Guide to USAG Scoring Levels 6-10 Panhandle Perfection Gymnastics
Gymnastics Scoring Can be very confusing Lots of elements to come up with final score Different ways to achieve a score
How to Achieve a 10.0 Level 6-8: Element Combinations Level 9-10: Element Combinations + Specified Bonus Don t make any mistakes
I Saw a Score Higher than a 10? FIG: Difficulty score (unlimited) + execution score (up to 10.0) Men s JO: Level 6, top score is an 11.5 (9.5 start + bonuses), top score is 10.0 on vault T&T: Level 8-up: 3 judges out of 10.0 + difficulty * one or two passes
Vault Level 6 & 7 All Vaults out of 10.0 All vaults front handspring or twisting based (no back handspring or flipping vaults)
Vault Level 8, 9 & 10 Vaults start at different values based on difficulty & level Multiple vault formats allowed, including flipping and Yurchenko entry Restrictions at Level 8 and 9
Vault Level 6 & 7 Level 6 & 7 Front handspring (10.0) Half on (10.0) Yamashita full (10.0)
Vault Level 8, 9 & 10 Vault Level 8 Level 9 Level 10 Front handspring Tuck Tsukahara/Yurchenko Pike Tsukahara/Yurchenko Lay Tsukahara/Yurchenko Tuck Tsuk/Yurchenko Full Lay Tsuk/Yurchenko Full 9.0 8.6 8.2 9.8 9.6 9.4 10.0 9.7 9.5 N/A 10.0 9.7 N/A 10.0 9.8 N/A 10.0 10.1 Fronthand Front Tuck N/A 10.0 9.7
Vault Deductions Preflight (flex feet, bent knees, hip angle each up to 0.20) Support/Repulsion (poor technique, shoulder angle, arched body, angle leaving the table early/late most up to 0.20, some up to 1.00) In the air (flexed feet, under rotation, lack of height up to 0.30) Landing (hops, steps up to 0.30; falls 0.50 up to voiding of vault if feet don t touch first)
Vault Rules Better of the two vaults is the score that counts (judges average the two scores) Can do different vaults in 1st and 2nd vault One balk is allowed. After first balk, attempts are eliminated NEW RULE: Can touch springboard or vault table and still be a balk NEW RULE: Level 8s allowed two vaults & can be spotted on landing with a 1.0 deduction
Bars, Beam, Floor Required Elements Skills Start Value Bonus Level 6 5A, 1B 10.0 N/A Level 7 4A, 2B 10.0 N/A Level 8 4A, 4B 10.0 N/A Level 9 3A, 4B, 1C 9.7 0.3 Level 10 3A, 3B, 2C 9.5 0.5 Plus four special requirements on each event which differs by level
Bars, Beam, Floor A = easy skill B = medium skill C = difficult skill D = very difficult skill E, F, G, etc. = extremely difficult skill
Bars Level 6 & 7 Level 6 Level 7 Cast to horizontal Cast to 45 deg. One bar change 360 circling element 360 circling element from 3, 6, 7 360 circling element from 3, 6, 7 Dismount, min. A Dismount, min. A salto group 3 (underswings/clearhips), group 6 (stalder), group 7 (circle swing/hecht)
Bars Level 6 & 7 Level 6 Value SR LB: Kip LB: Cast handstand LB: Clearhip not to HS LB: Kip LB: Squat on/jump to HB HB: Kip HB: Cast handstand HB: Tuck Flyaway A (1) B (1) B (A2) A (3) A B (A4) A (5) Cast 360 deg. Bar change Dismount START VALUE: 10.0
Bars Level 6 & 7 Level 6 Value SR LB: Kip/Squat on/jump to HB HB: Kip HB: Cast handstand HB: Clearhip not to HS HB: Tuck Flyaway A (1) A (2) B (1) B (A3) A (4) Bar change Cast 360 deg. 3/6/7 Dismount START VALUE: 9.9
Bars Level 6 & 7 Level 7 Value SR LB: Kip A (1) LB: Cast handstand A (2) B (1) Cast LB: Clearhip B (1) B (2) 360 deg. 3/6/7 LB: Kip/squat on/jump to HB A (3) A (2) HB: Kip A HB: Cast handstand A (4) B (A3) HB: Giant B (2) B (A4) 360 HB: Layout Flyaway A (5) A (5) Dmt. salto A START START VALUE: VALUE: 9.5 (no 10.0cast)
Bars Level 8 Level 8 One bar change Flight or pirouette, min. B One 360 deg. element from 3, 6, 7, min. B Dismount min A Salto may do one C element group 3 (underswings/clearhips), group 6 (stalder), group 7 (circle swing/hecht)
Bars Level 8 Level 8 Value SR LB: Kip LB: Pirouette LB: Kip/squat on/jump to HB HB: Kip HB: Cast handstand HB: Clearhip handstand HB: Giant HB: Giant HB: Layout Flyaway A (1) B (1) A (2) A B (2) C (B3) B (4) B (A4) A Flight or pir. Bar change 360 deg. 3/6/7 Dmt. salto A START VALUE: 10.0
Bars Level 8 Level 8 Value SR LB: Kip LB: Cast handstand LB: Toe hecht to HB HB: Kip HB: Cast handstand HB: Clearhip handstand HB: Giant HB: Layout Flyaway A (1) B (1) C (B2) A (2) B (3) C (B4) B (A3) A (4) Flight & Bar chg. 360 deg. 3/6/7 Dmt. salto A START VALUE: 10.0
Bars Level 9 & 10 Level 9 Level 10 Two bar changes Flight, min. C One flight, min. B 2nd Flight, min B. 2nd Flight or 180 deg. turn, min. C Element with axis turn, min. C Dismount, min. B salto Dismount, min. C salto
Bars Level 9 & 10
Bars Level 9 Level 9 Value SR Bonus HB: Kip A (1) HB: Cast handstand B (1) HB: Overshoot to HS to LB C (1) D (C1) Bar 1/Axis/Flight LB: Kip A (2) LB: Cast handstand B (2) LB: Clear hip to handstand C (B3) C+C flt. (.2) LB: Toe hecht to HB C (2) Bar 2/Flight HB: Cast Handstand B HB: Giant B (4) HB: Double Back C Dmt. Salto B START VALUE: 9.9
Bars Level 10 Level 10 Value SR Bonus HB: Kip A (1) - HB: Cast handstand B (1) - HB: Pak salto D (C1) Flight, min. C D (+.1) LB: Kip A (2) - - LB: Cast handstand, 1/2 Pirouette C (2) Axis turn - LB: Toe hand C (B2) 2nd Flight, min B C+C (.1) LB: Toe hecht C (B3) C+C (.1) HB: Kip A - HB: Cast handstand B (A3) - HB: Giant, Full Pirouette D D (+.1) HB: Double Back, 1/2 out D Dmt., min. C D+D (+.2) START VALUE: 10.0
Bars Deductions Small Faults (0.05 to 0.10) (flexed feet, arm swings on landing, brush feet to floor) Medium Faults (up to 0.20) (leg separations, arched body, large step on landing) Large Faults (up to 0.40) (bent arms, squat on landing, extra cast, stop on bar) Major Faults (0.50) (falls, feet hit landing mats in skill, spotting)
Bars Rules Cast to hanstands are big deduction points The same element can be two different value parts depending on how it s performed (clearhip B, clearihp hand C) The same element may be used for multiple requirements Level 8s may use one C that is not on the specially allowed list
Bars Examples Clearhip (no handstand) B Clearhip to handstand C Both have significant casting deductions.
Bars Examples Overshoot (no handstand) C Overshoot to handstand D Both have significant casting deductions.
Beam Level 6 & 7 Level 6 Level 7 Acro element from group 5, 6, 7 (not dmt.) Acro series AND one acro flight element Leap/jump hits 180 dg. Leap/jump hits 180 dg. 360 deg. turn 360 deg. turn Min. A dismount Min. A dmt., salto/aerial group 5 (handstand), group 6 (roll), group 7 (walkover/handspring)
Beam Level 6 & 7 Level 6 Value SR Full turn Split jump Jump half turn Back handspring Cartwheel to Back tuck dismount A (1) A (2) A (3) B (1) A (4) A (5) 360 turn jump to 180 acro acro dismount START VALUE: 10.0 START VALUE: 9.5 (missing B)
Beam Level 6 & 7 Level 6 Value SR Full turn Split leap Tuck 3/4 jump Back walkover/back walkover Cartwheel to Back tuck dismount A (1) A (2) B (1) A (3, 4) A (5) A 360 turn jump to 180 acro dismount START VALUE: 10.0
Beam Level 6 & 7 Level 7 Value SR Full turn A (1) 360 turn Split leap A (2) jump to 180 Tuck 3/4 jump B (1) Back handspring B (2) acro flight /back walkover FALL A (3) series Cartwheel to A (4) dismount Back tuck dismount A (5) START START VALUE: VALUE: 9.5 (no 10.0 series)
Beam Level 8, 9 & 10 Levels 8, 9 & 10 Acro series (excluding mount & dismount) Leap/jump to 180 deg. 360 deg. turn Aerial or Salto Dismount (lv. 8=A, Lv. 9=B, Lv. 10=C) Level 9s & 10s get to 10.0 with bonus.
Beam Level 9 & 10
Beam Level 8 Level 8 Value SR 1 1/2 turn Full turn Leap Switch leap Tuck 3/4 jump Back handspring/ Back handspring Back tuck dismount B (1) A (1) A (2) B (2) B (3) B (4) B (A3) A (4) 360 deg. turn Leap to 180 Acro series min. A dmt. START VALUE: 10.0
Beam Level 9 Level 9 Value SR Bonus Pike support mount B (1) Back handspring/ B (2) Layout step out C (1) Acro series 1 1/2 turn B (3) min. 180 turn B+C (.1) Switch leap C (B4) Leap to 180 Back tuck C (A1) Round off B (2) C+C fl. (.2) Full dismount C (A3) Min. B dmt. B+C (.1) START VALUE: 10.0
Beam Level 10 Level 10 Value SR Bonus Pike support mount B (1) Back handspring/ B (2) Layout step out C (1) Acro series B+C (.1) Double wolf turn D (C2) min. 180 turn D (.1) Switch leap C (B3) Leap to 180 Back tuck C (A1) C+C flt. (.2) Round off B (A2) 2/1 full dismount D (A3) Min. C dmt. D (.1) START VALUE: 10.0
Beam Deductions Small Faults (0.05 to 0.10) (flexed feet, arm swings on landing, dmt. near beam, artistry) Medium Faults (up to 0.20) (leg separations, low height on jumps, not at 180 deg.) Large Faults (up to 0.30) (bent arms, squat on landing, add l moves to stay on) Major Faults (0.50) (falls, not landing feet first on saltos)
Beam Deductions Compositional deductions, Level 8/9/10 only Lack of directional/height variety (0.1 each) Lack of variety in dance (0.1 each) Lack of balance between acro and dance (up to 0.2) Lack of use of whole beam (0.1) Lack of elements to competitive level (up to 0.2)
Beam Rules Connections big focus on beam Easy to break series on beam (arm swings, slow connections, balance checks, repositioning of legs) Falls break series (should be repeated for SR value)
Floor Level 6 & 7 Level 6 Acro series with 3 connected elements One salto or aerial element Dance passage with min. 2 group 1 elements, one which is a leap to 180 deg. Min. 360 deg. turn. Level 7 Acro series with 3 connected flight elements, one a back layout to two feet Direct connection of two forwards moving elements with flight, one an aerial or salto Dance passage with min. 2 group 1 elements, one which is a leap to 180 deg. Min. 360 deg. turn Group 1 (leaps, jumps, hops).
Floor Level 6 & 7 Level 6 Value SR Full turn RO, BHSP, BHSP Switch leap, jump tuck half Aerial A A, A, A B, A A min. 180 turn acro srs. dance pass salto/aerial START VALUE: 10.0
Floor Level 6 & 7 Level 6 Value SR 1 1/2 turn RO, BHSP, Back tuck Switch leap Front handspring, Front tuck B A, A, A B A, A min. 180 turn acro srs. salto/aerial START VALUE: 9.5 (missing dance)
Floor Level 6 & 7 Level 7 Value SR Front handspring, front tuck 1 1/2 turn Switch leap, tuck jump full Leap Full turn A, A B B, B A A Forward acro min. 360 turn Dance pass Split jump RO, BHSP, back layout Back full B A, A, A B Acro w/ layout START VALUE: 10.0 START VALUE: 9.5 (no layout)
Floor Level 8, 9 & 10 Levels 8, 9 & 10 Acro series with two saltos (same or different) Three different saltos in routine Dance pass with two different group one elements, one of which is a leap to 180 deg. Last salto is min. A for Level 8, min. B for Level 9 and min. C for Level 10 Level 9s & 10s get to 10.0 with bonus. Group 1 (leaps, jumps, hops).
Floor Level 9 & 10
Floor Level 8 9 Level 8 9 Value SR RO, BHSP, full layout A, A, B A Acro series Switch leap, leap half turn RO, back tuck, front tuck Wolf jump Double turn B, B A, A, A A C (B) 180 & dance Db./3rd salto RO, BHSP, layout full A, A, A B A dismount B dismount START VALUE: 10.0 9.7
Floor Level 8 Level 8 Value SR RO, BHSP, full Switch leap, tuck jump half Wolf jump Double turn Front tuck, RO, layout A, A, B B, B A C (B) A, A, A Acro series 180 & dance Db./3rd Salto, A dismount START VALUE: 10.0
Floor Level 9 Level 9 Value SR RO, BHSP, layout full Switch leap, leap half turn RO, back tuck, front tuck Wolf jump A, A, A B, B C* A, A, A A Acro series 180 & dance Db./3rd salto Double turn tuck jump 1 1/2 C, C* RO, BHSP, full A, A, A B dismount START VALUE: 10.0
Floor Level 10 Level 10 Value SR RO, Double Back Wolf full, wolf full RO, 1 1/2, Front Pike Tuck jump Double turn Switch leap, split 1/2 RO, 2 1/2 full A, C C, C* A, C, B* A C C, C* D* Db./3rd salto 180/dance C dismount START VALUE: 10.0
Floor Deductions Small Faults (0.05 to 0.10) (flexed feet, slight hops or feet adjustment, not straight on pass, extra arm movement on landing, legs crossed) Medium Faults (up to 0.20) (leg separations, low height on jumps, not at 180 deg., not finishing twists in dance or acro skill) Large Faults (up to 0.30) (bent arms, squat on landing, add l moves to stay on) Major Faults (0.50) (falls, spot)
Floor Deductions Levels 8, 9 & 10 Insufficient originality in choreography, 0.05-0.10 Lack of variety in dance: 0.10 Pausing prior to elements: 0.20 Synchronization with the music: up to 0.30
Guide to USAG Scoring Levels 6-10 Panhandle Perfection Gymnastics