Building a session

SHOTOKAN TRAINING Reading time : 9 min Updated September 16, 2026
Contents
The corpus derives seven themes from the JKA / DKV / FFKarate training structure. The generator (this hub and the app) lays them into four moments: a warm-up (mobility, ido geiko, kihon), two mains drawn from a single focus (kihon, kata, preparatory kumite, physical), a game block on the free / shiai theme (kumite-competition-wkf), then a cool-down. A good session is not a string of drills: it is the balance of the three streams (kihon, kata, kumite), dosed by category and its contact gate. The same drills feed Paak's own session generator.

The structure the generator follows

Shotokan has no single published class plan like some styles do: the frame is derived from the training structure of the style organisations (JKA, DKV) and the federation. Every grade is built around three streams: kihon (in place, then ido-kihon moving), kata, and kumite (the pre-arranged ladder, then jiyu). From that structure, plus mobility and conditioning, the corpus derives seven themes the generator draws on to compose the session:

ThemeWhat it worksAuthority
kihonThe correction loop (stance, hikite, koshi, kime) and the technique vocabularyStyle (JKA)
ido-geiko-et-deplacementsIdo-kihon, tai-sabaki, transitions and footworkStyle
kata-et-bunkaiThe Heian → advanced canon and its bunkai / oyo applicationsStyle (grade) / Sport (WKF list)
kumite-preparatoireThe pre-arranged ladder (gohon → sanbon → kihon-ippon → jiyu-ippon)Style
kumite-competition-wkfJiyu kumite under WKF / FFKarate rules (sundome)Sport (WKF)
souplesse-mobiliteMobility for kick heightDojo practice
physiqueStance holding, repetition load, core for the koshiDojo practice
The same drills in Paak. These seven themes drive the corpus's drill coverage matrix (category × theme). The app's session generator composes from the same set: what you plan here is what you run in the app, in the dojo.

The three streams, never flattened

Kihon, kata and kumite are three different jobs under one art, and the corpus forbids merging them. A kumite rule ("no skin-touch contact under 14", WKF) is never a kata fact; a style kihon standard is never cited from a WKF rulebook. Kata is a first-class theme: about half the grading syllabus lives there. And the pre-arranged ladder (yakusoku) is Shotokan's safe bridge into sparring, the brick that fills the kumite-stream mains:

Ladder rungWhat it trainsGrade band (JKA)
Gohon kumite (5-step)Committed attack + retreating block ×5, counter on the 5th8th–7th kyu
Sanbon kumite (3-step)3-step version (some orgs), shorter distance, rhythm~7th–6th kyu
Kihon-ippon kumiteOne announced attack, one block-counter (immediate gyaku-zuki)6th kyu and up
Jiyu-ippon kumiteOne semi-free attack, both in free stance (zanshin)2nd kyu and up
Jiyu kumiteFree sparring under control2nd dan (JKA)

The timed blocks

The generator composes the session in four moments from the seven themes. Here is the timed frame for a 60-minute class:

BlockThemes drawnExample (60 min)
Warm-upMobility · ido geiko · light kihon (never high intensity)10′, mobility for kick height, footwork, kihon on the count
Main 1The chosen focus (kihon, kata, preparatory kumite, physical)16′, line kihon, loop stance → hikite → koshi → kime
Main 2The same focus, second drill16′, ido-kihon in zenkutsu-dachi, oi-zuki moving
Game blockThe free / shiai theme (kumite-competition-wkf), by age gate14′, distance and maai game, themed rounds
Cool-down-4′, stretching, breathing (kokyu)
The game block is set by the contact gate. Competition Shotokan is WKF sundome (controlled, non-injurious contact; excessive contact is penalised, never scored). Under 14: no skin-touch contact at all. At U9, the game block is a distance game only, never a bout. Cadets and juniors: no hand contact to the head. The generator only places the kumite-competition-wkf theme where the age gate allows it (see "Fundamentals by age & contact").

Three build traps

  • Free kumite and power are not warm-ups. Jiyu and power work are high intensity: they belong in the mains and the game block, never the warm-up. The Shotokan warm-up is mobility (for kick height), footwork (ido geiko) and light kihon on the count.
  • The youngest players' game block is a game, not a bout. At U9, the "kumite" block fills with distance, timing and target games, the corpus does not have this age spar (WKF: no skin-touch contact under 14).
  • A session is a grade as much as an age. The two banding axes are independent: age (U9 / U13 / U17 / seniors) and grade (kyu / dan). A drill carries its grade anchor where the syllabus gives one ("from 2nd kyu" for jiyu-ippon), and its age anchor separately, never derive one from the other.

Frequently asked questions

How much time for kata in a session?
Kata is a first-class theme: about half the grading syllabus lives there. A kata-focus session gives it both mains (segmentation → embusen line → by-the-count then flowing → criteria-focused correction → bunkai); a general session keeps its slot after kihon. See "Kata & bunkai".
Can you run free kumite every session?
No: the pre-arranged ladder (gohon → kihon-ippon → jiyu-ippon) is the bridge, and jiyu kumite sits late in the JKA syllabus (2nd dan). For youngsters the game block stays distance and timing under the WKF contact gate. The generator only places the kumite-competition-wkf theme where the age gate allows it.

Sources

Paak Shotokan corpus, files 00 (the map: the two authorities, the three streams, the derivation of the seven themes) and 03 (technique, drills and pedagogy: the kihon correction loop, the pre-arranged ladder, kata pedagogy). JKA, Kyu/Dan Grading Guideline (effective 1 April 2017), the three streams and the ladder grade bands. DKV, Prüfungsordnung Shotokan (from January 2023). FFKarate (FFKDA), "Passer un grade". WKF, Kumite Competition Rules (2024, 2026 transition), sundome and the contact gates by age. Nakayama, Best Karate (technique structure). Content verified September 2026.

Last updated: September 16, 2026