Rules Summary
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- Rules Summary
Weapons & Forms Scoring
9.99 = 1st |
9.98 = 2nd |
9.97 = 3rd |
9.96 = 4th
9.91–9.95 = All others
- No repeated top 4 scores
- All athletes perform before scoring
POINT FIGHTING SCORING
Punch / Body Kick = 1 pt |
Jump Body / Head Kick = 2 pts |
Jump Head Kick = 3 pts
10-point spread ends the match
- Majority of judges needed to confirm a point
TRADITIONAL WEAPONS
- No music, gymnastics, acrobatics, or inversions.
- Weapon must not strike the floor at any time.
- No moves greater than 360 degrees. Traditional
construction required. - Kicks without lowering foot: Beg = 1, Int = 2,
Adv/BB = 3. - Must remain inside the performance area.
- Judging: weapon control, balance, stances, focus, technique, difficulty.
- No music, gymnastics, acrobatics, or freestyle
movements. - Forward and backward rolls are permitted.
- No moves greater than 360 degrees.
- Kicks without lowering foot: Beg = 1, Int = 2,
Adv/BB = 3. - Must remain inside the performance area
throughout. - Judging: balance, stances, focus, technique, presentation, difficulty.
TRADITIONAL FORMS
- Required: mouthpiece, headgear, hand pads, foot
pads, elbow pads, groin (males). - Face shields & chest protectors optional but strongly recommended.
- Light contact to head allowed. Moderate contact to front and side torso.
- Illegal areas: spine, neck, top of shoulders, all areas below the waist.
- Exit warning or contact warning = 1 pt to opponent.
3rd contact warning = DQ. - Bowing out in round 1 without fighting = DQ, no place awarded.
- Open Rank: no belts, top tucked to show waist.
POINT FIGHTING
EXTREME WEAPONS & FORMS
- All gymnastics, acrobatics & freestyle movements allowed.
- Must include at least 1 full inversion (rolls do not count).
- Weapons: weapon in hand at all times except during release.
- Weapons: at least 1 full release of the weapon is required.
- Music optional — bring own device, no power guaranteed.
- May step outside the performance area.
- Creative weapon manipulation is allowed.
- Weapons: at least 1 release required.
- No music in either division.
- No moves greater than 360 degrees. No inversions.
- Forms may step outside the performance area.
CREATIVE WEAPONS & FORMS
- Combined Creative & Extreme division.
- Music optional. Inversions optional.
- Acrobatics & moves over 360° allowed.
- Weapons: 1 full release required.
- Judging: creativity, control, execution, difficulty
CMX WEAPONS & FORMS
COACH & CONDUCT RULES — All infractions result in 1 point awarded to the opposing fighter
- Coach shirt must be on before sitting to coach. | One coach per ring side, seated at all times.
- Coaches may not speak to or address officials during a match in any way.
- Arbitration: raise flag while seated. Center Referee acknowledges at next stop. If lost, 1 pt to opponent.
- Coaches only permitted on the floor while actively coaching their fighter. Violation = loss of coaching privileges for the day.
- Negative coaching, gesturing, or verbal disagreement with officials = 1 pt to opposing fighter.
- Unsportsmanlike conduct by athlete, coach, or associated party may result in competitor DQ or expulsion from the event