CUL Judging Format
CALISTHENICS UNIVERSAL LEAGUE (C.U.L) introduces a new, clear and easy judging system: The C.U.L Format.
Athletes will be judged by 4 independent judges in 4 categories:
Statics, DynamicS, Power and Combo/ Creative Flow.
Each category will be allocated to a judge to cover I.e one judge will judge statics and another judge will judge dynamics so on so forth.
Score cards will be issued at the end of each battle
Every vote given by a judge will be shown on the voting card and handed to the athletes after battles so that there can understand how there were scored.
All categories will be scored independently by each judge to avoid bias.
An independent judge is described as the following:
• Judges are not allowed to communicate.
• Judges sit separately and don’t know who the other judges vote for.
• Judges have to decide for themselves.
• Every judge judge’s one category for both athletes.
Each battle round consists of 2 turns of 1 MIN, for every athlete until the finals.
Static is any skill that is held in a certain position for at least 3 seconds. (e.g. full planche)
There are three grades for statics skills:
● Grade 1: statics such as handstand, one leg tuck front lever, L-sit plus more, such skills score one point if held for three seconds in correct form.
● Grade 2: statics are statics such as full front lever, straddle planche and back lever plus more. These skills score 2 points depending on the form and length of the hold.
● Grade 3: are advanced statics like one arm front lever, one arm handstand, full planche plus more. These skills score 3 points depending on the form and length of the hold.
For static skills, an athlete will be deemed to have failed the move if they do not hold it for at least three seconds or the form is not correct.
Dynamic Releases is any skill that is a release and grabs. (e.g. swing 540) and will be judged on different levels:
Judges look at the difficulty of the skill and how clean the execution is when marking the different moves.
● Grade 1: for beginner level moves such as the bar hop and 360. These skills score 1 point depending on how well they are executed.
● Grade 2: for intermediate skills such as the shrimp flip, Gienger and a standard 540. scores 2 points.
● Grade 3: for advanced dynamic skills such as 720s and over the bar 540s. The points for these skills are 3 points, and the cleaner the execution, judge may award an extra point.
You are deemed to have failed if you do not catch the bar or your feet touches the floor after catching the bar.
There are three levels of grading for power skills. These are categorised as power dynamic moves which uses no momentum to preform them.
● Grade 1: for beginner strength and power skills, such as a handstand press or a tuck to V-sit. Scores 1 point depending on the execution of the skill.
• Grade 2: for intermediate strength and power skills, including one arm pulls, straddle planche press or raise plus more, scores 2 points for those who execute the skills the best.
● Grade 3: for advanced strength and power skills. These include hefesto and full planche press or raises to handstands plus more, scores 3 points marked according to the quality of the presentation.
Performing only part of the skill or not completing the rep is deemed as a fail for power moves.
You can score bonus points with combos and creative flow between the skills. There are between 1-5 points available, with the mark based on how clean the execution was, the difficulty of the move strung together and how well it fits the music.
Shrimp 540 will score 1 point for combo and 4 points on dynamic i.e.(2 pts for shrimp+ 2 pts for 540) giving a total 5 points for the correct execution of the two move combo.
The reason we have capped each elements to grade 3 i.e. 3 pts is to ensure athletes are well rounded, in order to score maximum points athletes are encouraged to cover all 4 elements within their routine to achieve higher points.
We are constantly upgrading our move list in order to keep up to date as we grow from competition to competitions.