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.
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