Rules

Superfights

  • Adult matches are 10 minutes in duration, while junior matches run for 5 minutes. All matches are contested under Enyo superfight rules, with the objective being to secure a submission victory within the allotted time.

    If no submission occurs before the end of the match, the result will be determined by a panel of three experienced judges based on the official Enyo judging criteria.

  • Allowed Submissions

    Adult No-Gi matches allow all submissions, including leg locks, heel hooks, neck cranks, face bars, twisters, and smothers.

    Adult Gi matches allow all of the above with the exception of heel hooks and knee reaping.

    Juvenile and junior matches follow current IBJJF rules and restrictions appropriate to age and experience level.

    Slams

    Competitors are permitted to lift and slam an opponent up to waist height in order to escape a submission attempt.

    Slams above waist height, or any slam performed with deliberate intent to injure, spike, or endanger an opponent, are prohibited.

    Illegal Techniques

    The following actions are prohibited across all matches:

    • Kani basami

    • Fishhooks

    • Eye pokes

    • Chin in eye attacks

    • Oil checks

    • Any dangerous or unsportsmanlike conduct deemed unsafe by the referee

    Referees retain full discretion regarding fouls, dangerous actions, and match safety. Any prohibited action may result in immediate disqualification.

  • If a match reaches the time limit without a submission, the winner will be determined by the judges using the following criteria.

    Primary Criteria: Submission Attempts

    Priority is given to legitimate submission attempts that place an opponent in genuine danger and require meaningful defence or escape.

    Weak, non-threatening, or speculative attacks will not be considered effective submission attempts.

    For example, entering a loose single leg X position without creating a genuine submission threat would not score as a submission attempt.

    Secondary Criteria: Dominance and Initiative

    If submission attempts are considered equal, judges will evaluate overall dominance and control throughout the match, including:

    • Takedowns

    • Guard passing

    • Dominant positional control such as mount or back control

    • Positional advancement leading toward submissions

    • Aggression and initiating meaningful exchanges

    A competitor who demonstrates greater attacking intent and creates stronger submission opportunities may be favoured over an opponent with passive positional control alone.

    All judges’ decisions are final.

Teams

    • Teams consist of 6 athletes, all under 70kg

    • Each contest consists of 2 rounds

    • Each round lasts 30 minutes

    • Rounds are made up of multiple 5 minute matches

  • All matches are contested under Enyo Superfight Rules.

    • All legal and illegal techniques are governed by the Enyo Superfight ruleset

    • This includes all submission legality, restrictions, and prohibited actions as defined in the superfight rules

    • The team with the highest total points after 2 rounds is declared the winner

    • If the contest is tied, the contest enters Sudden Death:

      • 3 minute matches

      • First submission wins

      • Starting with the team captains

  • All matches are submission only, with submissions carrying the highest value within the ruleset.

    • Submission victory = 1 point

    • Draw (no submission) = 0 points

  • Hat Trick Bonus (+1)

    Awarded when a single athlete achieves 3 consecutive submission victories within the same round.

    • The athlete must achieve all 3 wins consecutively without elimination or draw

    • Upon completing a Hat Trick, the athlete’s streak immediately ends

    • The athlete returns to the team bench as an active, selectable competitor

    • They are no longer considered on an active winning streak

    • Maximum of 1 Hat Trick bonus per athlete per contest

  • Before Each Match

    • Teams select their competing athlete immediately prior to each match

    During the Match

    • Submission victory:

      • The losing athlete is eliminated for the remainder of the round unless restored or reset

    • No submission:

      • The match is declared a draw

      • Both athletes are eliminated for the remainder of the round unless restored or reset

    After a Win

    • The winning athlete remains active for up to 3 consecutive matches

    • Winning athletes cannot be substituted out during an active streak

    • A winning athlete immediately restores 1 eliminated teammate

    • Restored athletes become eligible to compete again within that round

    • An athlete’s streak ends after 3 consecutive matches, elimination, or a draw

  • Elimination

    • Eliminated athletes remain out for the remainder of the round unless restored by a teammate or via a round reset

    Reset Rules

    If a team loses all active athletes during a round:

    • Both teams reset

    • All athletes return to active availability for that round

    • The winning team selects the next matchup

    If both teams lose their final active athlete in a draw:

    • Both teams reset

    • All athletes return to active availability for that round

    • A minimum of 4 active athletes is required for a team to continue competing

    • If a team falls below 4 active athletes due to injury-related withdrawals, the contest will be stopped