World Modern Kumite Federation
Competition Rules
Article 1: Purpose
The Competition Rules established here are designed to ensure fair, organized, and efficient operations at all levels of Modern Kumite competitions, promoted and conducted under the aegis of the World Modern Kumite Federation (WMKF), its affiliated Regional Unions, and its member National Associations.The primary aim is to uphold consistency, fairness, and integrity across all
competitive events.
Objective: Establish and maintain a universally recognized standard in Modern Kumite competitions. Events diverging from these principles will not be recognized by WMKF as legitimate competitions.
Article 2: Application
These rules apply comprehensively to all events organized or endorsed by the WMKF, its Regional Unions, and member National Associations.
- National Associations wishing to propose modifications to any part of these rules
must first secure written authorization from the WMKF. Such requests should
detail the specific amendment along with a comprehensive justification. All
proposed modifications must be submitted to the WMKF for review and approved
at least one month prior to the competition’s scheduled date.
- The WMKF holds exclusive authority over matters including but not limited to
weight categories, the designation of International Referees, the positioning of
officials such as inspectors, recorders, and commission doctors, as well as the
duration of contests. Essential elements—such as valid scoring points, penalties,
and the contest area—are unchangeable and cannot be altered under any
circumstance.
Article
Article 3: Fundamental Principles
The rules are built upon key principles reflecting the spirit of Modern Kumite: standardized scoring, impartial officiating, and rigorous safety regulations.
Core Values: Sportsmanship, respect, and discipline.
The WMKF reserves the right to enforce these
fundamental principles to preserve the integrity and global reputation of the sport
Article 4: Interpretation
For consistency in rule application, any questions or concerns about the
interpretation of these Competition Rules must be submitted to the WMKF. The
WMKF holds the authority to interpret, amend, or offer guidance on these rules as
required to ensure fair and consistent practices.
All WMKF interpretations are binding and will be promptly communicated to the
relevant parties to maintain uniformity across competitions.
Article 5: Compliance
All participants, coaches, officials, and affiliated personnel involved in Modern
Kumite competitions must strictly adhere to these Competition Rules.
Failure to comply may result in disciplinary measures, including warnings, point
deductions, or disqualification, as deemed appropriate by the WMKF or the
relevant organizing body.
Article 6: Competition Area
- The competition area must feature a level surface free from obstructions and be
covered by an approved, elastic, non-slippery mat. For enhanced safety, this area
may be elevated on a platform measuring 0.6 to 1 meter in height. The outer edge
of the area should incline at a gradient of less than 30 degrees to provide optimal
safety for competitors.
- Shapes allowed:
- Square: An 8m x 8m contest area with a surrounding safety zone on
all sides, resulting in a total area between 10m x 10m and 12m x 12m.
Safety zones may be modified on elevated platforms to ensure the wellbeing
of competitors. Contest and safety areas must be distinctively colored
as per the competition’s operational guidelines.
- Octagonal: A square competition area (10m x 10m to 12m x 12m)
with an octagonal contest zone (approximately 8m in diameter) centered
within it. The safety area encompasses the outer boundary line of the
contest zone and the outermost line of the competition area.
Article 7: Contestant Starting and Ending Positions
Competitors begin and end each match at opposing points, positioned 1 meter
from the contest area center and parallel to Outer Line #1. The referee's position is
1.5 meters from the contest center, toward Outer Line #3.
Article 8: Judges' Positions
- Three Judges: The 1st Judge is positioned a minimum of 2 meters
from the corner of Boundary Line #2. The 2nd Judge is located 2 meters
outward from Boundary Line #5. The 3rd Judge’s position is 2 meters from
the corner of Boundary Line #8.
- Two Judges: The 1st Judge stands at least 2 meters from the center of
Boundary Line #1, while the 2nd Judge is positioned similarly near
Boundary Line #5.
Positions may be adjusted to facilitate media, broadcasting, and optimal sports
presentation.
Article 9: Recorder and IVR Positions
The Recorder and Instant Video Replay (IVR) official are stationed 2 meters from
Outer Line #1. Adjustments to their position may be made based on the venue’s
requirements for media broadcasting or other operational needs.
Article 10: Coaches' Positions
Coaches are stationed a minimum of 2 meters from the center point on their
respective sides of the Outer Line. Adjustments may be made based on the
venue’s requirements.
Article 11: Inspection Desk
The Inspection Desk is located near the competition area entrance, where officials
verify that each contestant’s protective equipment complies with WMKF
standards.
Article 12: Elastic Mat
The mat’s elasticity and non-slip characteristics require prior approval from the
WMKF. The mat must provide adequate safety without compromising the
performance of the competitors.
Article 13: Color Scheme
The mat surface must have a color scheme that avoids harsh reflections or visual
fatigue for both contestants and spectators, and should complement the
contestants’ attire and the competition’s aesthetic.
Article 14: Contestant Inspection
- At the Inspection Desk, inspectors verify that contestants are outfitted with WMKF-approved equipment and gear.
- If any items are deemed non-compliant, the contestant must make the necessary adjustments before competing.
Article 15: Contestant Qualification
- For the competition area, a surrounding safety zone of at least 2 meters is
required, making the total area at least 12m x 12m or larger.
Article 16: Contestant Attire and Protective Equipment
- General Attire: Competitors must wear a WMKF-homologated Gi in red
or blue, with attire that is clean, in good condition, and adheres to WMKF
regulations.
- Protective Equipment: Competitors must wear red or blue WMKF gloves,
shin, and instep protectors. Men must wear groin guards (soft cup), while
women have the option of chest guards.
- Uniform Requirements:Specifications include a properly fitted Gi with
sleeves reaching the forearm without covering the wrist, trousers covering
the shins, and a belt tied securely.
- Accessories and Compliance: Competitors may not wear rings, studs,
necklaces, or any unauthorized accessories. Violations may result in
warnings or disqualification, per Uniform Control Referee inspection.
Article 17: Role of the Player’s Coach
Each player may have up to two coaches, one of whom should be the same gender
as the player. Coaches are expected to possess thorough knowledge of WMKF
rules and regulations and may only offer advice during designated intervals.
Article 18: Shiai and Protective Gear
- Male Competitors: Mandatory soft cup groin guard, red/blue head protectors, WMKF full-contact gloves, and shin/instep protectors.
- Female Competitors: Optional chest protectors, required headgear, gloves, and shin/instep protectors.
These safety measures are mandated to safeguard athletes and uphold competition standards.
Article 19: Medical Control and Anti-Doping Regulations
- Anti-Doping Compliance: The WMKF enforces strict anti-doping
regulations aligned with WADA guidelines. Any drug or substance use
contrary to WMKF by-laws will result in disqualification.
- Testing: The WMKF retains authority for testing, with
penalties for any contestant found in violation. The organizing committee is
responsible for arranging these medical assessments.
These rules provide a robust framework for maintaining fairness, integrity, and
consistency in all Modern Kumite competitions. Adjustments may be considered
under WMKF’s discretion, with adherence to these standards critical for all
participants.
Article 20: Age Categories and Event Types in Modern Kumite
1. Age Categories
- Mini Category: Below 12 years
- Sub-Junior Category: 12-14 years
- Junior Category: 14-17 years
- Senior Category: 17 years and above
2. Modern Kumite Combat Events
Modern Kumite consists of two primary combat events: Semi Contact and Full Contact. Each features subcategories, including individual and group fights.The individual fight event is called Shiai, while the group fight event is called Dantaisen.
- Shiai (Individual Fight): This is an individual combat event that is played under both Semi Contact and Full Contact formats. It involvescompetitors fighting one-on-one, and the weight categories are
applied based on the age group of the participants.
- Dantaisen (Group Fight): This is a group fight event, also played under both Semi Contact and Full Contact formats. In this event, teams of competitors fight together, and similar to Shiai, weigh categories are considered based on the age group.
Both Shiai and Dantaisen events are played by all age categories, ranging from Mini (below 12 years) to Senior (17 years and above), and for both male and female participants.
3. Tenji (Demonstration)
Tenji refers to the demonstration event in Modern Kumite, where players perform different types of weapons as part of a display. Unlike the combat events, Tenji is not based on weight categories. This event is open to all age categories and genders, allowing players to showcase their skills with various weapons.
In summary, Modern Kumite consists of combat events (Shiai and Dantaisen)
with specific weight categories for each age group, and the Tenji demonstration
event, which is open to all participants without weight divisions. The age
categories are Mini, Sub-Junior, Junior, and Seniors:
Image Representation
The image below provides an example of Modern Kumite age categories and event types:
Article 21: Dantaisen (Shiai Team) Categories
Shiai Team Structure: TShiai teams in Modern Kumite are formed by combining specific weight
categories to create a balanced and competitive lineup. Each team consists of
multiple players, and the weight categories for each player are outlined below.
Dantaisen Team Categories: As said in article - 20
Team Composition Rules:
- Each player in the team must belong to the specified weight categories as
outlined in their respective team categories.
- Teams must adhere strictly to the outlined combinations, and any deviation
may lead to disqualification.
Team Captain Responsibilities:
- Each team will designate a captain, who is responsible for communication
with event officials.
- The team captain ensures that all team members comply with the
designated weight categories.
- The captain is also responsible for selecting players for each round of the
competition.
- The captain should select a player who belongs only to the designated
weight category (Player 1, Player 2, Player 3, or Player 4).
Match Format:
- Matches will be conducted either in a round-robin or knockout format,
depending on the number of participating teams.
- Team members will compete in individual matches within their weight
categories, contributing to the overall team score.
Scoring:
- Teams will earn points based on the performance of individual players in
their respective matches.
- The team with the highest cumulative points at the end of the competition
will be declared the winner.
Tie-Breaker Rules:
- In the event of a tie in overall team points, tie-breaker matches may be
conducted.
- Tie-breaker rules will be communicated by event officials before the
competition.
Recognition and Awards:
- The winning Shiai team will be recognized and awarded during the closing
ceremony.
- Individual players within the winning team may also receive recognition for
their outstanding performance.
These guidelines set the structure and rules for Shiai Team Categories, promoting
team-based competition and camaraderie within the Modern Kumite Shiai events.
The emphasis is on the team captain’s responsibility to select players based on
their designated weight categories.
Article 22: Systems of Competition
1. Division of Competition Systems
The systems of competition are divided into two main categories:
- Single Elimination Tournament System:
This system involves competitors facing off in direct matches. The loser of each match is eliminated from further contention, and the winner progresses to the next round until a final winner is determined.
- Round-Robin System:
Each competitor faces every other competitor in their group. Standings are based on the results of these matches. The competitor with the highest number of wins or the best scoring record is declared the winner.
2. International-Level Competitions Recognition
3. Team Competition System
- Team Competition Outcome:
- The outcome of each team competition is determined by the individual results of the team members.
- The team weight class format stipulates that the team that wins 70% or more of the divisions is declared victorious.
- Tie Score and Tie-Break Match:
- In case of a tie score (e.g., 4-4), the teams will designate a representative to compete in a tie-break match. Substitution of players is not allowed for this match.
- If a team achieves a majority of victories before all matches are conducted, the remaining matches must still be completed. If the losing team wishes to forfeit, the result will be recorded as a loss due to disqualification, and no further points will be consolidated for that team.
Article 23: Duration of Contest
- Round Structure:
- The duration of each contest shall consist of three rounds of two
minutes each, with a one-minute rest period between rounds.
- Overtime Round:
- In the event of a tie score after the completion of the third round, a
fourth round will be conducted as a sudden-death overtime round,
lasting two minutes with a one-minute rest period following the
third round. The first player to score a point in the overtime round
will be declared the winner.
Article 24: Drawing of Lots
- Conduct of Drawing of Lots:
- The drawing of lots shall be conducted one or two days prior to the
first competition day, in the presence of WMKF officials and
representatives of the participating nations.
- The method and order of the draw shall be determined by the
Technical Delegate, who will ensure fairness and transparency.
- Representation for Absentee Nations:
In cases where some participating nations are not present at the
drawing of lots session, the Technical Delegate or a designated
official shall conduct the draw on behalf of those nations.
Article 25: Weigh-In
1. Weigh-In Procedure
- The weigh-in for contestants shall take place on the day before the competition.
- Male contestants shall wear Kumite attire or underpants during weigh-in.
- Female contestants shall wear Kumite attire, underpants, and a brassiere. Nude weigh-in is optional for contestants.
2. Re-Weighing
- Contestants are allowed one official weigh-in.
- If they do not qualify during the initial weigh-in, they are granted one additional weigh-in within the time limit set by the Organizing Committee.
3. Weigh-In Equipment
- Official weigh-in scales must be identical to practice scales.
- The scales must be verified by the Organizing Committee to ensure accuracy and fairness.
4. Disqualification for Failure to Weigh-In
- Contestants who fail to pass the official weigh-in will be disqualified from the competition.
- No points will be awarded to disqualified contestants in the event’s official records.
5. Separate Weigh-In for Female Contestants
- Separate weigh-in sites will be provided for female contestants.
- Weigh-ins for female contestants shall be conducted by a female official to ensure privacy and fairness.
Note: These procedures ensure that the weigh-in process is conducted fairly and professionally, maintaining equality and integrity for all participants.
Article 26: Procedure of the Contest
26.1 Call for Contestants
- The names of the contestants shall be announced three times, starting three minutes before the scheduled start of the contest.
- This ensures all competitors are aware of the upcoming event and can prepare accordingly.
- A contestant who fails to appear in the contest area within one minute after the scheduled start of the competition shall be considered withdrawn from the contest.
26.2 Physical and Costume Inspection
- After being called, all contestants must undergo a physical and costume inspection at the designated inspection desk by an official WMKF-appointed inspector.
- The purpose of the inspection is to verify compliance with safety regulations and competition attire standards.
- Key Points of Inspection:
- Contestants must not display signs of aversion or discomfort during the inspection.
- Contestants are prohibited from wearing any materials or equipment that may cause harm to another competitor, such as sharp objects or unsafe attire.
- The inspection is a crucial step in safeguarding the well-being of participants and ensuring that all competitors adhere to competition rules.
Note: The procedures outlined above aim to maintain the smooth progression of the competition and ensure a fair and safe environment for all participants.
Article 27: Opening Ceremony
- An Opening Ceremony may be held before the start of the competition,
featuring formal activities such as the national anthems, flag ceremonies,
and speeches by dignitaries or representatives. This ceremony serves to
officially inaugurate the event and instill a sense of unity and pride in the
participants.
-
The Opening Ceremony not only marks the beginning of the competition
but also sets the tone for the event, emphasizing the importance of
sportsmanship and promoting a spirit of camaraderie among the
participants from different nations.
Article 28: Start of the Contest
28.1 Start of the Contest:
- 1. The contest shall commence at the scheduled time, following the
completion of the Opening Ceremony and all necessary pre-competition
procedures.
- 2. All competitors must be ready to enter the contest area promptly after the
Opening Ceremony. Delays could result in disqualification or penalties,
ensuring that the competition proceeds as planned.
Article 29: Rules Briefing
- 1. Before the start of the contest, a rules briefing may be conducted by the
referees or competition officials to ensure all contestants are thoroughly
informed about the specific rules and regulations governing the
competition.
- 2. The purpose of this briefing is to ensure that each contestant understands
the protocols, penalties, and procedures that govern their participation,
promoting fairness and clarity throughout the competition.
Article 30: Contest Progression
- 1. Contests progress through the scheduled rounds, with breaks between
rounds provided for rest, evaluation, and adjustments. These breaks help
ensure the physical well-being of the competitors and allow referees to
assess the progress of the match.
- 2. Referees are responsible for overseeing the matches, ensuring that all
competitors adhere to the established rules and maintain a fair and just
environment throughout the contest.
Article 31: Interruptions and Resumptions
- 1. In the event of any interruptions to the contest, such as injuries, equipment
malfunctions, or unforeseen circumstances, the designated officials will
manage the situation and determine the appropriate procedures for
resuming the competition.
- 2. Safety and fairness remain the highest priority in handling any
interruptions, and the officials will ensure that the contest resumes under
the best possible conditions for all participants.
Article 32: Conclusion of Contest
- 1. The contest concludes after the completion of all scheduled rounds, with
no further rounds taking place unless otherwise specified (e.g., overtime).
- 2. The winners of the contest are determined based on points, victories, and
other relevant criteria, in accordance with the specific rules of the
competition. The final decision will be communicated by the referees or
officials.
Article 33: Award Ceremony
- 1. An Award Ceremony may be conducted after the conclusion of the
competition to honor the winners, including the presentation of medals,
trophies, and other forms of recognition for the achievements of the
participants.
- 2. The Award Ceremony signifies the official conclusion of the competition
and serves as a platform to celebrate the accomplishments of the
participants, fostering respect for achievement and promoting the spirit of
competitive excellence.
Article 34: Procedures to Start, Direct, and End the Fight
34.1 Fight Commencement
- After inspection, the competitors are called to enter the Tatami (competition area) on their respective sides, following the referee’s instructions: "Aka – Ao, Nakai" (Red and Blue, to the center).
- Competitors take their positions in Fudo Dachi (the basic fighting stance), facing each other while awaiting the referee's commands.
- The referee, positioned at the center of the area, issues the following commands:
- “Shomen ni Rei”: A formal greeting toward the official table.
- “Shushin ni Rei”: A formal greeting to the referee.
- “Otagai ni Rei”: A mutual greeting between the competitors.
- “Kamaete”: Command to adopt the fighting stance behind the starting line.
- “Hajime”: The signal to start the fight.
34.2 Fight Conclusion
- When the referee calls "Yame", both competitors must immediately stop fighting and return to their original positions, facing each other.
- The referee may instruct competitors to adjust their Dogui (uniform) if necessary, ensuring they are fit for continued competition.
- After asking for the decision, the referee will issue the following commands:
- “Shomen ni Rei”: Formal greeting to the official table.
- “Shushin ni Rei”: Formal greeting to the referee.
- “Otagai ni Rei”: Mutual greeting between the competitors.
- “Akushu”: The competitors shake hands as a sign of mutual respect.
34.3 Fight Procedures
During the contest, the referee uses specific terminology to direct the action:
- “Hajime”: The fight begins, signaled by the gesture of Tsuki (a thrust or punch).
- “Yame”: The fight is immediately stopped, signaled by the referee’s right arm sweeping from top to bottom. Only the referee, Tatami Judge, or Chief Referee can stop the fight.
- “Kamaete”: Command for competitors to adopt their fighting positions at the start of a round.
- “Zokko”: Command to resume the fight or urge competitors to maintain a fighting attitude.
34.4 Contest Procedure in Team Competitions
- Both teams shall line up and stand facing each other, aligned towards the 1st Boundary Line.
- Before and after each individual match, competitors follow the steps outlined in items 1-7 of this article, ensuring consistency across all contests.
- After each match, competitors from both teams will leave the contest area and stand by at the designated area for their next match.
- Following the final match, both teams shall return to the contest area, where the referee will declare the winning team by raising their hand toward the side of the victorious team.
Note: These procedures ensure the competition runs smoothly and maintains the integrity, fairness, and respect inherent to Modern Kumite.
Description |
Target Area |
Sweeps |
Performed by utilizing the calf muscles of the opponent’s leg to destabilize them. |
Lower leg, particularly the calf area. |
Leg Trips |
A controlled leg trip designed to destabilize the opponent. |
Lower leg and upper thigh. |
Throws (with Kick Catch) |
A throw executed by catching the opponent’s kick within 4 seconds.<Article 35: Modes – Shiai
35.1 Punching Techniques
Punching is one of the core offensive techniques used in Shiai competitions. The following table outlines the punching techniques, descriptions, and target areas:
Technique |
Description |
Target Area |
Choku-Zuki |
A straight punch using a tightly clenched fist, aimed at non-facial target areas. |
Stomach, ribs, back, sides, and upper body (excluding the spinal cord). |
Oi-Zuki |
A lunge punch performed with full body motion toward the target area. |
Stomach, ribs, back, sides, and upper body. |
Gyaku-Zuki |
A reverse punch following a rotational body movement to strike the target. |
Stomach, ribs, back, sides, and upper body. |
Kizami-Zuki |
A jab punch executed with speed and precision. |
Stomach, ribs, back, sides, and upper body. |
Ura-Zuki |
An uppercut punch aimed at an upward angle toward the target area. |
Stomach and torso. |
Age-Zuki |
A rising punch often used to counter low guards or attacks. |
Stomach and torso. |
Kage-Zuki |
A hook punch, executed in a semi-circular motion to strike from the side. |
Stomach and torso. |
Mawashi-Zuki |
A roundhouse punch delivered with a circular motion to impact the target area. |
Stomach and torso. |
Tate-Zuki |
A vertical punch, performed in an upward motion for targeting areas. |
Torso. |
Uke-Zuki |
A blocking punch, typically used to deflect or interrupt an opponent’s attack. |
N/A |
35.2 Kicking Techniques
Kicking is another integral offensive strategy in Shiai competitions. The following table outlines the kicking techniques, descriptions, and target areas:
Technique |
Description |
Target Area |
Mai Geri |
A front kick aimed at the opponent’s body or head, executed in a linear motion. |
Stomach, ribs, back, sides, and upper body (excluding the spinal cord). |
Ushiro Geri |
A back kick performed by swinging the leg backward to strike the opponent. |
Stomach, ribs, and back. |
Yoko Geri |
A side kick executed with the leg extending to the side to strike. |
Stomach, ribs, back, and torso. |
Mawashi Geri |
A roundhouse kick delivered in a circular motion to strike the opponent. |
Stomach, ribs, back, sides, and torso. |
Uchi Mawashi Geri |
An inside round kick, typically performed with the foot coming from the inside to strike the opponent. |
Stomach, ribs, back, sides, and torso. |
35.3 Take-Down Techniques
Take-downs are effective for gaining control over the opponent. The table below lists the allowed techniques and their descriptions:
Technique |
Description |
Target Area |
Sweeping |
Using the leg to sweep the opponent’s leg, causing them to lose balance and fall. |
Upper body, specifically the torso or midsection. |
Scissors |
Using both legs in a scissor motion to take the opponent down. |
Upper body, specifically the torso or midsection. |
Lifting |
Grabbing and lifting the opponent off balance to execute a take-down. |
Upper body, specifically the torso or midsection. |
Key Notes
- All techniques must be executed with control, ensuring the safety of competitors.
- Target areas must strictly adhere to the rules to avoid penalties or disqualification.
- Competitors must maintain precision, proper form, and sportsmanship during the execution of these techniques.
Article 36: Prohibitions
Any attack or action not explicitly mentioned in the competition rules is strictly prohibited. The following actions are categorized into Serious Violations (Chekoku) and Light Violations (Chui):
36.1 Serious Violations (Chekoku)
- Attacking illegal parts of the body: This includes attacks to the neck, head, navel, groin, the entire spinal cord, thighs, and lower limbs (including the shin).
- Direct attempts to break joints: Deliberately attempting to break or dislocate joints.
- Deliberately throwing the opponent out of the arena: Any action aimed at intentionally ejecting the opponent from the designated competition area.
- Headbutting: Attacking with the head.
- Attacking before or after commands: Attacking the opponent before the "SHOBU HAJIME" command or after the "YAME" command is given by the referee, resulting in injury to the opponent.
- Illegal physical actions: Wrestling, biting, scratching, gripping, pulling the opponent’s hair or jilbab.
- Unsportsmanlike conduct: Challenging, humiliating, hitting, using vulgar language, spitting, or shouting to provoke the opponent, competition officials (Technical Delegate, Competition Chairman, Council of Referee-Jury, Referee-Jury, etc.), or spectators.
- Slamming the opponent: Slamming the opponent either inside or outside the arena during the match.
- Illegal grips or embraces during an attack: Gripping, grabbing, or embracing the opponent while attacking.
Penalty: Each serious violation results in 2 penalty points awarded to the opponent. A player who accumulates 4 serious violations will be disqualified from the competition.
36.2 Light Violations (Chui)
- Failure to adopt on-guard position: Not maintaining the appropriate stance.
- Leaving the arena: Stepping out of the arena (one leg outside) intentionally or unintentionally more than once in a single round.
- Embracing the opponent during defense: Engaging in unnecessary embraces or closeness while defending.
- Illegal communication: Communicating with coaches or others outside the competition area, whether by gestures, signals, or spoken words.
- Passive behavior: Both players being passive, or one player being passive for more than 5 seconds.
- Wrong direction of attack: Attacking in a direction that is not consistent with the rules.
- Intentional pushing out of the arena: Pushing the opponent out of the competition area intentionally.
- Turning the back: Turning the back to the opponent to waste time or prevent an attack.
- Time-delaying tactics: Engaging in time-wasting activities, such as adjusting body protectors, untying hairbands, or other deliberate delays.
Penalty: Each light violation results in 1 penalty point awarded to the opponent. A player who accumulates 10 light violations will be disqualified from the competition.
36.3 Disqualification
- A player who accumulates 4 serious violations (Chekoku) will be disqualified.
- A player who accumulates 10 light violations (Chui) will be disqualified.
Note: All competitors are expected to adhere to these rules to ensure fair play and the safety of all participants.
Article 37: Improper Defensive Technique
An Improper Defensive Technique occurs when a valid attack is executed in the correct direction, but it causes injury to the opponent due to the defender's inadequate defensive maneuver.
Example: Dodging directly into the path of an incoming attack is considered an improper defensive technique, though it is not classified as a violation.
Injury and Assessment
- If an injury occurs, the referee immediately calls for a medical assessment.
- If the doctor determines that the injured player is unfit to continue, the player is declared defeated by Technical Knock-Out (TKO).
- If the doctor allows the player to continue, but the player fails to stand immediately, the referee initiates the technical counting process.
Key Points
- The improper defensive technique does not count as a violation.
- The safety of both players is prioritized, and injury assessments are strictly conducted by medical professionals.
- Referees must ensure fairness and consistency in such situations.
Note: Proper training in defensive techniques is essential to minimize the risk of injuries during competition.
Article 38: Scoring Rules
The scoring system in Modern Kumite competitions is based on valid techniques and the ability to execute controlled attacks. The scoring details are as follows:
Scoring Table
Score Type |
Description |
Score 1 |
A hand attack that successfully hits the target without being blocked. |
Score 1+1 |
Successfully avoiding an opponent’s attack, followed by a successful counter-attack with the hand. |
Score 2 |
A foot attack that successfully hits the target without being blocked. |
Score 1+2 |
Successfully avoiding an opponent’s attack, followed by a successful counter-attack with the foot. |
Score 3 |
A direct attack that successfully drops the opponent. |
Score 1+3 |
Successfully grabbing the opponent’s leg, followed by a successful dropping technique. |
Qualification of Technical Scoring
The table below describes the conditions for valid scoring:
Condition |
Details |
Blocking or Evading |
Successfully avoiding the opponent’s attack, followed by an immediate valid counter-attack (hand, foot, or dropping attack). No points are awarded for blocking or evading without a counter-attack. |
Valid Hand Attack |
All types of hand attacks that are direct and powerful. Awarded 1 point. |
Valid Foot Attack |
All types of foot attacks that are direct and powerful. Awarded 2 points. |
Valid Dropping |
Any technique that drops the opponent, ensuring
their knee or above touches the floor. No
punching or kicking during this stage. Valid
techniques include: |
- Sweeping, scissors, or lifting with the leg. |
- Indirect dropping technique (catching the opponent’s leg followed by a valid drop). |
- The drop process lasts 5 seconds before the
referee stops the fight. |
- Wrestling is not allowed before applying sweeping,
side drops, or scissors techniques. |
- Pushing or touching within the body area is
allowed. |
E. Concurrent Attack |
When both players fall down, the dropping will be
validated based on: |
If one player is unable to get up, counting will apply
immediately. |
If both players are unable to get up, counting will
apply immediately. The winner will be the one with
the highest score after both players accumulate
points. |
Accidental Fall |
If a player falls due to their own actions (not the
opponent’s attack) and cannot get up, they will be
given a 10-second count. If they fail to get up, the
player will be declared a Technical Knock-Out
(TKO). If the opponent grabs the attacking player's
shoulder and succeeds in dropping them within 5
seconds before the "YAME" command, the
dropping will be declared valid. If the defending
player touches the neck or head or uses tugging,
causing both players to fall, the player responsible
will receive a chui. |
Valid Dropping |
- When a dropping technique is successful and at
least part of the body is inside the arena’s
boundary line, it is considered valid.
- If a drop happens within the arena and the
opponent shifts out of bounds, the drop will still
be valid.
- If a valid attack causes the opponent to fall, but
they shift outside the arena, a valid drop signal
will be given. If the opponent cannot stand within
10 seconds, they will lose by TKO.
- If the opponent falls outside the arena, an
invalid drop signal will be given. The opponent
will have 10 seconds to stand and return to the
on-guard position; failing which, they will be
declared TKO.
- If the player catches the opponent’s leg but is
countered by a punch or other valid techniques,
causing the player who caught the leg to fall, the
drop is declared valid.
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Key Notes
- All scoring techniques must be executed with proper control and precision.
- The referee has the authority to determine the validity of scoring techniques.
- Techniques must target permissible areas and adhere to competition rules to avoid penalties.
Modern Kumite: 展示 (Tenji) - Weapons Demonstrations
In Modern Kumite, Tenji refers to the weapons demonstrations, showcasing the skillful handling of various traditional martial arts weapons. These demonstrations are performed by participants across different age categories. Below are the categories and the corresponding weapons used in these demonstrations:
人演武 (Futari Enbu) - Choreographed Weapons Fight
Futari Enbu refers to a choreographed weapons fight performed by two individuals, lasting for 2 minutes. The qualified weapons for this demonstration include all the above weapons This category emphasizes coordination, technique, and precision, highlighting the martial arts proficiency of the participants.
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