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MODERN KUMITE FEDERATION OF INDIA

WMKF & AMKF Affiliated National Federation for the Sports of Modern Kumite in India

Affiliated With:

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World Modern Kumite Federation | Asian Modern Kumite Federation
Commonwealth Modern Kumite Federation | South Asian Modern Kumite Federation

WMKF Recognised by International Olympic Committee

President of India

Smt. Droupadi Murmu

Hon'ble President of India

Prime Minister of India

Sh. Narendra Modi

Hon'ble Prime Minister of India

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.

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

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

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

Article 15: Contestant Qualification

Article 16: Contestant Attire and Protective Equipment

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

These safety measures are mandated to safeguard athletes and uphold competition standards.

Article 19: Medical Control and Anti-Doping Regulations

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

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.

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:

Modern Kumite Age Categories and Events

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:

Team Captain Responsibilities:

Match Format:

Scoring:

Tie-Breaker Rules:

Recognition and Awards:

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:

2. International-Level Competitions Recognition

3. Team Competition System

Article 23: Duration of Contest

Article 24: Drawing of Lots

Article 25: Weigh-In

1. Weigh-In Procedure

2. Re-Weighing

3. Weigh-In Equipment

4. Disqualification for Failure to Weigh-In

5. Separate Weigh-In for Female Contestants

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

26.2 Physical and Costume Inspection

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

Article 28: Start of the Contest

28.1 Start of the Contest:

Article 29: Rules Briefing

Article 30: Contest Progression

Article 31: Interruptions and Resumptions

Article 32: Conclusion of Contest

Article 33: Award Ceremony

Article 34: Procedures to Start, Direct, and End the Fight

34.1 Fight Commencement

34.2 Fight Conclusion

34.3 Fight Procedures

During the contest, the referee uses specific terminology to direct the action:

34.4 Contest Procedure in Team Competitions

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

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)

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)

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

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

Key Points

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.

Key Notes

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:

Modern Kumite Age Categories and Events

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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