2018 Arnold/Battle of Columbus Pushhands-March 3rd

2018 Arnold/Battle of Columbus Extreme Pushhands Competition

March 3rd, 2018, at the Ohio Expositions Center (Ohio state fairgrounds), Buckeye Building


Current rule set:

Taiji Push Hand
Taiji Push Hands is a training stage before Taiji Sanshou for martial arts fighting application of the Taiji Chuan System.  Taiji Push Hands applies the techniques and abilities to throw, push, catch and control the opponent or opponents while keeping stability and rooting.  The only difference from Taiji Sanshou is to replace the strikes in Sanshou with pushes in Push Hands.  Everything else goes.  Strike includes punch with fist, strike with palm or elbow, kick or sweep with leg or foot.  A push is much safer than a strike.
Taiji Push Hands allows the practitioner to fully develop his or her inner strength and power to push and fly the opponent or opponents out while minimizing the risk of getting injured from the strike.  Taiji Push Hands is much safer then Sanshou while the full strength and power of the practitioner can be developed and expressed.
Taiji Push Hands do not need to hold back or wear protective gears for the practice and the competition for safety reasons.  Holding back or wearing protective gears for safety reasons generally hamper the development of the true martial arts capabilities.
Taiji Push Hands can be applied fairly and safely and serves as a common ground for sport competition among all martial arts systems, including taiji and kungfu such as shaolin, praying mantis, baqua, hsinyi, baji, eagle claw, and taekwondo, karate, tangsoodo, judo, wrestling, jujitsu, grappling, sumo, etc.  We therefore want to develop the Taiji Push Hands into an international sport, including Olympic Games, for all martial art practitioners and athletes worldwide.
To do well in Taiji Push Hands, techniques, skills, muscle strength, weight and size are not the deciding factors.  The deciding factors are the inner strength, rooting, stability, sensitivity, flexibility, and power, which can be developed through Taiji Chuan, Neigong, Basic Training, Push Hands, and other internal martial arts training.  Taiji Push Hands helps the correctness of Taiji Chuan practice and the inner “chi” or “life energy” circulation throughout the body, which in turn enhance Taiji Push Hands ability.
Taiji Push Hands traditionally has been a secret and a legend in the Taiji Chuan world.  We are here to introduce the Yang’s Michuan Taiji Push Hands training and applications passed down by the late Grandmaster Yennien Wang through demonstration, workshop, and competition.  All martial arts practitioners, athletes, and groups who are curious are welcome to attend and participate.  This is the beginning of a worthy journey.
Grandmaster Shie-Ming Hwang, Ph.D.
October 14, 2009

1.    Male five Divisions by Weight (lbs.):            PHM001 – 140 and under
PHM002 – 141+ to 160
PHM003 – 161+ to 180
PHM004 -181+ to 200
PHM005 – 201+
2.    Female four Divisions by Weight (lbs.):            PHW001 -130 and under
PHW002 – 131+ to 150
PHW003 – 151+ to 175
PHW004 -176+
3.    Minimum five contestants per Division.  Male or Female Weight Divisions may be combined for competition with the same sex.  Female contestants may be combined for competition with lower weight divisions of male contestants.

B.    RULES (Moving Step, three 2-minute rounds with a one minute break in between rounds)
1.    A lottery determines which contestants shall compete with each other within Division.
2.    Contestants must wear a T-shirt or uniform top, martial arts pants, and soft shoes or socks.  It is strongly suggested that women wear chest protection when competing with men and can wear it in any competition if desired.  Contestants may wear protection bands to protect joints, including elbow, wrist, knee, and ankle.  Contestants must have their nails trimmed.  No jewelry or watches and no bare feet.
3.    A contestant must be free of serious infectious diseases or wear approved protection for the body contact competition.
4.    Each match consists of three two-minute rounds with a one-minute break in between rounds.  The clock will stop when the Center Referee stops the action to obtain scoring from the Judges or for other reasons.
5.    Contestants must begin each round at both sides of the center of the competition ring (or square) with three revolutions of the hands or arms attached, such as Peng, Luu, Jhi, Ann, or circling, before executing techniques.  Contestants must begin each time, within the same round after scoring or called halt by the Center Referee, at both sides of the center of the ring (or square) with hands or arms attached before executing techniques.  The contestants can use all the pushing, tripping, grappling, throwing techniques with all body parts except the head, but no punching, kicking, sweeping, attacking or manipulating the head, throat, eyes, ears or groin.*  No Chin Na (joint locking or arm/leg bars) shall be allowed in any way that would be meant to purposefully injure joints.  No small joint manipulation allowed (fingers & toes).
6.    The competition ring consists of two concentric rings which can be circles or squares, with the inner circle being 15 feet and the outer circle being 21 feet in diameter, or the inner square being 15 feet and the outer square being 21 feet in size.
7.    Scoring:
-One point is awarded for an action that forces the opponent outside the inner ring, but inside the outer ring.  An action can constitute a technique or combination of techniques.
-Three points are awarded if the opponent is forced outside the outer ring.
-One point is awarded if the opponent falls inside the inner ring.
-Two points are awarded if the opponent falls outside the inner ring, but inside the outer ring.
-Four points are awarded if the opponent falls outside the outer ring.
-Stepping on the ring line constitutes outside the ring.  Three points or more of the body touching the ground constitutes a fall.  Touching the ground with one hand and one foot, or with two hands, does not constitute a fall.
-Differential points are awarded if the opponent has less points for an action regardless of who falls or outs first.  For example, if both are out of the inner ring, two points are awarded to the one staying inside the outer ring while his or her opponent is outside the outer ring.
-No points are awarded if both fall or out of the same ring, regardless of who falls or outs first.  The points cancel out.
-The opponent being thrown or pushed out may try to bring his opponent with him.  A technique that scores is over once the original motion has stopped.  Once the motion has stopped points will be awarded based on position of both contestants at the moment the motion stopped.  The Center Referee will be the final judge on when a motion stops.
-The most one can be awarded for an action is four points, when he or she pushes and caused the opponent to fall outside the outer ring, while he or she stays standing inside the inner ring.
8.    Round Winner:
-Award of fifteen (15) points to one contestant constitutes the win of the round to the contestant, and the round shall stop.
-At the end of the two-minute round, the contestant who is awarded with more points shall be the winner of the round.
-If the contestants are awarded the same points, a tie is called for the round.
9.    Match Winner:
-The contestant who wins the first two rounds wins the match.
-If a tie for the three rounds, an overtime continues with “sudden death” to break the tie.  The contestant who wins the overtime with “sudden death” wins the match.  “Sudden death” means the first one who scores.
1.    Surprise attacks, punches, striking with knee or any other body part.  *Striking is defined as putting force into a body part before connecting with your opponent.  *Pushing is defined as connecting with your opponent before putting force into your opponent.
2.    Kicking, sweeping, striking, hitting, or punching
3.    Attacking to the head, throat, eyes, ears, or groin area
4.    Attacking or pushing with head
5.    Pulling hair, beard, or clothes
6.    Using any technique determined to cause injury
7.    Excessive or unruly contact
8.    Unruly conduct, including unsportsmanlike conduct, not following instruction of the referee, not completing the mandatory revolutions, receiving coaching during the round, and the like.
D.    Penalties
1.    One point is awarded to the opponent of the contestant who commits a foul each time.
2.    Two points are awarded to the opponent of the contestant who commits a serious foul as judged by the referee, such as intentionally causing injury or attacking to the head, neck, throat, eyes, ears, or groin area which can cause in jury.
3.    The fifth foul or the second serious foul results in disqualification.
4.    Any serious infraction of the rules will result in immediate disqualification.


-Fixed Step will follow the same rules as moving step or extreme pushing hands except as follows:
-On the referee’s instruction, competitors will come into a front stance facing one another with the same front foot on the center line.  Duration will be two minutes. When the timekeeper signals half time (at the one minute mark), the contestants will stop and change feet before restarting as above.
-The referee will stop the contest when one or both contestants loses balance, or at his discretion. He will then restart the contest. When the timekeeper signals full-time, the referee will separate the contestants and await the scorer’s announcement. The referee will raise the hand of the winner, and the contestants will then leave the area. In the event of at tie the contestants will go into a “sudden death” round, having the first person to score declared the winner.
-One point will be awarded if a contestant raises a foot from the floor or steps off balance in any direction without putting the foot back into the same position in a continuous motion. Circles (or squares) shall likely be placed on the floor or ring for foot position, at mid-frame spacing

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