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IPPON SHOBU FIGHT NIGHT RULES

 

Created by: Jan Drobeček

 

1. Definition of karate ippon shobu

Karate ippon shobu is a full contact martial arts discipline. All kicks (geri) and direct punches (zuki) are allowed. The fight takes place in a stance and takes place at medium and long range. After a successful sweep, it can be momentarily transferred to the ground. Fighting on the ground and other prohibited behavior are specified in other points

 

2. Clothing and protective equipment

• White karate-gi

• Belt of the appropriate color – red, blue

• Mouthguards

• Gloves (provided by the organizer)

• Shin + instep protectors (provided by the organizer)

• Suspender

A fighter can use bandages for protectors. The correctness of the protectors will be checked by an arbiter before entering the tatami. The fighter is responsible for a correctly shaped mouthguard so that it does not fall out frequently during the match. The referee is not obliged to stop the match

 

3. Length of match

Within the pyramid, elimination matches are one-round and last 3 minutes. If the match ends in a draw, it will go to extra time. Time is stopped whenever the referee calls yame. The final pyramid match or ladder superfight takes place over three rounds of three minutes each. There is always a one-minute break between rounds.

 

4. Weight categories

• Heavyweight (+84 kg)

• Light Heavyweight (-84 kg)

• Middleweight (-75 kg)

• Lightweight (-67 kg)

• Flyweight (-60 kg)

 

• Woman's Lightweight (+60 kg)

• Woman's Flyweight (-60 kg)

• Woman's Strawweight (-54 kg)

In the pyramid and in non-title superfights, a tolerance of 0.5 kg is allowed. There is zero tolerance for title matches.

 

5. Match Scoring

Unlike classic karate fights, the match is not stopped after every successful punch or kick. Successful techniques are recorded by the corner referees during the match in their notes and have an effect on the overall score of the match. But the head referee will stop the match and award points in these cases

• Ippon – one of the fighters is unable to continue the match after a regular collected punch or kick (10 second rule)

• Waza-ari – one of the fighters is not immediately able to continue the match after a regular collected punch or kick and needs time to recover

 

6. Stopping the match (yame)

• After a hard punch or kick, when the fighter cannot immediately continue the match (waza-ari, ippon)

• Getting up from a lying opponent after the sweep

• Rupture – standing chest to chest for more than 3 seconds

• Imminent violation of the rules - short distance match

• Violation of the rules

• At the instruction of one of the trainers (threw in the towel)

• Medical treatment

• Adjustment of protectors

• End of time limit

 

7. Close distance combat

If the fighters close in a short distance and get into a so-called clinch - they can use a maximum of one strike at this distance in an attempt to break. A takedown or swep can be done from the clinch. The clinch itself without technique should not last for a long time - it is a reason to stop the match. Repeated clinching by only one of the fighters can be evaluated as a violation of the rules - avoiding combat.

 

 

8. Fighting on the ground and getting up

It is possible to attack a lying opponent from a standing position, who fell to the ground through his own fault or was tripped. An attack can last a maximum of 3 seconds and a maximum of 3 punches or kicks can be used. A prone competitor cannot use any kicks or punches from the bottom position. A competitor who has been thrown or tackled must stand up immediately after the yame command is announced. If he shows signs of not being able to continue the match, the referee will start a count, which will be assessed as a minimum of waza-ari.

 

9. Sweeps and takedowns

An attack cannot start with a grapple. The sweep can be done in a mid/long range attack (eg de ashi barai) or in defense as a counter technique. If the match moves to a short distance after the previous action, the wrestler may use a one-handed or both-handed grip in the torso area. Grabbing below the waist and grabbing behind the head are not allowed. Non-scored takedowns are those in which the fighter loses his stability and falls or touches the ground with some part of his body. The opponent's leg can only be caught after the previous kick.

 

10. Fouls

• Punches and kicks below the belt,

• Kicks to the head of a lying opponent

• Eye pokes

• Short range strikes (hooks, jabs, knees, elbows)

• Headbutt, blows to the back of the head

• Strangling, prying, hair pulling, biting

• Dangerous throws – e.g. deliberately throwing an opponent at the head

• Punching, kicking the opponent when the match is stopped

• Intentional stepping out of the match area (protective zone) – jogai

• Avoiding combat.– grabbing an opponent, holding, delaying the match, laying on the ground, intentionally dropping mouthguards

• Vulgar shouting and swearing

 

11. Warnings, penalties and disqualification

All types of fouls are added together.

• Unofficial verbal warning

• Official warning - KEIKOKU

• Penalty – CHUI (a point added to the opponent)

• Disqualification – HANSOKU

 

Unofficial verbal warning

• Avoiding a fight or committing a foul that does not cause serious injury

 

Official Warning (KEIKOKU)

• When intentionally leaving the match area

• When repeatedly avoiding combat

• If the fighter unintentionally fouls his opponent and thus causes him a more serious injury that requires medical treatment

 

Penalty (CHUI)

• If a fighter fouls his opponent intentionally, but the match can continue

• In case of cumulation (eg unintentional foul requiring treatment + yogai).

 

Disqualification (HANSOKU)

• If the fighter fouls his opponent intentionally and the match cannot continue

• In case of repeated deliberate fouling by the opponent, after a previous CHUI penalty.

 

 

13. Methods of ending the match

 

Before the time limit

• Victory by Ippon – the opponent is unable to continue within 10 seconds after receiving the blow

• Victory by Awasete ippon – getting 2 waza-ari in a match (2x counting in a given round)

• Victory by Hansoku (Disqulification)

• Victory by Kiken – the fighter causes an injury through no fault of his own that prevents him from continuing the match or does not want to continue the match for any reason. Or someone from his team doesn't want the match to continue

 

• Victory by doctor's stoppage– the fighter is injured, he wants to continue the match, but the doctor does not allow him to start again

• Match without result (No contest) – if an unintentional foul has occurred, the fighter is unable to continue. The match did not exceed its half

• Referees' technical decision - if an unintentional foul has occurred, the fighter cannot continue the match and the match has lasted more than half the tent limit, a flag decision will be made

 

After the time limit

• Unanonimous decision – 3:0 on flags

• Majority decision – 2:0 on flags, one draw

• Split decision – victory 2:1 on flags

• Unanonimous draw – a draw for all referees

• Majority draw – two referee draws, one AKA/AO flag

• Split draw – one referee draw, one AKA win, one AO ​​win

 

14. Evaluation criteria

Referees evaluate all punches, kicks and sweeps that occurred during the match, with sweeps and head kicks being considered the most significant. The fighter who received a higher number of significant strikes will receive a 1-0 victory in the "activity" column. If the match is tied, the referee can enter a 0:0 draw in the "activity" field. The referees record on the scorecard any waza-ari or chui penalty points awarded by the referee in the match.

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