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the Rules

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Combat Competition

There are three (3) Preliminary Phases (bouts of competition):

 

Phase 1) One-on-One competition in a randomly selected environmental setting;

Phase 2) Weapons Combat;

Phase 3) Mass Attack – single fighters duel against multiple attackers [2,4 &6].

Phase 4) the Finals – the top fighters battle to become champion.

WWG Rules

Rule 01

Five Preliminary Weight Classes

  • Lightweight: (146 - 155 lb)

  • Welterweight: (156 - 170 lb)

  • Middleweight: (171 - 185 lb)

  • Light Heavyweight: (186 - 205 lb)

  • Heavyweight: (206 - 265 lb)

Rule 03

Combat Types

  • Hand-to-Hand Combat

  • Weapons Combat

  • Mass Attack

  • Final Combat

Rule 05

Methods of Victory

  • Hand Strikes (including elbows)

  • Leg Strikes (including shins & knee)

  • Chokeout / Submission

  • Knockout / TKO

Rule 02

Three Final Weight
Classes

  • Light: (146 - 170 lb)

  • Middle: (171 - 205 lb)

  • Heavy: (206 - 265 lb)

 

Each for Male & Female

Rule 04

Stage Types

  • No Roped Ring

  • No MMA Cage

  • Real-World Environments

  • Plexiglass Ring

Rule 06

Judges Decision

  • unanimous decision (all three judges score a win for one fighter),

  • split decision (two judges score a win for one fighter with the third for the other),

  • majority decision (two judges score a win for one fighter with one for a draw),

  • unanimous draw (all three judges score a draw),

  • majority draw (two judges score a draw).

  • split draw (the total points for each fighter is equal)

The WWG Main Combat Rules:

 

Hand-to-Hand Combat:

 

  • 3 Periods [rounds] (3 Minutes Each)

  • Uniforms: including Headgear, Chest Protector, TKD Gloves, Shin Guards, Foot Guards, Wrestling Shoes

  • Takedowns: both above and below the Waist Are Permitted, including Sweeps

  • Methods of Victory: Knockout [KO/TKO], Decision, Chokeout or submission, Points, or DQ;

  • Punches & Kicks Only Permitted to Front of Opponent’s Body

  • Punches to the Body (or other hand strikes): 1 Point

  • Punches to the Head (or other hand strikes): 3 Points

  • Kicks to the Leg: 1 Points

  • Kicks to the Body: 2 Points

  • Kicks to the Head: 3 Points

  • Spinning Kicks to the Head: 5 Points

  • Takedowns: 2-5 Points (depending on type of takedown)

  • Technical Reversal: 1 Point

  • Exposure: 2-3 Points

  • Penalties: 1-2 Point Deductions

  • Judges Decision (based on a conglomeration of all of the above)

 

 

Weapons Combat: Each Weapon is Padded with Sensors

 

  • 2 Periods [rounds] (2 Minutes Each)

  • Uniforms (with sensors): Headgear, Chest Protector, Gloves, Shin Guards, Foot Guards, Wrestling Shoes

  • Takedowns: Sweeps Are Permitted

  • Methods of Victory: Decision, Points, or DQ;

  • Strikes Only Permitted to Front of Opponent’s Body

  • Strikes to the Body: 1 Point

  • Strikes to the Head (or other hand strikes): 5 Points [depending on weapon type, can end the match]

  • Strikes to the Leg: 1 Points

  • Strikes to the Arms: 1 Points

  • Strikes to the Shoulder / Neck: 3 Points

  • Takedowns (Sweeps): 4 Points

  • Penalties: 1-2 Point Deductions

  • Out of Bounds: 1 Point Deduction

  • Judges Decision (based on a conglomeration of all of the above)

 

Mass Attack Combat:

 

  • 1 Period [rounds] (1 Minute Each), per group (2, 4 & 6)

  • Uniforms: including Headgear, Chest Protector, TKD Gloves, Shin Guards, Foot Guards, Wrestling Shoes

  • Takedowns: both above and below the Waist Are Permitted

  • Methods of Advancement, Victory: Knockout [KO/TKO] of each attacker, Chokeout or submission of each attacker, Points, Decision by Judges;

  • Punches & Kicks Only Permitted to Front of Opponent’s Body

  • Punches to the Body (or other hand strikes): 1 Point

  • Punches to the Head (or other hand strikes): 3 Points

  • Kicks to the Leg: 1 Points

  • Kicks to the Body: 2 Points

  • Kicks to the Head: 3 Points

  • Spinning Kicks to the Head: 5 Points

  • Takedowns: 2-5 Points (depending on type of takedown)

  • Technical Reversal: 2 Points

  • Exposure: 2-3 Points

  • Penalties: 1-2 Point Deductions

  • Judges Decision (based on a conglomeration of all of the above)

 

 

 the Finals:

 

  • 5 Rounds (3 Minutes Each)

  • Uniforms: including Headgear, Chest Protector, TKD Gloves, Shin Guards, Foot Guards, Wrestling Shoes

  • Takedowns: both above and below the Waist Are Permitted, including Sweeps

  • Methods of Victory: Knockout [KO/TKO], Decision, Chokeout or submission, Points, or DQ;

  • Punches & Kicks Only Permitted to Front of Opponent’s Body

  • Punches to the Body (or other hand strikes): 1 Point

  • Punches to the Head (or other hand strikes): 3 Points

  • Kicks to the Leg: 1 Points

  • Kicks to the Body: 2 Points

  • Kicks to the Head: 3 Points

  • Spinning Kicks to the Head: 5 Points

  • Takedowns: 2-5 Points (depending on type of takedown)

  • Technical Reversal: 1 Point

  • Exposure: 2-3 Points

  • Penalties: 1-2 Point Deductions

  • Judges Decision (based on a conglomeration of all of the above)

Matches will end via:

  • Submission: a fighter taps out on his opponent three times (or more) or verbally submits.

  • Knockout: a fighter falls from a legal blow and is either unconscious or unable to immediately continue.

  • Technical Knockout: stoppage of the fight by the referee if it is determined a fighter cannot "intelligently defend" himself or by ringside doctor due to injury.

  • Having more points than the opponent at the end of the Match.

 

Judges' Decision: Depending on scoring, a match may end as:

  • unanimous decision (all three judges score a win for one fighter),

  • split decision (two judges score a win for one fighter with the third for the other),

  • majority decision (two judges score a win for one fighter with one for a draw),

  • unanimous draw (all three judges score a draw),

  • majority draw (two judges score a draw).

  • split draw (the total points for each fighter is equal)

 

A fight can also end in a technical decision, technical draw, disqualification, forfeit or no contest. Contestants shall be divided by male / female categories.

All Skills Competition shall be judged by Special Judges in order to determine winners for each Skill:

Skills Rules: (the breakdown of Skills Competition Rules will be posted soon)

 

  • Breaking: 4 stages - breaking boards, bricks, ice and finally, coconuts

  • Striking: Power: hardest strike [psi counter] (punches, kicks); Speed: fastest strike [inches per sec] (punches, kicks)

  • Takedowns: quickest, most effective takedown

  • Kata: judged on performance of kata

  • Weapons Kata: judged on performance of kata

  • Weapons Skill: Throwing (Knives / Shaken / Shuriken); Cutting [Through Objects (Sword – Katana, Kukri, etc]; Drawing [Speed of the Draw – Iaidō / Speed & Cutting]

  • Best Technique: Self-Defense > Best Unarmed Self-Defense Technique, Best Weapon Self-Defense Technique, Best Overall Martial Arts Performance

  • Striking Dynamics: - Multiple Strike Combinations - Multiple Kick Combination

- Response: Fastest Reaction to Unknown Strike to Combination to Takedown

- 1-inch Punch

- Flying Side Kick

 

  • Grand Master:            

⁃          Kata

⁃          Weapons Kata

⁃          Striking

⁃          Breaking

⁃          Takedowns

⁃          Self-Defense

⁃          Striking Dynamics

Skills Competition

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