook applies pressure by rotating the heel towards the inside. The inverted heel hook applies the rotation of the heel to the outside - Knee Bar: Attacks the knee joint in the same fashion as the Armbar attacks the elbow joint. - Twister: Attacks the spine by isolating the legs in one direction and leveraging the head neck and torso in the opposite direction. - Head and Arm Shoulder Lock: Performed from side control the fighter uses their legs to control their opponents arm. The maneuver masks the movements of the Kimura, only utilizing the legs - Head and Arm Arm Lock: Performed from side control the fighter uses their legs to control the opponents arm. The maneuver masks the movements of the straight arm bar, only utilizing the legs - Peruvian Neck Tie: Similar to the Guillotine choke the move is performed by placing both hands together in the neck area or your opponent. Pulling in and squeezing arms together while using legs to trap far side arm and control opponents' body Positions- Closed Guard: Most common defensive position seen on the ground. Fighter on bottom has wrapped legs around their opponent's waist and has crossed their feet.- Open Guard: Fighter on the bottom has not closed his legs around the waist of their opponent. Hip movement is key - Butterfly Guard: Fighter on bottom has placed their feet inside their opponent's legs near groin area. Knees are held high to prevent passing of the guard - X- Guard: Performed by using both legs against opponent's one leg crossing feet similar to an X. Arms attack opponents other leg attempting to off balance the fighter. - Half Guard: Position of fighting when the bottom fighter controls only one leg of the top fighter with their legs - Side Control: Dominant position of fighting where the top fighter has cleared the legs of the bottom fighter and is now off to one side on top of their opponent - Mount: Dominant position where the top fighter has straddled the bottom fighter with their legs - Rear Mount: The most dominant position in MMA. The fighter who has the back will have his legs hooked into his opponents' pelvic area or will triangle their opponents body to control position - North - South: Both fighters are on the ground. Fighter on the bottom is facing up, while the fighter on top is facing down. The fighters' feet will be facing opposite directions - Crucifix: A technique that is used to control an opponent's arms by the use of your legs and arms. Can be a submission hold when applied as a neck crank. Usually used to control a fighters arms in a ground and pound attack - Can Opener: Used to open the closed guard of your opponent by pulling on the head bringing it towards the chest area. Can be a submission only if the fighter on the bottom refuses to open their guard. - Underhooks: Wrapping the arm under your opponents arm and around the shoulder area or torso - Overhooks: Wrapping the arms over the top of your opponents arms - Double Underhooks: Wrapping both arms under your opponents arms. Usually has connection of the hands for takedown attempt - Plumb: Muay Thai technique used to control the head with both hands clasped around the neck area - Hip Over Sweep: Used from guard position. Fighter traps opponents post arm, elevates hips and rotates opponent over landing in mount position - Scissor Sweep: Used from the guard position bottom fighter traps post arm, brings one leg up high the other leg low and scissor kicks the legs together while pulling on opponents trapped arm - Elevator Sweep: From guard position bottom fighter hooks inside of opponents leg with their foot. Fighter then pulls opponent towards them while lifting with hooked leg. Opponent is rolled over the shoulder area to complete the sweep - Double Ankle Sweep from Guard: From the guard the top fighter stands up. The bottom fighter drops their closed guard and grabs the standing fighter's ankles. The bottom fighter pinches knees together, lowers their hips and pushes the standing fighter over following the movement in to a top position - Half Guard Escape to single leg: Bottom fighter uses an underhook to pull themselves into and under their opponent off balancing the opponent. Bottom fighter moves to their knees and continues into a single leg takedown |