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Wrestling for MMA

Wrestling on the Cage

The cage removes the option of retreating and turns a wall into a tool. Body-lock work, underhooks and knee slides all behave differently against it.

Advanced9 min readReviewed 2026-08-03

Against the cage, a takedown that would fail in open space becomes viable because the defender has nowhere to circle. The attacker's job is to remove the defender's hips from the wall while keeping their shoulders on it; the defender's job is the reverse — get the hips off the fence and the head above the attacker's. Both sides fight for underhooks, but the underhook only matters if your hips can turn. Hand fighting on the fence is patient, and stalling there costs you the round.

Key points

  • As the attacker, close a body lock low on the hips rather than high around the ribs where the opponent can posture up.
  • Use the cage as a backstop: pinning the shoulders lets you free one hand to attack a leg without losing control.
  • As the defender, win an underhook and a wrist, then walk your hips along the fence rather than pushing straight out.
  • Frame on the hip with your forearm to create the inch of space a knee needs to slide between you and the fence.
  • Change levels against the fence with the same posture rules as open space; a bent back on the cage is a back take waiting.

Common mistakes

  • Turning your back to escape the fence, which converts a bad position into the worst one available in mixed martial arts.
  • Holding a high body lock around the chest, which lets the opponent posture up and walk their hips free along the wall.
  • Resting with both hands gripping and no attack, which reads as stalling and lets the defender recover their base entirely.

Put it into practice

Fence position rounds

  1. Start with one partner pinned chest to chest against the cage, hands inside, and reset the position every thirty seconds.
  2. The defender wins the round by getting the hips off the fence and both fighters back to open space in stance.
  3. The attacker wins by completing a body-lock trip or a knee tap while the shoulders stay in contact with the wall.
  4. Swap roles each round and finish with two minutes of hand fighting only, where no takedown is permitted.
cagebody lockunderhooksclinch