Bits & Bobs
(Terminology & Other Useful Info)

Kendo & Dojo Terminology

Kendo commands and other terminologies that are used at our dojo may be in Japanese. Majority of these commands/terminologies are universal and you may hear them at other dojos and tournaments (shiai). We  recommend getting to know these terms which can guide you during practice and at other events.  

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The content and videos being shared here are for informational purposes only. All rights to the content belong to the original creators. Please support them by watching on their channel. 

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Terminology

Line up commands

Seiretsu (整列): Line up.

Seiza(正座) or Chakuza (着座): Assume seiza position (aka sit down).

Ki (w)o tsuke (気をつけ) or Shisei w(o) tadashite (姿勢を正して): Assume attention position (aka straighten your posture).

Mokusō (黙想): Begin meditation (aka close your eyes and hands together in meditation position).

Yame (止め): Stop meditation (aka open your eyes and hands back on your lap).

Shōmen ni rei (正面に礼): Bow to the shōmen/front.

Sensei ni rei (先生に礼): Bow to the sensei.

Onegai shimasu (お願いします): Said when bowing to sensei or to each other when beginning practice or a match to signify respect for one another.

Men tsuke (面付け): Put on your men.

Men tore (面を取れ): Take off your men.

Arigatō gozaimashita (Thank you): Said when bowing to sensei or to each other when ending practice or a match to signify respect for one another.

Bonus Terms

Otagai ni rei (お互いに礼): Bow to the each other.

Warm up commands - Stretches

Rei (礼): Bow.

Nuke、Tō (抜け、刀): Raise shinai at hip (Tai-Tō) and pull out shinai taking into sonkyo position. 

Put your shinai(s) down: Sonkyo and put your shinai(s) on the floor. 

Hajime (始め): Begin/start.

Yame (止め): Stop.

Counting in Japanese (up to 8): Ichi (1), Ni (2), San (3), Shi (4), Go (5), Roku (6), Shichi (7), Hachi (8).

Type of stretches (can switch up as needed based on time): 

Sonkyo (蹲踞): Assume sonkyo (formal crouching) position.

Pick up your shinai(s): Sonkyo and pick up your shinai(s) on the floor. 

Kamae (構え): Assume your ready position (typically chu-dan no kamae).

Warm up commands - Suburi

Hajime (始め): Begin/start.

Yame (止め): Stop.

Counting in Japanese (up to 10): Ichi (1), Ni (2), San (3), Shi (4), Go (5), Roku (6), Shichi (7), Hachi (8), Kyū (9), Jyū (10).

Taigatame sankyōdō (体固め三挙動): Suriashi 3 steps forward and 3 steps back while in chu-dan no kamae position.

Jōge suburi (上下素振り): Large strikes where the upswing reaches your back and the downswing stops at knee height. 

Shōmen suburi (正面素振り): Strikes where the upswing reaches above your head and the downswing stops at head (men) height.

Kaeshi men suburi (返し面素振り): Strikes where you alternate hits between right and left men, using the kaeshi swing.

Haya suburi (速素振り): Fast-paced strikes, where you make small jumps or fast slides while striking at men height. 

Shin kokyū (深呼吸): Deep breath exercises, where you perform a large upswing while breathing in and breathing out during a downswing.

Sonkyo (蹲踞): Assume sonkyo (formal crouching) position.

Osame、Tō (納め、刀): Pull back shinai to hip (Tai-Tō). 

Rei (礼): Bow.

Bonus Terms

Tai-tō (帯刀): Bring your weapon to the ready position at your hip.

Zenshin kōtai shōmen suburi (前進後退正面素振り): Another name for shomen suburi we do at the dojo. 

Katate suburi (片手素振り): One handed swings, where you perform any mentioned suburi exercises but with only one hand.

Sayū men suburi (左右面素振り): Like shomen suburi, but alternating strikes between the right and left side of the men. 

Matawari suburi (股割り素振り): Large men strikes, while doing squat-like leg movements.

Shiai commands

Hajime (始め): Used by Shushin to begin the match.

Yame (止め): Used by Shushin to stop the match. Competitors go back to original starting position.

Men/Kote/Dō ari (面/小手/胴あり): Used by Shushin to call valid points during match. Competitors go back to original starting position.

Nihon me (二本目): Used by Shushin to restart match for 2nd point round. 

Shōbu (勝負):  Used by Shushin to restart match for final round (used when competitors earn 1 point each).

Shōbu-ari (勝負あり): Used by Shushin to call Match point/End matchh. Competitors assume sonkyo, osame-tō, ritsu-rei, and exit the court.

Wakare (分かれ): Used by Shushin to separate competitors to issoku ittō no maai, but maintain relative court positions. DO NOT go back to your starting position.

Enchō hajime (延長始め): Used by Shushin to call “Extension.” Enchō is an extension of a tied match when the time runs out; Sudden death round.

Hansoku ikkai (反則一回): Used by Shushin to call “First foul.” Competitors go back to original starting position.

Hansoku nikai (反則二回): Used by Shushin to call “Second foul.” A second foul results in one point awarded to the opponent; the foul counter is reset. Competitors go back to original starting position.

Hantei (判定): Used by Shushin to call “Judgment, decision” when a winner is not identified by the end of the match.

Hiki-wake (引き分け): Used by Shushin to call “Draw, tie.” Typically used in team matches when identifying a winner is not necessary.

Gōgi (合議): Used by Shushin to call “Conference.” Competitors osame-tō, step back to the edge of the court and assume sonkyo until over.

Mae (h)e (前へ): Used by Taishō in team matches to command members to step forward for the team bow.

Shiai Terms / Formats

General Shiai Rules (Individual)
Sanbon shobu (3本勝負): 3-point match. The first player to score 2 valid points within the time limit wins. Once the time limit is reached, the player that has scored more points will win. If it is tied (no points or 1 point each), they must enter Enchō (延長) and an Ippon shobu (1本勝負), a sudden death match, will be performed and the first player to score a valid point will win. Depending on the tournament format, for non-semi finals and non-final matches, if it is tied, judges may perform a Hantei (判定), a judges pick on who fought best and the player with more flags raised between the 3 judges may be determined the winner. 


General Shiai Rules (Team)
Sanbon shobu (3本勝負): 3-point match. The first player to score 2 valid points within the time limit wins. If valid points are not awarded within the time limit, it will be considered a Hiki-wake (引き分け) or tie. Each team will move on to the next player (whether win, tie, or lose) until the Taishō (大将), the last player on the team finishes their match. The winning team is determined based on first, the number of wins and second, on the number of points. If both are completed equal, a Daihyō-sen (代表戦) or representative match will be performed where 1 player from each team will perform an Ippon shobu (1本勝負), a sudden death match.

Kachinuki-sen (勝ち抜き戦): 3-point match. The first player to score 2 valid points within the time limit wins. Whichever player wins, he/she will remain and continue fighting the opposing team's next player (ie. If the Senpō (先鋒) wins, he/she will fight the opposing team's second player and so forth until the Taishō (大将), the last player on the team loses). If valid points are not awarded within the time limit, it will be considered a Hiki-wake (引き分け) or tie and move on to the next player. In the event of a Taishō-sen (大将戦), they must enter Enchō (延長) and an Ippon shobu (1本勝負), a sudden death match, will be performed and the first player to score a valid point will win. The winning team is determined based on last man standing, so the taishō must be eliminated in order for the match to be determined. Depending on the tournament format, for non-semi finals and non-final matches, if the taishō ties with anyone other than the opposing team's taishō, the team with remaining players may be determined the winner.


Other shiai terms
Shinpan (審判): A judge or referee in a tournament.

Shushin (主審): The lead judge during a match.

Fukushin (副審): A sub-referee in a court during shiai.

Tasuki (たすき) or Mejirushi (目印): Colored flag worn on the backs of the players.

Senpō (先鋒): First player on a team match.

Jihō (次鋒): Second player on a team match (not used in 3 person team).

Chūken (中堅): Third player on a team match (Second player in 3 person team).

Fukushō (副将): Fourth player on a team match (not used in 3 person team).

Taishō (大将): Last player on a team match (Gives out 'Mae' command for team for Rei procedure).

Bogu / 5-Kyu / 6-Kyu / 4-Kyu Kihon Test (Shinsa) Commands

*For the entering / exiting procedure, please follow the motodachi (sensei or anyone receiving).

Entering Procedure: Enter and step into position where you can reach the starting line in 3 steps. Rei, Tai-tō, 3 steps in, Nuke, Tō, sonkyo. 

Kamae (構え): Stand up from your sonkyo (formal crouching) position. 

Kirikaeshi (切り返し)、Hajime (始め): Perform kirikaeshi (fundamental exercise performing the following procedures twice: big men, tsubazuriai, then repeated alternating strikes from left and right mens (9 total). Then performing a big men at the end, going all the way through to the other side). 

Men-uchi San-kai (面打ち3回)、Hajime (始め): Perform 3 men (strikes to the head), going all the way through to the other side. 

Kote-uchi San-kai (小手打ち3回)、Hajime (始め): Perform 3 kote (strikes to the wrist), going all the way through to the other side. 

Dō-uchi San-kai (打ち3回)、Hajime (始め): Perform 3 (strikes to the torso), going all the way through to the other side. 

Kote-men-uchi Ni-kai (小手・面 打ち2回)、Hajime (始め): Perform 2 kote-men combination (strikes to the wrist and head), going all the way through to the other side. 

Soremade (それまで): Stop and move to the starting line and sonkyo.

Exiting Procedure: Sonkyo, osame, tō, stand, 5 steps back, rei, and exit.

Bokuto Ni Yoru Kendo Kihon waza Keiko Ho commands

Motodachi (元立ち): Acts as the leader allowing the partner to execute the various wazas. 

Kakarite (掛かり手): Role that executes the basic techniques. 

Kihon 1: Ippon uchi no waza - men, kote, do, tsuki (基本1: 一本打ちの技 - 面・小手・胴・突き): Showcase of single strikes to each of the valid strikes in kendo.

Kihon 2: Renzoku waza - Kote-men (基本2: 連続技 - 小手): Combination of two continuous strikes to the kote and men.

Kihon 3: Harai waza  - Harai-men (基本3: 払い技 - 払い面):  Men waza using a parrying technique on the omote (left) side of your sword.

Kihon 4: Hiki waza - Hiki-dō (基本4: 引き技 - 引き胴): Backward strike (right) dō waza.

Kihon 5: Nuki waza - Men-nuki-dō (基本5: 抜き技 - 面抜き胴): Striking the (right) dō while avoiding the motodachi's men attack.

Kihon 6: Suriage waza - Kote-suriage-men (基本6: すりあげ技 - 小手すりあげ面): As the motodachi attacks the kote, slide your sword on the ura (right) and counterstrike with a men.

Kihon 7: Debana waza - Debana-kote (基本7: 出ばな技 - 出端小手): Before the motodachi starts their attack, strike their kote.

Kihon 8 : Kaeshi waza - Men-kaeshi-dō (基本8: 返し技 - 面返し胴): Block the motodachi's men attack and counterstike with a (right) dō.

Kihon 9: Uchi otoshi waza - Dō-uchi-otoshi-men (基本9: 打ち落とし技 - 胴打ち落とし面): Strike down the motodachi's attack and counterstrike with a men.

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Useful Videos

Kata Videos

*The content and videos being shared here are for informational purposes only. All rights to the content belong to the original creators, All Japan Kendo Federation, 剣坊主道場, ゴリ剣道チャンネル. Please support them by watching on their channel.

AUSKF - All United States Kendo FederationSCKF - Southern California Kendo FederationGedatsu Kendo DojoLinkLinkLinkLink