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10th SKIF World Championships Greece 2009 - Judging Rules

SKIF Judging Rules (October, 2008)
(Criteria of judging and points of notice)

KATA

In the assessment of the Kata performance, the judges must refer to the Kancho Kanazawa's publications "Kata vol. 1 and 2."

The evaluation of KATA must be set by overall performance, however, details of every technique should also be considered. Take notes for the following points in their performance.

  • Correctness
  • Speed
  • Power (Kime)
  • Spirit

Average deduction for the penalty points (maybe more or less):

  1. No bowing at the beginning/ending of Kata (-0.1)
  2. Inappropriate dress code of Karate-gi and Belt * (-0.1)
  3. Wrong foot movements at the start/ending (-0.1)
  4. Stepping outside of the matt (except for the two contestants starting at the given lines of a matt) (-0.1)
  5. Ending at the different spot from the starting (-0.1)
  6. No Kiai (-0.1)
  7. Over making breath noise and Hikite (pulling hand) sounds (-0.1)
  8. Excessive over action (-0.1)
  9. Excessive change of rhythm (-0.1)
  10. Slight hesitation of a movement during the performance (-0.1)
  11. Clear stop of a movement during the performance (-0.2)
  12. Slight loss of balance yet with immediate recovery (-0.1 ~ -0.3)
  13. Clear loss of balance yet with immediate recovery (-0.2 ~ -0.4)
  14. Total loss of balance without recovery (-0.3 ~ -0.5)
  15. Made a mistake but continued immediately with correction (-0.2)
  16. Completed Kata with wrong orders of movements (-0.5)
  17. Made a number of clear errors (-1.0)
  18. Stopping Kata before completion (disqualified)
  19. Judges order to stop (disqualified)
  20. Performing different Kata from announcement (disqualified)
  21. Mistakes in Kakiwake-uke, Manji-uke, jyuji-uke (-0.1) (Not follow the SKIF way) When there are more than two technical mistakes (eg errors in Manji as well as Kakiwake), penalty will be double (-0.2)

* Please refer page 5 section 12

When there are penalties, the chief judges must gather other judges to check the penalty points.

Credit points:

Where difficult techniques such as those listed below are performed excellently, +0.1 ~ +0.3 credit points will be given to the contestant.

  1. Kanku-dai: double kick
  2. Kankusho: jump
  3. Unsu: jump and turning Mawashi-geri
  4. Gankaku: turning Koshigamae
  5. Others of similar difficulty

Team KATA

Take notes for the following points in their performance.

  1. All the rules of individual Kata apply to team Kata
  2. Rhythm and timing must not be changed in order to synchronise the movements
  3. Contestants must not make external signals for synchronisation (eg excessive sound of breathing)
  4. Between -0.1 and -0.2 penalty points apply for the unsynchronised movements

KUMITE

Ippon:

Definition – Powerful and accurate techniques of Tsuki, Uchi and Keri (punch, strike and kick) executed towards Jodan (head) and Chudan (stomach, side and back) parts of the body with all of the following criteria being met.

  1. Correct posture and attitude
  2. Abundant spirit and Zanshin
  3. Good distance and timing
  4. Good angle towards the target (ideally 90 degree angle towards the target)

    The actual power of the executed technique has more priority than the complexity of the technique itself.

    In the following circumstances, Ippon can be given

    1. When attack was executed at Deai (rendezvous) I.e. the opponent runs into the attack
    2. If the opponent was Mubobi (no defence)
    3. If the opponent has lost balance, or after being thrown
    4. After effective Renzoku-waza (continuous technique) Eg double punch, kick-punch and kick-strike etc

    Wazaari:

    Wazaari means technique is just a little less than Ippon. It does not mean 50 percent(%) of Ippon.

    Consideration

    No Ipppon may be given for Jodan kick without power or for technique executed on angle other than 90 degrees to target. But Wazaari may be given in these cases.

    No score maybe given for shin-kick to back or if kicking leg is grabbed by defender. (This equals to no Zanshin)

    NB

    1. Yame (stop)
      The finishing time of the game is at the starting point of the bell. Even if the judge says "Yame" in delay, the game is over at the bell point.
    2. Bassoku (penalty)
      The judge has all the rights to give penalty until the competitor leaves the competition venue. The penalty can also be given to the competitor after the event exclusively by the chief judge or the competition committee.
    3. Jogai (outside of the ring)
      If both competitors are in Jogai- No score point. If one is inside and one is in Jogai and attack was made by the inside person before "Yame" - Point scored and penalty given to the Jogai offender.
    4. Aiuchi (both executing effective attacks)
      No score awarded for Aiuchi. However, one person executes a good technique while the other does Hansoku (forbidden action), then score is awarded to the former and penalty to the latter.
    5. Hansoku (forbidden action)
      When Hansoku action takes place after scoring a point, the competitor loses the point and penalty is awarded regardless of the interval between the score and the Hansoku.
    6. Zanshin (Awareness)
      If the competitor turns back against the opponent after a scoring technique, it is considered as "No Zanshin". - The score is cancelled and Mubobi (No defence) penalty is awarded.
    7. No points to the following techniques
      • Techniques executed stepping backwards while being attacked, which lacks the central balance and zanshin.
      • Okizuki (static punch) and Okiuchi (Static strike), which may have good timing but have no speed and power.
    8. Contact with no defence
      Contacts are primarily forbidden and penalty is awarded. However, if the opponent has no defence against the contact, the judge can award Mubobi penalty to the receiver.
    9. Contact causing bleeding
      No matter how good the attack is, if bleeding is stimulated, the attacker received penalty. (Warning for violation of the rules)
    10. Injury
      The judge must observe the competitor being injured. EG – it is the judge's responsibility to know if the bleeding was caused by the current/previous/recurrent games.
    11. Uncontrolled technique
      Uncontrolled techniques receive "Chukoku" (Warning) or other penalties with/without making contacts.
    12. Dress code

      Competitors must wear Karate-gi in the following condition.

        60 seconds can be offered to alter the clothing condition.

        • The length of the sleeves
          In between the middle of elbow to the wrist. (not hiding the wrists)
        • The length of the pants
          Somewhere between 2/3 of the shin and the ankle.
        • The length of the top
          Covering the hip with belt on.
    13. Mark the competitor who had victory/defeat due to Hansoku at the sleeve of Karate-gi.
    14. Unnecessary bandaging or taping is forbidden.
    15. Strictly forbidden actions
      a) Throwing technique which does not permit safe landing.
      b) Techniques that endanger the opponents.
      c) Rude provocative action and behaviours. If a competitor, coach of committee member speak/acts inappropriately, the competitor and/or entire/partial team members will be disqualified.
    16. The judges must indicate only what you have actually witnessed. The judgement can not be made solely on timing, but with the actual vision of scoring fist/foot.
      NB-
      Fujyubun (not enough) is an opinion based on what you have seen.
      Mienai (could not see) is not an opinion but the fact.
    17. It is very important that the competitors Bow at the beginning and end of each match. If this is not done the chief referee must require the competitor to come back and bow correctly.
    18. If competitor shows off after scoring (for example, pump fist, raises hands in air, etc.) the chief referee can cancel or take away the point as a penalty.

        Yakusoku Kumite (appointment sparring)

        Judging components:

        The competitors must faithfully follow the number system of the SKIF syllabus.Yakusoku Kumite has to be performed accurately like Kata, however the judges need to observe

        • Fighting Spirit
        • Vigour
        • Concentration

        The coordination (movements, power, spirit and breathing) of the pair is an important judging criteria. Kihaku (fighting spirit), Zanshin and Manner must also be considered.

        Sanbon and Gohon Kumite
        The attacking orders need to follow the competition regulations. Sanbon and Gohon Kumite both require basic accuracy and strength of Tsuki (punch), Keri (kick), Uke (block), Stance and Posture.

        Kihon Ippon Kumite additionally requires correct

        • Position
        • Stance
        • Defence and Offence techniques

        Jiyu Ippon Kumite must meet all of the above plus

        • Correct Maai (distance)
        • Good timing
        • Tenshin (correct body rotation)@
        • Taisabaki (repositioning)

        The penalty points:

        1. Correct number system but not effective techniques (-0.1)
        2. Good techniques but not slightly different from the number system (-0.05)
        3. Effective techniques but different from the number system (-0.1)
        4. Bad and wrong techniques (-0.2)

        Translation: Natsuko Mineghishi
        Assistant: Glenn Stoddard

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