gkelly
Well-Known Member
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For a long program that emphasizes maximum technical difficulty but offers offers more freedom/choice to the skaters
(either a well-balanced free skate that is freer in element choices or a long technical program to paired with an "artistic" program), I propose the rules below. They would require more work from the technical panel. How to make it workable for them TBD.
Senior: 4 minutes, maximum 12 elements, of which
Jumps: Minimum 5 jump elements, maximum 7
Of these, no more than 3 can be jump combos/sequences
Zayak rule applies; axel requirement may still apply
Straight combos as currently defined, with 1.1 multiplier for first jump if it leads directly into the second, 1.2 multiplier for second or third jump
True sequence (maximum one): Two or three jumps that are connected by a step, half-revolution turn (one-foot or change of foot), half-revolution hop, or edge change to change rotational direction; full value for all jumps executed before and after one of these legal transitions -- this would include step forward from landing to axel as well as a number of other options including some creative ones we haven't seen before
Unintended sequence (intended as combo): A change of foot or weight on both feet with or without turning stops the element – anything occurring afterward is called but asterisked with no value
(Light touchdown without a turn or double three or edge change on landing of first jump without touchdown will maintain the combination -- should it negate the multiplier?) -- but be penalized by judges in GOE)
Maximum 1 three-jump combo or sequence
OR
Maximum 1 Leveled Jump Sequence
This element will consist of 3 or more jumps of no more than 1.5 revolutions each, with level features awarded for specific achievements in air position, takeoffs, rotational direction, connections between jumps – details TBD
Single walley and single inside axel remain unlisted elements. Double and triple walley and inside axel will be added to the Scale of Values. Proposed values: 4.0 for doubles, 8.5 for triples. Walleys would be subject to e and ! calls.
For true two-jump combos, executing the two jumps in opposite directions will earn a bonus to the base value of 1.0 for each revolution of the skater’s “wrong” direction jump (e.g., opposite 2A would earn a bonus of 2.5)
Takeoff bonuses: 2.0 for successfully rotating (not downgraded) six different takeoffs with 2 or more revolutions; 4.0 for successfully rotating six different takeoffs with 3 or more revolutions (2.5 or more for women?); 4.0 for successfully rotating eight different takeoffs with 2 or more revolutions
Second-half bonus: Can apply to up to 4 jump elements in the second half; does not apply to leveled jump sequence?
Spins elements: Minimum of 2; Maximum of 4
Must include at least one spin in one position, one combination spin, and one flying entry
All spins may change foot and all may be entered with a fly
All could be leveled, with some additional features I’d like to propose – and maintain limits on repeating features
Or the fourth spin, if chosen, would be considered a choreo spin
Sequences: Minimum of 1; Maximum of 3
Leveled step sequence (similar to current rules – some tweaks to level features) – Mandatory
Second leveled step sequence that must be a clear contrast to the first in either pattern (straight-line vs. circular or serpentine) and/or musical rhythm/tempo
Leveled field moves sequence: Would include most features from the past leveled spiral sequence plus a few, and also features for spread eagles, Ina Bauers, and shoot-the-duck/hydroblading moves – lots to choose from to earn higher levels for skaters who are good at those kinds of moves
School figures variation: To be skated on 2 or 3 tangent circles, at least one circle at a time without change of foot and at least 3 changes of foot; features to be based primarily on turns and number of circles executed without putting the other foot down, also some features for body positions
So a skater could choose to do a program that would fit under the current senior free skate rules, choosing a leveled second step sequence or field moves sequence in place of the current choreo sequence
Or they could do something very different, e.g.:
Two solo jumps
Two two-jump combinations (one with a change of direction; the other with a quad as the second jump to take advantage of the multiplier?)
One leveled jump sequence
Four different spins
One step sequence, one field moves sequence, one school figures variation
Or somewhere in between
(either a well-balanced free skate that is freer in element choices or a long technical program to paired with an "artistic" program), I propose the rules below. They would require more work from the technical panel. How to make it workable for them TBD.
Senior: 4 minutes, maximum 12 elements, of which
Jumps: Minimum 5 jump elements, maximum 7
Of these, no more than 3 can be jump combos/sequences
Zayak rule applies; axel requirement may still apply
Straight combos as currently defined, with 1.1 multiplier for first jump if it leads directly into the second, 1.2 multiplier for second or third jump
True sequence (maximum one): Two or three jumps that are connected by a step, half-revolution turn (one-foot or change of foot), half-revolution hop, or edge change to change rotational direction; full value for all jumps executed before and after one of these legal transitions -- this would include step forward from landing to axel as well as a number of other options including some creative ones we haven't seen before
Unintended sequence (intended as combo): A change of foot or weight on both feet with or without turning stops the element – anything occurring afterward is called but asterisked with no value
(Light touchdown without a turn or double three or edge change on landing of first jump without touchdown will maintain the combination -- should it negate the multiplier?) -- but be penalized by judges in GOE)
Maximum 1 three-jump combo or sequence
OR
Maximum 1 Leveled Jump Sequence
This element will consist of 3 or more jumps of no more than 1.5 revolutions each, with level features awarded for specific achievements in air position, takeoffs, rotational direction, connections between jumps – details TBD
Single walley and single inside axel remain unlisted elements. Double and triple walley and inside axel will be added to the Scale of Values. Proposed values: 4.0 for doubles, 8.5 for triples. Walleys would be subject to e and ! calls.
For true two-jump combos, executing the two jumps in opposite directions will earn a bonus to the base value of 1.0 for each revolution of the skater’s “wrong” direction jump (e.g., opposite 2A would earn a bonus of 2.5)
Takeoff bonuses: 2.0 for successfully rotating (not downgraded) six different takeoffs with 2 or more revolutions; 4.0 for successfully rotating six different takeoffs with 3 or more revolutions (2.5 or more for women?); 4.0 for successfully rotating eight different takeoffs with 2 or more revolutions
Second-half bonus: Can apply to up to 4 jump elements in the second half; does not apply to leveled jump sequence?
Spins elements: Minimum of 2; Maximum of 4
Must include at least one spin in one position, one combination spin, and one flying entry
All spins may change foot and all may be entered with a fly
All could be leveled, with some additional features I’d like to propose – and maintain limits on repeating features
Or the fourth spin, if chosen, would be considered a choreo spin
Sequences: Minimum of 1; Maximum of 3
Leveled step sequence (similar to current rules – some tweaks to level features) – Mandatory
Second leveled step sequence that must be a clear contrast to the first in either pattern (straight-line vs. circular or serpentine) and/or musical rhythm/tempo
Leveled field moves sequence: Would include most features from the past leveled spiral sequence plus a few, and also features for spread eagles, Ina Bauers, and shoot-the-duck/hydroblading moves – lots to choose from to earn higher levels for skaters who are good at those kinds of moves
School figures variation: To be skated on 2 or 3 tangent circles, at least one circle at a time without change of foot and at least 3 changes of foot; features to be based primarily on turns and number of circles executed without putting the other foot down, also some features for body positions
So a skater could choose to do a program that would fit under the current senior free skate rules, choosing a leveled second step sequence or field moves sequence in place of the current choreo sequence
Or they could do something very different, e.g.:
Two solo jumps
Two two-jump combinations (one with a change of direction; the other with a quad as the second jump to take advantage of the multiplier?)
One leveled jump sequence
Four different spins
One step sequence, one field moves sequence, one school figures variation
Or somewhere in between
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