Green Belt
Form: Won-Hyo Pattern
Patterns are an important aspect of training in Taekwondo. Patterns help develop proper technique and focus. Patterns also build muscle and improve both flexibility and accuracy. For each different colored belt, the pattern changes and becomes more complicated. The majority of the patterns (except Yul- Gok, Ul-Ji and Tong-Il) start with a defensive move, which emphasizes Taekwondoʼs defensive nature. All of the patterns start and end at the same location. This ensures that the practitioners' stances are the correct length, width, and in the proper direction. There are 24 patterns in the ITF style of Taekwondo; this is symbolic of the 24 hours in a day. The names of these patterns typically refer either to events in Korean history or to important people in Korean history. Elements of the patterns; such as the number of moves, the diagram, or the way the pattern ends may also be historical references.
Free Sparring
In Free Sparring, partners are not restricted by a set pattern of movements like One-steps or
Sparring Combinations. Free Sparring allows students to test their skills against each other and
encourages students to implement the skills and techniques practiced in class. All Green Belts
and above practice Free Sparring in class, tournaments, and testings.
RULES OF ENGAGEMENT
- Note: The rules of Sparring are identical to that of Sparring Combinations. The only difference is
that in free sparring, students are no longer restricted by a set pattern of movements.
- Sparring should never be attempted without direct supervision of an Instructor and only red,
Taekwondo America brand gear may be used. This includes hand gear, foot gear, head gear,
guards, elbow pads, a mouthpiece and, for men, a groin protector.
- Before each match, the partners should bow and touch gloves. This is a show of respect and
courtesy and indicates both partners are ready to begin.
- While fighting stances vary greatly, most follow the following principles:
1. Hands are up around the chin. This makes blocking techniques to the head much easier.
2. Body is turned sideways. This limits the surface area that is exposed to the opponent
3. Light on your feet. This makes it easier to move and evade incoming techniques.
4. Eyes on your partner.
- Light contact is acceptable and encouraged. Impact, striking forcefully which may result in injury,
is not allowed and should be immediately addressed by the partners or instructors. If the level
of control is exceeded, apologize sincerely and immediately.
- Legal target areas are the chest, above the belt, and the headgear. Which may be struck with
either the hands or feet.
- Striking with the knees or elbows is prohibited. Any contact to the throat, face, back or below the
belt is strictly prohibited. Sweeps, takedowns, grabbing and grappling are also prohibited.
- Sparring may be stopped at any time by either partner for any reason and is signaled by holding
up both of their hands.
- Never continue sparring if either partner is injured or can no longer defend themselves.
- At the end of each match, the partners should again bow and touch gloves.
TOURNAMENT SPARRING
Unlike Free Sparring, tournament sparring is designed to see which student is the better point
sparrer.
Due to the competitive nature of Tournament Sparring, judges watch the match and award points
and assign warnings based on the techniques thrown and where the techniques make contact.
RULES OF ENGAGEMENT
- All Free Sparring Rules of Engagement should be followed, except that punching to the head is prohibited.
- The participants should follow the commands of the judges at all times. When a judge yells
“Break!” the participants should immediately stop sparring and return to their original positions.
- Points are awarded for:
1. Punch or Kick to the body (1 point)
2. Kick to the head (2 points)
3. Jump or Spin Kick to the body (2 points)
4. Jump Spin Kick to the body (3 points)
5. Jump or Spin Kick to the head (3 points)
6. Jump Spin Kick to the head (4 points)
- Warnings are assigned for:
1. Striking an illegal target area, i.e. punching to the head or face, kicking to the back or
below the belt (1 warning)
2. Excessive contact (1 warning)
3. Excessive contact to an illegal target area (2 warnings)
4. Contact that draws blood (3 warnings)
5. Unsportsmanlike or dangerous conduct (3 warnings)
- A majority of judges must agree to assign warnings. If a participant receives a warning their
opponent receives a corresponding amount of points: 1 point for the first warning, 2 points for
the second warning. Three warnings results in immediate disqualification.
- At the end of the one-minute match, the judges compare scores. A majority of judges must agree
to award a victory. In the event of a tie, the match continues with a 15 second overtime and the
judges compare scores again. Warnings are carried into overtime.