Taiho Jutsu - Beginner to Black Belt by Ross Jackson - HTML preview

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Sumi otoshi

Attempt Shiho nage, Uke pulls knife hand back to rear. As opponent thrusts forward, by stepping forward with right foot, and to the right, move into right posture, wrists touching, hands spread apart and open, left on top of right.

Grip the wrist and forearm of the knife hand and, as he begins to resist the catch, step smartly past his right foot with your left, extend the forearm back and raise his elbow as high as possible, before he can move his left leg to gain balance cast the wrist in a fishing motion driving him backwards toward the floor.

Tenkai kote hineri

Attempt Sumi otoshi, your opponent steps back to foil the balance break. Step forward with your right foot and place it outside the opponent’s right foot. Keep the same wrist position, left hand on the back of the opponent’s right hand with the fingers in the palm. Extend both arms forward raising your opponent’s right elbow to the horizontal. Maintain the hand position and pivot on both feet to your left, forcing the opponent to break balance forward. Step forward with right foot and pivot on left to face opponent. Keep the left hand on the wrist, place the right on the opponent’s extended forearm and step back wards with left foot forcing the opponent to the ground in prone position. Apply Yonkkyo to finish.

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Open Catch (Outside)

Seoi otoshi

As opponent thrusts forward move to the forward left in left posture, attempt an open catch on the wrist. As the opponent pulls back and also steps to foil a hold, maintain the grip on the left forearm with your left hand, step forward and place your right foot next to his, rotate your left leg behind you so that your back is now touching his chest simultaneously placing the crook of your right arm tightly under his right armpit. Continue the circular motion and throw with shoulder throw as in basic release.

Ushiro ate

Attempt Seoi otoshi, Uke pulls knife hand back.

As opponent begins to retreat, release the grip on the arm and move forward in left posture and place your left leg behind his right. Put the left side of your chest against the rear right of his chest, reach round his back with your left hand and place it over the left shoulder and down toward chest, right hand to chest on opponent’s right. Left foot moves to centre position behind opponents legs. Keeping tight grip draw opponent toward own chest, rotate body so that opponent is forced to rear over left leg.

Tani otoshi

Attempt Ushiro ate. The opponent leans forward to foil the rear pull. Step with the left foot past the opponent’s left foot, move your hips past your opponents so that you are on the opponent’s left side, leave the right foot trailing.

Reach around the opponent’s waist and fall down onto your backside. Pull the opponent to his rear making him rear roll over your leg. Turn to face your opponent as you land on the floor.

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Nage Waza

(Throws)

Hold opponent with left hand on right sleeve just below the elbow and right hand at left lapel at centre of chest.

The throws are split into combinations of consecutive forward and rear.

O soto gari

Step past your opponents right foot with your left, drive his right hand back by pushing his elbow toward the floor behind him. Move the right hand past his left shoulder, lean forward so that the right side of your chest is in full contact with the right side of his chest. Your opponent should now be leaning back toward his right rear with all the weight on his right foot. Keeping your own weight on your left foot raise your leg so that it is on the outside rear your opponent then sweep the leg back in a big arch without the foot touching the floor, the back of the right knee driving into the back of your opponents right knee, thus

driving his back to the floor.

O goshi

Keeping your grip on the sleeve, pull toward yourself with the left hand, simultaneously riding the right hand up and around the collar, step in with the right foot toward the inside or your opponents right foot, rotate on the foot and bring both feet in line so that your back is completely against your opponents chest and bringing your right hand as close to your own chest pull your opponent toward you. Continue to rotate and pull your opponent over your hips and onto the floor in front of you.

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O uchi gari

Attempt O-goshi, your opponent resists by pushing the hips forward to push you off balance. Change the direction of your pull from forward to his left rear, left hand on sleeve lifting up, right hand driving back keeping hold of lapel.

Rotate your hips to face your opponent and hook the back of your own right knee behind the back of his left knee, continue to circle the foot and your opponent will fall onto his back.

Tai otoshi

Facing your opponent, pull forward with both left and right hands. Put your right foot toward his right foot and pivot, swinging the left foot in line but well outside of your opponent. As he begins to step forward to regain balance move your right foot across in front of his so that the calf is in front of his shin. Continue to pull him forward by pulling with the left and driving in front of you with the right, forcing him to roll over the leg and onto his back.

Ko uchi gari

Fully attempt Tai otoshi but your opponent manages to step over the outstretched leg.

Turn your instep toward your opponents heel and contact the heel in a sweeping motion

forward breaking his balance and forcing him backward to the floor.

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Seoi nage

Move in exactly as for O-goshi, but place the crook of the right arm tightly under your opponents right armpit. Continue the circular motion, spread the knees to squat down and lean forward by pulling with the left hand and driving the right elbow up. Your opponent will be thrown over the small of your back and onto the floor.

Ko soto gari

Hold lapel and sleeve. As you pull forward your opponent resists by leaning backward. Step to your left with your left foot and then follow with the right so that you are completely in line and to his right side, pull the right hand across his chest and drive the left elbow to the rear to break balance. Sweep the back of his right heel as in Ko-uchi gari, throwing him onto his back.

Harai goshi

Move in exactly as for O-goshi, as your lean forward to throw raise the right leg forward then sweep it backward in a large circular motion on the outside of your opponents right leg, pointing your toes to assist in drive. Try to make thigh to thigh contact only. Maintain pull and drive with hands. Opponent will rotate onto his back.

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Taiho Jutsu

(Junior Kyu (Mon0 Grading Syllabus) Revision The Junior syllabus is exactly the same as the senior. However, to facilitate Mon, techniques required in grading examinations are graduated up to the full belt (Kyu) A Junior must attain the minimum age for a specific grade. This limit will be strictly adhered to. To qualify to attend a grading, a junior must have held the grade prior for a minimum of 3 months. Each grade must be obtained consecutively.

White

10 yrs

Yellow

11 yrs

Orange 12 yrs

Green

13 yrs

Blue

14 yrs

Brown 15 yrs

On attainment of 16 years the Junior grade will be accepted as a Senior grade but as Lower if 3rd Kyu (Green), 2nd Kyu (Blue) or 1st Kyu (Brown).

Grading examination rules the same as Senior examinations will apply and include the requirement for advancement.

White

(6th Kyu)

Granted unconditionally

White + 1 Yellow

Ukemi, Ground defence, Ude gatame, Kote hineri White + 2 Yellow

Kote mune gatame, Kote gatame, Ushiro kote gatame, Ude garami White + 3 Yellow

Kote gaeshi, Waki gatami, Ushiro otoashi, Seoi otoshi Yellow (5th Kyu)

Oshi taoshi, Ushiro ate, Gyaku ude garami, O soto gari Yellow + 1 Orange

Ashi mune ate

Yellow + 2 Orange

Ashi hiza ate

Yellow + 3 Orange

Ude garami (Hidari)

Orange (4th Kyu)

Ude garami (Migi)

Orange + 1 Green

Kesa gatame, Kata gatame

Orange + 2 Green

Kami shiho gatame, Yoko shiho gatame

Orange + 3 Green

Ude garame, Ude hishigi juji gatame

Green (3rd Kyu)

Ashi kensetsu, Renraku waza

Green + 1 Blue

Tenkan wake gatame, Gyaku gamae ate, Ushiro wake gatame Green + 2 Blue

Gedana ate, Kote gaeshi, Ai gamae ate, Ude garami Green + 3 Blue

Hiki taoshi, Shiho nage, Sumi otoshi, Tenkan kote hineri Blue (2nd Kyu)

Seoi otoshi, Ushiro ate, Tani otoshi

Blue + 1 Brown

O soto gari, O goshi

Blue + 2 Brown

O uchi gari, Tai otoshi, Ko uchi gari

Blue + 3 Brown

Seoi nage, Ko soto gari, Harai goshi

Brown (1st Kyu)

Kezure kesa gatame, Ushiro kesa gatame

Brown + 1 Black

Shomen ate, Ai gamae ate, Gedan ate, Ushiro ate Brown + 2 Black

Oshi taoshi, Ude gaeshi,Hiki taoshi, Ude garami Brown + 3 Black

ake gatame, Kote hineri, Kote gaeshi, Tenkan kote hineri 34

Taiho Jutsu

(Kyu Grading Syllabus) Revision 3/96

Yellow belt

Orange belt

Green belt

Blue belt

Brown belt

5th Kyu

4th Kyu

3rd Kyu

2nd Kyu

1st Kyu

3 month

3 month @

6 month @

6 month @

9 month @

attendance

5th Kyu

4th Kyu

3rd Kyu

2nd Kyu

Breakfalls

As 5th Kyu

As 4th Kyu

As 3rd Kyu

As 2nd Kyu

(Ukemi)

+

+

+

+

For Green -

For Blue -

For Brown -

Front

Hanbo

Rear

(Short Stick)

Kesa gatame

Tanto Dori

Nage waza

Sides -

Kata gatame

(Knife taking)

(throws)

(left, right)

Ashi mune ate Kami shiho-

Rolling -

Ashi hiza ate

gatame

A+D

O soto gari

(left, right)

Ude garami

Yoko shiho -

Tenkan wake gatame

O goshi

(hidari - left)

gatame

Gyaku gamae ate

O uchi gari

Migi - right

Ude garami

Ude garami

Ushiro wake gatame

Tai otoshi

Hidari - Left

(migi - right)

Juji gatame

XB

Ko uchi gari

Gedan ate

Seoi nage

+

+

+

Kote gaeshi

Ko soto gari

Running line

Ashi kansetsu Ai gamae ate

Harai goshi

Ground defence

(leg locks)

Ude garami

+

OC - i

Ne waza

Ude gatame

1 x 1

All techniques Hiki taoshi

(groundwork)

Kote hineri

Migi

Shiho nage

Kezure kesa -

+

All techniques

Sumi otoshi

gatame

Kote mune-

Migi + Hidari

+

Tenkan kote hineri

Ushiro kesa -

gatame

Running line

OC - o

gatame

Kote gatame

Seoi otoshi

Ushiro kote-

+

Ushiro ate

+

gatame

1 x 2

Tani otoshi

1 x 4

Ude garami

+

+

For Green +

Randori

For Brown +

Kote gaeshi

4th kyu

+

9 month @

Waki gatame

1 x 3

Brown -

Ushiro otoshi

For Blue +

Seoi otoshi

6 month @

6 month @

+

+

Green -

Blue -

Nage waza

Oshi taoshi

+

(hidari)

Ushiro ate

+

Tanto randori

+

Gyaku ude-

All of 4th Kyu

(hidari)

Randori

gatame

(hidari - left)

+

Renraku waza

O soto gari

Renraku waza

+

+

1 x 4

All techniques

Renraku waza

Migi

(combinations)

The Examiner may ask for demonstration of any technique he thinks fit to assist in grading 35

Taiho Jutsu

Dan Grading Syllabus

1st Dan (Shodan)

Requirements

1yr @ 1st Kyu +

Completion of 1st Kyu syllabus plus :-

Randori-no-Kata

Gonosen-no-Kata (Ura waza)

1. Shomen ate

1. Shomen ate

-

Waki gatame

2. Aigamae ate

2. Aigamae ate

-

Oshi taoshi

3. Gyakugamae ate

3. Gyaku gamae ate -

Gedan ate

4. Gedan ate

4. Gedan ate

-

Aigamae ate

5. Ushiro ate

5. Ushiro ate

-

Tenkai kote hineri

6. Oshi taoshi

6. Oshi taoshi

-

Oshi taoshi

7. Ude gaeshi

7. Hiki taoshi

-

Tenkai kote hineri

8. Hiki taoshi

8. Kote gaeshi

-

Kote gaeshi

9. Ude garami

9. Tenkai kote hineri -

Waki gatame

10. Waki gatame

10. Shiho nage

-

Shiho nage

11. Kote hineri

12. Kote gaeshi

13. Tenkai kote hineri

14. Shiho nage

15. Mae otoshi

16. Sumi Otoshi

17. Hiki otoshi

A demonstration of 5 hidari (left) techniques as requested by the examiner Demonstration defence against 2 (open blade) edge weapon body strikes The Examiner may ask for demonstration of any technique he thinks fit to assist in grading 36

Taiho Jutsu

Dan Grading Syllabus

2nd Dan (Nidan)

Requirements :

2 years @ 1st Dan

Randori-no-kata (Hidari)

Gonosen-no-kata (Hidari)

NAGE-NO-KATA

Te waza

1. Uki otoshi

2. Ippon seoi nage (Kata seoi)

3. Kata garuma

Koshi Waza

4. Uki goshi (hidari)

5. Harai goshi

6. Tsuri komi goshi

Ashi waza

7. Okuri ashi barai

8. Sasae tsuri komi ashi

9. Uchi mata

Sutemi Waza

10. Tomoe nage

11. Ura nage

12. Sumi gaeshi

Ma sutemi waza

13. Yoko gake

14. Yoko garuma

15. Uki waza

Demonstation to be Migi and Hidari

The Examiner may ask for demonstration of any technique he thinks fit to assist in grading 37

Taiho Jutsu

Dan Grading Syllabus

3rd Dan (Sandan)

Requirements :

3 years @ 2nd Dan

Completion of 2nd Dan syllabus plus :-

Koryu-Dai-San (Aikido)

Suwari waza (Kneeling techniques)

1. Oshi taoshi

2. Gyaku gamae ate

3. Kote gaeshi

4. Ryote muchi sukui nage

5. Tenkai kote hineri

6. Shiho nage

7. Gedan ate

8. Hiji kime

Tachi waza (Standing techniques)

9. Kote mawashi

10. Uchi tenkai nage

11. Gyaku gamae ate

12. Hijime kime

13. Mae otoshi

14. Ushiro waza mae otoshi

15. Ushiro waza tenkai kote hineri

16. Mune tori kata gatame

All techniques will be demonstrated to the right. However, the examiner may ask for the demonstration of any technique on the left, either singly or in combination.

Demonstration of any weapons kata from any other martial art.

The Examiner may ask for demonstration of any technique he thinks fit to assist in grading 38

GRADING EXAMINATIONS

All gradings are to be of a national standard. To that end this is a guide to assist you to understand what system the examiner will be employing.

The examiner will be looking for two things.

1. The physical application of the demonstration of the techniques.

2. The mental application of the entrant whilst undergoing grading.

The examiner will be hard but fair, for in the assessment is the future standard of Taiho Jutsu.

No-one in any way will offer or give advice to the examiner in the acceptance of a particular technique prior to a clarification request by the examiner. His judgement is absolute. Any attempt to influence will result in the automatic failing of participant. Only the first demonstration will receive a mark.

If, in his judgement, the attitude of the entrant is such as to cause concern, then this will override any standard obtained with regard to the physical demonstration and a ‘fail’ will be given.

To assist you to understand how the marking of a grading occurs, the following is the examiners guide which will be strictly adhered to.

Every technique will be marked with points out of 10

(with the grade being attempted dictating the maximum points that can be allotted)

Entrants attempting:-

Max

Min

5th Kyu

10

50%

=

Pass

4th Kyu

10

60%

=

Pass

3rd Kyu

10

66%

=

Pass

2nd Kyu

10

71%

=

Pass

1st Kyu

10

75%

=

Pass

1st Dan

10

77%

=

Pass

2nd Dan and above

10

90%

=

Pass

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Marks will be given on the following system:-

Approach

Definition of technique

Posture during technique

Posture after technique

Would the technique have worked?

Was the entrant just going through the motion without conviction?

1. Count up all the marks required.

2. Count up all the marks obtained.

3. If they do/don’t exceed the average required then, pass/fail.

If the entrant is over the age of 40 years, the pass mark will be reduced by 10%.

If the examiner considers the technique mark to be less than 20% then an

‘X’ without a number will be inserted in the score sheet indicating a fail.

If there are 5 or more 'X's on the entrants sheet, then regardless of the count achieved, no advance in grade must result, a Fail is given.

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INDIVIDUAL TANTO RANDORI

1. Competition Area

Nine metres square with safety surround of 0ne metre 2. Duration of Competition

Four minutes divided into four equal periods. If there is no score at full time, there will be one extension of two minutes divided into two equal periods.

3. Competitors

There will be two competitors each dressed in clean white or cream regulation Keikogi with a belt denoting correct grade. Each competitor will wear either red or white identifying sashes over the belt.

The competitor with the rubber knife is called Tanto and unarmed one is called Toshu. The first called competitor will wear the red sash and commence the competition as Tanto. Each competitor takes the part of Toshu and Tanto alternately for two periods.

Nails will be cut short and no jewellery will be worn.

4. Officials

(a) A referee who will conduct the contest from within the area.

(b)

Two judges who will be positioned outside the area. Each judge will have a red and a white flag.

(c) One Timekeeper who will keep time and signal at the end of each minute.

(d) One recorder who will keep a visible record of all scores signalled by the referee.

(e)

An arbitrator who will be seated outside the area. He/she will assist if the other officials cannot agree on a decision. If required, will give a final decision on the interpretation of the rules or any other technical aspect. He/she will deal with any complaints concerning the competition.

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Note that complaints concerning a contest must be lodged before the following contest commences. The complaint must be of a technical aspect as in all other matters the referee’s decision is final.

5. Scoring

(a)

Points may be scored by Toshu applying an AIKI technique or by Tanto striking correctly with the knife.

(b)

If a competitor at any time after two minutes has a total score of ten or more points, the contest will end and will be declared the winner.

(c)

If the contest goes to full time the player with the most points will be declared the winner.

(d)

If the scores are level at full time, one extension period will take place.

If this is indecisive the referee, after consultation with the judges, will declare the winner by superiority. This will be decided on the basis of which player attempted the most Toshu techniques with style.

(e)

If Tanto is thrown outside the competition area the score will not count.

(f)

When both competitors complete a technique at the same time, neither will score.

Toshu

(a)

Ten point (Ippon) is scored when Toshu performs a correct basic technique or recognised variation of the Randori-no-Kata.

(b) Seven point (waza-ari) is scored under the following conditions: (i)

When Toshu makes a 90% successful technique.

(ii) When Toshu makes a successful sacrifice technique.

(iii) When Toshu breaks his opponent’s balance and has control with an Aikido lock but Tanto is not taken to the ground.

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Tanto

(a)

For correct knife technique Tanto will score one point and the following conditions must apply:

(i)

Correct Aikido posture with hips and shoulders square to the front.

(ii)

If knife is held in right hand Tanto will be in right posture and reverse for left thrust

(iii)

Tanto will not change his knife hand during the contest.

(iv)

Both feet must move forward with the knife and Tanto must strike from a proper distance,

(v)

The knife thrust must originate from the centre hip line to touch the target area with arm extended and the knife must be horizontal at the moment of striking.

The tanto must not be hidden from Toshu prior to the attack.

(vi)

There will be no technique if Toshu firmly deflects the knife as it touches the target area.

(vi)

There will be no technique if Toshu firmly deflects the knife as it touches the target area.

(vii)

If Toshu falls to the ground during the contest Tanto may score if he strikes immediately and correctly.

(viii)

The target area will be the front and rear of Toshu from the belt to the shoulder line.

(ix)

Where Toshu deliberately covers the target area without avoidance or correct use of the handblade; then Tanto will be adjudged to have scored if he strikes his opponent’s arms.

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Comment

Tanto may only prevent a technique by avoidance, with or without the use of the unarmed handblade. Tanto may not use any throwing techniques in defence.

6. Prohibited Acts

(i)

Any action which is dangerous e.g. sacrifice whilst applying twisting or locking techniques; dropping on an opponent; kicking or punching, punching with the knife; using impact techniques rather than pushing techniques, e.g. Shomen-ate.

(ii)

The use of any other technique other than those laid down by the British Taiho Jutsu Governing Body.

(iii) Throwing with Maeotoshi. This technique may only be used to break balance.

(iv)

Preventing action during the contest, e.g. Tanto not thrusting with the knife or Toshu persistently shortening distance to prevent correct application of the knife by Tanto.

(v) Persistently using Incorrect attack with the knife.

(vi)

Deliberately forcing an opponent outside the area or stepping outside the area to avoid a technique.

(vii)

Attempting to counter techniques when Tanto.

(viii)

Gripping the opponent’s cloth to force technique.

(xi)

Ungentlemanly conduct.

(xii)

Groundwork and leglocks.

Any prohibited act will be dealt with as follows: -

(a)

Warning administered by the referee.

(b)

Penalty (Chui) - three point deducted from offender’s score.

(c)

Disqualification (hansoku-make).

Note that if a penalty has been given against a competitor on three occasions, this will lead to an automatic disqualification.

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7. Competition

Competitors will take up position in the centre of the competition area four metres apart, facing the officials. The referee will position himself between the competitors with Red on his right and White on his left. All three will bow to Joseki and then the competitors will turn inwards to face each other.

The judges will be positioned at each corner just outside the area on the Joseki side.

Red will collect the knife from the referee and return to position. The competitors will bow to each other and, on signal to begin (Hajime), by the referee, will commence contest.

Each competitor must take the part of Toshu at least once. At the end of Two minutes the ten point score rule is applied.

The object of Toshu is to score with an Aikido technique, either a Ten point (Ippon) or Seven point (Wara-ari).

The object of Tanto is to make a correct thrust with the knife Tsuki-ari, to score consecutive points to a maximum of ten

A successful technique or knife thrust will be declared by a majority decision of the three officials.

The contest will stop at the end of each minute and the knife will change hands.

Competitors will alternate after one minute, Toshu handing Tanto the knife and the competition will recommence. At two minutes the competitors will again alternate. At three minutes the competitors will again alternate. Each competitor will take part as Toshu and Tanto on two occasions unless the score precludes.

The first competitor to reach ten points at or after the second change will be declared the winner and the competition will be stopped. If at full time both players are level there will be one extension period. The only exception will be if the contest is stopped due to injury or disqualification and a winner announced.

Note that whenever the referee stops the contest with the command Yame, both competitors will immediately return to their starting positions.

At the end of the competition the competitors will return to their starting positions and Tanto will return the knife to the referee. The referee will indicate the winner (Kachi). The competitors will bow to each other, then to Joseki, and retire from the area.

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TANTO RANDORI TEAM EVENT

This will be a competition between teams consisting of three or five members from one club. The maximum number of teams any club may enter is two.

Before each team Contest a list showing the order of competitors must be submitted to the Adjudicator.

The two teams, designated Red or White, will enter the area in file from the far side of Joseki with the captain of each team leading. The referee and two judges will position themselves in line in the centre of the area with the red team on their right. All will bow to Joseki, the teams will then face inwards and bow to each other.

The winning team will be the one with the most individual wins. If this is equal, the team with the most points scored will win. If at the end of the second Contest (3-person team) or at the end of the third contest (5 person team) one team has gained a winning lead (2-0 or 3-0), the competition will stop.

Procedures for each individual contest will follow the individual Tanto Randori rules, except those relating to draws. During the competition there will be no extension of time unless, after the last contest, both teams are still level. In this instance there will be one extension of two minutes. If this is indecisive the referee, after consultation with the judges, will declare the winner by Superiority.

After the result has been announced, the teams will bow to each other, turn in file to Joseki and bow, and then retire from the area.

RANDORI KYOGHI

Basically the same rules apply in this event as in Tanto Randori. The essential differences are as follows: - The competition will last for three minutes unless within that time a competitor has scored a total of ten points in which case will be announced the winner (Kachi).

Both competitors are unarmed and will compete from Tegatana position.

From this position the competitors will attempt to apply techniques or recognised variations of the Randori- no-Kata or counters to these techniques.

A successful technique or knife thrust will be declared by a majority decision of the three officials.

46

The contest will stop at the end of each minute and the knife will change hands.

Competitors will alternate after one minute, Toshu handing Tanto the knife and the competition will recommence. At two minutes the competitors will again alternate. At three minutes the competitors will again alternate. Each competitor will take part as Toshu and Tanto on two occasions unless the score precludes.

The first competitor to reach ten points at or after the second change will be declared the winner and the competition will be stopped. If at full time both players are level there will be one extension period. The only exception will be if the contest is stopped due to injury or disqualification and a winner announced.

Note that whenever the referee stops the contest with the command Yame, both competitors will immediately return to their starting positions.

At the end of the competition the competitors will return to their starting positions and Tanto will return the knife to the referee. The referee will indicate the winner (Kachi). The competitors will bow to each other, then to Joseki, and retire from the area.

47

Glossary

A

Ai gamae ate

Regular posture strike

Aikido

Spiritual harmony path

Ashi

Leg / foot

Ashi mune ate

Leg chest strike

Ate

Strike

Atemi