Headquarters Control Top is a dominant half guard passing position where the top player establishes a systematic control framework to neutralize the bottom player’s offensive capabilities while creating multiple passing pathways. This position represents a critical transition state between half guard engagement and successful guard passing, characterized by specific grips, weight distribution, and pressure application that systematically breaks down the bottom player’s defensive structure.

The position is distinguished by the top player’s ability to control the bottom player’s upper body through crossface or underhook control while simultaneously managing the trapped leg and preventing re-guard or sweep attempts. Headquarters represents a strategic checkpoint where the passer has established enough control to dictate the pace and direction of the exchange while maintaining the flexibility to choose from multiple high-percentage passing sequences based on the opponent’s reactions.

From a strategic perspective, Headquarters Control Top serves as both a destination and a launching point—it’s valuable as a stable control position where energy can be conserved and grips can be optimized, while simultaneously offering direct pathways to mount, side control, and back control through various passing mechanics. The position emphasizes the principle of systematic pressure application combined with intelligent grip management to create near-inevitable advancement to superior positions.

Position Definition

  • Top player’s chest and shoulder pressure directed into opponent’s upper body, typically with crossface or underhook controlling the head and far shoulder while maintaining heavy forward pressure through the torso
  • One of top player’s legs is trapped between opponent’s legs in half guard configuration, while the free leg maintains a strong base position with knee and foot grounded for stability and pressure generation
  • Top player’s hips positioned forward and low, driving weight through the trapped leg side while maintaining enough mobility to shift weight and initiate passing sequences
  • Bottom player on their back or side with limited mobility in upper body due to crossface or underhook pressure, one leg controlling top player’s trapped leg while attempting to maintain frame and prevent passing progression
  • Top player’s grip configuration typically includes collar grip, underhook, crossface, or wrist control establishing dominance in the upper body battle while neutralizing bottom player’s offensive hooks and frames

Prerequisites

  • Successful engagement with half guard where top player has achieved initial control
  • Establishment of upper body control through crossface, underhook, or collar grip
  • Forward hip position with weight distributed to create pressure on opponent
  • Trapped leg positioned defensively to prevent sweeps and maintain base
  • Bottom player’s offensive capabilities neutralized through systematic pressure

Key Offensive Principles

  • Maintain constant forward pressure through chest and shoulder into opponent’s upper body to limit mobility and breathing space
  • Control the head and far shoulder through crossface or underhook to prevent opponent from turning in or creating offensive angles
  • Keep hips low and forward to maximize pressure on trapped leg side while maintaining base with free leg
  • Use systematic grip fighting to establish and maintain dominant grips while denying opponent’s preferred grips
  • Create angle and pressure variations to force opponent to react and expose passing opportunities
  • Maintain heavy shoulder pressure while preserving mobility to transition between passing sequences
  • Coordinate upper body control with lower body positioning to create comprehensive control framework

Available Attacks

Knee Slice PassSide Control

Success Rates:

  • Beginner: 40%
  • Intermediate: 60%
  • Advanced: 75%

Headquarters PassSide Control

Success Rates:

  • Beginner: 35%
  • Intermediate: 55%
  • Advanced: 70%

Smash PassSide Control

Success Rates:

  • Beginner: 30%
  • Intermediate: 50%
  • Advanced: 65%

Long Step PassSide Control

Success Rates:

  • Beginner: 25%
  • Intermediate: 45%
  • Advanced: 60%

Leg Drag PassLeg Drag Control

Success Rates:

  • Beginner: 30%
  • Intermediate: 50%
  • Advanced: 65%

Kimura from Half GuardKimura Control

Success Rates:

  • Beginner: 20%
  • Intermediate: 35%
  • Advanced: 50%

Darce ChokeD’arce Control

Success Rates:

  • Beginner: 15%
  • Intermediate: 30%
  • Advanced: 45%

Back Take GenericBack Control

Success Rates:

  • Beginner: 20%
  • Intermediate: 35%
  • Advanced: 50%

Opponent Escapes

Escape Counters

Decision Making from This Position

If opponent maintains strong knee shield and frames with inside leg, preventing immediate passing pressure:

If opponent’s knee shield collapses or they extend their leg attempting to create distance:

If opponent turns toward you seeking underhook or exposing their back:

If opponent extends their arm defending or framing, creating submission opportunity:

If opponent attempts to create distance or recover full guard position:

Common Offensive Mistakes

1. Sitting back on heels instead of maintaining forward hip pressure and chest-to-chest contact

  • Consequence: Creates space for opponent to recover guard, insert knee shield, or attempt sweeps without pressure constraint
  • Correction: Keep hips low and forward with chest pressure constant, driving weight through opponent’s upper body while maintaining heavy shoulder contact

2. Losing crossface or underhook control while attempting to pass, allowing opponent to turn in and create angles

  • Consequence: Opponent regains offensive capability, can establish underhook or recover full guard, negating passing progress
  • Correction: Maintain dominant upper body control throughout passing sequence, never sacrificing crossface or underhook until pass is completed

3. Positioning trapped leg too close to opponent, allowing easy sweep or off-balancing attempts

  • Consequence: Vulnerable to basic half guard sweeps, old school sweeps, or lockdown-based attacks that exploit poor leg position
  • Correction: Keep trapped leg positioned defensively with foot away from opponent’s hip, maintaining strong base and pressure distribution

4. Forcing the same passing sequence repeatedly without reading opponent’s reactions and adjusting strategy

  • Consequence: Opponent anticipates and counters the single-dimension attack, leading to stalled position or reversal
  • Correction: Use systematic approach with multiple passing options, flowing between techniques based on opponent’s defensive reactions

5. Rising too high during passing attempt, elevating center of gravity and reducing pressure effectiveness

  • Consequence: Loss of control and pressure allows opponent to create space, recover guard, or execute sweeps
  • Correction: Maintain low base throughout passing sequences, generating pressure through proper hip positioning rather than height

6. Neglecting to control opponent’s far arm or wrist, allowing them to post and create defensive frames

  • Consequence: Opponent establishes strong frames that prevent passing progression and create opportunities for retention or sweeps
  • Correction: Secure wrist control or arm isolation as part of control framework, neutralizing opponent’s ability to create defensive structures

7. Rushing through position without establishing complete control before initiating passing sequence

  • Consequence: Incomplete control leads to scrambles, failed passes, or counterattacks from opponent’s remaining offensive tools
  • Correction: Systematically establish all control points before advancing, ensuring upper body control, pressure, and grip dominance are complete

Training Drills for Attacks

Headquarters Control Establishment Drill

Partner starts in half guard bottom with defensive frames. Top player works to establish headquarters position with crossface or underhook, forward hip pressure, and proper base. Focus on systematic entry and control establishment. Reset and repeat from both sides.

Duration: 5 minutes per side

Pressure Maintenance Flow Drill

From established headquarters position, top player maintains constant pressure while bottom player attempts various recovery attempts (knee shield reinsertion, underhook battle, distance creation). Top player adjusts pressure and grips to maintain control without passing. Develops pressure sensitivity and control maintenance.

Duration: 3-minute rounds

Multi-Option Passing Sequence Drill

Top player in headquarters cycles through all major passing options (knee slice, smash pass, long step, leg drag) based on partner’s changing reactions. Bottom player provides realistic resistance and defensive frames. Emphasis on reading reactions and selecting appropriate passing sequence.

Duration: 5-minute rounds

Submission Threat Integration Drill

From headquarters position, top player alternates between passing attempts and submission setups (kimura, darce, guillotine). Bottom player defends both threats. Develops ability to use submission threats to create passing opportunities and vice versa.

Duration: 4-minute rounds

Positional Sparring from Headquarters

Start in headquarters position with clear objectives—top player works to pass, bottom player works to retain or sweep. Full resistance with emphasis on maintaining technical principles under pressure. Reset to headquarters after each successful advancement or retention.

Duration: 5-minute rounds with partner rotation

Optimal Submission Paths

Shortest path to submission

Headquarters Control Top → Kimura from Half Guard → Kimura Control → Kimura

High-percentage passing to submission path

Headquarters Control Top → Knee Slice Pass → Side Control → Kimura from Side Control → Kimura

Opportunistic choke path

Headquarters Control Top → Darce Choke

Back attack path

Headquarters Control Top → Back Take Generic → Back Control → Rear Naked Choke

Mount control path

Headquarters Control Top → Headquarters Pass → Side Control → Transition to Mount → Mount → Armbar from Mount

Pressure passing to mount submission

Headquarters Control Top → Smash Pass → Side Control → Transition to Mount → Mount → Americana from Mount → Americana

Success Rates and Statistics

Skill LevelRetention RateAdvancement ProbabilitySubmission Probability
Beginner50%40%15%
Intermediate65%60%25%
Advanced80%75%35%

Average Time in Position: 45-90 seconds for intermediate practitioners, longer for beginners establishing control, shorter for advanced practitioners with systematic approach

Expert Analysis

John Danaher

Headquarters position represents a systematic checkpoint in the guard passing sequence where control must be consolidated before advancement. The key mechanical principle is the establishment of what I call the ‘control triangle’—three points of contact that create a stable framework: crossface or underhook on the upper body, hip pressure through the center line, and base leg positioned for stability and mobility. The most common error I observe is practitioners treating headquarters as a transitional position rather than recognizing it as a distinct control state requiring specific mechanical attributes. You must understand that effective headquarters control creates a dilemma for your opponent—they cannot simultaneously defend the pass, prevent submissions, and maintain their guard structure. By systematically attacking all three elements in sequence, you force a breakdown in their defensive framework. The biomechanical efficiency of headquarters lies in its pressure distribution—your weight flows through the opponent’s breathing muscles and diaphragm, creating cumulative fatigue that compounds over time while you maintain a relatively low energy expenditure through proper skeletal alignment.

Gordon Ryan

In competition, headquarters is where I live when passing half guard because it gives me complete control while preserving all my passing options. The reality is that most guys will tap from the pressure alone if you establish proper headquarters control for 2-3 minutes—they simply can’t breathe effectively and their defensive responses become progressively weaker. My approach is to establish heavy crossface pressure immediately, get my hips forward so they’re carrying my entire weight through their chest and diaphragm, and then systematically attack their defensive structure with grip fighting and pressure variations. What separates elite level headquarters control from intermediate is the ability to maintain maximum pressure while still being mobile enough to flow between passing sequences without losing control. I’m constantly switching between knee slice threats, long step setups, and submission attacks, using each threat to create reactions that open up the others. Against high-level competition, you can’t just muscle through one passing sequence—you need to create a systematic dilemma where every defensive choice they make exposes them to a different attack. The kimura is absolutely critical from this position because it forces them to defend their arm, which weakens their ability to maintain frames and guard structure.

Eddie Bravo

Headquarters is interesting because it represents the traditional pressure passing game, which is exactly what we’re trying to avoid from bottom with our 10th Planet half guard system. When someone establishes proper headquarters on me, I’m immediately looking for lockdown to kill their mobility, or I’m working to get under for deep half because staying in standard half guard against good headquarters pressure is a losing battle. From the top perspective though, understanding headquarters is critical because you need to know how to shut down all the 10th Planet escapes and attacks. The key innovation I’ve brought to headquarters control is integrating the whip-up and whip-down mechanics—instead of just maintaining static pressure, you create dynamic pressure changes that disrupt the bottom player’s timing and structure. When they expect heavy pressure and you suddenly lighten up, they often overcommit to their escape attempt and expose their back or create space for the pass. The other critical element is hand fighting—you absolutely have to control their inside hand because that’s what they use to establish underhooks or create frames. I teach a specific sequence of grip fighting from headquarters that systematically strips their defensive grips while establishing your dominant controls, and once you have that control framework, the pass becomes almost inevitable unless they’re willing to give up their back.