BJJ takedowns are the standing techniques used to bring a standing opponent to the mat. They include wrestling shots such as the double leg and single leg, and judo throws adapted for grappling competition.
BJJ takedowns are the set of standing techniques used to take a standing opponent to the mat. In competitive BJJ under IBJJF rules, a successful takedown (derrubada) scores 2 points and must be followed by 3 seconds of control for the points to register. Takedowns draw primarily from two sources: wrestling, which contributes shots such as the double leg (dupla de perna) and single leg (perna simples), and judo, which contributes hip and leg throws adapted for the grips available in a BJJ match.
Note on terminology: in this context, "takedown" refers specifically to bringing a standing opponent to the ground from a clinch or shooting position. Sweeps, which bring an opponent from guard to a bottom position to top position, are covered separately on the guard-passing and sweeps pages.
Effective BJJ takedowns depend on two foundations: a solid fighting stance and the ability to change levels quickly.
Your stance should be staggered, with one foot ahead of the other at roughly shoulder width, knees slightly bent, and your weight distributed evenly over both feet. A square, upright stance makes it very difficult to shoot because you have no forward leg to push off.
Level change means dropping your hips by bending at the knees rather than bending at the waist. Leaning forward with a rounded back during a shot puts your head in a vulnerable position for guillotine chokes and telegraphs the shot. Practise level changes in isolation before adding any penetration step.
For judo-based throws in the gi, you also need to build grip awareness. The standard grips are a collar grip (gola) with one hand and a sleeve grip (manga) with the other, though many effective throws work from an overhook or underhook clinch.
The double leg is the most widely used wrestling takedown in BJJ. This is the standard entry sequence.
Once you have a reliable double leg, you can expand your takedown game with the following options.
Single leg (perna simples): You shoot to one leg rather than two, typically the lead leg. The single leg is safer against guillotine attacks because your head naturally ends up outside the opponent's body. From the single leg, you can finish by running the pipe (lifting and driving them backwards), the tree topple (pushing the far shoulder while lifting the leg), or the trip.
Ankle pick (pegada de tornozelo): Used from a collar tie or when the opponent steps forward. You use one hand to push on the collar or head and the other to scoop the ankle, tipping them forward. The ankle pick requires almost no level change and is very effective against opponents who are defensive against shots.
Osoto-gari (outer reaping throw): A judo throw where you reap the opponent's lead leg from the outside with your leg while breaking their balance backwards. This is one of the most accessible judo throws in BJJ because it requires a relatively short learning curve and works with both gi grips and no-gi clinch positions.
Seoi-nage (shoulder throw): You enter under the opponent's arm, turn your back to them, and throw them over your shoulder or hip. The seoi-nage is highly effective in the gi and is a frequent scoring technique at all levels of IBJJF competition.
Tai-otoshi (body drop): A judo technique where you block the opponent's lead leg with your trailing leg and use your upper-body grips to rotate them over the block. It is popular in BJJ because the entry does not require you to get your hips fully in front of theirs, making it effective against opponents who are defensive against hip throws.
After a successful takedown, the natural follow-up is to stabilise your top position before looking to pass guard. See the guard passing page for detail on converting takedown completions into guard-pass attempts.
Under IBJJF rules, a takedown awards 2 points to the competitor who initiates and completes the action, provided they establish control for at least 3 seconds. If both competitors pull guard simultaneously, neither scores. IBJJF rules prohibit slams (slamming an opponent from a guard position to the mat), so all takedown finishes must be controlled descents rather than lifts and drops.
Under ADCC submission wrestling rules, takedowns do not score points directly during the first half of regulation in many divisions. However, controlling the pace of the match and choosing when the action goes to the ground is a significant strategic advantage. In overtime, points are in play and takedowns score immediately.
In practice at Thai gyms, you will find that many training partners at all levels prefer to pull guard rather than engage in a takedown exchange. Developing even a basic takedown game gives you the option to take your opponent down and start in a top position rather than conceding guard pulls or spending time in a mutual guard-pull stalemate.
Drilling takedowns safely requires proper ukemi (ukemi, breakfalling practice) from both partners. Before drilling any throw or shot, spend five minutes on basic forward and backward breakfalls so that receiving the technique is as practised as delivering it.
For the double leg, begin with isolated level-change and penetration-step repetitions along the mat, without a partner. Focus on keeping your back straight and your lead knee driving through. Ten repetitions per side is a starting point.
Progress to cooperative drilling with a partner. One partner drills the shot while the other stands relaxed and assists with the fall. Aim for smooth, controlled completion to the mat rather than speed. After 10 repetitions per side, switch roles.
For judo throws, pummelling drills to establish your entry grips are excellent preparation. Alternate between collar-and-sleeve grip fighting and underhook battles for two to three minutes, then add throws at low intensity.
Positional sparring from standing is the most productive context for testing takedowns. Set a timer for three-minute rounds, starting from a standing position, with both partners looking to score. This builds reactive entry timing in a way that cooperative drilling cannot replicate. Reset after each takedown rather than continuing on the ground, so that you accumulate more takedown attempts per round.