You are standing over him holding a sleeve, unsure what your hands are supposed to do next, and the referee calls matte, or he turtles, or he simply gets up while you are still deciding. Later in the same randori session you are the one on the bottom, pinned under kesa gatame (scarf hold), flat and still, counting the seconds you have never once trained your way out of. This is the newaza gap: judo's groundwork half, present in every ruleset and absent from most students' actual skills.
The complaint recurs wherever judoka talk honestly. Once I am pinned I cannot get out. I throw them and then just stand there. It is not a mystery why. Standing work fills most class time in most dojos, so groundwork becomes a few pins demonstrated in isolation, memorized like vocabulary and never used in a sentence. Newaza (groundwork) is a system, though, and a small one at the beginner level: follow the throw down, hold the standard pins, escape in a chain instead of a spasm, and attack the turtle in order. This article lays out that system.
Section 01Why the Gap Exists, and Why It Costs You
Part of the gap is the rules doing their job. In shiai (contest), groundwork that stops progressing gets stood back up, so students learn that the ground is a pause between throws. But the same rules reward the player who works the ground quickly: a throw that scores waza-ari and continues straight into a pin is a finished match, and under the current IJF rules a hold is worth real points on a real clock.
| Osaekomi (hold-down) time | Score |
|---|---|
| 20 seconds | Ippon |
| 10 to 19 seconds | Waza-ari |
| 5 to 9 seconds | Yuko |
Two waza-ari also make ippon. Read the table as the shape of the problem: a player who cannot hold a pin for ten seconds, or escape one in ten seconds, is playing with half the scoring system switched off. The turtle habit comes from the same place. Going to all fours feels safe because it stops the pin clock, and beginners adopt it as a home. It is not a home. It is a position with its own attacks against it, and the player who turtles by default hands those attacks to anyone who has practiced them.
Section 02Follow the Throw Down
The first newaza skill is not a pin. It is the habit of arriving. A throw that does not score ippon usually leaves your partner on his side or his back with your grip still attached, and that grip is the bridge: keep the sleeve or lapel, keep your weight moving forward, and go to the ground with the throw instead of admiring it standing.
The arrival order is simple enough to drill. Stay attached: the hand that threw him stays on him. Drop your knee beside his ribs as you come down, not across his body where he can catch it. Settle your chest weight before you hunt for the perfect hold. Then convert to a named pin. Beginners lose the moment in the gap between the throw and the pin, standing up straight, letting go to adjust their gi, or climbing aboard slowly enough that he turns in. The throw, the arrival, and the pin are one technique with three chapters.
Section 03The Four Pins a Beginner Must Own
Osaekomi-waza (holding techniques) has a long catalogue, but four pins carry a beginner's groundwork. Learn what each one pins with and what it is not.
| Pin | What controls him | Its known weakness |
|---|---|---|
| Kesa gatame (scarf hold) | Your weight across his chest from the side, his near arm trapped against your body, your legs spread as a base | He can roll you over the top if your head is low and your base narrow |
| Yoko shiho gatame (side four-quarter hold) | Chest-to-chest pressure from his side, one hand under his far shoulder, one controlling his hips | He bridges and turns in if your hip hand floats instead of controlling |
| Kami shiho gatame (upper four-quarter hold) | The same control from behind his head, his arms trapped under your chest and belt grip | He can slide out the back if your knees drift wide and your weight sits high |
| Tate shiho gatame (vertical four-quarter hold) | Mounted astride his chest, knees pinching, hips heavy, his arms controlled above his head | The bridge: without your hooks or a wide base he can roll you |
Two principles run through all four. The pin is chest weight and position, not squeezing: if your arms are tired, the pin is wrong. And every pin is held against an escape attempt, not against a statue, so each one is learned together with the escape it invites and the conversion that answers it. A pin you cannot adjust is a pin with a ten-second life.
Section 04Escaping: A Chain, Not a Spasm
The pinned beginner does the understandable thing: one enormous bridge, one thrash, then flat and exhausted while the clock runs. Escapes work as a chain because each attempt that fails still costs the holder an adjustment, and the adjustment opens the next door.
The chain under most side pins runs like this. First, get on your side: the pin needs you flat, so turning even a few degrees toward him degrades it. Second, build the frame: forearm against his neck or jaw line, other forearm against his hip, so his weight rests on your bones instead of your ribs. Third, bridge into him, not straight up: the bridge's job is to move his weight off center and make space at your hips. Fourth, shrimp: pull your hips out from under him into the space the bridge made, and insert the near knee between your bodies. Fifth, convert: from the knee shield you either recover guard, come up to your knees facing him, or roll him with the momentum if he overcommits forward.
Every link has failed escapes inside it, and that is fine. What kills the pinned player is not a failed link. It is lying flat between attempts, resting, while the osaekomi clock does its counting. Keep moving through the chain. His pin has to beat all of your attempts. You only need one to work.
| If he holds you with | Your first door | Your second door |
|---|---|---|
| Kesa gatame | Turn toward him, frame his head away, bridge into him | Hook his near leg with yours and roll him over your shoulder line |
| Yoko shiho gatame | Frame at neck and hip, bridge, shrimp the near knee in | Come to your knees and take his back arm as he adjusts |
| Kami shiho gatame | Bridge and slide toward your own feet, turning one shoulder down | Roll to one side as his weight follows, taking an arm with you |
| Tate shiho gatame | Trap one arm and the same-side leg, bridge and roll to that side | Frame his hips, shrimp, and insert a knee before he re-mounts |
Section 05Attacking the Turtle in Order
Your partner turtles in randori. The beginner response is to grab cloth and haul, which tightens his ball and accomplishes nothing. Turtle attacks have an order too: break the shape before you chase a finish.
Start beside him, chest on his back, controlling one arm at the elbow so it cannot post. The standard beginner entry is the roll-through: grip his far arm and your own lapel or his belt, sit your hip beside his shoulder, and roll across his back so he unwinds onto his side with you arriving in yoko shiho or kami shiho. The simpler companion is the clock walk: with his near arm trapped against his body by your knee and hand, walk your weight around his head side until his base narrows and he tips to his hip, then settle the pin. Strangles and armlocks from the turtle exist and your instructor will layer them in. For the player closing the newaza gap, the pin is the goal: a turtle turned over into a held pin scores, while a heroic submission attempt that loses position scores nothing and reads as failure to convert.
Section 06Safety on the Ground
Newaza safety framing is not decoration. Shime-waza (strangles) are applied to the sides of the neck, never pressed into the windpipe with a forearm across the throat, and they are released the instant a tap comes or a partner goes limp. Kansetsu-waza (armlocks) attack the elbow only in judo, are applied slowly enough for the tap to arrive first, and are never cranked. Children and young beginners are excluded from strangles and armlocks entirely under most federations' rules, and many clubs extend that exclusion by belt. On the receiving side: tap early and with your whole hand, or verbally if your hands are trapped, and treat a pin you cannot escape as a place to practice the chain at drilling speed rather than a place to hold your breath and strain. A neck that hurts the next day was a lesson delivered too hard. Neither partner's job includes delivering it.
Section 07Common Mistakes
Letting go after the throw. The grip that threw him is the grip that pins him. Releasing it to tidy up is releasing the match.
Pinning with the arms. A hold that lives in your biceps dies when they tire, in about the time the clock needs. Weight and position hold pins. Arms adjust them.
The one-big-bridge escape. Maximum effort, once, in the wrong direction, then rest. The chain exists because the second and third attempts are the ones that work.
Going flat and still. Flat is what the pin orders. Still is what the clock orders. Turning, framing, and moving are the whole defense.
Turtling as a destination. All fours is a transit point, his or yours. The player who parks there is donating attacks to anyone who has drilled them.
Hauling on the turtle. Pulling harder against a closed ball closes it tighter. Break the base, trap an arm, then turn him. Order, again.
Section 08The Companion Guide
This article gives you the knowledge. The companion guide turns it into training. The Newaza Foundations Playbook is the practice book for judo's ground half.
It gives each of the four core pins a full page of steps, weight notes, and the adjustment that answers its known escape. The escape chain is printed as a drill ladder, each link with its own cooperative-to-live progression and the standards to meet before moving on. Throw-to-pin conversion drills pair the common throws with their arrivals, with rep schemes for randori class time. The turtle section prints the roll-through and the clock walk step by step, with partner checks. A randori planning page helps you build groundwork rounds at the right share of standing and ground time, and a self-test page gives the benchmarks honestly: hold each pin ten seconds against a resisting partner, escape each pin inside the clock, convert two throws out of three.
It is made for the judoka whose throws deserve a second half, and for the pinned beginner who is tired of counting seconds on the ceiling.
- Newaza is a system, not a scramble: follow the throw down, hold a named pin, escape in a chain, attack the turtle in order.
- The osaekomi clock pays real scores: 20 seconds for ippon, 10 to 19 for waza-ari, 5 to 9 for yuko under current IJF rules.
- Arrival is a skill. Stay attached, drop the knee beside his ribs, settle your weight, then convert to the pin.
- Pins are held by chest weight and position. Tired arms mean the pin is wrong.
- Escapes are chains. Turn, frame, bridge into him, shrimp, convert. The clock has to beat every attempt; you need one.
- The turtle is a position to attack in order, not a wall to haul on and not a home to live in.
Related: Kodokan Judo: An Instructor's Overview Related: Randori: How the Hard Part Makes You Good Related: No Kuzushi: Why Your Throws Are All Muscle