組手 KUMITE CLASSIC
MODIFIED WAKO-STYLE RULES
FORMS / WEAPONS
Rules are subject to change. Please check with the Center Judge for any updates.
RINGS
All divisions will compete in designated matted competition areas.
JUDGES
All divisions may use either:
- 3 Judges
- 5 Judges
MAXIMUM DEVIATION
(Used only with a 3-judge panel)
A maximum deviation of .02 from the middle score is permitted. This system minimizes the impact of an outlier score and has been tested successfully at national and international events.
TIES
Ties are broken by:
- Head-to-head comparison of individual judge scores (treated as votes)
- Majority of higher preliminary scores
If still tied (“true tie”):
- Competitors will perform again
- Judges will point by show of hands to determine the winner
Competitors may perform a different form, but it is not mandatory.
PROTESTS
- Must be made immediately at the time of the ruling
- Coaches must notify the coordinator/scorekeeper to alert the Center Referee
- If necessary, the ruling may be arbitrated
- All arbitrator decisions are final
Only official coaches with a coaches pass may file a protest.
UNIFORM
All competitors must wear a proper martial arts uniform free of foul or offensive language.
AGE
Competitors compete based on their age as of the tournament date.
SEQUENCE
- Order determined by random draw
- Pre-registered competitors will be seeded into the lower half of the division bracket
CLOSED DIVISION
A division is closed once:
- The first competitor bows in for forms, or
- The first sparring match begins
Exception: computer or staff-related errors.
RESTARTS
- Under Black Belt Divisions: 1 restart permitted
- Black Belt Divisions: No restarts permitted
Exception: broken weapons during performance.
SCORING RANGE
- Black Belt Divisions: 9.90 – 10.00
- Under Black Belt Divisions: 9.80 – 9.90
TRADITIONAL DIVISIONS
Traditional divisions prohibit:
- Gymnastics
- Splits
- Rolls
- Creative interpretations
Additional Rules:
- Traditional tie-over style uniforms required
- Patches/logos are permitted
- Pure white uniforms are NOT required
- Uniforms should reflect the standards of the style represented
- Classical Japanese/Okinawan divisions allow a maximum of 4 kiai
- Kata must remain unaltered
FIRST TIMER DIVISIONS
Designed for competitors with little or no tournament experience.
Purpose:
- Build confidence
- Provide a positive first tournament experience
All competitors receive an award.
SPARRING (POINT FIGHTING)
Point Fighting uses abbreviated WAKO-style rules.
UNIFORM
- No exposed jewelry or metal
- No shoes permitted
UNDER BLACK BELT EQUIPMENT
Mandatory equipment:
- Approved headgear
- Safety boots
- Safety gloves
- Mouthpiece
- Protective cup (males)
Recommended:
- Elbow pads
- Face shields
- Chest protectors
- Shin/leg pads
- Knee pads
WEIGH-IN
All competitors in weighted divisions must weigh in before competition.
BYES
- Randomly assigned by computer
- Competitors from the same school will not match in Round 1 if possible
Optional logic may separate by country and state.
OUT OF BOUNDS
A competitor is out of bounds when any body part touches outside the mat.
Rules:
- No points may be scored out of bounds
- Intentional exits or avoiding engagement = 1-point penalty
- Offensive momentum or force-outs are not penalties
GROUND FIGHTING
Ground fighting is not permitted.
DOWN BY CONTACT
A competitor is considered down if any body part other than hands or feet touches the ground after contact.
- Match is stopped
- No penalty assessed
FALLING DOWN
Intentionally falling to avoid fighting:
- 1-point penalty by majority judge decision
LEGAL TARGET AREAS
- Headgear area
- Face
- Front/side torso
Contact level depends on:
- Skill level
- Division
- Match option
LEGAL TECHNIQUES
Allowed:
- Punches
- Kicks
- Ridge hands
- Back fists
Techniques must demonstrate:
- Control
- Martial arts merit
- Proper form
A touch alone does not guarantee a point.
SPREAD RULE
A 10-point spread (mercy rule) is in effect.
1ST PLACE MATCHES:
Win by 2-points rule is in effect.
POINT FIGHTING SCORING
1️⃣ 1 POINT
- Hand techniques
- Body kicks
- Foot sweeps resulting in a downed opponent
2️⃣ 2 POINTS
- Head kicks
- Jumping body kicks
3️⃣ 3 POINTS
- Jump spinning head kicks
- Elevated spinning techniques
- Cartwheel kicks (PA Exception Rule)
WINNING THE MATCH
- Most accumulated points after the 2-minute round wins
- Preliminary ties use Sudden Victory (next point wins)
ILLEGAL TECHNIQUES
Illegal techniques include:
- Wild haymakers
- Groin strikes
- Throat strikes
- Excessive or malicious contact
- Intentional attacks to non-scoring areas
- Late hits
- Intentional falling
- Intentional running out of bounds
CONTACT LEVELS
LEGAL CONTACT
- CONTROL: No-touch / halo
- LIGHT: Touch contact
- MODERATE: Slight penetration
PENALTY CONTACT
- UNCONTROLLED: Beyond legal contact
- EXCESSIVE: Extreme penetration
- MALICIOUS: Intentional excessive contact (Automatic DQ)
PENALTIES
1-POINT PENALTIES
- Uncontrolled contact
- Intentional exits
- Intentional falling
- Late hits
- Retaliation
- Unsportsmanlike conduct
DISQUALIFICATION (DQ)
Determined by majority judge vote or arbitrator observation.
Automatic DQ:
- Malicious contact
- Intentional injury attempts
Medical staff has final authority regarding continuation.
INJURY RULE
If a competitor cannot continue due to:
- Accidental contact
- Incidental contact
- Self-inflicted injury
…the opponent advances.
A competitor will NOT advance if:
- They intentionally injure an opponent
- They use malicious contact
PENNSYLVANIA EXCEPTION RULES
COACHING
- One 10-second timeout per match
- Only 1 coach permitted in designated coach box
- Coaches must wear official wristband
- Parents may coach with coaches pass
- Coaches allowed only during active sparring divisions
- No coaches on forms floor
CARTWHEEL KICKS
Cartwheel kicks are legal and worth 3 points.
WARNINGS
OFFICIAL WARNINGS
1st Warning — Verbal Warning
2nd Warning — 1 Minus Point
3rd Warning — 2nd Minus Point
4th Warning — Disqualification
EXIT RULES
1st Exit — 1 Minus Point
2nd Exit — 1 Minus Point
3rd Exit — 1 Minus Point
4th Exit — Disqualification
COMPETITOR RESPONSIBILITY
- No jewelry permitted
- Competitors must report fully prepared
- 2-minute readiness rule applies
- Failure to report ready within 2 minutes results in disqualification
All competitors are responsible for knowing the rules and required equipment.
CONTINUOUS SPARRING RULES
Inspired by the National Blackbelt League Continuous Sparring System and WAKO.
MATCH FORMAT
- Two (2) continuous 1-minute rounds
- Running clock
Clock stops only for:
- Injury
- Equipment issues
- Penalty discussions
- Safety concerns
OFFICIALS
Each match uses:
- 1 Center Referee
- 4 Corner Judges with clickers
Judges rotate each round (switch who watching). One judge only watches one fighter.
CONTINUOUS SCORING
Judges click:
- Every clean scoring technique
- Combination scoring is allowed
Techniques must show:
- Control
- Balance
- Proper target
- Visible effectiveness
No points awarded for:
- Excessive contact
- Wild techniques
- Uncontrolled attacks
DETERMINING THE WINNER
- Clicker totals from all judges are added together
- Highest combined total wins
CONTINUOUS SPARRING PENALTY SYSTEM
VERBAL WARNING
No point deduction.
Examples:
- Minor stepping out
- Light contact
- Procedural violations
- Accidental clashes
-1 POINT PENALTIES
- Avoiding engagement
- Minor illegal techniques
- Light holding/grabbing
- Coaching violations
-2 POINT PENALTIES
Moderate uncontrolled contact.
-3 POINT PENALTIES
Hard uncontrolled contact without intent to injure.
*THESE PENALTIES ARE DEDUCTED BY THE SCOREKEEPER
DISQUALIFICATION
Automatic DQ may occur for:
- Intentional excessive contact
- Malicious conduct
- Severe unsportsmanlike behavior
- Dangerous repeated behavior
Center referee discretion applies.
TIE BREAKER
30-second sudden victory overtime.
Judges determine winner based on:
- Ring control
- Scoring effectiveness
FLAG SPARRING RULES
MATCH FORMAT
- 2-minute match
- Each competitor starts with 4 flags
OBJECTIVE
Pull opponent’s flags while protecting your own.
SCORING
- 1 point per flag pulled
- Simultaneous pulls score for both competitors
Final point cannot be simultaneous.
GROUND RULE
Maximum 3 seconds on the ground before reset.
CONTACT RULES
Allowed:
- Hand checking
- Immediate-action grabbing
Not allowed:
- Excessive holding
- Striking
- Kicking
OFFICIALS
Referee determines:
- Valid pulls
- Simultaneous scores
- Possession
- Ground resets
- Legal holding
CHANBARA RULES
MATCH FORMAT
- One (1) continuous 2-minute round
- First to 5 points wins immediately
If time expires:
- Highest score wins
OVERTIME
If tied:
- First clean point wins
LEGAL WEAPONS
Approved padded foam Chanbara weapons only.
LEGAL TARGET AREAS
- Head
- Torso
- Arms
- Legs
ILLEGAL TARGET AREAS
- Groin
- Throat
- Back of neck
- Dangerous thrusts to face
SCORING
1 POINT
Awarded for:
- Clean controlled strike
- Proper control
- Clear target contact
- Timing and technique
NO POINT
No points for:
- Simultaneous clashes
- Ineffective contact
- Weapon loss
- Late strikes
- Illegal techniques
MATCH PROCEDURE
- Begin at referee command
- Start with two hands on weapon
- One-handed scoring is permitted after engagement begins
PENALTIES
VERBAL WARNING
No deduction:
- Minor stepping out
- Delayed engagement
- Accidental contact
-1 POINT PENALTIES
- Repeated exits
- Unsportsmanlike conduct
- Excessive force
- Avoidance
DISQUALIFICATION
- Dangerous behavior
- Intentional excessive contact
- Throwing weapon
- Severe unsportsmanlike conduct
REQUIRED EQUIPMENT
- Approved headgear/mask
- Approved padded weapon
- Mouthpiece
SPORTSMANSHIP
All competitors are expected to demonstrate:
- Respect
- Control
- Honor
- Safety awareness
Poor sportsmanship may result in penalties or disqualification.
TAG TEAM SPARRING RULES
CONCEPT
The Kumite Classic “Tag Team” concept was invented by Sensei Bill Viola Jr. and has since been adopted by tournaments across the country.
This division is built on one word:
SPEED
DIVISION OVERVIEW
Tag Team Sparring is a high-energy, team-based martial arts format where two or three athletes form a team and alternate competing against another team.
- Total accumulated points after one 2-minute round determines the winner
- Normal Point Fighting rules and safety standards apply
- This is a co-ed division
- This is an open-rank division
Only one athlete per team is active in the ring at a time.
TEAM SIZE
Teams may be created by competitors from the same school or different schools.
- Minimum: 2 players
- Maximum: 3 players
MATCH FORMAT
- One 2-minute match
- Running total score
- Most points at the end of regulation wins
JUDGES
Only two (2) judges are used.
Both judges must:
- See the point
- Agree on the point
If both judges do not agree, no point is awarded.
SCORING AND TAGGING
Athletes “tag” their teammate when they score a point.
The scoring athlete must always exit the ring after scoring.
The Center Referee command for the switch is:
“POINT — TAG — GO”
This command signals the official switch.
DOUBLE TAG / CLASH
If both judges call a clash, meaning one point each way:
- It is considered a double tag
- Both players must switch out
SCORED-ON RULE
If a player is scored on, they remain in the ring until they score a point.
A player may also be forced to switch if they are scored on three (3) consecutive times.
3-CONSECUTIVE SCORE RULE
If one player is scored on three (3) consecutive times:
- An automatic tag is required
- The switch only happens on the Center Referee’s call/break
TIMEOUTS
Each team receives one (1) ten-second timeout.
During the timeout:
- Coaches may communicate with athletes
- Coaches may switch any team member into the match
PURPOSE OF THE DIVISION
Tag Team Sparring is designed to create a fast-paced, exciting division that rewards:
- Speed
- Teamwork
- Strategy
- Quick reactions
- Smart switching
- Controlled scoring
SPORTSMANSHIP
All competitors must show:
- Respect
- Control
- Proper martial arts behavior
- Good sportsmanship at all times.


