Gate of the Black Tiger White Dragon
Martial Arts Coalition
Hak Fu Mun Bái Lóng Liánhé
蘇 = Sū = So
苏醒 = Sūxǐng = Awake, wake up, to awaken, to revive, to rest, to recover, collect oneself, come to oneself, recover consciousness, regain consciousness, come to one’s senses
門 = Mén = Mun = Gate Way, Door Way, Entrance Way, Path Way
Gateway = an opening that can be closed by a gate.
黑虎 = Hak Fu = Hēi Hǔ = Black Tiger
白龍 = Bái Lóng = White Dragon
聯合 = Liánhé = Alliance, league, coalition, union, federation, confederation, joint, combine, join, ally, coalescence, unity, partnership, association, fellowship, coterie, copartnership, coterie, fraternity, conference, consociation, consortium
聯盟 = Liánméng = Commonwealth. a union or association formed for mutual benefit, especially between countries or organizations.
Justice & Righteousness
Courtesy & Courage
Honesty & Sincerity
Integrity & Principles
Ambition & Discipline
Respect & Politeness
Virtue & Honor
Loyalty & Perseverance
Character & Self Control
The martial arts way begins with one thousand days and is mastered after ten thousand days of training.
In the martial arts, introspection begets wisdom. Always see contemplation on your actions as an opportunity to improve.
The nature and purpose of martial arts is universal. All selfish desires should be roasted in the tempering fires of hard training.
“A kata is not fixed or immoveable. Like water, it’s ever changing and fits itself to the shape of the vessel containing it. However, kata are not some kind of beautiful competitive dance, but a grand martial art of self-defense – which determines life and death.”
– Kenwa Mabuni (Founder of Shito-ryu Karate)
“To all those whose progress remains hampered by ego-related distractions, let humility – the spiritual cornerstone upon which Karate rests – serve to remind one to place virtue before vice, values before vanity and principles before personalities.”
– Sokon ‘Bushi’ Matsumura (Legendary Karate Grandmaster)
Shito Ryu Karate was founded by Kenwa Mabuni (November 14, 1889 – May 23, 1952). When he was 13 years old, Mabuni Sensei began training with Anko Itosu,Kenwa Mabuni a noted Karate master in the Shuri area of Okinawa. Itosu Sensei was not only highly skilled in Budo but also a great innovator in teaching the martial arts. Around 1905, Itosu Sensei introduced Karate into the Okinawan public school system. Among other accomplishments, Itosu Sensei created the Pinan (Heian) kata which are still practiced today as introductory or intermediate forms in many schools. Itosu Sensei had an important effect on Karate in the 20th Century. Evidence of this can be found in the number of ryuha or Karate styles that trace their lineage back to him. This includes notables such as Gichin Funakoshi, who was responsible for starting Shotokan Karate, Chomo Hanashiro, Kentsu Yabe, Choshin Chibana and others.
Learn more about Seito Shito-Ryu Karate Do Hisotry:
Cyrus Azoth Dreifuz
Martial Arts Training 1
Kihon (基本, きほん) is a Japanese term meaning “basics” or “fundamentals.” The term is used to refer to the basic techniques that are taught and practiced as the foundation of most Japanese martial arts.
The practice and mastery of kihon is essential to all advanced training, and includes the practice of correct body form and breathing, while practicing basics such as stances, punches, kicks, blocks, and thrusts, but it also includes basic representative kata.
Kihon techniques tend to be practiced often, in many cases during each practice session. They are considered fundamental to mastery and improvement of all movements of greater complexity.
Kata (型 or 形 literally: “form”), a Japanese word, are detailed choreographed patterns of movements practiced either solo or in pairs. The term form is used for the corresponding concept in non-Japanese martial arts in general.
Kata are used in many traditional Japanese arts such as theatre forms like kabuki and schools of tea ceremony (chado), but are most commonly known for the presence in the martial arts. Kata are used by most Japanese and Okinawan martial arts, such as aikido, judo, kendo, kempo, and karate.
Kata (Japanese: 形, or more traditionally, 型; lit. “form”) is a Japanese word describing detailed patterns of movements practiced either solo or in pairs. Karate kata are executed as a specified series of a variety of moves, with stepping and turning, while attempting to maintain perfect form. The kata is not intended as a literal depiction of a mock fight, but as a display of transition and flow from one posture and movement to another, teaching the student proper form and position, and encouraging them to visualise different scenarios for the use of each motion and technique. Karateka “read” a kata in order to explain the imagined events, a practice known as bunkai. There are various kata, each with many minor variations.
This page provides videos and/or written instructions for the katas used in Shito-Ryu Karate (i.e. Pinan Shodan, Naifanchin Shodan, Juroku, etc.). However, if you have any questions about a particular kata movement, please check with your instructor because kata instructions and the order of katas can vary by school and organization. Shito-Ryu is famous for having the most katas in Karate.
Kumite (組手) literally translated means “grappling hands” and is one of the three main sections of karate training, along with kata and kihon. Kumite is the part of karate in which a person trains against an adversary, using the techniques learned from the kihon and kata.
Kumite can be used to develop a particular technique or a skill (e.g. effectively judging and adjusting one’s distance from one’s opponent) or it can be done in competition.
Since the word “kumite” refers to forms of sparring, it covers a vast range of activities. In traditional Shotokan karate, the first type of kumite for beginners is gohon kumite. The defender steps back each time, blocking the attacks and performing a counterattack after the last block. This activity looks nothing like the jiyu kumite (or “free sparring”) practiced by more advanced practitioners, which is far closer to how karate would look if used in a real fight, especially because it is not choreographed.
- Ippon kumite – one step sparring, typically used for self-defense drills
- Sanbon kumite – three-step sparring, typically used to develop speed, strength, and technique
- Gohon kumite – five-step sparring, pre-arranged attack and counter exercises
- Kiso kumite – structured sparring drawn from a kata
- Jiyu kumite – free sparring
A SPORT FOR ALL
Karate is an easy to understand sport. While there is a huge number of techniques, any new practitioner or follower can now enjoy the greatness of this sport by knowing its basic and common rules.
World Karate Federation is making a huge effort in order to spread Karate rules and bring them to everyone across the world.
Karate Belt Ranking System
Gate of the Black Tiger White Dragon Martial Arts Coalition
Chanbara Tournament Rules
Categorized in Chanbara Martial Arts, Country of Origin is: Japan
All Japan Goshindo Federation (USA)
All Japan Goshindo Federation (Japan)
Japanese martial artists and sword masters came together in 1969 and modernized the art of practice. Founder Tanabe Tetsundo and his following, comprising some of the most influential swordsmen in Japan, called this new way of thought goshindo also colloquially known as chanbara. The word goshindo translates to, the way of self-preservation.
Tournament Rules Overview: Chanbara tournaments are exciting and new! Divisions are set up by age, experiance and weapons. Matches are 3 points and grandchampionships are 5 points. All competitiors must wear official samurai sports headgear and use only action flex weapontry.
Uniform standard – A full gi, or gi pants club t-shirt, or a hakama and gi bottoms. A competition always begins with Kihon Kata, a basic form that the entire world goes by. Young and old everyone does the same form. This is very neat and fun for the entire family.
How to score points: A valid stroke= 1 point. Each combatant should yell out, (kiai) the name for the area they are attacking. The 5 areas for scoring are:
1. Men – The head or face.
2. Kote – The wrist or arm.
3. Do – The chest or stomach.
4. Ashi – The leg.
5. Tsuki – The shoulders or neck.
Judging: The random strait is utilized for a complete bye system when pairing up matches. Chanbara uses 3 judges, one center ref and 2 corner judges. Each judge holds a red and white flag in their hands. Competitors bow in the ring and to the head referee. When a point is scored one should raise the flag for such a score matching the color of the fighter.
same time hit = Auichi, thus each side scores a point.
3 points = victory. No tie breaking 3rd point can be scored via an auichi. So the score will remain 2-2.
Out of bounds = 1 warning, a second time out= a point for one’s opponent. A dropped weapon does not stop the match. A fallen down player does not stop the match.
Poor sportsmanship = Disqualification.
Basic Divisions: Most tournaments use 3 weapon sections, short sword long sword double sword Of course a tournament director can open up a polearm, nunchuku, knife, or staff division if enough competitors are interested. TEAM TOURNAMENTS AND/OR DIVISIONS ARE OPTIONAL TOO. 5 person teams of any age and size can compete in two point matches, the team with the most points will win the overall team match.
Kids Divisions: 5 & under (Short sword only), 6-7 years old (short sword only), 8-9 years old ( long sword ok now), 10-11 years old (nito ryu, aka two swords ok now), 12-13, 14-15, 16-17.
Adult Divisions: 18-35, Senior Division 35 & Older. Of course these divisions are optional if the number of players is not enough for good competition, especailly in the early stages of it’s newness!
Belt rank breakdown is:
• Novice – White, yellow, blue, and orange.
• Int – Green/brown.
• Adv – Black Belts.
Grandchampionships: All finals are conducted with the competitor’s weapon in which they won their division, so exciting mixed weapon matches are held to determine overall champions.
Enjoying Chanbara Tournaments: It is good to win, good to lose and good to watch chanbara matches. Good to wins means a winner looks great, not to mention he has heart and spirit. Good to lose means a loser looks good too, he has spirit and should be praised. Lastly good to watch means matches spectators and judges want to enjoy matches that they feel are worth watching, please all you fighters show the world good to watch matches with the above respect and attitude.
Over thirty years ago Japanese martial artists and swordmasters came together and created a better training style.
The founder, Tanabe Tetsundo and his group of some of the strongest swordsmen in Japan called this new school of thought Goshindo, later nicknamed Chanbara.
These martial artists and masters were very traditional. They also knew that the times were changing and decided to educate today’s public in the way of the modern Japanese Samurai.
New materials made out of flexible plastics and the constant refining of swords for combat in the 21st century proved to bo a stroke of genius.
I believe that this sport essentially does not require referees.
If players would recognize the results of the game, frankly admit to being hit and defeated, and refreshingly admire each other, there is no need to be concerned with the results of the game.
That is to say “self judgement”. This is the judgement by the players towards themselves for their own sake.
And then, in the spirit, it breeds that one can be considerate towards one’s opponent, and that one can accept other people.
Selfawareness depends on the understanding of the importance of honesty. All the people in the world would like to promote mutual understanding as fast as possible. We are trying sincerely to achieve this.
By overcoming ethnic barriers and breaking the thick wall of racial color, people in the world are trying to create the mind of the World Citizen. Japanese are also participating in the process. by Tetsundo Tanabe
Sports Chanbara, called by it’s nickname “Spochan”, was born when a pamphlet was published in 1971(Showa 46) by Tetsundo Tanabe: the originator and current president. The theme of the pamphlet was The techniques developed essentially from self-defense.
The disciples were reared. And after two years, in 1973 the All Japan Goshindo Federation was inaugurated. Small scale competitions were held and informative activities were carried out. Now, the number of playing members has reached three hundred thousand, officially recognized instructors are about four thousand.
Sports Chanbara is being coached from Hokkaido to Kokinawa. Each association in various areas is becoming increasingly competent and holding their own competitions.
In 1926 the school of Toyama put together a comprehensive training program that would change the sword forever. This system could be taught very quickly to the officers of the Japanese imperial army. In the 1970’s japanese martial artists, and sword masters together created an of an offshoot of the above. Tanabe Tetsundo the new styles founder called this new school of weapontry Goshindo, later nicked Chanbara.
In the recent past there has been no easy, safe way to to fight with swords and weapons. Well not anymore! A new era in swordsmanship has begun. Through advances in technology action flex full contact weapons with their foam-like texture make weapons fighting safe and very realistic indeed. Not only is Chanbara fast, but heavy cumbersome equipment is not needed.
- Tanto – knife / dagger
- Kodachi – short sword
- Choken – Long sword
- Bo – staff
- Yari – Spear
- Naginata – halberd
- Nito Ryu – Double swords
- Sword and shield
- Spear and shield
- Tate – shield
The art and need of the sword has been among us for thousands of years, yet there was no way to train, fight and compete without pain, suffering and sometimes death.
Wood, metal and bamboo swords offered the combatant a cumbersome and often dangerous venue to train and practice.
New age swords, designed by Japanese swordsmen, enabled them to develop and hone their fighting strategies at full speed.
Rhythm and timing were also accelerated at an unbelievably fast rate. You can now take advantage of that design and develop your personal sword fighting and fencing strategies and techniques.
There are two varieties of swords used in chanbara:
The choken 40-inch sword is by far the combatant’s sword of preference. It is designed from the world-famous Japanese samurai sword coupled with advances in science and technology.
The choken consists of 28 inches of striking area and 12 inches of handle, offering the combatant a realistic fight in the Ultimate Physical Game of Chess.
Full-speed offensive and defensive capabilities give the combatant a large array of fighting possibilities. Capture the rigors of real contact sparring with this amazing Action Flex sword.
Mini-ken 34-inch sword.
Throughout history, swordsmen have scaled down their swords to fit younger hands and beginners. The 34-inch mini-ken, which consists of 24 inches of striking area and 10 inches of handle, is designed for the younger martial artist and sword practitioner who has difficulty wielding the longer choken sword.
The length of the blade also offers young and adult combatants strong defensive and offensive capabilities. This medium range one- or two-handed sword is sometimes called a shoto or gunto.
The longer choken sword is more difficult to wield and consequently, most combatants start off with a smaller version, then graduate to the longer and faster choken. This is a personal preference only. Matches using the choken offer the combatant a realistic fight and a chance to play the Ultimate Physical Game of Chess.
The kodachi is the most forgiving weapon for beginning and intermediate combatants who wish to practice and match wits in the Ultimate Physical Game of Chess. From the beginner to the master, this two-foot short sword offers the combatant speed and agility.
The length of the blade also offers a strong defense as well as a good offense. This reliable medium-range, one-handed sword offers 18 inches of striking area with 6 inches of handle.
The target areas of the body are head, torso, legs and arms. Slashing, thrusting and cutting techniques receive points. All completed mein, kote, do, ashi and tsuki strikes are legal. The strike must be clean and swift, not allowing the opponent to make a counterattack.
1. Tanto ( Pisau ) – 45 cm
2. Kodachi ( Pedang Pendek ) – 60 cm
3. Choken ( Pedang Panjang ) – 100 cm
4. Yari/Naginata ( Tombak ) – 200 cm
5. Jo/Bo ( Tongkat ) – 140/200 cm
Chanbara Long Range Weapons
Long-range weapons (bo, yari, naginata) can flail and slash at blinding speed. In a few short moments, one can experience the reality of combative, long-range weapon sparring.
Up until now, all long-range weapon practice was mostly done through pre-arranged forms and controlled drills. One wrong move and a nasty lump on the head, bashed finger or worse could result in days or weeks of lost training.
The yari was the foot soldier’s long-range weapon of choice. It was easy to learn, simple to manipulate, and economical to construct. In Japan, spears were mostly made from two to three meters of bamboo; one end was whittled as sharp as a hypodermic needle, to easily penetrate an object.
The spear offers a very fast and accurate game of chess, which in the right hands can hold one or more opponents at bay with lighting-fast linear thrusts. The yari has 20 inches of striking area with 52 inches of handle.
The head, throat and chest/stomach are the three general target areas. They are called mein-tsuki, tsuki and do-tsuki. For a point to be scored, the combatant must attack these three areas. The strike must be a stab or thrust. A strike to arms, legs and other lesser parts of the body will not receive a point.
Naginata (halberd/bladed spear):
Whether on the battlefield or guarding the castle and its emperor, the samurai employed a long-range bladed weapon known as a naginata. It averaged two to three meters in length. In battle, the naginata proved to be one of the most feared weapons, since it could stab, thrust and cut from any angle.
Thrusting and cutting at full speed using the naginata drains ones power and quickly leads to fatigue. One must kiai (give a shout of encouragement) much louder when wielding a long-range weapon. The naginata has 26 inches of striking area with 46 inches of handle.
The target areas of the body are head, throat, torso, legs and arms. Cutting, thrusting, slashing and stabbing techniques receive points. All completed mein, kote, do, ashi and tsuki strikes are legal. The strike must be clean and swift, not allowing the opponent to make a counterattack.
The bo and jo were considered ancient weapons in many Japanese farming communities. In many instances the bo or jo were the only long-range weapons the farmer had for protection. To the samurai warrior the bo (staff) was a spear with the tip broken off.
A well-versed warrior could wield the staff either as a short-, medium- or long-range weapon, depending on the situation and placement of hands. Many choose to spar and practice using various lengths. As a long- or medium-range weapon, the staff offers the combatant the most versatile fighting applications to gain a winning point. Discover what length works for you.
The target areas of the body are head, torso, legs and arms. Striking and thrusting techniques receive points. All completed mein, kote, do, ashi and tsuki strikes are legal. The strike must be clean and swift, not allowing the opponent to make a counterattack.
4-Foot Jo and 5-Foot Jo (staves) are used in chanbara.
Gate of the Black Tiger White Dragon Martial Arts Coalition
Foam Sword Tournament Camp Rules
Test your might and participate in a grand competition of skill and endurance.
LARP character costuming is encouraged.
However, simply to be a good martial artist was not enough in the eyes of the public. A true master also had to embrace ethical values, like decency and integrity, in order to earn the respect of the people. The Ten Tigers of Canton, then, were the chosen few with both the physical prowess and impeccable reputation to gain the status of “legends”.
Foam Sword Tournament Camp Rules:
There may be only 2 players dueling at any one time during the tournament.
Tournament begins with 8 players pulling an unknown number 1-8 out of a bag.
The tournament will begin with the first rounds being paired 1vs2, 3vs4, 5vs6, and 7vs8.
The second rounds will be paired 1or2 vs 3or4 and 5or6 vs 7or8
The final round will be paired 1or2or3or4 vs 5or6or7or8
Each round will be best 3of5. The first player to win 3 matches wins the round and moves to the next round.
There are 4 duels in the 1st round.
2 duels in the 2nd round.
And 1 duel in the final round.
During the duel there are no head, neck or crotch shots aloud. Any hit to the head, neck or crotch does not count for any points.
Referees/Judges say “no point” and wave their hands horizontally.
There is an honor system. This honor system requires you to be honest and call out a hit when you’ve been hit. This honor system also requires you to let your opponent pick up their sword any time they drop it during the match before you resume combat with your opponent. If you manage to knock the blade out of an opponent’s hand and attack and hit the opponent right before the blade hits the ground then it will be considered a legitimate hit and worth a point for the match.
Players may only hit each other with a foam sword at any time during the tournament. Any player who punches or kicks their opponent instantly looses the round and is automatically disqualified. In some cases depending on the situation a player may become banned from participating in future tournaments if they violate this rule.
The same 2 foam swords will be provided to the players for every match throughout the entire tournament. The swords will be the exact same length and weight. This is so that no one player has an unfair advantage over the other player due to equipment being different by giving a longer reach or a faster swing or a harder striking force.
1. A hit to the Torso counts as a kill. Torso: shoulders (including arm sockets), chest, stomach, sides, back, and buttocks.
2. A hit to the Leg counts as a wound and one must lean on that knee or stand with that knee bent back and hop on their other leg until the end of the duel. Leg: From the top of the foot (including ankle) to the torso (below the buttocks).
3. A hit to the Arm counts as a wound and one must put that arm behind their back until the end of the duel. Arm: From point where hand joins the wrist to the shoulder socket.
4. A hit to the Head is off limits to all sword strikes, will count for no points and the match will begin over again.
5. A hit to the Neck is off limits to all sword strikes, and will count for no points and the match will begin over again.
6. A hit to the Crotch is off limits to all sword strikes, will count for no points and the match will begin over again.
7. A hit to the Hands and Feet: Intentionally blocking any blow with a hand which is not gripping a sword results in the loss of that arm. Intentionally blocking any blow with foot results in the loss of that leg. Gripping the blade or point of your opponent’s weapon with your hand results in the loss of that arm.
Hands and feet are unaffected by sword hits if: The Foot is on the ground; if the foot is in the air when it is hit, it is considered a hit to the leg. If the Hands are holding the sword they are unaffected by a sword hit. When not holding anything, hands are considered part of the arm.
At the beginning of a match a bowl will be rung.
Players will touch swords after the bowl is rung. As soon as a player removes their sword from touching the opponent’s sword the match will begin.
One player will be called as blue and the other player will be called as red.
There will be 1-2 referees.
Each referee will hold a blue flag in one hand and a red flag in the other hand.
Each referee will stand to the sides of blue and red. They will hold the flag of each player in each hand according to the side that player is standing from where the referee is standing.
Each referee will hold up the color of the flag of the player and call “Hit!” when that player scores a fatal hit and receives a point going towards the best 3of5 for that round.
If the player is seen to be hit in the arm or the leg the referee will call that players color and either arm or leg. Ex: “Blue Arm Hit!”, “Red Leg Hit!” and that player must remove that limb from play.
Once a player losses any 2 limbs during a match it is counted as a kill and the opposing player receives a point going towards the best 3of5 for that round.
If both players strike a hit at the same time it will count as a draw, neither opponent scores a point and the match will begin again.