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Competition Manual

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The competitions

Double Dutch Contest (DDC)

Double Dutch Contest (DDC)

In the IJRU world championships series this competition is referred to as the Double Dutch Contest World (DDCW).

The DDC competition is made up of a two-round structure. Athletes compete in the first round (preliminaries) for awards in the separate age divisions and a spot in the final round (finals).

The top 4 teams in every competition event, looking at the combined results of the Junior and Senior age group, qualify for the final round.

The final round may be competed either as a combined group of the Junior and Senior age group, or as separate age groups. If the age groups are separated for the final round, there doesn't have to be a final round for all age groups. For example, finals may be offered only to the Senior age group and not to the Junior age group. It is recommended that the top 4 teams in every competition event - looking at the combined results of the age groups if the final round is combined, or looking at the results per age group otherwise - qualify for the final round. However different numbers of qualifying slots may be chosen by the event organiser. The Event organiser is also allowed to limit the slots per country in the final round.

The 1st, 2nd and 3rd ranking athlete or team in each competition event will be awarded. Awards are handed out separately for each age group for preliminaries.

Event Organiser Discretion

The event organiser must communicate if the final round is competed as a combined Junior and Senior age group, or as separate finals. The event organiser must also communicate which age groups has a final round. The event organiser may change the number of slots in the final round, and impose limitations on the number of slots per country in the final round. If so, this must be communicated.

Age groups

DDC is competed in a Junior and a Senior age group during the preliminary round, and in a single combined age group for the final round.

DDC is competed in a Junior and a Senior age group during the preliminary round, in the final round it may be competed either as a combined age group or as separate Junior and Senior age groups.

Athletes in the Junior age group must be no younger than 12 and younger than 16 by the designated competition age cut-off date.

Athletes in the Senior age group must be no younger than 16 by the designated competition age cut-off date.

Athletes in the final round must be no younger than 12 by the designated competition age cut-off date.

If the Junior and Senior age group is combined in the final round, athletes in the finals must be no younger than 12 by the designated competition age cut-off date.

For DDC events, the team qualifies for the age category of the oldest athlete of the entry.

Competition events

Event NameAbbreviationTimingAthletesRound
DDC SpeedDDCS30 seconds3 athletesFirst and Final1
DDC PerformanceDDCF0-180 seconds3 or more athletesFirst
DDC Freestyle BattleDDCB2-3 "moves"23 or more athletesFinal

It is possible to compete either one event, or both. However, if an athlete competes in both competition events, they must do so with the same team composition in both events.

Divisions

Gender categories

Gender categories

For team events the gender categories are defined as follows

CategoryDefinition
Female genderall female
Male genderall male
Mixed genderat least one male and one female
Any genderany combination

Please refer to the current IJRU gender policy for guidelines on gender categories.

All single-participant events have a female gender category and a male gender category.

Except as noted below, all team events have a female, male and mixed gender category. In the mixed category, at least one female and one male athlete must compete in each event the team competes in. Failing to fulfil this criterion will disqualify the team from the gender category and if applicable, any overall they participate in with an invalid configuration.

The Show Competition, as well as all DDC events, are competed in an "any gender" category, with no requirement on the gender of the athletes. A team may consist of athletes of one gender only or of athletes of different genders.

There must be 4 or more entries from 2 or more sport nationalities in a competition event gender category for the competition event to be competed in that gender category. If a competition event has a gender category that fails to fulfil this requirement, it will be combined or cross-ranked. It is up to the event organiser to decide which method or methods will be used. If it's not possible to create a combined or cross ranked category fulfilling the requirements for a competition event, that competition event will not be competed for the affected gender categories. The preferences of combining or cross-ranking gender categories are, in order:

  1. Female → Mixed
  2. Mixed → Male
  3. Male → Mixed

For the IJRU world championships series, only combining will be used.

If a gender category due to withdrawals or other factors no longer fulfils the required number of entries and sport nationalities during a competition, the gender category should be combined or cross ranked.

Event Organiser Discretion

The event organiser needs to decide if combining and/or cross ranking will be used, and in what order.

If both combining and cross ranking are used, it's recommended to first combine any gender categories that do not fulfil the requirements first, and only then use cross ranking if the requirements is still not fulfilled for the combined category. If there's only one category that does not fulfil the requirement it's recommended to use cross-ranking.

The event organiser might also want to update the requirement "4 or more entries from 2 or more sport nationalities" for national events, for example to "4 or more entries from 2 or more clubs"

The event organiser can also choose that combining and/or cross ranking will only happen before the event, and not during the event if a category no longer fulfils the required number of entries and sport nationalities.

Combining entries

Two or more gender categories will be combined and ranked together, and rank will be awarded across all of the competitors in the new combined gender category.

Cross-ranking entries

If one gender category has enough competitors to compete but another one does not, the larger gender category is ranked and awarded as normal, but the smaller gender category is ranked combined against the larger group and only competitors that place against the combined ranked entries will be awarded. The combining to create the cross-rank is done once for the whole category, not once for every entry.

Example

If the Male gender category has the following results for a Single Rope Speed Sprint Event

ParticipantCountryScore
AIceland85
BGreenland84
CIceland76

It needs to be cross-ranked, since it has fewer than 4 entries, despite having 2 countries.

The Mixed gender category it will be cross-ranked against has the following results

ParticipantCountryScoreRank
DAntarctica901
EIceland832
FGreenland763
GMadagascar754

They would be combined and ranked to determine the cross-rank for the Male gender category as follows

CategoryParticipantCountryScoreRank
XDAntarctica901
MAIceland852
MBGreenland843
XEIceland834
XFGreenland765
MCIceland765
XGMadagascar757

And the following medals would be awarded:

  • Mixed
    • 1st: D - Antarctica
    • 2nd: E - Iceland
    • 3rd: F - Greenland
  • Male
    • 2nd: A - Iceland
    • 3rd: B - Greenland

Processes

Protests and appeals

Protests and appeals

The competition arrangers will designate an Appeals Committee that will hear and make decisions on protests and appeals (collectively referred to as appeals) within the competition. The Appeals Committee should consist of the Tournament Director (who will chair any Appeals Committee meeting, but will not have voting power) and an odd number of voting members, at least 3. No more than one person from a country can be a member of the Appeals Committee. At least a senior judge, senior skipper and a member of the Technical Committees should be included in this committee. A member of the same country/delegation as the appealing party may not process a protest or appeal, therefore a reserve member must also be appointed in advance. The reserve member has the right to attend and hear all other protests and appeals where the appealing party isn't their country/delegation so as to ensure consistency, but they are not allowed to vote or voice their opinion during these appeals.

The Appeals Committee can hear protests on:

  • A scoring error related to data entry or calculation error
  • A decision by the Tournament Director or other tournament officials that is unfair or inconsistent with published IJRU rules
  • Calls for disqualification of an athlete or team that grossly abuses IJRU competition rules.
  • Scores in speed and multiples events only if it has an effect on ranking or pertains to the top ranked entry
    • For speed and multiples events, each delegation is allowed appeals with a deposit set by the organisers, in some cases the organisers may choose to assign each delegation a number of appeals tokens instead.
    • If an appeal is successful, the deposit or appeal token is returned to the delegation; if not, the deposit is not returned and the appeal token is consumed.
    • If appeal tokens are used, delegations may submit more appeals than they have available appeal tokens, if the delegation runs out of appeal tokens before all of their appeals are processed, the processing stops.
    • These appeals will be processed from highest-ranking to lowest-ranking
  • A scoring error related to data entry or calculation error
  • A decision by the Tournament Director or other tournament officials that is unfair or inconsistent with published IJRU rules
  • Calls for disqualification of an athlete or team that grossly abuses IJRU competition rules.
  • Scores in speed and multiples events only if it has an effect on ranking or pertains to the top ranked entry
    • For speed and multiples events, each delegation is allowed appeals with a deposit set by the organisers, in some cases the organisers may choose to assign each delegation a number of appeals tokens instead.
    • If an appeal is successful, the deposit or appeal token is returned to the delegation; if not, the deposit is not returned and the appeal token is consumed.
    • If appeal tokens are used, delegations may submit more appeals than they have available appeal tokens, if the delegation runs out of appeal tokens before all of their appeals are processed, the processing stops.
    • These appeals will be processed from highest-ranking to lowest-ranking
    • If video replay is in use and the organiser has decided the entry will be submitted to video replay, no appeal will be accepted. For the IJRU World Championships Series in particular, this means no appeals will be allowed in the Final round since all entries are automatically recounted using video replay.

Appeals will not be accepted on:

  • Other decisions or ratings of judges
Event Organiser Discretion

The event organiser must specify if deposits, appeal tokens, or neither are used and the details for their use, such as how much the deposits are, and how they will be paid. Or how many tokens are available per delegation and what the process for distributing them are.

It is allowed to make appeals on matters or scores pertaining to your own, and/or another delegation.
A delegation may not make an appeal for results if they do not have entries in the competition event, age-, and gender category the appeal relates to.

A successful appeal on speed and multiples scores is one that changes the score of the top ranked entry, or if it changes the rank of another entry. To determine if the ranking would change, the re-counted entry score is compared to the results as they were before any other appeals were successful. A delegation may mark multiple appeals as related, to determine their success, the re-counted scores of related appeals are compared together against the results as they were before any other appeals were successful.

To make an appeal the following process should be used

  1. The delegation head coach or designated representative discusses the issue with the Tournament Director. The Tournament Director will propose a recommendation (and may consult with the full Appeals Committee, but this is not required). There may only be one designated representative for appeals per delegation, who must speak English or provide a translator.
  2. If the designated representative does not agree with this recommendation they will have a set time from the official release of results to submit a written appeal to the full Appeals Committee. The appeal window for each official release of results will be defined and communicated by the Tournament Director with the official release of the results. The window must be at least 15 minutes. The appeal window can be cut short if all delegations sign that they will not be making any appeal before the end of the appeals window.
    1. The appeal must include contact details to the designated representative, and a description of what is being appealed.
    2. If an appeal pertains to an entry, the appeal must include the competition event, entry number, and athlete name(s).
    3. For appeals of scores, the score believed to be true must be stated.
  3. On protests or appeal of other matters than speed and multiples scores, the designated representative will present their case to the full Appeals Committee, and the Tournament Director will present the recommendation they made.
  4. On appeal of other matters than speed and multiples scores, the Appeals Committee will meet in private, discuss the issue and vote on the issue. A majority is required to overturn the original decision of the tournament director. The Appeals Committee is allowed to call additional people who are party to the appeal to ask them questions, such as the coach or athlete a protest is made against.
    For appeals on speed and multiples scores, the Tournament Director or someone they appoint will select judges to re-count the video according to the video replay process, the result of this count will be the appeal outcome.
note

If video replay is not available for the competition, or has malfunctioned for the entry, the Appeals Committee will ask the designated representative for a video of the entry. This video must be filmed from the coach's box, with a still camera, where the athlete(s) are clearly visible throughout the recording, and the video shows the entire event: from the start of the timing track to the end of the event plus three seconds.

note

If an entry has already been re-counted due to another appeal or on the request of the Tournament Director the result of the previous recount will be used.

  1. The decision of the Appeals Committee is final and will be communicated to the designated representative, it cannot be further appealed.
Event Organiser Discretion

The event organiser must communicate if video replay will be in use for the event.

Appeals on speed and multiples scores that would change the ranking in medal or qualifiers positions will be handled before the medal ceremony. Other appeals on speed and multiples scores may be handled later, but before the results are published.

If corrections are made after awards are distributed, athletes will not be required to return any incorrectly given awards, but they may choose to do so as a show of sportsmanship.

Recompeting

Music failure

Music failure

If the music fails during a competition event, the athlete(s) should continue the competition event without music. After the competition event, the Technical Judge will notify the Tournament Director. The Tournament Director will consult with the music operator to determine if the issue was caused by the equipment playing the music. If so, the athlete(s) will be given the opportunity to recompete the competition event.

The Tournament Director will notify the coach or team representative who was present in the coach’s box, who will then wait with the Tournament Director until the second attempt has been scheduled. The coach or team representative who was present in the coach’s box will be responsible for notifying the athlete(s) about when they will recompete.

If there was no one available in the coach’s box, the Tournament Director will notify the coach on record, or delegation Head Coach. The coach will have 5 minutes to decide whether to recompete the competition event.

If they choose not to recompete, they will be given the original judges’ scores. The athlete(s) will be given a minimum of 10 minutes between attempts if they choose to recompete and the score of the athlete(s)’ second attempt will be their final score.

If the wrong music is played, compared to what the athlete(s) submitted, they should stop their routine within 5 seconds. It is recommended that the athlete(s) sit down to make this clear, but other signals are allowed. If they can provide the correct music within 10 minutes, they will be given the opportunity to recompete the competition event. No recompetes will be given if the athlete(s) have submitted the wrong music.

Athletes will not be allowed to recompete if they have misinterpreted a timing track or music track. For speed/multiples events that are conducted at the same time as freestyles, athletes are responsible for following the correct soundtrack for their event.

Standards

Music

Music

Music should be no longer than the allowed max time of the competition event it is used for, if it is too long the music will be cut off at the length of the competition event. The time of the music is measured from the start of the audio file, not from the first audible signal.

Music should generally be submitted in advance; however, the athletes should be able to provide a USB or a device with a 3.5mm headphone output with their music in case of a music failure. The ability to test the music before the competition should be provided.

Music must not go against the IJRU Code of Ethics or Code of Conduct.

Event Organiser Discretion

The event organiser must communicate when and how music testing will be offered.

The music operator should not stop music before the end of the music file submitted, unless signalled by the Tournament Director or Technical Judge.

Judging Manual

Changed pages

Difficulty

Jumpers

Jumpers

Jumper judges are mostly focused on the athlete(s) inside and outside of the ropes (not holding any handle(s)), the "jumpers". Jumper judges will make marks for each skill sequence performed by the jumpers, the sequences are based on the jumpers' cadence. It is recommended that the Jumper judges make their marks based on the average level of skills in each skill sequence. It is up to the jumper judge to decide the length of a skill sequence, and therefore up to the jumper judge to decide when exactly to give each mark. For long sequences the jumper judges may give several marks. The matrix below provide guidance for how to score different categories of jumper skills in double dutch, but there are several ways in which the level of a turner skill can increase that cannot be represented in a skill matrix, often skills done in (longer) combinations challenge the athleticism of the jumper, this increasing the difficulty level.

A difficulty mark for jumper difficulty can be either a Break, or Level 1-5. For each level 1-5 the judge can also optionally give a plus or a minus mark to turn it into into, for example, a Level 3+, a Level 5-, or neither to make it stay at, for example, a Level 4.

If jumpers are repeating jumper skills it should negatively impact the level the Jumper judges mark for that combination.

If jumpers are repeating jumper skills excessively, it should negatively impact the level the Jumper judges' mark for that combination.

Holistic Judging: While jumper judges should focus their scoring specifically on the jumper(s), they will take into account what the turners are doing and may make slight adjustments accordingly.

Example

A jumper who performs a sequences of power skills while the turners are performing double unders should receive a higher score than a jumper who performs the same sequence with basic turning. When this occurs, jumper judges can give a "+" mark which bumps up their level with +0.5. E.g: a Level 3 sequences with a combination of difficult turner skills can give level 3+.

Accounting for Form & Execution: The way in which skills are executed can affect how difficult they are to perform. For example, a push-up that is not fully extended or a split that is not low to the ground are much easier to perform than fully extended versions of these skills. Difficulty judges will have the freedom to exercise their judgment and adjust scores for skills sequences containing skills that are not performed to their full extent and thus deserve slightly lower credit.

Example

If a skill is performed in a bad way that it becomes less difficult, a judge can give a "-" mark which reduces the level with -0,25. E.g: a poorly executed Level 2 skill can be score as a "2-" skill which gives a 1.75 level skill in the calculation of their average.

Breaks: Jumper judges will make a break mark for each break in the routine. These breaks will be averaged as a level 0 skill combination with other marks and negatively impact the jumper difficulty score. Things that may constitute breaks are, among others, more than one jump while preparing to exit the ropes, several "empty" turns of the ropes while the jumper(s) wait to enter the ropes, etc. It is up to the jumper judges to determine when this kind of jumping results in a break in the flow of the routine.

Jumper skill categoryLevel 1Level 2Level 3Level 4Level 5
FootworkSlow to moderate pace basic footwork skills
  • Fast paced, simple footwork
  • Slow to moderate complex footwork/speed steps
  • Moderate paced footwork that includes intricate turner skills, rope manipulation
  • Very fast paced complex footwork/ speed steps, even without intricate turner skills
Fast paced footwork that includes intricate turner skills, rope manipulations
Power skillsBasic power where ropes are not pulled through on both the entrance and exit of the power skill, mountain climberBasic Power skills done in isolation or short sequences, ropes must be pulled through on entrance and exitBasic Power skills done in longer combination, higher level power done in isolation: hand hops, one handed power, v-kickHigh level power skills done in combinationLong sequences of power skills challenging the athleticism of an athlete
Gymnastics skills
  • Roundoff
  • Cartwheel
  • Somersault (forward/backward roll)
  • Front handspring
  • Kip
  • Any gymnastics skill done through the double dutch ropes and not catching the landing jump
  • Any gymnastics skill used an exit of the ropes and turning of the skills is not included
  • Aerial
  • Back handspring
  • ¾ flip1
  • Front flip
  • back flip when done in the ropes the whole time
Flips with rotation
Interactive Power Skills2Isolated basic power skills done side by side or in a simple stacked position (e.g. frog over push-up)Combination of simple power skills performed with interaction (e.g., subway, ceebie, etc.)Combination of high level power skills performed with intermittent interactionsCombination of high level power skills performed with frequent interactions that challenge the athleticism of the jumpers
Interactive Gymnastics2Assisted flips performed as an exit or through the ropes (i.e., without jumping the take-off and landing)
  • Assisted areal
  • wheel barrow flip
  • spotted back flip/front flip
  • destroyer
Toe pitchesAssisted flips with twists
note

Basic power skills refers to frog, push-up, crab etc.

Turners

Turners

Turner judges are mostly focused on the athletes turning the ropes (holding at least one handle), the "turners". Turner judges will give make marks for each unique turner skill performed by one or more of the turners. The matrix below provide guidance for how to score different categories of turner skills in double dutch, but there are several ways in which the level of a turner skill can increase that cannot be represented in a skill matrix, such as the way turner skills are combined, the speed at which they are completed, both turners completing high level skills at the same time, etc. It is up to the turner judge's to determine this and adjust their marks accordingly.

A difficulty mark for turner difficulty can be Level 1-5. For each level 1-5 the judge can also optionally give a plus or a minus mark to turn it into into, for example, a Level 3+, a Level 5-, or neither to make it stay at, for example, a Level 4.

A difficulty mark for turner difficulty can be Level 1-5. For each level 1-5 the judge can also optionally give a plus or a minus mark to turn it into into, for example, a Level 3+, a Level 5-, or neither to make it stay at, for example, a Level 4. Note that there is a requirement to do 20 unique turner skills to get full credit, if fewer skills are performed the missed skills will be credited as level 0, which when taken into the average skill level will negatively impact the team's score. If more than 20 skills are performed, only the highest 20 will be used for the average skill level.

If multiple turners complete turner skills at the same time the Turner judge should make a mark of the sum of the level of all the turner skills being performed.

Example

If one turner completes a criss-cross while another completes a toad, the Turner judge should make only one mark.

note

Only unique turner skills should receive marks. Once a turner skill has received a skill mark, no further skill mark will be awarded for the same skill if repeated later in the routine.

Holistic Judging: While turner judges should focus their scoring specifically on the turner(s), they will take into account what the jumper(s) are doing and may make slight adjustments accordingly.

Example

Turners who perform a switch while turning in wheel should receive slightly higher difficulty credit if the jumper is holding a handstand rather than simply standing in the middle waiting for the rope to come around. Similarly, turning double unders with power skills is more difficult than turning double unders while the jumper is simply jumping.

If the jumpers are performing difficult skills/sequences during the turner skill, the Turner judge may give a "+" mark to bump up the score of the turner skill by 0.5 levels. On the other hand, if the jumpers are performing basic jumps, breaks, etc. during the turner skill the Turner judge may give a "-" mark to decrease the level of the turner skill by 0.25.

Accounting for Form and Execution: As described in the Jumper Difficulty section, turner difficulty judges may also account for execution in their scoring. This mainly applies when turners are performing power or gymnastics skills while turning the ropes, and can result both in a "+" mark for the level if performed perfectly, or a "-" mark for the level if performed poorly.

Turner skill categoryLevel 1Level 2Level 3Level 4Level 5
Arm restrictionsOne arm restricted (e.g. turning in a crougar or one turner is turning a cross-like skill)
  • 2 arms restrictions in front of body and line of sight is not hindered. (e.g. one or both turners are in a toad, or simple cross)
  • One turner performs a more complex crossing skill (e.g., rotate into EB, TS)
  • Arm restriction changes (quick changes between one arm restriction to the next)
  • 2 arm restriction behind the body (e.g. TS, AS,...)
Both turners with arm restrictions, line of sight is hindered as well. (e.g. both turners are in backwards AS cross (not facing each other))
MultiplesDouble underTriple and quadruple underQuintuple and sextuple underOctuple and nonuple under10-under and above
PowerPower completed without jumping while turning a rope (e.g., a frog in wheel without pulling the rope under the feet)Frog or push-up completed while jumping and turning a rope, leapfrogOne handed power and hand hops while jumping and turning a rope
  • Power skills completed while jumping and turning multiple unders
  • Multiple athletes completing difficult power skills together while jumping and turning the rope (e.g., one handed frog, hand hops)
Multiple turners completing power skills together while turning and jumping triple or quadruple unders
GymnasticsCartwheel, somersault (forward/backward roll), splits while turningFront handspring while turningBack handspring or aerial while turningFront flip or backflip while turningLevel 3 or 4 gymnastics skills completed while turning multiples or both turners completing high level gymnastics at the same time
Rotational turning skillsPinwheelSimple wheel, such as switching places in wheel or one turner performing a simple cross in wheelWheel where both turners perform crossing skills (e.g., toad) or one turner performs a more complex crossing skill (e.g., TS)Wheel with complex crossing skills that significantly restrict the turners’ ability to control the ropes (e.g., AS cross)
Turner exchangesBasic switch
  • Circle switches
  • Basic "over under" switch (one athlete does a pinwheel while the other two athletes exchange handles and move around one another)
Fast hand-offs of ropes and rotation of turners
Releases
  • Releasing one handle close to the body (e.g., simple floater, trap rope behind knee and re-grasp)
  • Helicopter
  • Simple release of two handles close to the body
  • Releasing one handle close to the body in a restricted position that makes the rope significantly more difficult to control
  • Snake or mic release of one rope
  • Two handled release of one rope
A mamba release or two handled release of both ropes simultaneously

Judging Double Dutch freestyle events

Introduction

Judging Double Dutch freestyle events

This part of the manual focuses on all different judging aspects of a double dutch freestyle event.

This contains all rules about the difficulty, presentation, required elements of a freestyle and how deductions are being given.

This contains all rules about the difficulty, presentation, and how deductions are being given.

Freestyle judges will evaluate routines based on difficulty and presentation. Judges will also record any deductions.

There are four different types of freestyle judges, each responsible for evaluating one or more areas of the score.

note

Compared to previous versions of the IJRU rules, there are no longer any required elements for Double Dutch.

Difficulty

Power and Gymnastics

Power and Gymnastics

Gymnastics matrix

Starting LevelExamples of skills
Level 1
  • Cartwheel
  • Roundoff
  • Forward/backward roll
  • Butterfly kick (B kick)
Level 2
  • Front handspring
  • Kip
  • Dive roll
Level 3
  • Aerial
  • Barani
  • Back handspring
  • ¾ flip1 (front ¾ flip landing in a crab position or back ¾ landing in a push-up position)
Level 4
  • Front aerial
  • Front flip
  • Back flip
  • Butterfly twist (B twist)
Level 5
  • Flips with twists (half or full)
  • Front flip (L4) with double under (+1)
  • ¾ flip (L3) with triple under (+2)
Level 6
  • Flips with 1.5 or 2 spins
  • Kip whip
  • Front handspring whip
  • Backflip (L4) with triple under (+2)
  • Front flip (L4) with triple under (+2)
Level 7
  • Back flip (L4) with a TJ (+2 for triple, +1 for one arm restricted)
  • Kip Whip (L6) with a cross (+1 for cross with gymnastics)
Level 8
  • Double back
  • Triple full
  • Back flip (L4, +2 in triple under) with an AS cross (+2)

Power matrix

Starting LevelExamples of skills
Level 1
  • Standing to Frog/Push-up without pulling the rope
  • Frog/Push-up to standing without pulling the rope
  • Basic power skill entrance
Level 2

One of the following skills to standing with pulling the rope under the feet in the exit (single bounce)

  • Frog
  • Push-up
  • Crab
  • Split
Level 3
  • One-handed power Frog/Push-up to standing
  • Standing to landing in frog by two-foot take off (no rope goes under the body), and exiting from it
  • Frog to single bounce cross landing in standing
Level 4
  • Push-up to Push-up2
  • Frog to Push-up (Belch)
  • Standing to open single bounce landing in frog by two-foot take off
Level 5
  • Standing to open single bounce landing in one-handed frog
  • Standing to double under open-open landing in frog
  • Push-Up to Push-Up or Belch with double under or cross
Level 6
  • Split to backwards open single bounce landing in standing (must be full split with rope on the ground before pulling)
Level 7
  • Frog/Push-up to backwards open single bounce landing in standing
  • Triple under landing in Frog
Level 8
  • Moneymaker (Frog to single bounce remaining on the hands landing in frog)

Modifiers for powers and gymnastics

  • +1 for Criss-cross performed with power or gymnastics skills and/or flips
  • +1 to the level of a multiple landing in Push-up, Split or Crab position ()
  • +2 to the level of the starting skill if landing in a frog position
  • +1 for assisted flips without supporting interaction
  • -1 for assisted flips with supporting interactions all the way around
  • +1 for every 90-degree turn in power when the rope is pulled (90° = +1, 180° = +2, 270° = +3, etc.)
  • -1 for gymnastics with rope held with only one hand and not jumping the rope (for example, one-hand handspring (L2) with both handles in one hand (-1) = L1; front aerial (L3) with both handles in one hand (-1) = L2)
  • +1 for Criss-cross performed with power or gymnastics skills and/or flips
  • +1 to the level of a multiple landing in Push-up, Split or Crab position
  • +2 to the level of the starting skill if landing in a frog position
  • +1 for assisted flips without supporting interaction
  • -1 for assisted flips with supporting interactions all the way around
  • +1 for every 90-degree turn in power when the rope is pulled (90° = +1, 180° = +2, 270° = +3, etc.)
  • -1 for gymnastics with rope held with only one hand and not jumping the rope (for example, one-hand handspring (L2) with both handles in one hand (-1) = L1; front aerial (L3) with both handles in one hand (-1) = L2)

Common modifiers for skills done as pairs interactions

  • +1 for one athlete being scooped by one rope
  • +2 for multiple athletes being jumped by scoop
  • +2 for multiple ropes moving during scoop
  • +2 for leap frog (scoop)
  • +3 for Multiple ropes and multiple athletes moving during scoop
Multiples

Multiples

Judges should be familiar enough with multiples skills to recognize when a side swing has been completed on the ground before the skill. Thus, not resulting in an additional level being added to a skill. Ex: Triple under toad (TJ) with initial side swing completed partially on the ground would result in a Level 0.5 (side swing) and Level 2 (double under toad) recorded by the judge.

Judges should be familiar enough with multiples skills to recognize when a side swing has been completed on the ground before the skill. Thus, not resulting in an additional level being added to a skill. Ex: Triple under toad (TJ) with initial side swing completed partially on the ground would result in only a Level 2 (double under toad) recorded by the judge (the initial side-swing being "Level 0").

Starting LevelExamples of skills
Level 1
  • Double under
Level 2
  • Triple under
  • Double under with one-arm restriction
Level 3
  • Quadruple under
  • Triple under TJ (Triple under toad)
  • Double under AS
  • Double under mic
  • Triple under EK (360° turn performed in a triple under)
Level 4
  • Quintuple under
  • Quadruple under TJ
  • Triple under EB TJ
  • Triple under AS
  • Double under AS×AS
Level 5
  • Sextuple under
  • Quintuple under EB
  • Quadruple under CL
  • Hummingbird (Level 3 for quadruple under, +1 for restricted side swing +1 for wrap)
  • Double under (L1) AS (+2) switch (+1) TS (+1)
  • Double under (L1) AS (+2) switch (+1) CL (+1)
Level 6
  • Quintuple under AS
  • Triple under (L2) AS (+2) CL (+1) TS (+1)
  • Quintuple EB open AS
  • Quadruple under AS×AS
  • Backward quadruple under AS open, landing in AS
Level 7
  • Quintuple under (L4) with under-the-leg mic (+2) caught in one handed restricted position (+1)
  • Quintuple (L4) under 360° (+1) with backward leg-over cross (+1) and forward leg-over cross (+1)
Level 8
  • Quintuple with under-the-leg mic caught in a two handed restriction
  • Backwards quintuple under (L4) TS (+2) open CL (+1) open AS (+1)
note

The first one- or two-arm restriction of a multiple will add one or two levels respectively. Any additional arm restrictions, such as any changes in arm restrictions will only add one level each regardless of how many arms are restricted.

note

Multiples ending with a side swing should be scored as if the side swing was not part of the multiple. For example, "Triple under" open open side-swing should be judged as a double under open open.

Modifiers for multiples

  • +1 for body rotation more than 270° in twist or flip direction (for example, EK, BC, full twist)
    • +1 for every additional 180° turned in the air beyond a 360° turn when jumped. (540° = total +2, 720° = total +3, 900° = total +4, etc.)

Common modifiers for skills done as pairs interactions

  • +1 for one athlete being scooped by one rope
  • +2 for multiple athletes being jumped by scoop
  • +2 for multiple ropes moving during scoop
  • +2 for leap frog (scoop)
  • +3 for Multiple ropes and multiple athletes moving during scoop
Rope manipulation

Rope manipulation

Starting LevelExamples of skills
Level 0.5
  • Foot work (performed at a slow pace)
  • Criss Cross
  • Basic arm wrap
Level 1
  • Restricted side-swing
  • Toad
  • Crougar
  • EB
  • Basic rope release
  • Foot work (performed at a fast pace)
Level 2
  • AS
  • CL
  • TS
  • Elephant toad
  • KN
  • EM
  • Caboose
  • Mic release
  • Crougar wrap3
Level 3
  • Lasso release caught in the air
  • Caboose jumping out to a forward single-bounce ("forward French trick")
  • One-arm restriction with a double wrap (For example, Toad jumped with double wrap)
  • AS go-go/crazy-cross
  • Catching a mic release in a one arm restriction
Level 4
  • Caboose jumping out in backwards double under ("Backward French-trick")
  • Catching mic release in backward two-arm restriction
Level 5
Level 6
Level 7
Level 8
note

Levels increase as athlete combines wraps, releases, increases the speed of jumping, or preceded by or connected to a skill that makes it harder to complete. Example: Frog to AS. An AS performed as a frog exit requires more rope control than an isolated AS.

Modifiers for rope manipulation

  • +1 for switch crosses (AS×AS, criss-cross×criss-cross, AS×CL as long as the arm on top changes, etc.)
  • +1 per layer for go-go's/crazy criss-cross (one hand crosses twice across body, leg or arm without uncrossing)
  • +1 (max +3) per extra wrap layer for wraps
  • +1 for changing the direction of rope movement in the air (Note, skills like EK where the rope continues in the same direction but the athlete turns doesn't count)
  • +1 for switching handles
  • +1 for transition jumps (jumping a one-hand restricted skill and in one jump, jumping the opposite side one-hand restricted skill, such as crougar-crougar)
  • +1 for each restricted arm catching the release when catching a release in a one-arm restricted position
  • +1 to the release for releasing a handle in a restricted position if, and only if, the hand is completely behind the body (behind the back or behind both legs)
  • +1 for catching a release with something other than a hand (such as scooping the rope, squeezing it with a body part, or landing the rope on a foot, shoulder, or similar, jumping the rope with the rope caught on a body part)

Common modifiers for skills done as pairs interactions

  • +1 for one athlete being scooped by one rope
  • +2 for multiple athletes being jumped by scoop
  • +2 for multiple ropes moving during scoop
  • +2 for leap frog (scoop)
  • +3 for Multiple ropes and multiple athletes moving during scoop

Technical Manual

Changed pages

Calculating Double Dutch freestyle scores

Difficulty

Difficulty

The difficulty score is the average of the average of skills per difficulty judge type.

The points per level can be calculated with the following formulas where xx is the level of the skill L(x)=1.5xL\left(x\right) = 1.5^x rounded to two decimal places.1 However, a level 0 skill is always worth 0 points.

A "plus"-level (such as level 3+) is calculated as the level plus 0.5 (for example L(3+0.5)=L(3.5)L\left(3 + 0.5\right) = L\left(3.5\right)), whereas a "minus"-level is calculated as the level minus 0.25 (for example L(30.25)=L(2.75)L\left(3 -0.25\right) = L\left(2.75\right)).

Jumper Difficulty

The score for each Jumper Difficulty judge is calculated by first converting all plus- and minus-level marks into their numeric representation. Break marks are counted as level 0 marks.

The amount of marks for each level (called nxn_x, where xx is the level) is multiplied by L(x)L\left(x\right) and adding the results of these calculations (called sxs_x) together. The resulting sum is called DJ,jD_{J,j} where jj is the judge number.

Example
s1=L(1)×n1s1=L(1.5)×n1.5s1=L(1.75)×n1.75s2=L(2)×n2dJ,1=n=1x=s1+s1.5+...+sx\begin{aligned} s_1 &= L(1) \times n_1 \\ s_1 &= L(1.5) \times n_{1.5} \\ s_1 &= L(1.75) \times n_{1.75} \\ s_2 &= L(2) \times n_2 \\ d_{J,1} &= \sum_{n = 1}^{x} = s_1 + s_{1.5} + ... + s_x \end{aligned}

All the Jumper Difficulty judges' scores are then averaged together according to the averaging rules, the result is called dJd_J.

The score for each Jumper Difficulty judge is calculated by first converting all plus- and minus-level marks into their numeric representation (for example, Level 3+ becomes level 3.5, level 2- becomes level 1.75, etc.). Break marks are counted as level 0 marks.

The amount of marks for each level (0, 0.75, 1, 1.5, 1.75, 2, 2.5, etc., called nxn_x, where xx is the level) is then multiplied by L(x)L\left(x\right). The sum of all the points per level is then divided by the total number of marks to get the average difficulty level, called dJ,jd_{J,j} where jj is the judge number.

All the Jumper Difficulty judges' scores are then averaged together according to the averaging rules, the result is called DJD_J.

Turner Difficulty

The score for each Turner Difficulty judge is calculated by first converting all plus- and minus-level marks into their numeric representation, then all the level marks are ordered from highest to lowest level, and the highest 20 marks are taken into consideration for the next step. If there are less than 20 marks the list of marks are filled with Break (Level 0) marks until there are 20 level marks.

The amount of marks for each level (called nxn_x, where xx is the level) is multiplied by L(x)L\left(x\right) and adding the results of these calculations (called sxs_x) together. The resulting sum is called DT,jD_{T,j} where jj is the judge number.

All the Turner Difficulty judges' scores are then averaged together according to the averaging rules, the result is called dTd_T.

The score for each Turner Difficulty judge is calculated by first converting all plus- and minus-level marks into their numeric representation (for example, Level 3+ becomes level 3.5, level 2- becomes level 1.75, etc.), then all the level marks are ordered from highest to lowest level, and the highest 20 marks are taken into consideration for the next step. If there are less than 20 marks the list of marks are filled with Break (Level 0) marks until there are 20 level marks.

Each of these 20 marks are then converted into their point value using L(x)L\left(x\right), their point value is summed together and divided by 20 to get the average difficulty level, called dT,jd_{T,j} where jj is the judge number.

Example

Given these marks:

  1. 1
  2. 1
  3. 2
  4. 2+ = 2.5
  5. 3
  6. 2- = 1.75
  7. 3
  8. 3
  9. 5
  10. 5+ = 5.5
  11. 5+ = 5.5
  12. 4- = 3.75
  13. 3
  14. 3+ = 3.5
  15. 4- = 3.75
  16. 3
  17. 3
  18. 4- = 3.75
  19. 3
  20. 3
  21. 4
  22. 3
  23. 4

They would be ordered and converted into points as follows, with the lower marks beyond the highest 20 removed

  1. 5.5 = 9.3
  2. 5.5 = 9.3
  3. 5 = 7.6
  4. 4 = 5.06
  5. 4 = 5.06
  6. 3.75 = 4.57
  7. 3.75 = 4.57
  8. 3.75 = 4.57
  9. 3.5 = 4.13
  10. 3 = 3.38
  11. 3 = 3.38
  12. 3 = 3.38
  13. 3 = 3.38
  14. 3 = 3.38
  15. 3 = 3.38
  16. 3 = 3.38
  17. 3 = 3.38
  18. 3 = 3.38
  19. 2.5 = 2.76
  20. 2 = 2.25

Which would then be averaged into a score of 4.48

All the Turner Difficulty judges' scores are then averaged together according to the averaging rules, the result is called DTD_T.

Total Difficulty

With the aim of making the jumper score have an impact of 35 % of the total score, and the turner score have an impact of 25 % of the total score, the jumper difficulty score DSD_S is multiplied by a factor of 3525=1.4\frac{35}{25} = 1.4 before the turner difficulty score and the jumper difficulty scores are summed together to get the difficulty result DD:

D=(DS1.4)+DTD = (D_S * 1.4) + D_T
D=(DJ1.4)+DTD = (D_J * 1.4) + D_T

Because of the averaging, the total difficulty score is between 0 and L(5.5)+(1.4×L(5.5))=22.32L\left(5.5\right) + \left(1.4 \times L\left(5.5\right)\right) = 22.32

Calculating Single Rope freestyle scores

Presentation

Presentation

The presentation score may impact the difficulty score by a total factor of Fp=60%=0.60F_p = 60 \% = 0.60

The scores from the first step for each of the five categories (Musicality, Form/Execution, Creativity, Entertainment, and Variety/Repetitiveness) are collected from each judge and for each category the number of plus marks (called nt,j,plusn_{t,j,\text{plus}}) is added to 12 after which the number of minus marks (called nt,j,minusn_{t,j,\text{minus}}) and misses recorded by that judge (called mjm_{j}) are subtracted, the result (called jt,jj_{t,j} where jj is the judge number and tt is the category) is rounded to an integer larger or equal to 0 and smaller or equal to 24. For example:

jM,1={012+nM,1,plusnM,1,minusmj02412+nM,1,plusnM,1,minusmj24nM,1,plusnM,1,minusmjotherwise\begin{aligned} j_{M,1} &= \begin{cases} 0 & 12 + n_{M,1,\text{plus}} - n_{M,1,\text{minus}} - m_{j} \le 0 \\ 24 & 12 + n_{M,1,\text{plus}} - n_{M,1,\text{minus}} - m_{j} \ge 24 \\ \lfloor n_{M,1,\text{plus}} - n_{M,1,\text{minus}} - m_{j} \rceil & \text{otherwise} \end{cases} \end{aligned}
jM,1={012+nM,1,plusnM,1,minusmj02412+nM,1,plusnM,1,minusmj2412+nM,1,plusnM,1,minusmjotherwise\begin{aligned} j_{M,1} &= \begin{cases} 0 & 12 + n_{M,1,\text{plus}} - n_{M,1,\text{minus}} - m_{j} \le 0 \\ 24 & 12 + n_{M,1,\text{plus}} - n_{M,1,\text{minus}} - m_{j} \ge 24 \\ \lfloor 12 + n_{M,1,\text{plus}} - n_{M,1,\text{minus}} - m_{j} \rceil & \text{otherwise} \end{cases} \end{aligned}

After this, the number of (integer) steps the judge want to adjust the preliminary category score (called at,ja_{t,j} which is a positive or negative integer) is added to jt,jj_{t,j} and clamped again. The result of this is called pt,jp_{t,j}. For example:

pM,1={0jM,1+aM,1024jM,1+aM,124jM,1+aM,1otherwise\begin{aligned} p_{M,1} &= \begin{cases} 0 & j_{M,1} + a_{M,1} \le 0 \\ 24 & j_{M,1} + a_{M,1} \ge 24 \\ \lfloor j_{M,1} + a_{M,1} \rceil & \text{otherwise} \end{cases} \end{aligned}

Each of the category scores are then multiplied by the following factors and summed together for each judge to get a total score between 0 and 24, the result of which is called pjp_{j}.

  • Entertainment: 0.250.25
  • Form/Execution: 0.250.25
  • Musicality: 0.200.20
  • Creativity: 0.150.15
  • Variety/Repetitiveness: 0.150.15

All the judges' pp scores are then averaged according to the averaging rules and scaled to a number between 00 and 2Fp2F_p by multiplying it by 2Fp24=0.05\frac{2F_p}{24} = 0.05, the result is the final presentation score called PP.

Required elements

Required elements

Each missed required element may impact the score by a factor of Fq=2.5%=0.025F_q = 2.5\% = 0.025

For each difficulty judge, the number of missing required elements for their judge type is calculated by subtracting the number of skills performed at a level 3 or higher (called n3+n_{3+}), and 0.5 times the number of skills performed at a level 2 or lower (called n2n_{2-}) from the number of required elements for that judge type (called Nq,tN_{q,t} where tt is the judge type), with a minimum result of 0. This number is called aq,ta_{q,t} where tt is the judge type, P, M, or R. For example

aq,M=min(Nq,Mn3+0.5n2,0)a_{q,M} = min\left( N_{q,M} - n_{3+} - 0.5n_{2-}, 0 \right)
aq,M=max(Nq,Mn3+0.5n2,0)a_{q,M} = max\left( N_{q,M} - n_{3+} - 0.5n_{2-}, 0 \right)

For competition events with pairs interactions, the number of missing required elements are calculated by subtraction the number of marks recorded by each technical judge (with difficulty level playing no part) (called nn) from the number of required pairs interactions (called Nq,tN_{q,t} where tt is I for interactions), with a minimum of 0. The number is called aq,ta_{q,t} where tt is the required element type: I. For example

aq,I=min(Nq,In,0)a_{q,I} = min\left( N_{q,I} - n, 0 \right)
aq,I=max(Nq,In,0)a_{q,I} = max\left( N_{q,I} - n, 0 \right)

For each judge type/required element, the aq,ta_{q,t} scores are then averaged according to the averaging rules, and rounded to a whole number. The result is called qtq_t.

All the q-scores are summed and multiplied by FqF_q, the result of which is subtracted from 1 to be converted into a factor, the result is called QQ (Q=1Fq×(qM+qP+qR)Q = 1 - F_q \times \left( q_{M} + q_{P} + q_{R} \right) or Q=1Fq×(qM+qP+qR+qI)Q = 1 - F_q \times \left( q_{M} + q_{P} + q_{R} + q_{I} \right)).

Footnotes

  1. DDC Speed is referred to as "fastest jumper" in the final round. 2 3 4

  2. A "move" is specified as 1 minute or less of DDC Performance. For the first three heats of the DDC finals, each team perform 2 "moves" each per heat in an alternating fashion, for the 4th/final heat of the DDC finals each team performs 3 "moves" each in an alternating fashion. 2 3 4

  3. Under the leg wraps typically consist of multiple components. For example, a crougar wrap may consist of: Crougar, wrapped crougar, 2 restricted swings to unwrap. These steps would result in 4 separate scores: 1,2,1,1.