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 Pass → Side Control
Success Rates:
- Beginner: 40%
- Intermediate: 60%
- Advanced: 75%
Headquarters Pass → Side Control
Success Rates:
- Beginner: 35%
- Intermediate: 55%
- Advanced: 70%
Smash Pass → Side Control
Success Rates:
- Beginner: 30%
- Intermediate: 50%
- Advanced: 65%
Long Step Pass → Side Control
Success Rates:
- Beginner: 25%
- Intermediate: 45%
- Advanced: 60%
Leg Drag Pass → Leg Drag Control
Success Rates:
- Beginner: 30%
- Intermediate: 50%
- Advanced: 65%
Kimura from Half Guard → Kimura Control
Success Rates:
- Beginner: 20%
- Intermediate: 35%
- Advanced: 50%
Darce Choke → D’arce Control
Success Rates:
- Beginner: 15%
- Intermediate: 30%
- Advanced: 45%
Back Take Generic → Back Control
Success Rates:
- Beginner: 20%
- Intermediate: 35%
- Advanced: 50%
Decision Making from This Position
If opponent maintains strong knee shield and frames with inside leg, preventing immediate passing pressure:
- Execute Smash Pass → Side Control (Probability: 60%)
- Execute Long Step Pass → Side Control (Probability: 55%)
If opponent’s knee shield collapses or they extend their leg attempting to create distance:
- Execute Knee Slice Pass → Side Control (Probability: 75%)
- Execute Knee Cut Pass → Side Control (Probability: 70%)
If opponent turns toward you seeking underhook or exposing their back:
- Execute Back Take Generic → Back Control (Probability: 65%)
- Execute Darce Choke → D’arce Control (Probability: 50%)
If opponent extends their arm defending or framing, creating submission opportunity:
- Execute Kimura from Half Guard → Kimura Control (Probability: 55%)
- Execute Kimura → Kimura Control (Probability: 45%)
If opponent attempts to create distance or recover full guard position:
- Execute Leg Drag Pass → Leg Drag Control (Probability: 65%)
- Execute Pressure Pass → Side Control (Probability: 60%)
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 Level | Retention Rate | Advancement Probability | Submission Probability |
|---|---|---|---|
| Beginner | 50% | 40% | 15% |
| Intermediate | 65% | 60% | 25% |
| Advanced | 80% | 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.