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Scoring

WKF Kumite Scoring

Last updated June 2026  ·  6 min read

The kumite scoreboard is operated by one person at the table while the referee runs the mat. Every button press updates the spectator display instantly, and declared results flow straight into the bracket. The scoreboard supports both WKF and AAU rule sets; this article covers the WKF configuration.

Points

Each corner (AKA red, AO blue) has three scoring buttons matching WKF values:

  • YUKO — 1 point (punches)
  • WAZA-ARI — 2 points (mid-level kicks)
  • IPPON — 3 points (high kicks, techniques on a fallen opponent)

Pressed the wrong button? A −1 correction button removes a point without touching the rest of the match state.

Penalties (WKF 2024 ladder)

The scoreboard implements the current WKF penalty system: a single unified ladder, not the old Category 1 / Category 2 split. Each offense advances the competitor one step:

CHUI 1 → CHUI 2 → CHUI 3 → HANSOKU-CHUI → HANSOKU

Reaching HANSOKU disqualifies the competitor from the bout and awards the match to the opponent. SHIKKAKU — disqualification from the entire tournament — is a separate button, kept apart from the ladder so it can't be pressed by accident.

Senshu

When one competitor scores first without an answering score, the scoreboard marks SENSHU with a badge on their side. If the match ends tied, senshu decides it. Senshu is active for the WKF rule set and can be toggled in the scoreboard configuration (it's disabled under AAU rules, which don't use it).

Timer and atoshi baraku

The timer offers Start, Pause, and Reset. Match duration comes from your bracket settings (3:00 by default for seniors, configurable per division when you generate brackets).

At 15 seconds remaining the scoreboard signals atoshi baraku: the timer turns red, an audible beep sounds, and an on-screen notice appears. Under AAU rules the signal fires at 30 seconds instead.

Ending the match

  • Time expires — the leader wins; a tie is resolved by senshu, or by the referee's decision if no senshu was earned.
  • Eight-point lead — when the gap reaches 8, the scoreboard raises the mercy-rule dialog to end the match immediately.
  • Hansoku or shikkaku — penalty ceiling reached; the opponent takes the win.

The operator confirms with Declare Winner, choosing the win method if it wasn't automatic.

How results save

Declaring a winner records the scores and win method, advances the winner to the next round of the bracket, and pushes the result to the server immediately. If the venue Wi-Fi drops mid-save, the result is queued locally and retried — you never lose a match to a network blip.

Spectator display: open the mat's TV display on a second screen so the crowd sees scores, penalties, and the clock live. See Projector and TV display setup.