Overview
Build the leg lock game from the ground up
This block assumes you know nothing about leg locks, and we build it up. By the end you should be able to get from any guard to any entanglement, from any entanglement to any other, and finish from every one. Worst case in a match: you sit, pull guard and hunt legs the whole time, and nobody passes your guard.
- Straight ankle lock: legal at every belt level in ADCC and IBJJF
- Aoki lock and Woj lock: permitted at brown/black under IBJJF; check your specific tournament at lower belts
- Inside, outside and cross heel hooks: IBJJF brown and black belt only
- All of the above are legal under ADCC at every level
In these games you catch and hold the heel, you never crank it. The holding, switching and entry skills carry over whatever you are allowed to finish with.
The progression
Seven stages, one at a time
Start at the top and work down. Tap a stage to jump to its games.
Start hereStage 1
GoalStage 7
The five entanglements used throughout: SLX (single leg X, irimi ashi garami), outside ashi, 411 (saddle, inside sankaku, honey hole), 50/50, backside 50/50. In stage 1 and 2 games that say "the round's entanglement", move to the next one in that order after every win, so every session touches all five.
How to play
Read the card, then play
Grab a partner, read the card together, and play. The card gives each of you a start position, what counts as a win, and what to focus on while you try to win. Nobody tells you which technique to use.
- Every game runs for at least 6 minutes. When someone wins, swap roles and go again straight away until time is up.
- Fight for the small win. If the win is "hold for a three count", fight for that three count.
- Play the task on the card, even if you see something else (a back take, a pass).
- If a game is too hard, go back one card.
"Breaking" in these games means catch the heel and hold it. It never means cranking.
- Heel catch = your partner's toes trapped in your armpit, your forearm under their heel, hands connected. Hold it still for a slow count of three, out loud, then let go.
- When the heel grip connects, the defender stops moving until the count is done.
- Never grab the heel while your own legs are still moving (switching). Settle, then catch.
- Once you are down in an entanglement, stay down unless the card says you can stand.
- While we are learning, free a trapped leg by separating their feet and pulling it back, rather than turning hard out of it.
- Say "tap" out loud; it is faster than a hand tap. Partner lets go instantly.
Stage 1
Holding and breaking
Hold each of the five entanglements against a partner who wants out, then catch the heel from it. If you can do this consistently you have a base of offence and defence to build everything else on.
1.1Stay Attached
You cannot break a leg you cannot keep.
Time6 min. Swap roles on every win, then move to the next entanglement.
Attacker
StartSeated, in the round's entanglement on one leg.
Still attached when 30 seconds are up.
- If they pull the leg back, follow with your hips and re-pin with your feet.
- Hold with your legs. Your hands only help.
Defender
StartSeated, that leg entangled.
Every connection gone (their feet and hands) and your leg is out.
- Separate their feet first, then pull the leg out.
- If one of their feet comes loose, clear the other before they re-pin.
- No heel grips.
- Attacker stays in the entanglement they started in (no switching yet).
- Defender stays down, no standing.
1.2Catch and Hold
Control first. Catching and holding the heel shows control without cranking.
Time6 min. Swap roles on every win, then move to the next entanglement.
Attacker
StartSeated, in the round's entanglement on one leg. No heel grip yet.
Heel catch, three count. Toes in your armpit, forearm under the heel, hands connected, held still for a slow three.
- Trap the toes in your armpit first, then slide your forearm under the heel.
- If they hide the heel, keep your hips tight and wait for it. Do not reach while your legs are loose.
Defender
StartSeated, that leg entangled.
Your leg is fully free.
- Keep your knee bent and your heel hidden.
- Fight their feet, not their hands.
- Catch and hold, never crank.
- When the grip connects, the defender stops moving. Count three, let go.
- Attacker cannot switch entanglements. Defender stays down.
1.3Hips on the Floor
Off-balance and pin the body before you go for the leg.
Time6 min. Swap roles on every win, restart seated.
Attacker
StartSeated, entangled in any of the five. No heel grip.
Heel catch, three count, with their hips on the mat.
- If they post a hand or a foot, pull their hips straight back down.
- If they start to rise, come up with them (sit up, kneel, come up on a foot) instead of letting go.
Defender
StartSeated, that leg entangled.
Any one of these: stand up and fully disconnect; stand up with one foot between the attacker's legs; stand up with both legs outside the attacker's feet.
- Get your hips off the mat first, then fight the legs.
- Once you are up, step a foot between their legs or outside their feet.
- Heel grip only while the defender's hips are on the mat. The moment the hips lift, let go of the heel (ankle or leg only).
- If the heel is caught, the defender does not stand.
Stage 2
Switching and breaking
Move from one entanglement to another without losing the leg, then catch the heel. Moving your legs while holding a heel is where knees get hurt, so these games keep the heel catch for after the switch.
2.1Tour the Entanglements
Move your own feet on purpose without losing the leg.
Time6 min. Swap roles on every win, restart in SLX.
Attacker
StartSeated, in SLX on one leg.
The whole tour on both legs: SLX, outside ashi, back to SLX (a one count in each), then the same on the other leg.
- Move one foot at a time while the other connection holds.
- If they pull away mid-switch, go back to the last position and settle it.
Defender
StartSeated, that leg entangled.
Every connection gone.
- Pull the moment one of their feet moves. That is when the connection is weakest.
- No heel grips.
- Defender stays down.
2.2Cross and Catch
Move their leg, not only your feet, to reach the two-leg entanglements.
Time6 min. Swap roles on every win, restart in SLX.
Attacker
StartSeated, in SLX on one leg.
All three, in any order, on both legs: move their leg to the other side of your body; get both your feet between their knees; catch their other leg and hold it.
- Never drop the first leg to chase the second.
- Say where you are as you go (SLX, 50/50, saddle).
Defender
StartSeated, that leg entangled.
Every connection gone.
- Keep your free leg away from their feet.
- If both their feet get inside, squeeze your knees together and back.
- No heel grips.
- Defender stays down.
2.3Switch, Settle, Catch
The switch makes the opening; the finish comes from a settled position.
Time6 min. Swap roles on every win, then move to the next entanglement.
Attacker
StartSeated, in the round's entanglement.
Switch to a different entanglement, settle it, then heel catch, three count.
- Switch because they defended, not for show.
- Feet still for a moment, then hands to the heel.
Defender
StartSeated, that leg entangled.
Every connection gone.
- Hide the heel during their switch. That is your window to get out.
- Never grab the heel while your own legs are still moving. A catch mid-switch does not count.
- Catch and hold, never crank. Defender stops moving when the grip connects.
- Nobody stands.
2.4Steal the Inside
Inside position is where entanglements come from, for both people.
Time6 min. After a heel catch, swap roles and restart seated. After a steal, the roles flip on the spot and play carries on.
Attacker
StartSeated, in any entanglement.
Heel catch, three count, from a settled position.
- If their knees come inside yours, re-pin their hip before you chase the heel.
Defender
StartSeated, that leg entangled.
Both your feet between the attacker's knees. You are now the attacker; keep going.
- Pull your knees back inside instead of yanking the leg away.
- The moment you get inside, entangle.
- Catch and hold, never crank.
- Settle before you catch.
- Nobody stands.
Stage 3
Breaking mechanics
What the heel and foot catches actually do. You need this before the dilemmas, because from stage 4 on you are choosing between locks, not just holding one.
Three things every break has
Greg's "things that never change"
Foot locks: three directions
The skeleton is the right ankle. The foot moves the way the lock moves it; orange is what stretches and tears. Tibia and fibula are the two shin bones, the talus sits between them, and the heel bone (calcaneus) sits under the talus.
Straight
What it is: straight ankle lock.
What gives: your wrist cuts into the Achilles, the foot is bent down, and the front of the ankle tears.
Watch: My 2 Step Process To Ankle Lock EVERYONE (Ebsayz)
Inside
What it is: false-hook foot lock (Aoki family).
What gives: the sole is turned out, so the inside of the ankle and foot tears (the deltoid ligament).
Watch: Techniqly - Jeremy Skinner - False Hook Ashi - Leglocks; The Most Effective Ankle Lock in BJJ? (Aoki Lock Breakdown) (David Stoilescu)
Outside
What it is: Woj lock (reverse Aoki).
What gives: the ankle is rotated the other way, so the outside of the ankle goes (the outer ligaments).
Watch: Upgrade your Leg Attacks with the Woj Lock / Reverse Aoki (Jason Rau)
Foot locks mostly come from SLX, outside ashi and 50/50. Learn the straight ankle lock first; the Aoki and Woj are upgrades of it, not separate systems.
Slow drill (cooperative, not live)
- Watch the reference video for the break.
- Set up the position with a partner who does not resist.
- Take the grip and say the three checks out loud: hip, foot, knee.
- Add pressure slowly. Partner says "tap" at the first feeling; let go instantly.
- Partner tells you where they felt it (inside of the foot, outside of the ankle, Achilles, knee). If it was not where the diagram says, fix the angle and repeat.
- Three to five reps each side, then swap.
Optional, if your coach calls it: start with everything set except one hand. The only task is to free that hand and connect the grip while staying tight on the hip and aiming at the knee. Your partner fights the hand only, no leg escapes, and it ends at the grip, no pressure.
Stage 4
Central leg dilemma
Ricky's own concept. There is no video for this one; this page and the diagram are the source. Get one foot between your partner's legs (like a butterfly hook) and grab a leg. Now you threaten two entanglements at once. With your right foot in the middle, you can attack the saddle on the near leg or SLX on the far leg. If they defend SLX, go saddle. If they defend the saddle, go SLX. It works whether they are kneeling or standing, and K-guard adds a third door.
4.1Middle Foot
One foot in the middle plus one grip is two threats. They cannot defend both legs.
Time6 min. Swap roles on every win. Change which foot goes in the middle each turn (right, then left).
Bottom
StartSeated, one foot between their knees (like a butterfly hook), one hand gripping a leg (ankle or behind the knee).
Saddle on the near leg or SLX on the far leg, held for a three count.
- Keep the middle foot lifting and hooking.
- If they shift their weight to one side, go to the other leg.
Top
StartOn both knees, facing the bottom player.
Both your legs outside their feet, then touch your shin anywhere from their hip to their shoulder.
- Push the middle foot out before you move your legs.
- Keep your knees close together.
- No heel grips.
- Top stays on their knees. Bottom may put the middle foot back in if it gets pushed out.
4.2The Other Door
They shut one door, you take the other.
Time6 min. Swap roles on every win. The new top player picks a door each turn.
Bottom
StartSame as 4.1: middle foot in, one hand on a leg.
The open door's entanglement held for a three count, inside 20 seconds.
- Attack one door fast. If it is shut, switch straight away.
- Do not fight a shut door.
Top
StartOn both knees. Before each turn, secretly pick one door to shut: saddle or SLX.
20 seconds pass, or both legs outside their feet and a shin touch.
- Shut your door completely first, then work on clearing the middle foot.
- Top only defends the chosen door; the other leg stays where it is.
- Top stays on their knees. No heel grips.
4.3Middle Foot vs Standing
The same two-way threat works on a standing partner, and K-guard is a third door.
Time6 min. Swap roles on every win, restart with top standing.
Bottom
StartSeated, one foot between their legs and one hand on an ankle.
Saddle on the near leg, SLX on the far leg, or K-guard into backside 50/50, with their hips on the mat, held for a three count.
- Use the middle foot to lift and off-balance, so they step and give you a leg.
- Do not sit flat and reach.
Top
StartStanding.
From standing, both legs outside their feet and a shin touch. If you fall: both your feet between their knees.
- Keep your weight over your feet and step away from the middle foot.
- No heel grips.
- Once top falls, they stay down. Never stand up out of an entanglement.
No reference videos for this stage. The cards are the material.
Stage 5
Upper-lower dilemma
We attack the legs. They defend by hiding their legs (hips back, legs away), which exposes the upper body: arm drags, guillotines, wrestle-ups, triangles, armbars. And the other way round: when they defend up top, the legs come back into range. This is where the system starts to grow into the upper body, once the legs are solid.
All catch and hold. No squeezing, no extending. These are the wins in the stage 5 games.
- Arm drag to the backchest on their back, behind the shoulder, three count
- Guillotinegrip locked, hold for three, do not squeeze
- Wrestle-upcome up on top with their back or hip on the mat, three count
- Trianglelegs locked, three count, no squeeze
- Armbarposition controlled, three count, no extension
5.1Legs Then Head
The leg attack makes them hide, and hiding opens the top.
Time6 min. Swap roles on every win, restart with top kneeling.
Bottom
StartSeated, no grips.
An upper-body win straight after a real leg attack they had to pull away from.
- Arm drag to the backchest on their back, behind the shoulder, three count
- Guillotinegrip locked, hold for three, do not squeeze
- Wrestle-upcome up on top with their back or hip on the mat, three count
- Trianglelegs locked, three count, no squeeze
- Armbarposition controlled, three count, no extension
Or a three-count entanglement if they let you have one.
- Attack the leg for real, so they have to hide it.
- When their hips go back, reach for the arm or the head straight away.
Top
StartOn both knees in front of them, no grips.
Pass and hold chest to chest for a three count.
- When you pull your hips back, keep your head up and your elbows tight.
- Upper-body wins are hold only: no squeeze, no extension.
- Say "tap" and your partner lets go. No heel grips.
5.2Head Then Legs
The same dilemma the other way round: defending up top brings the legs back into range.
Time6 min. Swap roles on every win, restart with top kneeling.
Bottom
StartSeated, no grips.
Heel catch, three count, only after an upper-body threat made them react (posture up, pull an arm back, come forward).
- Threaten the head or an arm. When they come forward to defend, slide a foot between their legs.
- Do not commit so hard up top that nothing is left for the legs.
Top
StartOn both knees in front of them, no grips.
Pass and hold chest to chest for a three count.
- Defend up top with posture, not by driving forward into their legs.
- Catch and hold the heel, never crank. Top stops moving when the grip connects.
- Upper-body threats are hold only.
5.3Both Levels
Each level sets up the other.
Time6 min. Swap roles on every win, restart with top kneeling. Keep count of your wins.
Bottom
StartSeated, no grips.
Any upper-body win
- Arm drag to the backchest on their back, behind the shoulder, three count
- Guillotinegrip locked, hold for three, do not squeeze
- Wrestle-upcome up on top with their back or hip on the mat, three count
- Trianglelegs locked, three count, no squeeze
- Armbarposition controlled, three count, no extension
or a heel catch, three count. A win straight after switching levels counts double.
- Change levels on purpose: legs to open the top, top to open the legs.
Top
StartOn both knees in front of them, no grips.
Pass and hold chest to chest for a three count.
- Posture up top and hide your legs at the same time.
- Catch and hold, never crank.
- No squeezing guillotines or triangles, no extending armbars.
Stage 6
Entries (learning guard)
From any guard to any entanglement. Against a kneeling partner: half butterfly and keymaster. Against a standing partner: SLX, K-guard and X-guard. From here you should be able to go from any guard to any entanglement, from any entanglement to any other, and finish from every one.
6.1Kneeling Entries
The guard is only the door. Its job is to get you to the legs.
Time6 min. Swap roles on every win, switch the starting guard.
Bottom
StartSeated in half butterfly or keymaster (alternate each turn).
Any of the five entanglements, held for a three count.
- Use the hook to make their weight light so a leg comes free.
- Do not play the guard for a sweep.
Top
StartOn both knees.
Pass and hold chest to chest for a three count.
- Pin the hooking leg down before you step around.
- No heel grips.
- Top cannot stand. Bottom starts from the called guard.
6.2Put Them Down
Off-balance first, then entangle.
Time6 min. Swap roles on every win, restart with top standing.
Bottom
StartSeated, both feet between their knees, one hand on an ankle.
They fall, then you entangle any way you like.
- Keep pressure on the insides of their knees and ankles with the tops and bottoms of your feet.
- Do not grab a leg with your hands and lose the inside.
Top
StartStanding.
From standing, both legs outside both of their feet and a shin touch (hip to shoulder). If you fall: both your feet between their knees.
- Step to stay balanced, and clear their feet one at a time.
- Bottom keeps at least one foot between their legs the whole time, and only the feet make them fall.
- No entangling while they stand. Once down, stay down. No heel grips.
6.3Standing Entries
Each standing guard has its own route to the legs; the finish is the same heel catch.
Time6 min. Swap roles on every win, next guard in the rotation.
Bottom
StartSeated in the called guard: SLX, K-guard or X-guard (rotate each turn).
Put them down, entangle, then heel catch, three count, with their hips on the mat.
- Break their balance with your first contact, so the entanglement lands as they fall.
Top
StartStanding.
Get past both of their knees and hold a pin for a three count.
- Keep your hips back and your feet moving.
- No heel grip until they are down and your legs are settled.
- Once down, stay down. Catch and hold, never crank.
6.4Any Guard, Any Entanglement
Everything so far in one game: guard, entanglement, switch, finish.
Time6 min. Swap roles on every win, alternate top kneeling and standing.
Bottom
StartSeated in any guard you choose.
Guard to entanglement, switch to a second entanglement at least once, then heel catch, three count.
- Pick the entry that fits what they give you, not your favourite.
- If one route is shut, switch.
Top
StartKneeling or standing (alternate each turn).
Hold a pin for a three count, or get both your feet between their knees.
- Pass the moment they switch; that is when the legs are loosest.
- Settle before you catch. Never grab the heel mid-switch.
- No heel grip on a standing partner.
Stage 7
Add retention
"Worst case, you sit down, pull guard and try to break legs the entire time, and no one can pass your guard." That is the goal of this stage.
7.1Don't Get Passed
Retention keeps you in the game long enough to get to the legs.
Time6 min. Swap roles on every win, restart a step apart.
Bottom
StartSeated, no grips.
30 seconds without being passed.
- Keep your feet between you and them.
- If they get past a foot, recover guard before they settle.
Top
StartStanding a step away, no grips.
Pass and hold a pin for a three count.
- Move their feet out of the way before you step in.
- Retention only: no entanglements, no heel grips.
- No pulling the passer down.
7.2Retain or Break
Every pass attempt brings a leg close.
Time6 min. Swap roles on every win, restart a step apart.
Bottom
StartSeated, no grips.
60 seconds without being passed, or heel catch, three count, with them down.
- Turn retention moments into entries instead of just surviving.
Top
StartStanding a step away, no grips.
Pass and hold a pin for a three count.
- Keep your feet back from their hooks while you pass.
- No heel grip on a standing partner. Settle before you catch.
7.3Pull and Break
The whole block in one round: pull, retain, enter, entangle, switch, finish.
Time6 min: 3 min each role. After every win, both stand and restart.
Guard puller
StartStanding, facing your partner.
Pull guard (sit down) within 5 seconds, then retain, enter, entangle, switch if you need to, and heel catch, three count.
- Sit with your feet on them, never flat on your back.
Passer
StartStanding, facing your partner.
Pass and hold a pin for a three count.
- Pass before they settle a hook.
- No takedowns (they come in a later block).
- No heel grip on a standing partner. Settle before you catch.
No reference videos for this stage. The cards are the material.
References
Videos for self-study
Watch these at home. They back up the stages; they do not replace the games. Badges show the kind of video: a full system, a single technique, or a concept talk.
Game design: Greg Souders8
Game design
Stage 1: Holding and breaking7
SLX (single leg X)
Outside ashi
411 / saddle
50/50
Backside 50/50
Stage 2: Switching and breaking2
Stage 3: Breaking mechanics8
Foot locks
Heel hooks
Stage 4: Central leg dilemma0
Central leg dilemma
No video. This is Ricky's own concept; the stage 4 diagram and games are the source.