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Re: Sumo #3: Kimarite, etc. (LONG) - soc.culture.japan #26535
- Subject: Re: Sumo #3: Kimarite, etc. (LONG) - soc.culture.japan #26535
- From: Richard Webb <webb@phys1.physics.wsu.edu>
- Date: Thu, 27 May 93 06:48:13 PDT
- >to: webb@phys3
In article <C7nB51.JK1@ulis.ac.jp>, hiraga@ulis.ac.jp (Yuzuru Hiraga) writes:
|>
|> Now I've got hold of a source, so here is a list of the winning methods
|> (KIMARITE).
|> But before that, some corrections/verifications on my previous post.
|>
|> My source is:
|> Gendai Supootu Hyakka Jiten ($B8=Be%9%]!<%DI42J;vE5(J)
|> (Encyclopedia of SPORTS); Taishuu-kan Shoten 1970.
|>
|> Since it is a bit outdated, some of the below may be obsolete.
|>
|> * Time limits for TACHIAI
|> Starting 1950, the time limits are:
|> Makuuchi: 4 mins.
|> Juuryou: 3 mins.
|> Makushita:2 mins.
|>
|> * Some history
|> Origin: Sumo appears in mythical literatures of KOJIKI and NIHON-SHOKI,
|> presumably describing events ca. 4.C AD.
|> The olded recorded Sumo event was in 469 AD.
|> The time limit system started in 1928 with the start of radio broadcasting.
|> Initially, the limits were Makuuchi 10mins., Juuryou 7 mins., and
|> Makushita 5 mins.
|> At the time of Futabayama's 69 winning streak (1936-1938?), each tourney
|> was 10 days in length. With the soaring Sumo popularity thanks to
|> Futaba, this was extended to 13 days in 1937 and 15 days in 1940.
|> My source doesn't say how many tourneys per year at that time.
|> In 1950, it because 4 tourneys/year (3 Tokyo, 1 Osaka), and in 1957-8,
|> became the present 6 tourneys/year with the addition of Kyuushuu and
|> Nagoya Basho's.
|> Matching of wrestlers in the same ICHIMON started in 1965.
|> This restriction seems to have had a long history and may not be
|> necessarily related to frame-up matches, at least in their origin.
|>
|> * Asked by Jeff Friedl: What does the Gyouji yell during the bout?
|> A literal transcription is: "HAKKE-YOI NOKOTTA nokotta nokotta..."
|> also in contracted & variant forms e.g. "Yoi Hakke-yoi".
|> What this means, I don't know. I've heard that it descends from
|> a Korean word, so the Korean readers may help us out.
|>
|> =======
|>
|> So on to the Kimarite's.
|> A fine distinction may count up to 300 such methods, but the Sumo Kyoukai
|> has officially approved 70.
|> The following includes their names and brief descriptions, together
|> with the names written in Japanese code. Sorry for the inconvenience
|> of readers of non-Japanese terminals.
|> I'll also include a subjective ranking of how often each method takes place,
|> where the legend is:
|> ***: quite common: expected to be seen on every day of the tourney.
|> **: common: can be seen in every tourney, if not every day.
|> *: rare: maybe few times each year.
|> !: extremely rare: lucky if you see one.
|> !!: never seen, perhaps even heard of.
|>
|> There is a two-page diagram of the moves, but sorry, no GIF's,
|> at least not now.
|>
|> -------------
|>
|> CLASS 1: Basic methods $B4pK\5;(J
|>
|> # TSUKI-DASHI *** $BFM$-=P$7(J
|> < TSUKI(n), TSUKU(v): to stroke opponent's chest with both arms,
|> either in simultaneous or alternate motion in upward direction;
|> making him lean back.
|> Drive opponent outside the Dohyou by a TSUKI motion.
|> # TSUKI-TAOSHI ** $BFM$-E]$7(J
|> Fall opponent on his back by a TSUKI motion.
|> # OSHI-DASHI *** $B2!$7=P$7(J
|> < OSHI(n), OSU(v): to push opponent on his chest or by grabbing the
|> elbow from below (OTTSUKERU). The difference with TSUKI is that
|> the palms are always in contact with opponent's body.
|> Pushing by means of grabbing opponent's Mawashi (also MITSU: belt)
|> on the front side near the stomach (MAE-MITSU) also counts as an OSHI.
|> OTTSUKE(RU): $B$*$C$D$1(J($B$k(J)
|> (MAE)MITSU: ($BA0(J)$Bjn(J
|> Push opponent outside the Dohyou by an OSHI motion.
|> # OSHI-TAOSHI *** $B2!$7E]$7(J
|> Fall opponent on his back by an OSHI motion.
|> # YORI-KIRI *** $B4s$j@Z$j(J
|> < YORI(n), YORU(v): to advance towards the opponent while securing body
|> contact, either by shoving the arms under/inside opponent's
|> arms/armpits (SASU), and/or taking hold of his Mawashi.
|> Drive opponent outside the Dohyou by a YORI motion.
|> SASU: $B:9$9(J
|> # YORI-TAOSHI ** $B4s$jE]$7(J
|> Fall opponent on his back by a YORI motion.
|> # ABISE-TAOSHI ** $BMa$S$;E]$7(J
|> Get on top of opponent in a leaning position and falling him down.
|>
|> --- Some comments at this point:
|> There are two basic types of wrestlers: OSHI-ZUMO and YOTSU-ZUMO.
|> An OSHI-ZUMO prefers fighting apart, with the winning tactics of
|> OSHI and TSUKI. Heavier Wrestlers with power and momentum are
|> generally of this type: e.g. Akebono.
|> OSHI-ZUMO: $B2!$7AjKP(J
|> YOTSU-ZUMO: $B;M$DAjKP(J
|> YOTSU means to secure contact as mentioned above for YORI.
|> The winning tactics for a YOTSU-ZUMO are YORIKIRI and the throwing methods
|> listed below. YOTSU-ZUMO type wrestlers are generally more lean, with
|> strong arm strength: e.g. Taka- & Wakanohana.
|>
|> In typical YOTSU-ZUMO style fight, each of the wrestlers shove one arm
|> inside the other's arm (SASU: above). If the SASHITE (the arm that is
|> SASU-ed) is the right arm (necessarily for both wrestlers), then the
|> hold is in MIGI-YOTSU form, and if left, then HIDARI-YOTSU form.
|> Most wrestlers have a preference for either MIGI or HIDARI-YOTSU.
|> If the two have the same preference, then the match is called AI-YOTSU
|> and the initial movements will likely end up in the both-preferred form.
|> On the other hand, if the preference is opposed, then the match is
|> called KENKA-YOTSU and there will be an intense struggle to take the
|> preferred form, thus also disabling the opponent.
|> A wrestler who has no strong preference for either form is called
|> a NAMAKURA-YOTSU.
|> SASHITE: $B:9$7<j(J
|> MIGI-YOTSU: $B1&;M$D(J
|> HIDARI-YOTSU: $B:8;M$D(J
|> AI-YOTSU: $BAj;M$D(J
|> KENKTA-YOTSU: $B7v2^;M$D(J
|> If the SASHITE side arm grabs opponent's Mawashi, then it is called
|> a SHITATE. A grab by the other arm (over opponent's SASHITE) is
|> called an UWATE.
|> When a wrestler succeeds to SASU both of his arms, then it is called
|> MORO-ZASHI and is considered a strong advantage, since it is difficult
|> for the other to take UWATE holds with both arms, thus leaving them afloat
|> and impotent. However, if he can clench his hands over opponent's
|> SASHITE and puts squeezing pressure on them (called KANNUKI: this may
|> sometimes break opponent's arm), then the situation may turn over.
|> SHITATE: $B2<<j(J
|> UWATE: $B>e<j(J
|> MORO-ZASHI: $BAP;X$7(J
|> KANNUKI: $BoY(J
|>
|> Basically, YORIKIRI is considered the most secure and safest way to win
|> (but see UCCHARI). Thus it is the Champion's winning way.
|> OSHI-ZUMO, if hits the spot, guarantees a decisive and instantaneous
|> victory, but they often fall prey to dodging motions or being slapped down,
|> and also quite helpless once they get caught by a YOTSU-ZUMO.
|> OSHI-ZUMO's are thus generally regarded as simplistic and bull-run types,
|> while YOTSU-ZUMO's are to be more of a technician.
|>
|> But on with the list.
|>
|>
|> CLASS 2: Throwing methods $BEj$2<j(J
|> < NAGE(n), NAGERU(v): To throw means to take hold of the opponent,
|> either by the Mawashi or some part of the body, and to topple
|> or drive out opponent by the throwing motion of the holding arm.
|> NAGE(RU): $BEj$2(J($B$k(J)
|>
|> # SHITATE-NAGE *** $B2<<jEj$2(J
|> Throw opponent by a SHITATE, in a downwards body-center direction
|> (i.e. leftwards for a right SHITATE) with palm of throwing arm facing down.
|> # UWATE-NAGE *** $B>e<jEj$2(J
|> Same as above, by an UWATE.
|> Besides YORIKIRI, the most common and safest tactics for a YOTSU-ZUMO.
|> # KOTE-NAGE *** $B>.<jEj$2(J
|> Throw opponent from the hold of his SASHITE arm.
|> # SUKUI-NAGE *** $B$9$/$$Ej$2(J
|> Throw opponent from a SASHITE, without a Mawashi grip,
|> initially shoving opponent's armpit in a slightly upward direction.
|> # UWATE-DASHI-NAGE ** $B>e<j=P$7Ej$2(J
|> Different from UWATE-NAGE in that the palm faces up, with the two
|> often standing in a side-by-side position. The throw is more like a
|> dragging motion towards the opposing side leg. This will cause a
|> rotating motion of the opponent, so he often falls face up, while in
|> an UWATE-NAGE, falls face down.
|> # SHITATE-DASHI-NAGE ** $B2<<j=P$7Ej$2(J
|> Similar to above, from a SHITATE.
|> This by itself is often not decisive, but will disrupt opponent's stance.
|> # KOSHI-NAGE ! $B9xEj$2(J
|> To throw after mounting opponent on one's waist. Not quite effective.
|> # KUBI-NAGE * $B<sEj$2(J
|> Curl an arm around opponent's neck and throw in a twisting motion.
|> The other arm should "kill", i.e. grab opponent's facing arm.
|> # IPPON-ZEOI !! $B0lK\GXIi$$(J
|> Dodge an opponent's TSUKI, grab his stretched arm over the shoulder
|> and hurl over. Also seen in Judo, except that you can't knee down in Sumo.
|> # NICHOU-NAGE ! $BFsCzEj$2(J
|> Take a SHITATE, tangle the same side leg around opponent's opposite-side
|> leg (i.e. for a right SHITATE, tangle right leg to opponent's right leg),
|> and using it as a pivot, throw.
|> # YAGURA-NAGE !! $BO&Ej$2(J
|> Take an UWATE, lift the same side knee between opponent's thigh,
|> and after an initial lifting grip, twist throw down.
|> # KAKE-NAGE * $B3]$1Ej$2(J
|> In any NAGE, flip up the same side leg to put opponent's leg aloft.
|> # TSUKAMI-NAGE ! $BDO$_Ej$2(J
|> Mostly from an UWATE, lift up opponent by the grip and drop down.
|>
|>
|> CLASS 3: Leg tangling methods $B3]$1<j(J
|> < KAKE(n), KAKERU(v): To tangle one's leg to the opponent's,
|> either from the inside (UCHIGAKE) or outside (SOTOGAKE).
|>
|> # UCHI-GAKE ** $BFb3]$1(J
|> In a YOTSU, draw opponent close, tangle leg from inside, pressure
|> forward making him fall on back.
|> # SOTO-GAKE *** $B303]$1(J
|> Similar to above, but tangle leg from outside.
|> One contrast is that UCHIGAKE should touch the upper part of the
|> opponent's leg (above knee), while SOTOGAKE should touch the lower part,
|> below knee.
|> # CHON-GAKE ! $B$A$g$s3]$1(J
|> From a close but non-contacting stance, tip the opposite side leg of
|> opponent by the ankle (e.g. right leg tips right ankle), making it
|> aloft, then push opponent down.
|> # KIRI-KAESHI ** $B@Z$jJV$7(J
|> Place knee behind opponent's knee, and twist down in backwards direction.
|> Often used to counter opponent's NAGE.
|> Somewhat similar to a German suplex (sp?) in pro-wrestling.
|> # KAWAZU-GAKE ! $B2ODE3]$1(J
|> In case opponent takes a TSURI offensive (see below), break one grip,
|> rotate to take a side-by-side posture with the adjacent leg tangled
|> from the inside, then fall (together) backwards.
|> Also seen as a pro-wrestling technique.
|> # KE-KAESHI * $B=3JV$7(J
|> Kick opponent's ankle from inside-out in an OSHI situation, then pull
|> forward to make him fall to the front.
|> # KETAGURI ** $B=3$?$0$j(J
|> When opponent comes rushing forward, kick his ankle from inside-out
|> and he will stumble on his own. Effective as a surprise attack at
|> the beginning instant, especially against an OSHI-ZUMO.
|> # MITOKORO-ZEME !! $B;0=j96$a(J
|> Do an UCHIGAKE on the SASHITE side, stretch the free arm under the
|> knee of opponent's other leg to lift up, and topple him over.
|> Mainoumi once did this, though it didn't make it as a winning move.
|> # WATASHI-KOMI * $BEO$79~$_(J
|> Grab opponent's knee from the outside, and push his chest with
|> the other arm (hand or elbow) to fall him on back.
|> # NIMAI-GERI !! $BFsKg=3$j(J
|> In a TSURI situation (see below), kick opponent's ankle from the
|> outside to make him topple.
|> # KOMATA-SUKUI * $B>.8T$9$/$$(J
|> In a DASHI-NAGE situation, if opponent advances the on-side leg
|> for prevention, use the other arm from the inside to lift that leg
|> by the knee and twist down.
|> # SOTO-KOMATA !! $B30>.8T(J
|> Similar to above, except the leg is taken from the outside.
|> # OOMATA !! $BBg8T(J
|> When opponent advances the opposite leg in a KOMATA-SUKUI situation,
|> lift it up from the inside and topple down.
|> # TSUMA-TORI !! $BD^<h$j(J
|> Take opponent by his side and advance to make him lose balance,
|> then grab ankle or toe and lift to make him fall to the front.
|> # ASHI-TORI ** $BB-<h$j(J
|> Grab opponent's leg, commonly with both arms, then lift to make topple.
|> Mainoumi's favorite.
|> # SUSO-TORI !! $B$9$=<h$j(J
|> If opponent's one leg steps forward right in one's front (as in a
|> NAGE situation), grab ankle from the outside to make him fall.
|>
|>
|> CLASS 4: Backward leaning methods $BH?$j<j(J
|>
|> # I-ZORI !! $B5oH?$j(J
|> Dodge opponent's rush by crouching down, rise while grabbing his leg
|> with both arms and mount him on back, further lean back making him
|> fall (first). Mainoumi (again!) once did this.
|> # TASUKI-ZORI !! $B$?$9$-H?$j(J
|> Mount opponent on shoulder grabbing his arm with one arm and his leg
|> with the other. Lean back to fall.
|> # SHUMOKU-ZORI !! $BF5LZH?$j(J
|> Similar to above, but first crouch down and lift opponent up high
|> before leaning back. Posture similar to pro-wrestling's airplane.
|> # KAKE-ZORI !! $B3]$1H?$j(J
|> Take both SASHITE in a hugging posture, tangle one leg from outside
|> and lean sideways in that direction.
|> # SOTO-DASUKI-ZORI !! $B30$?$9$-H?$j(J
|> When taken by a MORO-ZASHI, secure hold one of opponent's elbow,
|> swing other arm to the same side and stretch to hold his leg from the inside,
|> then lean back while lifting opponent [I'm not sure how this works].
|>
|>
|> CLASS 5: Twisting methods $BG1$j<j(J
|> < HINERI(n), HINERU(v): To twist the grip of either the opponent's Mawashi
|> or some part of body, usually by rotating the wrist.
|> HINERI(RU) $BG1$j(J($B$k(J)
|>
|> # TSUKI-OTOSHI *** $BFM$-Mn$H$7(J
|> Place palm on opponent's armpit from above, then push him down.
|> # MAKI-OTOSHI * $B4,$-Mn$H$7(J
|> Take hold of opponent's back from a SASHITE, then pull him down.
|> Works in the direction opposite to SUKUI-NAGE.
|> # TOTTARI ** $B<h$C$?$j(J
|> Grab opponent's wrist with one hand, take hold of the elbow from below
|> with the other, take a side-by-side position and twist whole body
|> to make opponent topple. Another surprise attack method.
|> # SAKA-TOTTARI ! $B5U<h$C$?$j(J
|> In the above, seen from the opponent's side: twist the taken arm
|> to an angle that it can be bent, twist waist to make opponent fall
|> to the front [??].
|> # KATA-SUKASHI ** $B8*F)$+$7(J
|> Turn a SASHITE upwards, twist body to make opponent tumble forward,
|> then with the other arm, slap opponent on shoulder to make him fall.
|> If done quick, the opponent will make a full flip.
|> # SOTO-MUSOU * $B30L5AP(J
|> From a YOTSU situation, take hold of the opponent's SHITATE,
|> let go the SHITATE and take hold of opponent's far side leg from the outside,
|> then twist whole body to create a rotating momentum, causing the oppoenent
|> to turn over.
|> # UCHI-MUSOU * $BFbL5AP(J
|> From a YOTSU situation, let go the UWATE and take hold of opponent's
|> leg from the inside, twist whole body while lowering the opposite side
|> shoulder and also lifting opponent's leg.
|> # ZUBU-NERI !! $B$:$VG1$j(J
|> Press head on opponent's chest or shoulder (making it a fulcrum),
|> take firm grip of opponent's elbow and twistingly pull forward while
|> drawing back.
|> # UWATE-HINERI ** $B>e<jG1$j(J
|> In a YOTSU situation, if the opponent steps back too far, pull UWATE
|> forward and downwards while twisting to knee down opponent.
|> # SHITATE-HINERI * $B2<<jG1$j(J
|> Similar to above but with a SHITATE, though less common.
|> # AMI-UCHI * $BLVBG$A(J
|> Take hold of opponent's SASHITE with both arms, and at the Dohyo rim,
|> twist-throw him to the SHITATE side.
|> # SABA-ORI ! $B;*@^$j(J
|> In a YOTSU situation with the Dohyo rim behind, if the opponent drops
|> his waist too low, quickly pull forward/down the grips to make
|> opponent knee down.
|> Note that SABA-ORI as commonly known (which is more like pro-wrestling's
|> bear hug, clenching fists behind opponent's back) is illegal in Sumo.
|> # HARIMA-NAGE ! $BGEKaEj$2(J
|> From a SOTO-DASUKI-ZORI posture, twist throw opponent sideways and
|> then to the back.
|> # KAINA-HINERI ** $BOSG1$j(J
|> Take opponent's upper arm with one arm, place palm of other arm
|> from above and press down, making opponent to turn over.
|> # GASSHOU-HINERI !! $B9g>8G1$j(J
|> Grab opponent's neck from both sides and twist to either side.
|> # KUBI-HINERI !! $B<sG1$j(J
|> Press one palm on opponent's neck, grab his elbow with the
|> other arm and twistingly press down with the arm on his neck.
|> # HIKI-OTOSHI *** $B0z$-Mn$H$7(J
|> When opponent is taking a posture too low, grab either of his hand,
|> elbow or MAE-MITSU and pull forward/down to make him stumble down forwards.
|> # HATAKI-KOMI *** $B$O$?$-9~$_(J
|> When opponent comes rushing in, make one contant, then quickly dodge to
|> the side and slap down opponent on the shoulder.
|> Often used as a counter offensive by a superior ranked wrestler
|> as an "easy way" to win.
|>
|>
|> CLASS 6: Special/Miscellaneous methods $BFC<l5;(J
|>
|> # TSURI-DASHI *** $BD_$j=P$7(J
|> < TSURI(n), TSURU(v): take grip on opponent's Mawashi with both hands,
|> and lift his body up, supporting weight by the waist.
|> TSURI(RU) $BD_$j(J($B$k(J)
|> Take opponent in a TSURI and land him down outside the Dohyo.
|> More effective and safe when lifted on the side, rather than the front.
|> Another Champion winning tactics.
|> # TSURI-OTOSHI ** $BD_$jMn$H$7(J
|> Take grip at a more deeper (i.e. to the behind) position than above,
|> lift opponent up high, and crush down.
|> # OKURI-DASHI *** $BAw$j=P$7(J
|> Take opponent by his back and shove him out.
|> This often happens after a DASHI-NAGE.
|> # OKURI-TAOSHI ** $BAw$jE]$7(J
|> Push down opponent from behind "within" the Dohyo (If opponent falls
|> outside the Dohyo, then it is an OKURI-DASHI).
|> # WARI-DASHI * $B3d$j=P$7(J
|> Take UWATE with one arm, press the other on opponent's upper arm,
|> advance to make him lean back and out of the Dohyo.
|> # UCCHARI ** $BBG$C$A$c$j(J
|> The ultimate reversal tactics.
|> Pressed at the edge of the Dohyo rim, lean back, support opponent's
|> weight on the stomach, then twist to either side to let him go first.
|> # KIME-DASHI * $B6K$a=P$7(J
|> < KIME(n), KIMERU(v): Synonymous to KANNUKI.
|> KIME(RU) $B6K$a(J($B$k(J)
|> Take opponent by a KANNUKI when taken by a MORO-ZASHI and drive out.
|> # KIME-TAOSHI * $B6K$aE]$7(J
|> Same as above, except that opponent is forced to fall.
|> # YOBIMODOSHI * $B8F$SLa$7(J
|> In a YOTSU situation, let go the grips and draw opponent forward --
|> if opponent withdraws, advance while thrusting the SASHITE in
|> SUKUI-NAGE style to make opponent fall on back.
|>
|>
|> CLASS 7: Non-committant $BHs5;(J
|> The below two are not any action on the winner's side, but nevertheless
|> result in his victory.
|>
|> # ISAMI-ASHI * $BM&$_B-(J
|> At the Dohyo rim, the offensive side accidentally steps outside.
|> Also commonly used as an idiom meaning "going too far".
|> # KOSHI-KUDAKE * $B9x$/$@$1(J
|> Lose balance for some reason, with weight on the back side,
|> and fall from the hip.
|>
|> ------------------------
|>
|> Appendix 1: Some forbidden actions $B6X<j(J
|> These result in the automatic loss of the person who did it.
|>
|> # Strike with a fist.
|> It is legal to strike with an open palm (HARITE).
|> HARITE $BD%$j<j(J
|> # Grab opponent's hair.
|> Quite common, mostly accidental.
|> # Strike weak points like the eye or the pit.
|> # Strike both ears from both sides simultaneously.
|> # Hold or put fingers in the vertical portion of the Mawashi.
|> You know why :-)
|> # Grab opponent's throat.
|> # Kick opponent's chest or stomach.
|> # Press on one or two of opponent's fingers.
|>
|> Also, if one's Mawashi falls off during a bout (yuck!),
|> he automatically loses.
|>
|> ------------------------
|>
|> Appendix 2: Some supplementary glossary (technical)
|>
|> # INASI(n), INASU(v) $B$$$J$7!?$9(J
|> To dodge opponent's rush by flanking.
|> # KACHIAGE(RU) $B$+$A$"$2(J($B$k(J)
|> Fold arms, rush forward to hit opponent's chest or chin,
|> commonly from the shoulder; to make his posture upright.
|> Another Champion tactics.
|> # KABAI-TE $B$+$P$$<j(J
|> When the two wrestlers fall together, the one on the lower side is called
|> SHINI-TAI, i.e. deprived of activity. In such a case, and if injury is
|> foreseen, the one on the upper side can support his weight by sticking
|> out a hand on the ground. This is called KABAITE, and is legal and
|> will not deprive him of the win.
|> The most recent case is the Konishiki-Wakanohana bout in the final day...
|> or so they say... KABAITE is in many cases controvertial.
|> # KUI-SAGARU(v) $B?)$$2<$,$k(J
|> To take a low posture, pressing the head on opponent's chest and
|> taking grip on the MAE-MITSU. This is the survival tactics for
|> the smaller wrestlers.
|> # TSUPPARI(n), TSUPPARU(v) $BFM$CD%$j!?$k(J
|> To rapidly deliver HARITE to the opponent, mainly to obtain an
|> advantageous position. Terao is one wrestler known for his TSUPPARI.
|> Commonly used to designate juvenille delinquents, although relation
|> with Sumo may be doubted.
|> # NEKO-DAMASHI $B%M%3$@$^$7(J
|> To clap hands in front of the opponent's face: a mere feint action
|> and Mainoumi's favorite.
|> As all would agree, Mainoumi is indeed a live solitary Sumo Museum.
|>
|> As a final note, the KIMARITE's are portrayed in a comically choreographed
|> SHOKKIRI, which is presented as amusement for Sumo beginners.
|>
|> -Yuzuru Hiraga (hiraga@ulis.ac.jp)