Guide to USAG ScoringLevels 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)
VaultLevel 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 & 10Vault Level 8 Level 9 Level 10
9.0 8.6 8.2Front handspring9.8 9.6 9.4Tuck Tsukahara/Yurchenko
10.0 9.7 9.5Pike Tsukahara/YurchenkoN/A 10.0 9.7Lay Tsukahara/YurchenkoN/A 10.0 9.8Tuck Tsuk/Yurchenko Full
N/A 10.0 10.1Lay Tsuk/Yurchenko Full
N/A 10.0 9.7Fronthand Front Tuck
Vault DeductionsPreflight(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 RulesBetter 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, FloorRequired Elements Skills Start Value
5A, 1B 10.0Level 64A, 2B 10.0Level 7
4A, 4B 10.0Level 83A, 4B, 1C 9.7Level 93A, 3B, 2C 9.5Level 10
Bonus
N/AN/A
N/A0.30.5
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 & 7Level 6
Cast to horizontal
One bar change
360 circling element from 3, 6, 7
Dismount, min. A
Level 7
Cast to 45 deg.
360 circling element
360 circling element from 3, 6, 7
Dismount, min. A salto
group 3 (underswings/clearhips), group 6 (stalder), group 7 (circle swing/hecht)
Bars — Level 6 & 7Level 6 Value SR
LB: Kip LB: Cast handstand LB: Clearhip not to HS LB: Kip LB: Squat on/jump to HB HB: KipHB: 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 & 7Level 6 Value SR
LB: Kip/Squat on/jump to HB HB: KipHB: 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 & 7Level 7 Value SR
LB: Kip LB: Cast handstand LB: ClearhipLB: Kip/squat on/jump to HB HB: KipHB: Cast handstand HB: GiantHB: Layout Flyaway
A (1) B (1)B (2)A (2)
A B (A3)B (A4)A (5)
—Cast
360 deg. 3/6/7 ———
360 Dmt. salto A
START VALUE: 10.0START VALUE: 9.5 (no cast)
A (2) B (1)A (3)
A (4)B (2)A (5)
Bars — Level 8Level 8
One bar change
Flight or pirouette, min. B
One 360 deg. element from 3, 6, 7, min. B
Dismount min A Salto
group 3 (underswings/clearhips), group 6 (stalder), group 7 (circle swing/hecht)
may do one C element
Bars — Level 8Level 8 Value SR
LB: Kip LB: Pirouette LB: Kip/squat on/jump to HB HB: KipHB: Cast handstand HB: Clearhip handstand HB: GiantHB: GiantHB: 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 8Level 8 Value SR
LB: Kip LB: Cast handstand LB: Toe hecht to HB HB: KipHB: Cast handstand HB: Clearhip handstand HB: GiantHB: 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 & 10Level 9
Two bar changes
One flight, min. B
2nd Flight or 180 deg. turn, min. C
Dismount, min. B salto
Level 10
Flight, min. C
2nd Flight, min B.
Element with axis turn, min. C
Dismount, min. C salto
Bars — Level 9 & 10
Bars — Level 9Level 9 Value SR
HB: KipHB: Cast handstand HB: Overshoot to HS to LBLB: Kip LB: Cast handstand LB: Clear hip to handstand LB: Toe hecht to HB HB: Cast Handstand HB: GiantHB: Double Back
A (1) B (1)D (C1)A (2) B (2)C (B3)C (2)
B B (4)
C
——
Bar 1/Axis/Flight ———
Bar 2/Flight ——
Dmt. Salto B
START VALUE: 9.9
Bonus—————
C+C flt. (.2)————
C (1)
Bars — Level 10Level 10 Value SR
HB: KipHB: Cast handstand HB: Pak salto LB: Kip LB: Cast handstand, 1/2 PirouetteLB: Toe hand LB: Toe hecht HB: KipHB: Cast handstand HB: Giant, Full PirouetteHB: Double Back, 1/2 out
A (1) B (1)D (C1)A (2) C (2)C (B2)C (B3)
A B (A3)
D D
- -
Flight, min. C-
Axis turn2nd Flight, min B
—- - —
Dmt., min. C
START VALUE: 10.0
Bonus——
D (+.1)- -
C+C (.1)C+C (.1)
——
D (+.1)D+D (+.2)
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 RulesCast 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 & 7Level 6
Acro element from group 5, 6, 7 (not dmt.)
Leap/jump hits 180 dg.
360 deg. turn
Min. A dismount
Level 7
Acro series AND one acro flight element
Leap/jump hits 180 dg.
360 deg. turn
Min. A dmt., salto/aerial
group 5 (handstand), group 6 (roll), group 7 (walkover/handspring)
Beam — Level 6 & 7Level 6 Value SR
Full turn Split jump Jump half turnBack handspringCartwheel to Back tuck dismount
A (1) A (2) A (3) B (1)A (4)A (5)
360 turnjump to 180
—acro —
dismount
START VALUE: 10.0START VALUE: 9.5 (missing B)
360 turnjump to 180
—
acro dismount
Beam — Level 6 & 7Level 6 Value SR
Full turn Split leap Tuck 3/4 jumpBack walkover/back walkover Cartwheel to Back tuck dismount
A (1) A (2) B (1)
A (3, 4)A (5)
A
360 turnjump to 180
—acro —
dismount
START VALUE: 10.0
Beam — Level 6 & 7Level 7 Value SR
Full turn Split leap Tuck 3/4 jumpBack handspring /back walkover Cartwheel to Back tuck dismount
A (1) A (2) B (1)B (2)A (3) A (4)A (5)
360 turnjump to 180
—acro flight
seriesdismount
—
START VALUE: 10.0
FALL
START VALUE: 9.5 (no series)
Beam — Level 8, 9 & 10Levels 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 8Level 8 Value SR
1 1/2 turnFull turn LeapSwitch leap Tuck 3/4 jumpBack handspring/ Back handspringBack 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 9Level 9 Value SR
Pike support mount Back handspring/ Layout step out 1 1/2 turnSwitch leap Back tuck Round off Full dismount
B (1)B (2)C (1)B (3)
C (B4)C (A1)B (2)
C (A3)
——
Acro series min. 180 turnLeap to 180
——
Min. B dmt.
START VALUE: 10.0
Bonus
———
B+C (.1)——
C+C fl. (.2)B+C (.1)
Beam — Level 10Level 10 Value SR
Pike support mount Back handspring/ Layout step out Double wolf turnSwitch leap Back tuck Round off 2/1 full dismount
B (1)B (2)C (1)D (C2)C (B3)C (A1)B (A2)D (A3)
——
Acro series min. 180 turnLeap to 180
——
Min. C dmt.
START VALUE: 10.0
Bonus
——
B+C (.1)D (.1)
—C+C flt. (.2)
—D (.1)
Beam DeductionsSmall 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 & 7Level 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 & 7Level 6 Value SR
Full turn RO, BHSP, BHSP Switch leap, jump tuck half Aerial
A A, A, A B, AA
min. 180 turnacro srs.
dance passsalto/aerial
START VALUE: 10.0
Floor — Level 6 & 7Level 6 Value SR
1 1/2 turnRO, BHSP, Back tuck Switch leap Front handspring, Front tuck
B A, A, A
B A, A
min. 180 turnacro srs.
—salto/aerial
START VALUE: 9.5 (missing dance)
Floor — Level 6 & 7Level 7 Value SR
Front handspring, front tuck 1 1/2 turnSwitch leap, tuck jump full LeapFull turn Split jump RO, BHSP, back layout
A, A B
B, B A A B
A, A, A
Forward acromin. 360 turnDance pass
———
Acro w/ layout
START VALUE: 10.0
Back fullB
START VALUE: 9.5 (no layout)
Floor — Level 8, 9 & 10Levels 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 8Level 8 Value SR
RO, BHSP, full Switch leap, leap half turn RO, back tuck, front tuck Wolf jumpDouble turnRO, BHSP, layout
A, A, B B, B
A, A, A A
C (B)A, A, A
Acro series 180 & dance Db./3rd salto
——
A dismount
START VALUE: 10.0
B
A
full
layout
B dismount
99
9.7
Floor — Level 8Level 8 Value SR
RO, BHSP, full Switch leap, tuck jump half Wolf jumpDouble turnFront 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 9Level 9 Value SR
RO, BHSP, layout Switch leap, leap half turn RO, back tuck, front tuck Wolf jumpDouble turnRO, BHSP, full
A, A, A B, B
A, A, A A C
A, A, A
Acro series 180 & dance Db./3rd salto
——
B dismount
START VALUE: 10.0
tuck jump 1 1/2
C*
, C*
full
Floor — Level 10Level 10 Value SR
RO, Double Back Wolf full, wolf fullRO, 1 1/2, Front Pike Tuck jump Double turnSwitch 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/danceC dismount
START VALUE: 10.0
Floor DeductionsSmall 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 ScoringLevels 6-10
Panhandle Perfection Gymnastics