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1. The Japanese martial art of fencing.
2. The modern martial art of Japanese fencing, developed from traditional techniques of Japanese swordsmanship known as kenjutsu. Since 1975 the goal of Kendo has been stated by the All Japan Kendo Federation as "to discipline the human character through the application of the principles of the katana (the Japanese standard sword)". However, Kendo combines martial arts values with sport elements, with some practitioners stressing the former and others the latter.
Taught using "swords" made of split bamboo (shinai) and extensive protective armour (Bogu), practitioners are called kendoka or "kenshi". Kendoka merely means one who practices kendo. Kenshi means swordsman. Both terms are used, though many clubs have a preference for one term. Kendoka also use bokuto (wooden katana) to practice set forms known as kata. On formal occasions, real swords or metal swords with a blunt edge, called habiki, can be used. There are 10 basic kata.
Achievement in Kendo is signified by advancement in rank, or dan, with the eighth rank (hachi-dan) currently the highest rank attainable through testing. Higher dan is awarded on an honorary basis as recognition to one's lifetime contribution to the advancement of Kendo as an art. Additionally there are six ranks below dan known as kyu. The number preceding the kyu is the number of ranks it is below the first dan rank (sho-dan). Sho-dan is equivalent to a first degree blackbelt.
In modern kendo, there are two types of attacks - strikes and thrusts. Strikes are allowed against only certain areas on the body ("do"). The valid targets are the "men" (top of the opponent's head), sayu-men (the left or right side of the opponent's head), Kote: right kote, or wrist at any time, the left kote when it is in a raised position (such as jodan), the left or right do. Thrusts are only allowed to the throat (tsuki). However, since a wrongly done thrust could injure the neck, thrust techniques are often left out at the starting level and practiced at later levels.
In matches, a point is only awarded when the attack is done firmly and properly to any of the allowed targets with Ki-ken-tai-ichi, or spirit, sword, and body as one. This means for an attack to be successful the shinai must strike a proper target at the same time the attacker's front foot makes contact with the ground and at the same time of a kiai or shout that displays good spirit. Though it is common, especially in matches within a dojo, a kiai need not be the target name that is being struck.
In a tournament, there are three judges (shimpan), each holding a red and a white flag in either hand. Each competitor has either a white or red flag attached to his or her back. For a point to be awarded, two judges must agree. To signal this, the judges lift up the color flag of the player who scored the point. The first to score two points wins the match. If the time limit runs out before two points are awarded, several things may happen: If one player has one point and the other does not, then the player with one point wins. In cases of tie, the match may be decided by a period of overtime, sudden death overtime (the first to score a point wins regardless of time left), or a hansoko, or judges' decision.
Find below examples of a Kendo shiai (duel).
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