UFC 5 clinch guide: positions and subs
The clinch is the phase UFC 5 added as a full system rather than a transition, and it is where most mid-level fights are quietly decided. It has its own entry, its own strikes, its own positions and its own submission routes — and it runs on a timer, because the clinch cannot be held indefinitely.

Getting in
Two entries matter. The generic clinch is a modifier plus a hand: hold RB and tap X or Y, whichever is your lead hand (PS5: R1 + Square or Triangle). The single collar clinch is a two-button press — X + A on Xbox, Square + X on PS5 — and it is the entry that opens the flying submissions.
Which entry you get decides which attacks are available, so the entry is a choice, not a formality. Collar tie gives you the flying armbar. Single under and over under give you the flying triangle. Muay Thai and single under give you the standing guillotine. The back clinch gives you the rear naked choke.
Positions and what each one is for
| Position | Entry | Main threat |
|---|---|---|
| Single collar tie | X + A / Square + X | Knees, flying armbar |
| Muay Thai clinch | Clinch entry, advance | Head knees, standing guillotine |
| Single under / over under | Clinch entry, advance | Flying triangle, control |
| Back clinch | Advance from side | Rear naked choke, backpack |
| Backside clinch (against cage) | Cage position | Backpack transition into RNC |
Advancing position uses RB plus a hand (PS5: R1 + Square or Triangle). Every advance is a step toward a better submission route and a worse position for the opponent, which is why clinch defence is mostly about denying the advance rather than escaping.
Strikes inside the clinch
| Strike | Xbox | PS5 | Note |
|---|---|---|---|
| Body knees | LT + A / LT + B | L2 + X / L2 + Circle | Drains body health and stamina |
| Head knees | LB + A / LB + B | L1 + X / L1 + Circle | The damage threat from the Thai clinch |
| Elbows | LB + X + A / LB + Y + B | L1 + Square + X / L1 + Triangle + Circle | Cuts; opens doctor stoppage routes |
Knees are the reason to be in the clinch at all. A fighter with a Muay Thai clinch and full stamina can end a round with three or four head knees; a fighter who enters the clinch and throws elbows is trading a high-percentage route for a low-percentage one.
Throws and trips
Trip or throw is RB plus a leg button (PS5: R1 + X or R1 + Circle). This is how you convert the clinch into top position without a wrestling shot. The takedown inputs from the stand-up game still work inside the clinch — single leg and double leg both carry over, with the left stick as a modifier for which leg you attack.
The sequence that works at almost every level: enter the clinch, advance once, threaten a knee, then throw when the opponent commits their guard high. The throw lands because they were defending the knee.
Submissions from the clinch
This is the payoff for learning the entries.
- Flying armbar — from the collar tie clinch, LT + RB + X or Y (PS5: L2 + R1 + Square or Triangle)
- Flying triangle — from single under or over under, LT + RB + Y (PS5: L2 + R1 + Triangle)
- Flying kimura — from the submissive back clinch, LT + RB + X
- Standing guillotine — from Muay Thai or single under, LT + RB + X, then X or Y to finish; A or B pulls guard
- Rear naked choke — from the back clinch, LT + RB + X or Y; from the backside clinch against the fence, RB + X or Y takes the backpack first
Two inputs, one family. The difference between a flying armbar and a flying triangle is which clinch you are in, not which buttons you press — so the skill being tested is position recognition, not dexterity.
Defending the clinch
| Threat | Defence | Input |
|---|---|---|
| Clinch entry | Deny the grab | Right stick any direction |
| Takedown or throw | Block plus takedown modifier | LT + RT / L2 + R2 |
| Submission | Block | RT / R2 |
| Being held | Escape | Left stick left |
The clinch defence that beginners miss is the first one. The right stick denies the entry before it happens; once you are in the clinch, every other defensive input is a worse position.
Why the clinch is a three-second phase
EA's own tips text says the clinch will not last forever and that you should time strikes and transitions quickly. In practice that means the clinch rewards a plan: enter with a specific submission in mind, take the position that enables it, and go. Players who enter the clinch to "see what happens" usually eat a knee, get thrown, or get reversed when the position times out.
If you are learning the clinch, pick one route — collar tie into flying armbar is the simplest — and drill only that until it lands in a real fight. The clinch has enough branches to absorb a hundred hours; you only need one.
Next: Submissions · Ground offense · Striking offense