Well-Balanced FS Clarifications (2006)
Definitions
- Jump Element: A "jump element" is either an individual jump, a
jump combo, or a jump sequence (#3643a)
- Individual Jumps: Individual jumps may contain any number of
revolutions (#3643b)
- Jump Combination: consists of 2 or more jumps performed together
where the landing of the first jump becomes the take-off of the second jump.
The jumps must directly follow one another without a change of foot or turn
between. (#3634b)
- Jump Sequence: consists of 2 or more jumps connected with small
quick steps, hops, turns and/or unclassified jumps such as half-loop, split
jump, mazurka, etc immediately following one another while maintaining the
jump rhythm (#3634c)
- Moves in the Field: is a sequence of movements which must include
elements such as turns, spirals, spread eagles, Ina Bauers, and flowing
moves with strong edges; connected with linking steps and footwork (#3634f)
- Illegal Moves: somersault-type jumps, lying on the ice, and
prolonged and/or stationary kneeling on both knees on the ice (#3634h)
Notes for Senior & Junior FS
- Jump Combos/Sequences: maximum of 3 combos and/or sequences are
allowed (#3643c)
- Jump Combos: generally, jump combinations may not contain more
than 2 jumps, however ONE jump combo may consist of 3 jumps (Senior/Junior
FS) (#3643c)
- Jump Sequences: no limit on number of jumps included; linked by
hops, mazurkas and non-listed jumps with maintained rhythm. There
cannot be more than 1 revolution on ice between hop, mazurka, non-listed
jump; there can be no crossovers or stroking during the sequence. (#3643d)
- Jump Sequences: A jump sequence consisting of only 1 listed jump
together other non-listed jumps is not considered a jump sequence but will
count as (an individual jump) (#3643d)
- Jump Sequences: Additional jump sequences which contain jumps of
1 or fewer revolutions performed as part of connecting footwork preceding
double, triple, or quad jumps are permitted (do not count against 3
combo/sequence limit) (#3643d)
- Jump Repetitions: Only 2 triples/quads may be repeated, and these
repetitions must be in combo or sequence (#3643e)
- Jump Repetitions: No triple or quad jump can be attempted more
than twice (#3643e)
- Jump Repetitions: Triples and Quads with the same name (i.e.
triple Lutz, quad Lutz) are considered as different jumps (#3643e)
- Jump Repetitions: A repeated triple or quad solo jump will be
considered as part of an unsuccessful combo (and counted as combo with only
1 jump executed). If 3 combos/sequences have already been executed,
the repeated solo jump will be treated as as additional element and not
considered (#3643e)
- Jump Repetitions: If a third repeated jump is executed in a combo
or sequence, the entire combo/sequence will be treated as an additional
element and not considered (#3643e)
- Spins: the spin with only one position may have flying
entrance and/or may change feet at the option of the skater (#3643e)
- Spins: a spin with fewer than 3 revolutions is considered as a
skating movement, not a spin (#3643f)
- Spin Revolutions: the minimum number of required revolutions must
be counted from the entry of the spin until its exit (#3643f)
- Spin Wind-Up: the concluding upright position at the end of a
spin (final wind-up) is not considered to be an additional position if it
does not exceed 3 revolutions, and the revs included in it are not counted
in the required number of revolutions (#3643f)
- Spin Positions: a second change of foot in a (spin with change of
foot) does not count as a feature for a higher level (#3643f)
- Spin Positions: the minimum number of revolutions in a position
is 2. Positions with fewer than 2 revolutions are not counted (#3643f)
- Spin Combo: a spin combo which has (fewer than 2 revolutions) in
ALL executed positions is considered as "not according to requirements" and
receives no level (and no value) (#3643f)
- Spin Combo: a spin combo with only 1 position having (2 or more
revs) and in all other positions having (less than 2 revs) receives a level
1 and judges will also reduce GOE (#3643f)
- Spin Falls: if the skater falls when entering a spin, a simple
spin or spinning movement is allowed immediately after the fall (for
purposes of filling time) and this spin / movement is not counted as a spin
element (#3643f)
- Spiral Step Sequence: must consist primarily of spirals and must
include at least 2 spiral positions with at least 1 change of foot.
Each position must be maintained for at least 3 seconds. A spiral
sequence in which all executed spiral positions are held (less than 3
seconds) receives no level (and no value) (#3643i)
Notes for Novice FS
- Jump Combos/Sequences: maximum of 3 combos and/or sequences are
allowed (#3663a)
- Jump Combos: one jump combination may contain 3 jumps; the
remaining combos are limited to 2 jumps (#3663a)
- Jump Sequences: the number of jumps included in the sequence is
free (#3663a)
- Jump Repetitions: no double or triple may be repeated more than
once, and if repeated, that jump must be in jump combo or sequence (#3663b)
- Jump Repetitions: no more than 3 different double or triple jumps
may be repeated in the program; a maximum of 2 of which may be (triples /
quads) (#3663b)
- Flying Spin: the landing position must be held at least 2
revolutions; additional positions and/or changes of foot are permitted
(#3663c)
- Spins: the (spin with only 1 position) may change feet, and may commence
with a jump as long as only 1 position and its permissible variations are
executed throughout the spin (#3663c)
Notes for Intermediate FS
- Jump Combos/Sequences: maximum of 3 combos and/or sequences are
allowed (#3672a)
- Jump Combos: one jump combination may contain 3 jumps; the
remaining combos are limited to 2 jumps (#3672a)
- Jump Sequences: the number of jumps included in the sequence is
free (#3672a)
- Jump Repetitions: no double jump may be repeated more than once,
and if repeated, that jump must be in jump combo or sequence (#3672b)
- Jump Repetitions: no more than 3 different double or triple jumps
may be repeated in the program (#3672b)
- Jump Repetitions: only 1 triple(+) may be repeated, and if
repeated, must be in combination or sequence (#3672b)
- Spins: all spins may have flying entries, may change feet, and
may change position (#3672a)
Notes for Juvenile FS
- Jumps: no triple jumps permitted (#3681a)
- Jump Combos/Sequences: maximum of 3 combos and/or sequences are
allowed (#3681a)
- Jump Combos: one jump combination may contain 3 jumps; the
remaining combos are limited to 2 jumps (#3681b)
- Jump Sequences: the number of jumps included in the sequence is
free (#3681b)
- Jump Repetitions: no double jump may be repeated more than once,
and if repeated, that jump must be in jump combo or sequence (#3681c)
- Jump Repetitions: no more than 3 different double jumps may be
repeated in the program (#3681c)
Special Notes for 6.0 Judging System
- An excessive number of any element, or fewer than the minimum number
required, as well as lack of connecting steps and other comparable
freeskating movements between the various elements are penalized by a
deduction of 0.2 in the mark for technical elements, for each extra
or lacking element (#3633)
- For required spins, those with fewer than the required number of
revolutions are penalized 0.1 on the technical elements mark
(#3634d)
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