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Thursday, December 30, 2010

Breaking Down the Elements: Singles Grades of Execution

Each element is assigned a grade of execution by the judges from a -3 to a +3.  These are then translated into scores.  A +3 GOE does not necessarily mean the skater earns three extra points.  These are scaled based on the difficulty of the element.  A double jump with a +3 GOE will receive less points than a triple jump with the same GOE.

Examples: Skater A performs a triple lutz.  This element has a base value of 6.0.  They receive a -1 GOE which is -.7.  Their score for the element is 5.3.

Skater B performs a quad toe loop.  This element has a base value of 10.3.  They receive a +1 GOE which is 1.0.  Their score for the element is 11.3.

Skater C performs a triple salchow but it is downgraded.  The normal value for a triple salchow is 4.2 but the downgraded value is 2.9.  With a +1 GOE they gain .7 points.  Their score for the element is 3.6.

This particular scale was created to increase the value of quads and encourage more male skaters to try for them.  A triple toeloop is worth 4.1 points.  If the skater performs a perfect jump and gets a +3 GOE they will get an extra 2.1 points for a total score of 6.2 points.  A quad toeloop is worth 10.3 points.  If the skater performs a terrible jump and gets a -3 GOE they will get a -3.00 points for a total score of 7.3 points.  A bad quad is worth 1 point more than a perfect triple, provide the skater does not fall and/or get a downgrade call.

The full scale of values can be found here: http://usfigureskating.org/Content/201011-SP-SOV.pdf

The final GOE of an element is calculated considering first the positive aspects of the element that result in a starting GOE for the evaluation. Following that a Judge reduces the GOE according to the guidelines of possible errors and the result is the final GOE of the element.
To establish the starting GOE Judges must take into consideration the bullets for each element. It is at the discretion of each Judge to decide on the number of bullets for any upgrade, but general recommendations are as follows:
FOR + 1 : 2 bullets FOR + 2 : 4 bullets FOR + 3 : 6 or more bullets

Jump Elements
1) unexpected / creative / difficult entry
2) clear recognizable steps/free skating movements immediately preceding element
3) varied position in the air / delay in rotation
4) good height and distance
5) good extension on landing / creative exit
6) good flow from entry to exit including jump combinations / sequences
7) effortless throughout
8) element matched to the musical structure

Spins
1) good speed or acceleration during spin
2) ability to center a spin quickly
3) balanced rotations in all positions
4) clearly more than required number of revolutions
5) good position(s) (including height and air position in flying spins)
6) creativity and originality
7) good control throughout all phases
8) element matched to the musical structure

Step Sequences
1) good energy and execution
2) good speed or acceleration during sequence
3) good clarity and precision
4) deep clean edges (including entry and exit of all turns)
5) good control and commitment of whole body to accuracy of steps
6) creativity and originality
7) effortless throughout
8) element matched to the musical structure

Spiral Sequences
1) good flow, energy and execution
2) good speed during sequence
3) good body line and full extension
4) minimal delay between spiral positions
5) good flexibility
6) creativity and originality
7) ability to attain positions and variations quickly and effortlessly
8) element matched to the musical structure

Errors for which final GOE must be in the minuses
Jump Elements
SP: One or more revolution less than required: -3
SP: Combo consisting of one jump only: -3
SP: No required steps/movements proceeding jump: -3
Downgraded sign (<<): -2 or -3
Fall: -3
Landing on two feet in a jump: -3
Stepping out of landing on a jump: -2 or -3
Touch down with both hands in a jump: -2
2 three turns in between (jump combo): -2
Starting from wrong edge in Flip or Lutz (e): -2 or -3
Spins
SP: Less than required postions (2 rev. in position): -2 to -3
SP: Position in the air not attained (flying spin): -2 to -3
Fall: -3
Touch down with both hands: -2
Steps
Fall: -3
Less than half of the pattern doing steps/turns: -2 to -3
Spirals
Fall: -3
Less than half of the pattern in spiral position: -2 to -3

Errors for which final GOE is not restricted:
Jump Elements
SP: Break between required steps/movements and jump/only one step/movement before jump: -1 to -2
Poor speed, height, distance, air position: -1 to -2
Lacking rotation: -1
Under rotated (<): -1 to -2
Poor take off: -1 to -2
Lack of flow/rhythm between jumps (combo/seq): -1 to -2
Weak landing (bad postion/wrong edge/scratching, etc.): -1 to -2
Long preparation: -1 to -2
Touch down with one hand or free foot: -1
Unclear edge at take-off in Flip or Lutz (!): -1 to -2
Spins
FS: Position in the air not attained (flying spin/entry): -1 to -3
Less than required revolutions: -1 to -2
Poor/awkward position(s), slow, traveling: -1 to -3
Change of foot poorly executed (curve of entry/exit, moving to intermediate position, etc.): -1 to -3
Incorrect take-off or landing in a flying spin: -1 to -2
Touch down with free foot or one hand: -1
Steps
SP: Incorrect pattern: -1 to -2
SP: Jumps with more than half revolution included: -1
Poor quality of steps, turns, positions: -1 to -3
Stumble: -1 to -2
Spirals
Poor positions: -1 to -3
Stumble: -1 to -2
Poor edge quality: -1 to -2

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