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.)