The COMPLETE Guide to Fixing the Scoring System and Improving Ice Skating
Competitive figure skating has lost its way, both as a sport and as a performance endeavor. The system desperately needs to be improved. After more than 10 years of CoP, there are still an embarrassing amount of flaws it in that continue to damage the sport, damage the audience appeal, and have little objective basis for how the sport should be scored and valued. Here is the complete list of everything that I currently see wrong with the judging system as it stands (for singles skating) and how I would change it.
This writing is very technical in nature (by necessity); if you don't have time to read this very lengthy compilation of necessary CoP changes, it can be summed up as thus - Skaters need to be penalized more heavily for making bad mistakes, the quality and choreographic importance of spins and footwork should be more important than cramming them full of difficulty (especially in the Freeskate), difficult jump combinations should be more rewarded, the Freeskate (aka Long Program) should allow for far more flexibility and creativity than it currently does, the Short Program should go back to having 8 required elements (rather than having a single step sequence that takes up 1/4 or more of the entire program), and judges need to be trained better and split up into technical element judges and program component judges, with each judge's score for every skater being displayed to the audience when the scores are announced.
I’ve separated all of this writing into two posts - this first post is specifically about jumps and spins; the second post is about everything else.
Jump combinations should be receiving a bonus to reflect their additional difficulty. Example: doing a 3Axel+3Loop and solo 3Toe is harder than doing a 3Axel+3Toe and a solo 3Loop, however the current system doesn't reward it. The current system actually rewards the easier jump layout more, because it is easier to get +GOE on 3Axel+3Toe than it is on a 3Axel+3Loop! The following lists are a finely tuned system of values that reward jumps and combinations as objectively and pragmatically as possible.
VALUES FOR JUMPS: (-GOE values are listed in order of the -1, -2, -3 intervals if more than one value is listed in that section)
4Lutz 14.5 (-3.0 / +1.0 for GOE)
4Flip 13.5 (-2.8 / +1.0 for GOE)
4Loop 13.0 (-2.7 / +1.0 for GOE)
4Sal 10.8 (-2.3 / +0.9 for GOE)
4Toe 10.5 (-2.2 / +0.9 for GOE)
3Axel 8.5 ( -1.8 / +0.9 for GOE)
3Lutz 5.7 (-1.4, -1.3, -1.3 / +.7 for GOE)
3Flip 5.0 (-1.2 / +.7 for GOE)
3Loop 4.7 (-1.1 / +.7 for GOE)
3Sal 3.6 (-1.0, -.9, -.9 / +.6 for GOE)
3Toe 3.4 ( -.9 / +.6 for GOE)
2Axel 2.6 ( -.7 / +.6 for GOE)
2Lutz 1.5 (-.4 / +.4 for GOE)
2Flip 1.3 (-.4, -.3, -.3 / +.4 for GOE)
2Loop 1.3 (-.4, -.3, -.3 / +.4 for GOE)
2Sal 1.0 ( -.3, -.3, -.2, / +.3 for GOE)
2Toe 1.0 (-.3, -.3, -.2, / +.3 for GOE)
1Axel .8 (-.2 / +.3 for GOE)
1Lutz .4 (-.1 / +.2 for GOE)
1Flip .3 (-.1 / +.2 for GOE)
1Loop .3 (-.1 / +.2 for GOE)
1Sal .2 (-.1 / +.1 for GOE)
1Toe .2 (-.1 / +.1 for GOE)
*An important change is the increased impact of negative GOE and a reduction of the penalty for falling on a technical elements to .5 (which wasn't stated above; if a fall in the program occurs on a non-technical element, it will still incur a full point deduction). The heightened -GOE penalty will serve to punish sloppily executed jumps and promote clean programs. The scoring system currently gives FAR too many points for flawed jumps. The reduction in fall penalty for technical elements is to properly punish other significant mistakes; if a skater messes up an element so badly that it deserves -3 GOE (such as heavily double-footing a jump, messily stepping out of the landing, and putting both hands down on the ice, all for the same jump) then that element should hardly be worth much more than if the skater fell on it.
BONUSES FOR JUMP COMBINATIONS: (note that all bonuses and deductions are additive rather than multiplicative)
*First Jump (for less than a Triple Axel) - receives no bonus if the second jump is a single, 5% bonus if it’s a Double, 8% bonus if it’s a Triple, 12% bonus if it’s a Quad.
*First Jump (for a Triple Axel) - receives no bonus if the second jump is a single, 10% bonus if it’s a Double, 15% bonus if it’s a Triple, 20% bonus if it’s a Quad.
*First Jump (for a Quad) - receives no bonus if the second jump is a single, 12% bonus it's a double, 18% bonus if it's a Triple, 24% bonus if it's a Quad.
*Second Jump (if it is a Toeloop or Salchow) - receives a 5% bonus if the first jump was less than a Triple, 10% bonus if the first jump was a Triple Toeloop or Triple Salchow, 15% bonus if the first jump was a Triple Loop, Triple Flip, or Triple Lutz, 25% bonus if the first jump was a Triple Axel, 30% bonus if the first jump was a Quad. If the second jump is a Quad, it receives an additional 15% bonus.
*Second Jump (if it is a Flip) - receives a 12% bonus if the first jump was less than a Triple, 17% bonus if the first jump was a Triple Toeloop or Triple Salchow, 22% bonus if the first jump was a Triple Loop, Triple Flip, or Triple Lutz, 32% bonus if the first jump was a Triple Axel, and 37% if the first jump was a Quad. If the second jump is a Quad, it receives an additional 15% bonus.
*Second Jump (if it is a Loop) - receives a 20% bonus if the first jump was less than a Triple, 25% bonus if the first jump was a Triple Toeloop or Triple Salchow, 30% bonus if the first jump was a Triple Loop, Triple Flip, or Triple Lutz, 45% bonus if the first jump was a Triple Axel, and 50% if the first jump was a Quad. If the second jump is a Quad, it receives an additional 15% bonus.
*Third Jump (MUST be a Loop jump or else the listed bonuses are cut in half) - The jump itself automatically receives a 25% bonus. If it is a Double the entire combination receives an additional 15% bonus. If it is a Triple the entire combination receives an additional 20% bonus.
*If a jump combination uses a half-loop to directly connect jumps, the half-loop shall not count as one of the jumps in the combination in terms of scoring. Example: a Triple Toeloop-half loop-Triple Salchow is considered a 2 jump combination (this type of combination is still not allowed in the Short Program, however) and a Triple Toeloop-Triple Toeloop-half loop-Triple Salchow would be considered a 3 jump combination. If the half-loop is not sufficiently rotated, the two jumps it connected will not receive bonus points. If skater's free foot presses onto the ice after executing the half-loop, then it has become a jump sequence rather than a combination (see sequence rules below).
*In a three-jump combination, single loops may be used to connect jumps in the combination. They will not receive any extra bonuses that the combination incurs, but they WILL raise the base value of the combination by their listed amount ( .3 ) for each one performed - a maximum of 3 can count. This can affectionately be called the “Marina Keillman” rule for the way Marina performed a 2Axel-1Loop-1Loop-2Loop-1Loop-2Loop combination in her 1993 Long Program that went wonderfully with the music (the base value of that jump combination under these rules would be 7.48 points).
RULES FOR SCORING JUMP SEQUENCES:
*For jump sequences, defined by a maximum of 4 steps ("steps" include any hops or non-listed jumps) in total between jumps and no crossovers or forceful toe pushes, there will be a deduction of 8% rather than any bonuses (a particularly difficult or appealing transition between the jumps will count towards improving the +GOE score, however). If a difficult Triple jump (Loop, Flip, Lutz, Axel) is the second or third jump in the sequence, there is no penalty. If a skater does more than three jumps in sequence, only the highest three will be counted for scoring purposes and the sequence will use up the skater's optional three-jump slot in the program (see modified Long Program rules below).
*If a jump sequence includes a Double Axel, and no difficult Triple jumps come after the Double Axel, the deduction for the sequence will be 15%. If a difficult Triple jump comes after the Dobule Axel, the deduction will be only 5%. If a jump sequence with a Double Axel includes a Triple Axel or Quad jump, there is no deduction. This rule is needed to balance the amount of points skaters can receive by doing Double Axels in this manner (for example, a 3Toe+3Toe sequence and solo 2Axel should be worth more than a 3Toe+2Axel sequence and solo 3Toe).
*If a Triple Axel is performed as the second jump or third jump in a jump sequence, executed by directly stepping from the landing of the previous jump into the Triple Axel, that sequence will instead be scored as if it were a jump combination, with the Triple Axel counting as if it were a Flip jump for the purpose of assigning bonus points. The Triple Axel will only be scored as a combination in this manner once per program.
*If a skater performs a two-jump combination, plus another jump in sequence with that combination (making it a 3-jump sequence), the two-jump combination will receive its normal bonuses and the third jump will receive the normal applicable sequence deduction.
VALUES FOR UNDERROTATED JUMPS:
4Lutz 11.6 (-2.5, -2.5, -2.4 / +.9 for GOE)
4Flip 10.8 (-2.3 / +.9 for GOE)
4Loop 10.4 (-2.2, -2.2, -2.1 / +.9 for GOE)
4Sal 8.6 (-1.8 / +.9 for GOE)
4Toe 8.4 (-1.8, -1.8, -1.7 / +.9 for GOE)
3Axel 6.6 (-1.4 / +.8 for GOE)
3Lutz 4.1 (-1.1, -1.0, -1.0 / +.6 for GOE)
3Flip 3.6 (-1.0, -.9, -.9 / +.6 for GOE)
3Loop 3.4 (-.9 / +.6 for GOE)
3Sal 2.6 (-.7 / +.6 for GOE)
3Toe 2.4 (-.7, -.7, -.6 / +.5 for GOE)
2Axel 1.7 (-.5, -.5, -.4 / +.4 for GOE)
2Lutz 1.0 (-3, -.3, -.2, +.3 for GOE)
2Flip .8 (-.2, +.3 for GOE)
2Loop .8 (-.2, +.3 for GOE)
2Sal .6 (-.2, -.2, -.1 +.2 for GOE)
2Toe .6 (-.2, -.2, -.1, +.2 for GOE)
1Axel - .4 ( -.1, +.2 for GOE)
(all other underrotated single jumps are worth nothing)
Underrotated jumps should not inherently receive -GOE penalty. Only if the underrotation appears to be very drastic (nearly a full half turn short) and visibly hinders the flow of the jump should there be additional penalty in that regard. The same goes for fully downgraded jumps: for example, if a skater lands a full half turn short on a Triple Toeloop, but essentially lands the jump cleanly, it should be scored the same as a Double Toeloop without any additional penalty.
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 (non-axel) Triple jump. Less than that will cause the jump to be called as underrotated. The landing point of a jump should be considered as when the weight of the skate has started to press into the ice, NOT when the top of the toepick has just touched the ice.
If a skater pre-rotates less than one-half turn, but lands 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 will be allowed an extra 1/4 turn of leeway. If there is only 1/4 turn of pre-rotation, the landing will be allowed an extra 1/8 turn of leeway.
FLUTZES AND LIPS: (these mistakes will no longer be punished in the GOE scores but rather in the base values)
*For a Lutz jump that changes to a slight inside edge, or changes to moderate inside edge after starting on a deep outside edge, the base value shall be lowered by 15% (the -GOE values decrease by 12%). For a Lutz jump that changes to a deep inside edge, or changes to a moderate inside edge after starting on only a slight outside edge, the base value shall be lowered by 30% (the -GOE values decrease by 24%).
*For a Flip jump that takes off from more than a very slight outside edge, the base value shall be lowered by 10% (the -GOE values decrease by 8%). For a Flip jump that takes off from an obviously deep outside edge, the base value shall be lowered by 20% (the -GOE values decrease by 16%).
OTHER MISCELLANEOUS CHANGES RELATED TO JUMPS:
*If a skater performs a double or triple jump that rotates in a different direction than every other multi-rotation jump in the program, that jump will receive a 50% bonus. If that jump was executed in a jump sequence, the sequence will receive no sequence deductions (if any were applicable).
*If a skater performs a jump directly from the exit of a spin, the jump will receive a 30% bonus (40% bonus if it is a Salchow executed without a single step between the spin and the jump).
*A single-footed Axel (an Axel that takes off and lands on the same foot) shall be worth double the base value if it is executed in combination. 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 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 accidentally 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, or repeats more than two types of Triple jumps, the extra Triple(s) will be downgraded to a Double rather than being completely discounted (in whichever manner that best benefits the skater’s score). A Double Axel being performed more than twice in a program will also be downgraded to a Single Axel in the same way.
CHANGES TO SPINS: the 5 values listed for each type of spin reflect the 5 levels of difficulty, starting with Base Level ("Level 0") and going up to Level 4.
*Spin in one position and no change of foot* - 1.0, 1.3, 1.6, 1.9, 2.1 (-.5 / +.7 GOE for Levels 2 through 4, GOE for Level 1 is -.4 / +7, GOE for Level 0 is -.3 / +.7 )
*Flying spin with no change of foot or position* and *Change of foot spin with no change of position* - 1.2, 1.5, 1.8, 2.1, 2.3 (-.5 / +.7 GOE for all levels except Level 0, the -GOE for that level is -.4)
The values listed for all spins up to this point are the base values for an upright spin. Add .1 to each base value for a Sit Spin, .2 for a Camel Spin, and .3 for a Layback Spin.
*Combination spin with no change of foot* -1.3, 1.6, 1.9, 2.2, 2.5 (-.5 / +.7 GOE for all levels except Level 0, the -GOE for that level is -.4)
*Combination spin with change of foot* - 1.5, 1.8, 2.1, 2.4, 2.7 (-.5 / +.7 GOE for all levels except Level 4, the -GOE for that level is -.6)
The negative GOE values for spins have been increased to more harshly punish spins that gain levels by adding “difficult” positions which are not well executed. The +GOE for all spins has been increased, adding to the idea that a “simpler” well-performed spin is to be favored over a complex spin that is awkward.
For a combination spin with no change of foot, all 3 basic positions are only required for a Level 4. For example, if a skater were to do a difficult flying entrance into a sit spin with a difficult position and then pull up into a difficult upright spin, it would be Level 3. For a combination spin with change of foot in the Long Program, all 3 basic positions are only required for Level 3. In the Short Program, all 3 positions are required for Level 2.
*Holding a spin in one position for 7 revolutions will now count as a level feature (instead of formerly needing to hold it for 8 revolutions).
*In the Long Program, if a skater does two different spins in a single position, and one of them did not have a flying entrance or change of foot, the "7 revolutions in one position" feature may be used to gain a level in both spins.
*Performing a "classic" sit spin where the back is held straight (at least 30 degrees of being perpendicular to the ice) and the free leg is held straight forward without hand hold (at least 30 degrees of being parallel to the ice) will now count as a difficult variation.
*Performing a "classic" camel spin where the upper body is well-arched and nearly parallel to the ice, with the free leg well-arched and fully extended, will now count as a difficult variation.
*Performing a "classic" layback spin with the back well-arched and the free leg held in attitude position, with the free foot held parallel to the ice, will now count as a difficult variation. A layback position where the back is all the way parallel to the ice, with the head in upside down position, will count as another difficult variation. Utilizing arm/hand movements to the side of the body and/or in front of the body and/or above the body for at least 3 revolutions in total during a layback spin will now count as a level feature (the movements do not need to be executed in 3 consecutive revolutions and executing a catch-foot or ankle position does not count). Holding both arms clasped behind the back in a well-arched layback position, with the free foot held low to the ice, will now count as a difficult variation if it is held for at least 3 revolutions.
*Performing a "classic" scratch spin with a clear increase of speed in a simple upright position for at least 7 revolutions will now count as a difficult variation (the clear increase of speed and hold for 7 revolutions will not count against using those features for a level increase in other positions/spins). If the increase of speed is held for 14 revolutions, this will count as two level features. The revolutions are counted from the moment the clear increase starts and for as long as that amount of speed is held or increased. During a very fast scratch spin if the head is backwards for at least 2 revolutions, parallel to the ice, it will count as a difficult variation.
*For spins in one position with no flying entrance or change of foot, one intermediate position may be used to gain a level feature in the spin (this does not apply to the Layback in the Ladies Short Program).
*If a skater performs the Beillmann position or V position on both feet in the same spin (for at least 2 revolutions each), it will count twice as a level feature.
*When changing foot in a change of direction spin, up to two steps may be taken inbetween (one of them may be a crossover). If a skater changes foot and direction twice in a spin, it will count as two level features as long as one of the changes of position is directly from a camel, sit, or layback spin into another camel, sit, or layback spin.
*In the Long Program, if a skater starts a spin directly from the landing of a double or triple jump (no step inbetween) and the spin is called as a valid element, this entrance will count as two level features. It does not count against using another difficult flying entrance as a level feature in another spin.
*If a skater performs a level feature more times than is allowed to count in different spins, the skater will be credited for the feature in whichever spin benefits their score better.
Competitive figure skating has lost its way, both as a sport and as a performance endeavor. The system desperately needs to be improved. After more than 10 years of CoP, there are still an embarrassing amount of flaws it in that continue to damage the sport, damage the audience appeal, and have little objective basis for how the sport should be scored and valued. Here is the complete list of everything that I currently see wrong with the judging system as it stands (for singles skating) and how I would change it.
This writing is very technical in nature (by necessity); if you don't have time to read this very lengthy compilation of necessary CoP changes, it can be summed up as thus - Skaters need to be penalized more heavily for making bad mistakes, the quality and choreographic importance of spins and footwork should be more important than cramming them full of difficulty (especially in the Freeskate), difficult jump combinations should be more rewarded, the Freeskate (aka Long Program) should allow for far more flexibility and creativity than it currently does, the Short Program should go back to having 8 required elements (rather than having a single step sequence that takes up 1/4 or more of the entire program), and judges need to be trained better and split up into technical element judges and program component judges, with each judge's score for every skater being displayed to the audience when the scores are announced.
I’ve separated all of this writing into two posts - this first post is specifically about jumps and spins; the second post is about everything else.
Jump combinations should be receiving a bonus to reflect their additional difficulty. Example: doing a 3Axel+3Loop and solo 3Toe is harder than doing a 3Axel+3Toe and a solo 3Loop, however the current system doesn't reward it. The current system actually rewards the easier jump layout more, because it is easier to get +GOE on 3Axel+3Toe than it is on a 3Axel+3Loop! The following lists are a finely tuned system of values that reward jumps and combinations as objectively and pragmatically as possible.
VALUES FOR JUMPS: (-GOE values are listed in order of the -1, -2, -3 intervals if more than one value is listed in that section)
4Lutz 14.5 (-3.0 / +1.0 for GOE)
4Flip 13.5 (-2.8 / +1.0 for GOE)
4Loop 13.0 (-2.7 / +1.0 for GOE)
4Sal 10.8 (-2.3 / +0.9 for GOE)
4Toe 10.5 (-2.2 / +0.9 for GOE)
3Axel 8.5 ( -1.8 / +0.9 for GOE)
3Lutz 5.7 (-1.4, -1.3, -1.3 / +.7 for GOE)
3Flip 5.0 (-1.2 / +.7 for GOE)
3Loop 4.7 (-1.1 / +.7 for GOE)
3Sal 3.6 (-1.0, -.9, -.9 / +.6 for GOE)
3Toe 3.4 ( -.9 / +.6 for GOE)
2Axel 2.6 ( -.7 / +.6 for GOE)
2Lutz 1.5 (-.4 / +.4 for GOE)
2Flip 1.3 (-.4, -.3, -.3 / +.4 for GOE)
2Loop 1.3 (-.4, -.3, -.3 / +.4 for GOE)
2Sal 1.0 ( -.3, -.3, -.2, / +.3 for GOE)
2Toe 1.0 (-.3, -.3, -.2, / +.3 for GOE)
1Axel .8 (-.2 / +.3 for GOE)
1Lutz .4 (-.1 / +.2 for GOE)
1Flip .3 (-.1 / +.2 for GOE)
1Loop .3 (-.1 / +.2 for GOE)
1Sal .2 (-.1 / +.1 for GOE)
1Toe .2 (-.1 / +.1 for GOE)
*An important change is the increased impact of negative GOE and a reduction of the penalty for falling on a technical elements to .5 (which wasn't stated above; if a fall in the program occurs on a non-technical element, it will still incur a full point deduction). The heightened -GOE penalty will serve to punish sloppily executed jumps and promote clean programs. The scoring system currently gives FAR too many points for flawed jumps. The reduction in fall penalty for technical elements is to properly punish other significant mistakes; if a skater messes up an element so badly that it deserves -3 GOE (such as heavily double-footing a jump, messily stepping out of the landing, and putting both hands down on the ice, all for the same jump) then that element should hardly be worth much more than if the skater fell on it.
BONUSES FOR JUMP COMBINATIONS: (note that all bonuses and deductions are additive rather than multiplicative)
*First Jump (for less than a Triple Axel) - receives no bonus if the second jump is a single, 5% bonus if it’s a Double, 8% bonus if it’s a Triple, 12% bonus if it’s a Quad.
*First Jump (for a Triple Axel) - receives no bonus if the second jump is a single, 10% bonus if it’s a Double, 15% bonus if it’s a Triple, 20% bonus if it’s a Quad.
*First Jump (for a Quad) - receives no bonus if the second jump is a single, 12% bonus it's a double, 18% bonus if it's a Triple, 24% bonus if it's a Quad.
*Second Jump (if it is a Toeloop or Salchow) - receives a 5% bonus if the first jump was less than a Triple, 10% bonus if the first jump was a Triple Toeloop or Triple Salchow, 15% bonus if the first jump was a Triple Loop, Triple Flip, or Triple Lutz, 25% bonus if the first jump was a Triple Axel, 30% bonus if the first jump was a Quad. If the second jump is a Quad, it receives an additional 15% bonus.
*Second Jump (if it is a Flip) - receives a 12% bonus if the first jump was less than a Triple, 17% bonus if the first jump was a Triple Toeloop or Triple Salchow, 22% bonus if the first jump was a Triple Loop, Triple Flip, or Triple Lutz, 32% bonus if the first jump was a Triple Axel, and 37% if the first jump was a Quad. If the second jump is a Quad, it receives an additional 15% bonus.
*Second Jump (if it is a Loop) - receives a 20% bonus if the first jump was less than a Triple, 25% bonus if the first jump was a Triple Toeloop or Triple Salchow, 30% bonus if the first jump was a Triple Loop, Triple Flip, or Triple Lutz, 45% bonus if the first jump was a Triple Axel, and 50% if the first jump was a Quad. If the second jump is a Quad, it receives an additional 15% bonus.
*Third Jump (MUST be a Loop jump or else the listed bonuses are cut in half) - The jump itself automatically receives a 25% bonus. If it is a Double the entire combination receives an additional 15% bonus. If it is a Triple the entire combination receives an additional 20% bonus.
*If a jump combination uses a half-loop to directly connect jumps, the half-loop shall not count as one of the jumps in the combination in terms of scoring. Example: a Triple Toeloop-half loop-Triple Salchow is considered a 2 jump combination (this type of combination is still not allowed in the Short Program, however) and a Triple Toeloop-Triple Toeloop-half loop-Triple Salchow would be considered a 3 jump combination. If the half-loop is not sufficiently rotated, the two jumps it connected will not receive bonus points. If skater's free foot presses onto the ice after executing the half-loop, then it has become a jump sequence rather than a combination (see sequence rules below).
*In a three-jump combination, single loops may be used to connect jumps in the combination. They will not receive any extra bonuses that the combination incurs, but they WILL raise the base value of the combination by their listed amount ( .3 ) for each one performed - a maximum of 3 can count. This can affectionately be called the “Marina Keillman” rule for the way Marina performed a 2Axel-1Loop-1Loop-2Loop-1Loop-2Loop combination in her 1993 Long Program that went wonderfully with the music (the base value of that jump combination under these rules would be 7.48 points).
RULES FOR SCORING JUMP SEQUENCES:
*For jump sequences, defined by a maximum of 4 steps ("steps" include any hops or non-listed jumps) in total between jumps and no crossovers or forceful toe pushes, there will be a deduction of 8% rather than any bonuses (a particularly difficult or appealing transition between the jumps will count towards improving the +GOE score, however). If a difficult Triple jump (Loop, Flip, Lutz, Axel) is the second or third jump in the sequence, there is no penalty. If a skater does more than three jumps in sequence, only the highest three will be counted for scoring purposes and the sequence will use up the skater's optional three-jump slot in the program (see modified Long Program rules below).
*If a jump sequence includes a Double Axel, and no difficult Triple jumps come after the Double Axel, the deduction for the sequence will be 15%. If a difficult Triple jump comes after the Dobule Axel, the deduction will be only 5%. If a jump sequence with a Double Axel includes a Triple Axel or Quad jump, there is no deduction. This rule is needed to balance the amount of points skaters can receive by doing Double Axels in this manner (for example, a 3Toe+3Toe sequence and solo 2Axel should be worth more than a 3Toe+2Axel sequence and solo 3Toe).
*If a Triple Axel is performed as the second jump or third jump in a jump sequence, executed by directly stepping from the landing of the previous jump into the Triple Axel, that sequence will instead be scored as if it were a jump combination, with the Triple Axel counting as if it were a Flip jump for the purpose of assigning bonus points. The Triple Axel will only be scored as a combination in this manner once per program.
*If a skater performs a two-jump combination, plus another jump in sequence with that combination (making it a 3-jump sequence), the two-jump combination will receive its normal bonuses and the third jump will receive the normal applicable sequence deduction.
VALUES FOR UNDERROTATED JUMPS:
4Lutz 11.6 (-2.5, -2.5, -2.4 / +.9 for GOE)
4Flip 10.8 (-2.3 / +.9 for GOE)
4Loop 10.4 (-2.2, -2.2, -2.1 / +.9 for GOE)
4Sal 8.6 (-1.8 / +.9 for GOE)
4Toe 8.4 (-1.8, -1.8, -1.7 / +.9 for GOE)
3Axel 6.6 (-1.4 / +.8 for GOE)
3Lutz 4.1 (-1.1, -1.0, -1.0 / +.6 for GOE)
3Flip 3.6 (-1.0, -.9, -.9 / +.6 for GOE)
3Loop 3.4 (-.9 / +.6 for GOE)
3Sal 2.6 (-.7 / +.6 for GOE)
3Toe 2.4 (-.7, -.7, -.6 / +.5 for GOE)
2Axel 1.7 (-.5, -.5, -.4 / +.4 for GOE)
2Lutz 1.0 (-3, -.3, -.2, +.3 for GOE)
2Flip .8 (-.2, +.3 for GOE)
2Loop .8 (-.2, +.3 for GOE)
2Sal .6 (-.2, -.2, -.1 +.2 for GOE)
2Toe .6 (-.2, -.2, -.1, +.2 for GOE)
1Axel - .4 ( -.1, +.2 for GOE)
(all other underrotated single jumps are worth nothing)
Underrotated jumps should not inherently receive -GOE penalty. Only if the underrotation appears to be very drastic (nearly a full half turn short) and visibly hinders the flow of the jump should there be additional penalty in that regard. The same goes for fully downgraded jumps: for example, if a skater lands a full half turn short on a Triple Toeloop, but essentially lands the jump cleanly, it should be scored the same as a Double Toeloop without any additional penalty.
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 (non-axel) Triple jump. Less than that will cause the jump to be called as underrotated. The landing point of a jump should be considered as when the weight of the skate has started to press into the ice, NOT when the top of the toepick has just touched the ice.
If a skater pre-rotates less than one-half turn, but lands 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 will be allowed an extra 1/4 turn of leeway. If there is only 1/4 turn of pre-rotation, the landing will be allowed an extra 1/8 turn of leeway.
FLUTZES AND LIPS: (these mistakes will no longer be punished in the GOE scores but rather in the base values)
*For a Lutz jump that changes to a slight inside edge, or changes to moderate inside edge after starting on a deep outside edge, the base value shall be lowered by 15% (the -GOE values decrease by 12%). For a Lutz jump that changes to a deep inside edge, or changes to a moderate inside edge after starting on only a slight outside edge, the base value shall be lowered by 30% (the -GOE values decrease by 24%).
*For a Flip jump that takes off from more than a very slight outside edge, the base value shall be lowered by 10% (the -GOE values decrease by 8%). For a Flip jump that takes off from an obviously deep outside edge, the base value shall be lowered by 20% (the -GOE values decrease by 16%).
OTHER MISCELLANEOUS CHANGES RELATED TO JUMPS:
*If a skater performs a double or triple jump that rotates in a different direction than every other multi-rotation jump in the program, that jump will receive a 50% bonus. If that jump was executed in a jump sequence, the sequence will receive no sequence deductions (if any were applicable).
*If a skater performs a jump directly from the exit of a spin, the jump will receive a 30% bonus (40% bonus if it is a Salchow executed without a single step between the spin and the jump).
*A single-footed Axel (an Axel that takes off and lands on the same foot) shall be worth double the base value if it is executed in combination. 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 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 accidentally 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, or repeats more than two types of Triple jumps, the extra Triple(s) will be downgraded to a Double rather than being completely discounted (in whichever manner that best benefits the skater’s score). A Double Axel being performed more than twice in a program will also be downgraded to a Single Axel in the same way.
CHANGES TO SPINS: the 5 values listed for each type of spin reflect the 5 levels of difficulty, starting with Base Level ("Level 0") and going up to Level 4.
*Spin in one position and no change of foot* - 1.0, 1.3, 1.6, 1.9, 2.1 (-.5 / +.7 GOE for Levels 2 through 4, GOE for Level 1 is -.4 / +7, GOE for Level 0 is -.3 / +.7 )
*Flying spin with no change of foot or position* and *Change of foot spin with no change of position* - 1.2, 1.5, 1.8, 2.1, 2.3 (-.5 / +.7 GOE for all levels except Level 0, the -GOE for that level is -.4)
The values listed for all spins up to this point are the base values for an upright spin. Add .1 to each base value for a Sit Spin, .2 for a Camel Spin, and .3 for a Layback Spin.
*Combination spin with no change of foot* -1.3, 1.6, 1.9, 2.2, 2.5 (-.5 / +.7 GOE for all levels except Level 0, the -GOE for that level is -.4)
*Combination spin with change of foot* - 1.5, 1.8, 2.1, 2.4, 2.7 (-.5 / +.7 GOE for all levels except Level 4, the -GOE for that level is -.6)
The negative GOE values for spins have been increased to more harshly punish spins that gain levels by adding “difficult” positions which are not well executed. The +GOE for all spins has been increased, adding to the idea that a “simpler” well-performed spin is to be favored over a complex spin that is awkward.
For a combination spin with no change of foot, all 3 basic positions are only required for a Level 4. For example, if a skater were to do a difficult flying entrance into a sit spin with a difficult position and then pull up into a difficult upright spin, it would be Level 3. For a combination spin with change of foot in the Long Program, all 3 basic positions are only required for Level 3. In the Short Program, all 3 positions are required for Level 2.
*Holding a spin in one position for 7 revolutions will now count as a level feature (instead of formerly needing to hold it for 8 revolutions).
*In the Long Program, if a skater does two different spins in a single position, and one of them did not have a flying entrance or change of foot, the "7 revolutions in one position" feature may be used to gain a level in both spins.
*Performing a "classic" sit spin where the back is held straight (at least 30 degrees of being perpendicular to the ice) and the free leg is held straight forward without hand hold (at least 30 degrees of being parallel to the ice) will now count as a difficult variation.
*Performing a "classic" camel spin where the upper body is well-arched and nearly parallel to the ice, with the free leg well-arched and fully extended, will now count as a difficult variation.
*Performing a "classic" layback spin with the back well-arched and the free leg held in attitude position, with the free foot held parallel to the ice, will now count as a difficult variation. A layback position where the back is all the way parallel to the ice, with the head in upside down position, will count as another difficult variation. Utilizing arm/hand movements to the side of the body and/or in front of the body and/or above the body for at least 3 revolutions in total during a layback spin will now count as a level feature (the movements do not need to be executed in 3 consecutive revolutions and executing a catch-foot or ankle position does not count). Holding both arms clasped behind the back in a well-arched layback position, with the free foot held low to the ice, will now count as a difficult variation if it is held for at least 3 revolutions.
*Performing a "classic" scratch spin with a clear increase of speed in a simple upright position for at least 7 revolutions will now count as a difficult variation (the clear increase of speed and hold for 7 revolutions will not count against using those features for a level increase in other positions/spins). If the increase of speed is held for 14 revolutions, this will count as two level features. The revolutions are counted from the moment the clear increase starts and for as long as that amount of speed is held or increased. During a very fast scratch spin if the head is backwards for at least 2 revolutions, parallel to the ice, it will count as a difficult variation.
*For spins in one position with no flying entrance or change of foot, one intermediate position may be used to gain a level feature in the spin (this does not apply to the Layback in the Ladies Short Program).
*If a skater performs the Beillmann position or V position on both feet in the same spin (for at least 2 revolutions each), it will count twice as a level feature.
*When changing foot in a change of direction spin, up to two steps may be taken inbetween (one of them may be a crossover). If a skater changes foot and direction twice in a spin, it will count as two level features as long as one of the changes of position is directly from a camel, sit, or layback spin into another camel, sit, or layback spin.
*In the Long Program, if a skater starts a spin directly from the landing of a double or triple jump (no step inbetween) and the spin is called as a valid element, this entrance will count as two level features. It does not count against using another difficult flying entrance as a level feature in another spin.
*If a skater performs a level feature more times than is allowed to count in different spins, the skater will be credited for the feature in whichever spin benefits their score better.