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