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International Warrior Tournament, 2008, Medina, Ohio

 

 

Shingitai Jujitsu Unified Rules

International Warrior Hall of Fame Open

 

These rules are designed to give a fair consideration to all grappling styles and have point components from many disciplines of grappling sports.

 

 

Match or Bout Time: 

 

Purpose:  The scheduled length of the match or bout is designated in this section.

 

Male and Female Adult Divisions (ages 18 and over): 5 minutes scheduled.

Men’s Masters Divisions (ages 35 and over, when applicable):  4 minutes scheduled.

Kid’s Coed Divisions (ages 7 and under, when applicable): 4 minutes scheduled.

Youth Coed Divisions (ages 8-12, when applicable): 4 minutes scheduled.

Teen’s Coed Divisions (ages 13-17when applicable): 4 minutes scheduled.

 

Disciplines

 

Purpose:  Shingitai Jujitsu is based on realistic fighting and as a result, contests can be held with athletes wearing a jujitsu/judo uniform or not wearing a jujitsu/judo uniform. This affords athletes more opportunities to compete.

 

There will be 2 disciplines:  “Gi” and “No Gi.”

 

For “No gi” contests: Athletes may wear shorts or a wrestling singlet.  Shorts may not have pockets, a zipper, or metal rivets.  Shorts must have a drawstring.  In men’s divisions a shirt is not required.  In women’s divisions a shirt must be worn.  Jock & mouthpiece are both recommended.  No shoes (as the meet will be held on judo mats).  Kneepads are recommended.  No foreign substance may be used on any part of the uniform or athlete’s body.

 

 

 

For “Gi” contests: Athletes must wear a jacket, pants and belt (standard judo or jujitsu uniform).  The jacket sleeves must come to the wrist and the pants must come too immediately above the ankle.  The jacket must not be so tight or so thick that an opponent cannot grip it. No foreign substance may be used on any part of the uniform or athlete’s body.

 

Conduct of the Match or Bout

 

Purpose:  To insure punctual start and end of the match or bout and to insure sportsmanship.

 

The match starts and ends in a standing position with the contestants about 3 to 4 feet apart from each other.  The match or bout starts and ends with a handshake by the contestants to each other.  The referee shall raise the hand of the winner at the end of the match.

 

 

Ways to Win:

 

Purpose:  To clarify the ways to win a Shingitai match or bout.

 

Win by Submission (Athlete submits to his opponent.)

Win by Superior Decision (Athlete has secured a 12-point margin over his opponent.)

Win by Points (At end of the time limit, the athlete with the most points wins.)

Win by Decision (Referee’s decision after overtime period.)

Win by Disqualification (Athlete wins by way of opponent’s fouls.)

Win by Injury (Athlete wins due to opponent’s injury or inability to compete.)

Win by Forfeit (Athlete wins if opponent doesn’t show up for the match.)

 

 

Win by Submission:

 

If an athlete taps the mat, his opponent or himself with his hands or feet or signals defeat verbally, he loses by way of a submission or “tap out.” A "tap out" wins the match by use of a submission hold.  The referee has the authority to stop the match immediately if he sees that a submission hold is in effect, but the athlete having the hold applied does not surrender.  Similar to a referee stopping a prizefight, the referee must look out for the safety of the athletes first.  An example is that if the referee sees a straight arm in a belly-down cross-body arm lock position, he has the authority to stop the match and award the victory to the athlete applying the arm lock.  In the heat of battle, some athletes may not tap out or signal defeat to their peril.  The referee has the authority to stop a match or call a break to action when he observes a dangerous situation that is taking place.

 

 

Win by Decision:

 

At the end of match time, the athlete who has more points than the other will win the match.

Superior Decision:  If there is a point spread of 12 points (or more) between the two athletes, the athlete with the 12 points lead will be declared the winner immediately.

 

 

 

Point Scoring:

Throws/Takedowns:

4 Points for a throw/takedown with the opponent landing largely on his back or back side with force and control.

2 Points for a throw/takedown with the opponent landing largely on his side with force or control.

1 Point for a throw/takedown with the opponent landing on his butt or on his front or front side or with opponent landing on his hands and knees with force and control.

 

Hold-downs and Pins:

2 points are awarded for all Hold-downs.  Hold-down is similar as any hold-down (osaekomi) in sport judo or position in submission grappling. A side mount is considered a hold-down. Knee on the belly is considered a hold-down as long as control is maintained.  A contestant cannot transition from one hold to another to score more points, but can transition to full mount or the back for more points.

4 points are awarded for Full Mount and Taking the Back (with both hooks).

 

 

Passing the Guard and Reversal/Escapes:

1 point for passing by the opponent’s guard and getting by his legs completely.

1 point for sweeping the opponent from the guard and rolling him over.

1 point for escaping from a hold-down.  An escape is recognized when the bottom athlete breaks free of his opponent and is no longer under his control and has freed his legs if they have been controlled.

 

Near Submission:

2 points for securing and maintaining a position for a submission technique that in the referee’s judgment nearly won the match but the opponent escapes. The attacking grappler “almost” finishes the submission.

1 point for securing and maintaining a submission technique that in the referee’s judgment puts the opponent in jeopardy of being forced to submit but isn’t as effective as the above.

 

Active Grappling:

 

Purpose:  To insure that both athletes actively compete with each other and avoid passivity. 

 

Athletes must actively "tie up" or engage and attempt to grapple.  Avoiding contact is considered passivity.  Backing away from an opponent excessively is considered passive.  If an athlete takes his opponent to the mat in any way, he must actively attempt a technique. 

As long as an athlete is attempting to make progress, he will be given as much time in ground fighting as the referee deems necessary to achieve the technique.  Likewise, the referee will give the defender of the action sufficient time to defend himself and escape or counter the move.  If the referee deems the athletes are not aggressively or effectively attempting moves, he has the authority to stop action and return both athletes to their feet to resume the match.

 

Time Outs:  One medical time out is allowed for each athlete during the regulation time of the match.  The total medical time allowed is 3 minutes.  If, at the end of the medical time out, the athlete cannot continue due to an accidental injury, he shall be declared the loser by injury or medical reason.  If the athlete is injured by his opponent in a way that is determined to be against the rules by the referee, the offending athlete shall be deemed the loser by medical disqualification.

If either athlete’s uniform or equipment is loose or damaged, the referee may call a time out on the referee’s time (and not at the athlete’s time) at his discretion.

 

 

Categories: 

 

Adult Male Athletes (ages 18 and above):

Lightweight: 155.0 lbs and below

Welterweight: 155.1-170.0 lbs

Middleweight: 170.1-185.0 lbs

Light-Heavyweight: 185.1-205.0 lbs

Heavyweight: 205.1-235.0 lbs

Super-Heavyweight: 235.1 lbs and above

 

 

Adult Female Athletes (ages 18 and above):

Featherweight:125.0 and below

Lightweight:125.1-150.0 lbs

Middleweight: 150.1 lbs and above

 

 

These age groups will be divided fairly into weight categories based on participation at the event.

 

Men’s Masters:  Ages 35 and above 

Kid’s Coed: Ages 7 and below

Youth Coed: Ages 8-12

Teen’s Coed: Ages 12 to 17

 

Skill Groups: 

Advanced-Athletes with 2 or more years of experience in the discipline entered

(“gi” or “no gi”).

Beginner-Athlete with less than 2 years experience in the discipline entered

(“gi” or “no gi”).

 

 

The Following Acts Result in Immediate Disqualification:

 

Purpose:  All Shingitai contest rules are designed so that athletes can compete in a safe and fair atmosphere.  The safety of athletes is important and techniques that are deemed dangerous are not permitted.

 

No heel hooks, toe holds or twisting locks of any type allowed on the legs, hips, knees, ankles or arms in the beginner or less than adult divisions, these locks are permitted in the adult advanced divisions. No neck cranks will be permitted in any divisions.  If an athlete is in the guard and attempting an armlock and his opponent picks him up, the referee will signal "break" and the bottom man attempting the armlock must immediately stop his attempt to lock the opponent's arm (risk of breaking an arm).  The athlete pulling his opponent up off the mat must not drop or forcefully drive his opponent back to the mat.  He must make every attempt to lower his opponent without injury. (Risk of neck, back and arm injury is too great to allow this to happen.)

When attempting a submission hold, the attacker must give his opponent time to submit or surrender.

 

 

Penalties

 

Penalties are awarded in the following order:  1-Verbal Warning. 2-Caution.  3-Penalty (referee awards 1 point to opponent). 4-Disqualification. 

Some acts are so dangerous or unsportsmanlike that immediate disqualification takes place. (See above in the rules for a listing.)

 





 

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