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Saturday, 10 May 2008

Start of a Contest

Prior to a contest (shiai) one contestant is assigned a blue or red sash to wear in addition to their obi (belt) and/or they will be asked to wear a blue Judogi. After the contestants have bowed and stepped forward, the referee announces hajime (begin) to start the contest.

Scoring a Contest

Scores: Ippon (full point)
Waza-ari (almost ippon, half point)
Yuko (almost waza-ari)
Koka (almost yuko) 

Penalties

Hansoku-make (very serious violation, ippon to the opponent)
Keikoku (serious violation, waza-ari to the opponent)
Chui (violation, yuko to the opponent)
Shido (minor violation, koka to the opponent)

 

Objective

In Judo competition the objective is to score an ippon (one full point). Once such a score is obtained the competition ends. An ippon can be scored by one of the following methods:

Executing a skillful throwing technique which results in one contestant being thrown largely on the back with considerable force or speed.
Maintaining a pin for 25 seconds.
One contestant cannot continue and gives up.
One contestant is disqualified for violating the rules (hansoku-make).
Applying an effective armbar or an effective stranglehold (this does not usually apply for children).
Earning two waza-ari (half point). A waza-ari can be earned by: 1) a throwing technique that is not quite an ippon (for example the opponent lands only partly on the back, or with less force than required for ippon); 2) holding one contestant in a pin for 20 seconds; or 3) when the opponent violates the rules (keikoku).
If the time runs out with neither contestant scoring an ippon, then the referee will award the win to the contestant who has the next highest score. For example a contestant with one yuko would win against an opponent who scored 4 kokas.

Referee Signals

Ippon (full point): Opponent is thrown on the back with force, or held under control on the mat for 25 seconds.

Waza-ari (near ippon): Throw is not completely successful, or opponent is held under control for at least 20 seconds.

Yuko (almost waza-ari): Throw is partially successful, or opponent is held under control for 15 to 20 seconds.

Koka (almost yuko): Opponent is thrown with some force but not on the back, or opponent is held under control for at least 10 seconds.

Osaekomi (mat hold begins): Opponent is held under control on his or her back and the time starts.

Matte (stop): Match is stopped temporarily and the time clock pauses.

Last Updated ( Thursday, 15 May 2008 )
 
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