Overview of the official Rules and Regulations

Rules & Regulations

1. Rules of Conduct for All Participants

All participants shall act in accordance to the highest standards of ability and fair play in the spirit of Karate-do and strive to the utmost respect and dignity towards others participants.

Please find the detailed information on the official JSKA Rules & Regulations in the document below.

1.1 Dress Code for Participants

  1. A competitor wears an all white Karate-gi/ uniform. In order to differentiate between opponents, one shall wear a red band or belt around the waist. The belt or band is provided by the tournament organisation.
  2. A competitor need to wear an identifying number that is given prior to the tournament and that is affixed on a designated location of the uniform.
  3. A competitor wears protective gear as per specification. That means handguards are required while mouthguard and groin protector for male and body protection for female are highly recommended. Other protections (helmet, shin guards etc.) are not allowed. Only white handguards with 2 cm thickness are permitted. Blue or red belts or hand guards are not allowed.
  4. A competitor wears nothing more than is mentioned in the prior statement unless specified by either the Head Judge or the Chief Judge/Referee. Earrings, armrings, piercings or any kind of other jewelry is strictly permitted.

1.2 Dress Code for JUDGES

The Head Judges, Judges and Arbitrators must wear the JSKA official dress wear that consists of a pair of light grey pants, a white shirt and a tie.

1.3 Set-up of Courts

The court area is a square measuring 8 meters x 8 meters, marked off by a 4-5 centimetres wide line. The outer edges of this line measure 8 meters.

2. Events & Categories

The events are as follow:

Kumite events:           Individual and Team

Kata events:               Individual and Team

2.1 Kumite Events

Definition of Event

In a Kumite event, two competitors enter the court and within the allotted time, perform various kinds of techniques freely against each other. There are two different kinds of scoring system:

 

1. Point Match or Ippon Shobu: The competitor who has scored one full point or 2 halfpoints first, within the allotted time (2 minutes) is declared as winner.

 

2. Point Match or Nihon Shobu (finals only): The competitor who has scored 2 full points first within the allotted time (3minutes) is declared as winner.

 

In a match or event, all techniques – punches, kicks, and strikes –  have to be done with full control. The distance required to do the techniques should be close enough to be able to be effective. There should be no damage done to the opponent.

Definition of Team Event

A team consists of 3 competitors. As a general rule, all team members have to be present at the first round of a match or event. Subsequently, if the team is missing a member or members, that missed person or persons must be placed last in the sequencing of competitors of that match. 

Prior to the event, the order in which the competitors will perform must be reported. 

The winning team is determined by the number of individual performances that are won. 

 

There are two kinds of team competition: 

Match by elimination: Each team member has one performing individually. The individual results are then added up to determine which team has won. 

If there is a draw, the highest score determines the win, as per the following: one point or Ippon, two half points or Waza-ari , decision by Judges. 

If there is still a draw, a match is held with a competitor chosen by each team, in order to determine the win. This is called a decision match by team choice or Daihyosha-ketteisen. This match continues until there is a winner. In this case, a team member that has performed before may compete, but no more than twice.

Definition & Criteria for Scoring Points

The areas of attacks are defined as follow:

  1. head and neck: Jodan
  2. stomach, sides of the abdomen, and back: Chudan

 

Criteria for scoring points are as follow:

  1. proper execution and power of the technique
  2. proper distance and timing
  3. correct posture and proper frame of mind
  4. concentrated mind and spirit
  5. execution to the target

 

If all the criteria mentioned above have been reached in the execution of a punch, a kick, or a strike, these constitute what is scored as Ippon. Ippon can be scored, even if some of the above mentioned criteria are not reached, in the following situations:

  1. successfully evading an attack while executing an effective counter-attack or De-ai
  2. knocking the opponent off balance and executing an effective attack
  3. if the opponent is without any defence

When a technique is well executed but does not qualify as Ippon, it is defined as Waza-ari; two half points become Ippon. If both competitors move and execute a technique at the same time, this is called Ai-uchi: in this instance, the attacks cancel each other and no points are scored.

Re-Match (Sai-shiai) & Second Re-match (Sai-sai-shiai)

If there is a Hiki-wake, another match will be held. This re-match is called Sai-shiai. If this rematch ends up in a Hiki-wake, a second re-match called Sai-sai-shiai will be held. However, the Head Judge may order that this second re-match is a „Sakki-dori“ match meaning that the competitor that scores first is declared the winner. After a second re-match the Judges must determine a winner. In a World Championships as well as a National Championships, the final match of that event will have as many re-matches as needed in order to determine a winner.

Criteria Leading to Disqualification (Hansoku)

The following elements are strictly forbidden:

1. excessive contact;

2. performing dangerous throws and where joints are involved;

3. wasting time by not attacking;

4. using provocative language and attitude, or verbal taunting;

5. head butt attack;

6. spear hand or Nukite attack;

7. purposely attacking the groin area;

8. purposely attacking after Yame or Jogai is called.

 

If there has been any of the above that have been perpetrated, the following decisions will be made:

1. If an element has been identified but not severe as to cause injury or damage to a competitor, a caution or Keikoku is then given. This caution does not affect judging decision but if a second caution is given in the same match, this could result in disqualification of the perpetrator and the other competitor is declared as winner.

 

2. If an element has been identified as severe and there is obvious malicious intent or if a competitor is seriously injured or damaged, a disqualification or Hansoku is given to the perpetrator and the other competitor is declared the winner. Any competitor, who has received a disqualification or Hansoku twice during a tournament, is not allowed to continue competing in that tournament.

 

Absolute Disqualification

An absolute disqualification or Shikkaku is given in the following situations and therefore the other competitor is declared as winner:

a.      non-compliance to the orders of the Head Judge

b.      use of unacceptable language as a Karate competitor

c.      display of poor and unacceptable attitude and frame of mind as a Karate competitor

After an absolute disqualification has been given to a competitor, that competitor can not continue to participate in that tournament. Exceptions might be discussed between the involved Judges and the Chief Referee. The details of an absolute disqualification must be discussed by the involved Judges and given to the pertinent scorekeepers who enter these specified details on the appropriate form which is given to the Chief Referee. If a team has perpetrated a serious offence, the whole team is given an absolute disqualification and the other team is declared as winner. 

Withdrawal (Kiken)

If a competitor withdraws, the other competitor is declared as winner. A competitor who voluntarily withdraws cannot compete in any other matches or events.

In the Case of an Injury

If a competitor is unable to continue a match due to injury, the Judges will decide if a withdrawal or Kiken is to be given. If that is the case,  the other competitor is declared as winner. If both competitors are injured and there are no disqualifications or Hansoku issued,  the match is stopped and a decision to the outcome of the match will be called. If the official event doctor decides that a competitor cannot continue to compete, the match is stopped and a withdrawal or Kiken is given. The doctor will determine if the injured competitor is fit to compete in further matches or events. If the competitor is deemed fit, the doctor will notify the Chief Referee.

Time of the Event

The allotted time for a match or event is 2 minutes for regular rounds and 3 minutes for finals. The Head Judge starts the match with a verbal cue: Hajime at which the countdown is started. Countdown is interrupted when Yame or Jogai (out of bounds) is called.

2.2 KATA Events

The following types of Kata Events or Matches are as follow:

Red and White Flag System: 2 competitors simultaneously perform the same Kata that is chosen by the Head Judge and a winner is declared.

Until 15 participants there will be Point-System immediately. From 16 participants there will be Flag-System until the final 4 competitors. A winner will be declared by Point-System.

For Kyu-Grades one Kata is chosen from Heian Katas by the Head-Referee in Flag-System-Events up to the last 4 or 6 participants. In the final round the participant chooses his favourite Kata or Tokui Kata.

For Dan-Grades one Kata is chosen from Jion, Enpi, Bassai Dai and Kanku Dai by the Head-Referee in Flag-System-Events up to the last 4 or 6 participants. In the final round the participant chooses his favourite Kata or Tokui Kata.

Point System: One competitor at a time performs a Kata and each Judge gives points on the performance of that competitor. The points are added up for a total score and a winner is declared.

Team Kata: 3 competitors perform the same Kata and start by facing the Front or Shomen, at a designated starting position of their choice. The team is given a total score according to the Point System.

Each competitor or team chooses a Kata from the following list unless previously stated: Heian Shodan, Heian Nidan, Heian Sandan, Heian Yondan, Heian Godan, Tekki Shodan, Tekki Nidan, Tekki Sandan, Bassai Dai, Kanku Dai, Jion, Enpi, Bassai Sho, Kanku Sho, Jitte, Gankaku, Hangetsu, Nijushiho, Chinte, Unsu, Jiin, Meikyo, Gojushiho Sho, Gojushiho Dai, Wankan, and Sochin

Category changing

Participants are only allowed to start in their own age category, exceptions can ONLY be done in team kata events as following:

 

1 participant is allowed to move ONE category UP in following categories:

Male:

From category 82 one competitor to category 86

From category 86 one competitor to category 90

Female:

From category 83 one competitor to category 87

From category 87 one competitor to category 91

 

 

1 participant is allowed to move ONE category DOWN in following categories:

Male:

From category 114 one competitor to category 110

From category 110 one competitor to category 106

From category 106 one competitor to category 102

From category 102 one competitor to category   98

From category   98 one competitor to category   94

Female:

From category 115 one competitor to category 111

From category 111 one competitor to category 107

From category 107 one competitor to category 103

From category 103 one competitor to category 99

From category 99 one competitor to category   95

Criteria for Judging

Criteria for judging a Kata Event are as follow:

  1. proper sequence of movement and correct accuracy of the techniques
  2. observing the key elements of Kata: levels of strength, contraction and expansion of the body and change in the speed of the techniques
  3. following the pro per course of direction and showing smoothness in feet movements
  4. demonstrating an understanding of the meaning of each movement
  5. overall performance and illustrating the essential characteristics of the chosen Kata
  6. correct eye contact
  7. power and accuracy in performance of basic techniques
  8. fighting spirit and effort
  9. proper use of stance and posture or Kamae and the ability to focus the mind or Zanshin
  10. proper frame of mind
  11. accuracy in returning to the starting position
  12. accuracy in transforming the body parts into „weapons“ of attack and defense
  13. accuracy in reaching the point of target
  14. if there are any exaggerated movements
  15. intentional change to the set flow of the Kata
  16. synchronization of performance in Team Kata

Criteria for Point Deduction & for Disqualification

Points are deducted as per the following situations:

  1. the competitor makes a mistake, but continues to perform
  2. the competitor pauses for no apparent reason but continues afterwards
  3. The competitor is disqualified as per the following situations:
    • the competitor does not finish the Kata
    • the competitor does a different Kata from the one announced
    • the competitor uses profane verbal or body language
  4. as a general rule, a competitor that has been absolutely disqualified (shikkaku) in a match or event cannot compete in Kata events as well
  5. unnatural breathing

Re-match (Sai-shiai)

If there is a draw in a Red and White Flag System match or event, the Head Judge will choose another Kata to be performed by the two competitors. If there is a draw in a Point System match or event, the competitors will perform the same Kata again. If there is still a draw, the lowest score that was dropped is now added up for a total score. If there is still a draw, the highest score that was dropped is now added up as well for a total score. If finally there is still a draw, the competitors will perform a different Kata.

3. General Rules

Rules of Conduct for Officials

  1. All judging officials have to be neutral and fair.
  2. All judging officials should make their decisions freely and based on the Tournament Rules & Regulation documents.
  3. All judging officials have to behave in a dignified and professional manner.
  4. All judging officials give their decisions promptly and accurately.
  5. During a match or event, a judging official does not talk to any person other than the involved ones in that particular match or event.

Specific Guidelines for Kihon Ippon Kumite

To start a match or event

  1. When called, the two selected competitors move forward to their designated starting positions and bow to each other.
  2. The Head Judge starts the match with the vocal command: Hajime. Note: Red side always starts first. Then the attacks alternate between each side.

Attacking techniques

  1. Punch to the face or Jodan Oi-zuki – aiming for either just below the nose and in this particular situation, as well for the lower part of the chin.
  2. Punch to the stomach or Chudan Oi-zuki – aiming for the solar plexus.
  3. Front kick to the stomach or Chudan Mae-geri using the back leg, aiming for the solar plexus. Note: The above techniques are done with the right hand and the right foot. If there is a draw, the above techniques are repeated but with the left hand and the left foot.
  4. There must be appropriate distance to attack. The attacking competitor steps the leg back and forms a downward block or Gedan-barai. Each attack must be clearly announced before execution. Note: For the execution of front kick or Mae-geri, both arms are extended and kept on each side of the body.
  5. After the completion or an attack and defence sequence, both competitors simultaneously return to the natural position or Shizentai. The attacking competitor takes a step back to return to the natural position while the defending competitor takes a step forward to do the same. Note: If the distance between the competitors is not appropriate, the Head Judge or the judges will tell the competitors to adjust their distance appropriately.

Defensive techniques

  1. Any kind of blocking techniques and body shifting can be used.
  2. Any kind of counterattack to the target areas as mentioned above can be used but only a single counterattack is allowed.

 

Additional remarks

  1. An attack or defence technique can only be used one time.
  2. There has to be one sudden vocal release of energy or Kiai per attack and per counterattack.

Prohibited Elements Pertinent to Attack

  1. Faking a movement in order to have the opponent move, and then attack that opponent.
  2. Lunging the body towards the opponent or taking more than one basic step forward to attack.
  3. From the natural position or Shizentai, the attack must follow a straight line forward and not follow the opponent who may have moved prior to completion of the attack. Note: The foot of the attacking competitor that has stepped forward, should end uppositioned between the opponent’s legs. Fundamental basic technique must be applied during execution.
  4. Face level and stomach level attacks that are executed with forceful motions such as pressing the arm downward while the opponent is executing a blocking technique.
  5. Withdrawing the hand too quickly that is executing an attack.

Pertinent to defence

  1. Contact or hitting the attacking competitor other than the blocking technique that should be executed. Note: There is no contact to the other competitor except to execute the blocking technique.
  2. Any combination techniques; sweeping the attacking competitor – Ashi-Barai , any projection techniques or holds involving the joints.
  3. During the execution of a blocking technique to the stomach, to be blocking at the other competitor’s elbow. Note: Proper blocking is done at the wrist of the attacking competitor.
  4. During the execution of a blocking technique to the face, any forceful motions that may cause loss of balance of the attacking competitor.
  5. Withdrawing the hand too quickly that is executing a counterattack.

Specific Guidelines for Jiyu Ippon Kumite

Attacking Techniques

  1. Punch to the face or Jodan Oi-Zuki – aiming for either just below the nose and in this particular situation, as well for the lower part of the chin.
  2. Punch to the stomach or Chudan Oi-Zuki – aiming for the solar plexus.
  3. Front kick to the stomach or Chudan Mae-Geri – using the back leg, aiming for the solar plexus. Note: The above techniques are done with the right hand and the right foot. If there is a draw, the above techniques are repeated but with the left hand and the left foot.
  4. There must be appropriate distance to attack and each attack must be clearly announced before execution. Note: If the distance between the competitors is not appropriate, the Head Judge or the Judges will tell the competitors to adjust their distance appropriately.

Defensive techniques

  1. Any kind of blocking techniques and body shifting can be used.
  2. Any kind of counterattack to the target areas as mentioned above can be used but only a single counterattack is allowed.

Additional remarks

  1. An attack or defence technique can only be used one time.
  2. There has to be one sudden vocal release of energy or Kiai per attack and per counterattack.
  3. When there is proper distance or Maai to attack, the competitor must initiate that attack. It has been seen that proper distance or Maai has been reached and no attack is initiated. This must not be adhered too.
  4. The defending competitor must not back away too far, creating a longer distance from the attacking competitor than is necessary.
  5. Faking a movement or Kensei is not allowed.

Prohibited Elements

Pertinent to Attack

  1. Distance is too short, and lunging the body towards the opponent.
  2. Withdrawing the hand too quickly that is executing an attack.
  3. Contact or hitting the opponent.
  4. Blocking or shifting the body during the counterattack.
  5. Grabbing or holding the opponent.

 

Pertinent to Defence

  1. Stepping out of the court for 3 times. A caution or Keikoku is given for the first time, a warning or Chui is given for the second time and a disqualification or Hansoku is given for the third time.
  2. Blocking and counterattacking at the same time.