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Traditional karate training program

Traditional Shotokan-style karate: kihon (stances, arm and leg techniques, blocks, footwork), kata, the forms of kumite up to ippon shobu, plus the Enbu and Fuku-go events from ITKF / FRKT competitions. Every technique aims for the “decisive blow” (todome waza): correct form, speed, kime, distance and zanshin.

The program is built from the PlanSports training catalogue for Traditional karate: 90 techniques in 12 families, 28 drills and 8 tactical principles. In the app you pick what you work on today, log attempts and successes per technique, and your coach sees the progress.

A typical week: three sessions

Three sessions built from the drills below, from beginner to advanced. Durations are indicative; in the app you swap drills and log each one.

Day 1

Technique and physical preparation

approx. 67 min

  1. Taiso: warm-up and hip mobilityWarm-up · beginner 12 min
  2. Kihon on the spot, to the countTechnical · beginner 15 min
  3. Ido kihon: kihon moving in linesTechnical · beginner 20 min
  4. Transitions between stancesTechnical · beginner 10 min
  5. Isometric holds in stancesPhysical · beginner 10 min

Day 2

Tactics and play

approx. 60 min

  1. Reaction game on signalWarm-up · beginner 8 min
  2. Kata by sectionsTechnical · beginner 20 min
  3. Distance game (maai)Tactical · intermediate 12 min
  4. Go no sen: block and counterTactical · intermediate 12 min
  5. “Steal the belt” game (children)Game · beginner 8 min

Day 3

Physical preparation and technique

approx. 72 min

  1. Taiso: warm-up and hip mobilityWarm-up · beginner 12 min
  2. Core and anti-rotationPhysical · beginner 10 min
  3. Flexibility for geriPhysical · beginner 15 min
  4. Gohon and sanbon kumiteTechnical · beginner 15 min
  5. Kihon ippon kumite: all attacksTechnical · beginner 20 min

Techniques, by family

90 techniques in 12 families. For each: what it is, key points and common mistakes. Open a family to see them.

Stances (dachi)The foundation of every technique: the stance provides stability, direction of force and mobility. 9 techniques

Shizentai (hachiji-dachi / heiko-dachi) Natural stance beginner

Natural stance, feet shoulder-width apart (hachiji: toes slightly turned out; heiko: parallel). The starting point from yoi.

Key points

  • Knees relaxed, not locked
  • Weight evenly on both feet
  • Pelvis neutral, back straight
  • Shoulders down, eyes forward

Common mistakes

  • Locked knees, rigid body
  • Weight on the heels

Zenkutsu-dachi Front stance beginner

Forward stance: about 60-70% of the weight on the front leg, front knee over the toes, back leg straight. Length roughly twice shoulder width.

Key points

  • Front knee pushed outward, over the toes
  • Back leg straight, heel on the floor
  • Base width = hip width
  • Hips low and level while moving

Common mistakes

  • “Tightrope” stance (no width), unstable sideways
  • Back heel lifted
  • Hips rise and drop with each step

Kokutsu-dachi Back stance beginner

Backward stance: about 70% of the weight on the back leg, back knee pushed out, heels on the same line. Typical for defending with shuto-uke.

Key points

  • Weight on the back leg
  • Back knee bent and pushed outward
  • Heels on the same line
  • Trunk in hanmi (half-facing)

Common mistakes

  • Weight drifts onto the front leg
  • Back knee collapses inward

Kiba-dachi Horse-riding stance beginner

Horse-riding stance: feet parallel, about twice shoulder width apart, weight even, knees pushed out. The stance of the Tekki kata.

Key points

  • Feet parallel
  • Knees pushed outward
  • Pelvis under the trunk, not behind
  • Low, with tension in the inner thighs

Common mistakes

  • Toes turned out, knees collapse inward
  • Buttocks sticking out

Fudo-dachi (sochin-dachi) Rooted stance intermediate

“Rooted” stance, between zenkutsu and kiba: both knees bent and pushed out, weight almost even. Very stable, used in Sochin and in kumite.

Key points

  • Both knees bent and pushed outward
  • Weight slightly more on the front
  • Hips in hanmi
  • Low centre of gravity

Common mistakes

  • Turns into zenkutsu with the back leg straight
  • Back knee collapses

Neko-ashi-dachi Cat stance intermediate

Cat stance: almost all the weight on the back leg, the front foot touches the floor only with the ball of the foot, ready to kick (mae-geri).

Key points

  • 90% of the weight on the back leg
  • Front knee protects the groin
  • Front heel raised
  • Back straight, not leaning

Common mistakes

  • Weight on the front leg
  • Stance too high, no spring in the back leg

Sanchin-dachi Hourglass stance intermediate

Short stance with the knees squeezed inward and tension on the inner thighs; stable at close range.

Key points

  • Front heel in line with the back toes
  • Knees rotated inward
  • Pelvis tilted forward
  • Dynamic tension in the thighs

Common mistakes

  • Knees without tension, soft stance

Hangetsu-dachi Half-moon stance advanced

Half-moon stance, the long version of sanchin-dachi, moving in a crescent (Hangetsu kata).

Key points

  • Knees pushed inward
  • Crescent step, the foot passes close to the other one
  • Weight evenly distributed
  • Breathing synchronised with the movement

Common mistakes

  • Moving in a straight line, no crescent
  • Losing the inner tension

Kosa-dachi Crossed-leg stance intermediate

Crossed-leg stance, used as a transition or for landing after a jump (Heian Yondan, Heian Godan, Tekki).

Key points

  • Back knee tucked behind the front knee
  • Weight on the front leg
  • Low, balanced

Common mistakes

  • Feet apart, unstable stance
Footwork (unsoku / tai-sabaki)How you move into and out of distance while keeping the stance and hip height. 4 techniques

Ayumi-ashi (normal step) Stepping beginner

The standard step in zenkutsu-dachi: the back foot passes the supporting foot in a crescent and becomes the front foot (e.g. in oi-zuki).

Key points

  • Knees pass close to each other
  • Hips stay at the same height
  • The supporting leg drives
  • The sole glides close to the floor

Common mistakes

  • Hips rise halfway through the step
  • Wide sideways step, not through the centre

Yori-ashi (sliding) Sliding step beginner

A slide in which both feet move almost simultaneously, keeping the stance; used for kizami-zuki or to get out of distance.

Key points

  • The foot on the side of the movement leaves first
  • The stance does not shorten
  • No hopping, a low slide

Common mistakes

  • The feet come together and the base is lost
  • Hopping instead of sliding

Tsugi-ashi (added step) Shuffle step intermediate

The back foot closes towards the front one, then the front foot drives forward; gains distance for gyaku-zuki or kizami-zuki in kumite.

Key points

  • The back foot's approach is short and hidden
  • The drive comes from the back leg
  • The trunk does not lean forward

Common mistakes

  • The approach is too visible and telegraphs the attack
  • Leaning forward at the end

Tai-sabaki (moving off the line) Body shifting intermediate

Changing the body's angle by pivoting or stepping sideways, to move off the line of attack and counter from an angle.

Key points

  • Pivot on the ball of the foot
  • The hips turn together with the foot
  • Eyes stay on the opponent
  • Move off and counter at the same time

Common mistakes

  • Evading with the trunk only, feet stay on the line
  • Too far away to counter
Punches (tsuki)Straight punches: the force starts in the legs and hips, travels through the trunk and is focused on impact (kime), with hikite on the opposite arm. 10 techniques

Oi-zuki Lunge punch beginner

Punch with the arm on the side of the front leg, delivered at the end of a step (ayumi-ashi). The basic attacking technique in gohon and sanbon kumite.

Key points

  • The fist leaves after the back foot has passed the knee
  • Sharp hikite to the hip
  • Fist and foot arrive at the same time
  • Kime on impact, then relax

Common mistakes

  • The fist leaves before the foot
  • Shoulder rises and trunk over-rotates

Gyaku-zuki Reverse punch beginner

Punch with the arm opposite the front leg, with full hip rotation. The most powerful and most used scoring technique in kumite.

Key points

  • The hips start before the arm
  • Back heel presses into the floor
  • Elbow stays close to the body
  • The fist rotates in the last third

Common mistakes

  • Arm-only punch, no hips
  • Back heel lifts
  • Shoulder comes forward

Kizami-zuki Jab punch intermediate

Punch with the front arm, sliding forward (yori-ashi / tsugi-ashi). Fast, it opens the guard or stops an attack.

Key points

  • The hips open briefly forward
  • Slide and punch synchronised
  • Quick return to guard
  • Chin down, shoulder protects

Common mistakes

  • No footwork, the punch falls short
  • The rear hand drops

Morote-zuki Double punch intermediate

Simultaneous punch with both fists, parallel (e.g. Bassai Sho) or at different levels.

Key points

  • Both arms leave at the same time
  • Elbows close to the body
  • Kime with the abdomen

Common mistakes

  • The arms leave out of sync

Yama-zuki Mountain punch advanced

U-shaped double punch: one fist to jodan, the other to chudan / gedan, with the trunk leaning slightly (Bassai Dai, Kanku Sho).

Key points

  • Upper arm curved, lower arm beneath it
  • Both fists arrive at the same time
  • The trunk leans from the hips, not from the back

Common mistakes

  • Upper arm fully extended
  • The fists are not on the same vertical line

Age-zuki Rising punch intermediate

Upward punch to the chin, on a short arc, from close range.

Key points

  • Short trajectory, from bottom to top
  • Elbow stays in front of the body
  • The hips help the movement

Common mistakes

  • Arc too wide, visible early

Ura-zuki Close punch intermediate

Short punch, palm up, to the opponent's solar plexus or chin, from very close range (Heian Godan, Tekki).

Key points

  • Palm up on impact
  • Elbow close to the ribs
  • Short distance, firm strike

Common mistakes

  • Arm fully extended, loses power

Mawashi-zuki Round punch intermediate

Circular punch to the temple or the side of the trunk, around the opponent's guard.

Key points

  • Tight circular trajectory
  • Hip rotation drives the arm
  • The fist strikes with the first two knuckles

Common mistakes

  • Wide arm, like a street hook
  • The other hand drops its guard

Kagi-zuki Hook punch intermediate

Hook punch with the arm bent at 90°, striking sideways across the body; typical of the Tekki series.

Key points

  • Forearm parallel to the chest
  • The fist stops in front of the body
  • Shoulders down, kime with the lats

Common mistakes

  • The fist goes past the body line

Nukite Spear hand intermediate

Thrust with the tips of the joined fingers (shihon-nukite), most often to the solar plexus or throat (Heian Nidan, Kanku Dai).

Key points

  • Fingers together, slightly bent
  • Thumb tucked in
  • Same hip mechanics as in tsuki

Common mistakes

  • Fingers apart, soft joints
Arm strikes (uchi)“Percussive” strikes, on a curved or sideways path, with different surfaces of the hand and with the elbow. 5 techniques

Uraken-uchi Back-fist strike beginner

Strike with the back of the fist, whip-like from the elbow, to the temple or face (yoko-mawashi or tate).

Key points

  • The elbow is the pivot
  • Quick whip-like return (snap)
  • Wrist firm on impact

Common mistakes

  • Pushed strike, no return

Shuto-uchi Knife-hand strike beginner

Strike with the edge of the hand (little-finger side), outside-in or inside-out, to the neck or temple.

Key points

  • Hand open, thumb bent
  • The hand starts next to the ear
  • Forearm rotation at the end

Common mistakes

  • Soft fingers
  • Movement from the shoulder only

Haito-uchi Ridge-hand strike intermediate

Strike with the inner edge of the hand (thumb side), on a circular path, to the temple or neck.

Key points

  • Thumb tucked under the palm
  • Circular path, with the hips
  • Arm slightly bent on impact

Common mistakes

  • Thumb exposed

Empi-uchi (hiji-ate) Elbow strike intermediate

Elbow strike: rising (tate), circular (mawashi), sideways (yoko), backward (ushiro) or downward (otoshi). For very close range.

Key points

  • Fist clenched close to the body
  • Hips and elbow rotate together
  • Kime with the trunk

Common mistakes

  • The elbow flares away from the body

Tettsui-uchi Hammer-fist strike beginner

Strike with the bottom of the fist (like a hammer), on a circular, vertical or sideways path.

Key points

  • Fist clenched, strikes with the little-finger side
  • Wide but controlled path
  • Hikite on the opposite arm

Common mistakes

  • Wrist bent on impact
Blocks (uke)Defences that deflect or stop the attack and set up the counter; in traditional karate the block itself must also be decisive. 9 techniques

Age-uke Rising block beginner

Rising block against a jodan attack: the forearm rises and rotates, stopping one fist above the forehead.

Key points

  • Forearm angled, fist higher than the elbow
  • The blocking arm passes on the inside
  • Forearm rotation at the end
  • Simultaneous hikite

Common mistakes

  • Forearm horizontal, the strike slides to the head
  • Elbow too far out

Soto-uke (soto-ude-uke) Outside-in block beginner

Chudan block from outside in: the arm starts next to the ear and strikes sideways with the forearm.

Key points

  • The fist starts next to the ear
  • Elbow one fist from the body
  • Hip rotation in the direction of the block

Common mistakes

  • The arm crosses past the body line

Uchi-uke (uchi-ude-uke) Inside-out block beginner

Chudan block from inside out: the arm starts under the opposite elbow and opens to the side.

Key points

  • The fist starts next to the opposite hip
  • Forearm vertical at the end
  • Hips in hanmi

Common mistakes

  • The block stops in front of the body and does not deflect

Gedan-barai Downward block beginner

Downward sweep against a gedan attack (kick); the arm starts next to the opposite shoulder and stops above the knee.

Key points

  • The fist starts at the opposite ear
  • The arm stops one fist above the knee
  • Hips in hanmi
  • Sharp hikite

Common mistakes

  • The arm drops too low or too far to the side

Shuto-uke Knife-hand block beginner

Block with the edge of the hand, typically in kokutsu-dachi; the rear hand protects the solar plexus.

Key points

  • The blocking hand starts next to the opposite ear
  • The other hand comes to the solar plexus, palm up
  • Hips in hanmi, in kokutsu-dachi

Common mistakes

  • The hand at the solar plexus stays too far away
  • Soft fingers

Juji-uke X block intermediate

Block with crossed fists or open hands: downward against mae-geri (gedan) or upward against a head strike (jodan).

Key points

  • Cross at the wrists
  • The hips drop in gedan juji-uke
  • The arms push together

Common mistakes

  • Crossed at the elbows, no power

Morote-uke Augmented block intermediate

Uchi-uke supported by the other fist at the elbow, for a reinforced block (Heian Nidan, Heian Yondan).

Key points

  • Supporting fist on the inside of the elbow
  • Both arms leave together
  • Hip rotation as in uchi-uke

Common mistakes

  • The supporting hand only touches, it does not support

Kakiwake-uke Wedge block intermediate

Double block that opens a grab or a two-handed attack outward (Heian Yondan).

Key points

  • The arms start crossed
  • Simultaneous opening, with the forearms
  • Kime at the end

Common mistakes

  • The arms open too wide

Nagashi-uke / osae-uke Sweeping / pressing block advanced

Palm blocks: deflecting (nagashi) or pressing down (osae) the attack, with an immediate counter — the basis of go no sen in kumite.

Key points

  • Short deflection, not opposition
  • The counter starts during the deflection
  • The hips move off the line

Common mistakes

  • Rigid arm, force against force
  • Pause between block and counter
Kicks (geri)Kicks: knee up, extension, quick retraction (hikiashi) and a controlled landing in stance. 10 techniques

Mae-geri (keage / kekomi) Front kick beginner

Front kick with the ball of the foot (koshi): keage with a snapping return or kekomi thrust, hips forward.

Key points

  • The knee rises first, as high as possible
  • Toes pulled back
  • The hips go into the kick
  • Quick hikiashi before landing

Common mistakes

  • “Pendulum” kick from below, without lifting the knee
  • The trunk leans back

Yoko-geri-keage Side snap kick intermediate

Rising, whip-like side kick with the edge of the foot (sokuto), to the chin or armpit (Heian Nidan).

Key points

  • The knee rises to the chest
  • Upward extension, on an arc
  • Immediate retraction
  • Supporting leg bent

Common mistakes

  • Strikes with the sole, not the edge

Yoko-geri-kekomi Side thrust kick intermediate

Thrusting side kick with the edge of the foot and the heel, with the hips fully behind the kick.

Key points

  • Knee up, then thrust in a straight line
  • The heel leads, toes down
  • Hip, knee and heel in one line
  • The supporting foot pivots

Common mistakes

  • The hips stay behind, the kick comes from the knee only
  • The trunk falls too far sideways

Mawashi-geri Roundhouse kick intermediate

Circular kick with the ball of the foot (or the instep); the knee rises to the side and the leg extends horizontally to the target.

Key points

  • The knee rises to the side, parallel to the floor
  • Pivot on the supporting foot
  • Extend and retract along the same path
  • The guard stays up

Common mistakes

  • Insufficient pivot, the kick is pushed with the knee
  • The arms drop during the kick

Ushiro-geri Back kick advanced

Backward kick with the heel, turning 180° and looking over the shoulder; very powerful to chudan.

Key points

  • Look over the shoulder before kicking
  • Knees pass close to each other
  • Straight line, the heel leads
  • Return to guard facing the opponent

Common mistakes

  • Over-rotation, the kick goes out sideways

Ura-mawashi-geri Reverse roundhouse kick advanced

Reverse circular kick with the heel or sole, to the side of the head.

Key points

  • The leg extends past the target
  • Hook with the knee at the end
  • Balance on the supporting leg

Common mistakes

  • Uncontrolled kick to jodan

Mikazuki-geri Crescent kick intermediate

Crescent kick with the sole, from outside in, usually into a palm target (Heian Godan, Bassai, Kanku Dai).

Key points

  • The leg travels in an arc, fairly straight
  • The sole strikes the palm
  • Land in kiba-dachi or zenkutsu

Common mistakes

  • Arc too small, knee bent

Fumikomi Stamping kick intermediate

Stamping kick with the heel or the edge of the foot, to the opponent's knee or foot (Tekki, Jitte, Bassai).

Key points

  • Knee up, then stamp down
  • The whole body weight goes in
  • Balance after impact

Common mistakes

  • Kick without weight, from the shin only

Hiza-geri Knee strike beginner

Knee strike, rising or circular, at close range (Gankaku, Jion).

Key points

  • The hips drive the knee
  • The hands pull the opponent onto the knee
  • Toes pointing down

Common mistakes

  • Knee without hips, just lifting

Tobi-geri (nidan-geri, tobi-yoko-geri) Jumping kick advanced

Jumping kicks: nidan-geri (two mae-geri in the same jump, Heian Godan / Kanku Dai) or tobi-yoko-geri.

Key points

  • The knees rise to the chest in the jump
  • The kick is delivered at the highest point
  • Balanced landing, in guard

Common mistakes

  • Kicking on the way down, no power
Sweeps and throws (ashi-barai, nage)Unbalancing and throwing the opponent, always followed by a decisive technique on the ground. 2 techniques

Ashi-barai (de-ashi-barai) Foot sweep intermediate

Sweeping the opponent's front foot with the sole just as they shift their weight onto it, followed by gyaku-zuki.

Key points

  • Sweep with the sole, low, from the side
  • Timing: when the weight moves onto the swept foot
  • The hand pulls at the same time
  • Finish immediately with tsuki

Common mistakes

  • Striking with the shin instead of sweeping
  • No decisive technique follows

Unbalancing and throw (kuzushi + nage) Unbalancing and throw advanced

Grabbing the arm or guard, unbalancing (kuzushi) and throwing with a reap or hook, then the decisive strike on the ground, with control.

Key points

  • Unbalance first, then reap
  • Hips close to the opponent
  • Control the opponent after the fall
  • Zanshin after the finish

Common mistakes

  • Attempting a throw without unbalancing
  • Losing your own balance
Execution principles (kime, koshi, hikite)The principles that create the “decisive blow” of traditional karate: hip rotation and vibration, hikite, kime, breathing and zanshin. 5 techniques

Hip rotation (koshi no kaiten) Hip rotation beginner

Isolated work on hip rotation between hanmi (half-facing) and shomen (front-facing), which generates the power for gyaku-zuki and blocks.

Key points

  • The rotation starts from the legs
  • The shoulders follow the hips, they don't lead
  • Firm stop at the end
  • Hip height constant

Common mistakes

  • Rotating the shoulders, not the hips
  • The hips rotate past front-facing

Kime and contraction on impact Focus intermediate

Focusing the whole body's power at one point and one moment through a short contraction of the core muscles, followed immediately by relaxation.

Key points

  • Relaxed on the way, contracted on impact
  • Short exhalation at kime
  • Lower abdomen contracted
  • Relax immediately afterwards

Common mistakes

  • Rigid all the time
  • Contracting after the technique has finished

Hikite (pulling hand) Pulling hand beginner

Sharply pulling the opposite arm back to the hip, simultaneously with the technique; it balances the rotation and, in application, pulls the opponent into the strike.

Key points

  • The fist reaches the hip together with the technique
  • The elbow pulls back, close to the body
  • Palm up at the hip

Common mistakes

  • The arm stays in front or drops beside the body

Kiai and breathing (kokyu) Spirit shout and breathing beginner

The focus shout on decisive techniques and coordinating breathing with movement, in kata and kumite.

Key points

  • Kiai from the abdomen, not the throat
  • Inhale while preparing, exhale on the technique
  • Kiai at the set points in the kata

Common mistakes

  • Kiai without a decisive technique
  • Holding the breath during combinations

Zanshin (awareness after the technique) Awareness intermediate

The state of physical and mental alertness after finishing the technique: eyes, guard and distance stay under control.

Key points

  • Eyes stay on the opponent
  • The guard is restored immediately
  • Distance is not lost after the strike

Common mistakes

  • Turning away or dropping the guard after attacking
Basic kata (Heian, Tekki)Kata for the kyu grades: the five Heian and the three Tekki; log the number of complete performances. 8 techniques

Heian Shodan beginner

The first Heian kata (21 moves): gedan-barai, oi-zuki, age-uke, shuto-uke, on an “I”-shaped embusen.

Key points

  • Hips low and level
  • The 180° and 270° turns on the correct foot
  • Kiai on the third age-uke and the third oi-zuki

Common mistakes

  • Ending off the embusen
  • Short stances in shuto-uke

Heian Nidan beginner

The second Heian (26 moves): yoko-geri-keage with uraken, shuto-uke, nukite, morote-uke, mae-geri.

Key points

  • Yoko-geri-keage and uraken together
  • Nukite with the supporting hand under the elbow
  • Shuto-uke in a correct kokutsu-dachi

Common mistakes

  • Yoko-geri and uraken out of sync

Heian Sandan beginner

The third Heian (20 moves): simultaneous uchi-uke + gedan-barai, fumikomi with empi in kiba-dachi, tettsui.

Key points

  • Firm fumikomi, then empi
  • Low kiba-dachi
  • Finish with simultaneous ushiro-empi and zuki

Common mistakes

  • High kiba-dachi, knees caving in

Heian Yondan intermediate

The fourth Heian (27 moves): kakiwake-uke, yoko-geri-keage with uraken, mae-empi, hiza-geri, juji-uke.

Key points

  • Slow opening moves, controlled
  • Hiza-geri with the hands pulling
  • Balance on yoko-geri

Common mistakes

  • Losing balance on the kicks

Heian Godan intermediate

The fifth Heian (23 moves): mikazuki-geri, the jump landing in kosa-dachi, manji-uke.

Key points

  • High, compact jump
  • Land in kosa-dachi with gedan juji-uke
  • Manji-uke with a clean turn

Common mistakes

  • Low jump, noisy landing

Tekki Shodan intermediate

Sideways kata in kiba-dachi (29 moves): kosa-dachi, empi, kagi-zuki, nami-gaeshi.

Key points

  • Consistent kiba-dachi
  • Nami-gaeshi without raising the hips
  • Eyes before the movement

Common mistakes

  • The hips rise on nami-gaeshi

Tekki Nidan intermediate

The second Tekki (24 moves), with grabs and supported blocks, in kiba-dachi.

Key points

  • Constant tension in kiba-dachi
  • Short, close-range movements
  • Clear kime

Common mistakes

  • Wide techniques, lack of compactness

Tekki Sandan advanced

The third Tekki (36 moves), with fast combinations of blocks and short strikes.

Key points

  • Speed in the combinations without losing kime
  • Low kiba-dachi
  • Correct rhythm between groups

Common mistakes

  • The combinations become blurred
Advanced kata (Shotokan)Kata for advanced grades and competition (ITKF / JKA list); log the complete performances. 18 techniques

Bassai Dai intermediate

“To storm a fortress” (42 moves): changes of direction, blocks with hip rotation, yama-zuki.

Key points

  • Full hip rotation on the blocks
  • Clear slow-fast contrast
  • Kiai at the set points

Common mistakes

  • Arm-only blocks

Bassai Sho advanced

The “minor” version of Bassai, with defences against a staff and grabs.

Key points

  • Control of the transitions
  • Clear grabs and twists
  • Stable stances

Common mistakes

  • Losing the rhythm in the slow sections

Kanku Dai intermediate

“Viewing the sky” (65 moves), the longest Shotokan kata; it contains almost all the Heian techniques.

Key points

  • Slow opening, looking through the triangle of the hands
  • Varied rhythm
  • High nidan-geri at the end

Common mistakes

  • Visible fatigue in the second half

Kanku Sho advanced

The short version of Kanku, with a 360° spinning jump and a low landing.

Key points

  • Compact jump with a full turn
  • Low, stable landing
  • Clean yama-zuki

Common mistakes

  • Incomplete turn in the jump

Jion intermediate

A powerful kata in long stances (zenkutsu, kiba), with double blocks and tsuki combinations.

Key points

  • Long, low stances
  • Consistent power
  • Solid rhythm, no rushing

Common mistakes

  • Short stances, lack of power

Jitte advanced

“Ten hands”: defences against a staff, fudo and kiba stances, palm techniques.

Key points

  • Heavy, stable stances
  • Full blocks
  • Strong kime

Common mistakes

  • Blocks without a clear application

Empi advanced

“Flight of the swallow”: rapid changes of level and direction, with a jump at the end.

Key points

  • Quick drops and rises
  • Speed of the transitions
  • Light jump, controlled landing

Common mistakes

  • Losing balance on the level changes

Hangetsu advanced

“Half moon”: dynamic tension, controlled breathing, crescent steps in hangetsu-dachi.

Key points

  • Breathing synchronised with the movement
  • Crescent steps
  • Tension without stiffness

Common mistakes

  • Noisy, forced breathing

Gankaku advanced

“Crane on a rock”: balance on one leg (tsuru-ashi-dachi), with yoko-geri and uraken.

Key points

  • Perfect balance in tsuru-ashi
  • Yoko-geri and uraken together
  • Clear rhythm

Common mistakes

  • Wobbling on the supporting leg

Chinte advanced

A kata with unusual techniques (finger and palm strikes) and three small hops back at the end.

Key points

  • Precise hand work
  • Small, even final hops
  • Correct short stances

Common mistakes

  • Uneven final hops

Unsu advanced

“Cloud hands”: a very dynamic kata, with mawashi-geri from the floor and a 360° spinning jump.

Key points

  • Explosiveness in the changes
  • Controlled mawashi-geri from the floor
  • Landing after the 360° without an extra step

Common mistakes

  • Unstable landing after the jump

Sochin advanced

A kata of power and stability, performed almost entirely in fudo-dachi.

Key points

  • Solid fudo-dachi throughout the kata
  • Slow movements with tension
  • Power from the ground

Common mistakes

  • The stance turns into zenkutsu

Nijushiho advanced

“24 steps”: flowing movements with sudden accelerations and close-range techniques.

Key points

  • Flow between techniques
  • Sudden accelerations
  • The hips lead

Common mistakes

  • Uniform movement, no contrast

Gojushiho Dai advanced

“54 steps” (major version): nukite, the combinations in neko-ashi-dachi, open-hand techniques.

Key points

  • Stable neko-ashi-dachi
  • Precise nukite
  • Long rhythm, well managed

Common mistakes

  • Soft fingers in nukite

Gojushiho Sho advanced

The minor version of Gojushiho, with sharper techniques and a faster rhythm.

Key points

  • Speed in the open-hand techniques
  • Clean short stances
  • Clear kime at the end of each combination

Common mistakes

  • Mixing it up with the sequences of Gojushiho Dai

Meikyo advanced

“Mirror of the soul”: calm movements, long blocks, a spinning jump backward (sankaku-tobi).

Key points

  • Calm and control
  • Compact sankaku-tobi jump
  • Steady gaze

Common mistakes

  • Rushing the slow movements

Wankan advanced

The shortest Shotokan kata, with tsuru-ashi-dachi and double techniques.

Key points

  • Precision in few movements
  • Balance on one leg
  • Kime on every technique

Common mistakes

  • Lack of intensity, because it is short

Jiin advanced

A kata from the same family as Jion and Jitte, with kakiwake-uke at the start and long stances.

Key points

  • Long stances
  • Smooth transitions
  • Consistent power

Common mistakes

  • Mixing it up with the sequences of Jion
Forms of kumiteFrom prearranged kumite with an announced attack to free ippon shobu fighting in ITKF / FRKT competitions. 7 techniques

Gohon kumite Five-step sparring beginner

Five announced oi-zuki attacks (jodan or chudan), five retreating blocks, a counter after the last block.

Key points

  • Attack to a real target
  • Distance maintained at every step
  • Counter with kiai after the fifth block

Common mistakes

  • Attack that goes “wide”, with no target
  • Defending too early, before the attack

Sanbon kumite Three-step sparring beginner

Three announced attacks, usually at different levels (jodan, chudan, mae-geri), three blocks and a counter.

Key points

  • Steady rhythm
  • Firm blocks
  • Counter immediately after the last block

Common mistakes

  • Losing distance while retreating

Kihon ippon kumite Basic one-step sparring beginner

A single announced attack (jodan, chudan, mae-geri, yoko-geri, mawashi-geri, ushiro-geri), one block and a decisive counter. A children's event in FRKT competitions.

Key points

  • Attack from real striking distance
  • Block and counter as a single movement
  • Kime and zanshin on the counter

Common mistakes

  • The attacker stops the strike short of the target
  • Counter without kime

Jiyu ippon kumite Semi-free one-step sparring intermediate

One announced attack, but from a kumite guard with free movement; the defender chooses the block, the evasion and the counter.

Key points

  • The attacker looks for the distance and the moment
  • The defender moves freely
  • Counter with timing, not after a pause

Common mistakes

  • The defender runs too far away to counter

Ko-go kumite Alternating attack-defense intermediate

ITKF format in which attack and defence alternate: one athlete attacks, the other defends and counters, then the roles switch (women's kumite and women's Fuku-go).

Key points

  • Decisive attack, with a single technique
  • The defence ends with a decisive counter
  • Zanshin when switching roles

Common mistakes

  • Attacking without the intention to finish

Jiyu kumite (free fighting) Free sparring intermediate

Free fighting, with no announced attacks, under control; you work on distance, timing and choice of technique.

Key points

  • Active guard, constant movement
  • Attack only when the distance is right
  • Every technique with decisive intent

Common mistakes

  • Messy exchanges of weak techniques

Ippon shobu (match) One-point match advanced

The ITKF / FRKT competition format: a single decisive technique (ippon) or two waza-ari win the match; form, power, timing, distance and zanshin all count.

Key points

  • The first clean technique wins
  • Don't take risks without the right distance
  • Zanshin after every exchange

Common mistakes

  • Combination attacks without a decisive technique
  • Lack of control (excessive contact)
Enbu, Fuku-go and bunkaiThe events specific to ITKF traditional karate: the pairs demonstration (Enbu), the combined kata + kumite event (Fuku-go) and kata applications. 3 techniques

Enbu (pairs demonstration) Enbu intermediate

Two athletes (men's or mixed) perform their own choreography of attack and defence, with real techniques, throws and decisive strikes, within a time limit.

Key points

  • Real attacks, at the correct distance
  • Rhythm and synchronisation between partners
  • Kime and zanshin on every finish
  • Use the whole area

Common mistakes

  • “Danced” attacks with no intent
  • Going over the time limit

Fuku-go (kata + kumite) Fuku-go advanced

ITKF combined event: the athlete performs a kata and is attacked during it (kumite or ko-go), must respond with a decisive technique, then carry on.

Key points

  • Clean kata even under the pressure of the attack
  • Switch instantly from kata to kumite
  • Return to the kata without losing rhythm

Common mistakes

  • Losing the thread of the kata after the attack

Bunkai (kata applications) Kata applications intermediate

Applying kata sequences on a partner; in ITKF team kata, the finalists present the applications.

Key points

  • The application respects the form of the kata
  • The partner attacks realistically
  • Finish with a decisive technique

Common mistakes

  • Applications that no longer resemble the kata

Training drills

28 drills by kind: warm-up, technical, tactical, physical, play. Duration, volume, what you need, the goal and how you know it worked.

Warm-up · 2

Taiso: warm-up and hip mobility beginner

12 min

Light jogging, joint rotations, then dynamic mobility: lunges in zenkutsu, front and side leg swings, hip rotations in kiba-dachi, knee-to-chest walking.

What you need: Tatami or gym, no equipment.

Goal: Prepares the joints and range of motion for geri and low stances.

Success: The leg swings reach chudan level without compensating with the back.

Works on: Hip rotation (koshi no kaiten)

Reaction game on signal beginner

8 min · Volume: 6 × 30 s

The athletes stand in guard and, on the signal, perform the set technique (gyaku-zuki, mae-geri, retreat). With children it is done as a contest: whoever reacts first wins the point.

What you need: Pairs or group; the coach gives signals (clap, colour, whistle).

Goal: Increases reaction speed and focus before the main part.

Success: Reaction under one second, no false starts, on at least 8 out of 10 signals.

Works on: Gyaku-zuki, Mae-geri (keage / kekomi)

Technical · 12

Kihon on the spot, to the count beginner

15 min · Volume: 10 reps per technique, on each side

From shizentai or kiba-dachi, to the coach's count (ichi, ni, san…): chudan-zuki, age-uke, soto-uke, uchi-uke, gedan-barai, shuto-uke. Slowly on details first, then with kime.

What you need: The group in lines, the coach in front.

Goal: Sets the correct path of the arms and the hikite.

Success: Hikite and technique arrive at the same time; the stance does not move.

Works on: Uchi-uke (uchi-ude-uke), Soto-uke (soto-ude-uke), Age-uke, Gedan-barai, Hikite (pulling hand)

Ido kihon: kihon moving in lines beginner

20 min · Volume: 5 steps forward + 5 back, per technique

Oi-zuki, age-uke + gyaku-zuki, soto-uke + empi, shuto-uke in kokutsu-dachi, mae-geri, moving with ayumi-ashi. Each step ends with kime; the coach corrects the hip height.

What you need: Lines along the length of the hall.

Goal: Links stances, footwork and technique into a single movement.

Success: The hips stay at the same height along the whole line; the technique finishes with the step.

Works on: Oi-zuki, Ayumi-ashi (normal step), Zenkutsu-dachi, Kokutsu-dachi, Shuto-uke, Mae-geri (keage / kekomi)

Makiwara / impact pad intermediate

15 min · Volume: 5 × 10 strikes per arm

Gyaku-zuki and kizami-zuki on a real target, focusing on transferring force from the ground through the hips and on contraction at impact. Mae-geri can also be done on the pad.

What you need: Makiwara or impact pad held by a partner.

Goal: Develops kime and the feel of the decisive blow.

Success: Firm impact without bending the wrist; the partner feels the push, not just a slap.

Works on: Gyaku-zuki, Kizami-zuki, Kime and contraction on impact, Mae-geri (keage / kekomi)

Kizami-zuki + gyaku-zuki on target intermediate

12 min · Volume: 4 × 10 on each guard

From a kumite guard: kizami-zuki jodan with yori-ashi, then gyaku-zuki chudan with full hip rotation, back to guard. Gradually increase the distance.

What you need: Pairs; the partner holds a focus mitt or stands in guard.

Goal: Automates the basic kumite combination.

Success: Both techniques hit the target in under one second, with a return to guard.

Works on: Kizami-zuki, Gyaku-zuki, Yori-ashi (sliding)

Geri on kick paddles intermediate

15 min · Volume: 3 × 10 per technique, on each leg

Mae-geri, mawashi-geri and yoko-geri-kekomi on the paddle, focusing on lifting the knee and retracting (hikiashi). The partner varies the paddle height.

What you need: Kick paddles or impact pad, partner.

Goal: Precision and speed in kicking.

Success: Clean kick with the correct surface (koshi, haisoku, sokuto) and landing in guard.

Works on: Mae-geri (keage / kekomi), Mawashi-geri, Yoko-geri-kekomi

Transitions between stances beginner

10 min · Volume: 5 transitions × 10

Zenkutsu → kokutsu → kiba → fudo → zenkutsu without raising the hips, then with arm techniques added. The partner checks the head height against a reference line.

What you need: Lines on the tatami.

Goal: Stability and mobility between stances, the basis for kata.

Success: The head rises no more than a few centimetres during the transition.

Works on: Zenkutsu-dachi, Kokutsu-dachi, Kiba-dachi, Fudo-dachi (sochin-dachi)

Kata by sections beginner

20 min · Volume: each section × 5, then full kata × 3

The kata is split into 3-4 sections. Each is first worked slowly on details (stances, directions), then with rhythm and kime. At the end, the full kata as in competition.

What you need: Space with the embusen marked out (tape on the tatami).

Goal: Correcting details without losing the rhythm of the whole kata.

Success: Full kata finished on the starting point, with no sequence errors.

Works on: Heian Shodan, Heian Nidan, Bassai Dai, Kanku Dai

Team kata: synchronisation intermediate

20 min · Volume: 5 full performances

The team works the kata using the front athlete as the rhythm reference, with no audible cues. It is filmed and the moments of desynchronisation are analysed, then those sections are repeated.

What you need: Three athletes in a triangle, a video camera.

Goal: Synchronising rhythm, breathing and kiai, as the judges require in team kata.

Success: The kime techniques and kiai sound as one on video playback.

Works on: Jion, Bassai Dai, Kiai and breathing (kokyu)

Bunkai in pairs intermediate

15 min · Volume: 3-4 applications × 5 in each role

The partner attacks realistically; tori applies the kata sequence (block, strike, throw). Work slowly first, then with speed and control.

What you need: Pairs, kata chosen by the coach.

Goal: Understanding the meaning of the kata techniques and the real distance.

Success: The application respects the form of the kata and ends with a controlled decisive technique.

Works on: Bunkai (kata applications), Heian Yondan, Kakiwake-uke

Gohon and sanbon kumite beginner

15 min · Volume: 5 sets in each role

The attacker announces and attacks with oi-zuki jodan / chudan (plus mae-geri in sanbon); the defender blocks while retreating and counters at the end with gyaku-zuki and kiai.

What you need: Pairs, in lines.

Goal: Distance, real target and decisive counter.

Success: The attack would hit the target if it were not blocked; the counter is stopped a few centimetres short, with kime.

Works on: Gohon kumite, Sanbon kumite, Oi-zuki, Age-uke, Soto-uke (soto-ude-uke)

Kihon ippon kumite: all attacks beginner

20 min · Volume: 6 attacks × 3 on each side

The standard attacks: oi-zuki jodan, oi-zuki chudan, mae-geri, yoko-geri-kekomi, mawashi-geri, ushiro-geri. The defender uses different blocks and varied counters, with tai-sabaki.

What you need: Pairs.

Goal: Prepares the children's kihon ippon kumite event and the belt grading.

Success: Block and counter in a single beat, with zanshin at the end.

Works on: Kihon ippon kumite, Gedan-barai, Tai-sabaki (moving off the line), Zanshin (awareness after the technique)

Enbu rehearsal intermediate

25 min · Volume: 4 full, timed performances

The choreography is worked in sequences (attack, defence, throw, finish), then in full at competition pace, timed. The real distance of the attacks is checked on video.

What you need: Pair, marked area, stopwatch, video camera.

Goal: A realistic, synchronised demonstration within the allowed time.

Success: Full performance without errors, within the time limit, with attacks at real distance.

Works on: Enbu (pairs demonstration), Unbalancing and throw (kuzushi + nage), Zanshin (awareness after the technique)

Tactical · 6

Distance game (maai) intermediate

12 min · Volume: 6 × 1 min

One athlete leads, advancing and retreating with yori-ashi; the other keeps the exact distance. On the signal, the follower attacks with gyaku-zuki if in range or retreats if not.

What you need: Pairs in kumite guard.

Goal: Sense of attacking and safety distance.

Success: Attacks only from the correct distance; no attacks “into thin air”.

Works on: Yori-ashi (sliding), Tsugi-ashi (added step), Gyaku-zuki

Sen no sen: attacking as the opponent initiates advanced

12 min · Volume: 5 × 6 reps per side

The partner starts the attack; the athlete must read it at the first sign (shoulder, knee, weight shift) and strike before the attack is complete, with kizami-zuki or gyaku-zuki.

What you need: Pairs; the attacker has a set technique (e.g. oi-zuki or mae-geri).

Goal: Reading intent and taking the initiative, essential in ippon shobu.

Success: Your strike lands before the partner's attack is halfway through.

Works on: Kizami-zuki, Gyaku-zuki, Ippon shobu (match)

Go no sen: block and counter intermediate

12 min · Volume: 5 × 6 reps per side

The attacker strikes freely (unannounced) to jodan or chudan; the defender deflects with nagashi-uke or evades with tai-sabaki and counters immediately, without pausing.

What you need: Pairs, attacks chosen by the coach.

Goal: The counter as an automatic reaction, at the attacker's weak moment.

Success: The counter lands before the attacker returns to guard.

Works on: Nagashi-uke / osae-uke, Tai-sabaki (moving off the line), Gyaku-zuki

Feint and attack advanced

10 min · Volume: 4 × 8

Feint with kizami or with the knee (suggesting mae-geri), then attack a different target: jodan after a chudan feint, gyaku-zuki after a leg feint. The partner reacts realistically.

What you need: Pairs in kumite guard.

Goal: Opening the opponent's guard and changing the rhythm.

Success: The partner reacts to the feint and the real attack lands cleanly.

Works on: Kizami-zuki, Gyaku-zuki, Mae-geri (keage / kekomi)

Ashi-barai + finish advanced

10 min · Volume: 4 × 6 per side

The partner advances; the athlete sweeps the front foot exactly as the weight moves onto it and finishes with a controlled gyaku-zuki to the off-balance or fallen opponent.

What you need: Pairs on the tatami (tatami required for falls).

Goal: Timing of the sweep and the mandatory decisive finish.

Success: The partner loses balance on at least half of the attempts and the finish is immediate.

Works on: Ashi-barai (de-ashi-barai), Gyaku-zuki, Zanshin (awareness after the technique)

Working at the edge of the area intermediate

10 min · Volume: 6 × 45 s

One athlete starts with their back near the edge. They must get out to the side with tai-sabaki and counter without stepping out; the other applies pressure.

What you need: Marked competition area (8 × 8 m), pairs.

Goal: Controlling the area and avoiding penalties for stepping out (jogai).

Success: Gets away from the edge without stepping out in at least 4 of 6 rounds.

Works on: Tai-sabaki (moving off the line), Gyaku-zuki

Physical · 5

Isometric holds in stances beginner

10 min · Volume: 3 × 45-60 s per stance

Holding kiba-dachi, zenkutsu-dachi and kokutsu-dachi at the correct height, with slow arm techniques during the hold.

What you need: No equipment; stopwatch.

Goal: Leg strength for low, stable stances.

Success: Holds the correct stance for the whole interval without the hips rising.

Works on: Kiba-dachi, Zenkutsu-dachi, Kokutsu-dachi

Plyometrics for an explosive start intermediate

12 min · Volume: 4 × 6 jumps, full rest

Standing long jumps, lateral jumps over a cone, explosive start from guard with tsugi-ashi over 2-3 m. Quality, not fatigue.

What you need: Low box, cones.

Goal: Leg explosiveness for closing the distance.

Success: 3 m start time that drops from month to month.

Works on: Tsugi-ashi (added step)

Core and anti-rotation beginner

10 min · Volume: 3 circuits

Plank, side plank, band rotations (the gyaku-zuki movement), “dead bug”. The rotation starts from the hips, with a stable trunk.

What you need: Resistance band, mat.

Goal: Transferring force hips → arm without losses through the trunk.

Success: Holds each exercise for 30-45 s with correct form.

Works on: Hip rotation (koshi no kaiten), Kime and contraction on impact

Kumite-specific intervals advanced

15 min · Volume: 8 × 20 s work / 40 s rest

In 20 s: guard footwork and explosive attacks (kizami + gyaku, mae-geri + gyaku) on the paddle at maximum intensity; 40 s active rest.

What you need: Paddle or bag, stopwatch.

Goal: Anaerobic endurance for matches and repechage.

Success: The number of clean combinations drops by no more than 20% between the first and last round.

Works on: Kizami-zuki, Gyaku-zuki, Mae-geri (keage / kekomi)

Flexibility for geri beginner

15 min · Volume: 2 × 30 s per position

Static stretching at the end of training: low lunge, hip flexors, hamstrings, adductors (progressive side and front splits), with controlled breathing.

What you need: Mat, wall or bar.

Goal: Range of motion for jodan-geri and low stances.

Success: Controlled jodan mawashi-geri, without compensating with the trunk.

Works on: Mawashi-geri, Yoko-geri-kekomi

Game · 3

Simulated ippon shobu match advanced

20 min · Volume: 5 matches × 2 min

Matches under competition rules: one ippon or two waza-ari win; after each point the fight is stopped and restarted. The coach notes which techniques scored.

What you need: Pairs, a referee (coach or teammate), competition protective gear.

Goal: Applying tactics in competition conditions.

Success: The ratio of scoring techniques to attempted attacks increases from one session to the next.

Works on: Ippon shobu (match), Gyaku-zuki, Kizami-zuki, Mae-geri (keage / kekomi)

Fuku-go simulation advanced

15 min · Volume: 4 performances

During the kata, on the coach's signal, the partner attacks; the athlete responds with a decisive technique, then resumes the kata from where they left off.

What you need: One athlete performing kata, a partner attacking, the coach signals the attack.

Goal: Switching instantly from kata to kumite and back.

Success: Decisive counter and resuming the kata with no sequence error.

Works on: Fuku-go (kata + kumite), Zanshin (awareness after the technique)

“Steal the belt” game (children) beginner

8 min · Volume: 4 rounds × 1 min

The children try to grab the others' belts while keeping their guard and moving in stance; whoever loses their belt performs a kihon technique, then rejoins the game.

What you need: Each child has a piece of belt tucked in at the back.

Goal: Footwork, reaction and attention, in a game format.

Success: The children move in guard, without running upright.

Works on: Yori-ashi (sliding), Tai-sabaki (moving off the line)

Tactics

The tactical principles of the sport and the drills used to train each.

Distance control (maai)

In traditional karate, an attack from the wrong distance cannot be decisive. Control the distance so that you are one slide from the target while your opponent needs a full step. Small changes in distance force them to expose themselves.

Drills: Distance game (maai), Working at the edge of the area

Angles and moving off the line

Don't retreat in a straight line: move out to the side with tai-sabaki so that the opponent's attack goes past you and you have an angle to counter. Essential when you are pushed towards the edge, too.

Drills: Working at the edge of the area, Go no sen: block and counter

The decisive finish and zanshin

The basic rule of traditional karate: the technique must be decisive (form, maximum power with control, distance, timing). A sweep or throw is immediately followed by the finishing strike; after any technique you stay in zanshin.

Drills: Ashi-barai + finish, Makiwara / impact pad, Simulated ippon shobu match

Kata in competition: rhythm, kime, embusen

The judges look at stances, power and kime, rhythm (slow-fast contrast), correct directions on the embusen, breathing and understanding of the techniques. Your choice of final kata should show your strengths.

Drills: Kata by sections, Team kata: synchronisation, Bunkai in pairs

Positions and what they require

How your coach evaluates you

The criteria your coach grades from 1 to 10 in the app, in four directions.

Technical

  • Stances (dachi): Length, width, constant hip height, stability.
  • Kime and power: Contraction on impact, transfer from the ground and hips, hikite.
  • Arm technique: Correct path of tsuki, uchi and uke, precise target.
  • Leg technique: Knee up, correct surface, retraction, balance.
  • Kata: Sequence, rhythm, directions on the embusen, breathing, kiai.

Tactical

  • Distance (maai): Attacks from the correct distance and does not stay within the opponent's range.
  • Timing: Sen no sen, go no sen, deai at the right moment.
  • Choice of technique: The right technique for the situation and the opponent.
  • Zanshin: Alertness and guard after every technique.
  • Reading the opponent: Recognises habits and attack signals.

Physical

  • Execution speed: Speed of the technique from start to impact.
  • Reaction speed: Response time to a signal or an attack.
  • Explosiveness: Closing the distance, starting from guard.
  • Mobility: Range of motion for geri and low stances.
  • Endurance: Maintains quality in repeated matches or long kata.

Mental

  • Concentration: Focus throughout the whole kata or match.
  • Fighting spirit: Kiai, determination, courage in kumite.
  • Emotional control: Calm after losing a point or under competition pressure.
  • Discipline and etiquette (reigi): Bowing, respect, attitude in the dojo and in competition.
  • Control: Powerful techniques, but without injuring the partner.

Train with this program, in the app

Create a free account, pick Traditional karate and "what are you working on today". Log attempts and successes per technique, the watch measures the effort, and your club coach sees the session and suggests the next drills.

I want a 4-week program made for me (AI coach) › Gym exercises for physical preparation ›

Sources

  • ITKF — International Traditional Karate Federation, competition events: https://www.itkf.org/competition.php
  • ITKF — What is Traditional Karate: https://www.itkf.org/tradition.php
  • Romanian Traditional Karate Federation — regulations: https://frkt.ro/info/regulamente-frkt-2021
  • FRKT: https://frkt.ro/
  • Masatoshi Nakayama — Best Karate (vol. 1-11), Kodansha: the reference series for Shotokan kihon and kata
  • Masatoshi Nakayama — Dynamic Karate, Kodansha
  • Hidetaka Nishiyama, Richard C. Brown — Karate: The Art of Empty Hand Fighting (the ITKF fundamentals)
  • Events of the 2026 FRKT National Championship (kata, kumite, kihon ippon kumite, Enbu, Fuku-go), from the PlanSports competition data

Programs for other sports

The content is compiled by PlanSports from the sources above and checked by coaches; it does not replace your coach. The personalised week-by-week program comes from the AI coach.