We intend on expanding this list and organizing it better, but here is a draft!
Kendo Swords – Shinai and Bokuto
The Shinai is the primary training weapon in Kendo, made from four bamboo slats bound together. It is flexible and used for practice and competitions.
A Bokuto (or Bokken) is a wooden sword used in Kendo for kata (forms) practice and some basic drills. It is used in non-contact practices.
A Tsuba is a sword guard used on the Bokuto and Shinai to help protect the hands.
Kendo Uniform – Gi and Hakama
The Gi or Kendo-gi is the top part of the Kendo uniform, typically made from thick cotton or similar material. Cotton gi are traditionally dyed using Indigo (Aizome) dye.
The Hakama is the wide, pleated trousers worn over the Gi. It helps hide movement of the legs during practice.
Kendo Armor – Bogu
The Bogu is the protective gear worn by Kendo practitioners and consists of four main parts:
Tare: The waist protector that shields the hips and upper legs.
Men: The helmet, which protects the head, face, and throat.
Kote: Protective gloves for the hands and forearms.
Do: The body armor that protects the torso.
A Tenugui is a cotton towel worn under the Men to absorb sweat and keep the helmet in place.
Kendo Ranks
Kendo ranks begin with the highest number kyu and count down to one. Afterwards dan ranks count up from one.
Mudansha (Beginner to Intermediate)
- Rokkyu – 6th Kyu
- Gokyu – 5th Kyu
- Yonkyu – 4th Kyu
- Sankyu – 3rd Kyu
- Nikyu – 2nd Kyu
- Ikkyu – 1st Kyu
Yudansha (Advanced – Similar to degrees of Black Belt)
- Shodan – 1st Dan
- Nidan – 2nd Dan
- Sandan – 3rd Dan
- Yondan – 4th Dan
- Godan – 5th Dan
- Rokudan – 6th Dan
- Nanadan – 7th Dan
- Hachidan – 8th Dan
Tournament Commands
Hansoku – Penalty
Usage: A penalty called when a competitor commits a violation, such as improper behavior or illegal strikes, stepping out of bounds, or dropping the shinai. Counts as half of a point.
Hantei – Judges Decision
Usage: When the referees are called to give a decision in a match because time is called and the points are even.
Hajime – Begin
Usage: The command to start the match or a practice session.
Ippon – First Point
Usage: The term used for a valid and decisive strike that earns a full point.
Kote-ari – Wrist strike observed
Usage: A command to strike the opponent’s wrist (kote) area.
Men-ari – Head strike observed
Usage: A command to strike the opponent’s head (men) area.
Do-ari – Body strike observed
Usage: A command to strike the opponent’s torso (do) area.
Tsuki-ari – Throat strike observed
Usage: A command to strike the opponent’s torso (do) area.
Yame – Stop
Usage: The command to stop the match or practice.
Shinpan-in: Referee or judge in a Kendo match.
Shinpan Cho: The chief judge who oversees all matches and the conduct of referees and players in the competition.
Yuko Datotsu: A valid and effective strike that meets all scoring criteria.
Gogi: Referee conference to discuss decisions during the match.
Shobu: A call indicating the match point or deciding strike.
Shobu-ari: A call indicating the match has ended with a winner.
Encho: Overtime until the first point or time is called.
Hikiwake: A draw or tie.
Shiai: The match or competition itself.
Shiai-sha: Competitor in a Kendo match.
Shushin: The chief referee of the match.
Fukushin: The two referees that are not the chief referee.
San-bon-shobu: Three point scoring system used in matches.
Mejirushi: Red and white colored flags worn by competitors.
Shinpanki: Judge’s red and white flags
Nihonme: Begin round two after ippon
Yuko Datotsu
Yuko Datotsu refers to a valid and effective strike in Kendo, meeting all the criteria to be considered a scoring point. To achieve Yuko Datotsu, the following conditions must be satisfied:
- Proper Target Area: The strike must land on one of the designated target areas—men (head), kote (wrists), do (torso), or tsuki (throat).
- Correct Part of the Shinai: The strike must be delivered using the valid striking portion of the shinai, typically the top one-third of the blade (datotsu-bu).
- Kiai: The practitioner must shout with spirit (kiai) as they deliver the strike, demonstrating their fighting spirit and calling the correct target.
- Kamae: Proper posture, footwork, and balance must be maintained throughout the movement.
- Zanshin: After the strike, the attacker must show continued awareness, readiness, and control, ensuring they remain engaged in the bout.
Only when all these elements are present can a referee or judge consider the strike as Yuko Datotsu and award a point in a match. This reflects the emphasis in Kendo on not just technique, but also spirit and intent.
A
- Aiuchi: A simultaneous strike, where both competitors hit each other at the same time.
- Ashi or Ashisabaki: footwork. Examples include okuriashi, ayumiashi, fumikomiashi, hirakiashi, and others.:
B
- Bokken or Bokuto: A wooden sword used for practice, often in Kenjutsu or Iaido.
- Bogu: Protective gear worn in Kendo, including the men (helmet), kote (gloves), do (body armor), and tare (apron).
- Budo: Budo is a term that encompasses all Japanese martial arts, focusing on self-discipline, self-improvement, and respect for others.
C
- Chudan-no-kamae: The “middle stance” position where the sword is held in front of the body at shoulder height.
- Chikama: Close distance, often referring to the range where you can attack your opponent immediately.
D
- Dan: A rank or level in Kendo similar to black belts, typically ranging from 1st Dan to 8th Dan for advanced practitioners.
- Do: The body armor worn in Kendo, which protects the torso.
- Do-uchi: A strike to the opponent’s torso (the “do” area).
E
F
- Fumikomi: Stepping in to deliver a strike, often used with a big, strong foot movement to close the distance. Often this can be heard.
G
- Godan: 5th Dan rank, a mid-to-high level rank in Kendo.
H
- Hajime: “Begin” – a command to start a match or practice session.
- Hiki-men: A retreating or backward strike to the head.
I
- Issoku ittō-no-maai: The ideal distance for a strike.
J
- Jigeiko: Sparring practice between two Kendoka (practitioners of Kendo).
- Jodan-no-kamae: The “high stance” position, where the sword is held above the head.
K
- Kendoka: Kendo practitioners
- Kenshi: A sword practitioner, usually referring to a Kendo practitioner.
- Kiri-kaeshi: A fundamental Kendo exercise, involving multiple cuts and movements to practice precision and flow.
M
- Men: The helmet worn in Kendo, covering the head and face.
- Men-uchi: A strike to the head, targeting the opponent’s men.
- Metsuke: Eye contact or focus. In Kendo, it refers to maintaining the correct focus on the opponent.
N
- Nuki-waza: A technique that focuses on drawing the sword and attacking quickly.
O
- Oji-waza: Counterattacking waza
- Otagai-ni-rei: Bow to your peers
R
Rei: Bow
S
- Seme: The act of applying pressure or control over your opponent. It embodies both physical and psychological elements, as you aim to disrupt the opponent’s stance, rhythm, or confidence, creating an opening for an attack.
- Sensei-ni-rei: Bow to sensei
- Suri-ashi: Sliding footwork used in Kendo to advance or retreat smoothly.
- Sen: The tip of the sword.
- Sensei: Teacher or master, commonly used for instructors yondan and above
- Shiai: A Kendo competition or match.
- Shikake-waza: Offensive techniques or the act of initiating an attack.
- Shomen: The symbolic head or front of the dojo.
- Shomen-ni-rei: Bow to the front of the dojo
T
- Tare: The lower body armor, or apron, in Kendo.
- Tai-atari: A body charge or physical collision, often used strategically in matches to close the distance.
- Tachi: A long sword, or often used in Kendo to refer to sword practices involving the traditional blade.
U
- Uchi: A strike or hit, especially in the context of a specific part of the body.
Y
- Yame: The command to stop, used to signify the end of a practice session or match.
Z
Zanshin: Continued focus and readiness after a strike, critical for judging valid points.