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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:

  1. Head-to-head comparison of individual judge scores (treated as votes)
  2. 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.

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