Alternate Offense / Defense 2. Ko-Go Kumite follows General

Rule Article I - General
1. Ko-Go Kumite: Definition - Alternate Offense / Defense
2.
Ko-Go Kumite follows General Kumite Rules with the following exceptions:
Procedure
Operation of Competition
Judging Operation
Scoring and Penalty Points
Violations and Penalty
Terms and Signals
Article II - Procedure
1. Competition is divided into three attacks and three defenses per competitor.
Remark: Aka (Red) side attacks first and attacks three times in a row, followed by Shiro (White)
side.
On elimination chart: Aka is placed on top - Shiro is placed on bottom OR Aka on Right Side of
Chart - Shiro on Left Side of Chart
2.
Each match is completely independent. Penalty is not carried over to the next match.
Remark: In case of “Han-soku”, “Shi-Kaku”, Doctor Stop or Withdraw, no more matches.
Opponent is declared winner.
3.
Winner is determined by calculating total score. In case of tie, then “Kettei-sen” in which each
competitor attacks and defends three times, but this time, alternately, beginning with Aka (Red)
side. In case one side scores “Waza-ari” or “Ippon”, then that side is declared winner. If no
“Waza-ari” or “Ippon”, then total score determines winner. If score is still tied, then the court
judges decide on the winner (applied as General Kumite Rules).
Article III - Operation of Competition
1. Shu-shin announces “Shobu Ippon- Hajime!” after indicating which competitor is “Offense” or
“Defense”.
2.
“Offense” side:
a. Must begin attack within 10 seconds after “Hajime!” After 10 seconds and no attack
is initiated, this is recognized as “Time Over”.
b. When “Offense” side’s leading hand comes within estimated touching distance of
“Defense” side’s leading hand; then “Defense” side cannot hold both hands more
than 45? down or hide both hands behind body line. If so, this is recognized as
“Kakushi”.
c. Limited to maximum four techniques including feint and break-balance technique.
Exception: After last technique and “Defense” side blocks and counterattacks,
“Offense” side can shift or block and counterattack only one time; this is acceptable.
3.
“Defense” side:
a. Can only initiate technique after “Offense” side physically begins attack. Any physical
movement used as a feint or faking attack from “Offense” side is recognized as
initiating attack. Note: Verbal sound without physical movement is not recognized as
an attack. If “Defense” side’s initiates technique before “Offense” side attacks: this is
recognized as “Saki”.
b. If either side’s leading hand can touch opponent’s hand (touching distance), then,
there is no need for “Defense” side to wait for actual “Offense” side to initiate
defensive counter. In this case, “Defense” side can, in place, touch without body
shifting “Offense” side’s leading hand or arm, then initiate technique.
c. Counter attack must be continuous after blocking or shifting.
d. If “Offense” side has executed 3 attack techniques and “Defense” side only
incomplete or ineffective blocks or shifts to escape, this is recognized as “Escape”.
Article IV - Judging Operation
1. In the following cases, Shu-shin stops the match:
a. In case of “Time Over “ (See Article III-2-a)
b. When “Offense” side “Kakushi” (See Article III-2-b)
c. When either side’s leading hand can touch opponent’s body: “Chika-ma”(too close)
d. When “Offense” side, using combination techniques, stops continuation within
combination.
e. When “Offense” side’s combination 4 techniques are finished, or after “Offense”
side’s last technique, “Defense” side counterattacks and “Offense” side countercounter attacks is over. (See Article III-2-c)
f. When “Defense” side blocks or shifts but counterattack is not continuation of
blocking or shifting movement. (See Article III-3-c)
g. When both sides continue exchange of Offense/Defense techniques over four times.
h. When “Escape” is recognized. (See Article III-3-d)
i. When “Waza-ari” or “Ippon” is recognized.
j. When violation(s) is recognized.
k. In case of Doctor Stop.
l. In case of serious situation.
2.
3.
At each match stop, Shu-shin indicates competitors to return to starting positions, and then
declares points, penalty or necessary direction. Then, Shu-shin continues to begin match (as
III.1.)
After each competitor completes all three offenses and defenses, the Shu-Shin confirms score
with the Kansa, then declares the winner. In case of tie score, immediately begin “Kettei-sen”.
Article V - Violations & Penalties
In addition to General Kumite Rules, penalty points are given to the opponent for violations in the
following cases:
1. In case of - “Time Over” (Article IV-1-a) 2 points
2. In case of - “Kakushi” (Article IV-1-b) 2 points
3. In case of - “Saki”(Article III-3-a) 2 points
4. In case of - “Escape” (Article III-3-d) 2 points
5. In case of Fall Down - “Tento” (Apply General Kumite Rules) 1 points
In case of violation of general Kumite Rules - other than the Ko-Go Kumite Rules - Shu-shin gives the
penalty after confirming with the court judges, without any informal verbal warning.
Article VI - Additional Judges Terms & Signals
1.
In case of “Time Over” (Art. III-2-a):
Shu-shin
a. Term: “Time Over”
b. Signal: Hands form a “T”, then with both hands open, palms facing each other at side
of head (as in General Kumite Rules “Ato”).
2.
In case of “Kakushi” (Art. III-2-b)
Shu-shin
a. Term: “Kakushi”
b. Signal: Bring both hands together to backside of body.
Fuku-shin
“Offense” side flag moves to back side of body.
3.
In case of “Saki”(Art. III-3-a)
Shu-shin
a. Term: “Saki”
b. Signal: Index finger shifting from “Defense” side to “Offense” side.
Fuku-shin
Top of flag shifting from “Defense” side to “Offense” side.
4.
In case of “Escape” (Art. III-3-d)
Shu-shin
a. Term: “Escape”
b. Signal: “Defense” side hand open with palm pushing backward
Fuku-shin
“Defense” side flag, while pointed straight up, moves to side of body.
In case of “Chika-ma” (Art. IV-1-c)
Shu-shin
a. Term: “Chika-ma”
b. Signal: Bring both palms together, fingers up, in front of chest area
Fuku-shin
Bring both flagpoles together, tops pointed up, in front of chest area
5.