N-Flux Evasion & Obstacle System
1. Introduction: The Purpose of the N-Flux Evasion & Obstacle System
The N-Flux Evasion & Obstacle System is designed to develop adaptable movement skills that apply to obstacle course racing, combat sports, functional fitness, and real-world agility. Unlike traditional static training, this system is built on constraint-led, game-based learning, where movement proficiency emerges naturally through dynamic play.
This system lays the foundation for:
Obstacle Course Racing (Spartan, Tough Mudder, Ninja Warrior) – Vaulting, climbing, jumping, and brachiation are direct skills used in obstacle racing.
Functional Fitness & Athleticism – Multi-planar movement fluency improves agility, endurance, and power.
Combat Sports & Tactical Applications – Integrating striking, grappling, and evasive movement for combat or self-defense.
Progression Structure (White → Blue → Purple → Brown → Black)
Each belt represents a new level of movement mastery, evolving from pure traversal (White to Purple)into full-spectrum evasion that includes striking and grappling (Brown & Black).
2. Core Movement Categories & Skill Development
Each level builds proficiency in fundamental movement skills:
Vaulting – Moving efficiently over barriers.
Crawling – Navigating low spaces and confined areas.
Rolling – Distributing impact for safety and fluidity.
Jumping & Landing – Propulsion and controlled descent.
Climbing & Descending – Vertical traversal and controlled drops.
Balancing – Maintaining control on narrow or unstable surfaces.
Brachiation – Using arm momentum to traverse gaps.
Running (Including Direction Changes & Shuffling) – Strategic locomotion.
Each skill is progressively challenged as players advance through the ranks.
3. Belt Progression System & Testing Criteria
White → Blue Belt: Mastering Fundamental Movement
Objective: Develop basic proficiency in movement through play-based constraints.
Technical Movement Tests (Part 1)
Vaulting: Perform basic two-handed vaults (safety vault, table vault).
Jumping & Landing: Execute short precision landings safely.
Rolling: Demonstrate controlled impact absorption.
Climbing & Descending: Basic wall climbs and stable landings.
Brachiation: Traverse a short monkey bar section without stopping.
Balancing: Walk a narrow beam or rail without stepping off.
Running & Direction Change: Quick footwork adjustments under movement constraints.
Game-Based Performance Tests (Part 2)
Movement Tag: Evade for X seconds while using at least three movement types.
Obstacle Completion: Traverse all obstacles in the game area before being caught.
Adaptability Challenge: Escape from multiple pursuit angles, using efficient movement choices.
Blue → Purple Belt: Linking Movements & Adapting to Constraints
Objective: Build movement adaptability and sequence movements efficiently.
Vaulting: Introduce speed vaults and lazy vaults.
Jumping & Landing: Use tic-tacs (wall-assisted jumps) to traverse gaps.
Climbing: Reach higher surfaces, requiring explosive power.
Brachiation: Swinging transitions (lache between bars).
Balancing: Adjust stance in response to terrain shifts.
Game Test Adjustments:
Tag evasion now requires linked movement sequences.
Minimum height or distance requirements for escape routes.
Purple → Brown Belt: Introducing Striking into Evasion
Objective: Train evasion alongside defensive striking.
Game Mode: Striking Evasion Tag
Evader’s goal: Avoid being cornered or traverse obstacles while under striking pressure.
Chaser’s goal: Use strikes to impede the evader’s movement.
Allowed strikes: Light palm strikes, low kicks, body shots (no head strikes).
Chasers win by forcing evaders to fail movement objectives.
Brown → Black Belt: Full-Contact Evasion (Striking & Grappling Included)
Objective: Evaders must now integrate grappling escapes while maintaining movement fluency.
Game Mode: Submission Evasion Tag
If the chaser grabs the evader, a 3-second grappling exchange occurs.
Evader must break the grip or submit the chaser to continue.
Submissions:
Limb breaks disable that limb for the rest of the round.
Chokes result in elimination.
Why This Works:
Forces real-time movement-striking-grappling integration.
Chasers must balance control with movement trapping.
Evaders must think tactically about when to run, strike, or engage.
4. Game Modes & Competitive Format
Core Competitive Games:
✅ Movement Tag – The fundamental game that evolves with players.
✅ Obstacle Pursuit Battles – Evaders must complete movement objectives under pursuit pressure.
✅ Striking Evasion Tag – Brown Belt introduces striking for defensive disruption.
✅ Submission Evasion Tag – Black Belt introduces grappling & submission-based control.
Competitive Format Possibilities:
Timed Movement Sprints – Competitors must traverse a course while avoiding pursuit.
Obstacle Pursuit Battles – Where evaders must complete specific objectives.
Full-Contact Evasion Matches – Where striking and grappling are used to impede progress.
5. The Black Belt Standard: Mastery of Adaptive Evasion
By Black Belt, a player should be able to:
✔ Move with efficiency under striking and grappling pressure.
✔ Use strikes as defensive and offensive tools while traversing.
✔ Engage in clinch and grappling exchanges while maintaining movement priority.
✔ Adapt between movement, striking, and grappling seamlessly.
✔ Make movement, striking, and grappling one seamless evasion system.
At this level, movement, striking, and grappling are no longer separate concepts—they are fully integrated expressions of adaptive problem-solving in pursuit and evasion.
Conclusion
The N-Flux Evasion & Obstacle System is a comprehensive adaptive movement methodology that applies to obstacle racing, combat sports, and functional fitness.
✔ It trains fundamental movement mechanics at early levels.
✔ It introduces striking and grappling in a way that enhances evasion.
✔ It provides a structured competitive framework for real-world application.
✔ It evolves with each participant, ensuring continued growth and adaptability.