FLOW LEAGUE /// FORMAT, JUDGING & SCORING, SKILL LEVELS

 

COMPETITION FORMAT

The league will run on a “round-robin” style format. Each team will compete against each other on the FlowRider once and all teams will be ranked on a win/ loss ratio. Each week, teams will compete at the same time with each skill level head to head.

After all teams compete against one another (5 week period), the top 4 teams will qualify for the ‘Flow Off’s’ FINALS on 25 February 2014, where they will compete against one another once again to get the final standings of top 3 placing teams.

Heat format – Each rider gets 2 runs at 45 seconds long; if the rider falls during their run, they may jump back on if they have time left, but if they fall more than twice then their run is over; each rider in the team will contribute his or her 2 run scores toward the team total.

 

SKILL LEVEL RANKINGS

Divisions will be arranged according to skill level.

Below are the definitions for each skill level division. Within each level there will always be riders that fulfill a high ranking and a lower-mid ranking per level, but they will still be rated within that same level.

Where stated, each skill division can only maneuver the tricks stipulated in their level, and/or cannot perform tricks according to the restrictions stated.

ALL TEAM RIDERS WILL BE REVIEWED BY LEAGUE COMMITTEE FOR ACCURATE LEVEL PLACEMENT AND LEAGUE COMMITTEE DECISIONS ARE FINAL.

Level 1/ Expert

HIGH RANK: Consistently lands an array of flips, aerials and switch tricks. Competes in Pro level competitions and has won first place. Competed in League expert division before
LOWER-MID RANK: Performs an array of aerials, flips and switch tricks, but not as consistent or clean as a high rank expert rider. Have competed in Pro level competitions before and podium-placed. Competed in League expert division before
RESTRICTIONS: No trick restrictions
TRICKS: Riders who can perform at least 3 of the following tricks – Ride Switch well, Kick Flip, 360 Shuvit, Ollie 180, Big Spin, Acid Drop

Level 2/ Advanced

HIGH RANK: Performs with confidence a few basic airs and tricks. May have competed in Pro level competitions before but not podium-placed. Competed in League advanced division before
LOWER-MID RANK: Performs basic airs and tricks, but not as consistent/ clean as a high rank expert rider. Competed in Open level competitions before and won first place. Competed in League advanced div before
RESTRICTIONS: No flip tricks
TRICKS: Riders who can perform at least 3 of the following tricks – Ride Switch, Shuvit, Ollie, 360 Spin, Nozzle Stall, Drop in from Top

Level 3/ Amateur

HIGH RANKING: Intermediate riders who can comfortably carve on the wave and can perform basic surface tricks. Have competed in Open level competitions before and podium-placed. Competed in League amateur division before
LOWER-MID RANK: Intermediate riders who can traverse the wave comfortably and can perform some basic surface tricks, but not as consistent or clean as a high rank expert rider. May have competed in Open level competitions before but not podium-placed. Competed in League amateur division before
RESTRICTIONS: No 180 board shuvit
TRICKS: Riders who can do 2 of the following moves – Self Load, Spray HS/TS, Ollies, Ollie 180s BS/FS, pop shuvit 180s BS/FS, 360 Spin, Carves, Surface Spins, Lip Slides, Nozzle Rail Slides BS/FS, Body Varials, One Footed Manual

Level 4/ Beginner

HIGH RANKING: Riding for less than a year, may have competed in beginner level competitions before but not podium-placed. Able to maneuver with or without rope, but rides without it. Can carve the wave with some control and able to execute basic level entry maneuvers
LOWER-MID RANK: Riding for less than a year, have not competed before. A novice who has just started flowboarding and is learning the fundamentals/ basics; may still need rope for the majority of their run. Needs assistance by hand to carve the wave or execute basic level entry maneuvers
RESTRICTIONS: Switch tricks, air tricks, ollies, shuvits, body varials or one footed manuals
TRICKS: Lip or Nozzle Rail Slides, Bunny hops, carves, balancing

Level 5/ Bodyboarder

Riders that can perform basic body board maneuvers on both prone and DK style. Bodyboarders will be scored according to their skill level. For example a beginner Bodyboarder can have a great run and score higher than an expert rider who had an average run.
Restrictions: No trick restrictions

SEE OFFICIAL TRICK LIST HERE FOR DETAILS ON TRICKS ALLOWED PER LEVEL.

 

JUDGING & SCORING

A panel of judges will be keeping track of completed tricks throughout the heat and will determine if points should be awarded and how many.

Each rider gets 3 runs at 45 seconds long (1 Practice, 2 Competition Runs); if the rider falls during their run, they may jump back on if they have time left, but if they fall more than twice then their run is over.

Each rider in the team will contribute his or her highest 2 run scores toward the team total to get a run total for that individual rider.

The highest run totals on each judge’s sheet will be 1st place followed by second highest in 2nd place and third highest in 3rd place and so on. Each judge will then take each rider’s heat placing and transfer them onto a master tally sheet.

Each rider’s placing from each judge will then be added together to get a placing total. If there are three judges, then there will be three placing totals for each rider. The rider with the lowest placing total will be 1st place, the second lowest placing will be 2nd place, the third lowest placing total will be 3rd place, and so on.

★ TIE BREAKERS – In the case of a tie between riders: to break the tie between any two riders, judges will refer to the judging sheet which has the rider’s run information.

Tie Breaker Rule 1 – Whichever rider has the highest single wave will get the higher placing
Tie Breaker Rule 2 – If both riders highest single waves is a tie, then whichever rider has the second highest single wave will get the higher placing
Tie Breaker Rule 3 – Judges will deliberate and their decision is final
Tie Breaker Rule 4 – If there is no other way a tie can be broken and the judges are unable to make a final call, then the tied riders must have a tie breaker final flow off

In the case of a tie between teams in the final flow offs, whoever won the heat between them will go through. If there is still a tie, then the team points will be the tiebreaker.

Ride scoring will be done on a 0 to 10 scale and can be broken into further increments of 0.5 and 0.1.

0 – Given only if they did not even try or no show
1 – Given that they give up after falling
2 – Even if they fall every time but continue trying
3 – Enter with assistance; ride most of time with the help of a rope
4 – Enter with assistance, ride whole time AND move around some with the help of a rope
5 – Enter without assistance; ride whole time and move all around waves or try enter without assistance and try some carves and sprays
6 – Enter without assistance, ride the entire time and move all around waves with some carves and sprays
7 – Enters without assistance, ride whole time with use of whole wave, carves, sprays and some tricks
8 – Attempt multiple tricks but may land sloppy or with hand checks, ride nearly whole time
9 – Ride the entire time, lands multiple difficult tricks with control
10 – Can be given for perfect runs which must be a complete flawless run and that is very creative; shows control entire time with no falls, hand checks or bobbles and displays an array of numerous very difficult tricks.

Riders who perform radical, controlled, unaided maneuvers with speed, style and variety while utilizing the entire ride will be given the highest score.

The following criteria will determine an individual's score out of 10 points:

DIFFICULTY - Position on the wave and difficulty of the trick will be a factor
VARIETY - Number of different and unique maneuvers/tricks
REPETITION - will result in a lower score
EXECUTION - How clean and controlled the maneuvers/tricks are executed. The cleaner the landing, the higher the score, but this is also influenced by the difficulty of the trick
OVERALL IMPRESSION - how well the FlowRider is used and how the riders use their time; intensity, style, control, and comfort are all factors