A Beginner's Guide to Taikai

Things to Do Before the Taikai

  1. Check your bogu, keikogi and himo for damage and cleanliness.
  2. Prepare one or two extra shinai and bring them to the taikai.
  3. Ensure that our shinai are in good repair and comply with official regulations (see the table below):

    sex
    Junior High
    (12 to 15 years)
    High School
    (16 to 18 years)
    University and Adults
    (19 years and over)
    length
    M/F
    ≤ 114cm ('37') ≤ 117cm ('38') ≤ 120cm ('39')
    weight*
    M
    ≥ 440g ≥ 480g ≥ 510g
    F
    ≥ 400g ≥ 420g

    ≥ 440g

    thickness

    M

    ≥ 25mm ≥ 26mm ≥ 26mm
    F
    ≥ 24mm ≥ 25mm ≥ 25mm

  4. Make sure your Zekken has the club's name and your name on it. Otherwise, write them on your tare with chalk or with pen and tape.
  5. If you are in doubt, check The Regulations of Kendo Shiai and Shimpan (Rev. ed) or ask sensei.


Vancouver Kendo Club Practice

On the Day of the Taikai

  1. Make sure you arrive at least half-an-hour before the official start time of the taikai. If you are responsible for helping to set-up, arrive at the time designated by the organizers.
  2. Upon arrival, immediately report to either sensei or sempai so that we know you are at the venue.
  3. When you put on your keikogi and hakama, make sure that the himo are tied properly.
  4. Make sure that your tare is centered properly.
  5. Make sure that your do himo are not twisted.
  6. Gather with other VKC members as soon as you have changed and wait for further instructions.
  7. Check when your group is scheduled to start. Remember that you are responsible for arriving at the right court on time for your match.
  8. Make sure you are properly warmed up before your match.
  9. Always remember that you are representing our dojo and should act accordingly.
  10. In and Around the Court

    1. Before your match, make sure your men and do himo are tied properly and are not twisted.
    2. Before and following your match, do not leave the court area when your group is up.
    3. Follow the instructions of the organizers. Be prepared to move to a different court if you are instructed to do so.
    4. Make sure you do not get in the way of the shimpan or other court officials.
    5. When entering the court, maintain proper posture.
    6. Make sure that you follow the proper procedure for entering the court. The diagram below shows the basic steps (place your cursor over the buttons):

    7. If you have a physical or equipment problem, raise your hand to request a break. Make sure that you are requesting a break in action for legitimate reasons.
    8. There are three Judges consisting of the shu-shin (head referee) and two fuku-shin (sub-referee).
    9. The shu-shin makes every call (in urgent situations fuku-shin might make a call) and organizes the matches.
    10. The judging of ippon (a point) is conducted independently by each judge. If two out of the three judges calls ippon, a point is awarded.
    11. The match will continue until the main judge stops the match.
    12. Pay attention to what the main judge says.
    13. You have NO right to argue with the judges.
    14. Shiai Rules

      1. WHAT MAKES IPPON

        1. You need“Ki-Ken-Tai no Ichi”.
        2. You should maintain zanshin after a strike or thrust.
        3. The striking or thrusting of your opponent must be adequate and precise.
        4. You need to strike correctly with the shinai. You must have propermonouchi (area of the strike on the blade) and hasuji (cutting line).
        5. If the match is sanbon shobu (three point match), the winner is the first person to score two points or to score one point without allowing the opponent any point.
        6. If no decision is made during regular time, there will be an enchou (extended time). This portion is usually ippon shoubu (one point match).
        7. If there is still no winner after the enchou, the judages may declare a hantei (judgement) which will be based on the competitors' skill and attitude.
        8. Each tournament has a slightly different process for deciding a victory. You should know them before the tournament.

      2. MINOR PENALTIES (Han-soku)

        Two han-soku combine to giveippon to your opponent)
        1. Jyogai han-soku is where you are pushed out of the court, have deliberately pushed your opponent out of the court, or stepped out of the court during a match.
        2. Tsubazeriai-hansoku is where you have used improper and illegitimate actions during tsubazeriai.
        3. Shinai-hanashi is where you drop your shinai).
        4. Wasting time intentionally.
        5. Touching or grabbing your own or opponent's blade portion of Shinai.
        6. Holding a part of or whole body of opponent.
        7. Tripping your opponent.
        8. Requesting a break without justifiable reason.

      3. SEVERE PENALTIES

        Results in the immediate loss of the match
        1. Using improper equipment or shinai.
        2. Violations of the specifications for length and weight of i>shinai.
        3. Abuse of drugs.
        4. Insulting or offensive actions towards your opponent or the judges.

      Always Remember

      1. Treat your competitors, the judges and tournament officials with respect.
      2. Remeber that you are a representative of VKC and your conduct will reflect on the dojo.
      3. Do not try things that you have not practiced regularly.
      4. Be calm.
      5. Whether you win or lose is secondary. The priority is to to perform good kendo and enjoy the experience.
        1. Terms You Should Know

          TERM MEANING EFFECT ON TIME OTHER INFORMATION
          Hajime Begin and Resumption time starts  
          Yame Stop time stops  
          Wakare Separate time is running  
          Gogi Judges' discussion time stopped you will hear “Yame” before
          Hansoku
          Ikkai, Nikai...
          Penalty
          First, Second...
          time stopped you will hear “Yame” before
          Nihonme Restart for 2nd point restart  
          Shobu Restart for deciding point restart after both parties have 1 point each
          Men-ari Men (1 point) time stops return to original position
          Kote-ari Kote (1 point) time stops return to original position
          Do-ari Do (1 point) time stops return to original position
          Tsuki-ari Tsuki (1 point) time stops return to original position
          Ippon-ari 1 point by penalty time stiopped you will hear “Yame” before
          Hikiwake No decision- draw end of match  
          Shobu-ari Declares winner end of match  
          Hantei Judgement end of match If the match is undecided, Judges will decide winner based on their discretion
          Torikeshi Overturn decision time stopped after a Gogi, a decision may be overturned
          Encho Hajime Extension begins time start usually ippon Shobu