Osaekomi-toketa: The referee's command to start timing a hold. Osaekomi: The referee's command to start timing a hold. O-uchi-gari: The thrower brings one leg between his or her opponent's legs, hooking it behind (calf-to-calf), and simultaneously pushes the opponent backwards. To execute the finish, the thrower acts like a pendulum, lowering the head and raising the leg, which connects with the back of his or her opponent's leg. O-soto-gari: Facing the opponent, the thrower steps slightly forward and to the side, gaining chest-to-chest contact and extending his or her attack leg beyond the opponent. Matte: The referee's command to stop a match. Maitta: "I give up." A judoka will say this to surrender to his opponent as a result of an armbar or choke hold. Ko-uchi-gari: The thrower reaches one leg in between his or her opponent's legs and trips the opponent using the bottom-of-foot-to-ankle technique. Ko-soto-gake: The thrower grabs over the opponent's shoulder, then steps behind with the leg and brings the other arm across the opponent's face, taking him or her to the rear. Kiken-gachi: A win by withdrawal during a match. Kesa-gatame: Similar to a headlock, the pinner holds the opponent's head with one arm while securing the opponent's arm in his or her armpit. Katsu: Resuscitation allowed by a doctor or a trainer if a judoka passes out as the result of an ippon. Kata-garuma: This technique is equivalent to the "fireman's carry" used in Olympic wrestling, where a judoka is brought across the opponent's shoulders in a takedown. The pinner lays parallel to the opponent, holding the opponent with chest-to-chest contact with the head facing the opponent's feet. In national and international competition, players are required to wear a white or blue judogi. Judogi: The judo uniform, which consists of a thick cotton jacket and loose-fitting pants. At the same time, the thrower turns his or her back to the opponent making contact, then lifts the opponent on his or her back, bending and turning to throw. Ippon-seoi-nage: From a one-handed sleeve or lapel grip, the thrower traps the opponent's arm/shoulder by bringing his or her arm under the opponent's armpit. An athlete can score an ippon in multiple ways: executing a "perfect" throw that puts the opponent on their back with speed and force pinning the opponent for 20 seconds forcing their opponent to submit, or incapacitating the opponent, via armlock or choke hold. Ippon: A score that ends the match and awards an automatic victory. Harai goshi: This technique is an exact replica of uchi-mata, but the throwing leg goes in front of both opponent's legs instead of in between the legs. Hantei: A call for judgment when the match ends with a tied score. A competitor can also receive a hansoku-make if they are given four shidos (minor penalties). A judoka that receives this penalty is immediately disqualified, and their opponent automatically wins the match. Hansoku-make: A serious violation of the rules. Hajime: The referee's command to begin the match. This move is capable of ending a match by ippon. The object is to get the opponent to "tap" (give up) or "nap" (pass out). Also known as "tai otoshi."Ĭhoke hold: A ground grappling (newaza) technique in which one judoka chokes or strangles the opponent by encircling the neck with an arm, the legs or the lapels. Also known as an armlock.īody drop: With an uchi-mata-like entry, the thrower sidesteps in front of the opponent's legs, keeping both legs on the ground and tripping the opponent over an extended leg. If the opponent does not tap out, they risk suffering a dislocated elbow. Armbar: A ground grappling (newaza) technique in which one judoka applies pressure to an opponent's elbow joint in order to get the opponent to tap out (give up).
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