Lesson C: High Mount

Warm up – Basic conditioning and motor skill development.

  • Jogging
  • Inside Shuffle
  • Outside Shuffle
  • Alternate Shuffle
  • Carioca
  • Seated Break falls

Pre Technique

  • Hip bumps
  • Static full bridges
  • Bump and shrimp

Technique – High Mount (choose most relevant option for students in attendance)

  • Walk out to High Mount
  • Wrist Pull and Walk Out
  • Elbow pull and Walk Out
  • Choke Fake and Walk Out

Common Mistakes

  • Failure to nip the knees together before attempting to walk results in opponent getting the elbows to the floor blocking the walk

Teaching Tips and Terminology

  • Highlight the major benefit of high mount is that you are no longer sat on the hips, remember this is where they bridge from so it is less like been sat on a bull.
  • Remember to highlight the need to make a hat for the head to stop them putting us back down low
  • Remind your students to attack with chokes to distract them from escaping remember they have to RESPECT the submission attempt

·       Specific Training (choose 1 option)

  • Mount Game – play 3-minutes per round and rotate partners once (total of 4 x 3-minute rounds) or play 10 minutes group game, with 2,3, or 4 students in the middle, rotating out as you get beat.
    • Note this is suitable for most general classes
  • Mount Game –work in three’s 2 training 1 resting play 3-minutes per round 1 person always completes 2 rounds before change (total of 6 x 3-minute rounds – 2 x 3-minute rounds per game)
    • Note this is suitable for more advanced classes and only to be used in general classes where the overall standard is quite high

Live Training (compulsory)

  • 2 x 5-minute rounds (minimum)
    • Note – if time does not allow, run the class longer to accommodate.
    • If there is more time, allow another 5-minute roll