Sunday, September 30, 2007

Tips on Defense

When on the defensive there are some key elements and concepts to keep in mind to be successful in your counter-attacks and evasion skills. Although these are not rules chiselled in stone and never to be broken, they are fairly accurate for most situations and have been helpful in my own training as well as people I have trained.

A direct counter-attack is usually the most devastating type of counter-attack because it is designed to stop the opponent dead in their tracks before they can execute their technique.
The best time to counter an opponent’s attack is on their approach footwork. An example would be an opponent crosses their rear-foot behind their front foot to execute a sidekick. So therefore hit them while they are crossing behind.
Always keep your elbows positioned so that your rib-cage is protected at all times.
On a regular basis practice counter-attacks that can be used in almost all situations. For example the defensive sidekick can be used in just about any situation at medium to far range. Don’t think you have to memorize every way to counter an opponent, rather just concentrate on 4 to 6 techniques that are once again useful in almost all situations.
Use the K.I.S.S. rule. KEEP IT SIMPLE STUPID! When an opponent throws a punch at your head a part of their body becomes open. When an opponent throws a punch at your body a part of their head becomes open.
When countering a charging kicker another great time to hit them is when they are on one foot because their balance will be much poorer. Also it is harder to avoid the counter-attack because you can’t run away when you are on one foot. If you don’t have time to counter with a kick or a punch and your opponent’s attack is coming in really fast, the next best thing to do is either step into the attack, thus jamming/or smothering it rendering it harmless. Another option you have for the situation described is to quickly sidestep and execute a circular footwork technique destroying any chance of your opponent being able to implement a combination attack.
When on the defensive backing up in a straight line should always be your last option. Countering with a punch or kick, stepping forward jamming the opponent’s technique, or sidestepping is best from a tactical point of view. If you back up in straight-line to avoid an opponent’s technique you risk having them set you up with combination attack.
It is more important to keep the rear hand (guard) up than the front hand because if you get hit on your open side you can’t bend over to roll out of the technique. When someone takes a shot at your head on the blindside you can lean your head out of the way to avoid the blow or pull your lead shoulder in to your jaw to protect. When taking heavy unavoidable shots pulling your shoulder into your chin will prevent you from getting knocked out.
Never stand flat-footed with your knees straight. Always keep your knees slightly bent coiled like springs so that you can move in any direction easily.
On a regular basis practice evasion, blocking and covering-up drills. When sidestepping an opponent you must wait until the last split second to move. If you move too soon they will be able to follow you. If you move too late you’ll be hit.
Never take your eyes off your opponent. Use your peripheral vision when fighting to enable you to see the opponent’s whole body. In order to read your opponent’s intentions one must be able to see the opponent’s hips, knees, shoulders and head. In a lot of cases opponent’s give away their intentions of attacking through their facial expressions. Some styles of martial arts say that you should always maintain eye contact with your opponent and that the eyes are the gateway to the soul. Realistically you can not rely on this method because this type of telegraphing is more commonly seen in beginners or inexperienced fighters. An experienced intelligent fighter usually has developed what some call a “poker face”. The best fighters can fight without emotion which puts them tactically in a better predicament because you never really know what theyre up to until the last split second.
Never show fear. This only builds your opponent’s confidence if they know you’re uncomfortable. Always try to look relaxed and confident. This has a way of putting your opponent on edge and nervous. When an offensive opponent is nervous or scared they have a tendency to be less aggressive or less committed to their attack which in turn decreases their fighting ability.
Remember that humans are extremely visually orientated creatures and are easily lead into certain types of reactions by what they see. Combat is based mostly on sight alone so one must learn to utilize every possible element to bring about success.
COMBINATION ATTACKING

The science of combination attacking is not as difficult to understand as some may think. However to accurately land combination attacks on your opponent is another story. Strong mental and physical skills for this art are quite demanding. Practice on a daily basis is necessary from the competitor to move quickly and fluently without hesitation. Hesitation is probably the biggest reason why combination attacks usually fail. Although there are many other variables that can ruin an attack sequence.Your first initial movement is extremely important during an attack sequence because of many reasons. Your first initial movement can be used to:

Set your opponent up for your second move. Cover distance between you and your opponent. Check your opponent’s reaction time. Check your opponent’s response to that technique to see where a possible weakness or opening may lie. Draw your opponent to counter-attack or engage.
Raise or lower your opponent’s guards.
2-KICK-COMBINATIONS

Two kick combinations are very simple and to the point. The initial kick is used to set up for the second kick. So in other words your first move can also be considered as a fake. Keep in mind your fake must seem real enough to your opponent so that they will react properly to your set-up. Your first move doesn’t necessarily need to connect it just has to look like it has the potential of connecting. In the following you will see how to scientifically score on your opponent with two-kick-combination attacks.

OPEN-STANCE

REAR-LEG ROUNDHOUSE KICK (LOW), REAR-LEG ROUNDHOUSE KICK (HIGH)

Starting from a solid fighting stance execute a rear-leg roundhouse kick to the opponent’s mid- section to draw their guards down low. Then quickly execute another rear-leg roundhouse kick (with the opposite foot) to the opponent’s head.
REAR-LEG ROUNDHOUSE KICK (LOW), TURN-BACK KICK (LOW)

Starting from a solid fighting stance execute a rear-leg roundhouse kick to the opponent’s mid-section to draw their guards down low. Then quickly execute turn-back kick to the opponent’s mid-section.
REAR-LEG ROUNDHOUSE KICK (LOW), REAR-LEG AXE-KICK (HIGH)

Starting from a solid fighting stance execute a rear-leg roundhouse kick to the opponent’s mid-section to draw their guards down low. Then quickly execute a rear-leg axe-kick high to the opponent’s head.
REAR-LEG ROUNDHOUSE KICK (LOW), SPINNING HOOK-KICK (HIGH)

Starting from a solid fighting stance execute a rear-leg roundhouse kick to the opponent’s mid-section to draw their guards down low. Then quickly execute a spinning hook-kick high to the opponent’s head.
REAR-LEG ROUNDHOUSE KICK (LOW), SPINNING ROUNDHOUSE KICK (HIGH)

Starting from a solid fighting stance execute a rear-leg roundhouse kick to the opponent’s mid-section to draw their guards down low. Then quickly execute a spinning roundhouse kick to the opponent’s head.
CLOSED-STANCE

LEAD-LEG FRONT KICK (LOW), BACK-LEG ROUNDHOUSE (HIGH)

Starting from a solid fighting stance execute a lead-leg front kick to the opponent’s mid-section to draw their guards down low. Then quickly execute a back-leg roundhouse kick the opponent’s head.
LEAD-LEG FRONT KICK (LOW), TURN-BACK KICK (LOW)

Starting from a solid fighting stance execute a lead-leg front kick to the opponent’s mid-section to draw their guards down low. Then quickly execute a turn-back kick to the opponent’s mid-section.
LEAD-LEG FRONT KICK (LOW), SPINNING HOOK-KICK (HIGH)

Starting from a solid fighting stance execute a lead-leg front kick to the opponent’s mid-section to draw their guards down low. Then quickly execute a spinning hook-kick high to the opponent’s head.
SIDEKICK (LOW), TURN-BACK KICK (LOW)

Starting from a solid fighting stance execute a lead-leg sidekick to the opponent’s mid-section to draw their guards down low. Then quickly execute a turn-back kick to the opponent’s mid-section.
LEAD-LEG AXE KICK, SPINNING HOOK-KICK (HIGH)

Starting from a solid fighting stance execute a lead-leg axe-kick towards the opponent’s blindside to draw their guards to the blindside of the their head. Then quickly execute a spinning hook-kick high to the opponent’s head.
LEAD-LEG AXE KICK, TURN-BACK KICK (LOW)

Starting from a solid fighting stance execute a lead-leg axe-kick towards the opponent’s blindside to draw their guards to the blindside of the their head. Then quickly execute a turn-back kick to the opponent’s mid-section.
LEAD-LEG AXE KICK, LEAD-LEG ROUNDHOUSE (LOW)

Starting from a solid fighting stance execute a lead-leg axe-kick towards the opponent’s blindside to draw their guards to the blindside of the their head. Then quickly execute a lead-leg roundhouse kick to the opponent’s mid-section.
TURN-BACK KICK (LOW), TURN BACK KICK (LOW)

Starting from a solid fighting stance execute a penetrating turn-back kick to the opponent’s mid-section to drive them backward. Then quickly execute another turn-back kick to the opponent’s mid-section or rib-cage.
BACK-LEG AXE KICK (OUTSIDE-INSIDE), SPINNING HOOK-KICK (HIGH)

Starting from a solid fighting stance execute an outside-inside back-leg axe kick to the blindside of the opponent’s head. Then quickly execute a spinning hook-kick high to the opponent’s head.
BACK-LEG AXE KICK (OUTSIDE-INSIDE), BACK-LEG ROUNDHOUSE (LOW)

Starting from a solid fighting stance execute an outside-inside back-leg axe kick to the blindside of the opponent’s head. The quickly execute a back-leg roundhouse kick low to the opponent’s mid-section.
REAR-LEG FRONT KICK (LOW), TURN BACK KICK (LOW)

Starting from a solid fighting stance execute a rear-leg front kick to the opponent’s mid-section to push them backwards. Then quickly execute a turn-back kick to the opponent’s mid-section or rib-cage.
REAR-LEG FRONT KICK (LOW), SPINNING HOOK-KICK (HIGH)

Starting from a solid fighting stance execute a rear-leg front kick to the opponent’s mid-section to push them backwards. Then quickly execute a spinning hook-kick high to the opponent’s head.
3-KICK-COMBINATIONS

CLOSED-STANCE

LEAD-LEG AXE KICK, BACK-LEG AXE KICK, SPINNING HOOK-KICK

From a solid fighting stance execute a lead-leg axe kick toward the blindside of the opponent’s head to draw your guards up high. Then quickly execute a turn-back kick to your opponent’s mid-section to draw your opponent’s guards down low. Then to finish off execute a spinning hook-kick high to your opponent’s head.
BACK-LEG ROUNDHOUSE KICK (LOW), BACK-LEG ROUNDHOUSE KICK (LOW), BACK-LEG AXE KICK

From a solid fighting stance execute a back-leg roundhouse kick mid-section level to draw the opponent’s guards/defenses low to the opponent’s blindside. Then execute another rear-leg roundhouse kick to the opponent’s open-side to draw their guards/defenses low to the opponent’s low to the opponent’s open-side. Then to finish off execute a back-leg axe kick to the opponent’s head from their blindside.
LEAD-LEG FRONT KICK (LOW), BACK-LEG FRONT KICK (LOW), TURN-BACK KICK (LOW)

From a solid fighting stance execute a lead-led front kick low to push the opponent backwards. Then execute a back-leg front kick low to push the opponent backwards again. Then to finish off execute a turn-back kick to the opponent’s mid-section.
OPEN-STANCE

BACK-LEG ROUNDHOUSE KICK (LOW), LEAD-LEG ROUNDHOUSE KICK (HIGH), TURN-BACK KICK (LOW)

From a solid fighting stance execute a back-leg roundhouse kick mid-section level to draw the opponent’s guards/defenses low to their open-side. Then execute a lead-leg roundhouse kick head-level to draw their guards/defenses up high. Then to finish off execute a turn-back kick to the opponent’s mid-section.
REAR-LEG FRONT KICK (LOW), SPINNING ROUNDHOUSE KICK (LOW), SPINNING HOOK-KICK (HIGH)

From a solid fighting stance execute a rear-leg front kick mid-section level to push the opponent backwards. Then execute a spinning roundhouse kick mid-section level to draw the opponent’s guards down low to their open-side. Then to finish off execute a spinning hook-kick high to the opponent’s head.
LEAD-LEG FRONT KICK (LOW), REAR-LEG ROUNDHOUSE KICK (LOW), SPINNING HOOK-KICK (HIGH)

From a solid fighting stance execute a lead-leg front kick mid-section level to push the opponent backwards. Then execute a rear-leg roundhouse kick mid-section level on the opponent’s open-side. Then to finish off execute a spinning hook-kick high to the opponent’s head.
LEAD-LEG AXE KICK (HIGH), REAR-LEG FRONT KICK (LOW), TURN-BACK KICK (LOW)

From a solid fighting stance execute a lead-leg axe kick coming up on your opponent’s open-side. Then execute a rear-leg front kick mid-section level to push them backward. Then to finish off execute a turn-back kick to the opponent’s mid-section.
DRAWING COMBINATION ATTACKS

OPEN-STANCE

SIDEKICK (LOW), TURN-BACK KICK (LOW)

Starting from a solid fighting stance execute a lead-leg sidekick towards the opponent’s mid-section. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a rear-leg roundhouse kick, but before you they can finish you execute a turn-back kick to their mid-section.
LEAD LEG AXE-KICK, SPINNING HOOK-KICK (HIGH)

Starting from a solid fighting stance execute a lead-leg axe kick towards the open side of your opponent’s head. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a rear-leg roundhouse kick, but before you they can finish you quickly execute a spinning hook-kick high to the head.
LEAD-LEG FRONT KICK (LOW), TURN-BACK KICK (LOW)

Starting from a solid fighting stance execute a lead-leg front kick mid-section level to push your opponent backward. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a rear-leg roundhouse kick, but before they can finish you quickly execute a turn-back kick to the mid-section.REAR-LEG FRONT KICK (LOW), TURN-BACK KICK (LOW)
Starting from a solid fighting stance execute a rear-leg front kick mid-section level to push your opponent backward. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a spinning hook-kick, but before they can finish you quickly execute a turn-back kick to the mid-section.
CLOSED-STANCE

BACK-LEG ROUNDHOUSE KICK (LOW), SPINNING HOOK-KICK (HIGH)

Starting from a solid fighting stance execute a back-leg roundhouse kick mid-section level towards your opponent’s blind-side. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a rear-leg roundhouse kick, but before they can finish you quickly execute a spinning hook-kick high to the head.
BACK-LEG FRONT KICK (LOW), INSIDE-OUTSIDE AXE KICK (HIGH)

Starting from a solid fighting stance execute a back-leg front kick mid-section level to push your opponent backward. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a rear-leg roundhouse kick, but before they can finish you quickly execute an inside-outside axe kick to the open-side of your opponent’s face.LEAD-LEG FRONT KICK (LOW), BACK-LEG FRONT KICK (LOW)
Starting from a solid fighting stance execute a lead-leg front kick mid-section level to push your opponent backward. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a turn-back kick, but before they can finish you quickly execute a back-leg front kick to the opponent’s hip area knocking them off balance short circuiting their movement.LEAD-LEG ROUNDHOUSE KICK (LOW), TURN-BACK KICK (LOW)
Starting from a solid fighting stance execute a lead-leg roundhouse kick mid-section level towards your opponent’s open-side. The opponent steps backwards switching sides to avoid being hit and then attempts to counter-attack with a rear-leg roundhouse kick, but before they can finish you quickly execute a turn-back kick to the opponent’s mid-section.REAR-LEG FRONT KICK (LOW), REVERSE PUNCH (LOW)
Starting from a solid fighting stance execute a rear-leg front kick mid-section level to push the opponent backward. The opponent skips backwards to avoid being hit and then attempts to counter-attack with a rear-leg roundhouse kick, but before they can finish you quickly execute a reverse punch to the mid-section.
OTHER TIPS

Single attacks are used most frequently in Tae Kwon Do competition.

Counter attacks : These have the highest succes rate in terms of scoring a point when compared to all other attack styles.

In descending order, the Attacks used most frequently in taekwondo competition are : roundhouse kick to the body, backkick to the body, axe kick to the face, roundhouse kick to the face, pushing kick to the body, punching to the body, hook kick to the head, front kick to the body, and spinning wheel kick to the head.

In descending order,Techniques That Score The Most Points are:
roundhouse to the body, backkick to the body, roundhouse to the face, axe kick to the face, axe kick to the body, spinning wheel kick to the face.

In descending order, The Most Successful Attacks are:
backkick to the body, roundhouse to the face, roundhouse to the body, axe kick to the face, spinning wheel kick to the face, pushing kick to the body.

Tips On Kicking

Always keep the kicking leg’s knee as high as possible when chambering for a kick.This allows for

Greater power: A kick the travels parallel to the ground will have the greatest impact.
More targets to chose from: From a high position it is possible to redirect the kick to nearly any target, this is much harder to do when the knee is chambered low.
Lengthens the opponents reaction time: Since a kick can be delivered either high or low the opponent does not know where the target will be.
Multiple kicks: With the knee kept high after a kick the leg is rechambered and ready to strike. If the knee is dropped while recoiling it must first be raised again in order to deliver a second or third technique, resulting in a slower kick. This is the key to delivering multiple kicks effectively.
Five Steps To Accelerate the Learning Process

Watch the technique being demonstrated and examine it closely. Now close your eyes and see the entire technique being executed in your minds eye, just as it was demonstrated. If any portion is unclear go back and watch it being demonstrated until you can perfect the movement in your mind’s eye.
This time imagine , or see, in your mind’s eye, yourself performing the technique. See yourself performing the technique in slow motion first. Then speed up the imagery a little faster, until you can see yourself performing the technique perfectly at full speed.
The next step is to see yourself performing the technique through your own eyes. Instead of seeing the technique from the outside, imagine it with you as the fighter. Imagine what you would see from your own eyes. Consider what you would hear, and what you would feel through your hands, knees, and elbows.
The next step is to physically practice the technique with a partner. As you do this, make small adjustments in the areas where your imagery may have not been completely accurate. Refine steps 2 and 3 now that you have the physical experience of performing the fighting technique.
The last step is a continuous one. Once you’ve got a clear and precise image of the technique, and you’re physically trained to execute the technique, then you should begin to imagine different fighting scenarios. As you’re walking, sitting,standing, or whatever, imagine ( you don’t have to close your eyes) being attacked from various directions and see your response. Evaluate your response.
This five step process may seem strange at first. However this is the same mental process that highly skilled athletes use in the pursuit of mastering their particular skills. This process has been proven to accelerate the learning curve of any physical skill.

To learn more, click here to get some books on TKD strategies.

Competition Tips

10 Do’s for successful sparring ring management

Be in proper shape, so you are not concerned about losing your wind. If you do start to get tired, then move around your opponent without attacking until your wind is back.
Have a proper stance: 50/50 or weight slightly forward. A rear weighted stance implies defensive and defeated posture. Be on the balls of your feet and be prepared to move in any direction.
Be the first to score. If you are not first, then do whatever is necessary to get on top. Once you are ahead, then you can work on your counterattack game.
Defeat a charging opponent with circular movement, defeat a circular moving opponent by cutting off the ring.
Use body and movement faking to test how your opponent reacts. When you attack, do it directly and as fast as possible. Be random in your movements so you will not be timed.
Use faking and footwork to score first from a far range. Close the distance with techniques instead of charging in.
Always finish with the last technique (kick out) in any close quarters fighting, only move away upon an effective score, or break by the referee.
Have a positive and confident attitude. Project this attitude through your body language and eyes.
Kiap when you score, as this can effect the judges opinion. If you get scored upon do not react, as this will ensure judges scoring against you.
Use simple techniques first, then move on to more complex techniques as the fight progresses. For example, strike to the body first with fast quick kicks, later go to the head with jumping or spinning techniques.

Friday, September 28, 2007

Current Olympic Rules / Competition Rules

Competitors may register and compete in one rank category only. Players must supply their own suitable equipment, in good condition chest protector, head gear, groin guard, mouth guard, shin & instep. Forearm guards are also recommended. A proper martial arts uniform is required, ideally a white Taekwondo v-neck.

It may be arranged that an inspection table be setup. This is best, but the referee may still reject equipment or it's adjustments if he/she feels the competitor(s) is at risk.

Contest Area
The contest is conducted on an ten meter by ten meter square, called the contest area. Twelve-meter surrounds this area by twelve-meter square called the competition area. The inside line is the ALERT LINE. The outside line is the BOUNDARY LINE. There are judges at ring edge and one center referee. The judge's job is to register the valid point when they see it. Penalties are indicated on the scoreboard as the center referee declares them. The referee's job is to open and close the match, declare penalties, declare the match results and in case of a tie score, declare the winner. The center referee also must ensure safety of the competitors, ensure a fair game and promote ideal technique by managing the match through application of the rules.
There are six ways to win
Taekwondo contests (this is a contest, not a fight:) have very specific and complex rules and regulations designed to ensure the safety of the competitors, to create a fair environment in which to compete and to promote ideal and appropriate technique. The object of the contest is to demonstrate technical superiority over ones opponent.
1. Win by K.O.
2. Win by Referee Stop Contest (RSC)
3. Win by score or superiority
4. Win by withdrawal
5. Win by disqualification
6. Win by Referee’s punitive declaration

Scoring, Permitted area & technique
The corner judges are looking for power, accuracy and permitted technique applied to the legal scoring area when determining the valid point.
The part of the body from the top of the hips to the collarbone that is covered by the chest protector is permitted are for hand (fore fist only) and foot (below the ankle) technique. The colored portions are the scoring areas. The head and face (including the throat) form approximately the ears forward and the top of the forehead down is a legal scoring area for foot technique only.

Hand signals are used as a universal way to indicate warnings and penalties to the competitors and judges. Solely the center referee performs these. The corner judges award points. At the ring head is a table where a score keeper records points and a timekeeper records and indicates round & break ends. (Time is shouted and in the case of a round end, a wrapped belt is tossed into the ring to attract the referee's attention)

Prohibited Acts
There are two kinds of prohibited acts, Kyong-Go (Warning) and Gam-Jeom (Deduction point). Two warnings equals one full minus point. If the competitor accumulates a total of three minus points he/she shall be disqualified. Prohibited acts are defined as follows: Please view the PFD document above or attend the WTF site for current details.
Kyong-Go
Gam-jeom





Article 14. Prohibited Acts WTF Competition Rules & Interpretation 2002

1. Penalties on any prohibited acts shall be declared by the Referee.
2. In the case of multiple penalties being committed simultaneously, the heavier penalty shall be declared.
3. Penalties are divided into "Kyong-go" (warning penalty) and "Gam-jeom" (deduction penalty).
4. Two "Kyong-gos" shall be counted as deduction of one (1) point. However, the odd "Kyong-go" shall not be counted in the
grand total.
5. A "Gam-jeom" shall be counted as minus one (-1) point.
6. Prohibited acts: "Kyong-go" penalty
1) Interference with the progress of the match
a. Crossing the Boundary Line
b. Falling down
c. Evading by turning the back to the opponent
2) Undesirable acts
a. Grabbing the opponent
b. Holding the opponent
c. Touching the opponent with the hand or the trunk
d. Pretending injury
e. Butting or attacking with knee
f. Attacking the groin
g. Stamping or kicking any part of the leg or foot
h. Hitting the opponent’s face with hands or fist
i. Interrupting the progress of the match on the part of contestant or the coach
j. Avoiding the match
7. Prohibited acts: "Gam-jeom" penalty
1) Interference with the progress of the match
a. Throwing down the opponent by grappling the opponent’s attacking foot inthe air with the arm or by pushing the opponent
with the hand
b. Intentionally attacking the fallen opponent after declaration of "Kal-yeo"
c. Intentionally attacking the opponent’s face with fist
2) Undesirable acts
a. Temporary suspension of the match due to violent remarks or behaviors on the part of the contestant or the coach
8. When a contestant intentionally refuses to comply with the Competition Rules or the Referee’s order, the Referee may
declare the contestant loser by penalty after 1 (one) minute.
9. When the contestant receives minus three (-3) points, the Referee shall declare him/her loser by penalties.
10. "Kyong-go" and "Gam-jeom" shall be counted in the total score of the three rounds.
(Interpretation)
Objectives in establishing the prohibited acts:
1. To protect the competitor
2. To ensure fair competition management
3. To encourage appropriate or ideal techniques
(Explanation #1) Multiple penalties being committed simultaneously:
In this instance, only the severer penalty may be assessed. For instance, if a "Kyong-go" penalty and a "Gam-jeom"
occur simultaneously, the "Gam-jeom" must be assessed. If both violations are of equal severity, the Referee will use
his/her own discretion in choosing which penalty to declare.
(Explanation #2) Two "Kyong-gos" shall be counted as a deduction of one (1) point:
However, the final odd "Kyong-go" shall have no value in the total score. Every two "Kyong-gos" shall count as minus
one point regardless of whether the committed violations are the same or different acts, and regardless of the round in
which they occur.
(Explanation #3) Prohibited acts: Kyong-go
1. Interference with the progress of the match
1) Crossing the Boundary Line
When both feet of a contestant move out of the Boundary Line, the Referee shall give a "Kyung-go" penalty
immediately.
2) Falling down
In case a contestant falls down due to the opponent’s prohibited acts, "Kyong-go" penalty shall not be given to the
contestant, and penalty shall be given to the opponent. Although a contestant falls down while performing a
technique or attacking, "Kyong-go" shall be given. In case both contestants fall down, the one who falls
down intentionally or falls down first will be given the penalty.
3) Evading by turning the back to the opponent
This act involves turning the back to avoid the opponent’s attack and this act should be punished as it expresses
the lack of fair play spirit and may cause a serious injury. Same penalty should also be given to evading the
opponent’s attacks by bending down the waist level or crouching.
2. Undesirable acts
1) Grabbing the opponent
This includes grabbing any part of the opponent’s body, uniform or protective equipment with the hands. Also
included is the act of grabbing the foot or leg or hooking either one on top of the forearm.
2) Holding the opponent with the hand or arm
Pressing the opponent’s shoulder with the hand or arm, hooking the opponent’s body with the arm with the
intention of hindering the opponent’s motion. If during the competition the arm passes beyond the opponent’s
shoulder or armpit for the abovementioned purpose, a penalty must be declared.
3) Touching the opponent with the hand or the trunk
Pushing the opponent with the hand, or stretches the arms and takes down.
4) Pretending injury
Punishing the absence of the spirit of fair play is the intention of this sub-article. This means exaggerating injury
or indicating pain in a body part not subjected to a blow for the purpose of demonstrating the opponent’s action
as a violation, and also exaggerating pain for the purpose of elapsing the game time. In this case, the Referee
shall give the indication to continue the match to the contestant two times with five (5) seconds interval, and then
shall give "Kyong-go" penalty unless the contestant follows the instruction of the Referee.
5) Butting or attacking with the knee or forehead
This article refers to an intentional butting or attacking with the knee when in close proximity to the opponent,
However, actions of attacking with the knee that happen in the following situations cannot be punished by this
article:
a. When the opponent rushes in abruptly at the moment of performing foot techniques.
b. Inadvertently, or as the result of a discrepancy in distance in attacking.
6) Attacking the groin
This article applies to an intentional attack to the groin. When a blow to the groin is caused by the recipient of the
blow or occurs in the course of an exchange of techniques, no penalty is given.
7) Stamping or kicking any part of the leg or foot
This article applies to strong kicking or stamping actions to any part of the thigh, knee or shin for the purpose of
interfering with the opponent’s technique. No penalty will be given to those actions that occur through inadvertent
contacts or normal technical exchanges.
8) Hitting the opponent’s face with the hands or fist
This article includes hitting the opponent’s face with the hand (fist), wrist, arm, or elbow. However, unavoidable
actions due to the opponent’s carelessness such as excessively lowering the head or carelessly turning the body
cannot be punished by this article.
9) Interrupting the progress of the match on the part of the contestant or the coach
This includes:
- When a coach leaves the designated Coach’s Mark during the match creating a disturbance or intentionally
leaving the Competition Area.
- When a coach goes around the Competition Area with a purpose of interfering with the progress of the match or
making a protest against the Referee’s decision.
- When a coach or contestant gestures to indicate scoring or deduction of points.
10) Avoiding the match
- In case a contestant avoids the fighting with no intention to attack. The penalty shall be given to the one more
defensive and steps back more frequently.
(Explanation #4) When both contestants get too close, it is permitted to push the opponent with the fist.
However, the use of the hands on the purpose to fall the opponent down is prohibited and penalty shall be
declared.
(Explanation #5) The Referee may use his/her own discretion to give "Joo-eui" (Caution) before giving "Kyong-go"
penalty to a contestant for his/her undesirable acts. However, the use of "Jooeui" shall be permitted twice at the
maximum, and "Kyong-go" penalty shall be declared for the third commitment. If the act is considered
intentional, "Kyong-go" shall be declared without prior "Joo-eui". "Joo-eui" shall not be used for the act of
"Interference with the progress of the match."
(Explanation #6) Prohibited acts: "Gam-jeom" penalty
1. Interference with the progress of the match
a) Intentionally throwing down the opponent by grappling the opponent’s attacking foot in the air with the arm
or pushing the opponent with the hand.Action to interfere with the opponent’s attack by grappling the
opponent’s foot in the air or pushing with the hand.
b) Attacking the fallen opponent after "Kal-yeo" This action is extremely dangerous due to the high probability
of injury to the opponent. The danger arises from:
- The fallen opponent might be in a state of unprotectedness in that moment.
- The impact of any technique which strikes a fallen contestant will be greater due to the contestant’s
position. These types of aggressive actions toward a fallen opponent are not in accordance with the spirit
of Taekwondo and so are not appropriate to Taekwondo competition. With this regard, penalties should
be given on attacking the fallen opponent intentional or unintentional. "Gam-jeom" penalty should be
given in case a contestant attacks or pretends to attack the fallen opponent intentionally.
c) Intentionally attacking the opponent’s face with fist. A "Gam-jeom" penalty shall be given to the one who
has committed any of the following by the Referee’s own decision:
- When the starting point of the fist attack was over the shoulder.
- When the fist attack was made upward.
- When the attack was made in a close distance for the purpose of causing an injury, not as a part of
technical exchanges.
2. Undesirable acts
a) A temporary suspension of the match due to violent remarks or behaviors on the part of the contestant or
the coach. In this instance, the undesirable behaviors include shouting, threatening the Referee, protesting
against the Referee’s decision in an illegal way. When misconduct is committed by a contestant or coach
during the rest period, the Referee can immediately declare the penalty and that penalty shall be recorded
on the next round’s results.
(Explanation #7) The Referee may declare the competitor the loser by penalty:
The Referee can declare a competitor loser without the accumulation of minus 3 (-3) penalty points when
the competitor or coach ignores or violates the basic principles of conduct or fundamental principles of the
Competition Rules or Referee’s directives. Particularly, if the competitor shows the intention to injure or
commit a flagrant violation in spite of the Referee’s cautionary directives, such a competitor must
immediately be declared loser by penalties.
(Explanation #8) When the contestant receives (-3) points the Referee shall declare him/her loser by
penalties: Minus three points means a total accumulation of -3 points, without regard to classification as
to "Kyong-go" or "Gam-jeom." When a contestant accumulates -3 points, that contestant is automatically
the loser. In this instance, the Referee must declare the other contestant winner unconditionally.

Tuesday, September 25, 2007

Tae Kwon Do Sparring

Tae Kwon Do is perhaps the most commonly practiced martial art in the world today. Developed in Korea, it is a combination of combat technique, self defense, exercise, sport, entertainment and philosophy. It is the national sport of Korea and an Olympic sporting event.

Tae Kwon Do sparring is generally divided into two forms: one-step sparring and free sparring.

One-step Tae Kwon Do sparring involves prearranged movements performed by two participants in concert. One of the participants employs punching and kicking techniques while the other uses various combinations of blocking and counterattacking techniques.

One-step sparring helps familiarize the students with the fundamentals of kicking, punching, and blocking movements. The students will learn to develop and manage their reaction time for accurate counterattacks. One-step sparring is essential in preparation for free Tae Kwon Do sparring.

Free sparring in Tae Kwon Do is the practical application of self defense techniques. The points of contact include the belt and above.

Typically, full contact is not permitted in free Tae Kwon Do sparring for safety reasons. Students are only allowed to strike specific target areas. Hand techniques, for example, may only be used on the front and side of the body from the belt to the shoulder. This also means that no hand technique may be delivered to the face or head.

Foot techniques may only be executed on the front and sides of the body from the belt to the head. Intentional kicks to the back and back of the head are strongly illegal. Also, there should be no throwing, knee attacks, head butts, or elbows are allowed. These rules are generally maintained by the World Tae Kwon Do Federation (WTF).

Taekwondo sparring tournaments consist of three rounds, each of which is three minutes, with a one minute rest period between rounds. In competition, matches are held in an 8×8 meter contest area in the center of a 12×12 meter competition area. A referee controls the match and enforces compliance with the rules. The event is judged by four corner judges who award the scores.

To learn more about sparring equipment click here.

The Amazing World of Tae Kwon Do

Tae kwon do is one of the most popular martial arts in the world. The word “Tae kwon do” means the way of the foot and fist. Like many other martial arts, Tae kwon do is practiced for self-defense, as a sport and exercise.

Tae kwon do is famed for its use of kicking techniques, which distinguish is from many other popular martial arts like “Karate” and “Kung-fu”. After years of constant practice and effort, students develop strength, flexibility, speed, balance and self-confidence, skills that will help them maintain a healthy life style.

Some common kicks used in Tae kwon do are the front kick, side kick, double side kick, turning kick, back kick, spin kick, jump kick, etc. In a sparring, the objective is to score points by kicking a special region of the opponent’s body; the head is two points, and the stomach area 1 point.

In order to score points and win the match, the fighter must combine different kicks and techniques to hit his objective or by K.O. .The fighter who has more points at the end of the third round wins the match.

Tae kwon do is a great sport that can change a person positively. The feeling of winning 1st place in a National or International tournament is incredible, especially after months of preparation, all that hard effort is worth it. What is more important, practicing this martial art will teach you about friendship, about how to keep fighting no matter the obstacle in your life. Taekwon do is not a hobby, it is more a life style.

Monday, September 24, 2007

What Are The Benefits Of Learning Tae Kwon Do Self Defense?

Koreans developed the martial art of tae kwon do nearly 2000 years ago, to aid in defence of their land and property.

Tae kwon do self defence is now one of the world’s most popular martial arts; and is an excellent way to learn to protect yourself.

Sadly, there are some people out there who want to attack you and take your property or threaten your life. Tae kwon do self defence can help with that; because this style of defence focuses less on attacking, and more on stopping attacks.

Tae kwon do self defence is a technique which teaches you how to use your own body coupled with speed, control and flexibility in order to be safe from potential attackers, as well as to help nab them.

Tae kwon do self defence consists of many techniques, but there are two predominant ones. Which are straight and hard, or circular and soft.

While using the hard technique, you will learn to block an attack with your arms and legs through your strength. Using the soft technique requires little power, as it is about turning the attacker’s strength and speed against them. Both of these techniques are potent when used properly.

Tae Kwon Do’s mental training can allow you to kick higher than you ever dreamed and also allow you to smash through wooden blocks or bricks.

Respect is one benefit from tae kwon do self defence training, as it builds self esteem, self belief, and confidence, which all who learn this discipline gain–young, old, and children.

Tae kwon do its self has only become globally popular since the 1950’s, during that time, it has become one of the world’s most frequently used and effective martial arts in a self defence situation.

Tae kwon do self defence is now an Olympic sport; its popularity is great enough that it will be around for centuries to come.

A Few Benefits of Tae Kwon Do Training

Tae Kwon Do is a true martial art, originating over 2000 years ago, with its roots in ancient Korea. Today, it is the world’s most widely practice martial art. As the name implies, Tae Kwon Do is more than a sport, it is a way of life. Tae Kwon Do is a modern martial art, characterized by its fast, high and spinning kicks. Tae Kwon Do is now of course, an official Olympic sport.

A cornerstone of Tae Kwon Do is the forms that are used to practice elements of fighting.

Tae Kwon Do is not just kicking (like many people believe). Yes, Tae Kwon Do does mostly involve kicks but one must also learn some things with fists and also how to block.

Tae kwon do is an incredible mixture of stretching muscles to their limits while stressing them to their limits anaerobically. However, the tremendous physical training is only part of the ultimate goal of Tae Kwon Do training. Training in Tae Kwon-do involves both individual and group activities which also help develop communication skills.

Tae Kwon Do is an excellent means of fitness training. Whether you’re looking to improve your confidence, improve your fitness, meet new people, or just to take up a new past-time, Tae Kwon Do is for everyone. Of course, you will also have a lot of fun as you improve your fitness, gain self-defense skills and learn the exciting Korean martial art of Tae Kwon Do. Tae Kwon Do training provides students with a positive way of life.

Tae Kwon Do is indeed an art form. The literal translation of Tae Kwon Do is “The Way of Kicking and Punching. While Tae Kwon Do is a fighting art, it does not encourage violent living. Tae Kwon Do, a highly disciplined activity, is used both as a form of self-defense and exercise. It is an effective and great way to unify the mind and body. Tae Kwon Do is a traditional Korean martial art designed to provide the ultimate in unarmed self-defense.

Tae Kwon Do Basic Information

What do you know about this Korean form of martial art? In Korea, it is practiced as the national sport, but it provides more than entertainment for those who learn it.

Tae Kwon Do is used as a form of self-defense and exercise. Competitors come together in matches, somewhat like boxing, to fight, or spar, with one another. Much training and practice takes place before official sparring matches are held, as the technique is complicated, and competitors must be aware of what types of hits (strikes) are legal and illegal, and how points are awarded.

Tae Kwon Do competitors are required to wear the proper protective gear , and to abide by the rules of the referee who is present during the sparring. There are three rounds in a match. The rounds last for three minutes, and there is a one-minute break between rounds. If, during a round, a competitor is knocked down and is unable to rise before the referee counts to eight, the competitor loses that round, as it counts as a knock-out.

In order to score a point, a competitor must strike his opponent with enough force to abruptly move either his head or his body from where it was before the strike. There are some areas which are considered out of bounds for hits. These include any area below the waistline, and the back of the head and body. The front of the head, the torso and chest are all legal strike zones, and protective gear is worn in these areas to protect the competitors from serious injury. Strikes are delivered both as punches and kicks, with the goal being to knock the opponent out of place or to the ground. Both power and control are essential to Tae Kwon Do sparring, due to the force required to move an opponent, as well as the specific areas allowed for striking.

The competitor must be able to deliver his strike as powerfully and accurately as possible. Much training must take place before the Tae Kwon Do competitor is able to spar with strength and accuracy, and to defend himself from the blows of his opponent.