The competition will follow the WT Virtual Taekwondo Challenge Rules and Interpretations effective from May 30, 2025, with possible adjustments by the organizer if necessary. Within the match time, the player who reduces the opponent’s HP (Health Points) to 0, or has the higher remaining HP when time expires, wins the round. If a player reduces the opponent’s HP to 0 before time runs out, it will be considered a K.O., and the player immediately wins that round. In the case of a tie, the second criterion will be the higher total number of head kicks, and the third criterion will be the lower total number of kicks.
Damage | Only kicks with the feet cause damage — the faster the kick, the greater the damage. The attack range is limited to the head and upper body; a kick to the head deals double the damage of a kick to the upper body. Punches do not cause any damage. |
Stun Value | By landing hits or blocking attacks, players accumulate their own stun value. When the opponent becomes stunned, the stun value resets to zero. Once a player’s stun value is fully charged, their next successful hit will stun the opponent for 4 seconds, during which the opponent can be freely attacked. |
Block | You can block the opponent’s attacks by keeping your arms close to your body to defend. |
Break | If both players remain too close to each other for more than 2 seconds, the system will automatically determine it as a close-contact situation (Break) and temporarily pause the match. Both players must return to the yellow circles on the floor to resume the match. The player who returns to the circle first will receive additional accumulated stun value as a reward. |