Time Limits

General Rules

Restricted-Step Push Hands

Moving Push Hands

Point Sparring

Continuous Sparring

Weapons Sparring

Tru2Form Sparring

Wing Chun Wooden Dummy

Chi Sau

Wing Chun Lug Sau

San Shou Fighting

Musical Group Events

Traditional Lion Dance

Traditional Dragon Dance

Grand Champion Criteria

General Outline of Competition Rules

All Legends of Kung Fu Satellite events follow the same rules as the Main event, to keep consistency among all tournaments. Complete rules from the Main event can be found below:

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Time Limits

Traditional & Modern Wushu Forms

  • 30 sec minimum (45 sec – Advanced levels)
  • 2 min maximum

All Tai Chi forms (includes 24, 48 & 42)

  • 3 min minimum
  • 3 min 30 sec maximum

Tai Chi Sword and Other Internal Weapons (wooden swords are allowed if 1lb or more)

  • 1 min 30 sec minimum
  • 3 min 30 sec maximum

Other Internal & External Forms

  • 45 sec minimum
  • 2 min 30 sec maximum

Musical Group Events:

45 sec minimum, 2 min maximum (External Form & External Weapon)

1 min 30 sec minimum, 5 min maximum (Internal Form & Internal Weapon)

Reaction skills:

  • Restricted-Step Push Hands – two 60 sec rounds with a 15 sec break
  • Moving Push Hands – one round of 90 sec PUSHING TIME
  • Chi Sau – two 90 sec rounds with a 30 second break
  • Point Sparring – one round of 90 sec.
  • Continuous Sparring – two 30 sec rounds of continuous light-contact sparring with a 15 sec break
  • Weapons Sparring – two 60 sec rounds with a 1 min rest period in between rounds
  • Tru2Form Sparring – one 3 min round
  • Lug Sau – two 60 sec. rounds with 1 min break in between rounds
  • San Shou – two 2 min rounds, with a 1 min rest period in between rounds

Time Limits for Grand Champion Finals:

External:

  • 45 sec minimum
  • 2 min maximum

Internal:

  • 3 min minimum
  • 5 min maximum

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General Rules

Dress Code:

The LEGENDS of Kung Fu Championship is a formal event. All competitors are required to dress appropriately. Competitors may wear traditional Chinese martial arts uniforms (preferred), or pants appropriate for the Chinese martial arts plus a school T-shirt or an event T-shirt. The competition committee reserves the right to make the final judgements on appropriate attire. Karate-type Gi’s are NOT considered appropriate, and are not permitted. Shoes are mandatory for all events, except for sparring. All shoes should be regular athletic type shoes. No regular street-type shoes are permitted.

Procedures:

All competitors will be called to the ring at least 10 minutes before the beginning of the event. If a competitor should have an obligation in another ring, he or she must at this time tell the ring official/chief judge so they can readjust the competing order to accomodate the competing obligations.

Competing:

When the official sees that all is ready, he or she will call the first competitor and announce for the next 2 competitors to prepare. When the competitors name is called to compete, he/she will approach the ring and salute to the main official and wait for permission/signal from the ring-official/chief judge to begin. Judges will be observing as soon as the competitor’s name is called.

Upon receiving the signal to begin from the ring-official/chief judge , the competitor will walk to the starting position within the ring. At no point should the competitor speak with any judge or official. This should be done before the event begins. Once the beginning position is found, the competitor will stand perfectly still at attention, showing judges and timekeepers that the form is ready to begin. The time clock will begin at the first sign of movement from this attention position. The time clock will stop when the form is finished and the competitor returns to a stationary and relaxed position. Upon completion, the competitor will again walk to the same place he/she entered the ring and face the judges and officials once again at attention. At this time, the score for the competitor will be given.

After receiving his/her final score, the competitor will acknowledge the score by saluting the ring official/chief judge. Only now is the competitor finished with his/her form and may leave the ring area.

Scoring:

Scoring will be based on performance & level by individual judges. The ranges for levels are as follows:

  • beginner: 6.5 – 7.5
  • intermediate: 7.5 – 8.5
  • advanced: 8.5 – 9.5
  • very advanced: 9.5 – 9.99

5 scores will be given in which the highest and lowest score will be dropped to calculate the final score. In the event of a tie score, all 5 scores will be utilized. In case of another tie, both athletes shall receive the same awards.

Awards:

All awards for competition will be given immediately upon completion of each event. 1st, 2nd, and 3rd place medals will be awarded to the top 3 competitors of each event in the General Competition. Two 3rd place rankings will be awarded in all Reaction Skills events. All first time competitors will receive only 1 award for the one or two events in which they compete .

Re-performing:

Any performer may begin his or her form again, without penalty, should that competitor be interrupted by uncontrollable circumstances. Re-performing due to forgetfulness, broken weapons, etc. will be permitted with a full ½ point deduction from the total score. This will not be permitted more than once.

Southern Shorthand forms would consist of the following:

Southern Mantis, White Eyebrow, 5 Ancestors System, Southern Dragon System, & Six Elbows

Southern Longhand forms would consist of the following:

Hung Gar, Fut Gar, Jow Gar, and Hung Fut

Weapons:

For all Traditional Kungfu categories, traditional weapons must be used. Modern Wushu weapons are not allowed. (For example, the blade of the sabre (broadsword) should not bend.)

Reaction Skills:

Reaction Skill events include Stationary Push Hands, Moving Push Hands, Point Sparring, Continuous Sparring, Chi Sau, & San Shou. Nearly all reaction events have listed some sort of protective gear, some mandatory, some optional. All competitors are responsible for their own protective equipment unless otherwise mentioned.

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Restricted-Step Push Hands

All push hands competitors must wear short-sleeved shirts. One match consists of two 60 second rounds with a 15 second break in between rounds. Opponents face each other and each places their foot on the center mark. When prepared to begin, they make contact with the back of the right or left wrist. The referee gives the command to begin at which time the competitors are required to perform a minimum of 2 revolutions before initiating any techniques. Time is suspended while the referee calls for a point and verification and announces their decision and for consultation or emergency situations. Points are awarded to the competitor whose opponent has made an error or committed a personal violation or a serious personal violation. Points may be awarded for technical violations.

Attack areas:

Attacks may be made within restricted areas of the body: from below the base of the neck to above the coccyx or bladder area. Pushing the neck, head, bladder area, hip joint, or leg is illegal.

Stepping:

Competitors may take a step or steps forward or backward, with either the front or the back foot, but may not reverse the stance, i.e., the front foot must stay forward. Competitors must keep to the orientation of the center line; they may not step to the side to defend or to gain an advantage in pushing.

Violations:

Points are awarded to the opponent of the competitor who committed the violation. However, the opponent will receive 2 pts if one commits a serious personal violation. Disqualification may be enforced for one serious violation and must be disqualified for 2 serious violations. The referee in consultation with the judges may disqualify a competitor.

Errors:

Loss of balance and endangering oneself.

Personal Violations

Serious Personal Violations

1. Using techniques excessive in strength

1. Striking, hitting, punching

2. Grabbing the opponent’s clothes

2. Using the head to attack

3. Double grabbing (gripping with both hands)

3. Using the legs, knees, or feet to attack

4. Holding on to prevent loss of balance.

4. Twisting the joints (grappling or chin na)

5. Attacking an illegal target area

5. Using pressure points

6. Reversing the stance to gain advantage

6. Pulling hair or beard

7. Attacking the groin area

8. Using any technique determined to cause injury

9. Unsportsman-like conduct

Technical Violations

  1. Not following instructions of the referee
  2. Not completing the mandatory revolutions
  3. Receiving coaching during the round

Points are awarded to the opponent of the competitor who commited the violation. However, the opponent will receive 2 points if one commits a serious personal violation as listed above.

Disqualifications:

Competitors may be disqualified for one serious violation and must be disqualified for 2 serious violations. A competitor may also be disqualified by the referee in consultation with the judges.

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Moving Push Hands

The competition area will consist of 2 circles. The inner circle will be 15 feet in diameter while the outer circle will be 21 feet in diameter. Marks in the center of the circles will indicate the starting point, which will be the same as for the restricted step push hands.

After 3 revolutions with the hands, each competitor may begin moving and proceed until told to stop by the referee.

There will be one round of 90 seconds PUSHING TIME. The clock will stop whenever the referee stops to obtain scoring from the judges.

Score will be awarded based upon infractions or mistakes from an opponent. Points will be awarded for the same infractions as with the restricted step push hands except, of course, competitors are now allowed to move at will.

1 point Awarded when one’s opponent loses balance, uses excessive force, forcefully holds on, double grabbing and all other infractions listed in the restricted step push hands.The referees and judges shall especially watch out for holding. In addition, points are also awarded when one’s opponent steps or is forced out of the circles.
2 points Awarded when the opponent steps ON or outside the inner circle.
3 points Awarded when ANY part of the body touches or falls outside these circles.

The same scoring procedure as for the restricted step push hands shall be used. As with restricted step regulations, the referee shall stop the match upon seeing struggling by both competitors and no points are awarded.

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Point Sparring

Protection must be used for the head, hands, mouth, groin, shin, and feet. Head gear must cover the side, top, and back of the head. Face grills are permitted and optional. Gloves must not expose the fingers. Feet and shin pads may be foam-dipped or the pull-over instep/shin socks.

Divisions will be determined on the day of the competition. Fighting time and the clock will stop as dictated by the referee. All bouts will be 1 ½ minutes. Fighting will stop when valid techniques strike a legal contact area. Points will be awarded by majority vote of the judges. The first competitor to score 5 pts wins or 3 points spread wins. At the end of the 1 1/2 minutes, if the match is tied, the match will continue until the first competitor to score a point will be the winner. The following actions are not acceptable and will either result in a break, warning, or disqualification:

Break

1. Head contact that may cause injury

2. Controlled, non-contact technique scored on the back

3. One or both competitors goes to the floor

4. When any judge calls a foul

Warning

1. Illegal techniques

2. Contact to a non-contact area

3. Excessive force (w/out malice or intent)

4. Failure to break on the call

Disqualification

  1. If an injury occurs to an opponent as a result of a foul
  2. Accumulating 4 warnings
  3. Running out of the ring, second offense
  4. Repeated and deliberately exposing of a foul area

Immediate Disqualification

  1. Deliberate excessive force/intent to injure
  2. Deliberate fouling
  3. Rude or belligerent behavior
  4. Use of objectionable or abusive language by a competitor or by their school

Legal contact areas:

Torso (front part, outside of thigh, outside of leg, entire arm, and front and side of head gear)

Illegal targets

  1. Back and top of the head
  2. Spine
  3. Neck and throat
  4. Entire knee and knee joint
  5. Groin the leg only
  6. Inside of thigh
  7. Shin, other than to check

Illegal techniques

  1. Knee strikes
  2. Elbow strikes
  3. Finger strikes
  4. Take-downs or throws
  5. Joint locking or breaking attempts
  6. Head butts
  7. Biting
  8. Floor or ground fighting
  9. Groin Strikes
  10. Open hand strikes to the face
  11. Sweeps to the opponent’s back leg or sweeps that attempt both legs of an opponent.
  12. Dangerous blind attempts at spinning hand or foot strikes.

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Continuous Sparring

Protection must be used for the head, hands, mouth, groin, shin, and feet. Head gear must cover the side, top, and back of the head. Face grills are permitted and optional. Gloves must not expose the fingers. Feet and shin pads may be foam-dipped or the pull-over instep/shin socks.

Divisions will be determined on the day of the competition. All bouts will be 30 seconds. Fighting time and the clock will stop as dictated by the referee. The best of three – 30 second rounds of continuous light-contact sparring will be the winner. The winner is declared by a majority vote by the referee and two judges for each 30-second round. Winner of the first 2 rounds wins the fight. The following actions are not acceptable and will either result in a break, warning, or disqualification:

Break

1. Head contact that may cause injury

2. Controlled, non-contact technique scored on the back

3. Competitor scores 3, quick, unanswered techniques to the opponent

4. One or both competitors goes to the floor

5. When any judge calls a foul

Warning

1. Illegal techniques

2. Contact to a non-contact area

3. Excessive force (w/out malice or intent)

4. Failure to break on the call

Disqualification

  1. If an injury occurs to an opponent as a result of a foul
  2. Accumulating 4 warnings
  3. Running out of the ring, second offense
  4. Repeated and deliberately exposing of a foul area

Immediate Disqualification

  1. Deliberate excessive force/intent to injure
  2. Deliberate fouling
  3. Rude or belligerent behavior
  4. Use of objectionable or abusive language by a competitor or by their school

Legal contact areas:

Torso (front part, outside of thigh, outside of leg, entire arm, and front and side of head gear)

Illegal targets

  1. Back and top of the head
  2. Spine
  3. Neck and throat
  4. Entire knee and knee joint
  5. Groin the leg only
  6. Inside of thigh
  7. Shin, other than to check

Illegal techniques

  1. Knee strikes
  2. Elbow strikes
  3. Finger strikes
  4. Take-downs or throws
  5. Joint locking or breaking attempts
  6. Head butts
  7. Biting
  8. Floor or ground fighting
  9. Groin Strikes
  10. Open hand strikes to the face
  11. Sweeps to the opponent’s back leg or sweeps that attempt both legs of an opponent.
  12. Dangerous blind attempts at spinning hand or foot strikes.

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Weapons Sparring

Eye, head, and groin protection is required. Each match will consist of the best of three – 60 second rounds with a 1 minute rest period in between. The referee will call for break after each point made by either competitor. Only vital thrusts and cuts are counted. A cut to a vital or non-vital point is one which the last 6 inches of the blade is clearly drawn across the target area. Thrusts are considered when the point of the blade makes solid contact, indicating penetration, with the head, body, or limbs. A hit occurs when the pommel is used to strike the limbs, head, or body that could disable in a real situation.

Weapons (swords) will be provided. The weapon is made of pvc and foam materials.

Points:

0.5 point

1 point

2 points

Arms and legs are non-vital areas

Head and body are vital

Disarming and striking a vital target in one continuous motion

No strikes are allowed to the throat or groin areas

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Tru2Form Traditional Fighting

Traditional Kung Fu Boxing has been lost by many and practiced by few over the years, due to karate tournaments and the loss of historical knowledge and valuable information. We need to research, keep learning, and talk to lineage holders in order to find out how the old techniques work within each particular system.

We need candidates who would like to apply their techniques in pure form in a safe and controlled arena. Whether it’s northern or southern, we are looking to see if the technique is effective in actual fighting. We want to dig deeper in order to show the merit of this beautiful and effective traditional art.

We are taking small steps to restore the bridge that has been broken within the Chinese Martial Arts arena, so let’s come together and develop the Chinese traditional fighting division. Chinese Kung Fu is our branch and it’s up to us to show the merit of this great art in its purest form.

For Q&A, please contact Master Clarke at platoon13@msn.com or call him direct at 720-244-3927 to help develop this division.

General Overview

It is recommended that students have 1 year or more experience before participating in this event. Individuals will be matched according to their level and experience. If you are an assistant instructor or intern at your school with more than 6 years experience, you will be placed in a category called “Tru Disciple”. A practitioner of this level should be able to execute their system to a very high degree of skill. This is the very goal of ‘Tru2Form’. Anyone who enters Tru2Form is a true patriot of Chinese Martial Arts (CMA). This division is not about who is the best. It’s about maintaining and further developing the spirit of CMA.

Basic Rules

  1. STP- speed, timing, and placement of your technique must be applied. The key is to attack your opponent with such skill, class, and grace, that you are able to easily control the opponent by executing your attack with finesse and accuracy. This shows your ability and control.
  2. You will be judged on your ability to stay in character of the system that you represent on its defense and offense.
  3. There will be no points presented. You will be judged on your overall ability and reaction to your opponent within a 2-3 minute match.
  4. If it’s clear to the judges that after the first match that one individual clearly dominates, there will not be a second round.
  5. It’s up to the practitioner to demonstrate his/her ability to the highest level possible, with little to no injury.
  6. As Tru2Form develops, so will the contact based on skill level. (ex: reaction skills fighting -> light contact -> full contact)
  7. Individuals will come together under the guidance of a center referee and 4 corner judges, salute, and take their fighting positions. Referee starts the action. The corner judges are watching each individual’s every move, defense and offense, making a mental decision on which fighter was Tru2Form.
  8. At the end of the match, judges and referee come together to declare the winner. Please note that this event is new and developing.

Safety Gear:

The most important factor of this event is the safety of the fighters and for the tournament itself. Injuries must be avoided! This event is not about the contact you make, but everything to do with your ability and skill level. This is the point that will be made clear to all the competitors.

  1. Eye protection – goggle or catcher’s mask style (something that will assure the safety of the eyes)
  2. Mouth piece
  3. Chest guard vest (optional, but recommended)
  4. Shin guards
  5. Sneaker or foot pads (Chinese styles traditionally wear some type of sneaker or light shoes. Bare foot and toes exposed is not as complimentary to Kung Fu style fighting.)
  6. Hand protection – Tru2Form wants to give the competitor a chance to show their techniques without the limitation of boxing gloves and heavy body armor. This has been one of the major problems with CMA being able to demonstrate the application from their systems, so an MMA type of glove would be sufficient.

Rules of Engagement:

  1. A competitor must be able to deliver his techniques with speed, timing and placement, executing them with control and accuracy. Force is not the key to success in Tru2Form. Remember, Kung Fu means skill through hard work. Mastery of their techniques and the development of the individual skills is the goal.
  2. Referee has total control over the match, directing the pace and assuring the safety, while allowing the 2-3 minute free style match to take place. With 4 experienced corner judges, looking at the competitors every move, taking mental and written notes, making a decision on who’s Tru2Form.
  3. Safety is the key to success of this event. If a competitor shows overly aggressive behavior or bad sportsmanship, he/she will be cautioned once. A second time will result in disqualification.

Tru2Form must insist on the quality of movement and the ability to show control and sportsmanship.

  • Beginning and Intermediate Tru2Form division has some restrictions:
    • Little to no hand contact
    • No sweeps (iron broom)
    • No take downs

    The beginner and intermediate levels need to have these restrictions so that they can better develop themselves and prepare for the advanced level.

  • Advanced division:
    • light contact to the head will be allowed, but must be controlled.
    • Excessive contact and bad sportsmanship will not be tolerated. CMA = class and finesse.
    • In the advanced and above divisions, a competitor should be able to show his/her ability and control by demonstrating mastery of their system. It’s your job and responsibility to show what it is to be ADVANCED. Please understand, to be in this division is a participation of HONOR and INTEGRITY!

Additional Information Regarding Tru2Form by Sifu Christophe Clarke

 

Fighting Procedure

At the beginning of each bout, one opponent will be designated RED and the other opponent will be designated WHITE. Each opponent will stand on opposite sides of the fighting platform and face off at a distance. Before fighting, the Referee will instruct the opponents to display the fundamentals of their particular form. Due to the fact that some systems are not as well known as others, this display will allow both the Judges and the audience to identify the fundamentals of each style and, therefore, know whether or not the fighters are staying true to their form while fighting.

Once the Referee says FIGHT, the opponents will then face off and fight for a 2-3 minute round. The fighters MUST stay true to their individual forms. At the end of the bout, each Judge will make a decision as to which opponent stayed “most true” to the system in which they are representing. The opponent receiving the majority of votes from the Judges wins the bout. If the Judges cannot choose a winner at the end of the initial bout, the Referee will call a second bout, which will determine the winner.

Tru2Form’s Catch-22 – Very Important Note:

Remember, we want to encourage the fighters to stay consistent with their form throughout the entire fight, whether they win or lose. We are promoting Chinese traditional boxing, and a fighter may have to lose 100 times before they win. There is honor in losing with your system until your system works for you.

We want each fighter to practice, develop, and enhance their individual styles. It may take many years to develop speed, timing, and placement in each style, and Tru2Form was created with the intention of providing a forum in which to practice these arts through application. For example, look at a scenario in which an opponent using Mantis Fist is fighting against a Wing Chun practitioner. If the Wing Chun fighter looks like he/she is dominating the fight, but it is obvious that the Wing Chun fighter is actually using Tae Kwon Do (a high kicking-based style) instead of Wing Chun (a hand-based style that uses kicks no higher than the waist), then the Mantis Fist fighter would actually be the winner. To reiterate, the fighter MUST stay consistent within their style in order to avoid a deduction of points or ultimate disqualification if they are not true to their form.

The Tru2Form Division is more of a chess game – it’s about strategy. Point – isn’t it true that a woman can defeat a man in chess, because chess is a game of strategy and the mind? This is not a contest of brute force. In fact, a fighter will be disqualified if he/she uses excessive contact. Instead, each fighter should focus on strategy, precision, and application within their own style. Remember, during the first year of Tru2Form, the first-place winner used the Monkey style and the second-place winner was a young woman using the Choy Li Fut system.

The Tru2Form Division is not restricted to male or female — the restriction is Chinese Kung Fu. Eventually this will become a full-contact division, but we must crawl before we walk. As we move forward, we will continue to develop this division. Your comments and opinions are important. Bring your fighters and let’s develop this entertaining division together.

We will go over more details at the tournament, but this provides you with the basic information. And, remember, the ultimate goal is safety and martial education. Invite your family and friends and help promote Chinese Martial Arts to the world.

For more info, please come to the Tru2Form seminar. Click here for the schedule.

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Wing Chun Wooden Dummy

Only Intermediate and Advanced divisions. Intermediate competitors are to perform the first 4 sections. Advanced competitors are to perform the complete set. Time limits are: 2 min max for Intermediate & 2 min 30 sec max for Advanced. Judges will be looking for attributes including but not limited to proper body structure during execution of techniques, appropriate generation of power, and suitable rhythm when executing sequences.

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Chi Sau

Time:

Two rounds, 90 seconds each. Equally exchanged rounds with 30 seconds break. Change position after 1st round. Color ribbon for identification.

Equipment requirements

  1. Protective head gear (optional, recommended)
  2. Mouth piece
  3. Goggle (optional, recommended)
  4. Groin protector

Competition area: 10’ X 10’ ring; divide into two halves

Match rules:

  1. Competitors start off at center of the ring.
  2. Roll 3 times before fighting begins (center referee counts rolls out loud).
  3. Corner judges look for good Wing Chun techniques:
    • Continuous exchange with an emphasis on adhering and sticking to control.
    • Good bridging skills, timing, sensitivity, stance, balance.
    • Good combination of techniques.
    • Clean attacking, blocking, neutralizing and trapping techniques.
  4. Points awarded for proper, legal technical contact. Points deducted for personal violation.
  5. Competitors will not be penalized if one foot steps out of the ring and steps back in.
  6. If both feet are outside of the ring, the competitors will be stopped (time will also stop) and center referee centers the competitors and rolling begins again.
  7. Competitors will be given 2 warnings. At the third warning, they will be out.

Legal contact areas:

Body shots (for all levels – beginner, intermediate and advanced): chest to the area above the navel.

Non-Legal contact area / Personal violation:

  1. Hitting the face / head.
  2. Joint locks are not permitted.
  3. Hitting the back of the body.
  4. Hitting groin, joints, and limbs.
  5. Kicking is not permitted.
  6. Hitting after round time is announced or when the referee calls “Ting” (stop).
  7. Aggressive, intentional, or out of control pushing, shoving punches and kicks.
  8. Use of swear words / foul language.
  9. Coaching from Sifus or friends during the match is prohibited.
  10. Escape / retreat that causes both feet out of the ring.

Scoring:

Each corner judge will indicate an independent vote for a single winner (ie, no draws are permitted) based on the accumulated scores logged in. One vote for each round. A majority of votes determines a winner in each round. In the event of a tie, a third match of 30 sec will be the final decision. A hand strike requires another hand’s maintaining contact with the opponent to be valid.

Scores:

  1. Strike to the chest & area above the navel – 1 point.
  2. Por pai, leaking bottom palm strikes, push out of ring – 2 points.

Officiating Committee :

The officiating committee will consist of the following members:

  • Chief Judge
  • Four Corner Judges
  • Center Referee
  • Timekeeper/Scorekeeper

The Chief Judge will be the arbitrator in all disputes and will announce the winner of each match. The Chief Judge’s decision will be final on any judgment not covered by the rules.

Only the Corner Judges will score each match and vote for the winner.

The Center Referee will be responsible for starting and stopping the action, for ensuring that all rules are followed, and for maintaining the safety of all participants.

The Timekeeper/Scorekeeper will start and stop the clock, in accordance with the signals of the Center Referee, and will ring a bell to announce the end of each round of a match. Only the Center Referee (or Chief Judge at his or her discretion) can stop the clock during action. The clock will be stopped should there be an infringement of the rules, an injury, an argument, or a withdrawal. As scorekeeper, he/she will record the results of each match and will inform the Chief Judge of the name of the winner.

Divisions:

Only 2 levels: Advanced / Intermediate and below

All competitors will be paired with other school members first unless there are no other school members available in their division.

Weight Classes (subject to change based on number of competitors):

Men

  • Lightweight—under 145 lbs.
  • Middleweight—146 to 175 lbs.
  • Open class—176 lbs. and above

Women

  • Lightweight—under 130 lbs.
  • Middleweight—131 to 165 lbs.
  • Open class—166 and above

Uniform:

Participants will be required to wear a T-shirt, martial arts pants, and athletic or kung fu shoes. The competitors’ shirt must expose their forearms. This rule is not only in keeping with tradition, but also is for the safety of the competitors. Therefore, only short sleeve-shirts are permitted. Appropriate attire will be at the discretion of the Chief Judge and the Center Referee.

Contestants will not be permitted to wear any objects (including jewelry) that may cause injury to themselves or to their opponents. Fingernails must be clipped as short as possible and will be inspected by the Center Referee prior to the start of a contest.

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Lug Sau – Wing Chun Light Sparring (Advanced Level Only)

Protective head gear, chest protector, mouth piece, and cup required. Goggles are not required but recommended.

Two 60 seconds equally-exchanged rounds with a 1 minute break. Competitors change position after the first round. One competitor must wear a red ribbon for easy identification.

Separate by weight class.

Scoring guidelines:

Scores:

1. Light contact to the padded area of the head – 1 point

2. Hand strike to chest & above navel – 1 point

4. Toe kick to front of the body above navel – 2 points

5. Palm strikes, Fat Sau, Por Pai, or leaking bottom palm strikes – 2 points

6. Push out of ring – 2 points

Based on the accumulated scores logged in, each corner judge will cast an independent vote for a single winner. One vote for each round. A majority of votes determines a winner in each round. In the event of a tie, a third match of 30 sec will be the final decision.

Match rules, personal violations, non-legal and legal contact areas will be the same as with Chi Sau, except kicking is allowed (only to the front of body, chest, and the area above the navel).

Light hits towards padded area of the head are allowed. No contact to the face.

CAUTION: No strike to the neck or throat, no elbow strike, no hitting below the navel, and behind the body, Only kicking with the toes or using the ball of the foot is allowed. No heel kicks! No kicking at high speed, and no actual release of excessive force is allow. No attack to the legs, knees and feet. Applying the foot and knee to block an attack is acceptable, but not to attack and release excessive force with one’s own foot and knee during interception. No attempt to knock down.

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San Shou Fighting

TITLE : SANDA/SANSHOU RULES (updated 2011)

Statement of purpose: The following is a guide provided by the US Traditional Kung Fu Wushu Federation’s Sanda/Sanshou Committee, Sifu Mike Barry Chair, Sifu Gary Utterback 2nd Chair. It may be used in whole or in part by Tournament Directors. Sanda/Sanshou competition at the Novice and Advanced levels require a special set of guidelines and rules designed for the protection of the athletes, while at the same time allowing for the multitude of Chinese Martial Arts free style techniques. In the case of any new or unusual situations requiring a judgement call, every effort will be made to error in favor of the athletes/fighters. Athletes/fighters who have attained the level of SIFU must enter in an Advanced Division. For safety reasons and for improving ones skill level, athletes/fighters with less than 2 bouts experience, who have been dominate in their matches, should consider entering the Sanda/Sanshou Advanced Division. Sanda/Sanshou differs from other full contact competitions as follows:

  • Sanda/Sanshou is an amateur sport
  • Head gear and/or foot/chin gear – required for all divisions
  • Standing 8-count – in effect (two 8-counts results in loss of round/three total 8-counts results in loss of bout/match)
  • A knock down, other than a slip, will be an automatic 8-count and may not require a count. In the absence of any other penalty(ies), a fighter receiving an 8-count will lose that round, as in a 10 point must system.
  • Forearm or elbow strikes – not allowed, defensive blocking only
  • Choke techniques – not allowed
  • Defensive pinching – not allowed
  • Knee strikes to the head – not allowed , allowed to the legs and trunk
  • Center Referee may declare Ultimate Victory in a mismatch of talent or in liu of a 10-count
  • Disqualification of an athlete will occur if his cornerman enters the ring/lei tai to dispute a call
  • In the event of serious knockdown, the Chief Referee may start the 10/8 count while the Center Referee attends to the injured or controls the neutral corner command

Officials: Chief Referee, Center Referee and Side Judges

Volunteers: Medical personnel, Timekeeper and Recorder

Athletes: 18-35 yrs. must be in excellent health and good conditioning, free of previous and disqualifying injuries in the previous 60 days and free of life threatening and transmittable diseases. All athletes must have proof of medical insurance, be HIV/AIDS free and sign the Tournament Director/Promoter’s waiver form.

Matches: Novice division is for beginners. Advanced division is for athletes who have dominated their matches thus far. Note: Sifus are Master Instructors and therefore may only compete in an Advanced Division. There will be two 2 minute rounds w/1 minute rest periods (best of 2 out of 3 rounds). Matches will be arranged according to a drawing unless coaches agree on a fair substitute procedure. Where the number of competing athletes is small, the Tournament Director may combine these divisions. The results from both the divisions will be submitted to publishers of major Kung Fu magazines.

Scoring: Side Judges will score the winner of each round using the “better athlete”/10-POINT MUST System. The Center Referee will normally declare winner of the match, based on the JUDGE’s call, however, the Chief Referee has over ridding authority over Judges decisions. Judges will consider the following in determining winner of the rounds:

  1. With the exception of a KO or TKO by any single attacking technique, combinations of legal kicks, punches and take down techniques should score over any single boxing or kicking attack.
  2. Techniques, such as cleverly avoiding an opponent’s attack, clever kicks and punches, take downs by sweeps and throws are signs of a well rounded Chinese-style athlete and will weigh heavily in that athlete’s favor. An athlete/fighter shall not drop his full-body weight on a fallen opponent during a throw. Knee strikes to the trunk or thigh are considered legal. Executing a knee to the opponents head will draw an immediate SERIOUS FOUL warning and possible disqualification; an attempt to execute a knee strike to the opponent’s head will draw an early WARNING.
  3. When both athletes go to the floor, the Center Referee will indicate first athlete down or athlete on top.
  4. Two 8-counts in a round results in an immediate loss of the round – Center Referee or Chief Referee identifies an 8-count and a 10-count.
  5. Three 8-counts in a match results in loss of the match.
  6. Three times off a lei tai in a round results in loss of the round.
  7. Where an athlete is over-matched by his opponent in power or skill, the Center Referee or Chief Referee may declare Absolute Victory.
  8. Disregard for good sportsmanship or flagrant violation of the rules will result in disqualification from the event. A match cannot be won or lost as a result of a technical foul. If a foul committed results in an athlete having to withdraw from the match and the foul is determined to have been unintentional, the match will be declared no-contest. The athlete committing the foul may continue in the eliminations. If the foul was intentional, the athlete committing the foul will be disqualified from the event.

Legal Techniques: All hand and foot techniques, not directed at the spine, the groin, the knee joint and the throat are legal techniques, as are sweeps, throws and take downs. A throw technique that could result in a neck or spine injury is illegal (you can not lift an opponent above your shoulders and you cannot throw an opponent down onto his/her head). Take-downs by sweeps or throws, where in the eyes of the Center Referee or Chief Referee could result in serious injury, may be stopped and awarded as though technique was completed – 3 fingers raised by the Referee indicate to Judges and spectators that the technique was indeed CLEVER and EFFECTIVE. Knee strikes may be directed to the thigh and the trunk only. As part of a shoot-in technique or gaining a reversal, knees or gloves are likely to make contact with the mat. This is considered a reasonable part of the technique and legal.

Illegal Techniques:

  1. Continuing to attack when the referee calls STOP/TING
  2. Kicks or knees to the groin
  3. Knee strikes to the head
  4. Elbow or forearm strikes of any kind to the opponents head are NOT ALLOWED; if attempted, will result in a WARNING or if flagrant, loss of round. Defensive elbow blocks against licks or punches are allowed.

Time Limit during a clench: 3-seconds for non-activity and 5-seconds if legal techniques, including legal knee strikes, are being attempted.

Etiquette/proper tradition: Sanda is defined as Chinese free-style. Athletes/fighters and corner men are expected to be from Chinese martial arts schools and are therefore, expected to be respectful and quick to obey commands from the Center Referee and Chief Referee. Cornermen will coach his/her athlete only between rounds. Prior to the start of round -1, athletes will be called to the center of the ring or lei tai side –by-side, for safety checks and introduction by the Center Referee. Athletes will enter from the Red and Blue/Black corners for subsequent rounds. An Athlete not properly equipped for the match may receive a CAUTION.

Hand Signals and calls by Center Referee:

  1. CAUTION
  2. WARNING
  3. Competition is stopped for gear malfunction, fouls or mismatch – Ting
  4. Athlete down – Opponent standing
  5. First Athlete down
  6. Standing 8-Count, an 8-count from a knock down will be automatically recorded
  7. 10-Count
  8. Passive behavior showing fear of opponent
  9. Clever technique (3 fingers raised)
  10. Rest between rounds

Important information for Athletes and Coaches:

  1. Athletes must be in good health to compete; inform the Medical personnel if you have been recently (30 days) TKOed or (60 days) KOed.
  2. Athletes must make weigh-in times and may not de-hydrate to make weight.
  3. Hand wraps. In all weight classes, the athlete’s shall be restricted to soft gauze type cloth, evenly distributed and not more than thirteen feet in length and two inches in width. The wrap may be held in place by not more than ten feet of surgeon’s tape, one inch in width. The surgeon’s tape is protection for the wrist. The tape may cross the back of the hand twice and extend, but not to cover the knuckles when a fist is made.
  4. Athletes must arrive at the ring or lei tai when called; gloves, head gear, groin protector (male) and shin guards are required; chest protectors are required. Failure to appear after 3-calls results in forfeiture and loss of the match and possibly exclusion from the event.
  5. Athletes shall enter the lei tai area when motioned in by the Center referee; Red athlete to his left Blue/Black athlete to his right. After the 1st round athletes leave and re-entering from their respective corners.
  6. When asked, show mouth piece prior to each round.
  7. STOP attacks, protect yourself and BREAK when told.
  8. Athletes should be active; passive athletes will be CAUTIONED / WARNED to engage.
  9. Athletes being counted will hold gloves up and answer the Center Referee if they wish to continue.
  10. An Athlete will go to a neutral corner when directed.
  11. Athletes will not ask for advice from their Coach/equipment person except during rest periods.
  12. Athletes will use only legal techniques and refrain from causing serious injury to an unprotected opponent.
  13. Clean techniques and techniques that are considered clever are your best scoring choices.
  14. All athletes, winner and loser, will report to the ringside medical personnel immediately after their match

Athlete weight classes: Every effort will be made to offer the following, traditional weight classes. With the exception of the SUPER HEAVYWEIGHT and UNLIMITED weight classes, there shall be no more than 10 pounds competing athletes. Depending on the number of athletes, they may be matched in Lightweight, Middleweight, Heavyweight, Super Heavyweight and Unlimited classes vice actual weight classes. In the case where a weight class has only one fighter, that fighter may go up to the next higher class and in that case, he will be matched according to the draw as in all other weight classes. Normally the following weight classes will be used:

  1. 120- 129
  2. 130-139
  3. 140-149
  4. 150-159
  5. 160-169
  6. 170-179
  7. 180-189
  8. 190-200
  9. 201-225
  10. 226-UP

(SUPER HWT) (UNLIMITED)

Mandatory equipment: For sanitary reasons, Athletes should enter competition with their own approved equipments as listed below:

  1. Mouth piece
  2. Head gear (light-contact equipment not allowed)
  3. Gloves (12 or 14 oz BOXING) (Both competitors should be equally outfitted)
  4. Shin guards
  5. Groin cup
  6. Chest protectors (required)
  7. Kung Fu boxing shorts (If long pants are allowed, the shin guards must be worn on the outside of pant legs).

Sifu Mike Barry (330) 948-1282(330) 948-1282 / Sifu Gary Utterback (410) 257-9124(410) 257-9124

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Musical Group Events

Props for scenery will not be allowed. For each of the events, there must be between 4 to 6 people. A CD player will be provided at the tournament. Please refer to the Time Limit table for time warning procedures and penalties.

• For Internal Forms & Internal Weapons the minimum time is 1 min 30 sec and maximum time is 5 min.

• For External Forms & External Weapons, the minimum time is 45 sec and maximum time is 2 min.

Scoring:

Scoring for this event is based on the synchronized movements of the entire group, smoothness, form, accuracy, difficulty, & overall appearance of the entire group. Good music that matches the routine is a valuable asset.

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Traditional Lion Dance

Two Events:

  • Ground Routine
  • Prop Routine

The purpose of this event is to create brotherhood between Lion Dance schools and offer an event to showcase their talents and express their knowledge. We hope to entertain and educate the public by presenting this ancient Chinese Martial Art and having acrobatic performances displaying the majestic lion dancing to the sound of his music. The lion will show his power as the king of the jungle.

Team Requirements: 6 to 8 people per team: 1 Head, 1 Tail, 1 Drummer, 1 Gong Player, 2 to 4 Cymbal Players

It is acceptable to have more than one team using the same music players (different lion head and tail).

Routine Requirement: The lion will have to bow 3 times to begin and end the routine. Otherwise, points will be deducted.

Props Requirement: Tables, benches, pots, pans and wooden blocks are allowed. Fake flowers may be used to symbolize Cheng (green). This is not a stilt-jumping competition. Stilts are not allowed.

Grounds Requirement: No tables, no benches are allowed. Chinese clay pots, pans, and wooden blocks are allowed but has to be on the floor. A Buddha can be used in the show. Lettuce or oranges are allowed. Fake flowers may be used to symbolize Cheng (green).

Time Limit:

  • Prop Routine: 7  to 15 minutes. Every minute more or less is a .5 point deduction.
  • Ground Routine: 5 to 10 mins. Every minute more or less is a .5 point deduction.

Scoring:

1. Form and Spirit (3 points)

Very Good

Good

Okay

2.5 to 3

2.0 to 2.5

< 2

The Lion perfectly demonstrates rich, realistic, and lifelike gestures and emotions Ex.: Joy, anger, drunk, awakening, mischievous, dynamic, brave, surprise, doubtful, looking, frightened, greedy, madness, sadness, hopeful, etc.

2. Movement Difficulty (3 points)

Very Good

Good

Okay

2.5 to 3.0

2.0 to 2.5

< 2

The lion demonstrates high level of skill in jumping, lifting, dashing, climbing, rubbing, rolling, turning, eating the green, etc.

3. Music Coordination (2 points)

Very Good

Good

Okay

1.5 to 2.0

1.0 to 1.5

< 1

The lion moves in harmony with the music. If the music is fast, the lion moves fast. If the music is slow, the lion moves slowly. The gong and cymbal players are in sync with the drum.

4. Body and Footwork Coordination (1 point)

Very Good

Good

Okay

.75 to 1.0

.5 to .75

< .5

A variety of body and footwork are displayed, such as the seven star stance, unicorn (kirin) stance, kneeling down, stepping, jump steps, sliding, cross steps, turning and tailing, etc.

5. Equipment Setup and Design, Lion Costumes, Etiquette, Theme, Props (1 point)

Very Good

Good

Okay

.75 to 1.0

.5 to .75

< .5

Score Summary:

Excellent

Very Good

Good

Okay

9.5 to 9.99

9.0 to 9.5

8.5 to 9.0

8.0 to 8.5

The majestic lion of heaven brings the fortunes of good luck, wealth, and happiness to all those who are within the sound of his music.

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Traditional Dragon Dance

Dragon Dance Competition Rules

Team Requirements: No more than 16 people per team including Dragon Members, Dragon Ball, Drummer, and Musicians.
Routine Requirement: The Dragon must bow 3 times to begin and end the routine. Otherwise, points will be deducted.
Ring Size: 40 ft. x 60 ft.
Time Limit:
7 to 15 minutes. Every minute more or less is a .5 point deduction.
Scoring
1. Form and Spirit (3 points)

Very Good

Good

Okay

2.5 to 3

2.0 to 2.5

< 2

Choreography of the routine should be rich, ingenious, novel, and unique. Show maneuvers such as traveling, turning, rolling, but emphasis given to drama showmanship.

2. Movement Difficulty (3 points)

Very Good

Good

Okay

2.5 to 3

2.0 to 2.5

< 2

Dragon shows variety of movements including cruising, rolling, tumbling, vaulting, wrapping around, etc. interspersed with other movements. Show a variety of human efforts to adjust the gesture, amplitude, speed, etc. and show different static or dynamic dragon techniques.

3. Music Coordination (2 points)

Very Good

Good

Okay

2.5 to 3

2.0 to 2.5

< 2

Melody, music speed, strength, etc. is coordinated with the dragon movement.

4. Equipment Setup and Design, Etiquette, etc. (1 point)

Very Good

Good

Okay

.75 to 1.0

.5 to .75

< .5

Score Summary:

Excellent

Very Good

Good

Okay

9.5 to 9.99

9.0 to 9.5

8.5 to 9.0

8.0 to 8.5

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Grand Champion Criteria

CHIN WOO SHAOLIN GRAND CHAMPION AWARD

  • EXTENSION/ESCAPE FIGHTING
  • CROSS FIGHTING
  • BIG FIGHTING 1ST SECTION
  • GONG LI QUAN/POWER FIST
  • INTERCEPT/SECTION FIST

TWO GROUPS: 16 AND UNDER, 17 AND OVER
Male AND Female compete in separate GROUPS
Compete minimum 3 EVENTS OR MORE
Any 3 GOLDS out of 5 will make you a FINALIST
FINAL form is INTERCEPT/SECTION FIST

CHIN WOO EAGLE CLAW GRAND CHAMPION AWARD

  • LOHAN FIST
  • FIVE TIGER FIST
  • EIGHT STEP FIST
  • SMALL COTTON PALM
  • BIG COTTON PALM

TWO GROUPS: 16 AND UNDER, 17 AND OVER
Male AND Female compete in separate GROUPS
Compete minimum 3 EVENTS OR MORE
Any 3 GOLDS out of 5 will make you a FINALIST
FINAL form is LOHAN FIST

CHIN WOO PRAYING MANTIS GRAND CHAMPION AWARD

  • CRUSH STEP / Bengbu
  • AVOID FORCE / Duogan
  • PIERCING FIST / Chachui
  • BIG WHIRLWIND / Dafanche
  • EIGHTEEN HANDS / Shibashou

TWO GROUPS: 16 AND UNDER, 17 AND OVER
Male AND Female compete in separate GROUPS
Compete minimum 3 EVENTS OR MORE
Any 3 GOLDS out of 5 will make you a FINALIST
FINAL form is CRUSH STEP BOXING / Bengbu

ADVANCED LEVEL TITLES:

*There will be one award for each of the following categories. Male and female do not have separate awards. Seven awards total.*

LEGENDS OF TRADITIONAL KUNG FU – FORMS GRAND CHAMPION:

Division: Advanced, Adult or Executive, Traditional Forms & Weapons, Men & Women

Criteria: Rank 1st in ALL required events: (2-3 man sets, Chin Woo, Wing Chun events & group events do not apply):

  • 1 Traditional Barehand event (does not include Open events)
  • 1 Traditional Short Weapon (straight sword or sabre; Open Events do not apply)
  • 1 Traditional Long Weapon (staff or spear; Open Events do not apply)
  • 1 Traditional Individual Other Form or Weapon (must sign up under the Traditional Kungfu Category of External Events.

Competitor CANNOT do the same form as in the other qualifier events for Grand Champion)

Finals: Competitors that meet the ranking criteria will compete for the Grand Champion title on Sunday. Finalists will do ONE external barehand routine of their choice.

LEGENDS OF MODERN WUSHU – FORMS GRAND CHAMPION:

Division: Advanced, Adult or Executive, Modern Wushu Forms & Weapons, Men & Women

Criteria: Rank 1st in ALL required events: (2-3 man sets, Wing Chun events, Chin Woo & group events do not apply):

  • 1 Wushu Barehand event (Changquan or Nanquan – Open Events do not apply)
  • 1 Wushu Short Weapon (Sword, Sabre, or Nandao – Open Events do not apply)
  • 1 Wushu Long Weapon (Staff, Spear, or Nangun – Open Events do not apply)
  • 1 Wushu Individual Other Form or Weapon (must sign up under the Modern Wushu Category of External Events. Competitor CANNOT do the same form as in the other qualifier events for Grand Champion)

Finals: Competitors that meet the ranking criteria will compete for the Grand Champion title on Sunday. Finalists will do either Changquan or Nanquan.

LEGENDS OF KUNG FU – JUNIOR FORMS GRAND CHAMPION:

Division: Kids & Juniors (level: 2 years or more), Teens (advanced)

Criteria: Competitors may compete in as many individual events as they want. 10 points are given for 1st, 7 for 2nd, and 5 for 3rd. Group events, 2-3 Person Sets, & Chin Woo Forms do not apply.

Finals: Highest total points in kids, juniors, and teens divisions compete against each other in one barehand form of choice on Sunday.

LEGENDS OF TAIJI – FORMS GRAND CHAMPION:

Division: Advanced, Adult or Executive, Men & Women

Criteria: Rank 1st in ALL required events (group events do not apply):

  • 1 of the 5 major Taiji Barehand events (Chen, Yang, Wu (Hao), Wu, Sun)
  • 1 Internal Barehand (other Taiji, other internal form, or another one of the 5 major styles of Taiji not used for first criteria)
  • 1 Internal Weapon

Finals: Qualifiers compete in Taiji Straightsword on Sunday.

LEGENDS OF WING CHUN – WING CHUN GRAND CHAMPION:

Division: Advanced, Adult or Executive, Men & Women

Criteria: Any 3 GOLDS out of 5 will make you a FINALIST

    • Wing Chun Hand Form (Sil Lim Tao, Chum Kiu, or Bil Gee)
    • Wing Chun Weapon (Bot Jam Knife or Luk Dim Boon Pole)
    • Wooden Dummy Form
    • Lug Sau
    • Chi-Sau

Finals: Wooden Dummy Form

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