I have taken it upon myself to go through and fix everything that I currently see wrong with the judging system as it stands. I’ve separated it into two posts; this first post is specifically about jumps and the second post is about everything else.
Jump combinations should be receiving a bonus; a 3A + 3T is harder than a 3A and 3T by themselves. However, giving jumps even more points than they get right now would be imbalanced. In order to create a system where combinations can be given their rightful due, the individual value of jumps as they are now needs to be decreased.
VALUES FOR JUMPS:
4Lutz - 12.2 (-2.2, +1.1 for GOE)
4Flip - 11.8 (-2.1, +1.1 for GOE)
4Loop - 11.4 (-2.0, +1.1 for GOE)
4Sal - 10.0 (-1.8, +1.1 for GOE)
4Toe - 9.4 (-1.7, +1.1 for GOE)
3Axel - 7.8 (-1.5, +1.1 for GOE)
3Lutz - 5.6 (-1.3, +1 for GOE)
3Flip - 5.2 (-1.2, +1 for GOE)
3Loop - 4.8 (-1.2, +1 for GOE)
3Sal - 3.8 (-1.0, +.9 for GOE)
3Toe - 3.4 (-9, +.9 for GOE)
2Axel - 2.8 (-.8, -.8, -.7, +.8 for GOE)
2Lutz - 2.0 (-.5, -.5, -.4, +.6 for GOE)
2Flip - 1.8 (-.5 -.4, -.4, +.6 for GOE)
2Loop - 1.6 (-.4, +.6 for GOE)
2Sal - 1.2 (.-3, +.6 for GOE)
2Toe - 1.1 (-.3, -.3, -2, +.6 for GOE)
1Axel - .9 (-.2, +.5 for GOE)
1Lutz - .4 (-.1, +.2 for GOE)
1Flip - .3 (-.1, +.2 for GOE)
1Loop - .3 (-.1, +.2 for GOE)
1Sal - .2 (-.1, +.2 for GOE)
1Toe - .2 (-.1, +.2 for GOE)
*Another change is the increased impact of negative GOE on (most) jumps and a reduction of the penalty for falling to .5 (which wasn't stated above). Is it really much worse when someone falls as compared to someone who double-foots a jump, falls out of the landing, and puts both hands down onto the ice (ie. -3 GOE)?
*The Toeloop and Salchow jumps have been further spaced away from the Loop, Flip, and Lutz in terms of value. The current values for these jumps are spaced in an even manner, but this does not accurately reflect the difficulty of the jumps. The Toeloop and Salchow are “easier” jumps and the Loop, Flip, and Lutz are “difficult” jumps. The Loop jump in particular is now worth a notably greater amount than it used to be in comparison to the Toeloop and Salchow.
*The Double Axel has also been made less valuable in comparison to the Triple jumps. Other than being an accurate reflection of that jump's difficulty in comparison to the Triple jumps, this change is important because (as you will later read) there should be more freedom in the Long Programs in terms of what elements skaters can execute. A Double Axel is currently more worthwhile than any spin (and most footwork/spiral sequences). If given the choice between being able to do Double Axel and a non-jump element, skaters need incentive to do which one fits the program and their own capabilities best.
BONUSES FOR COMBINATIONS and SEQUENCES:
*First Jump - receives no bonus if the second jump is a single, 5% bonus if it’s a double, 10% bonus if it’s a triple, 15% bonus if it’s a 3Axel or Quad.
*Second Jump - receives a 10% bonus if the first jump was less than a Triple, 15% bonus if the first jump was a Triple, 20% bonus if the first jump was a 3Axel or Quad.
*Third Jump - automatically receives a 10% bonus. If it is a single jump there is no additional no bonus. If it is a Double the entire combination receives a 5% bonus. If it is a Triple the entire combination receives a 10% bonus. If it is a 3Axel or Quad (when cows fly...) the entire combination receives a 15% bonus.
In a three jump combination, the third jump must be of a different type than the second jump and/or have a different arm position in the air. If this requirement is not met, the bonuses incurred by doing the third jump will be cut in half.
*If a jump combination uses a half-loop to connect jumps, the half-loop shall not count as one of the jumps in the combination in terms of determining if the jumping passing should be scored as a two-jump combination or a three-jump combination (and in terms of which combination slot it uses up). The bonus for these types of combinations will be ONE-HALF of the normal bonus for combinations.
*For jump sequences (defined by a maximum of 3 steps and/or hops between jumps), the sequence shall receive a penalty of 5%.
VALUES FOR UNDERROTATED JUMPS:
4Lutz - 7.6 (-1.5, +1 for GOE)
4Flip - 7.2 (-1.4, +1 for GOE)
4Loop - 6.8 (-1.4, +1 for GOE)
4Sal - 6.0 (-1.3, +1 for GOE)
4Toe - 5.6 (-1.3, +1 for GOE)
3Axel - 4.8 (-1.2, +1 for GOE)
3Lutz - 3.3 (-.9, -.9, -.8, +.9 for GOE)
3Flip - 3.1 (-.8, +.8 for GOE)
3Loop - 2.9 (-.8, +.8 for GOE)
3Sal - 2.4 (-.7, +.7 for GOE)
3Toe - 2.2 (-.6, +.7 for GOE)
2Axle - 1.8 (-.5, -.4, -.4, +.6 for GOE)
2Lutz - 1.0 (-.2, +.4 for GOE)
2Flip - .9 (-.2, +.4 for GOE)
2Loop - .8 (-.2, +.4 for GOE)
2Sal - .6 (-.2, -.1, -.1, +.3 for GOE)
2Toe - .6 (-.2, -.1, -.1, +.3 for GOE)
1Axel - .4 (-.1, +.2 for GOE)
(all other underrotated single jumps are worth nothing)
It is important that underrotated jumps are not simply downgraded a full level. An underrotated Quad is not a Triple. An underrotated Triple is not a double. These jumps should have their own values.
For all jumps, ONE-HALF turn of pre-rotation and ONE-QUARTER turn of underrotation is allowed before the jump is considered an Underrotated jump. If a skater pre-rotates more than one-half turn, then the landing must also go further past the quarter-turn mark. 2.25 rotations in the air is the minimum amount of rotation required for a Triple jump. Less than that will cause the jump to be called as underrotated. A skater must obtain at least 2 rotations total in the air for the jump to be considered an underrotated Triple. If this amount is not achieved, the jump shall be called as a double.
If a skater pre-rotates less than one-half turn, but comes up more than one-quarter turn short on the landing, leeway shall be given when deciding how to call the jump. If there is no pre-rotation at all (as such is the case for some Lutz and Flip jumps), then the landing shall be allowed an extra 1/4 turn of leeway. If there is only 1/4 turn of pre-rotation, the landing shall be allowed an extra 1/8 turn of leeway.
FLUTZES AND LIPS:
*For a Lutz jump that takes off from a slight inside edge, the jump shall received a penalty of 10%. For a Lutz jump that takes off from a very obvious inside edge, the jump shall received a penalty of 20%.
*For a Flip jump that takes off from a very obvious outside edge, the jump shall receive a penalty of 10%.
*The GOE values are modified by the same amount in each case.
OTHER MISCELLANEOUS CHANGES RELATED TO JUMPS:
*A single-footed Axel (an Axel that takes off and lands on the same foot) shall be worth 60% greater base value (the GOE values also shift by 60%, if applicable). This applies only to a Single Axel - not a Double Axel or Triple Axel. The purpose of this change is to allow the combination of a single-footed Axel into a Salchow or Flip jump to be worth enough for skaters to have incentive to perform it. A single-footed Axel into a Triple Salchow is of greater difficulty than the more standard Triple Salchow-Double Toeloop combination.
*If a skater does not perform a repeat Triple jump in combination, that jump will no longer be additionally penalized. The fact that the skater left out the combination, thereby using up one of their slots for a combination without getting the benefit of it, is enough of a penalty.
*If a skater performs too many jumps in combination, the extra jumps will simply be discounted (in whichever manner best benefits the skater’s score) instead of the entire jumping pass being discounted. There is no reason that a perfectly good jump should be worth 0 points just because a skater accidently added a double toeloop onto the end of it.
Similarly, if a skater breaks the Zayak rule and performs the same Triple jump more than twice in their program, the extra Triple(s) shall be downgraded to a Double rather than completely discounted. A Double Axel being performed more than 3 times in a program shall also be downgraded to a Single Axel.