San Shou Rules
INTERNATIONAL SAN SHOU RULES
Edited in Nov. 97-2000 by Mark Wong
CHAPTER 3:COMPETITION AND OFFICIATING METHOD
Article 14 Methods of Attack and Defense
Apply any school of wushu’s attack and defend methods.
Article 15 Valid parts
The valid parts include the head, the trunk and the legs.
Article 16 Faults
1 Attack the opponents back of head, the neck, the throat, or the crotch.
2 Attack the opponent by using the head, the elbow, and the knee.
3 Continuous hits to the opponent’s head.
4 Use jointlock controls.
5 Make the opponent fall with the head over heels on the platform or deliberately smash or weigh down his opponent.
6 Attack the fallen down opponent (except the opponent who did so as a means of combat).
7 Take an initiative hold of the opponent (except for the defensive hold of the legs and counter-make-fall such as a single or double leg takedown.)
Article 17 Absolute Victory
1 In an event of wide disparity in technique between two sides and one side has obviously lost the defending ability, the judge (referee) on the platform may, with the approval of the head judge, proclaim the stronger side to be the winner of the bout. Dominance
2 A competitor will win the bout if his opponent is knocked down by a blow on a valid part and remains down for 10 seconds, or he can stand up but with abnormal consciousness.
3 Approved by the head judge, a competitor will win a bout if he injured by his opponent’s foul attack and has been certified by a doctor that he is unable to compete again.
4 In a round, if a competitor is twice off the platform (any part of the body has touched the ground), the other side will be the winner of the round.
5 In a round, a competitor is hit at the valid part and given an 8 seconds count twice, his opponent wins the round.
6 In a round, if a competitor applies the methods from the 2), 3), 4), 5) of article 18 and gains three points three times, he will win the round. Back sweep or throw
Article 18 Scoring Methods
- Winning three (3) points
A competitor will win three (3) points if:
1 Punches, kicks, pushes or throws his opponent off the platform in a round.
If it is done twice in one round, you win the round.
2 Hit the opponent’s valid part (or down) by a spinning kick to the head or chest while remain standing.
3 Make the opponent fall down (any part of the body, except the feet, has touched the ground) by a forward sweep or a backward sweep, while remain standing.
4 Knock the opponent down by a leg kick, while remain standing.
5 Make the opponent fall by a instinctive counter technique (including a sacrifice throw) while dodging defensively.
2 Winning Two Points
A competitor will win two (2) points if:
1 His opponent has fallen/thrown down while he himself remains standing.
2 Kick the opponent in the trunk once by the legs.
3 The opponent has been given a warning once. Three (3)warnings you are disqualified.
4 All throws with thrower standing is two (2) points unless a high altitude (3pts) or if you fall
on opponent or lose balance (1pts)
3. Winning One Point
A competitor will win one (1) point if:
1 Hit the opponent on a valid part once by a hand techniques.
2 Hit the opponent on the head or the legs once by a leg technique.
3 When two sides show passivity in a fight for 8 seconds, the judge on the platform orders his the opponents to attack, but the opponent still remains passive for another 8 seconds after the order.
(After 2 admonish-cautions you are warned)
4 The opponent has been admonished (cautioned-warning) once.
5 When both sides apply methods to force the opponent down, the later falls down will gain one point.
4 No Point Awarded
No point will be awarded to either side when:
1 Two sides hit each other on valid parts at the same time or successively. (Best to step back & punch)
2 Both sides fall down or off the platform at the same time or successively.
3 Throw the opponent to the ground or off the platform after holding him for five seconds or more.
4 The opponent falls on the ground as a means of combat.
5 The opponent falls on the ground after a flying movement.
6 Two sides hit each other in a locked fight (clinch).
7 Hit the lower leg when the opponent defends by raising his knee.
8 Hit the valid part by a forward sweep or a backward sweep while being pressed down by the opponent.
9 No clear technique and no obvious hit at the valid parts.
Article 19 Fouls and Penalties
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Technical Fouls
1 After the judge on the platform (referee) signals the start, a competitor deliberately slows his march onto the platform or starts his fight after 5 seconds. (2 calls is the limit)
2 Request for a time out when the competitor is at a disadvantage.
3 Ungentlemanlike behavior to the judge or disobedience to his decision.
4 Persistently shouting out loudly or impolitely during a fight to frighten or disturb ones opponent despite previous warnings by the judge.
5 Spit out the gum shield or loosen the protective gear on purpose in a fight.
6 Violate Article 9.
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Personal fouls
1 Attack the opponent before the judge on the platform (referee) gives the start signal or after he gives the stop signal.
2 Use prohibited methods to attack.
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Penalties (2pt deduct)
1 An admonition will be given for a technical or a minor personal foul; but a warning will be given for an obvious personal foul.
2 A competitor who has been penalized up to six (6) points in a match will be disqualified and his opponent will be the winner of the bout.
3 A competitor who intentionally hurts his opponent or commits a serious foul will be disqualified from the bout or the whole competition accordingly.
4 A competitor who is found guilty if doping and inhaling oxygen during a break , or employing trickery will be disqualified from the whole competition.
Article 20 Suspension of Fight
The judge on the platform will suspend the fight in any of the following cases:
1 A competitor has fallen down or off the platform.
2 A competitor is injured.
3 The competitors are locked in a confused fight (clinch) for more than two (or four) seconds.
4 Both competitors refrain from attacking, and one of them shows passivity for a duration of eight seconds.
5 The head judge comes up to the platform to solve problems. Or the coach throws in a towel.
6 The head judge or other judges have spotted danger in a fight.
7 The fight is interrupted by objective factors such as problems of lighting and arena.
Anyone can email me if you have questions about the San shou or Shuai Chiao Rules.