IBJJF vs. ADCC vs. EBI: The Rulesets, Explained
Same sport, three different games. IBJJF rewards position, ADCC rewards aggression, and EBI only cares if somebody taps.

Same sport, three different games. IBJJF rewards position, ADCC rewards aggression, and EBI only cares if somebody taps.
If you've ever watched a black belt dominate the Pans and then get heel hooked in 90 seconds at a sub-only show, this is why. The ruleset doesn't just decide who wins. It decides how people train, what they drill and which positions they're willing to risk. Here's how the big three stack up.
The cheat sheet

Rules are summarized as of October 2026 and vary by event and division. Always read the rulebook for the event you're entering.
IBJJF: the points game
IBJJF is the ruleset most of us grew up on, and it rewards one thing above all: control. Take them down, pass, hold it for three seconds, collect your points. Mount and back are worth 4 each, so the path to gold is a positional climb.
Then there are advantages, the most argued-about word in jiu-jitsu. Almost pass the guard? Advantage. Almost finish the armbar? Advantage. Tied on points, advantages decide it, which is why so many big IBJJF finals come down to one scramble nobody at home understood.
The leg lock rules are the other big tell. Lower belts are limited to straight ankle locks. Heel hooks are illegal in the gi at every belt, and in no-gi they only open up for adult brown and black belts, a change that landed in 2021. Slams are illegal everywhere.
ADCC: wrestle or get punished
ADCC is built to force action. The first half of the match has no points at all, so the only way to win early is to finish. Once the second half starts, positions score and the punishments kick in.
Pull guard during the scoring period and you eat a negative point. Refuse to engage and the ref will dock you too. That one rule is why ADCC rewards wrestlers so heavily: if you can't get to the top on your feet, you're starting in a hole.
The scoring also flips IBJJF on its head. Mount is only 2 and back is 3, but a clean takedown or clean sweep that lands you past the guard is worth 4. Heel hooks are legal for everyone, and slams are only allowed if you're escaping a submission that's already locked in. Tied after overtime? It goes to the referees.
EBI: tap or go to overtime
Eddie Bravo's ruleset is the simplest one to explain. No points. No advantages. Ten minutes to make somebody tap.
If nobody does, you go to EBI overtime. The coin-flip winner picks a start from back control with both hooks or the spider web armbar position. Each of you gets a turn on offense, up to two minutes per turn. Finish faster than your opponent and you win. If nobody finishes after three rounds, the fastest total escape time takes it.
Almost everything is legal, heel hooks and spine locks included. That's why sub-only produces so many finishes, and why the overtime format has been copied by a long list of other shows. Lying on top for ten minutes gets you nothing here except a trip to overtime.
So which one is for you?
- Love control, play the gi, like a clear scoreboard? IBJJF.
- Wrestling background, want to test a complete no-gi game? ADCC. Your shot finally counts for something.
- Leg lock nerd who'd rather finish than win on points? Sub-only. Just get your back escapes and spider web defense sharp before overtime finds you.
Best move for most people: compete under all three. Each one exposes a different hole in your game, and you'll come back to the gym knowing exactly what to drill.


