- Joined
- Mar 30, 2006
Taking both pre-rotation and underrotation into account, exactly how many spins in the air do you think a jump should be required to have to be ratified?
Mostly recently, Evan Lysacek did a Quad that pre-rotated a tiny bit and landed on the ice a quarter rotation soon. It was given credit.
Triple Loop and Salchow jumps are almost always pre-rotated a half turn and frequently underrotated by nearly a quarter turn in addition. They receive credit.
Triple Axles are sometimes pre-rotated to the point where the landing happens exactly where the blade left the ice (again, Lysacek stands out with this one). They are given credit. So, it seems to me, this should be the "norm":
Toeloop, Flip, and Lutz jumps: a total cheat of one third (1/3) of a rotation is allowed.
Salchow and Loop jumps: a total cheat of two thirds (2/3) of a rotation is allowed for a Triple or Quad; one half (1/2) of a rotation for a single or double.
Axle jump: a total cheat of one half (1/2) of a rotation is allowed.
~Z
Mostly recently, Evan Lysacek did a Quad that pre-rotated a tiny bit and landed on the ice a quarter rotation soon. It was given credit.
Triple Loop and Salchow jumps are almost always pre-rotated a half turn and frequently underrotated by nearly a quarter turn in addition. They receive credit.
Triple Axles are sometimes pre-rotated to the point where the landing happens exactly where the blade left the ice (again, Lysacek stands out with this one). They are given credit. So, it seems to me, this should be the "norm":
Toeloop, Flip, and Lutz jumps: a total cheat of one third (1/3) of a rotation is allowed.
Salchow and Loop jumps: a total cheat of two thirds (2/3) of a rotation is allowed for a Triple or Quad; one half (1/2) of a rotation for a single or double.
Axle jump: a total cheat of one half (1/2) of a rotation is allowed.
~Z