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Version: 4.1.0

Difficulty

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 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

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. 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

Footnotes

  1. Historically referred to as a "suicide flip"

  2. Only for competition events with 2 or more jumpers, such as Double Dutch Pair Freestyle. 2