Silat Tanding

Rules for Silat Tanding

Tanding (Match) is the sparring category of competition that involves two Persilat from different teams. Both Persilat challenge each other by using the elements of self-defense and attacking such as defending, flanking, evading, striking, and dropping the opponent; the use of competition techniques and tactics, stamina and endurance, and fighting spirit, using the principles and using the richness of movement and technique.

General Rule

    1.  

1. Arena – The mattresses used should be non-slip where they contact the floor but have a low co-efficient of friction on the upper surface. The Organizing Committee must ensure that the mattresses do not move apart during the competition, since gaps cause injuries and constitute a hazard. The mats must be PERSILAT approved.

1.1 For TANDING (Sparring Match) category, the specification should be as follows:

1.1.1 The competition arena: The area of the arena is a square with measurement of 10m x 10m.  The white circle acts as the “Fighting Area”, with a diameter of 8-meter.

1.1.2 The border between the arena and the fighting area is marked with a white line of ±5cm wide, drawn inwards.

1.1.3 Thickness of the mattresses will need to be 5-centimeters made of high density, quality material.

1.1.4 Red and blue rectangles, 2 meters apart located in the middle of the fighting area. The athletes will begin their fights inside the red and blue mattresses only at the beginning of each round. Subsequently, they will start their game, at the last spot they stopped.

1.1.5 Red and Blue corners (with Red and Blue mattresses) with sides of 1-meter by 1-meter each.

1.1.6 Two neutral corners (with Yellow mattress) with sides of 1-meter by 1-meter each.

2. Body Protector with the following regulations:

2.1. PERSILAT quality standard

2.2. Black colored

2.3. Seven (7) sizes: XXXL, XXL, XL, L, M, S, SS

2.4. Coloring to identify Pesilat’s corner using either of the following:

2.4.1. A red or blue sabuk/bengkung (belt/sash), 10 cm wide made from easy to fold material.

2.4.2. Clearly visible red or blue trim banded across the body protector waist and lower back.

2.5. The Organizing Committee should provide at least 5 (five) sets of body protectors which include all seven (7) regulation sizes for every arena (ring).

2.6. All athletes are required to wear a body protector furnished by the Organizing Committee.

3. Match Rounds and Time

3.1. Singa / Macan, Pre-teen (for male and female, ages 3 up to 12 years)

  • 3 rounds of 1 minute and 30 seconds
  • 1-minute break in between 

3.2. Pre- Junior, Junior, Senior (PRE-JUNIOR for male and female, ages 12 up to 14 years; JUNIOR for male and female, ages 14 up to 16 years; SENIOR for male and female, ages 17 to 45years)

  • 3 rounds of 2 minutes
  • 1-minute break in between 

3.3. Master A (for male and female, ages 46 to 60 years)

  • 2 rounds of 1 minute and 30 seconds
  • 1-minute break in between 

3.4. Master B (for male and female, ages 61 years of age and older (Single Event))

  • 2 rounds of 1 minute
  • 1-minute break in between

3.5. The following are not included in the match time:

  • Wasit/Juri initiated stoppages
  • Knockout counts (due to valid, legal knock down)

4. The Persilat’s Coach

4.1. Each Persilat, particularly in the Tanding (Sparring Match) category, is assisted by up to 2 (two) coaches maximum who understand the Rules and Regulations of PERSILAT Competition.

4.2. The coach’s attire is a PERSILAT standard black Pencak Silat attire with specifications and badging – attire.

4.2.1 Coaches wear an orange sash 10 cm in width.

4.3. The coach is allowed to give advice only during rest between rounds.

4.4. One of the coaches must be of the same gender as the Pesilat (contestant).

4.4.1. In the event that the athlete has no coach of the same gender, another same-gendered athlete or a parent/legal-guardian can serve as a surrogate coach.

 

5. The Rules of the Game:

5.1. Both persilats (contestants) confront each other by applying Pencak Silat defense and attack elements such as blocking, dodging, striking, dropping, throwing and locking. 

5.2. Points are scored through application of the ‘Pencak Silat principle’. This means a Persilat must apply a combat strategy which links 1) on-guard positions (sikap-pasang), 2) stepping/footwork patterns (pola langkah), 3) attacking techniques and 4) defensive techniques. Attack and defense elements will score technical points. An additional subjective point known as the ‘Pencak Point’ can be earned for skillful demonstration of the Pencak Silat Principle.

5.3. Per the pencak silat principle, a defense and/or attack must start from an on-guard position (sikap pasang), followed by a stepping pattern (pola langkah). If there is no attempt to demonstrate this coordination in setting up an attack or defense, the Referee will call the command ‘Langkah’.

5.4.Strikes and kicks that impact/displace the opponent through strong contact will earn points. Combinations or sequences of strikes which lack stability and power or that do not follow the flow prescribed by the ‘Pencak Silat Principle’ will not be allowed to continue.

5.5. If both Persilat exchange multiple attacks without progress or impact (i.e. not following the ‘Pencak Silat Principle’), the Referee will call the command ‘Ti‘ to stop the action.

5.6. A Persilat may apply locking techniques to valid targets

5.6.1. Locks may be applied in both stand-up grappling and in the ground game

5.6.2. A lock can be used to initiate or augment a throw or takedown.

5.6.3. Submission/TKO by locking

  • Should the persilat who is being locked, verbally give up or tap to give up, the pesilat will be
  • Disqualified with a Technical Knock Out (TKO). This must happen with the respective 5-second
  • Windows for the stand-up grappling and ground game.
  • Once the athlete who is being locked, gives up verbally or via tapping self, opponent or mat, Wasit will immediately stop the game.
  • Wasit will then show the open and closed ‘V’ signal to the competition chairman.
  • Wasit will issue Warning III to the pesilat who tapped.
  • If further medical attention required, Wasit to call in Medic on duty.

5.7. A Persilat may utilize scissors, sweeps and throws to drop their opponent to the ground. 

5.8. Ground game

5.8.1. Should one or more athletes drop, fall or get thrown to the ground, match play continues on the ground for 5 (five) seconds.

5.8.2. The Referee will wave their hands to indicate a visual 5-count.

5.8.3. A standing athlete may punch or kick a valid target on the grounded opponent’s chest protector.

5.8.4. A grounded athlete may kick a valid target on the standing opponent’s check protector.

5.8.5. A grounded athlete may utilize throws, locks and sweeps against a standing opponent.

5.8.6. Grounded athletes may engage in grappling

5.8.7. The Referee will call ‘Ti’ and stop the action when:

  • Five (5) seconds of ground game elapses
  • Both competitors stand up

5.9.  Stoppages

5.9.1. When Wasit stops for break in action, the match will resume, and the athletes face off where they were at the time of the stoppage.

5.9.2. When Wasit stops due to out-of-bounds violation, Wasit brings both to the closest point inside of the arena circle boundary.

5.10. Targets

A target is defined as the valid areas for attack.  Point scoring targets are limited to: 

5.10.1. Chest

5.10.2. Abdominal (navel upwards)

5.10.3. Left and right ribs (above the hip)

5.10.4. Back part of the trunk 

5.11. Non-scoring targets. These targets are permitted as part of or in combination with other valid techniques.

5.11.1. Attacks below the knee can be targeted for an intercepting attack while aiming to drop the opponent but is a non-scoring area.

5.11.2. Attacks to the thigh area above the knee are allowed, but must be immediately followed with a valid technique or it will be called a serious violation.

5.12. Serious violations

  1. Attack to illegal parts of the body including:
    1. Neck
    2. Head
    3. Groin as well as area between navel and groin
    4. Side or front of the knee
  2. Techniques which can cause serious injury or death:
    1. Deliberately throwing the opponent out of the arena
    2. Attacking with the head (head butt)
    3. Slamming with intentional, direct impact to the head or neck, for example 6-12 pile drivers or suplex techniques
    4. Pulling opponent while striking with the elbow
    5. Grabbing opponent and kneeing to the face
    6. Directly striking the opponent’s joints 
    7. Locking with intent to break
  3. Causing injury to the opponent before the ‘MULAI’ command or after calling ‘BERHENTI/TI’
  4. Biting or scratching
  5. Gripping or pulling the opponent’s hair or headcovering
  6. Intimidating, humiliating, hitting, uttering vulgarities, spitting, shouting or any other attempt to provoke the Opponent, Competition Officials, or Spectators.

5.13. Light violations

  1. Non-Pencak Silat conduct
  2. No Pola Langkah before initiating any attacks if there is a gap between competitors 
  3. Running in the arena
  4. Walking inside of the arena
  5. Jumping around inside of the arena
  6. Clenching both fists in on-guard position
  7. Stalling / lack of engagement. Can include, but not limited to:
  8. Athletes in Sikap Pasang, but no action was made within 10-seconds.
  9. Repeated dropping to the ground when technique is not plausible.
  10. Embracing the opponent in the process of defending, for example pulling MMA-style guard.
  11. Stepping out of the arena intentionally
  12. Running from the opponent
  13. Time delaying tactics (releasing the body protector knot, untying of the hairband, pulling up pants, etc)
  14. Athlete initiating communication with outside or coaches via spoken word, gestures or signals 
  15. Excessive vocalizations or non-directed shouting. Those performed in conjunction with a technique (such as Roh, Kiai, etc.) are allowed.
  16. Intentionally pushing the opponent out of the arena.

5.14. Scoring Rules

5.14.1. Technical Scoring Breakdown

  • 1 point = An attack by hand/elbow successfully hitting the target without being blocked
  • 2 points = An attack by foot/knee successfully hitting the target without being blocked
  • 3 points = A valid drop
  • 1 point = Blocking or evading only if followed up by a successful counterattack.

5.14.2. Pencak Point

The Pencak Point is a subjective score added at the end of each round at the discretion of the juri.  One (1) point may be awarded for proper “Pencak” by each scoring member of the juri.  Each pesilat may receive a pencak point each round, independent of their opponent’s performance.

 

5.13. Qualifications of Technical Score: (valid scoring) Valid score shall be given to the following:

  1. Blocking or evading – successfully void the opponent’s attack followed with immediate valid counter attack, either with the foot, hand or dropping attack. Note: The score of “1+” shall be given for successfully avoiding the opponent’s attack followed by immediate valid counter attack, either with the foot, hand or dropping attack. Whereby a direct successful attack shall be given points as per its mode: 1 point = hand attack (direct elbow), 2 points = foot attack (knee) and 3 points = valid drop. (no points shall be given for any blocking or evading without counter attack)
  2. Valid hand attack – all types of hand attack which are direct and powerful. (punches from; front, spade, uppercut, side hook and elbow): +1 point
  3. Valid foot attack – all types of foot attack which are direct and powerful. (kicking techniques; frontal, spinning back, side, half-turn, stomping and knee): +2 points
  4. Valid dropping – all applicable techniques to drop the opponent ensuring that the knee and above touches the floor: +3 points

D.1. Applying a direct attack such as throwing, lifting, sweeping, and scissoring

D.2. Applying an indirect dropping technique by catching the opponent’s leg followed by a valid drop (no punching or kicking at this stage).

D.3. Does not drop together with the opponent while applying the valid drop technique.

D.4. Dropping process is given duration of 5 seconds before the Referee stops the fight per stand-up grappling rules

D.5 Counter attacks for failed sweeping techniques are allowed per the ground game rules