Pencak Silat New Rules 2020 - Slides Presentation (International) - As of 22 Aug 2020 - 1000hrs (1) (201-400)

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Tanding Competition Area

Explanations
1. 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.
2. Two neutral corners (with Yellow mattress)
with sides of 1-metre by 1-metre each.
3. Red and Blue corners (with Red and Blue
mattresses) with sides of 1-metre by 1-
metre each.
Article 14.2
Organisation of Tanding Competition
Organisation of Tanding Competition
1. A Pencak Silat competition comprised of a Tanding and/or Artistic
competition. The Tanding competition is an individual event, i.e.
sparring between two athletes from different teams. It is further
divided into age and weight categories.
2. The knock-out system will be applied unless otherwise specifically
determined for a competition. Organizers must follow the structure
below for Knock-Out System Competition.
3. No athlete may be replaced by another after the drawing has taken
place.
Organisation of Tanding Competition
Explanations
1. In an elimination Tanding competition, a round eliminates fifty
percent of athletes within it, counting byes as athletes.
2. Coaches must present their accreditation together with that of their
Athlete or team to the official at the holding area. The Coach must sit
in the chair provided and must not interfere with the smooth running
of the match by word or deed.
Article 14.3
Weigh-in Procedure
Weigh-in
Procedure
1. Weigh in will be carried out on the morning of competition,
before the start of the first match, only for those scheduled to
fight on the same day.
2. During weigh-in, athlete must wear a standard Pencak Silat
uniform without sash, groin guard or any other guards.
3. If athlete does not make weight, he/she will be given a choice
to strip down completely. Towels will be provided to assist the
athletes. Separate rooms to be provided to conduct weighing-
in.
4. No time tolerance will be given. Should athlete disagree to strip
on the spot, they will be disqualified.
5. There will be no weight tolerance.
6. Last weigh in will be 1 hour before the start of the competition.
If athlete fail to turn up for the weigh in, he/she will be
disqualified.
7. The weigh-in is only carried out once and must be witnessed by
officials from both teams and an official on duty.
8. It is mandatory for the weigh in officials and officials from both
teams to sign the weigh-in form.
9. The weigh in officials are appointed by the Organizing
Committee. And will be on duty according to the gender of the
athletes.
10. For injured athletes who are getting treatment in the hospital,
they are given till 1300hrs to report for weigh in.
Article 14.4
The Wasit Juri Panel
The Wasit Juri Panel
1. The Wasit Juri Panel for each match shall consist of one Wasit, three
Juri, one Council and one Chairman.
2. Wasit Juri Deployment:
a. The council will decide on the deployment of Wasit Juri for each
match.
b. Only names listed by Council can be on duty for the match.
c. Wasit Juri must be changed for each match.
The Wasit Juri Panel
Explanations
1. Wasit Juri will enter the arena from the right side of the Competition Chairman. Wasit Juri will respect and
report to the Competition Chairman that they are ready to carry out their duties.
2. At Wasit’s signal, athlete enters the arena from their corner.
a. The sequence as follow: Respect Coach, Wasit, and followed by Chairman
b. Athletes must showcase a minimum of eight (8) Pencak Silat Movement before returning to their
respective corner.
3. After the Wasit confirms the readiness of all officials on duty, he will command the start of the match.
4. During break time, both athletes must return to their Corner Coach.
5. For victory decision, Wasit will call both athletes to the centre of arena. Wasit will lift the winners’ hand.
6. Athlete will head over to one another’s coach before the Wasit Juri leave the arena via the left side.
Article 14.5
Age, Weight & Duration of Match
Age 1. Confirmation of the age of 3. The age categories are as below:
an athlete competing is a. Singa Cub for Male and Female
between 3 to 6 years old
proved by an identity card,
b. Singa Silat for Male and Female
or original passport.
between 7 to 9 years old
a. Identity card must c. Pre-Teen for Male and Female
clearly show photo, between 10 to 11 years old
name and date of birth d. Pre-Junior for Male and Female
between 12 to 13 years old
of athlete.
e. Junior for Male and Female
2. The age of the athlete must between 14 to 16 years old
confirm with the age f. Senior for Male and Female
category, based on birth between 17 to 45 years old
year. g. Master A for Male and Female
between 46 to 60 years old
h. Master B for Male and Female
of 61 years and above
Citizenship
1.For multi-event games, athlete must be a citizen of the country
they will be representing.
2.For single event games, athlete can represent any country.
Participation must be accompanied by support letter from
National Federation and endorsed by PERSILAT.
Weight Category
Singa Cub
a. As this is a young age group, athletes are match based on the
following guideline:

i. Age Difference : 1-year


ii. Height Difference : 3cm
iii.Weight Difference : 2kg
Weight Category
Singa Silat
a. As this is a young age group, athletes are match based on the
following guideline:

i. Age Difference : 1-year


ii. Height Difference : 3cm
iii.Weight Difference : 2kg
MALE CLASS FEMALE
26kg to 28kg A 26kg to 28kg
Over 28kg to 30kg B Over 28kg to 30kg

Weight
Over 30kg to 32kg C Over 30kg to 32kg
Over 32kg to 34kg D Over 32kg to 34kg
Over 34kg to 36kg E Over 34kg to 36kg

Category Over 36kg to 38kg


Over 38kg to 40kg
Over 40kg to 42kg
G
H
F Over 36kg to 38kg
Over 38kg to 40kg
Over 40kg to 42kg

Pre-Teen Over 42kg to 44kg


Over 44kg to 46kg
I
J
Over 42kg to 44kg
Over 44kg to 46kg
Total of 20 weight categories for Male. Over 46kg to 48kg K Over 46kg to 48kg
Over 48kg to 50kg L Over 48kg to 50kg
Total of 20 weight categories for Female.
Over 50kg to 52kg M Over 50kg to 52kg
Over 52kg to 54kg N Over 52kg to 54kg
Over 54kg to 56kg O Over 54kg to 56kg
Over 56kg to 58kg P Over 56kg to 58kg
Over 58kg to 60kg Q Over 58kg to 60kg
Over 60kg to 62kg R Over 60kg to 62kg
Over 62kg to 64kg S Over 62kg to 64kg
Over 64kg to 68kg OPEN Over 64kg to 68kg
MALE CLASS FEMALE
30kg to 33kg A 30kg to 33kg
Over 33kg to 36kg B Over 33kg to 36kg
Over 36kg to 39kg C Over 36kg to 39kg

Weight Over 39kg to 42kg


Over 42kg to 45kg
D
E
Over 39kg to 42kg
Over 42kg to 45kg

Category
Over 45kg to 48kg F Over 45kg to 48kg
Over 48kg to 51kg G Over 48kg to 51kg
Over 51kg to 54kg H Over 51kg to 54kg

Pre-Junior Over 54kg to 57kg


Over 57kg to 60kg
I
J
Over 54kg to 57kg
Over 57kg to 60kg
Total of 17 weight categories for Male. Over 60kg to 63kg K Over 60kg to 63kg
Total of 17 weight categories for Female. Over 63kg to 66kg L Over 63kg to 66kg
Over 66kg to 69kg M Over 66kg to 69kg
Over 69kg to 72kg N Over 69kg to 72kg
Over 72kg to 75kg O Over 72kg to 75kg
Over 75kg to 78kg P Over 75kg to 78kg
Over 78kg to 84kg OPEN Over 78kg to 84kg
MALE CLASS FEMALE
30kg to 33kg A 30kg to 33kg
Over 33kg to 36kg B Over 33kg to 36kg
Over 36kg to 39kg C Over 36kg to 39kg

Weight Over 39kg to 42kg


Over 42kg to 45kg
D
E
Over 39kg to 42kg
Over 42kg to 45kg

Category
Over 45kg to 48kg F Over 45kg to 48kg
Over 48kg to 51kg G Over 48kg to 51kg
Over 51kg to 54kg H Over 51kg to 54kg

Junior Over 54kg to 57kg


Over 57kg to 60kg
I
J
Over 54kg to 57kg
Over 57kg to 60kg
Total of 15 weight categories for Male. Over 60kg to 63kg K Over 60kg to 63kg
Total of 13 weight categories for Female. Over 63kg to 66kg L Over 63kg to 66kg
Over 66kg to 69kg M Over 66kg to 69kg
Over 69kg to 72kg N Over 69kg to 72kg
Over 72kg to 75kg O Over 72kg to 75kg
Over 75kg to 78kg P Over 75kg to 78kg
Over 78kg to 84kg OPEN Over 78kg to 84kg
MALE CLASS FEMALE
Under 45kg > 45 Under 45kg

Weight
Over 45kg to 50kg A Over 45kg to 50kg

Over 50kg to 55kg B Over 50kg to 55kg

Category
Over 55kg to 60kg C Over 55kg to 60kg

Over 60kg to 65kg D Over 60kg to 65kg

Senior
Over 65kg to 70kg E Over 65kg to 70kg

Over 70kg to 75kg F Over 70kg to 75kg


Total of 13 weight categories for Male. Over 75kg to 80kg G Over 75kg to 80kg
Total of 11 weight categories for Female.
Over 80kg to 85kg H Over 80kg to 85kg

Over 85kg to 90kg I

Over 90kg to 95kg J

Over 95kg to 110kg OPEN 1 Over 85kg to 100kg

Above 110kg OPEN 2 Above 100kg


Weight Category
Master A & B
a. As this is a very senior age group, athletes are match
based on the following guideline:
i. Weight Difference: 5kg
Duration of Match
1. Singa Cub, Singa Silat, Pre-Teen
a. 3 rounds of 1 minute and 30 seconds
b. 1-minute break in between
2. Pre- Junior, Junior, Senior
a. 3 rounds of 2 minutes
b. 1-minute break in between
3. Master A
a. 2 rounds of 1 minute and 30 seconds
b. 1-minute break in between
4. Master B
a. 2 rounds of 1 minute
b. 1-minute break in between
Duration of Match
Explanations
1. Time will stop each time the Wasit stops the fight.
2. Timekeeper will strike the gong to indicate the start and end of each
round.
3. Timekeeper will clap the clapper at 50-seconds during break time to
indicate that athletes must return to the arena for the next round.
Appendix 6
Techniques Allowed
in
Pencak Silat Competition
On Guard
Position in
Pencak Silat
“Pola
Langkah” in
Pencak Silat
Hand-
Patterns in
Pencak Silat
Technique to Score – 1 Point

Straight Punch
Technique to Score – 1 Point

Straight Punch (vertical) Spade to Stomach Punch


Technique to Score – 1 Point

Overhead Punch
Technique to Score – 1 Point

Elbow Strikes without grabbing


Technique to Score – 1 Point

Pulling the Vest & Spade to the Stomach Pulling the Hand and Punch
Technique to Score – 1 Point

Grab the Body & Punch Catch Opponent’s Leg & Hook Punch
Technique to Score – 2 Point

Front Kick
Technique to Score – 2 Point

Side Kick
Technique to Score – 2 Point

Knee Kick
(for performing knee thrust – attacker is not allowed to Knee Kick (however not allowed to
hold opponent’s hand, body, uniform, etc) hold/grab opponent’s vest)
Technique to Score – 2 Point

Round-House Kick with Holding Opponent’s Body Sample – Red is attacking with a kick. Blue grab the leg,
Vest and Leg and counter it with a kick to the side.
Technique to Score – 2 Point

Single Horse Kick.


*Hand on the ground is allowed only when the athlete is doing
the “Horse Kick” technique, other than that technique, it will be
Kicking at the opponent’s back considered as Valid Drop.
Technique to Score – 2 Point

Double Horse Kick.


Single Horse Kick. Double Horse Kick is valid, however, if the athlete’s knee is
Single Horse Kick Attack is valid, however, if the athlete’s knee is on on the ground, it is considered as Valid Dropping (3-points
the ground, it is considered as Valid Dropping (3-points will be
will be awarded).
awarded).
*Hand on the ground is allowed only when the athlete is doing the *Hand on the ground is allowed only when the athlete is
“Horse Kick” technique, other than that technique, it will be doing the “Horse Kick” technique, other than that
considered as Valid Drop. technique, it will be considered as Valid Drop.
Technique to Score – 2 Point
Jumping Knee
Technique to Score – 3 Point
Sweeping
Technique to Score – 3 Point
Sweeping
No kicking at the No kicking at the
knee is allowed! knee is allowed!

Technique to Score – 3 Point


Sweeping
Technique to
Score – 3 Point
Sweeping
(Double)
Technique to Score –
3 Point
Sweeping
(Kicking to the Back of the Body while
doing Sweeping)
Technique to Score – 3 Point
Sweeping
The (Red) Athlete is doing the Sweeping while the (Blue) Athlete is counterattack by kicking to the body.
However, (Red) Athlete catches the leg and do the dropping technique.
Technique to Score –
3 Point
Sweeping
The (Red) Athlete is doing the
Sweeping. After doing the
Sweeping, the (Red) Athlete
immediately do Frontal Kick to
the opponent’s body. However,
if the (Red) Athlete’s buttock
touch the ground, the opponent
(Blue) will get 3-points
(Dropping). The (Red) Athlete
will earn 2-points for the Kick.
Technique to Score – 3 Point
Scissors
Technique to Score – 3 Point
Scissors
Technique to Score – 3 Point
Scissors
Technique to Score – 3 Point
Scissors
Technique to Score – 3 Point
Scissors
Technique to Score – 3 Point
Scissors
Technique to Score – 3 Point
Scissors
(Touch the ground in the midst of doing scissors technique is allowed)
Technique to Score – 3 Point
Scissors
(Touch the ground in the midst of doing scissors technique is allowed)
Technique to Score – 3 Point
Scissors
Technique
to Score – 3
Point
Catch the
Leg &
Throw
Technique to
Score – 3 Point
Locking of Hand
& Dropping
Technique to
Score – 3 Point
Locking of Hand
& Dropping
(frontal)
Technique to
Score – 3 Point
Locking of Hand
& Dropping
Technique to Score – 3 Point
Locking of Hand & Dropping
Technique to
Score – 3 Point
Pulling &
Throw Down
Counterattack
A counterattack is allowed, when an athlete is being attacked, and counter the move with – Counter & Attack. Only
two (2) techniques are allowed. More than two techniques, the athlete will be issued with Verbal Warning.
Counterattack
A counterattack is allowed, when an athlete is being attacked, and counter the move with – Counter & Attack. Only
two (2) techniques are allowed. More than two techniques, the athlete will be issued with Verbal Warning.
Two techniques (punching & kicking is allowed in counterattack)

Counterattack
A counterattack is allowed, when an athlete is being attacked, and counter the move with – Counter & Attack. Only
two (2) techniques are allowed. More than two techniques, the athlete will be issued with Verbal Warning.
Counterattack
A counterattack is allowed, when an athlete is being attacked, and counter the move with – Counter & Attack. Only
two (2) techniques are allowed. More than two techniques, the athlete will be issued with Verbal Warning.
Counterattack
A counterattack is allowed, when an athlete is being attacked, and counter the move with – Counter & Attack. Only
two (2) techniques are allowed. More than two techniques, the athlete will be issued with Verbal Warning.
Counterattack
A counterattack is allowed, when an athlete is being attacked, and counter the move with – Counter & Attack. Only
two (2) techniques are allowed. More than two techniques, the athlete will be issued with Verbal Warning.
Dropping Technique
The images below are showing on how to do the dropping techniques.
Dropping Technique
The images below are showing on how to do the dropping techniques.
Dropping Technique
The images below are showing on how to do the dropping techniques.
Dropping Technique
The images below are showing on how to do the dropping techniques.
Dropping Technique
The images below are showing on how to do the dropping techniques.
Dropping Technique
The images below are showing on how to do the dropping techniques.
Locking
Standing Armbar
Verbal or tapping (sign of giving up), resulting to TKO.
Locking
Standing Armbar
Verbal or tapping (sign of giving up), resulting to TKO.
Locking
Standing Armbar
Verbal or tapping (sign of giving up), resulting to TKO.
Locking (Standing Armbar)

Verbal or tapping (sign of giving up), resulting to TKO.

*Technical Knock-Out or stoppage by Wasit, is declared


when the Wasit decides during the round that the
competitor cannot safely continue the match for any
reason. It can also be declared by the Medical Team on
duty attending to the competitor.
Non-Scoring Area

Kick at the Calves. Punch at the shoulder.


Non-Scoring Area

Kick at the shoulder. Kick at the hip.


Non-Scoring Area

Kick at the waist. Punch at the forearm.


Appendix 7
Techniques Not Allowed
in
Pencak Silat Competition
(For all the techniques done, the athlete will be issued with “Reprimand” from the Wasit
Illegal Attack

Grab the neck and attack.


Illegal Attack

Kick to the Groin.


Illegal Attack

Kick to the Face/Head.


Illegal Attack

Kick to the Face/Head.


Illegal Attack

Kick to the Body.


Kick to Side of the Body.

Illegal Attack
Illegal Attack

Attack opponent with head (Head-butt)


Illegal Attack

Head-butt
Illegal Hand Attack

Grab & elbow strike on the opponent’s jaw Uppercut at opponent’s jaw
Illegal Hand Attack

Overhand punch at opponent’s spine Hammering opponent’s spine or neck


Illegal Hand Attack

Hammering behind the neck Elbow strike at opponent’s face


Illegal Hand Attack

Facepalm the opponent Uppercut at opponent’s throat


Illegal Hand Attack

Scratching of opponent’s face Backhand opponent’s face


Illegal Hand Attack

Slapping Punch direct in the opponent’s face


Illegal Hand Attack

Biting of opponent’s ear Punching directly at the opponent’s throat


Illegal Hand Attack

Hammer strike to the face Raking on opponent’s face


Illegal Hand Attack

“Karate-chop” on the opponent’s neck Attacking the Head Region.


Illegal Hand Attack

Direct slap to the opponent’s face.


Illegal Hand Attack

Direct punch to the opponent’s face


Illegal Hand Attack

Direct “palm-mute” strike


Illegal Hand Attack

Striking to the opponent’s eyes Eye-poke the opponent’s eyes


Illegal Hand
Attack

Pull Hair
Illegal Hand Attack

Pull Vest and Elbow.


Illegal Hand
Attack
Elbow to the back of
the body, with
touching or grabbing
or holding the
opponent.
Illegal Leg Attack

High-kick direct to the opponent’s neck Side kick to the neck and above
and above
Direct kick to the knee area (in an attempt to break the joints) – also known as “Oblique-Kick”

Illegal Leg Attack


Illegal Leg Attack

Direct kick to the knee Pull Vest and Knee Kick


(in an attempt to break the joints)
Illegal Leg
Attack

Kick to the Knee


Illegal Leg Attack

Kick directly to the groin Kick the opponent’s neck and above from
the back
Illegal Leg Attack

Pull Hand/Uniform/Vest and knee attack


Grab the Opponent and Stomp on the Feet

Illegal Leg Attack


Illegal Leg Attack

Kick or Step on the Knee


Illegal Leg Attack

Kick or Step on the Thigh


Illegal Leg
Double Horse Kick Attack
is valid, however, if the

Attack
athlete’s knee is on the
ground, it is considered
as Valid Dropping (3-
points will be awarded to
the red).
Illegal Leg Attack
Kicking to the side of the knee
Illegal Leg Attack
Kicking to the side of the knee
Illegal Leg Attack
Kicking to the front of the knee
Illegal Leg Attack
Kicking to the front of the knee
Illegal Leg Attack
Red Athlete is trying to do dropping technique towards the Blue Athlete. The Blue Athlete can defend by
kicking or kneeing the Vest, apart from that area, the Blue Athlete will be issued with a reprimand and will lead
to disqualification
Illegal Leg Attack – part 1 of 2

In an attempt to do a scissors technique…

A successful scissors technique,


however…
Illegal Leg Attack – part 2 of 2

Continue with the Hammer Kick

Or continue with Push Kick Is not allowed!


Pile Driving (12 to 6)
part 1 of 3
Pile Driving (12 to 6)
part 2 of 3
Pile Driving (12 to 6)
part 3 of 3
Pile Driving

If the one is being pile-driven curled their body, and tuck their
head in between the leg resulting to a fail Pile Driving act, the
one who initiates the act will be given a Warning and points
will be deducted.
However, if the act is successful, and the victim fall on its
head/neck, the one who initiates will be disqualified.
Illegal
Counterattack

Kicking to the groin.


Illegal
Counterattack

Kicking right in the face.


Illegal
Counterattack

Stomping the foot on opponent’s chest or stomach.


Suplex – part 1 of 3
Suplex – part 2 of 3
Suplex –
part 3 of 3
Suplex is a throw that
involves lifting the
opponent and bridging or
rolling to slam the
opponent on their neck
and above.

However, if the opponent


falls right on its neck and
above, the one doing the
suplex will be immediately
disqualified.
Points Deducted & Awarded

Bear Hug.
Points Deducted & Awarded
Single Horse Kick Follow-up with Rolling
Points Deducted & Awarded
Blue will earn 3-points (Dropping Technique) as Red’s Knee is on the ground.
Don’t’s (What
Not to Do)
Inside the
Arena
For the following acts done will
result the athlete to be issued with
Verbal Warning from the Wasit.

Athlete walking inside the arena


Don’t’s (What
Not to Do)
Inside the
Arena
For the following acts done will
result the athlete to be issued with
Verbal Warning from the Wasit.

Athlete walking inside the arena


Don’t’s (What
Not to Do)
Inside the
Arena
For the following acts done will
result the athlete to be issued with
Verbal Warning from the Wasit.

Athlete jumping around in the arena


Don’t’s (What
Not to Do)
Inside the
Arena
For the following acts done will
result the athlete to be issued with
Verbal Warning from the Wasit.

Athlete (on right) not on-guard (leg) position.


Don’t’s (What
Not to Do)
Inside the
Arena
For the following acts done will
result the athlete to be issued with
Verbal Warning from the Wasit.

Athlete clinching both fists.


Don’t’s (What
Not to Do)
Inside the
Arena
For the following acts done will
result the athlete to be issued with
Verbal Warning from the Wasit.

Athlete (on right) not on-guard (hand) position.


Don’t’s (What Not to Do)
Inside the Arena
For the following acts done will result the athlete to be
issued with Verbal Warning from the Wasit.

However if the athlete lifted up the feet which was in the


Athlete is still consider in the arena…
arena, the athlete is consider to be out of the arena.
Athlete is still in the arena.
As his feet/toe is still stepping on the
The athlete is out of the arena.
outer lining of the circle white line.

Don’t’s (What Not to Do)


Inside the Arena
For the following acts done will result the athlete to be issued
with Verbal Warning from the Wasit.
Article 14.6
Scoring
Scoring
Technical scores are given as below:

• Successful hand attack = 1 Point


• Successful leg attack = 2 Points
• Successful dropping technique = 3 Points
Scoring
To obtain a technical score, an athlete must apply the Pencak Silat
Principle, an athlete must apply a combative pattern as below:
Step Pattern
(Pola Langkah)

On Guard
Attack /
Position
Defend
(Sikap Pasang)
Types of Langkah
1. Forward
2. Backwards
3. Sideways
4. Crossover
5. Single Leg Lift
6. Double Jump (Forward / Backward)
7. Alternate Jump
8. 45° Jump
9. Combination
Types of Sikap Pasang
1.On Guard (One Open, One Close)
2.Both Hands Open
3.Left Hand Down
4.Right Hand Down
All types of hand attack to the body which is direct & powerful
a. Straight Punch
b. Haymaker Punch
c. Back Fist

Scoring –
d. Elbow Strikes
e. Hook Punch

Successful
f. Jab Punch
g. Slap

Hand
h. Palm Strikes
i. Superman Punch

Attack
j. Uppercut
k. Spade to stomach
l. Overhand Punch
m.Casting Punch
n. Spinning Back Fist
o. Vertical Punch
All types of foot attack which is direct and powerful
a. Front
b. Side
c. Spinning back

Scoring –
d. Half Turn
e. Stomping

Successful f. Flying Kick


g. Horse Kick
Leg Attack h. Double Side Kick
i. Double Front
j. Jumping Side
k. Jumping Front
l. Skipping Double Roundhouse Kick
All applicable techniques to drop the opponent ensuring
that the knee and above touches to floor
a. Applying direct technique such as sweeping,
scissors, etc.
I. Athletes can do two sweeping / scissors
technique within two seconds

Scoring –
b. Applying indirect dropping technique by tugging of
opponent’s leg

Valid
c. Dropping process is given duration of 5 seconds
d. A counterattack is allowed within two seconds of a

Dropping failed sweeping or scissors technique. The score for


the counterattack is determined by the technique
applied.
I. Athlete on the ground can defend themselves by
kicking the body protector or following up with
another direct technique
II. If the defend-attack fails to meet the legal area,
it will be considered as serious violation.
Attacks or target are limited to the following areas:

1. Chest
2. Abdominal
3. Left and Right Ribs
4. Back part of the trunk
5. Thigh area can attack, but must immediately follow up with a valid technique
a. If there is no follow up, the attack is considered as a serious violation.
6. Below knee level can be targeted but are non-scoring area.
a. If attack is directly to the knee, it is considered as a serious violation

A technique delivered when the gong is struck to signal the end of the match, is considered valid.
A technique delivered after the gong is struck to signal the end of the match shall not be scored.
Scoring
Explanations
In order to score, a technique must be applied to a scoring area while using the Pencak Silat Principle.
1. For reasons of safety, dropping technique where the opponent is thrown down headfirst (12 to 6) is a
serious violation. After a dropping technique has been executed, the Wasit must immediately stop
the match and decide if it is valid.
a. When an athlete is thrown head down first, it is a serious violation.
b. If an athlete falls on his upper back downwards, technique will be valid.
2. An athlete must maintain awareness of the opponent’s potentiality to counterattack. For safety
reason, he/she must not turn their face/back away during delivery of a technique and remains facing
the opponent.
3. The gong signals the end of scoring possibilities in a match, even if the Wasit may inadvertently not
stop the match immediately.
a. Chairman will step in and confirm that the round has ended.
Article 14.7
Criteria for Decision
Win by Points

Win by Technical Knock Out (TKO)

Criteria Win by Absolute Victory

for
Decision
Win by Wasit Stop Match

Win by Walk Over

Win by Disqualification
When the number
of points for one
athlete is more
than the other.

In the event where • Least penalty score

Win by Points
there is a tie, the • Most technical score
winner will be • Additional round (With new set of Wasit Juri)
determined based • Sudden Death
on the following: • First player to obtain a technical score will win.

The score will


always be displayed
on the scoring
board.
1.Opponent request not to
continue

Win by 2.Medical Team deems athlete


is not fit to continue with
Technical match, after attending to
Knock Out their injury.
(TKO) 3.Coach throws in towel
4.Athlete unable to stand up
after technical counting to 10
The decision of absolute
victory is made when
the opponent is
Win by knocked down due to
Absolute valid attack and he/she
Victory is unable to get up after
Wasit technical counting
to 10.
1.Wasit value the match is
unbalanced
2.As an unbalanced match
Win by Wasit may cause an injury due to
Stop Match lack of experience, the
Coach is not able to protest
against Wasit decision to
stop the match.
Opponent did not
turn up for match.
Win by Walk
Over
1.Athlete gets a Warning III
2.Athletes commits serious
violation causing opponent
to be unable to continue the
Win by match
Disqualification
3.Athlete does not make
weight
4.Athlete fails to clear the
medical check-up prior to
competition
Criteria for Decision
Explanations
1. If an athlete wins via disqualification due to injury obtain caused by a
serious violation, the medical team must state that athlete is fit to
proceed to next round. Failing which, athlete will not be able to
compete in the next round and winner will be given to opponent
immediately.
2. All results and information on the competition will be with the
Competition Secretariat Team, and will be handed to the Competition
Secretary.
Article 14.8
Award Ceremony
Award Ceremony
The Secretariat Team will work with the
Floor Manager for Award Ceremony.

Details needed and requested will be


channelled to the following groups:
1. Team Manager of Participating
Countries
2. ITD & ATD
3. Sports Authorities
4. Others
Article 15
Seni (Artistic) Rules
Article 15.1
Artistic Competition Area
Seni Competition Area
1. The competition area will be a PERSILAT Approved puzzle square, with sides of 10 m
by 10 m. Where an elevated competition area is used, the safety area should be of
an additional 1 metre on each side.
2. Ten Juries will be seated opposite the Chairman and equipped with one tablet each.
3. The Chairman will be seated at the table near red and blue corner, between the
timekeeper and Council.
4. Coaches will be seated outside the arena, on their respective sides at the side of the
mattress. When the arena is elevated, the Coaches will be placed outside the
elevated area.
Seni Competition Area
Explanations

1. The mats 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 mat
do not move apart during the
competition, since gaps cause injuries
and constitute a hazard. The mats
must be PERSILAT Approved.
Article 15.2
Organisation of Artistic Competition
Organisation of Artistic Competition
1. Artistic competition takes the form of four events as below:
a. Pre-Teen, Pre-Junior, Junior, Senior: Tunggal, Ganda, Regu
b. Master A, Master B: Solo Creative
2. The elimination system used for artistic will be the knock-out system.
The winner will proceed to the next bracket, all the way up to Finals.
The team that fails at the semi round will share a joint bronze.
3. Athlete or Team that do not present themselves when called will be
disqualified from that event. Disqualification in one event does not
affect participation in another event.
Article 15.3
The Juri Panel
The Juri Panel
1. For all official PERSILAT endorsed competitions, the panel of Juries will be
designated by random selection, decided by a computer program.
2. For Juri deployment, the Council will assist the Digital Scoring System team by
providing the list containing the Juri available per Arena.
3. For the Juri draw, the Digital Scoring Team will enter the list in the system and
ten Juri will be randomly selected as the Juri for each event.
4. In addition to the Digital Scoring System, the Chairman will keep track of the
performance time while the timekeeper will focus on striking the gong to
mark the start of the 3-minutes performance. Timekeeper will then strike the
gong once the timer hits 3-minutes, even if athlete perform lesser or beyond
the 3-minutes.
The Juri Panel
Explanations
1.All Juries will enter the arena from the right side of the
Competition Chairman. Juri will report to the Chairman that
they are ready to carry out their duties before heading to their
designated seating area.
2.Once done, Juries will exit by the left side of the Chairman
Article 15.4
Criteria for Evaluation
Criteria for Evaluation
Official Performance

Official Performance
❖Tunggal
❖Ganda
❖Regu
❖Solo Creative
Criteria for Evaluation
Official Performance – Tunggal

1. Tunggal is a 3 minutes artistic performance performed by one athlete using


the Tunggal movements.
2. Tunggal is showcase according to the sequential movement.
3. A tolerance period of ± 10 seconds is allowed for Pre-Teen and Pre-Junior
categories, while ± 5 seconds for the Junior and Senior categories.
4. Should the tolerance period go beyond the limit, penalty will be imposed
accordingly.
5. If the athlete fails to continue his/her performance due to whatever reason,
the Competition Chairman will declare he/she as being disqualified.
6. Uttering of voice is allowed.
7. Competition stages: Knockout System
Criteria for Evaluation
Official Performance – Ganda

1. Ganda is a 3-minutes artistic performance performed by two


athletes by choreographing fighting scenes. Fight scenes must
include weapon play and movements needs to be realistic.
2. A tolerance period of ± 5 seconds is allowed.
3. Should the tolerance period go beyond the limit, penalty will be
imposed accordingly.
4. Uttering of sound is allowed.
Criteria for Evaluation
Official Performance – Regu

1. Regu is a 3-minutes artistic performance performed by three


athletes using the Regu movements. Team must move in
synchronization.
2. Regu is performed according to sequence of movements.
3. A tolerance period of ± seconds is allowed.
4. Should the tolerance period go beyond the limit, penalty will be
imposed accordingly.
5. Uttering of sound is allowed.
Criteria for Evaluation
Official Performance – Solo Creative

1. Solo Creative is a 1 to 3 minutes choreographed performance,


performed by one athlete.
2. Performance must be accompanied by a Nusantara weapon.
Criteria for Evaluation
Assessment – Tunggal & Regu

In assessing the performance of an athlete or team, the Juri will evaluate


the performance based on Firmness of Performance, while the Council
will keep tab of the penalties for wrong movement. Firmness score
includes the following:
1. Movement
2. Movement rhythm
3. Movement soulfulness
4. Power and stamina

The performance is evaluated from the first gong strike till the end of the
routine.
Criteria for Evaluation
Assessment – Ganda & Solo Creative

In assessing the performance of a team, the Juri will evaluate the performance based on the following:
1. Attack-defence technique
a. Quality of technique
b. Richness of technique
c. Skill and creativity
d. Logic in executing technique
2. Firmness
a. Harmony of athlete
b. Weapon skill
c. Power and stamina
3. Soulfulness
a. Expression of movement

The performance is evaluated from the first gong strike till the last movement as stated in the synopsis form. Team must
submit a clear and complete form before the start of the event.
Criteria for Evaluation
Compulsory Weapons
*Important note – for weapon with metal blade, it should be non-sharp-pointed.

Age Category Weapons Tunggal Ganda


Length: 20cm to 30cm
Golok
Pre-Teen Width: 2cm to 3.5cm
Pre-Junior Length: 100cm to 150cm
Toya
Width: 1.5cm to 2.5cm
Length: 30cm to 40cm
Golok
Junior Width: 2.5cm to 4cm
Senior Length: 150cm to 180cm
Toya
Width: 2.5cm to 3.5cm
S/N Weapon Photo Remarks
Criteria for
Evaluation - Length between
Additional 1 Celurit
30cm to 40cm
Nusantara
Weapons
Not inclusive of
For Ganda and Solo Creative the handle, the
event, athletes are required 2 Keris blade length is
to use an additional between 30cm
nusantara weapon.
to 40cm
The lists are as follow:

3 Pecut
S/N Weapon Photo Remarks
Criteria for
Evaluation - Golok
Length between
Additional 4 Or
Dagger
15cm to 20cm
Nusantara
Weapons
For Ganda and Solo Creative
event, athletes are required Length between
5 Trisula
to use an additional 30cm to 40cm
nusantara weapon.

The lists are as follow:


6 Kerambit
S/N Weapon Photo Remarks
Criteria for
Evaluation -
Additional 7 Kipas

Nusantara
Weapons
For Ganda and Solo Creative
event, athletes are required 8 Kujang
to use an additional
nusantara weapon.
The lists are as follow:

Parang Length must not


9
Panjang exceed 60cm
S/N Weapon Photo Remarks
Criteria for
Evaluation -
Additional
10 Radik

Nusantara
Weapons
For Ganda and Solo Creative
event, athletes are required 11 Belati
to use an additional
nusantara weapon.
The lists are as follow:

Length must not


12 Sewar
exceed 60cm
S/N Weapon Photo Remarks
Criteria for
Evaluation - Length must not
Additional
13 Lading
exceed 60cm
Nusantara
Weapons
For Ganda and Solo Creative
event, athletes are required Length must not
14 Sikin
to use an additional exceed 60cm
nusantara weapon.
The lists are as follow:

Length must not


15 Rencong
exceed 60cm
Weapon Inspection

The Competition Secretariat will make an announcement at least thirty-minutes


before the beginning of Artistic competition event, for Weapon Inspection.
Competitors or the officials (Team Manager / Coach) are required to bring the
weapon that will be used for the competition to the Weapon Inspection Station
to be checked thoroughly by the Technical Officials on duty.
The weapons that were certified by the Technical Officials on duty will be
quarantined. And the weapon is allowed to be collected just before the
competitor is entering the arena for his/her turn (immediately after their name
was announced).
Criteria for Evaluation
Point System

Performance are scored using the scale from 9.00 to 10.00.

The system will calculate the median score from all the juries.

The median is the middle score in a set of given numbers, in this


scenario will be the middle score out of 10 Juries.
Point
- 0.01 (By Juri) - 0.50 (By Council)
Deduction

▪ Performance exceed time tolerance


▪ Mistake in movement sequence
▪ Performance exceed the 10m by 10m
▪ Mistake in techniques
Arena
Tunggal ▪ Missing movements
▪ Dropping of weapon, touching the floor
▪ Weapon slipping out of hand, but
▪ Attire is not according to prescription
did not touch the ground

Criteria for
(Tanjak or Samping falls out)

Evaluation
▪ Performance exceed the 10m by 10m
Arena
Ganda ▪ Weapon drop does not meet synopsis

Point System
Weapon fall out of arena while team is
still required to use it

▪ Mistake in movement ▪ Performance exceed the 10m by 10m


▪ Mistake in movement details Arena
Regu ▪ Mistake in movement sequence ▪ Dropping of weapon, touching the floor
▪ Missing movement ▪ Attire is not according to prescription
▪ Synchronization (White Sash falls out)

▪ Performance exceed the 10m by 10m


Arena
Solo
▪ Weapon drop does not meet synopsis
Creative
▪ Weapon fall out of arena while team is
still required to use it
Criteria for Evaluation
Resolving Draws

If the score is equal, the winner will be determined accordingly:


1. Lesser penalty point
2. Timing nearest to 3 minutes
3. Standard deviation
a. Standard deviation is a number used to tell how measurements for a group are
spread out. A low standard deviation means that most of the numbers are close
to the average. A high standard deviation means that the numbers are more
spread out.
b. The team that has a lower standard deviation value will be declared the winner.
4. Juri Vote
a. Decision will be made by a voting from the Chairman and 10 Juries.
b. Chairman and Juries will choose one winner, red or blue.
c. The team with more votes will win the round.
Criteria for Evaluation
Disqualification

A Competitor or a team of Competitors may be disqualified for any of the following


reasons:
1. Weapon come out loose from handle or break
2. Weapon failing the inspection
3. Failing to showcase whole package
4. Performing sequence not in order
5. Putting on a wrong attire
6. Performance exceeds the time tolerance.
7. Failing a doping test
8. Failing to pass the medical check up

A disqualification is indicated by a 0.00 score. When a disqualification occurs, the


Chairman will immediately stop the performance and announce the disqualification.
Criteria for Evaluation
Explanations
1. Artistic is not a dance or theatrical performance. It must adhere to the
traditional values and principles. It must be realistic in fighting terms
and display concentration, power, and potential impact in its
techniques. It must demonstrate strength, power, and speed — as
well as grace, rhythm, and balance.
2. The members of the team must demonstrate competence in all aspects
of the Regu performance, as well as synchronisation.
3. When resolving draws the original score is retained. Considerations of
other scores for determining the winner between equally scoring
competitors does not change the official score.
4. Sample of result of assessment:

Judges J1 J2 J3 J4 J5 J6 J7 J8 J9 J10 Mean Score Foul Total

(9.80+9.75) ÷ 2 =
Score 9.85 9.75 9.70 9.85 9.80 9.80 9.75 9.75 9.75 9.85 0.25 9.525
9.775

Criteria for i. Sample of standard deviation in a draw:


Athlete A
Evaluation
Explanations Judges J1 J2 J3 J4 J5 J6 J7 J8 J9 J10 Mean Score Foul Total

(9.80+9.80) ÷ 2 =
Score 9.85 9.75 9.70 9.85 9.80 9.80 9.75 9.80 9.75 9.85 0.00 9.80
9.80

Athlete B
Judges J1 J2 J3 J4 J5 J6 J7 J8 J9 J10 Mean Score Foul Total

(9.80+9.80) ÷ 2 =
Score 9.85 9.70 9.70 9.85 9.80 9.80 9.75 9.80 9.75 9.90 0.00 9.80
9.80
Criteria for Evaluation
Explanations
Standard Deviation Formula:

Athlete A: 0.048989794855664
Athlete B: 0.062449979983984

In this scenario, Athlete A has a


lower standard deviation value,
therefore Athlete A will be
declared the winner.
Manual
Calculation
for Standard
Deviation
Article 15.5
Operation of Artistic Event
Operation of Artistic Event
1. At the start of each round the athlete, or team, will line up at the match area perimeter
facing the Juri. Both teams will stand in line and hormat the Chairman and Judges and step
back out of the Arena.
2. When called, the athlete, or team, will step up to the starting point for their event.
3. The starting point for the performance is anywhere within the perimeter of the competition
area.
4. After performing the opening movement, athlete or team must be ready to start the
performance. Performance will start at the strike of gong.
5. At the end of the performance, which is defined as the final bow in the kata, the athlete or
team must leave the arena. The next athlete, or team, are required to wait for the result to
be out before they prepare to enter the arena for their performance.
6. After the second athlete, or team performs, both teams will return to the Arena to wait for
the result. Once the result is out, athletes must respect the Juri and Chairman before leaving
the Arena.
Operation of Artistic Event
Explanations
The starting point for an artistic performance is
within the perimeter of the competition area.
Appendix 8
Arrangement for Artistic Category
Arrangement
for Artistic
Category
For this image, please
refer to Article 15.1

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