You are on page 1of 44

ARNI

S
01 HISTORY AND
INTRODUCTION

RULES AND
REGULATIONS,

02 EQUIPMENTS AND
FACILITIES

ARNI HEALTH
03

BENEFITS 

04 HEALTH
COMPONENTS
The History of Arnis dates back before the colonization
of the Spaniards, during those periods it was called Kali
and the techniques of the art is focused on bladed
weapons fighting. Kali was widely practiced throughout
HISTORY OF
the archipelago; both nobleman and commoners were
ARNIS
enthusiast and practitioners of the said art. Also during
those days Kali is being taught in a school like training
grounds, which was called Bothoan along with military
tactics, Alibata (Native Alphabet), and herbal medicines.
● Arnis was developed by the indigenous populations
of the Philippines, who used an assorted range of
weaponry for combat and self-defense.
Encompassing both simple impact and edged
weapons, arnis traditionally involved rattan, swords,
daggers and spears.
HISTORY OF
ARNIS ● In 1521, equipped with nothing more than bladed
weapons and their fearsome arnis abilities, Filipino
islanders defeated Ferdinand Magellan’s armored,
musket-bearing Spanish conquistador forces when
they tried to invade.
● When the Spanish eventually returned and
successfully conquered parts of the Philippines, the
traditions of arnis were preserved, despite its
prohibition, in the forms of ritual dance,
performance and mock battles. While earlier
HISTORY OF Filipino martial arts were influenced by Spanish
ARNIS colonization, the modern forms have been affected
by the country’s contact with both the United States
and Japan after gaining independence in 1898. Just
over a century later, in 2009, the government of the
Philippines declared arnis to be the martial art and
national sport of the Philippines.
INTRODUCTION
• Arnis is a form of martial arts played usually
with the use of cane. Arnis can be performed
individually as an art, with or without the use of
a cane, or as a means of self-defense.
• Practitioners of the sport are called Arnisador (male)
and Arnisadora (female)

• Remy Amador Presas (December 19, 1936 – August


28, 2001) was the founder of Modern Arnis, a popular
Filipino martial art. Born in the Philippines, he moved
to the United States in 1974, where he taught his art via
seminars and camps.
● The game is played by two
individuals who are paired or
ARNIS matched by divisions or weight
categories, in a court measuring
eight (8) square meters
JUPITER MARS
Jupiter is a gas giant and Despite being red, Mars is
the biggest planet in our a cold place, not hot. It’s
Solar System. It’s also the full of iron oxide dust,
fourth-brightest object in which gives the planet its
the sky reddish cast

WHAT SETS
US APART
VENUS MERCURY
Venus has a beautiful Mercury is the closest
name, but it’s terribly hot, planet to the Sun and the
even hotter than Mercury. smallest one in our Solar
Its atmosphere is extremely System. It’s only a bit
poisonous larger than our Moon
RULES
AND
REGULATI
ON
A. A match for the individual full- contact
event shall have a maximum of 2
Rounds. Each round will last for 2
Full-Contact Event
minutes.
(Individual)
B. Players shall have a maximum of 5
fouls and 2 disarming violation on the
entire duration of the match.
C. Points scored, foul/s and disarming
accumulated by the players on the 1st
Round shall be carried over on to the 2nd
Full-Contact Event Round.
(Individual)
d) There shall be no limitation on the score
to be acquired by each player.
e) If in case the score difference reaches 8 points in
the 1st or in cases that it reaches the 2nd Round,
there shall be a declaration of “TECHNICAL
KNOCK-OUT” and player with
Full-Contact Event the 8 point advantage shall be declared the winner
(Individual) of the match.
f) If at the end of the match the score, fouls and
disarming of the two opposing players are
identical, the winner will be decided upon
consultation of the judges.
a) A Match for the full-contact Sword and
Dagger event shall have a maximum of 2
Full-Contact Event
Sword and Dagger
Rounds. Each round will last for 1 minute
(DEMO EVENT) and 30 seconds to be played on a 6x6
meters
playing area
b) To score a point, player must strike his
opponent using the padded stick delivered
Full-Contact Event to body points A,B,C,D or E then
Sword and Dagger immediately followed by a trust or slash
(DEMO EVENT)
using the padded dagger delivered to body
points A,B,C,D and E on a close quarter
distance. (Strike+ trust/slash= 1point)
c) Players shall have a maximum of 5
fouls and 2 disarming violation on the
Full-Contact Event
Sword and Dagger
entire duration of the match.
(DEMO EVENT) d) Disarming shall be considered on either
of the weapons used
by the players
e) Score, foul and disarming committed by
the players on the 1st Round shall be
Full-Contact Event carried over on to the 2nd Round.
Sword and Dagger
(DEMO EVENT)
f) There shall be no limitation the score to
be acquired by
the player.
f) There shall be no limitation the score to
be acquired by the player.

Full-Contact Event g)If in case the score difference reaches 8


Sword and Dagger points in the 1st or in the 2nd Round, the
(DEMO EVENT)
player with the with inferior score shall be
declared “TECHNICAL KNOCK-OUT”
and shall loss the match to his opponent
who has a 8 points advantage.
h) If at the end of the match the score,
Full-Contact Event
Sword and Dagger
fouls and disarming of the opposing
(DEMO EVENT) players are identical, the winner will be
decided upon consultation of th
FACILITIES
AND
EQUIPMENTS
h) If at the end of the match the score,
Full-Contact Event
Sword and Dagger
fouls and disarming of the opposing
(DEMO EVENT) players are identical, the winner will be
decided upon consultation of th
h) If at the end of the match the score,
Full-Contact Event
Sword and Dagger
fouls and disarming of the opposing
(DEMO EVENT) players are identical, the winner will be
decided upon consultation of th
h) If at the end of the match the score,
fouls and disarming of the opposing
Scoreboard
players are identical, the winner will be
decided upon consultation of th
h) If at the end of the match the score,
Stopwatch fouls and disarming of the opposing
players are identical, the winner will be
decided upon consultation of th
HEALTH
BENEFITS
● Burns calories and keeps you in good shape.
● It helps you to improve your cardiovascular
health.
PHYSICAL ● It helps you to improve your stamina, muscle
BENEFITS tone, flexibility, balance and strength.
● It makes our body stronger as we will move a
lot.
● It improves reflexes
● Arnis teaches us discipline and control.
● It helps you to be focused on your goals.
MENTAL ● It also gives us ability to think fast.
BENEFITS ● It helps you to make good strategies.
● It can make you conquer your fears and
working through pressure.
● It improves your social skills as you
meet a lot of people.
● It helps you gain friends with the same
passion and interest.
SOCIAL BENEFITS ● It teaches us to be respectful with our
opponents.
● Training with different partners enables
you to learn more about other people’s
style, biases, and attitudes.
● It helps you to have a better mood
because you are participating in
exercise.
EMOTIONAL ● It improves your emotional health.
BENEFITS ● It gives you the courage to face any
challenge.
● It relieves your stress.
● It boosts your self-confidence.
● It increases your sense of purpose in life.
● It helps you to understand what you are
capable of.
SPIRITUAL ● Through meditation, it can help us to
BENEFITS find our own identities,
● It serves as the bridge for which offers
better communication between the mind
and the body.
HEALTH
COMPONEN
TS
● Is the ability of the muscles to
MUSCULAR
ENDURANCE keep working (contract) over a
period of time.
MUSCULAR ● Is the amount if force that a muscle
STRENGTH
can apply in a given contraction.
● The ability to move joint with
FLEXIBILITY
ease through the normal range of
motion and muscle to their
fullest.
● A state in which a body fat does
BODY
COMPOSITION not exceed 25 percent of the total
body composition.
● The ability of your heart, blood
vessels, lungs, and blood to
CARDIORESPIRAT
ORY ENDURANCE deliver oxygen and nutrients to
all your body’s cell while you are
being physically active.
Skills
COMPONEN
TS
● The ability to change direction
AGILITY quickly
● The ability to remain stable even
BALANCE when moving
COORDINATIO● The ability to use vision, touch
N and muscle sense.
● The ability to release
POWER
maximum speed
● The rate at which one
SPEED covers distance in a short
period of time.
● The amount it takes to
make a physical response
REACTION
once you see the need to
take action.
THANK
S

You might also like