Saturday, July 22, 2006

Test Paper: 4-kyu (ORANGE BELT)

Eligibility for test
• 5th KYU (yellow belt) students with minimum 32 judo classes taken
• test fee payed, bring check to Master Shin
• wearing correct JUDOGI(no tkd uniform), and correct belt
• on time for test

General Judo knowledge:
Postures:
• in NAGE WAZA: SHIZENTAI and JIGOTAI;
• in KATAME WAZA: laying on back and half knee position.
SHINTAI (Moving):
• in NAGE WAZA: AYUMI ASHI en TSUGI ASHI (sliding);
• in KATAME WAZA: laying on back and half knee position.
SHIAI (competition)
• Elementary competition rules
• Ceremony in begin and end of a competition.

UKEMI en KATA: falling techniques and forms
• USHIRU UKEMI: backwards fall in motion
• YOKO UKEMI: sideward fall, left and right in motion
• ZEMPO KAITEN: forward roll, left and right in motion
• MAE UKEMI: forward fall from standing position

NAGE WAZA: throwing techniques
• Yellow belt techniques in motion.
• MOROTE-SEOI-NAGE: 2 handed shoulder throw
• HIZA GURUMA: knee wheel
• SASAE-TSURIKOMI-ASHI: supporting foot lift-pull throw
• DEASHI-BARAI: advance foot sweep
• KOUCHI-GARI: small inward reap
• KOSHI-GORUMA: hip wheel
• TAI-OTOSHI: body drop
• O-GOSHI from JIGO-HON-TAI (move left foot first!)
• O-SOTO-GARI (from one handed KUMI-KATA)
• OUCHI GARI one handed off the grip
• low OUCHI-GARI (one and two handed)
• Combination: OSOTO-GARI  KESA-GATAME
• Combination OSOTO-GARI  OUCHI-GARI
• Combination IPPON-SEOI-NAGE  OSOTO-GARI
• Combination IPPON-SEOI-NAGE  IPPON-SEOI-NAGE
• Combination O-GOSHI  OUCHI-GARI
• Combination OUCHI-GARI  OSOTO-GARI
• Counter: OSOTO-GARI  OSOTO-GAESHI
• Counter: right O-GOSHI  left O-GOSHI
• Counter OUCHI-GARI  OUCHI-GAESHI

KATAME WAZA : Grappling techniques
• Pins for yellow belt, left and right.
• bridge and roll escape from KESA-GATAME
• escape from YOKO-SHIHO-GATAME, leg catch
• inside turn escape from KAMI-SHIHO-GATAME
• escape from TATE-SHIHO-GATAME to half guard, and turn
• KUZURE KESA-GATAME
• KUZURE KAMI SHIHO-GATAME
• USHIRO KESA-GATAME
• Switching from 1 pin to another.
• UKE on 4 points, 2 forms with TORI in front of UKE.
• UKE in guard position, 2 forms attack TORI.


Judo terminology
TATAMI: mat
SENSEI: teacher, instructor
JUDOKA: judo player
DOJO: School or training hall
KYU: lower rank
DAN: Black belt rank
TSUGI ASHI walking by bringing one foot up to another


Judo Etiquette
bow before and after every exercise
grab only by the JUDOGI
never strike or kick, avoid pressure on the neck
avoid hitting walls, or leaving TATAMI
let go when partner submits

Judo Training forms
• KATA Forms
• UCHI-KOMI Repeated practice without completion
• NAGE-KOMI Repetitive throwing practice
• YAKUSOKU GEIKO Pre-arranged free practice
• RANDORI Free practice
• SHIAI Contest

Judo contest rules
Start of a Contest
Prior to a contest (shiai) one contestant is assigned a blue 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, disqualification)
• Shido (minor violation, koka to the opponent the first time, then increasing score each time)
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 (shido) three times.
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.

Basic 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

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