Karate Games Rules
Welcome to the 2012 Kyokushin IKO Nationals. This is the first time the karate games are to be held in conjunction with the IKO NZ Nationals. The karate games have been held by the Poneke (previously Mt Vic Dojo) for the last 6 years and have been a highly successful way to introduce students to competition in a fun and exciting way. The aim is to include a wider group of children, recognising their respective strengths, and increase their participation time over the day. In 2012 we are including four of the seven events we have used in the past:
SUMO
Introducing children to contact and grappling, teaching them to use their weight, balance and co-ordination with another student
- The two contestants start 1 meter apart in the sumo position (Shiko dachi)
- The contest begins when the Judge (Shushin) claps hands or paddles
- The winner is the person who is able to down or force out the other contestant
- If one contestant is lifted and then carried out the person who touches the outside area (jogai) first is the loser.
- On downing an opponent, the contestant who first touches the ground with any body part aside from the feet is the loser.
- Grabbing/pushing/pulling, leg hooks and sweeps are all part of the action
- Bouts will last up to 1 minute and in the case of no winner a draw (Hikuwake) is called
- Striking to the face, head locks and chokes are not allowed
JUMP KICK – TOBI GERI
Developing skill and dynamic kicking ability and flexibility!
- Kicks can be performed by basic jump (tobi) or scissor (nidan geri)
- The pad must be hit without the other foot on the ground
- Competitors must land on their feet!
- The highest landed kick is the winner
TAMASHIWARI – BREAKING
This challenge requires power, focus and attention to technique/targeting (hit hard and at the correct spot)
- Competitors will move along a line of breaking boards with increasing levels
- Competitors will use hiji (elbow)
- The competitor able to break the most boards wins
POINT SPARRING – (NON IKO)
This style of kumite (fighting) is a way to introduce “Ring skill” movement in combination with karate strikes without the need to do full contact. Primarily, speed and technique targeting is key.
- Only “clean” techniques will be scored
- Good balance must be maintained after the technique is landed
- Contact will be kept light with only light touch allowed to head gear.
- 3 Point for a kick that touches the head or lands on the shoulder.
- 3 Points for kicks that pass over the centre of the head.
- 2 Points for back/spinning kicks to body
- 1 Point for kick or punch to body
- 1 Point for leg sweep that downs the competitor on their back (not falls)
- No points for leg strikes