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ISA Festival is held every year in Serbia. There are several sport disciplines on our Festival. Each discipline illustrates certain part of Japanese fighting tradition. MIX KUMITE reflects the vision of Jujutsu as a "fighting triathlon": it is an athletic performance consisting of three events. Contestants compete in three rounds, each round under different rules - thus demonstrating striking abilities (Atemi waza), throwing abilities (Nage waza) and groundfight skills (Ne waza). In JUJUTSU KATA competitors are demonstrating techniques of Goshin Jutsu (self-defense) drawn from main budo arts of Japan: jujutsu, judo, aikido and karate. In SPORT KENJUTSU contestants revive the old samurai sword fights.


1. MIX KUMITE

discipline for kids old 15 years and younger

 

Fighting area, uniform and equipment

Fighting area will be standard judo/jujutsu tatami, covering minimum of 6x6 meters.

Competitors must wear traditional budogi.

 

The following protective equipment is mandatory:

 

·         Body armour same as in taekwondo

·         Standard Karate, MMA or boxing gloves

 

Groin protectors, mouth pieces and shin/instep protectors are recommended. Other equipment must be approved by the Supreme referee. Competitors with long hair must to use a plain hair tie. Spectacles are NOT permitted. All body piercing MUST be removed.

 

Categories and weight divisions:

 

There will be following weight categories:

 

  • Boys: -30, -36, -43, -51, -60, -80, +80kg

  • Girls: -30, -36, -43, -51, -60, +60kg

 

Referees:

 

Match is run by one Main Referee (MR) and one Side Referee (SR). MR stands in the fighting area, while SR walks around, trying to be on the opposite side from MR. For beginning of the fight MR uses command "Hajime". To stop the fight, MR will use command "Yame". MR will announce all points loudly, with appropriate gesture (pointing towards the contestant). Timekeeper stops the clock whenever MR says "Yame". There will be following penalties:

 

1) Warning

2) Penalty - SHIDO - victory in the round for opponent

3) Disqualification - HANSOKU MAKE

 

Fight is divided into 3 rounds.

Each round lasts 1 minute effective time, with 30 seconds breaks in between rounds.

 

Round 1: Punches and kicks (ATEMI WAZA)

 

This round is similar to karate competition. MR will stop the fight after each well performed PUNCH or KICK to award one (1) point. The first one who makes THREE (3) points wins the round. If time is called, the competitor with the most points wins.

 

STRIKES PERMITTED (ALLOWED):

 

  • a controlled back fist (uraken) to the side of the head
  • all standing full-contact fist strikes to the body
  • all standing full-contact kicks to the body

 

Round 2: Throws and Takedowns (NAGE WAZA)

 

This round is similar to judo competition. Any throw/takedown (slam-landing on back, buttocks or side) wins the round.

 

Round 3: Groundfight (NE WAZA)

 

Groundfight similar to judo, grappling and Brazilian jujutsu. Chokes and locks are not allowed. Contestants must focus on holds (pinning, OSAE KOMI). Each hold (pinning) that lasts 10 seconds with control of the opponent, will be the end of round. Generally, in this round only judo rules will be applied (i.e. no hands over the face of the opponent, etc.). A "Rear hook" from above or underneath (ushiro do jime) and "crucifix" (jigoku jime) are considered valid controls. Once the hold is established, MR starts to count loudly to 10 (in Japanese). Warnings during ground fight will be given without breaking opponents. Repeated defending with passive "guard" (do jime) shall be sanctioned as inactivity.

 

Course of the match:

 

Fight begins from standing position, with strikes. Each well executed strike (strong, precise, clean, loud, and unblocked) will be awarded with 1 point. After each strike MR stops the fight. Simultaneous strikes (aiuchi) will not be scored. Round ends once one of competitors collects THREE points, or after elapse of effective time, or if competitor is unable to carry on. Round can also end without the winner (no points or 2:2, or 1:1 in 1 minute effective time). After the end of the first round, competitors will remove their protective equipment during the break. Second round will be same as judo standing fight ("judo wrestling"). Any throw or takedown will be sufficient for victory. Round can also end without the winner. After the end of second round and new 30 seconds break, competitors will kneel down in seiza (30cm or 1 foot distanced), facing each other, to start the ground fight. Any hold (pining) which lasts 10 seconds will be considered an Ippon.

 

After the end of the third round, winner of the whole match will be a competitor who has won more rounds. If one competitor wins first two rounds, third round will not be executed. In case of a draw, competitors will repeat the round which has ended without a winner. If the third round is repeated, any hold of 3 seconds will be sufficient for victory. If the first round is repeated, the first strike will decide a winner.

 

COMMENTS: Mix Kumite rules are safe and simple. They are created withe the KISS principle ("Keep It Safe & Simple"). In Mix Kumite it is always clearly visible what is happening and who is winning. Refereeing is simple and number of referee's errors is reduced to minimum. It is relatively easy to prepare even the youngest ones for these competitions. Rules are testing all three major areas of KUMITE (and fighting skills in general): striking arts, throwing arts and ground fight grappling. Fighters who specialize only in one area (like karate players, judoka or Brazilian ju-jitsu fighters) will not have the advantage - they must do all aspects of fight, unlike in other modern "jujutsu kumite" formats. Winning in a round is achieved quickly. Even in case of no techniques, rounds are relatively short. These facts reduce the importance of physical strength and endurance in achieving victory.

 


2. KARATE KUMITE
discipline for contestants 16 years and older


Each match consists of 1 round of 3 minutes continuous action (time stops only in case of longer break or injury, with total of 1 minute injury time for each competitor per match).

 

The rules include:

 

1. Mandatory chest guard, headgear with face protection and gloves!

2. All standard karate strikes (straight to the head, plus uraken) and kicks are allowed to the chest guard and to the headgear of the opponent.

3. Deliberate knock-out of the opponent is forbidden, strikes and kicks must be delivered with moderate, controlled strength.

4. Same "Stop-Start" system as in Mix Kumite

5. Kicks to the head would bring 2 points, other techniques would bring 1 point. One would need 6 point to win. Fight is limited to 2 minutes.

 

There will be maximum of 4 (FOUR) male categories, and 3 (THREE) female categories, made according to the height of contestants.


3. JUDO RANDORI
discipline for contestants 16 years and older
 

Each match consists of 1 round of 3 minutes continuous action (time stops only in case of longer break or injury, with total of 1 minute injury time for each competitor per match). Similar rules like in the second and third round of MIX KUMITE. Small throws (one foot remains on the mat) will be awarded as Waza-ari. Big throws (both feet in the air) shall be awarded with Ippon (immediate victory). Standard judo chokes and elbow locks will be allowed. Holds of 10-19 seconds will be awarded with Waza-ari. Hold of 20 seconds will be awarded with Ippon. Winner is the first contestant who collects 2 (TWO) Waza-ari, or scores 1 (ONE) Ippon.  Irregular defensive guards, refusal of fight  and other infringements shall be punished with Shido (Waza-ari to the opponent). There will be maximum of 4 (FOUR) male categories, and 3 (THREE) female categories, made according to the weight of contestants.


4. JUJUTSU KATA

Competition is done in concurrence of pairs, consisting members from same age category. There will be following divisions:

1. Kids - all age 10 and younger

2. Juniors - all age 11-15

3. Seniors - all age 16 and above

NOTE: Pair can consist of two male contestants, two female contestants, or it can be a mixed pair. One contestant can be a member only in one "pair".

Pair of contestants will perform self-defences against 4 (FOUR) attacks. Structure of these four attacks must be following: 

1 - one hand strike or leg kick

2 - one hold (on hand, collar, shoulder, hair, etc.)

3 - one embracing (around neck, torso, above hands, under hands...)

4 - one knife or club attack

Each defensive action must be created according to following sheme:

PARTS OD DEFENSIVE ACTION

HAND STRIKE or LEG KICK

HOLD

EMBRACING

KNIFE or CLUB ATTACK

INITIAL ACTION

mandatory blocking

mandatory strike or point pressure

mandatory strike or point pressure

mandatory blocking

COUNTERSTRIKE

mandatory counterstrike

(one only!)

optional additional counterstrike

optional additional counterstrike

mandatory counterstrike

(one only!)

THROWING

Mandatory throwing: only classical judo or aikido throwing techniques;

Only one throwing per action, no combination of throws!

FINISHING TECHNIQUE

Finishing strike, or strike with lock or choke;

Only one locknig technique is allowed, no switching from one lock to another!

Notes:

Only soft padded club abd soft-padded or rubber knife are allowed. Weapon can be taken from the attacker and held in the hand, or pushed away in such manner that it does not endanger referees and the audience; weapon taken from the attacker must not be used for striking, cutting, throwing, choking etc.

After the draw has been made to decide who goes first, then the following will be: First pair will perform their four attacks and defences. Pair will perform attacks/defenses in the same order as explained above. Upon the end of presentation from the first pair, second pair will perform their defenses. Once both pairs are done, three (3) referees decide by vote of flags which pair had the best presentation. Referees will first make their decision based on the correct order of demonstrated attacks, correct performance of all techniques included in the defensive actions, correct structure of defensive actions and matching of the slow and fast version of each action. If both pairs are equal under these criteria, referees will make their decisions upon the speed, strength and technical difficulty of the performance. Best pair goes to the next round of competition.

Referees shall use HIKIWAKE sign whenever pairs have the same or ALMOST the same quality of demonstration. In case of overall draw (HIKIWAKE), pairs shall perform their kata again.

 

 


5. SPORT KENJUTSU

 

Competition is done in individual concurrence. Age categories are same as for Jujutsu Kata. Male and female contestants compete separately. There are two main disciplines: CHOKEN (same as Sport Chanbara), and "SHIN KENDO" (kendo rules with soft-padded swords)

 

1) CHOKEN

Competitors use soft-padded approved sword 100cm long or shorter. Standard budo uniform must be worn. Headgear is NOT mandatory. Any strike (unless it is too weak - KARUI, or too shallow - ASAI) shall be considered as a point. Two points shall bring the victory. Simultaneous strikes (AIUCHI) shall not be scored nor punished. Length of a fight shall be 2 minutes. After expiration of 2 minutes, in case of HIKIWAKE, the first strike shall decide the winner (rule of "Sudden death"). All other rules shall be the same as in Sport Chanbara/Sport Kenjutsu.

 

2) SHIN KENDO

 

Match shall be done under the rules similar to kendo. Competitors will use approved headgear (same as in kendo, chanbara or other contact martial arts, with face protection). Hakama is MANDATORY. Standard 100cm soft-padded sword for Sport Kenjutsu/Sport Chanbara shall be used.

 

Victory is achieved by winning TWO (2) points, hitting the head (MEN), arms (KOTE), body (DO) and stab to the head, neck or chest (TSUKI). Note: Strike on the shoulder will be scored too. Strike to the forearm or upper arm will be scored, but not the strike to the fingers, fist or wrist. All techniques (guards, strikes) must be performed with both hands on handle (ryote, or morote). It is forbidden to hit the opponent's legs, hitting with hands, legs or headbut, throwing weapon, talking during the fight, making objections against referee decisions, etc.. Stepping outside the fight area with both feet will be warned first, then punished by SHIDO (IPPON to the opponent), and if it's repeated third time, opponent will get the victory.

 

A strike shall be scorred as an IPPON when performed:

1) from the proper guard CHUDAN no KAMAE, with swinging above the head (SUBURI), or from guard JODAN no KAMAE.
2) with good force and a loud KIAI when hitting
3) with demonstration of proper ZANSHIN, winning spirit and safety, by moving away from the opponent after a strike (back, forth or sideway), in proper guard, so that the opponent can not make a delayed "after-strike" (ATOUCHI)

Strikes delivered after pushing opponent from clinch (TSUBA ZERIAI) will be scored too. Mutual (simultaneous) strikes will not be scored (AIUCHI); Strike followed by the opponent's slightly delayed strike (ATOUCHI) will not be scored either. At least two out of three referees must signalize a score. The match begins with a bow, moving into position SONKYO, taking guard CHUDAN no KAME, standing up, and then starting the fight after the command "Hajime". The action is stopped only when referee interrupts it. If a competitor makes an action, then turns his back and after that receives a strike from the back, this will be a valid IPPON. If competitors during the fight drops his sword, his opponent will get immediate IPPON.

Length of a fight is 3 minutes. In case of a draw ("Hikiwake"), additional fighting tiome shall be allowed for "sudden death" point.

 


Copyright © Dr. Ivica Zdravkovic, 2010