Competition Rules | ICKF

Three lines (Karate / Kickboxing / MMA), each with 5 self-contained levels.
Athletes choose the class that matches their experience from any of the three lines.

You don’t need to memorize every category. The rule set is organized into three lines by combat character, each with five self-contained levels. Levels are defined by combining on/off rule axes.

Three-Line Structure

Karate
JudgingIppon / Waza-ari + flag decision
TimeMain round + extension (must)
Kickboxing
Judging10-point-must + referee stoppage
(KB1 & KB2 = point system)
TimeRound system
MMA
Judging10-point-must + submission + referee stoppage
TimeRound system

Gi required. Judging (Ippon / Waza-ari + flag decision) is shared across all levels. Face-contact levels (L3–L5) use full-face protector. Mouthpiece (optional for Karate) and foul cup (optional for women) required across all classes.

L1
Full Contact Karate
Time: Main 1:30 / Ext. 1:00
Rules
FaceClinchGroundGnP
Gear
Head guardChest guardKnuckle protectorShin guard
L2
Combat Karate Light
Time: Main 1:30 / Ext. 1:00
Rules
FaceClinchGroundGnP
Gear
Head guardChest guardKnuckle protectorShin guard
L3
Combat Karate Standard
Time: Main 2:00 / Ext. 1:30
Rules
FaceClinchGroundGnP
Gear
Super SafeKnuckle protectorShin guard
L4
Combat Karate Advanced
Time: Main 3:00 / Ext. 2:00
Rules
FaceClinchGroundGnP
Gear
Super SafeKnuckle protectorShin guard
L5
Combat Karate Full
Time: Main 3:00 / Ext. 2:00
Rules
FaceClinchGroundGnP
Gear
Super SafeKnuckle protectorShin guard

Gloves required. Bottom wear: kick pants or gi (free choice). Face punches allowed in all classes. KB1 (3-point system) and KB2 (5-point system); KB3–KB5 use 10-point-must + referee stoppage. Mouthpiece and foul cup (optional for women) required across all classes.

KB1
Light (3-Point System)
Time: Main 1:30 × 2R
Rules
ClinchHigh Knee
Gear
16oz GlovesHeadgearKnee padLeather leg cover
KB2
Standard (5-Point System)
Time: Main 2:00 × 2R + Ext. 1:00
Rules
ClinchHigh Knee
Gear
14oz GlovesHeadgearKnee padLeather leg cover
KB3
Knockout
Time: Main 2:00 × 2R
Rules
ClinchHigh Knee
Gear
14oz GlovesHeadgearKnee padLeather leg cover
KB4
Clinch Allowed
Time: Main 2:00 × 2R (Clinch ≤ 5s)
Rules
ClinchHigh Knee
Gear
12oz GlovesHeadgearKnee padLeather leg cover
KB5
Clinch (Bare-face)
Time: Main 3:00 × 2R
Rules
ClinchHigh Knee
Gear
12oz GlovesBare-faceKnee padLeather leg cover

MMA gloves required. Apparel: fight shorts + rashguard only (no gi). Judging is 10-point-must + submission + referee stoppage. Mouthpiece and foul cup (optional for women) required across all classes.

MMA1
Light
Time: Main 3:00 × 1R
Rules
Face StrikeGnPElbowLeg Lock
Gear
MMA GlovesHeadgearKnee padShin guard
MMA2
Standard
Time: Main 3:00 × 1R
Rules
Face StrikeGnPElbowLeg Lock
Gear
MMA GlovesHeadgearKnee padShin guard
MMA3
Standard+
Time: Main 4:00 × 1R (Final 3:00 × 2R)
Rules
Face StrikeGnPElbowLeg Lock
Gear
MMA GlovesHeadgearKnee padShin guard
MMA4
Advanced
Time: Main 3:00 × 3R
Rules
Face StrikeGnPElbowLeg Lock
Gear
MMA GlovesHeadgearKnee padShin guard
MMA5
Bare-face Full
Time: Main 5:00 × 3R
Rules
Face StrikeGnPElbowLeg Lock
Gear
MMA GlovesBare-faceKnee padShin guard

Leg locks (straight ankle lock, Achilles, knee bar, etc.) are allowed from MMA3 onward. Heel hooks, neck cranks and spine-twisting submissions are prohibited in all classes.

Judging differs by line. Evaluation is based on clear knockdowns and damage. Speculative judgments (“would it have landed?”) are eliminated.

Karate (L1–L5) — Ippon / Waza-ari + Flag Decision

Ippon
Clear knockdown (4s+) / loss of will to fight / one-sided attack → fight ends immediately (win)
Waza-ari
Effective knockdown (2s+). Two waza-ari = ippon (win)

Throws and ground control are not scored as points but are factored into the flag decision.

Ippon → fight ends immediately
Most waza-ari wins
Tied → fewest fouls/warnings wins
Still tied → extension (must); finally a 3-judge flag decision determines the winner
Flag decision priority:DamageClean hitsAttack volumeAggression

Kickboxing (KB2–KB5) / MMA (MMA1–MMA5) — 10-Point-Must

At each round end, three judges score independently: 10 to the winner, 9 or less to the loser. A decisive round is 10-8; an extremely one-sided round is 10-7. Total scores after all rounds determine the winner.

ResultConditions
KO WinEffective technique → cannot rise / loss of will to fight
TKO WinContinuous unanswered strikes → ref stops / injury/cut → doctor stops / corner throws towel
Submission (MMA only)Tap-out / loss of will / ref stops
DecisionMajority of 3 judges by 10-point-must total

Kickboxing KB1 & KB2 — First-to-Point System

Points awarded for 3-consecutive clean hits, clean counters, clean high kicks, clean knee strikes to body, etc. KB1 is first-to-3 points; KB2 is first-to-5 points. If time expires, the fighter with the most points wins (ties go to the more dominant fighter). Headgear allows light-to-medium contact scoring.

Fouls & Deductions

CautionFoul 1 (+1 to opp.)Foul 2 (+2 to opp.)Foul 3Disqualification

In Karate, waza-ari outranks Foul 1 (+1). In Kickboxing/MMA, fouls are processed as point deductions within the 10-point-must system. Fouls and cautions accumulate across rounds and extensions.

Common Prohibited Techniques

CategoryExamples
StrikingStrikes to back of head/spinal cord (punch, kick, knee, elbow) / strikes to spine/throat / groin strikes / strikes to a downed opponent’s face (except Karate line) / high knee strikes (allowed only in KB4 and KB5)
Throws / ClinchHead spike (any throw landing opponent vertically on head) / neck-bending dangerous throws / suplex variants landing on head
Ground / SubmissionsKnees on downed opponent / kicks to knee joint / leg locks (ankle, heel hook) / small-joint manipulation (single finger/wrist) / spine-twisting locks (neck crank etc. — prohibited in MMA1–MMA3)
Ground StrikesVertical ground-and-pound (prohibited in L5 · MMA3–MMA5) / elbow strikes are prohibited in all classes

Weigh-in & Tardiness

ItemStandard
Weight Over
(vs. declared weight)
<1 kg = Caution / 1–2 kg = Foul 1 / 2–3 kg = Foul 2 / ≥3 kg = Disqualification
Tardiness
(no-show after call)
Immediate = Caution / 30s = Foul 1 / 40s = Foul 2 / 50s = Disqualification
Same-day Weigh-in & MedicalWeigh-in up to 3 hours before bouts. Doctor medical check required (concussion history, injury status). Parental consent required for minors.

All rules in this competition are subject to the upper governing “ICKF Competition Code“.