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Sumo Techniques Article #3 (fwd)
Forwarded message:
Subject: Re: Sumo #3: Kimarite, etc. (LONG) - soc.culture.japan #26535
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Since it is a bit outdated, some of the below may be obsolete.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)