In this category two athletes compete together to present their imagination and technique in a precision tumbling routine. There is no requirement for whether the team is made up of two males, two females, or mixed, but scoring will require choreography and innovation in all routines. Performance will be the key and the crowds will be awed by this category of our sport spectacle.

PAIRS  SYNCHRO DIV 5.0 GUIDELINES

SYNCHRO TUMBLING PAIRS
NUMBER OF ATHLETES 2 Athletes
AGE REQUIREMENTS 10 years and older No maximum age
GENDER Female, Male or Mixed
MUSIC/ROUTINE TIME LIMIT 1:30
CROSSOVERS May cross over into Team Cheer,Solo Cheer, Team Synchro,  Partner Stunt, Team Stunt, Extreme Tricking and Extreme Tumbling
UNIFORM REQUIREMENTS Performance attire is mandatory and should reflect the creativity and artistry of the routine. Cheer uniforms/skirts/hair bows are not allowed.
FOOTWEAR Footwear is required. Must be closed toe and have soles.
PERFORMANCE FLOOR      BOUNDARY REQUIREMENTS 9 Panel Spring Floor

PAIRS  SYNCHRO DIV 5.0 RULES

  • 2 participants are allowed.
  • Age requirement is 10 years and older.  No maximum age limit.
  • Female, Male, or Mixed Pairs are allowed.
  • Routine time limit/music may be up to 1:30 in length.
  • May cross into Cheer, Team Synchro Tumbling, Stunt, ExtremeTricking, and Extreme Tumbling.
  • Multiple synchro tumbling pairs may enter to qualify and represent their gym/program at the All Star Games.
  • An athlete may not qualify and/or compete on two synchro pairs or two synchro teams.
  • Performance attire is mandatory. Performance attire should reflect the creativity and artistry of the routine.
  • Cheer uniforms/Skirts/Cheer hair bows are not allowed.
  • Footwear is requiredMust be closed toe and have soles.
  • Performances will be performed on a 9-Panel spring floor.
  • Tumbling is limited to double twisting layouts and single flipping rotations. Clarification:
    • Consecutive bounding twisting skills and standing double twisting skills are allowed.
    • Athletes may land on their feet or in a prone position (belly face down supported by toes and hands simultaneously).  Splits and seat drop pancakes are also acceptable landing positions.  Athletes may NOT land on their backs, knees, or sides.
  • Routines will be judged on performance, creativity, transitions, musicality, choreography, difficulty and execution of technical elements.
  • Scores will be numerical values without comments.
  • Synchro Tumbling Routines must have the following minimum elements:
    • Standing Tumbling Pass – All team members must enter into one standing tumbling pass from a connected stationary jump/leap or connected stationary jump/leap combination.  All elements in the pass must be the same and performed in synchronization throughout its entirety.
    • Creative Standing Tumbling Pass – This standing tumbling pass must FINISH with all members performing the SAME final tumbling element in synchronization. All other tumbling elements performed may be used to highlight creativity and visual appeal but will only be judged on execution and technical precision.
    • Running Tumbling Pass – A completely synchronized running tumbling pass performed by all members.  All elements in this pass must be the same and performed in synchronization throughout its entirety.
    • Creative Running Tumbling Pass – This running tumbling pass must FINISH with all members performing the SAME final tumbling element in synchronization. All other tumbling elements performed may be used to highlight creativity and visual appeal but will only be judged on execution and technical precision.
    • Creative Aerial Moment – In this section athletes are encouraged to tumble over other teammates and/or build structures to enhance the routine’s visual effect.
      • All structures must be no greater than 1.5 body lengths high. (i.e. a shoulder sit or below).
      • If desired, these structures may be used to cradle, catch, or propel another athlete as long as the catch/cradle does not exceed the overall structure’s 1.5 high body length restriction and as long as the release move does not exceed 1 1/4 flipping rotations.
      • Pendulums are permitted.
      • From release moves (including assisted flips), athletes may land on their feet or in a prone position (belly face down supported by toes and hands simultaneously) as long as the associated skill does not exceed 1 1/4 flipping rotations.
      • Athletes may perform tumbling skills over another athlete.  The “over” skill may not exceed two twists and/or 1 flip.  The “under” skill may NOT exceed 1 body length high.  Therefore, while being tumbled over, the “under” athlete must either be stationary or performing a skill that does not exceed the height of 1 body length (i.e. a split, a forward roll, a dive roll, a backward roll, etc.)

PAIRS  SYNCHRO DIV 5.0 SCORING

PAIRS SYNCHRO JUDGES

The All Star Games utilizes four judges per expert panel to assess a Sychro performance:
Judge 1: Standing Tumbling and Artistry
Judge 2: Creative Standing Tumbling and Composition
Judge 3: Running Tumbling and Dynamics
Judge 4: Creative Running Tumbling and Creative Aerial Moment
**A Head Judge will oversee scoring throughout the event.

SCORING PROCESS

STEP ONE: CATEGORY JUDGES
Four category judges reward teams by the skills performed in the routine.  Category Judges evaluate the difficulty, execution, and synchronicity of each technical skill in addition to one other aesthetic item.
Judge 1: Standing Tumbling and Artistry
Judge 2: Creative Standing Tumbling and Composition
Judge 3: Running Tumbling, Artistry and Dynamics
Judge 4: Creative Running Tumbling and Creative Aerial Moment

STEP TWO: RAW SCORE
The electronic scoring system computes a RAW score. The RAW score is the addition of all scores for each category judge including difficulty, execution, synchronization, artistry, dynamics, composition, dynamics, and the creative aerial moment of the routine.

STEP THREE: DEDUCTIONS

Deductions are assessed based on faulty skills such as bobbled or dropped stunts.  These deductions do not have an exact numerical value per occurrence for the synchro event but are rather accounted for as a part of each judge’s Execution score.

STEP FOUR: FINAL SCORE
The FINAL score and the RAW score are one in the same.

DIFFICULTY POINT VALUES

An ASGF Point Grid has been created to assess value to the difficulty of skills.
STANDING TUMBLING: The ASGF Point Grid will assess value to all appropriate skills performed during standing tumbling. All members must COMPLETE all skills in this pass in synchronicity and all skills must be the exact same. Judges will ONLY award credit for skills completed in this manner.  Clarification: If a team member “balks” on a skill within this pass, that skill will NOT count towards Difficulty (team will NOT get credit for that skill) because it was not performed as a complete unit/group.  Maximum # of Skill Allowed: 6

CREATIVE STANDING TUMBLING: The ASGF Point Grid will assess value to the LAST skill performed during this standing tumbling sequence. All members must COMPLETE the LAST skill in synchronicity.  If it is determined that ALL members did not perform the same last skill, this score ONLY reflects the value of the lowest skill type performed.  Clarification: For example if on a team of 7 athletes, as the last synchronized skill, 5 perform double fulls and 2 intentionally or unintentionally perform tucks, rather than disqualifying the pass because the last element wasn’t the same, the judge will instead asses Difficulty based on the tuck.  A Difficulty Score of 0 will be given for this pass if any member “balks” completely on the last skill. No Maximum # of Skills

RUNNING TUMBLING:
 The ASGF Point Grid will assess value to all appropriate skills performed during running tumbling. All members must COMPLETE all skills in this pass in synchronicity and all skills must be the exact same. Judges will ONLY award credit for skills completed in this manner.  Clarification: If a team member “balks” on a skill within this pass, that skill will NOT count towards Difficulty (team will NOT get credit for that skill) because it was not performed as a complete unit/group. Maximum # of Skills Allowed: 8

CREATIVE RUNNING TUMBLING: 
The ASGF Point Grid will assess value to the LAST skill performed during this running tumbling sequence. All members must COMPLETE the LAST skill in synchronicity.  If it is determined that ALL members did not perform the same last skill, this score ONLY reflects the value of the lowest skill type performed.  Clarification: For example if on a team of 7 athletes, as the last synchronized skill, 5 perform double fulls and 2 intentionally or unintentionally perform tucks, rather than disqualifying the pass because the last element wasn’t the same, the judge will instead asses Difficulty based on the tuck.  A Difficulty Score of 0 will be given for this pass if any member “balks” completely on the last skill. No Maximum # of Skills

Warning/Disclaimer/FYI:  As Aerial Sports evolve and in the spirit of creativity, new, never before seen skills are born each year.  The ASGF keeps safety at the forefront but absolutely encourages creativity and would like to reward such as deemed necessary.  Therefore additional skills may be added to the ASGF Point Grid if board approved – however, will not be made applicable until the following year.  In the below ASGF Point Grid, you will find all skills approved for the 2014 season.  It is the Judge’s responsibility and discretion to match the skill performed with the closest skill found in the ASGF Point Grid for assessment of Difficulty.  Adjectives in the point grid such as “trick”, “trick trick”, etc. are intended to award athletes for cleanly defined body positions in conjunction with the conventional skill performed.  This accessory skill can happen anywhere in the salto – (before, after, or in the middle of the conventional skill to which it is attached).  ONLY cleanly defined accessory body positions will be awarded – any body position not deemed clean and defined will be considered a break in form and effect the Execution Score.

ASGF POINT GRID

Skill Type – Entries
Skill Point Value
Cartwheel/Roundoff 0
All Handsprings 0
Aerial 0.1
Side Sumi 0.1
Punch Front 0.1
Punch Front Piked 0.2
Punch Front Layout 0.2

 

Skill Type – Non-Twisting
Skill Point Value
Tuck 0.1
X-Out 0.1
Pike 0.1
Whip 0.1
Layout 0.1
Front Layout 0.2
Layout Step Out 0.1
Switch Kick Layout 0.15
Pike Split 0.15

 

Skill Type – Half Turning
Skill Point Value
Arabian 0.1
Arabian Split 0.15
Layout Half 0.2
Whip Half 0.2
Barani 0.2

 

Skill Type – Full Twisting
Skill Point Value
Full 0.2
Front Full 0.3
Whip Full 0.2
Trick Full 0.25
Trick Trick Full 0.3

 

Skill Type – 1 and 1/2
Skill Point Value
1 and 1/2 0.3
Rudi 0.4

 

Skill Type – Double
Skill Point Value
Double 0.3
Trick Double 0.35

An Aerial Connection Bonus will be awarded per occurrence and will be added to the Difficulty Score. This bonus will be weighed based on the connection type. (EX: full-punch-full or full-punch-double etc.)  These connections apply on both sides of the connected skills.

Connection Bonus Type A – worth .05
Any single-twisting aerial skill connected to another single-twisting aerial skill

Connection Bonus Type B – worth .1
Any single-twisting aerial skill connected to double-twisting aerial skill

Connection Bonus Type C – worth .15
Any double-twisting aerial skill connected to another double-twisting aerial skill

A Creative Aerial Moment Value of .0 – 1.0 will be awarded. These include but are not limited to:

  • 1 ½  high transitions utilizing team members
  • Choreographed partner work type transitions into tumbling skills
  • Athletes tumbling over/under each other

Execution and Creativity will be judged accordingly and each will be given an individual score per category.

EXECUTION FOR ALL TECHNICAL CATEGORIES

LOW                 .0 – .05 points                Most of the skills performed are executed with less than average technique, perfection, stability, flexibility, and synchronization.
MEDIUM          .5 – 1.0 points                Most of the skills performed are executed with average technique, perfection, stability, flexibility, and synchronization.
HIGH                1.0- 1.5 points               Most of the skills performed are executed with above average technique, perfection, stability, flexibility, and synchronization.

ARTISTRY, DYNAMICS, & COMPOSITION POINT RANGES

ARTISTRY POINT RANGES
LOW   .0 – .5                          MEDIUM:  .5 – 1.0                             HIGH: 1.0 – 1.5

COMPOSITION POINT RANGES
LOW   .0 – .5                          MEDIUM: .5 – 1.0                              HIGH: 1.0 – 1.5

DYNAMICS POINT RANGES
LOW   .1 – .3                          MEDIUM: .4 – .6                                HIGH: .7 – 1.0

Artistry, Dynamics, and Composition scores will be awarded by .1 value increments.
The Artistry category will be judged on originality, and quality of performance of the overall routine.
The Dynamics category will be judged on musicality and pace of the overall routine.
The Composition category will be judged on use of floor and seamless flow of the overall routine.

ARTISTRY
LOW:                Displays below average originality and quality of performance
MEDIUM:         Displays average originality and quality of performance
HIGH:               Displays above average originality and quality of performance

DYNAMICS
LOW:                Displays below average pace of routine and minimal use of musicality
MEDIUM:         Displays average pace of routine and use of musicality
HIGH:               Displays above average pace of routine and use of musicality

COMPOSITION
LOW:                Displays below average use of floor
MEDIUM:         Displays average use of floor
HIGH:               Displays above average use of floor

DEDUCTION VALUES

.25 Deduction Value

  • Hands down in running and standing tumbling skills

.50 Deduction Value

  • Athlete falls to floor during tumbling skills

1.0 Deduction Value

  • Time Violations:  All music timed 1:33 or greater.

These are examples and should be used as a tool to help assess the various deductions that can be assessed within a performance. Should there be another performance error, The deduction judge reserves the right to assess additional deductions not mentioned above.

Safety Infractions

  • Blatant safety infractions.
  • 2.5 Deduction will be assessed for a single occurrence safety infraction that is performed within a routine.

TIEBREAKS

A tiebreak occurs when multiple performances’ Final Scores are numerically the same to a hundredth of a point. The tiebreak will be split in the following process in the order listed below:

  • Accumulation of the Difficulty Scores from the Standing Tumbling, Creative Standing Tumbling, Running Tumbling, and Creative Running Tumbling categories.
    If not split, then
  • Accumulation of the Execution Scores from the Standing Tumbling, Creative Standing Tumbling, Running Tumbling, and Creative Running Tumbling categories.
    If not split, then
  • Accumulation of the Synchronization Scores from the Standing Tumbling, Creative Standing Tumbling, Running Tumbling, and Creative Running Tumbling categories.