Ground fighting rules summary

Overview

Ground-Combat is one of the four competition sections in Combat Ju-Jutsu focused exclusively on ground fighting techniques. Unlike Full-Combat and Close-Combat sections, it prohibits standing techniques and strikes.

Allowed Actions

  • Ground fighting techniques
  • Painful and suffocating techniques
  • Holding opponent on the back
  • Offensive and defensive actions in ground positions

Prohibited Actions

  • Any throws or actions in standing position
  • All strikes and blows
  • Standing on two legs for more than 3 seconds
  • Imitation of finishing with knee strikes to the spine and head (for competitors under 14 years)
  • All other prohibited actions mentioned in the general rules (twisting/bending neck/spine, eye gouging, biting, scratching, etc.)

Equipment

  • Certified gi (uniform) with federation symbols
  • No additional protective equipment required

Match Duration

  • Fullorðnir: Regular time – 3 minutes, extra time – 2 minutes, Golden Score round – 15 seconds
  • Ages 8-13: Regular time – 2 minutes, extra time – 2 minutes, Golden Score round – 15 seconds
  • Maximum total fight time: 5 minutes 15 seconds (adults) or 4 minutes 15 seconds (8-13 years)

Match Procedure

  1. Competitors line up at edges of court
  2. Approach center and stand 2 meters apart
  3. Perform required bowing ritual
  4. Get down on one knee in front of the opponent at a distance of up to 1 meter
  5. Begin match at referee’s command

Victory Conditions

  1. In main time: Submission from painful/suffocating technique
  2. Active actions that count:
    • Holding opponent on back for 10 seconds (50% of opponent’s spine fixed to tatami)
    • Imitation of finishing blows in designated positions
    • Clear performance of painful/suffocating technique for at least 20 seconds
  3. Extra time: Fight continues until first active action
  4. Golden Score round: 15-second round where victory is awarded for:
    • Imitation of finishing in ground position
    • Holding opponent on back for 10 seconds
    • Successful painful/suffocating technique
    • Being in dominant top position at end of round
    • Rule violation by opponent
  5. If no technical actions occur throughout the entire fight, both competitors lose

Age Categories

Ground-Combat competitions are held for:

  • Children (8-11 years)
  • Cadets (12-15 years)
  • Juniors (16-17 years)
  • Adults (18-36 years)
  • Adults (37-45 years)
  • Veterans (over 46 years)

This section emphasizes technical ground fighting skills with a focus on control, submission techniques, and positional dominance rather than striking or throwing.

About Imitation of finishing blows in designated positions

Definition

Imitation of finishing blows is a technique where a competitor simulates delivering decisive strikes to a controlled opponent on the ground, without actually making contact. These are assessed only when performed correctly with proper technique.

Requirements for Valid Imitation

For an imitation of finishing blows to be counted:

  • Must be performed accurately
  • Must be executed with wide amplitude
  • Must include transfer of body weight into the blow on the tatami
  • Must be clearly directed at an unprotected surface
  • Must be performed at least three times consecutively
  • Opponent must be completely fixed on the tatami (on back, side, or stomach)
  • Attacker must be in a stable dominant position

Invalid Imitations

The imitation is NOT counted if:

  • The opponent manages to cover themselves with their elbows
  • The attacker doesn’t have a stable dominant position
  • Fewer than three simulated strikes are performed

Approved Positions for Imitations

Imitation of finishing blows can be performed from specific positions only:

  1. From top mount position:
    • Sitting on opponent’s stomach or chest
    • Opponent lying on their back
    • Opponent’s head fixed, unprotected and pressed to the floor
    • Imitation performed with fist or elbow next to opponent’s head on the tatami
  2. From back mount position:
    • Sitting on opponent’s back
    • Opponent lying on their stomach
    • Opponent’s spine fixed and unprotected
    • Imitation performed without contact, directing leg toward opponent’s spine
  3. From side/north-south kneeling position:
    • Kneeling at the side of opponent’s back or head
    • Fixing opponent’s body with elbows from above
    • Opponent lying on side or back
    • Opponent’s spine or head fixed and unprotected
    • Imitation performed without contact, directing knee toward spine or head

Victory

Full Victory (Ippon):

  1. Submission via painful technique: When an opponent taps out (double tapping with hand, foot, or verbal signal) due to a joint lock or other painful technique
  2. Submission via suffocating technique: When an opponent taps out due to a choke or strangulation, or shows signs of losing consciousness
  3. Clear performance of painful/suffocating technique (for children 8-11 years): When a competitor clearly achieves a position with a fixed stretched or twisted joint, or clearly fixes the opponent’s neck in a suffocating technique (referee may stop the match before actual submission for safety)
  4. Obvious advantage: If one participant demonstrates a complete loss of desire to continue or is dominated for more than 5 seconds with no response
  5. Successful imitation of finishing blows: Performing three clear simulated finishing strikes while having the opponent completely controlled in a dominant position
  6. Withdrawal, disqualification, or injury: If an opponent is removed from the match due to rules violations, cannot continue due to injury, or withdraws

Other Match-Ending Scenarios:

  • Time expiration: When the main time (2-3 minutes) expires, if none of the above decisive actions occurred, the match moves to extra time or to scoring evaluation
  • During extra time: The first active action (including a 10-second hold on the back) immediately ends the extra time period with a victory
  • During Golden Score round: Any of these actions immediately end the 15-second round:
    • Imitation of finishing in ground position
    • Holding opponent on back for 10 seconds
    • Performing a painful or suffocating technique
    • Being in a dominant position at the round’s end
    • Any rule violation by the opponent

The rules prioritize decisive technical actions that demonstrate clear control or would end a real combat situation, with safety considerations built in for younger competitors.

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