Abstract-Behavior Trees (BTs) is a way of organizing the switching structure of a Hybrid Dynamical System (HDS), that was originally introduced in the computer game programming community.In this paper, we analyze how the BT representation increases the modularity of a HDS, and how key system properties are preserved over compositions of such systems, in terms of combining two BTs into a larger one. We also show how BTs can be seen as a generalization of Sequential Behavior Compositions, the Subsumption Architecture and Decisions Trees. These three tools are powerful, but quite different, and the fact that they are unified in a natural way in BTs might be a reason for their popularity in the gaming community. We conclude the paper by giving a set of examples illustrating how the proposed analysis tools can be applied to robot control BTs.