The Level Change
The single movement every takedown is built on, and the one most strikers do wrong.
The Level Change
Video · 9:00 · coming soon
In this lesson
- Change levels with the knees while keeping the spine stacked
- Set the depth needed for each entry
- Recover the stance without a wasted step
Coaching cue — Bend, do not bow. Your head never travels past your hips.
One movement, everything else on top
Every takedown in this course starts with a level change. It is also the movement that distinguishes people who wrestle from people who lunge at legs, and the difference is entirely in the spine.
The mechanics
- Knees bend. Hips drop straight down.
- Chest stays up. Your spine stays stacked — the angle between your head and your hips does not change.
- Eyes forward, on their chest or chin. Looking at their legs tells them exactly what is coming.
- Feet stay in your stance. The level change is vertical; the entry step comes afterwards.
- Return by extending the legs, not by pulling your head back up.
Why bowing is fatal
Bending at the waist puts your head in front of your hips. Three things follow immediately:
- Your neck is available — the front headlock and the guillotine both live here.
- Your hips are behind you, so you have no drive.
- You have to stand back up before you can do anything, which costs a beat you do not have.
Every guillotine you have ever seen finished on a takedown attempt was set up by a level change that bowed instead of bending.
Depth
Not every entry needs the same depth. Going deeper than necessary is slow to recover from and telegraphs.
| Entry | Depth |
|---|---|
| Feint / punch setup | Shallow — a few inches |
| Body lock | Moderate — hips just below their hips |
| Double leg | Deep — lead knee close to the floor |
| Single leg | Deep, but angled toward one side |
Making it a threat
A level change that never becomes a takedown is still worth throwing. Someone who has to respect the shot cannot commit fully to punching, which means every feinted level change makes your hands better.
Feint the level change, throw the cross. Feint the cross, take the level change. The two are the same entry, and each one sells the other.
Drill it
Two rounds of level changes only, in front of a mirror, checking the spine angle. Two rounds alternating a shallow feint with a deep change on a partner's call. Two rounds of shadow work where every third combination ends with a level change instead of a punch.