5th Event - Power Tumbling

USAIGC/IAIGC Competitive Tumbling Program – George Hery & Jeff Rimmer 2018 FINAL REVISION
Fun Competitive Tumbling Program – George Hery 2016
2018 WORLD CHAMPIONSHIP

This is a great and fun 6 level competitive tumbling program that I have used for the tumble track. Judging is easy because each of the 5 skills in a pass is worth 2.0 in difficulty for a maximum total score of 10.0 minus any execution deductions. The execution deductions will be explained below. There are 2 passes in each of the first 3 levels and the scores for each pass are averaged to get the final score for each tumbler. Levels 4 and 5 have additional possibilities and the scores are still averaged to get the final score for those tumblers. All skills in each pass must be directly connected; the pass will be terminated if there is a stop between skills. (example; if only 4 skills are executedthe maximum score is 8.0; if the pass is interrupted after the 3 rd skill, themaximum score will be 6.0 etc. etc.)

Level 1 – includes handstand, forward and backward rolls and jumps.
Pass 1. Forward roll, forward roll, jump with half turn, back roll tucked, back roll straddle to straddle stand.
Pass 2. Momentary handstand, forward roll, dive forward roll, jump with half turn, back roll piked.
Level 2 – adds roundoff and cartwheel to previous skills.
Pass 1. Power hurdle, cartwheel, cartwheel, roundoff -rebound, back roll extension to handstand and step down.
Pass 2. Roundoff, rebound with half turn, cartwheel, cartwheel, roundoff.
Level 3 – adds front and back handsprings to previous skills.
Pass 1. Roundoff, back handspring rebound with half turn, cartwheel, cartwheel, roundoff.
Pass 2. Front handspring rebound, cartwheel, chasse, roundoff, back
Level 4 – adds front and back handsprings to previous skills.
Pass 1. Roundoff, back handspring step out with half turn, roundoff, back handspring, back handspring rebound.
Pass 2. Front handspring stepout, roundoff, back handspring, rebound with half turn, front handspring.
Levels 5 and 6 have an additional choice pass which the athlete can do if he/she desires. The scores for the two or three passes will be averaged for the final score.
Level 5 – add front and back flips and whipback to previous skills.
Pass 1. Roundoff, back handspring, back handspring, back handspring,back flip (Pike).
Pass 2. Front flip rebound, roundoff, back handspring, back handspring, back flip (Tuck).

Choice pass
. 5 connected skills each of which will receive the 2.0 maximum difficulty score. (examples: Roundoff, whipback, back handspring, back handspring, back (straight). Front stepout, roundoff, whip, back handspring,
back (Straight). Front stepout, roundoff, whip, whip, whip.
Level 6 – adds flips with twists, and reverse direction skills in choice pass.
Pass 1. Front flip step out, roundoff, back handspring, back handspring, back flip with full twist.
Pass 2. Roundoff, whipback, whipback, back flip (straight), punch front flip(Tucked).

Choice Pass is 12 skills with reversing direction.
Difficulty will be worth 10.0 if all 12 skills are executed consecutively. Deduction for missing skills will be 1.0 for each missing skill.
Choice pass. Roundoff, whip, back handspring, back (tuck), punch front stepout, roundoff, back handspring, back flip (straight), punch front flip step out, roundoff, back handspring, back flip with full twist.

Judging and Deductions
The passes are scored with the 10.0 system; each directly connected completed skill is worth 2.0.
Exception Level 5 Choice Pass: judges will deduct 1.0 for each missing
All skills in each pass must be directly connected; the pass will be interrupted if there is a stop between skills. (example: a pass with 4 connected skills will have a maximum value of 8.0, if the pass is interrupted after the 3 rd
skill, the maximum score will be 6.0 etc. etc.). The pass will also be interrupted if a skill is done so poorly that it is non-recognizable.

Execution deductions
Incorrect overall shape for a required position (T,P,S)………..….Up to -0.5
Flex in arms or legs when they should be straight………………..  Up to -0.5
Flex in feet when they should be straight……………………..…..     Up to -0.3
Legs separated when they are supposed to be together………...Up to -0.3
General lack of outer amplitude (skill height, distance)……….…Up to -0.5
Timing of twist/turn in skill……………………………………….............. Up to -0.3
Inadequate completion or over rotating of twist-/turn…………… Up to -0.3
Athlete starts before receiving judges signal to begin…………..….……..-0.5
Athlete takes multiple steps before holding finish………..… (-0.1 each step)
Athlete using minor additional support from one hand or one step…….-0.1
Athlete using medium support from two hands or two steps………...…. -0.2
Athlete using safety roll (forward or backward) after a skill……..………. -0.5
Athlete landing without touching foot/feet first………….Non-recognization

Three or more steps to “save” the landing…………….....…………………    -0.3
Athlete using full support from any body part other than feet, this also includes a fall...1.0
Athlete fails to salute judge after completing pass...................................................-0.3

 

 

 

 

 This is the existing Program

Coopr 1: includes handstand, forward and backward rolls and jumps.
Pass 1. Forward roll, forward roll, jump with half turn, back roll (tuck), back roll (straddle) to straddle stand.
Pass 2. Momentary handstand, forward roll, small diving forward roll, jump with half turn, back roll (pike) to straight stand.

Bronze 2 adds round-off and cartwheel to previous skills.
Pass 1. Power hurdle, cartwheel, cartwheel, roundoff rebound, back roll extension to handstand and step down.
Pass 2. Roundoff, rebound with half turn, cartwheel, cartwheel, roundoff.

Silver 3 adds front and back handsprings to previous skills.
Pass 1. Roundoff, back handspring step out with half turn, roundoff, back handspring, back handspring rebound.
Pass 2. Front handspring stepout, roundoff, back handspring, rebound with half turn step out, front handspring.

Gold 4 and Platinum 5 have an additional choice pass which the athlete can do if he/she desires. The scores for the two or three passes will be averaged for the final score.
Level 4 add front and back flips and whipback to previous skills.        
Pass 1. Roundoff, whip, back handspring, back handspring, back flip (Pike).
Pass 2. Front flip step out, roundoff, back handspring, back handspring, back flip (Straight).

Choice pass.
 Platinum 5 – Premier 6 connected skills which will receive the 2.5 maximum difficulty score. (examples: Round-off, 5 whips. Front step out, roundoff, whip, whip, back handspring, back straight.)
Level 5 – add flips with twists, reverse direction skills in choice pass.
Pass 1. Front flip step out, roundoff, back handspring, back handspring, back flip with full twist.
Pass 2. Roundoff, whip, whip, back (straight), punch front flip(tucked).

Choice pass is 12 skills with reversing direction. The most fun that can be had on the air strip. Difficulty will be worth 6.0 and execution maximum is 4.0. Choice pass. Roundoff, whip, back handspring, back with full twist, punch front stepout, roundoff, back handspring, back flip (tuck), punch front flip step out, roundoff, back handspring, Arabian.

Judging is easy because each of the 5 skills in each pass are worth .5 in difficulty for a maximum total difficulty score of 2.5 leaving a total maximum execution of 7.5 based on the 10 point system. There are 2 passes in each of the first 3 levels and the scores for each pass are averaged to get the final score for each tumbler. Levels 4 and 5 have additional possibilities and the scores are still averaged to get the final score for those tumblers.


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