国际雪联
国中生-闪闪的红星读后感
FEDERATION INTERNATIONALE DE
SKI
INTERNATIONAL SKI
FEDERATION
INTERNATIONALER SKIVERBAND
FIS
SNOWBOARD
JUDGES
MANUAL
20032004
INTERNATIONAL SKI
FEDERATION
FEDERATION INTERNATIONALE DE
SKI
INTERNATIONALER SKI VERBAND
Blochstrasse
2, CH-3653 Oberhofen Thunersee,
Switzerland
Telephone:+41 (33) 244 61
61
Fax: +41 (33) 244 61 71
Website:+
(ftp:)
Oberhofen, June 2003
Page 2 of 41
1.
2.
3
4
5
6
7
8
9
Selection of Headjudge and Judges for FIS
events: Halfpipe and Big Air.........4
Rights
and Duties of FIS Snowboard Judges................
.........................................5
Judg
ing Regulations...................................
..................................................
...............6
Qualifications – License
(Halfpipe and Big Air)............................
...........................8
Judges Training...
..................................................
..................................................
.....9
Halfpipe Judging Criteria for FIS World
Cup...............................................
.........10
List of Materials..................
..................................................
.....................................13
Checkli
st for Headjudge..................................
..................................................
.......14
Snowboarding basic trick dictionary..
..................................................
..................16
10Trick Steno System......
..................................................
..........................................27
11
Memoryboards......................................
..................................................
..................28
12FIS Snowboard Judges
Stand Requirements................................
......................29
13Competition Format
for FIS World Cup in Halfpipe.....................
........................30
14Construction of
Competition Sites.................................
.........................................33
15H
alfpipe Site......................................
..................................................
......................36
Air..................
..................................................
..................................................
...37
17Competitors Equipment..................
..................................................
.......................38
18Public Address Syst
em................................................
............................................38
19Judges Stand for Big Air........................
..................................................
................38
20Big Air Judging...........
..................................................
.............................................38
21Big Air Judging criteria.......................
..................................................
....................39
22Tie Breaking for Big A
ir................................................
............................................40
23Big Air Site....................................
..................................................
...........................41
ORGANIZATI
ON
The Judges Manual includes official rules
from the ICR, FIS-Points-Rules, COC-
Rules and
WC-Rules. It is a highly recommended guide, but
not an official rule book.
1.
1.2
Selection of Headjudge and Judges for FIS
events: Halfpipe and Big Air
Selection
Criteria
All Headjudges and Judges for the
upcoming World Cup season will be
selected
during the fall meetings of the FIS Snowboard
Coordination Board at
the latest. The Judges
for CoC- and FIS-Events will be selected when the
final
calendar planning is completed.
1.3
Nations Nominations
The Nations propose the
judges to the Judges Working Group*.
The
Snowboard Committee approves the FIS SJWG
proposal. In case of OWG,
WSC or WJC, the
proposals of the FIS SJWG and the Snowboard
Committee
are subject to the final approval
from the council.
There are no maximum WC
events for judges but rotation is
strongly
recommended.
*) In case the SJWG
proposes a judge, the respective National
Association
has to approve the nomination in
advance. The SJWG chairman to be
responsible
for the Nations` confirmation.
OWG: Nations
proposals to be made in the fall meeting
approximately 18
months prior to the
games.
WSC
WJC: Nations proposals to be made
in the spring meeting approximately 12
months
prior to the event.
WC: Nations proposals to
be made in the fall meeting of the
respective
season.
At level 2, 3 and 4
events several judges from the host nation will be
allowed.
Lower level events can be used as test
events for new formats (please see
WG
minutes).
1.4 FIS SJWG meetings
Annual
spring meetings of the FIS SJWG to be established
and continued. In
any case, the FIS SJWG should
meet during the finals or one of the last
World
Cup events.
Page 4 of 41
2.
2.1
Rights and Duties of FIS Snowboard
Judges
A snowboard judge has the right to:
•
•
•
•
•
•
•
•
Receive rule books and other materials to
train as a judge
To have access to the judges
stand during competition
Be reimbursed for
their expenses (see item 5)
Receive daily
compensation (see item 5)
Receive lift tickets
during all training and competition days
Attend
all official events and functions
Check results
and judges memory boards
Attend all official
trainings
2.2Duties of a snowboard judge:
•
To have a thorough and complete knowledge of the
FIS Snowboard rules.
• A FIS snowboard judge
must attend a minimum of one
international
judges clinic. each second year
and also attend the national judges clinic
each
second year to maintain the judging license.
•
Have a valid license and be qualified to judge at
the competition
concerned.
• Contributes to
all judging decisions.
• Be bound by all the
guidelines and rules set forth in the FIS
snowboard
rule book.
• Follow the FIS
Snowboard judging criteria.
• Maintain their
judging standard qualification.
• Judge each
rider without bias regardless of their person or
nationality.
• Be at the judges stand 15
minutes before the start of the competition or
at
the time announced by the Headjudge.
•
Wait on the judges stand 15 minutes after the
competition or longer if the
Headjudge
requests.
• If necessary, check and help with
the calculation of results.
• Be at the team
leaders meeting before the competition day.
•
Inspect the competition site in due time.
•
Watch the official training.
• If a Snowboard
judge does not follow these regulations in all
points, the
license is subject to review by the
FIS Snowboard Judges Working Group.
2.3 Rights
and Duties of the Headjudge
•
•
•
•
•
Is appointed by the FIS SJWG
Shall
have a valid judging license to Headjudge at the
competition
concerned
Shall have a complete
knowledge of the FIS judging procedure and
follow
the rules and guidelines set forth
therein.
Is responsible for the coordination of
judges before and during
competition.
Is
responsible to coordinate accommodation and
transportation for all
judges at the
competition in question.
Page 5 of
41
•
•
•
•
•
•
•
•
•
•
Is a member of the jury with
voting rights.
Shall participate at all jury
and team captain meetings whenever
possible,
the HJ should present the panel of
judges at the last meeting
before
competition.
Is responsible to see
that all judges follow the FIS Snowboard
judges
criteria. If a judge does not follow the
criteria, is not acting in a
professional
manner or is unfit to judge, the
Headjudge may replace the judge in
question. If
there are no other judge available, the Headjudge
can score
the event.
If six judges are
present, the Headjudge does not give
scores.
Check results and judging memory boards
with the other judges and
confirm to the TD as
soon as they are official.
Shall complete the
Headjudge report within 1 day after the last
competition
day. Copies to be sent to the
Chairperson of the FIS SJWG and the FIS
office.
These documents are confidential.
Inspect the
location of the judges stand and construction at
least one day
before the first competition day,
any revisions required to the judges stand
to
be presented to the TD prior to the last training
day.
Ensure that the standard of the
accommodations and transportation
are
fulfilled:
- All the rooms should be
booked in the same hotel.
- Hotels should be as
close to the venues as possible.
- The
Headjudge should have a single room.
- Scoring
judges should also have single rooms. If single
rooms are not
possible, no more than 2 judges
are allowed per room.
- Organizers to supply
contacts, names and phone numbers of hotel.
-
Transportation from the hotel to the team captains
meeting and to the
competition site has to be
provided.
Is responsible to collect the money
for expenses and daily compensations
for all
judges from the Organizing Committee before the
first day of
competition.
Is responsible for
coordinating all judging requirements at site with
the
event organizers and the TD.
3 Judging
Regulations
3.1 Judging Procedure
• The
judges use the FIS Snowboard criteria at each FIS
competition
• The judges shall work
independently, unless the Headjudge calls
a
meeting.
• Each judge shall make a
permanent written record of hisher scores at
all
times.
• In the event of a protest, the
Headjudge and judges involved shall review
the
permanent written record and, if necessary,
consult with other scoring
judges and use any
other means available to the Headjudge to review
the
protest. The Headjudge shall have the final
say in determining the score
that will be
used.
• No scores shall be released as official
until verified and approved by
the
Headjudge.
Page 6 of 41
• For
open scoring the marks are shown to the public
immediately after the
headjudges
approval.
3.2 Number of judges
• At World
Championships and Olympic Winter Games there will
be 8
judges, this includes an assistant
headjudge and a score verifier.
Special
provision may be added for a reserve
judge. It is mandatory that all scoring
judges
be from different countries.
• There are 6
judges (including the Headjudge) at each FIS World
Cup and
at FIS Junior World Championships.
•
At FIS CoC and FIS level events, it is recommended
to use 6 judges.
3.3 Travel Expenses
• The
least expensive routes shall be used to calculate
travel expenses.
Approval from the FIS
Representative is required if higher expenses are
to
be incurred.
• Expenses shall be
reimbursed as follows: airfare to be lowest class:
ground
transportation shall be paid; the
mileage rate is: 0.5CHF per km. The rate
for
additional passengers is: 0.1 CHF. Travel
arrangements to be
approved by the FIS
Representative.
• The daily allowance for
judges is determined by FIS.
3.4Organizing
Committee Costs
World Cups
To be described
in the respective books of duties between FIS and
the
Organizer.
Continental Cups (EC, NAC,
SAC)
• At all Continental Cups the cost of
travel and compensation must be paid
to the
Judges by the organizer.
• The FIS SJWG can
decide to use only five judges at these
competitions.
• Lunch for judges on training
and competition days.
• Accommodation and meals
(see above for World Cups)
• Travel expenses
to events. Car travel km charge is set at 0.5 CHF
per km.
Air travel is to be booked at the
lowest rates.
• The Judges compensation is to
be paid for judging days and two travel
days
only, (e.g. 2 days - Qualification and Final day)
ie: day’s judged. The
compensation is 50 EUR
per day.
• In the event of a cancellation, the
judges will receive compensation for
days
judged only. In the case of a competition being
canceled the day of
the competition, if the
judges are on the stand, they will get
the
compensation for that day. The judges will
get reimbursed for out of pocket
expenses
incurred as a result of a cancellation, this
includes advanced air
ticket.
Page 7 of
41
4 Qualifications – License (Halfpipe
and Big Air)
FIS Snowboard Judges
A, A-prov,
B, B-prov can be issued by the FIS SJWG only.
National
associations can issue up to a C level
license.
4.1 A-License
A-License Judges may
judge at all levels of FIS Snowboard
competitions.
Be Head Judge at all FIS
competitions including Olympic Winter Games
and
World Championships.
A-Prov
A-Prov
Judges may judge at all FIS snowboard competition
lower then OWG,
but not
Olympic Winter
Games.
Be Head Judge at FIS World Cups,
Continentals and lower.
B-License
B-License
Judges may judge FIS World Cups, Continentals and
lower.
Be Head Judge at FIS Continentals and
lower.
B-Prov
B-Prov Judges may judge FIS
World Cups, FIS Continentals and lower.
Be Head
Judge at FIS Continentals and
lower.
C-License
C-License Judges may judge
FIS Continentals and lower.
A maximum of 2
C-License judges per Continental event is
allowed.
Be Head Judge at all National
events.
4.2
4.3
4.4
4.5
LicensesOW
G
A-Judges
X
A-Head-Judges
X
A-Prov
Judges
A-Prov Head-
Judges
B-Judges
B-Head-Judges
B-Prov
Judges
B-Prov Head-
Judges
C-Judges
C-Head-Judges
WSC
X
X
X
WC
X
X
X
X
X
X
XCoC
X
X
X
X
X
X
X
X
X
*
X*
FIS
X
X
X
X
X
X
X<
br>X
X
X
NC
X
X
X
X
X
X
X
X
X
X
*) Only a maximum of 2
(two) C-licensed judges per FIS Continental
Cup
competition
Page 8 of
41
4.6Prerequisite for a
A-License
-Have judged a minimum of five (5)
FIS World Cups in the last three
years.
-Approved by the FIS Snowboard Judges
Working Group.
-Have attended a minimum of one
International FIS Judges seminars in the
last
two years.
-Have been judging for a minimum of
four (4) years.
Prerequisite for a
B-License
- Have judged a minimum of three (3)
FIS Continental Cups.
- Have judged a minimum
of 1 FIS Snowboard World Cup in the last
two
years.
-Approved by the FIS Snowboard
Working Group.
-Have attended minimum of one
International FIS Judges Seminar.
-Have been
judging for a minimum of two (2)
years.
Prerequisite for a C-License
-Have
judged a minimum of five (5) competitions in their
nations.
-Approved by the NGB Judges Working
Group.
-Have attended at least one National
Judges clinic.
In General
-A Nation can only
issue a C-License. In order to get a higher
license, the
judges need to attend an
International FIS judge’s clinic and be approved
by
the FIS Snowboard Judges Working
Group.
Snowboard judges selection criteria for
Olympic Winter Games
- A judge must have a FIS
Snowboard A-License
- A judge has to be
nominated by the FIS Snowboard Judges Working
Group
- A judge must have been a judge at a
minimum of eight FIS World Cups
(including FIS
World Championships) two years prior to OWG.
-
A judge should have a good command of the English
language
- Judges should be from different
areas, Asia, Southern Hemisphere,
Europe,
Scandinavia and North America.
- A
Headjudge should have been a judge (not a
Headjudge) at the previous
Olympics.
- All
National Associations can propose judges to the
FIS SJWG, if they meet all
the
criteria.
4.7
4.8
4.9
5
5.1
Judges Training
Sanctioning of
International judges clinics
All International
Judges clinicsseminars are sanctioned by the FIS
SJWG.
Page 9 of 41
5.2Selection of
proctorsinstructors
• It is mandatory that all
proctorsinstructors for international judges
clinics
have attended clinics and have been
approved by the FIS SJWG.
• The
proctorinstructor for international clinics shall
be a FIS A license
judge.
• Anyone qualified
to teach at international judges clinic must
submit their
name in writing to FIS SJWG chair,
three weeks before the spring FIS
meeting.
•
Selection of the proctorinstructor will be based
on a number of factors:
- Capacity to prepare
the course material.
- Attitude
- Ability &
Experience
- Knowledge of the sport
-
Experienced Headjudge at FIS World
Cups.
6
6.1
Halfpipe Judging Criteria
for FIS World Cup
Five judges shall evaluate
each halfpipe run using the follow criteria:
1
Judge
1 Judge
1 Judge
1 Judge
1
Judge
Standard Airs
Rotations
Overall
Impression
Overall Impression
Overall
Impression
6.2Standard Airs – 1 Judge
This
is all maneuvers with less than 360 degrees of
rotation. This includes
aerials with and
without grabs, tricks on or near the lip, and
handplants.
Emphasis for judging will be on
execution, difficulty, and variety. Riders
need
to perform no more than 50% of available
hits in the halfpipe to maximize
their
potential score for Standard
Airs.
Criteria Considerations
Standard Airs
are all “straight airs”, and include any trick
with less than 360
degrees of rotation. These
maneuvers may be grouped into several
“sub-
groups” such as: straight airs, airs to
fakie, fakie to forward, alley
oops,
switchstance airs, handplants and
liptricks. To score a high variety, a
rider
should include a maneuver from as many
sub groups as possible. For
example, performing
different backside airs with grabs can show good
variety,
but including a switchstance air, an
alley oop, and an air to fakie, shows
much
greater variety… as well as increasing the
difficulty. More amplitude will also
increase
the difficulty. For good execution the grab should
be solid, the body
maneuvered into the
appropriate position, and then the grab released…
all in
one smooth motion.
Page 10 of
41
6.3Rotations – 1 Judge
This is all
maneuvers with 360 degrees or more of rotation.
This includes spins
(horizontal rotations),
flips (vertical rotations), hybrids (combination
of
horizontal and vertical rotations), as well
as handplants and liptricks over 360
degrees.
Emphasis for judging will be on execution,
difficulty, and variety.
Riders need to perform
no more than 50% of available hits in the halfpipe
to
maximize their potential score for
Rotations.
Criteria Considerations
Rotations
can be separated into sub-groups including
horizontal rotations,
vertical rotations and
hybrids. A key point: a grabbed 540 is certainly
better
than a 540 without grab. Again, variety
plays a major role; poor variety may
mean doing
3 frontside 540´s all with different grabs -
technically these are
“different”, but it
doesn’t show high variety. More variety means
doing
maneuvers that are more dissimilar, such
as a 540, a 720, a McTwist, and a
backside 360.
Good execution for rotations means being smooth,
precise, and
under control during the trick.
Difficulty increases with amplitude, and
may
also be increased by including stalling
andor off-axis combinations.
6.4Overall
Impression - 3 Judges
These judges will score
the run by evaluating overall precision, including
the
execution of the run and the routine
attempted. The OI judge evaluates the
precise
nature of the run in relation to maneuvers
attempted, both individually
and as a sequence.
The overall composition of the run is most
important as
the OI judge evaluates the
sequences of tricks, the amount of risk in
the
routine, and how the rider uses the pipe.
The OI judges take falls into
consideration and
can deduct up to 25 % of the points of the
runjudge for
each fall.
Criteria
Considerations
The OI judge looks at the
overall routine of how the run progresses and
flows,
taking everything into consideration.
This means the amplitude, difficulty,
variety,
pipe-use and execution of all tricks. Amplitude
means the height of the
tricks preformed.
Difficulty refers to not only the tricks performed
but also the
placement of the tricks and the
combinations used. Variety refers to a good
mix
of Standard Airs and Rotations, performed on both
walls of the pipe.
Execution refers to the
stability, fluidity and control of maneuvers
performed.
The OI judge is looking how rider
puts together the run to show a variety
of
tricks that are well executed and difficult.
The OI judge looks at falls as not
only
affecting the trick attempted, but also on the
next few hits since the rider
may have lost
momentum. The OI judges also consider the rider’s
intensity,
smoothness and pipe-use. Thus high
amplitude and higher risk taking will
increase
a riders score, as will attempting a difficult
maneuver at the beginning
of a run. Also
sequences of tricks are important, for example,
back to back
720´s may be more difficult than
splitting them up in the run.
Page 11 of
41
6.5Deductions for falls will be as
follows:
0.1 – 0.4
0.5 – 0.9
1.0 –
1.9
2.0 – 2.5
Unstable body, flat landings,
missed airs, speed checks, flailing
and
sketchets.
Using hand for stability, hand
drags.
Minor falls, body contact with
snow.
Major falls and complete
stops.
6.6Finish Line
The finish line
indicates the final point of take off that will be
considered by the
judges. If a rider takes off
and performs a trick on or before the line, the
trick
(and any fall) will count.
6.7Split
Scoring System: Considerations of the Judging
Criteria
In the current system, the judges
criteria is divided into three
categories:
Standard Airs, Rotation, and
Overall Impression (x 3). Each of the 5
judges
may give 0.0 – 10.0 points for a
potential total of 50.0 points per run.
The
split scoring system works as an integration of
checks and balances. For
example, a rider can’t
get a high score by impressing only the Rotations
judge.
In order to get a good score the rider
needs to impress all judges by making
sure to
do well in each criteria. A good halfpipe run is
not based on any one
thing, but it is based on
everything as a whole. The key concept is
balance…
this is what makes a good halfpipe
run.
The main problem for the judge panel is to
determine what’s the ideal and
what is not. To
help judges in assessing a halfpipe run, three key
concepts are
considered:
First we have the
concept of “variety”. If the athlete can do a
large number of
different tricks, he shows a
high mastery of the sport and is thus better
than
someone who can only do a limited number
of maneuvers. A second concept
is “difficulty”.
A good rider must be able to perform tricks that
are difficult.
Third, each trick must be
performed with ideal “execution”. This is
where
discrepancies in judging are often being
challenged…. What is ideal
execution? The
answer - it’s up to the discretion of the judge,
such is the
nature of a judged competition. For
example: one who performs a method air
by
barely bending his knees and just touching his
board has not performed
the trick in a
difficult and well executed manner compared to
someone who
grabs his board, pulls it over his
head, holds it, and straightens his legs. It’s
up
to the judge to make this
discretion.
Obviously, experience and
observation are the keys when it comes to
judging
execution, and difficulty. Therefore we
must stress the importance of judge
training.
The best snowboarder in the world may also be the
best or the worst
judge. If a judge isn’t
properly trained, his scores will reflect it in
their
inaccuracy and inconsistency.
Page 12
of 41
6.8Tie-Brake
In the event that
two or more competitors obtain the same score, the
highest
overall impression total score in the
tied run shall determine the winner. If
the
overall impression scores are tied, the
next step is to compare the individual
scores
by judging criteria. The rider with the greatest
number of higher scores
shall be declared the
winner. If all of the above tie-break rules are
the same,
then the rider with the highest
standard air score shall be declared the
winner.
7List of Materials
Judging
Supplies
The Headjudge needs to receive from
the organiser a variety of materials and
staff
to run the Halfpipe event. This
includes:
Supplies:- Access to a copy
machine
- 10 copies of the official starting
list
- Copies of Memory boards
40 of
Overall Impression
30 of Standard and
Rotation
- Box of pencils
- Pencil
sharpeners
- Stapler and extra staples
- 1
hand calculator (as big as possible, fresh
batteries)
- 2 large erasers
- Manila
envelops (8 Total) for the score cards
- Score
board for results close to Judge Stand and up on
start
- Hot & cold drinks and a variety of
snacks
- Tables for seven people
- Chairs
for six people with backrests
Staff:- Official
scoring secretary and three assistants to be used
to run
scores, record runs on score board
(only if used)
- Starter and co-starter
Furniture:
Page 13 of
41
8Checklist for Headjudge
Name of
competition:
Before competition
o
o
o
o
o
o
Judges have been selected for
competition
Judge A
Judge B
Judge C
Judge D
Judge E
Contact person from Organising
Committee
Name of Contact person
Phone number
o
o
o
Transport has been organised by
Organisations committee
Accommodation have been
organised by Organisations committee
All the
judges know the judge contact
person
Arrival
oSki passes to all the
judges
oFood coupons
oSee if judges have
arrived
oCheck if the judges have good
accommodation
oCheck if there is something
special going on ex :beer tickets to
Party
Check Halfpipe with Chief of Competition
and TD
oInclination
oLength
oWidth
oFences
oStart area
oFinish area
Get input about Halfpipe from the coaches
riders
Check judge stand with Chief of
Competition and TD
oView over Halfpipe
oEnough height
oLarge enough
oStable
oIn the centre
Page 14 of 41
Competition Committee
Meetings
First meeting
o Discuss competition
program
oDiscuss the material you need (list of
supplies)
oMeet chief of scoring
Second
meeting
oDiscuss condition of Halfpipe
oTime
schedule for program
OK from
oTD
oChief
of comp
oChief of
scoring
oSpeaker
oStarter
oAll
assistants
Material for Judges
Stand
oRadios
oBlankets
oFood and drinks
(coffee, soft drinks, water)
oJudge cards,
pencils, staples, memory boards, start lists
etc.
Team captains meetings day before
competition
oIntroduce judges
oReport from
TD and chief of competition
oCompetition format
and judging criteria
oPresent Halfpipe
program
Judge meeting night before
competition
oDiscuss the days official training
in the pipe
oDiscuss condition of Halfpipe
oDiscuss judge stand
oSet the time for
presence at the judge stand
oAssign judging
criteria’s to judges
oTransportation issues if
necessary to Halfpipe
Competition
o
Make sure that you have the FIS rule
book
Arrive early to check:
oJudge stand
oFencing
oStart area
oFinish area
oDiscuss the order
of seating
oDistribute starting lists and judge
material to judges
Page 15 of
41
o
o
o
o
Practice
scoring
Radio check with TD and
starter
Placement of finish line ( last point
of take off )
Check judge scores between
qualification and finals
Post
competition
oWait 15 min for protest
time
oCheck result with chief of
scoring
oFill in Headjudge report and send it
to FIS judges sub committee
oParticipation at
the award ceremony
oThank members of Organising
Committee
oAll the judges have been
paid
oAll the judges have transportation
arranged
oClosure with TD
9 Snowboarding
basic trick dictionary
Centre of balance and
axis
Centre of Balance: Is located at the level
of the navel, where the three
axis
intersect.
Longitudinal axis: Runs
across the width of the body, through the
balance
point.
Vertical axis: Runs from the
head to the feet, through the balance
point.
Lateral axis: Runs from front to back,
through the balance point.
POSITION OF THE FEET
ON THE BOARD
Regular: Left foot
front.
Goofy: Right foot front.
It is
very important to know if a rider is Regular or
Goofy. (R or G)
It will be mandatory in the
inscriptions of an event that the riders write in
if they
are Regular or Goofy also the Judges
must observe and inspect each rider
during the
trainings.
It is a very important fact for the
judges, because they must know when a
rider
goes with his basic or switch
stance.
NormalForward: The rider goes forward
in his basic stance.
Fakie: The rider goes
backwards in his basic stance. The turn is around
the
tail (the nose takes off before the
tail).
Switchstance: The rider goes backwards
with his stance switched, mirror
vice. A
regular rider now goes like a goofy rider, and
vice versa. The turn is
around the nose (the
tail takes off before the nose).
Page 16 of
41
A REGULAR:
A GOOFY:
Stance NORMALFORWARD – Left front
foot.
Stance SWITCHSTANCE – Right front
foot.
Stance NORMAL –
Stance
SWITCHSTANCE –
Right front foot.
Left
front foot.
The tricks performed in
Switchstance are more difficult, so it must
be
accounted for in the scores.
Frontside
Backside: Two turns directions can be determined.
In Pipe the
reference is the lipwall, when the
chest is in front of the lipwall
(Frontside)
and if the back is against the
lipwall (Backside).
Alley Oop: Trick Uphill, in
opposite direction of the hill. A frontside trick
is on
the backside wall and vice versa. All the
tricks can be done with Alley Oop.
PARTS OF THE
BOARD
NOSE = TOE SIDE
PARTS OF THE
PIPE
LIP: Top of the pipe.
FRONTSIDE
WALL: Front wall.
Frontside wall
A Regular:
A Goofy:
TRICKS
AIRS: Tricks over the
lip of the pipe.
HANDPLANTS: Tricks in which
the rider leans one or two hands on the
lip.
LIPTRICKS: Tricks on the lip, not included
in the other two
classifications.
AIRS
Rotation under 360°
(Around vertical Axis):
Backside
wall
Mute
BS
Air
Indy
BS
StalefishFreshfish
Back
Hand tail sideBS Tailgrab
BS = Backside, FS =
Frontside
Grab
Front Hand toe side
Front
Hand heel side
Back Hand toe side
Back Hand
heel side
Frontside wall
Slob
Lien
Air
FS Air
FS Stalefish
FS
Tailgrab
Backside wall
Riders
Right
Riders Left
TRANSITION: Radius of the
pipe.
BACKSIDE WALL: Back wall.
Riders
Left
Riders Right
TAIL = HEEL SIDE
Page
17 of 41
To Tail:
To Nose:
To
Rock:
Landing the tail knocking the
lip.
Landing the nose knocking the
lip.
Landing with the board over the lip. (The
nose points out of the
pipe).
To Disaster:
Landing with the board over the lip. (The nose
points into the
pipe).
These types of
landings must be done on purpose, they wont affect
the riders
score as long as
Lien to Tail: A
Fs air, front hand grabs the nose, and lands
knocking with the
tail on the coping.
Body
Jar: Bs Air landing with the tail on the coping.
Similar Lien to Tail, but
only
Backside.
Half Cabs: Fakie 180º to
fakie.
Rotation over 360° (Around some
axis):
Anyone of the previous airs can be
performed with a rotation: 360º, 540º,
720º,
900º, 1080º, with or without
grab:
Caballerials (Cabs): Fakie 360º around
the vertical axis, BS or FS, (If it is
backside
caballerial, it is simply caballerial). I.e.
Caballerial Indy Nosebone,
Caballerial
Tailgrab, Caballerial Lien to
Tail...
Grab
Front hand toe side
Front
hand heel side
Back hand toe side
Back hand
heel side
Back hand tail side
STYLE OF THE
TRICK:
Position of the legs on the
board.
Nosebone: Back leg bent, and front leg
boned (straigthened)
- FS Nosebone- Indy
Nosebone
- Tailgrab Nosebone- Stalefish
Nosebone
Tailbone: Front leg bent, and back leg
boned.
- Mute o Slob Tailbone- Mc Twist
Tailbone
- Stalefish Tailbone
Sad-
Melanchollie-Melon: Similar Nosebone, but grabbing
with front hand
heel side, and the nose points
to the ground.
- Lien Sad- BS Sad
Mosquito:
Same as Sad, but the nose points to the
sky.
BsFs wall
Gay Twist
Less
Twist
Caballerial Indy
Caballerial
Stalefish
Caballerial Tailgrab
Page 18 of
41
Method: Is an air with the two legs
bent with an angle 90º.
The body bends
backwards. Only the grab is heel side.
-Lien
Method-Bs Method
-Stalefish Method
Straight
Legs: Is an air with the two legs
straightened.
-Fs Straight Legs-Indy Straight
Legs
Japan: Is a mute air with the front knee
tucked.
Crossbone, Tweaked: An air with a
straight back leg and crossing behind the
front
leg.
- BS Crossbone- Lien Crossbone
John
Thomas: Back hand grabs toe side, and the back leg
tucked.
HANDPLANTS
Fs Invert: Front hand on
coping, and back hand grabs toe side.
Miller
Flip: Fs Invert 360º.
Unit: FS Invert
540º.
Bs Invert: Back hand on coping, and front
hand grabs toe side.
Egg Plant: Front hand on
coping, and back hand grabs toe side.
Egg Flip:
Egg Plant 360º.
Mac Egg: Egg Plant
540°.
Andrecht: Similar Bs Invert, but grabbing
heel side.
Layback Air: Only Fs. Back hand on
coping, and front hand grabs toe side.
(if
grabs heel side is named Andrecht Layback
Air).
Ho-Ho Plant: Invert with the two hands on
coping.
Elguerial: Fakie to Andrecht (360°).
Also can de performed 540º or 720º.
Fs
Handplant Stalefish: Similar Fs Invert, but
grabbing Stalefish.
Bs Egg Plant Stalefish:
Similar Egg Plant, but grabbing
Stalefish.
Stilmasky: Back hand on Coping,
front arm between the legs grabbing heel
side.
(only Bs).
Jtear: Frontside 540º inverted, with
back hand on Coping.
LIPTRICKS:
Rocks: The
board lands perpendicular on coping, the nose
points out of the
pipe.
-Rock to Fakie-Rock
& Roll (Bs Rock) -Fs Rock.
Disaster: The board
perpendiculary on coping, the nose points into the
pipe.
-Fs o Bs Disaster -Cab to
Disaster
Slides: Slide with some part of the
board on coping, rails or some
surface.
-Noseslide -Tailslide -Lipslide
(Disaster Slide)
-Bs o Fs Rock Slide
-Bluntslides-Nosebluntslides
Blunts: Board in
vertical position with the tail on the
coping.
-Blunt to Fakie -Bs o Fs
Blunt
Noseblunts: Board in vertical position
with the nose on the coping.
-Fakie Noseblunt
-Bs o Fs Noseblunt
Revert: Land a trick
reverting in the transition.
-Disaster Revert-
Noseslide Revert
Nollie: Knock the snow with
the nose and the tail takes off before.
Nose
Pick: Static position with the nose on the
coping.
Page 19 of 41
Fs & Bs Fifty-
fifty (slide with the board in longitudinal
direction, along the
coping).
Nosepong:
Ollie forward knocking with the nose doing a
nollie.
9.1Glossary of tricks
Air to Fakie:
Any trick in the halfpipe where the wall is
approached riding
forward, no rotation is made,
and the snowboarder lands riding
backward.
Alley Oop: A term used to describe
any manoeuvre in the halfpipe where one
rotates
180 or more degrees in an uphill direction; that
is, rotating backside on
the frontside wall, or
rotating frontside on the backside
wall.
Andrecht: A rear handed backside
handplant with a front-handed grab.
Backside:
The backside of the snowboard is the side where
the heels rest;
the backside of the snowboarder
is the side to which hisher back
faces.
Backside Air: Any air performed on the
backside wall of the halfpipe.
Backside
Rotation: Rotating clockwise for a regular-footer,
and rotating
counter-clockwise for a goofy-
footer (e.g. backside 360). Note: When
riding
switch-stance, the exact reverse applies
and a regular-footer will
rotate
counterclockwise and a goofy-footer will
rotate clockwise.
Backside Turn: A turn where
the heel edge faces to the outside of the
turn
while the snowboard is riding on the toe
edge. In other words, a right turn for
a
regular-footer and a left turn for a goofy-
footer.
Backside Wall: When standing at the top
of the halfpipe and looking down
toward the
bottom, the backside wall is the left wall for
regular-footers and the
right wall for goofy-
footers. If you ride straight down the centre of
the halfpipe
your backside wall is behind
you.
Bevel: The degree of angle to which the
edges of a snowboard are tuned.
Snowboards used
for racing and carving should have a greater bevel
than,
say, a snowboard used in the
halfpipe.
Blindside: A term given to any
rotation where the snowboarder has
oriented
themselves
shoulder. Such a
technique usually increases the difficulty. (e.g.
A backside
alley oop air in the halfpipe is
often harder than a frontside alley oop
air
because it is blindside).
Boned: A term
used to explain the emphasis of style in a trick.
In other words,
if someone
emphasis of the
manoeuvre such that hisher legs or arms may
appear
extended or stretched to a maximum
degree. To
one or both legs.
Bonk: The act
of hitting an object with the snowboard (e.g. A
tail bonk could
be hitting a picnic table with
the tail of the snowboard).
Caballerial (Cab):
A halfpipe trick that begins fakie, spins 360
degrees, and
lands riding forward. Named after
skateboarding guru Steve Caballero. Also
see
Half-Cab and Gay Twist.
Canadian Bacon Air: The
rear hand reaches behind the rear leg to grab
the
toe edge between the bindings while the
rear leg is boned.
Cant: A term used to
describe the angle at which either foot is
positioned
medial or lateral from a vertical
axis. In other words, how much angle
beneath
your feet from side to side bends your
knees together or apart.
Page 20 of
41
Chicken Salad Air: The rear hand
reaches between the legs and grabs the
heel
edge between the bindings while the front leg is
boned. Also, the wrist is
rotated inward to
complete the grab.
Corkscrew: A term used to
describe a sideways rotation, either free-riding
or
in the halfpipe.
Crail Air: The rear hand
grabs the toe edge in front of the front foot
while the
rear leg is boned.
Crippler Air:
An inverted aerial where the snowboarder performs
a 180-
degree flip. In other words, the rider
approaches a halfpipe wall riding
forward,
becomes airborne, rotates 90 degrees,
flips over in the air, rotates another
90
degrees, and lands riding
forward.
Crossbone Method Air: A method air
where the back leg is boned. See
Crooked
Cop Air: Free-riding version of the mosquito air.
See
Detune: The process of dulling, slightly,
the edges of the snowboard. Most
people detune
the edges around the nose and tail so they don't
catch in the
snow.
Double Grab: Basically,
doing two separate tricks while in the air. One
goes
off of a jump, grabs the board one way,
then grabs it in another way,
then
lands.
Double Handed Grab:
Simultaneously grabbing the snowboard with
both
hands while in the air.
Duckfoot: A
term used to describe stance angles with toes
pointing outward,
like a duck.
Effective
Edge: The length of metal edge on the snowboard
which touches
the snow; it is the effective
part which is used to make a turn. Therefore,
it
does not include the edge of the tip and
tail.
Eggplant: A one-handed 180-degree
backside rotated invert in which the front
hand
is planted on the lip of the halfpipe
wall.
Elgeurial: An invert where the halfpipe
wall is approached fakie, the rear hand
is
planted, a 360-degree backside rotation is made,
and the rider lands going
forward.
Erotic
Air: Front hand grabs heel side, between the
legs.
Fakie: A term for riding backward. See
also Switchstance
Fall Line: The path of least
resistance down any given slope.
Flat Bottom:
The area in a halfpipe between the two opposing
transitional
walls.
Flatground: Term used to
describe tricks performed on a flat slope
without
obstacles. (e.g. nose slide, blunt
slide, tail wheelie, etc.)
Flex: Term used to
describe the stiffness and pattern of how a
snowboard
flexes, i.e., stiff, medium,
soft.
Free-riding: Snowboarding on all types of
terrain for fun. i.e., no contests,
no
halfpipe, no gates, no rules,
etc.
Freestyle Snowboarding: The kind of
snowboarding which is mostly
associated with
riding the halfpipe, but which may also be used to
describe
any type of snowboarding which
includes tricks and manoeuvres.
Fresh Fish Air:
The backside version of the stale fish. See “Stale
Fish”
Frog Air: Similar FS Air, with the arm
between the legs
Front Hand: The hand closest
to the nose of the snowboard. In other
words,
the left hand for regular-footers and
the right hand for goofy-footers.
Frontflip:
Mortal front.
Page 21 of 41
Front
Foot: The foot mounted closest to the nose. A
regular-footer's left foot
and a goofy-footer's
right foot.
Frontside: The frontside of the
snowboard is the side where the toes rest;
the
frontside of the snowboarder is the side to
which hisher chest faces.
Frontside Air: A true
frontside air is performed on the frontside wall
of a
halfpipe and the grab is Indy. The indy
grab is with the rear hand between the
bindings
on the toe edge; in this particular manoeuvre, the
front leg is usually
boned. Technically there
is no such thing as a
it helps as a
description. Also a frontside air can be any air
performed on the
frontside wall of the
halfpipe.
Frontside Rotation: Rotating counter-
clockwise for a regular-footer and
rotating
clockwise for a goofy-footer (e.g. frontside 360).
Note: When riding
switch-stance, the exact
reverse applies and a regular-footer will
rotate
clockwise and a goofy-footer will rotate
counter-clockwise.
Frontside Turn: A turn where
the toe edge faces to the outside of the
turn
while the snowboard is riding on the heel
edge. In other words, a left turn for
a
regular-footer and a right turn for a goofy-
footer.
Frontside Wall: When standing at the
top of the halfpipe and looking down
toward the
bottom, the frontside wall is on the skier's right
for regular-footers
and the skier's left for
goofy-footers. If you were to ride straight down
the
centre
of the halfpipe, you would be
facing your frontside wall.
Fs Invert: Front
hand on coping, and back hand grabs toe
side.
Goofy-Footed: Riding on a snowboard with
the right foot in the forward
position. In
other words, the right foot is closest to the
nose, furthest from the
tail, and in between
the left foot and the nose.
Grab: To grab
either edge of the snowboard with one or both
hands.
Haaken Flip: An invert done in the
halfpipe where the rider approaches
the
frontside wall riding fakie. At the lip the
rider flips backward into the pipe and
rotates
720 degrees spinning frontside down the
pipe.
Half-Cab: Cannot be performed in the
halfpipe. It is the free-riding version of
the
caballerial in which one rotates 180 degrees from
fakie to forward off of a
straight jump. Also
see “Caballerial” and “Gay Twist”.
Halfpipe: A
snow structure built for freestyle snowboarding.
It consists of
opposing radial transition walls
of the same height and size.
Snowboarders
utilize the halfpipe to catch air
and perform tricks by traveling back and
forth
from wall
to wall while moving down
the fall line.
Handplant (Backside): A
180-degree handplant in which both hands, or
the
rear hand may be planted on the lip of the
wall and the rotation is backside.
Handplant
(Frontside): A 180-degree handplant in which the
front hand is
planted on the lip of the wall
and the rotation is frontside.
Handplant
(Layback): A 180-degree handplant in which the
rear hand is
planted on the lip of the wall and
the rotation is frontside.
Hard Boots: Footwear
designed for use in carving and racing. Boots are
stiff
and may use hard plastics to provide
maximum support. Similar to alpine
ski
boots.
Heel Edge: A snowboard has two
different edges. The heel edge is the one
at
which the heels rest.
High Back Bindings:
A binding system that includes a highback
component
that extends perpendicularly from the
board, lies flat against ones calf, and
Page 22
of 41
provides support for the back of
the leg, especially for edging and turning
on
the heel edge. Invented by snowboarder Jeff
Grell.
Ho Ho: A general term given to any two-
handed handplant.
Hucker: One who throws
himselfherself wildly through the air and does
not
land on hisher feet.
Indy Air: A true
between the bindings on the toe edge while the
rear leg is boned. The term
Invert: A trick
where the head is beneath the level of the board
and the
snowboarder balances on one or two
hands.
upside down at any given
moment.
Inverted 180: See
“Crippler”.
Inverted 540: See
“McTwist”.
Inverted 720 (720 McTwist): An
inverted aerial where the snowboarder
performs
a 720-degree rotational flip. In other words, the
snowboarder
approaches the wall riding forward,
becomes airborne, rotates 720 degrees in
a
backside direction while performing a front flip,
and lands riding fakie.
J-Tear: An invert where
the athlete rotates roughly 540 degrees in a
frontside
direction while planting one or both
hands on the lip of the wall. Invented by
Mike
Jacoby.
Japan Air: The front hand grabs the toe
edge in between the feet and the
front knee is
pulled to the board.
Jib: Describes a type of
riding that most closely resembles
street
skateboarding.
flatground
tricks.
Late: A term used to describe
incorporating something into a trick just
before
its completion and landing. (e.g. “A
Method to Late 180” would mean doing a
method
air and at the last possible second rotating 180
degrees and landing
fakie).
Leash: A
retention device used to attach the snowboard to
the front foot so
that it doesn't run
away.
Lien Air: The front hand grabs the heel
edge and the body leans out over the
nose. Must
be done on the frontside wall. Named after
skateboarder Neil
Blender (Lien is Neil spelled
backwards).
Lip: The top edge portion of the
halfpipe wall.
Lip Trick: Any trick performed
on or near the lip of the wall of the
halfpipe.
McEgg: An invert where the rider
plants the front hand on the wall, rotates
540
degrees in a backside direction, and lands
riding forward.
McTwist: An inverted aerial
where the rider performs a 540-degree
rotational
flip. In other words, the rider
approaches the halfpipe wall riding
forward,
becomes airborne, rotates 540 degrees
in a backside direction while
performing a
front flip, and lands riding forward. Named after
skateboarder
Mike McGill.
Mc Hawk: Fakie
720° Mute. Double Gay Twist.
Melonchollie Air:
The front hand reaches behind the front leg and
grabs the
heel edge in-between the bindings
while the front leg is boned.
Method Air: The
front hand grabs the heel edge, both knees are
bent, and the
board is pulled to level of the
head.
Michaelchuck: An invert done in the
halfpipe on the backside wall where the
rider
does a back flip with a 180-degree backside
rotation.
Page 23 of 41
Miller Flip:
An invert where the halfpipe wall is approached
riding forward, the
front hand is planted, a
360-degree frontside rotation is made and the
rider
lands riding fakie.
Misty Flip: The
free-riding version of the McTwist. It is a
partially inverted 540-
degree front flip that
is performed off of a straight jump. Therefore
the
approach is riding forward and the landing
is fakie.
Mosquito Air: A halfpipe trick in
which the front hand reaches behind the
front
leg and grabs the heel edge between the
bindings. The front knee is then bent
to touch
the board tuck-knee style.
Mute Air: The front
hand grabs the toe edge either between the toes or
in
front of the front foot.
Nollie: Much
like an ollie, only you spring off of your nose
instead of your tail.
See “Ollie”.
Nose: The
front tip of the snowboard.
Nose Grab Air: The
front hand grabs the nose of the
snowboard.
Nose Poke Air: Any manoeuvre where
you bone your front leg and
nose of the
snowboard in a direction away from your body,
usually while
grabbing. (e.g., Indy Nose Poke
Air).
Nose Slide: To slide along the ground or
an object solely on the nose of
the
snowboard.
Nuclear Air: The rear hand
reaches across the front of the body and
grabs
the heel edge in front of the front
foot.
Ollie: A method to obtain air without a
jump by first lifting the front foot
then
lifting the rear foot as you spring off of
the tail.
Palmer Air: A kind of method where
the grab is near the nose, the board is
pulled
across the front of the body and the nose is
pointed downward. Named
after Shaun
Palmer.
Phillips 66: An invert where the rider
approaches the halfpipe wall riding
fakie,
plants the rear hand on the lip of the
wall while doing a
the transition riding
forward. Named after skateboarder Jeff
Phillips.
Plate Binding: A binding system in
which hard boots, similar to those used
in
downhill skiing, are attached to the board
by a flat
bindings. However, most snowboard
bindings are non-releasable.
Pop Tart: Airing
from fakie to forward in the halfpipe without
rotation.
Quarterpipe: A halfpipe with only one
wall. In other words, a snow-sculpted
shape
that contains a transition and a vertical, and is
used as a jump to catch
air.
Rail: There are
two rails on a snowboard, each comprised of a
sidewall and
an edge.
Rail Slide: To slide
the rails of the snowboard onto almost anything,
other
than a flat slope. Some good rail sliding
surfaces include: fallen tree
brancheslogs, the
coping of a halfpipe, a picnic table.
Rear
Hand: The trailing hand closest to the tail of the
snowboard. In other
words, the right hand for
regular-footers and the left hand for goofy-
footers.
Rear Foot: The foot mounted closest to
the tail. A regular-footer’s right foot
and a
goofy-footer’s left foot.
Regular-Footed:
Riding on a snowboard with the left foot in the
forward
position. In other words, the left foot
is closest to the nose, furthest from the
tail,
and in between the right foot and the
nose.
Revert: To switch from riding fakie to
forward, or from forward to fakie,
usually
while the snowboard is still touching
the ground.
Page 24 of 41
Rippey
Flip: Backflip lien 360º.
Roast Beef Air: The
rear hand reaches between the legs and grabs the
heel
edge between the bindings while the rear
leg is boned.
Rocket Air: The front hand grabs
the toe edge in front of the front foot
(mute)
and the back leg is boned while the
board points perpendicular to the
ground.
Rolling down the windows: A phrase used
to describe when someone is
caught off balance
and they rotate their arms wildly in the air to
try and
recover.
Rodeo Flip: An invert done
riding fakie or forward where the rider
rotates
frontside or backside while fliping.
Can be done with a 540, 720, 900
and
1080.
Sato Flip: An invert done on the
frontside wall of a halfpipe where the
rider
does a front flip with a 180-degree
rotation frontside.
Seatbelt Air: The front
hand reaches across the body and grabs the tail
while
the front leg is boned.
Shifty Air: A
grabless trick where the upper torso and lower
body are twisted
in opposite directions and
then returned to normal. Usually the front leg
is
boned.
Sick (Slang): An expression used
to describe something really
exceptional--
clothing, a trick, a run,
etc.
Sidecut Radius: The measure (usually in
cm) of the circle radius to which the
sidecut
of a snowboard corresponds. A small circle or
sidecut (under 900 cm)
will make tighter turns
than a large sidecut (over 900cm).
Sintered
Base: High molecular-weight base formed by the
heating and
compression of small fragments of
P-tex. Sintered bases absorb and hold
wax
better and are more durable than extruded
bases, i.e. they are faster.
Sketching: The act
of riding along precariously and nearly
falling.
Slob Air: The front hand grabs mute,
the back leg is boned and the board is
kept
parallel with the ground.
Soft Boots: Footwear
designed for use in freestyle and free-
ride
snowboarding. Boots are soft and pliable
and allow a large range of motion
while
maintaining sufficient support.
Stalefish Air:
The rear hand grabs the heel edge behind the rear
leg and in
between the bindings while the rear
leg is boned.
Stance: The position of one's
feet on the snowboard. Includes: stance
types,
such as regular or goofy, and also
stance specifications, such as widths
and
angles.
Step-In Binding: Binding system
in which no major manual adjustment is
needed
to attach and detach the boot from the binding.
You simply
and then pull a lever or a latch to
well as soft boot binding
configurations.
Stiffy Air: Any manoeuvre in
which both legs are boned and a grab
is
incorporated. (e.g. Mute
Stiffy).
Switchstance (Switch): The term for
performing a trick while riding backward.
It is
important to note that it's a specific term given
to a manoeuvre that is
performed exactly like
riding forward. The only difference is the rider
is going
backward as if heshe were a goofy-
footer instead of a regular-footer, or
vice-
versa, hence the term
switchstance.
Also, see Fakie
Tail: The rear tip of the
snowboard.
Tail Grab Air: The rear hand grabs
the tail of the snowboard.
Page 25 of
41
Tail Poke: Any manoeuvre where you
bone your rear leg and
the snowboard in a
direction away from your body, usually while
grabbing.
Tail Slide: To slide along the ground
or an object solely on the tail of
the
snowboard.
Tail Wheelie: To ride solely
on the tail of the snowboard with the nose in
the
air.
Taipan Air: The front hand reaches
behind the front foot and grabs the toe
edge
between the bindings. The front knee is then bent
to touch the board
tuck-knee style.
Toe
Edge: A snowboard has two different edges. The toe
edge is the one at
which the toes
rest.
Transition (Tranny): The radial curved
section of a halfpipe wall between the
flat
bottom and the vertical. A snowboarder pumps and
rides the transition to
gain speed, to catch
air and to land.
Traverse: To ride
perpendicular to the fall line. A halfpipe rider
traverses from
wall to wall in the
halfpipe.
Tuck Knee: A technique where one knee
is bent and the ankle bent sideways
to touch
the knee to the snowboard between the bindings.
(e.g. Tuck Knee
Indy Air).
Twin Tip: A type
of snowboard designed for freestyle snowboarding.
It has an
identical tip and a tail so that the
board may be ridden similarly in
both
directions.
Vertical (Vert): The
vertical top portion of a wall in a halfpipe that
allows the
snowboarder to fly straight up into
the air and not out of the pipe or into
the
pipe.
Wall: The wall of a halfpipe is
comprised of a transition and a vertical
section.
Wet Cat: A 900-degree rotation on a
McTwist.
5050: To slide with the board parallel
to the coping. Also see “Grind”.
180 Air: The
snowboarder rotates 180 degrees in the air and
lands riding
fakie. In the halfpipe, the rider
approaches the wall riding forward, rotates
180
degrees, and lands riding forward.
360
Air: The snowboarder rotates 360 degrees in the
air and lands riding
forward. In the halfpipe,
the rider approaches the wall riding forward,
rotates
360 degrees, and lands riding fakie.
This trick may also be performed by
riding
fakie and landing riding forward; in
which case it is called a caballerial.
See
“Caballerial”.
540 Air: The snowboarder
rotates 540 degrees in the air and lands
riding
fakie. In the halfpipe, the rider
approaches the wall riding forward, rotates
540
degrees, and lands riding forward.
720
Air: The snowboarder rotates 720 degrees in the
air and lands riding
forward. In the halfpipe,
the rider approaches the wall riding forward,
rotates
720 degrees, and lands riding fakie. Of
course, it may also be performed
switchstance
by riding fakie and landing riding forward.
900
Air: The snowboarder rotates 900 degrees in the
air and lands riding
fakie. In the halfpipe,
the rider approaches the wall riding forward,
rotates 900
degrees, and lands riding
forward.
Page 26 of 41
10Trick Steno
System
10.1Non Rotations
Backside AirB Air
To FakieAF
Frontside AirFStailfishSt
MuteMuN
oseboneN
SlobSlJapanJ
IndyIFakie to ForwardF
F
TailgrabTgStiffyS
LienLSadSd
Canadian
BaconCbRoast BeefRb
Chicken
SaladCsSeatbeltSb
CrailCrHandplantHp
Alley
OopAuAndrecht HandplantAhp
HoHoplantHoplDew
PlantDpl
10.2Rotations (Horizontal and vertical
spins)
El geurialElg360°3
Miller
FlipMf540°5
Frontside RodeoFR720°7
Rodeo
Alley OopRau900°9
Haakon FlipH1080°1080
Crip
plerC1260°1260
BackflipBf1440°1440
Caballeri
alC
Gay TwistGt
Les
TwistLt
MichealchukMch
McTwistMct
Page 27
of 41
11Memoryboards
11.1 Standard
Airs & Rotations
Memory Boards Judge:
STANDARD AIR & ROTATIONS
Women
Nr
Men Qualification: 1
2 Final: 1
2
0-22+3+4+5+6+7+8+9+NOTES
11.2 Overall
Impression
Memory Boards Judge:
OVERALL IMPRESSION
WomenMen Qualification
1 2 Final 1
2
NrNOTESFallTot0-22-34+5+6+7+8+9+
11.3 Big
Air
Memory Boards Big Air Judge:
1 2 3
Men Qualification
1 2 Final 1 2
3
NrNOTES0-22+3+4+5+6+7+8+9+
Page 28 of
41
12 FIS Snowboard Judges Stand
Requirements
Explanatory Notes:
1.
Permanent, fully enclosed buildings are
preferred.
2. Minimum size (HP) of stand
interior to be recommended 11m x 3m for
FIS
World Cup.
Requirements for FIS World
Championships and Olympic Games may call
for
the stand to be larger.
(e.g. TV, video,
computer, sound)
3. The stand is positioned so
that judges, announcers, scoring and timing
can
see the entire course.
4. Entrance
should be by staircase in the middle back of the
stand, and have a
door to restrict access
during competition. Alternately, an internal
staircase
with entrance at the uphill back of
stand can be used. Entry can never be
from
the front of the stand.
5. The entire judges
stand should be adequately heated.
6.
ComputerAnnouncer section must be dry, heated and
totally enclosed
against wind, snow and
rain.
7. The stand is to have a sloping,
waterproof roof. Cantilever roof in
judges'
section as per detail below.
8.
Clean 110 volt or 220 volt mains power to be
provided to front and back of
the
computerannouncer section.
9. The floor of the
stand should be dry, slip resistant and free of
obstacles and
holes.
10. It must be possible
for the judges to have visual contact with
the
announcer and scorer.
11. Portable
toilet must be located close to judges
stand.
12. IMPORTANT: If other users require
space on the stand (i.e. TV, video,
sound),
sizes need to be increased to accommodate them,
however the
location and space reserved for FIS
users should not to be compromised.
13. If the
announcer, TV-Graphics and Copy machine is not
more than 5 meter
away from the Judges Stand,
than the size of the Judges Stand can
be
smaller (minimum 6m x 2,5 m)
Page 29 of
41
13
13.1
Competition Format for
FIS World Cup in Halfpipe
Single Format
(Finals: one out of two)
All Participate
All
Participate
4-15 from 1
st
Q
Participate
6-25 from 1
st
Q
Participate
6 Participate
10
Participate
6 Participate
10
Participate
1-3 Qualify
1-5 Qualify
1-3
Qualify
1-5 Qualify
Qualification
1
st
Run:Women
Men
nd
Qualification 2
Run:Women
(start order is reverse ofMen
rank
from Q1)
Finals 1
st
RunWomen
(start
order is reverse ofMen
Q2 and then Q1
rank)
Finals 2
nd
RunWomen
Men
Final Rank as followsWomen
1
-6
Men
7-15
16…….
1-10
11-25
26…
….
Best run of
Final Run 1 or 2
Result
of Q Run 2
Result of Q Run 1
Best run
of
Final Run 1 or 2
Result of Q Run
2
Result of Q Run 1
13.2Single Format
(Finals: one out of two, all for 2:nd qualificatio
n)
Women
Men
Women
Men
Women
Men
Women
Men
All Participate
All
Participate
4-all from 1
st
Q
Participate
6-all from 1
st
Q
Participate
6 Participate
10
Participate
6 Participate
10
Participate
1-3 Qualify
1-5 Qualify
1-3
Qualify
1-5 Qualify
Qualification
1
st
Run:
Qualification 2
nd
Run:
(start order is reverse of rank
from
Q1)
Finals 1
st
Run
(start order is
reverse of Q2
and then Q1 rank)
Finals
2
nd
Run
Final Rank as
followsWomen
1-6
7-
…….
Men
1-10
11-25…….
Best run
of
Final Run 1 or 2
Result of Q Run
2
Best run of
Final Run 1 or 2
Result of
Q Run 2
Page 30 of 41
First run: both
riders with an unbreakable tie at 5 (men) or 3
(women) advance
to the finals. One less rider
advances from the second run. Second run:
both
riders with an unbreakable tie at 10 (men)
or 6 (women) advance to the finals.
There is
one more rider in the
finals.
13.3
13.4
Competition format for
FIS Races and FIS Continentals in
Halfpipe
Single format (Finals: two out of thre
e)
Women
Men
Women
Men
Women
Men
Women
Men
Women
Men
Women
Final
Rank as follows
7 – 15
16.......
Men1 –
10
11 – 25
26........
All
Participate
All Participate
4 – 15 from
1
st
Q Participate
6 – 25 from
1
st
Q Participate
6 Participate
10
Participate
6 Participate
10 Participate
6 Participate
10 Participate
1 – 6Best two
runs of
Final Run 1,2 or 3
Result of Q Run
2
Result of Q run 1
Best two runs
of
Final Run 1,2 or 3
Result of Q Run
2
Result of Q Run 1
1 – 3 Qualify
1 – 5
Qualify
1 – 3 Qualify
1 – 5
Qualify
Qualification 1
st
run
Qualification 2
nd
run
(start
order is reverse of
rank from Q1)
Finals
1
st
Run
(start order is
reverse of
Q2
and then Q1 rank)
Finals 2
nd
Run
(start order is reverse of Final
Run
1
st
)
Finals 3
rd
Run
(start
order is reverse of Final
Run
2
nd
)
Page 31 of 41
13.4Single
format (Finals: two out of three, all for 2:nd qua
lification)
Women
Men
Women
Men
All
Participate
All Participate
4 – 15 from
1
st
Q Participate
6 – 25 from
1
st
Q Participate
1 – 3 Qualify
1 –
5 Qualify
1 – 3 Qualify
1 – 5
Qualify
Qualification 1
st
run
Qualification 2
nd
run
(start
order is reverse of
rank from Q1)
Finals
1
st
Run
(start order is
reveres of
Q2
and then Q1 rank)
Finals 2
nd
Run
(start order is reverse of Final
Run
1
st
)
Finals 3
rd
Run
(start
order is reverse of Final
Run
2
nd
)
Final Rank as follows
Women 6
Participate
Men10 Participate
Women6
Participate
Men10 Participate
Women 6
Participate
Men10 Participate
Women1 –
6
7 – ......
Men1 – 10
11 –
........
Best two runs of
Final Run 1,2 or
3
Result of Q Run 2
Best two runs
of
Final Run 1,2 or 3
Result of Q Run
2
13.5
13.6
Competition format – only for
FIS races in Halfpipe
Heat
Format
Qualification:
Riders will be grouped
into heats of 25-35 riders and all riders will
receive two
runs.
Finals:
20 men and 10
women are qualified for the finals.
Best run
out of two will be used.
Final ranking as
follows:
Women 1-10 Best run out of
2
11-endResult of Qualification
Men
1-20Best run out of 2
21-endResult of
Qualification
They will be scored based on the
FIS judges criteria with a separation
system,
standard airs,
rotations, amplitude
and 2 x overall impression.
Double-up Format
(only for Qualification)
Two groups of three
judges (level A-B), all judging overall
impression. Every
competitor will receive 2
qualification runs and be judged from both
judge
groups (A-B).
The best score from
group A and group B will be added as a
result.
20 men and 10 women are qualified for
finals.
Finals will be scored based on the FIS
judges criteria with a separation
system,
standard airs, rotations, amplitude and 2 x
overall impression.
13.7
Page 32 of
41
13.8Jam-Session (only for
Finals)
12 men and 6 women will be in
Finals.
Two groups of three judges (A-B), all
judging overall impression. Each
competitor to
ride a total of 1 hour. The 2 best scores out of
their runs added
together will be the final
result.
14 Construction of Competition
Sites
14.1Halfpipe
Halfpipe
Definition
The Halfpipe is a channel
constructed in the snow. The bottom of the
Halfpipe
is almost flat and it should be small
bent with a nice continuation from
the
transition of the walls. The walls are
concave and elevated to almost vertical.
The
Halfpipe is orientated directly in the fall line.
The riders go from one wall to
the other, to
achieve the greatest Amplitude and the most
difficult tricks.
Technical Data---Oversized
Pipe
TECHNICAL DATA
I
L
W
H
T
Inclination
Length
Width
Inner height
walls
Transition Radius
Should be as an
ellipse!
VVertical
FRoll out deck
DDrop
in Area
OOutside fence
from
Banners
FBanner fence from
wall
MINIMUM
15°
120 Meter
15 Meter
4.2 Meter
5.0
Meter
RECOMMEND
ED
16,5°
130
Meter
16.5 Meter
4.5 Meter
5.2 Meter
MAXIMUM
18°
150
Meter
19 Meter
5.0 Meter
5.8 Meter
40cm@ 8550cm @ 8560cm @ 85
1
Meter 1,5 Meter 2 Meter
Flat to 2 Meters
0,5
Meter
1,5 – 2
Meters
The steeper pipe…. the wider pipe, the
flatter pipe….the narrower pipe.
The radius of
the walls should be as an ellipse and should not
be built as one
radius!
14.2Quantity of
work
It is necessary to build the pipe at least
10 days before the event and the pipe
should be
ready 3-5 days before the competition. To build
the walls you need
1-2 snowcats; it takes
approximately 15 hours (longer in bad snow
conditions).
After the snowcats have completed
the base of the walls, you need a pipe
machine
to make the whole pipe (walls, transition, bottom)
smooth. If there is
no pipe machine, you will
need at least 10-15 people working with shovels
to
do the job of the pipe machine.
Page 33
of 41
Starting platform
The starting
platform is for the riders to drop into the pipe;
it needs to be
identical across the entire
pipe. There should not be any disadvantage
for
regular footed or goofy footed riders. The
platform should be flat and
horizontal in order
to allow the riders to start without slipping down
the pipe.
To access the platform, it is
practical to cut wide steps in order to walk up
on
the top of the wall. During competition
these steps should be outside the pipe
and not
in the inrun of the pipe. Then riders will sit in
the steps and putting on
their boards. In bad
snow conditions, the platform can easily be made
of
metallic staging, wood boards and only a few
inches of snow.
Inner height of walls
The
inner height of walls is constant from the top of
the pipe to the bottom.
Finish area
The
finish area is extended past the end of the pipe
and should be flat and
level. The judges stand
is almost at the end of the finish area and
directly
facing the pipe.
14.3Choosing the
site
Altitude
It is not advisable to build a
Halfpipe at an altitude which cannot
guarantee
permanent snow through out the
season.
Public Access
It is most beneficial
to situate the competition stadium closest to
public areas
like the base facilities, lift
stations, restaurants and villages. Thus
providing
easy access for spectators.
The
Site
The site should be around 60 m wide, The
Halfpipe, with decks included, must
be
estimated at 20 m. Also 20 m on each side of the
pipe should be available
for snowcats work. The
site should be about 150 m in length. Allow 100 m
for
the pipe itself and 50 m for the finish,
with the judge’s platform included.
The
Slope
The slope must be between 14 – 22 degrees
for the inner slope of the
channel. It is
understood that the slope can be corrected when
the Halfpipe is
constructed but this demands
more snow and more work. The slope can
be
broken at the start to the finish, but the
inner slope of the pipe needs to
be
constant.
Page 34 of 41
Lay of
the land
A natural channel can be used,
providing that the snowcat can pass in
the
channel and work on the top of the walls.
The arrangement of a natural
channel or the
construction of an artificial channel in the
terrain reduces
considerably the snow
construction and the maintenance of the pipe.
Much
less snow is necessary.
Lift,
Electricity and Accessories
When choosing a
site it is important that the facilities for
material
transportation, public transportation
and electrical installations should be
taken
into the
consideration
Orientation
NORTH or SOUTH
orientation is the best while NORTH
orientation
guarantees permanency of the pipe
and least maintenance, it is the worst
for
photographers (rarely sunny, half-lights,
etc.) Riders suffer more from the cold
with the
walls often hard and icy.
SOUTH orientation is
the best. It is warm for the public, for the
riders and the
organizers. It is also ideal for
photographers but it requires more
maintenance.
If the site is oriented EAST or
WEST, one of the Halfpipe walls will be
exposed
to sunshine all day while the other is
in shadow. One wall will be soft from the
sun
and the other wall will be icy because of the
shadow.
Snow
A considerable amount of snow
must be moved for the Halfpipe
construction.
About 1500 – 2000 Cubic meters of
packed snow. Equipment to take snow
from an
upper area down to the Halfpipe site is very
important.
Page 35 of 41
15Halfpipe
Site
Page 36 of 41
16.
16.1
Big
Air
Big Air Technical Data for FIS World
Cup
In-
Run
Pitch:
Length:
Width:
Flat area
before jump:
Jump
Width:
Height:
Take
off angle:
Jump take off to knoll:
Landing
Hill
Pitch:
Width:
Length:
Transition
to flat:
Finish
Area
Width:
Depth:
Pitch:
5m
minimum
3m - 3.5m
25°
12m
33°
22m
minimum
35m
10m
30m
30m
0° -
3°
(±2°)
22°
60m
8m minimum
0° for
5-10m
(±2°)
(±2m)
16.2Big Air,
Competition site
The Big Air site must conform
to Specifications.
The Big Air site must be
finished and ready for training at least one day
before
the start of competition. The drop in
must allow the rider to have the correct
speed
for the jump and the landing has to have the
correct angle to
accommodate both flips and
spins.
16.3Training
Training for the Big Air
is mandatory. There will be a starter at training
to
regulate the flow of the
riders. Training
times will be communicated by the Chief of Comp.
during the
first TC meeting.
Page 37 of
41
16.4Competition Format for FIS World
Cup
MenWomen
MenWomen
MenWomen
MenWome
n
MenWomen
MenWomen
All Participate
7
– all from
1
st
Q Participate
12
Participate
12 Participate
12
Participate
1 – 12
13 –
25
26........
1 – 6 Qualify
1 – 6
Qualify
Qualification 1
st
run
Qualification 2
nd
run
(start
order is reverse of
rank from Q1)
Finals
1
st
Run
(start order is reverse
of
Q2 and then Q1 rank)
Finals 2
nd
Run
Finals 3
rd
Run
Final Rank as
followsBest run of
Final Run 1, 2 or
3
Result of Q Run 2
Result of Q Run 1
All
runs are scored in the Big Air contest. Since the
limited field size impacts
final standings the
entire field of twelve men and eight women will be
ranked.
All other competitors will be ranked
according to their highest score of the
two
elimination round
jumps
17
17.1
17.2
Competitors
Equipment
Bibs
As per FIS
specifications.
Helmets
Helmets are required
as per FIS rule 2307. All competitors and
forerunners
must wear
Helmets manufactured
for snowboardingor ski racing allowing clear
vision.
Public Address System
Music will be
used at Big Air events. The sound system must be
powerful
enough for the
Competitor to hear
the music clearly and without distortion while at
the top of
the Big Air course.
The chief of
sound is responsible for the tapes or CD's during
the
competition.
19Judges Stand for Big
Air
The size of the scaffolding area must be
6-10 meters by 2-3 meters (see item
nb. 12).
The judges viewing area should be constructed to
provide ample
room for the appropriate number
of officials and to provide room for
viewing
and all proper amenities for the
operation of the competition.
20Big Air
Judging
• For each Big Air Event, 5 judges will
be present during the entire event,
plus the
Headjudge. The highest and the lowest score will
drop out and
then add the three middle scores
together.
18
Page 38 of 41
•
•
•
•
•
21
Judges must give
scores during the Big Air events in accordance
with the
Big Air judging Criteria. They must be
available to the Head Judge during
preparation
and throughout the event.
Judges can use score
cards to mark score by bib number and must
keep
a memory board to note the tricks, falls
and other specifics.
No discussions are allowed
concerning competitors scores unless
initiated
by the Headjudge.
No competitor, team
representative, or spectator will be allowed
to
approach the judges stand or speak with the
judges during the
competition.
Any protest
or problem arising from the judging will be dealt
with by the
Headjudge and the competition
jury.
Big Air Judging criteria
Each Judge
shall use a ten point scoring system. Judges will
score by tenths
i.e. 3.8, , 7.3, 9.8 etc. Each
judge will evaluate the run by overall
impression
and dividing the run into different
components:
1. Control of the trick
-
Execution
- Difficulty
-
Control
Amplitude
Landing
2.
3.
21.1Control of the trick
When the rider
performs his trick he must show a perfect master
of it.
Execution of the trick has to be smooth,
that means the body must be in good
balance,
arms have to be in control and not trying to keep
balance by “opening
the window” and shaking all
around. Spin has to be demonstrated in
one
unique movement with a rhythm equal from
beginning to the end. Rewinds in
landings are
not penalized if they are clearly done on purpose
(i.e. land switch
and revert to ride
normal).
The grab (s) chosen has must be held
as long as possible during the
spin.
Furthermore it has to be sharp. Unclear
grabs such as quick double grabs and
small
handtouches are not good.
Basically we can say
that if the movement performed by the rider looked
easy,
it is well done and executed.
The
trick should be performed with good execution and
high difficulty.
21.2Amplitude
In Big air,
amplitude is qualified by the combination of the
height and the
length of the jump done by the
rider from the take off to the landing
spot.
Because it is more difficult to master a
trick with a bigger hang time, with the
same
execution of a trick, the rider with bigger
amplitude will get more points.
Page 39 of
41
A trick must be performed in a safe
manner - not too long or too short is the
best
solution.
21.3Landing
The landing is the
final part of a trick (“the rider touches the snow
again after
completing his trick”). It is also
the part of the trick that makes the
difference
between a completed trick and a non-
completed one. In order to separate
the
completed trick from incomplete tricks,
judges are deducting points for a bad
landed
trick.
Deduction range
0,1 - 0,9 point for
minor fault: hand drag
1,0 - 1,9 points for
medium fault: two hands down, reversing the trick
due to
instability
2,0 - 2,9 points for
major fault: body contact with the snow
3,0
points for huge faults: the board is not the first
thing to touch the
snow
The deduction is
taken from the score that would have been given
with a
correct landing.
For example, a rider
not under control in the air could get 4,5 points
for the
trick and 2,5 deduction for a major
fault, that would give him a score of
2,0
total.
22Tie Breaking for Big
Air
Ties will be broken as
follows:
22.1Elimination Rounds
Round 1:
Competitors tied for 6th place men will be
qualified for the finals.
When a tie such as
this occurs the number of qualified riders from
Round 2 will
be reduced accordingly to allow 12
men in the finals.
Round 2: Ties in round two
will be broken by the highest round 1 score. If
still
tied the riders ranked on the same final
qualifying place will advance to the
final
which will increase the number of competitors in
the finals.
22.2Finals (combined best two out
of three different jumps): For a three
run
final the competitor with the highest
single score (of the two combined scores
used
for the final ranking) will be the winner. The
jumps should be different, if
they are the
same, only one will count of these two. If both of
these are tied
then the competitor with the
highest non-combined score (3rd score) will
be
the winner. If these are tied, both
competitors will remain tied and receive
the
same rank.
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23Big
Air Site
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