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Grade Of Execution (GOE) in IJS

In the ISU Judging System each element in a figure skating program has a base value. For example a
double Toe loop has a base value of 1.3, and a double Lutz has a base value of 1.9. The grade of execution
score (GOE) measures the quality of the element and is added to the base value.
The final GOE of an element has to be calculated considering first the positive aspects of the element
that result in a starting GOE for the evaluation. Following that a Judge reduces the GOE according to the
guidelines of possible errors and the result will be the final GOE of the element.
To establish the starting GOE Judges must take into consideration the bullets for each element. Its up to a
Judge to decide on the number of bullets for any upgrade, but general recommendations are as follows:

+1 - Skater achieves 1 - 2 bullets


+2 - Skater achieves 3 - 4 bullets
+3 - Skater achieves 5 - 6 bullets

Jumps

Spins

Spiral
Sequences

Step
Sequences

Unexpected / creative / difficult entry


Clear recognizable steps/free skating movements immediately
preceding element
Varied position in the air / delay in rotation
Great height and/or distance
Superior extension on landing / creative exit
Superior flow in and out (and in-between in jump combinations /
sequences)

Good control throughout (entry, rotation, change of foot, conclusion/exit)


Good speed or acceleration during spin
Balanced rotations (on different feet / in different positions or variations)
Clearly more than required number of revolutions
Superior position(s) (including air position in flying spins)
Creativity and originality

Good flow, energy and execution


Good speed during sequence
Good body line
Highlights the character of the program
Superior flexibility
Creativity and originality

Good energy and execution


Good speed or acceleration during sequence
Good timing according to the music
Highlights the character of the program
Superior control and commitment of whole body to accuracy of steps
Creativity and originality

Figure Skating Jumps in Competition


The ISU Judging System is the scoring system was designed and implemented by the International Skating
Union (ISU), the ruling body of the sport. This system of scoring is used in all qualifying national and
international competitions sanctioned by the ISU, including the Winter Olympic Games.
This page gives an overview of how jumps are scored in the ISU Judging System.

Scale of Values for Figure Skating Jumps


Each jump has a base value to which a GOE value is added to or subtracted from. In
some cases the GOE value is actually higher than the base value. Based on the you may
be better off planing a jump that you can perform at a high GOE rather than trying one with
a high base value that you do not perform well. Also there are severe penalties for cheated
jumps. How the judges eveluate the grade of execution for figure skating jumps is
explained below.
Under-Rotated
Jumps and Throw Jumps may, in execution, be lacking intended rotation on the landing
and/or take-off. The elements with lacking rotation will be defined as "Under-rotated" or
"Downgraded" and treated as follows.

A Jump/Throw with accepted rotation has "missing rotation of revolution or less".


This element will receive full Base Value with GOE at the discretion of every Judge.
A Jump/Throw will be considered as "Under-rotated" if it has "missing rotation of
more
than , but less than revolutions".

An under-rotated jump/throw will be indicated by the Technical Panel to the Judges


and in the protocols with a "<" symbol after the element code.

A jump or throw identified as under-rotated will receive a reduced base value - 70%
of the base value of the intended jump/throw rounded to one decimal place. (i.e., if
the base value of a jump is 6.0, then the value of the under-rotated jump is 4.2).
The GOE values applied to the under-rotated jump or throw will be the same as for
the intended jump or throw.

Downgraded
A Jump/Throw will be considered as "Downgraded" if it has "missing rotation of
revolutions or more".

A downgraded jump/throw will be indicated by the Technical Panel to the Judges


and in the protocols with a "<<" symbol after the element code.
A jump or throw identified as downgraded will be evaluated using the scale of
values (SOV chart) for the element of one rotation less (i.e., a downgraded triple will
be evaluated with the scale of values for the corresponding double).
Both under-rotated and downgraded jumps will count as the intended jump in the
application of Well Balanced Program regulations.
Twist Lifts with lacking intended rotation on the landing can also be downgraded if
they
have "missing rotation of revolutions or more".

Single
Double
Triple
Quad

Single
Name Abbreviation

+3

+2

+1

Base

-1

-2

-3

Toeloop

1T

1.0

0.6

0.3

0.4

-0.1

-0.2

-0.3

Salchow

1S

1.0

0.6

0.3

0.4

-0.1

-0.2

-0.3

Loop

1Lo

1.0

0.6

0.3

0.5

-0.1

-0.2

-0.3

Flip

1F

1.0

0.6

0.3

0.5

-0.1

-0.2

-0.3

Lutz

1Lz

1.0

0.6

0.3

0.6

-0.1

-0.2

-0.3

Axel

1A

1.5

1.0

0.5

0.8

-0.2

-0.4

-0.5

Double
Name Abbreviation

+3

+2

+1

Base

-1

-2

-3

Toeloop

2T

0.6

0.4

0.2

1.4

-0.2

-0.4

-0.6

Salchow

2S

0.6

0.4

0.2

1.4

-0.2

-0.4

-0.6

Loop

2Lo

0.6

0.4

0.2

1.8

-0.2

-0.4

-0.6

Flip

2F

0.6

0.4

0.2

1.8

-0.2

-0.4

-0.6

Lutz

2Lz

0.6

0.4

0.2

2.1

-0.2

-0.4

-0.6

Axel

2A

1.5

1.0

0.5

3.3

-0.8

-1.0

-1.5

Triple
Name Abbreviation

+3

+2

+1

Base

-1

-2

-3

Toeloop

3T

2.1

1.4

0.7

4.1

-0.7

-1.4

-2.1

Salchow

3S

2.1

1.4

0.7

4.2

-0.7

-1.4

-2.1

Loop

3Lo

2.1

1.4

0.7

5.1

-0.7

-1.4

-2.1

Flip

3F

2.1

1.4

0.7

5.3

-0.7

-1.4

-2.1

Lutz

3Lz

2.1

1.4

0.7

6.0

-0.7

-1.4

-2.1

Axel

3A

8.5

-1.4

-2.0

-3.0

Quad
Name Abbreviation

+3

+2

+1

Base

-1

-2

-3

Toeloop

4T

10.3

-1.6

-3.2

-4.8

Salchow

4S

10.5

-1.6

-3.2

-4.8

Loop

4Lo

10.8

-1.6

-3.2

-4.8

Flip

4F

11.3

-1.6

-3.2

-4.8

Lutz

4Lz

11.8

-1.6

-3.2

-4.8

Axel

4A

13.3

-1.6

-3.2

-4.8

Grade of Execution (GOE)


When performing a spin in competition you can improve you score by achieving a higher grade of
execution GOE. You can receive +1, +2, or +3 based on the number of bullets you achieve below.

1. Unexpected / creative / difficult entry


2. Clear recognizable steps/free skating movements immediately preceding element
3. Varied position in the air / delay in rotation
4. Great height and/or distance
5. Superior extension on landing / creative exit
6. Superior flow in and out (and in-between in jump combinations / sequences)

Deductions
Errors for which final GOE must be negative

Reduction/Other

SP: One or more rev. less than required

GOE -3

SP: Combo consisting of one jump only

GOE -3

SP: No required steps/movements preceding jump

-3

SP: Break between required steps/movements & jump/only one


step/movement preceding jump

-1 to -2

Fall

-3

Starting or landing on two feet in a jump

-2

Stepping out of landing in a jump

-2

Touch down with both hands in a jump

-2

2 three turns in between (jump combo)

-2

Starting from wrong edge in F/Lz

-2 to -3

Errors for which final GOE is not restricted


Poor speed, height, distance, air position

Under rotated
Poor take-off

Loss of flow/rhythm between jumps (combo/seq.)


Weak landing (bad pos./wrong edge/scratching etc)

Long preparation
Touch down with one hand or free foot

Unclear edge at take-off in F/Lz (sign !)

Reduction/Other
-1 to -2

-1 to -3
-1 to -2

-1 to -2
-1 to -2

-1 to -2
-1

-1 to -2

Q: How are cheated jumps handled in the new system? (From USFS FAQ)
A: Under the IJS, jumps that are cheated receive a real penalty in the number of points
they are worth. There is no way to overlook cheated jumps under the IJS. Remember
that all phases of a jump are evaluated in the new system: preparation, take-off, air
position/rotation and landing, so a cheated landing is only part of the process to assign
a score for the element. It is a very important part, however, if the skater cannot

adequately rotate the jump.


Cheated jumps are marked down by the judges in their grade of execution (GOE) mark.
That is the mark given by the judge for the technical elements in a skater's program.
Each element receives a GOE mark from the judge. The GOE mark ranges from -3 to
+3. The high and the low GOE are dropped and the average of the remaining GOE
marks from the judges will constitute the GOE for that particular element. This is called
the "trimmed mean."
At the same time, a specialized official, the technical specialist, identifies each element
as the skater skates. The technical specialist "calls" the element and this determines
how many points the element will receive based upon the degree of difficulty of the
element. This is referred to as the "base value" for the element. (The base values for
the elements are listed in a Scale of Values, along with the numerical value for the
judges' GOE marks. The numerical value for the judges' GOE is added or subtracted
from the element's "base value" to determine the score for that particular element.
Sounds complicated, but thanks to a computerized calculation program, this works
smoothly and quickly inside the calculation computer.
Here's where the real penalty for a cheated jump may come in: If the technical specialist
determines that the jump is cheated more than one-quarter of a turn, the jump itself is
"downgraded." (In events using video replay, the technical specialist will be able to
examine the landing with super slow motion instant replay.) For example, if the skater
tries a triple Salchow and cheats it more than one-quarter turn, the jump will be "called"
a downgraded triple Salchow by the technical specialist and will receive base value
points for a double Salchow rather than a triple. This is only fair. A skater who is that
short on the rotation is not really close to executing the triple. The base value for a triple
Salchow is 4.5; the base value for a double Salchow is 1.3. So this big cheat will cost
the skater 3.2 points! The judges mark how well the jump was executed, and of course,
a cheated jump will not be scored as well by the judges as a clean jump. The skater
loses more points there.
The skater and his or her coach will have to decide whether to chance a "downgrade" if
the skater is not quite consistent on the rotation of a particular jump. That is where the
new system really relies on you to develop a program that you think can achieve the
most points based upon your ability. If the skater does a lovely double Salchow, the
GOE may be in positive numbers and actually outpoint a cheated, downgraded triple
Salchow attempt.
Jumps may also be cheated on take-off, as well as on landing. Three types of jumps
are presently evaluated by the technical panel for cheats on the takeoff. A toe loop
cheated on takeoff is evaluated to see the impact of the cheat on its rotation. If it is
determined to be a "toe Axel", the toe loop will be downgraded. Starting in the 20072008 season, the takeoffs for the flip and the Lutz will also be closely scrutinized by the
technical panel. If the edge is "significantly" changed before takeoff, the jump will be
called as the skater intends it, but an alert is sent to the judges that the edge is
significantly incorrect; the judges will then be obliged to deduct points in their GOE
mark.
Bottom line: skaters will be penalized for cheated jumps. Landing and takeoff edges
must be as clean as possible or skaters risk severe loss of points for the element.

Figure Skating Spins in Competition


There are currently two systems used for judging figure skating competitions, namely the 6.0 system and the
ISU Judging System.
The 6.0 figure skating judging system was the judging system used at most figure skating competitions until
the new ISU figure skating judging system was implemented shortly after the 2002 Olympics.
The ISU Judging System is the scoring system was designed and implemented by the International Skating
Union (ISU), the ruling body of the sport. This system of scoring is used in all qualifying national and
international competitions sanctioned by the ISU, including the Winter Olympic Games.
This page gives an overview of how jumps are scored in the ISU Judging System.

Level of Difficulty
For spins there are 4 levels of difficulty. The level of difficulty is dependant on the number
of features.
You need to perform two features for level 2, three for level 3, and four for level 4.

1. A difficult variation in a basic or (for spin combinations only) in an intermediate


position
2.

Another difficult variation in a basic position which must be:


spins in one position and flying spins different than the first one
all other spins on different foot and/or in different position than the first one

3. Difficult change of foot


4.

Backward entrance/Difficult variation of flying entrance/Landing on the same foot as take off or
changing foot on landing in a Flying Sit Spin

5. Both edges in one basic position (in any spin both edges count only once)
6.

All 3 basic positions (for spins with change of foot on each foot)

7. Both directions immediately following each other.


8.

At least 8 rev. without changes in pos./variation, foot or edge (camel, sit, layback, difficult upright),
counts twice if repeated on another foot

Additional features for the Layback spin

9. One change of position backwards-sideways or reverse, at least 3 rev. in each


position
10. Biellmann position after layback spin (SP after 8 revolutions in layback spin)

Scale of Values
As stated above each spin has a base value to which a GOE value is added to or subtracted from. Looking
at the data I noticed something interesting, For a level 1 spin, a flying sit spin has a higher value than a flying
camel. For a level 2 spin they have the same value. For level 3 and 4, the camel spin wins.

Upright
Layback
Camel
Sit
Flying Upright
Flying Layback
Flying Camel
Flying Sit

Upright Spin

Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

USp1

1.5

1.0

0.5

1.2

-0.3

-0.6

-1.0

USp2

1.5

1.0

0.5

1.5

-0.3

-0.6

-1.0

USp3

1.5

1.0

0.5

1.9

-0.3

-0.6

-1.0

USp4

1.5

1.0

0.5

2.4

-0.3

-0.6

-1.0

Layback Spin
Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

LSp1

1.5

1.0

0.5

1.5

-0.3

-0.6

-1.0

LSp2

1.5

1.0

0.5

1.9

-0.3

-0.6

-1.0

LSp3

1.5

1.0

0.5

2.4

-0.3

-0.6

-1.0

LSp4

1.5

1.0

0.5

2.7

-0.3

-0.6

-1.0

Camel Spin
Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

CSp1

1.5

1.0

0.5

1.4

-0.3

-0.6

-1.0

CSp2

1.5

1.0

0.5

1.8

-0.3

-0.6

-1.0

CSp3

1.5

1.0

0.5

2.3

-0.3

-0.6

-1.0

CSp4

1.5

1.0

0.5

2.6

-0.3

-0.6

-1.0

Sit Spin
Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

SSp1

1.5

1.0

0.5

1.3

-0.3

-0.6

-1.0

SSp2

1.5

1.0

0.5

1.6

-0.3

-0.6

-1.0

SSp3

1.5

1.0

0.5

2.1

-0.3

-0.6

-1.0

SSp4

1.5

1.0

0.5

2.5

-0.3

-0.6

-1.0

Flying Upright Spin


Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

FUSp1

1.5

1.0

0.5

1.7

-0.3

-0.6

-1.0

FUSp2

1.5

1.0

0.5

2.0

-0.3

-0.6

-1.0

FUSp3

1.5

1.0

0.5

2.4

-0.3

-0.6

-1.0

FUSp4

1.5

1.0

0.5

2.9

-0.3

-0.6

-1.0

Flying Layback Spin


Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

FLSp1

1.5

1.0

0.5

2.0

-0.3

-0.6

-1.0

FLSp2

1.5

1.0

0.5

2.4

-0.3

-0.6

-1.0

FLSp3

1.5

1.0

0.5

2.9

-0.3

-0.6

-1.0

FLSp4

1.5

1.0

3.2

0.5

-0.3

-0.6

-1.0

Flying Camel Spin


Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

FCSp1

1.5

1.0

0.5

1.9

-0.3

-0.6

-1.0

FCSp2

1.5

1.0

0.5

2.3

-0.3

-0.6

-1.0

FCSp3

1.5

1.0

0.5

2.8

-0.3

-0.6

-1.0

FCSp4

1.5

1.0

0.5

3.2

-0.3

-0.6

-1.0

Flying Sit Spin


Level Abbreviation

+3

+2

+1

Base

-1

-2

-3

FSSp1

1.5

1.0

0.5

2.0

-0.3

-0.6

-1.0

FSSp2

1.5

1.0

0.5

2.3

-0.3

-0.6

-1.0

FSSp3

1.5

1.0

0.5

2.6

-0.3

-0.6

-1.0

FSSp4

1.5

1.0

0.5

3.0

-0.3

-0.6

-1.0

Grade of Execution (GOE)


When performing a spin in competition you can improve you score by achieving a higher grade of
execution GOE. You can receive +1, +2, or +3 based on the number of bullets you achieve below.

1. Good control throughout (entry, rotation, change of foot, conclusion/exit)


2. Good speed or acceleration during spin
3. Balanced rotations (on different feet / in different positions or variations)
4. Clearly more than required number of revolutions
5. Superior position(s) (including air position in flying spins)
6. Creativity and originality

Deductions
Deductions can be based on inconsistent speed, not enough rotations, weak positions,
not centered...
Here are some examples of deductions

Fall during the spin 3, GOE


Touch down with both hands 2, GOE
Re-centering of the spin 1 to 3
Touch down with free foot or one hand 1
Traveling 1 to 3
Inconsistent speed of rotation (eg slows down) 1
Less than required revolutions 1 to 3
Change of foot poorly executed (eg moving to an intermediate pos. during the
change in a sit spin) 1 to 3
Weak or poor position(s)1 to 3

Change of position
There are really only three positions for spins ; upright, camel and sit. All spins are
variations of these three basic positions. To receive points for a change of position a
skater must transition from one of these three basic positions to another. Since a
layback and a Biellmann are both upright spins, a transition is not considered a change
in position but rather a change in feature. A transition form a camel to a sit spin is in fact
a change of position.
Change of edge
Since spins can be performed in an inside or outside edge, a change in edge will
receive additional points
Change in direction
Most skaters spin in one direction. A spin in both directions is certainly a difficult task.
Quality
Centering - When a spin is properly centered, the blade creates small circle in the
same spot on the ice. When a spin is not properly centered the circles become larger
and the skater may travel across the ice.
Control - Control and balance go hand in hand.
Speed - Speed is actually achieved by having good centering and control.
Figure Skating Spirals in Competition
Level of Difficulty
Spirals on each foot, forward & backward, inside & outside mandatory
for Levels 3-4
Number of features for Levels : 2 for Level 2, 3 for Level 3, 4 for Level 4
1. A difficult variation of position
2. A difficult variation of position on a different foot significantly different from the first
variation
3. Change of edge in a spiral
4. Unsupported change of free leg position or direction of skating maintaining the spiral (3
seconds hold before and after the change)
5. Free leg in a total split position, one or both arms hold possible
6. Holding spiral position (without any interruption) for 6 or more seconds without changes
in position/variation

Scale of Values for Figure Skating Spirals


A spiral has a base value to which a GOE value is added to or subtracted from. When
performing a spiral in competition you can improve you score by achieving a higher grade
of execution GOE.
Level Abbreviation +3

+2

+1 Base -1

-2

-3

SpSq1

1.5

1.0

0.5

1.8

0.3

0.6

1.0

SpSq2

1.5

1.0

0.5

2.3

0.3

0.6

1.0

SpSq3

1.5

1.0

0.5

3.1

0.7

1.4

2.1

SpSq4

3.0

2.0

0.5

3.4

0.7

1.4

2.1

Grade of Execution (GOE) for Figure Skating Spirals


When performing a spiral in competition you can improve you score by achieving a higher grade of execution
GOE. You can receive +1, +2, or +3 based on the number of bullets you achieve below.

1.

Good flow, energy and execution

2.

Good speed during sequence

3.

Good body line

4.

Highlights the character of the program

5.

Superior flexibility

6.

Creativity and originality

Short Program
Consists primarily of spirals, Pattern of the Spiral Sequence can be any combination of curves
(on edges - spiral positions on a straight line are ignored and not counted in the number of
positions).

Only the first 3 attempted positions are to be considered for Level features.
The minimum hold to be counted as a spiral position is three (3) seconds.
For a possible higher level at least one of the spiral positions should be maintained
without any assistance of the hand or arm.
There must be at least one change of foot.
Change of foot and unsupported spiral position must also be among the first 3 positions.
Pushes in order to gain speed are permitted.
Connecting steps (including spread eagles and two footed movements with one leg
extended and the other bend, or Ina Bauer), turns, small jumps are permitted at any
point in the sequence.
Except during such pushes, steps, turns and small jumps, the competitor must be
primarily in a spiral position, that is with the free leg higher than the hip level and
variations of the position are permitted, including holding the knee or skate blade and the
position of the free leg is otherwise free.

*** If in the Short Program if there is no change of foot at all, the Sequence will have no Level
and no value. If there is a change of foot but any spiral position before or after the change is
shorter than 3 sec. the sequence can receive Level 1 (but not higher).

Freeskate
Consists primarily of spirals, Pattern of the Spiral Sequence can be any combination of curves
(on edges - spiral positions on a straight line are ignored and not counted in the number of
positions).

Only the first 3 attempted positions are to be considered for Level features.
The minimum hold to be counted as a spiral position is three (3) seconds.
For a possible higher level at least one of the spiral positions should be maintained
without any assistance of the hand or arm.
There must be at least two (2) spiral positions.
Pushes in order to gain speed are permitted.
Connecting steps (including spread eagles and two footed movements with one leg

extended and the other bend, or Ina Bauer), turns, small jumps are permitted at any
point in the sequence.
Except during such pushes, steps, turns and small jumps, the competitor must be
primarily in a spiral position that is with the free leg higher than the hip level.
Any variations of the position are permitted, including holding the knee or skate blade
and the position of the free leg is therwise free.

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