Combat Jiu Jitsu Rules
Match Flow
Match Length
- A match regulation time is 10 minutes.
- An overtime round consists of two, two minute segments.
- If there is no submission during regulation match time there is a minimum of one overtime round and a maximum of 3 overtime rounds.
Main Idea
- No judges, no points and no advantages
- Open hand strikes when on the ground
- Win by Submission, KO/TKO or Overtime
- Rules push the fighters to engage fast.
Match Time Rules
There are two main phases in a match: Engaged and Not Engaged.
- In contact means a fighter has at least physical contact with the opponent.
- Engaged occurs when at least one fighter is in contact and they are either in a guard position or have their legs entangled or are standing up with one hand touching the opponent.
- Not Engaged is when both fighters are not making any physical contact.
- Fighters have 1 minute and 30 seconds of Penalty Free Time, where they can be not engaged without any penalties.
- The penalty free clock stops as soon as the fighters engage.
- After using up their Penalty Free Time, a signal (horn or shout) will notify the fighters that any further time spent not engaged will count towards Overtime.
- Once the Penalty Free Time has been consumed there is no restarting that clock. All further time is evenly distributed across all Overtime round segments.
- Fighters deliberately rolling off the mat will be reset in the center with a deeper position. Say you roll off the mat to avoid a heel hook. You’ll be reset in the center of the mat with a fully engaged heel hook.
Winning the Match
- Submission: A match can be won by submission, where one competitor taps out due to a strangle or joint lock.
- KO/TKO: A match can be won by Knock Out or Technical Knock Out, where the knocked out opponent loses the match.
- Overtime: If there is no submission, the winner is decided by an overtime rule to break tie.
Legal Techniques
- Strikes: Open-hand palm strikes are allowed by both opponents when the fighters are engaged. Strikes to certain areas, like the back of the head, behind the ear or spine, are prohibited.
- Submissions: All strangles and joint locks are permitted.
- Takedowns and Throws: All takedowns and throws are legal except those listed in Illegal Techniques.
Illegal Techniques
- Closed fist strikes to the head or body and elbow strikes are not allowed.
- Striking of any kind is prohibited while both competitors are standing.
- Strikes to the groin, eyes, or throat are illegal.
- Small joint manipulation (fingers and toes) is illegal.
- Flying kani basami (scissor takedown) is illegal (seated kani basami is legal).
- Biting, scratching and gouging anything is illegal.
- Doing anything with testicles is illegal.
- Slams are illegal.
Safety Equipment
- Competitors are required to wear a rash guard and grappling shorts.
- Mouthguards are mandatory, and groin protectors are highly recommended.
Referee’s Role
- The referee ensures the safety of the competitors, enforces the rules, and can stop the match if a competitor is in danger of serious injury.
- The referee may decide to ground fighters who are stalling. The fighters will both sit down and take a 50/50 position without crossing legs. Both right hands are gripped and the fight is started again.
- The referee has the authority to issue warnings, penalize, or disqualify competitors for illegal actions or unsportsmanlike conduct.
Overtime Flow for a Segment of an Overtime Round
Overtime Rules
Matches without a submission by the end of regulation time proceed to overtime, where each participant tries to submit their opponent or escape as quickly as possible, with a minimum of one and a maximum of three rounds. A coin toss decides who chooses to start in the offensive or defensive position.
Victory in overtime is achieved by:
- Securing a submission faster than the opponent can.
- If no submissions occur by the third round’s end, the win goes to the competitor with the shortest total escape time.
Each overtime round consists of both an offensive and defensive attempt for each competitor, allowing for up to three rounds in total.
- Strikes are allowed during Overtime.
- If there is no submissions, nor escapes for all three rounds, a fourth round is created.
- The timer is not stopped if fighters roll off the mat. Thus there is no incentive to go out of bounds.
Overtime Round Structure Example:
In the first part of an overtime round, Competitor A starts on offense and Competitor B on defense. Then, roles reverse with Competitor B on offense and Competitor A on defense.
Assume 6 minute is racked up during penalty time when fighters are not engaged. Therefore all overtime round segments will be: 2 mins + (6 mins / 6 segments) => 3 minutes. So the every round will be 6 minutes in total.
Each segment of the overtime round has a default two-minute limit + (penalty time / 6) accrued. At segment 6 (or round 2, segment 2) a tally of all the escape times are made. The person with least escape time wins. If neither competitor achieves a submission or escape within 6 segments, they proceed to the next segment pair of overtime. The same tally is calculated. Thus at segment 6 or greater, the match can be won with the fastest escape time or fastest submission. (view the logic in the code here)
For instance, if during the first round’s second part, with Competitor B attacking and Competitor A defending, no submission or escape occurs within two minutes + (penalty time / 2), they advance to the beginning of the second round.
Overtime Offense Options and Rules:
In overtime, the attacking competitor can choose to start in either back control with a seatbelt grip (positioned at the middle of the defender’s chest) or in an armbar position. The rules for each are as follows:
- For back control, the defending competitor must only use “pull up” grips on the attacker’s arms without interfering with the attacker’s grips, maintaining an upright posture until the round starts.
- In the armbar setup, known as “jūji-gatame,” the attacker threads one arm through, hand on the mat, with the defender lying flat, feet on the floor. The defender may use only a figure-four or gable grip defense initially.
Transitioning to other submissions from these positions is allowed once the round begins, provided it moves directly into a fully secured submission.
Scoring and Winning in Overtime:
- If a submission occurs in the round’s first part, the other competitor must achieve a submission in less time during their offensive turn to win.
Example: If Competitor A submits Competitor B in 30 seconds during the first part of the round, Competitor B must then submit Competitor A in less than 30 seconds in the second part to win.
- A submission in the round’s second part instantly wins the match for the executing competitor, as their opponent didn’t achieve a submission in the first part.
Escape Definition and Guidelines:
An escape occurs when a competitor is completely released from a submission hold, as judged by the referee. Key points include:
- For defensive competitors, an escape is only recognized once the elbow is freed from control across the body.
- Transitioning from a submission attempt to a mount position by the offensive competitor signifies the end of the submission attempt, qualifying as an escape.
- Achieving a submission while in a defensive position is classified as an escape rather than a submission.
Competitors are advised to continue their escape efforts until the referee officially declares the escape complete. Premature gestures or appeals to the referee suggesting an escape has occurred do not constitute a successful escape. Continuous movement and escape attempts are essential until the referee confirms the escape.
Second Referee Timing Application
An application has been created that codifies this ruleset, making it easier to track time, anyone should be able to run this application from a web browser on their phone.