FREESTYLE RULES FOR CALISTHENICS CUP

FREESTYLE RULES

Competition Format:

  • All battles will contain 4 rounds total of 1 min each, except for the finals.
  • For 1 vs 1 battles, there will be 2 rounds of 1 min each for each athlete.
  • In the finals, there will be 3 rounds of 1 min each for each athlete.
  • After each round, there’s a 30-second break before the next round starts. This time is used to chalk the bar.
  • If you start early, your time begins when you touch the bar.

Judging System:

  • There will be 4 judges, each focusing on specific categories: Statics, Dynamics, Power Dynamics, and Combinations.
  • Each judge will only evaluate one category each, not all of them.
  • Judges have 3 choices: Athlete 1, Athlete 2, or Draw.
  • The majority of votes determines the winner.
  • If it’s tied (2 votes for each athlete), an extra round is held for each athlete.
  • If it’s still tied, the statics and power dynamics puts together, and the decision is based on the 3 main categories. Dynamics, Combinations and Statics/power dynamics together.
  • There can’t be a tie in the finals.

The competition operates on a battle system, where judges compare each athlete directly. This makes judging straightforward. Athletes can strategize by tailoring their combos to their opponents for a higher chance of winning. This approach is also more audience-friendly and speeds up the judging process.

Judging Criteria:

Statics:

  • For a hold to count, a static element must be held for at least 2 seconds. Holding less than 2 seconds will give you zero statics.
  • The clock starts when you stop in the skill, not while you’re getting into it.
  • No leg movement allowed during the hold. If your legs move down in a slowmotion it does not count as static.
  • Good form is important; better form means a higher rating compared to your opponent.
  • Different equipment (e.g., p-bars, straight bar, floor) will affect ratings.

Imagine two athletes in a battle, both performing a full planche. If one athlete maintains a straight form with arms fully extended and a straight line from shoulder to toes, while the other athlete has slightly bent arms and an incomplete straight line, the first athlete will receive a higher rating. Additionally, it’s important to note that the way static skills are performed on different apparatuses like p-bars, straight bars, and the floor will be evaluated differently by the static judge.

It’s important to note that certain “statics” skills performed by athletes won’t be categorized as statics in this competition. Here are some examples:

  • If you execute a one-arm backlever while twisting your entire body and relying on shoulder support rather than strength, it won’t be regarded as a static hold. A proper one-arm backlever should maintain a horizontal body line, not a vertical one.
  • For the planche, performing it in a tucked or advanced tucked position won’t be acknowledged as a hold.
  • Similarly, a tuck, advanced tuck, or a 45-degree straddle front lever won’t be considered as a hold for the front lever skill.
  • If you do a tucked V-sit, it won’t be recognized as a hold.
  • Finally, executing a one-leg backlever won’t qualify as a hold either.

Power Dynamics:

  • Momentum is not allowed; skills must be performed without it.
  • Stop for 0.5-1 second in a hold before performing the skill.
  • Skills are rated based on form and difficulty.

For a power dynamics move to be considered clean, the athlete must avoid using any momentum during the skill. For instance, if an athlete begins by hanging on the straight bar, raises themselves to a front lever, and then immediately performs a frontlever pull up with momentum, this wouldn’t qualify as a power dynamic move. Instead, they need to pause in the hold position for 0.5-1 second before executing the move. In this scenario, the skill’s rating will be based on both its form and difficulty.

These instances won’t be considered as power dynamics: for example, performing a 45-degree straddle front lever pull-up, executing a one-leg back lever pull-up, doing a tuck back lever pull-up, or not completing the full range of motion in any move (which involves bending your arms at least 45 degrees). It’s worth noting that certain skills might not allow for this adjustment, but significant ones like planche pushups, front lever pull-ups, and handstand pushups fall into this category.

Dynamics:

  • Dynamics skills are for exempel swing 360, 540, shrimflip and more.
  • Transitions between skills improve overall performance but aren’t considered dynamics.
  • Difficulty and form are key factors in this category.

Distinguishing between transitions and dynamics is important. Transitions link individual skills to enhance overall performance, particularly in the combos category. However, transitions themselves aren’t classified as dynamics.

For instance, moves like baby giants, normal giants, and frontrolls are examples of transitions rather than dynamics. These transitions are aimed at improving the flow within a combo and aren’t considered part of the dynamics category. Within this category, your evaluation is based on the skill’s difficulty and its execution.

Combos:

To win in the combination category, an athlete must demonstrate themselves as the most versatile, combining all elements smoothly. To qualify for this category, the athlete must perform at least three dynamic/power dynamic moves and two static moves. Without this combination, their performance won’t be considered for the combination category.

The athlete’s skills and performance are judged solely against their immediate opponent, not based on previous battles or performances against other athletes.

Judgment is based on the difficulty and sequence of the combined skills. For example, executing a swing 360 to shrimp flip to swing 540 to planche to front lever is considered more challenging than doing a shrimp flip to swing 540 to swing 360 to planche to front lever. Although both sequences contain the same moves, the order increases the difficulty. This is just one example, particularly relevant when both athletes perform identical skills.

If an athlete fails before completing the three dynamic/power dynamic and two static moves, it breaks the combo. Failing the first move doesn’t affect the combination, but failing the second or any subsequent move does. Failing towards the end, even after completing a full combo, also impacts the overall judgment from the combination judge.

Many wonder how judges compare an athlete who only does static and power dynamic moves with one who incorporates dynamics, statics, and power dynamics. The most versatile athlete is typically favored. For instance, if one athlete shows good dynamics, statics, and power dynamics, while another only demonstrates power dynamics and statics, the first athlete is usually preferred.

However, if the first athlete performs basic dynamic tricks, like a swing 360 or single 540, and the other excels in high-level statics and power dynamics, the latter may win.

The combination judge directly compares the athletes’ performances. We recommend athletes to display a complete combination on the high bar, followed by a combination or skills on the floor dip bars or another apparatus in the competition.

  • Combos incorporate elements from all categories.
  • A combo needs at least 3 dynamics/power dynamics skills and 2 static skills.
  • The athlete doing the most hybrid combination gets higher rating.
  • Difficulty, order, and transitions affect combo ratings.