CUL Full Judging Format

Statics

Static is any skill that is held in a certain position for at least 3 seconds. (e.g. full planche)

Statics will be judged in different levels:
Grade 1 will be intermediate statics like front lever, straddle planch, back lever etc
Grade 1 will be score between 0-5 were 5 scores the highest points in grade one
through strict form and length of hold. i.e bad form will achieve lower points
Grade 2 will be advance statics such as one arm front lever, full planche, one arm
handstand etc
Grade 2- will be scored between 5-10 points where 10 points in grade 2 is achieved
through strict form and length of hold. Bad form will achieve lower points
• Holds for less than 3 seconds are deemed as a Fail

Dynamics

Dynamic Releases is any skill that is a release and grab. (e.g. swing 540) and will be judged in different levels:
• Grade 1 will be a beginner level dynamic release like 360, bar hop, etc
Grade 1- will be score between 0-5 were 5 scores the highest points and could be achieved through how well the dynamic release was executed. i.e clean 360 spin with foot not touching the floor will score between 4-5 points.
• Grade 2- will be intermediate dynamic release such as shrimp, 540 and geinger etc
Grade 2- will be scored between 5-10 points where 10 points in grade 2 is achieved
through how well the dynamic release was executed. i.e. clean 540 spin with foot not touching the floor will score between 9-10 points.
. Bad execution will achieve lower points.
• Grade 3 will be advanced dynamic release like 720, over the bar 540 etc.
Grade 3 will score between 10-15 points were 15 scores the highest points and could
be achieved through how well the dynamic release was executed. i.e clean 720 spin with foot not touching the floor will score between 14-15 points.
• difficulty (e.g. 540 is worth more than 360)
• execution (e.g. touching the floor when catching the bar is worth less → clean
execution exceeds over flow-ruptures and unclean catches)
• Fail: not catching

Strength/Power

Strength-Dynamic is any skill that could be held in a certain position but is seen as a slow movement. (e.g. hefesto) and will be Judged as follows:
• Grade 1 will be a beginner level power dynamic like handstand press, tuck to v-sit,
etc
Grade 1- will be scored between 0-5 were 5 scores the highest points and could be
achieved through how well the power dynamic was executed. i.e clean handstand press
will score between 4-5 points.
• Grade 2- will be intermediate power dynamic such as handstand to straddle
planche, one arm pulls etc.
Grade 2- will be scored between 5-10 points where 10 points in grade 2 is achieved
through how well the power dynamic was executed. i.e. clean one arm pull from dead
hang to chin over the bar will score between 9-10 points.
. Bad execution will achieve lower points.
• Grade 3 will be advanced power dynamics like hefesto, full planch raises to handstand etc.
Grade 3 will score between 10-15 points were 15 scores the highest points and could
be achieved through how well the power dynamics was executed. i.e clean hefesto will
score between 14-15 points.
. Difficulty (e.g. handstand press is worth less than full planche press to handstand)
• Execution (e.g. a handstand press with bent arms is worth less than with locked
arms)
• Fail: e.g. doing only the first half of the Hefestos

Combo/Creativity

Combos / Creative Flow will unlock bonus points
Bonus point will be scored between 0-10
Were clean execution/ difficulty of skill combined in combo and creativity will score the highest point in this section.
I.e. double 360 will score individually at grade 1 between 0-5 points for each 360 then will score 2
Bonus points for the two-move part of the combo/creative flow.
Higher points are scored by pulling off dynamic release combo/power dynamic moves in the higher grade such as (alley-hoop, shrimp, 540, geinger to 360). In this case, this will be seen as a 5 move dynamic release combo and will score points on each individual move and also unlock 5 bonus points for the 5 move part of combo however judges may give higher than the 5 bonus points if combo was well executed and also in line with the music.

What Judges will be looking for?

• Innovation (Does the athlete show new ways to combine certain skills?)
• Music Fit (does the performance fit to the music he battles to – athletes can choose
their own music for each battle round in advance)
• Does the athlete show different variations of skills (different planch variations that
might also be a bit less hard to do but pimp up the performance – flexibility
combined with calisthenics skills can be part of creativity)
A combo is a sequence of skills put together to create a flow of movements.
• length of the combo (if an athlete makes a combo that takes the time of his whole
turn of the battle = 45sec, this is better than someone who does 7 combos consisting
of only 4 skills)
• variety of combos (does the athlete show different combos in his two turns during
the battle? If yes, this is better!)
• Flow (you get more points if you don’t have breaks between skills)
• A combo consisting of different categories (statics, dynamics, strength-dynamics) is
rated better than a combo consisting only of statics/dynamics

 

 

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