DANCE & FREESTYLE CATEGORIES
There are different DANCE & FREESTYLE competitions, live as well as online:
– DANCE WOMEN INTERMEDIATE
– DANCE WOMEN PRO
– DANCE OPEN INTERMEDIATE
– DANCE OPEN PRO
– DANCE GROMS (everyone age 1-14 )
There is also a
– AMATEUR program
IMPORTANT: Riders can only join ONE of the Dance categories.
DANCE WOMEN is only accessible by people who identify themselves as woman.
DANCE OPEN is accessible by everyone (so also people who identify as women) 14 or over the age of 14.
PRO, INTERMEDIATE and AMATEUR
An INTERMEDIATE* rider is able to ride their board comfortably during a competition run and is able to showcase a variety of longboard dancing and freestyle. There is no maximum in contestants but when there are more riders than we can handle time wise we will begin with an elimination round. The entry level for intermediate is a bit higher than the former entry level of non sponsored.
The program for AMATEURS* is not a competition. Riders are prepared for a competition so get advise instead of points. They get to skate half a minute (two riders at the same time) without being judged. Just to get the feeling how it is to skate a line in that big competition area. After that the participants go to a separate area where they can skate and get tips and can ask questions, guided by one or more of our judges.
*Riders can choose in which of these they feel more comfortable. In doubt choose amateur because you will learn more.
PRO is the former ‘sponsored’ level. You don’t have to be sponsored by a brand but this is the highest possible level competition. If you doubt you have a pro level you should be in intermediate.
The GROM competition will select the best riders who are under 14 at the time of the event. Groms need to be accompanied by an adult who is present during the run(s)
JUDGING
What will judges be looking for in the dance & freestyle competitions?
The judges score per point at a 1-10 scale, half points are allowed.
10 Outstanding
9 Very good
8 Good
7 More than satisfactory
6 Satisfactory
5 Almost satisfactory
4 Unsatisfactory
3 Very unsatisfactory
2 Poor
1 Very Poor
0 Not executed
The different topics judged within Dance & Freestyle:
1. Technique and difficulty (39,63% of the score)
What is scored? The level of difficulty of a run and how skilful, accurate and with intended outcome it is executed. The right velocity, speed and riding without interruption is important.
Some examples (these are not set criteria)
- Solid landing
- Skating in a variety of stances
- Diversity of tricks and steps, less repetitions in the same line
- Creativity
- Harder movements
- High pop
- Deep carves
What makes a score lower? Some examples:
- Break in lines
- Low speed (unless intended)
- Bad carve rhythm
- Tic tac saves
- Unintended tail scrapes
- Unintended toe/heel touches
2. How complete / allround a rider is (26,25% of the score)
What is scored? The diversity of a run, the combo’s and harmony in choice of tricks.
Some examples (these are not set criteria)
- Innovative tricks
- Applying components in a new or creative way
- Integrating pushing through dance / freestyle components. (Examples: Pop shuv one foot land to push or pirouette to push.)
- Combo’s
What makes a score lower? Some examples:
- Repetitiveness
- Isolated steps (no connection – e.g. doing a cross step and waiting or adjusting too much the feet to do another dance step or trick)
- Too many variations of one trick
3. Style (34,12% of the score)
What is scored? How solid and harmoniously a run is executed. The posture, height of pops, fluidity and flow. And if extra movements that underline this are added. Overall performance.
Some examples (these are not set criteria)
- Consistency
- Execution clearly as intended. (Examples: dance to a rhythm, ninja kickflips)
- Few foot placement adjustments
- Creativity
- High catches
What makes a score lower? Some examples:
- Wonky manuals
- Tic tacs saves
- Rocketflips
- Cramped movements
LIVE EVENT
Duration of runs during the live event
INTERMEDIATE:
First round: 1 minute, 2 riders at the same time.
Semi final: 1 minute, 1 rider at the same time.
Final: 1,5 minute, 1 rider at the same time
PRO:
First round: 1 minute, 1 riders at the same time.
Semi final: 1 minute, 1 rider at the same time.
Final: 1,5 minute, 1 rider at the same time
COMPETITION AREA
The competition area in Eindhoven is 45 m. x 12.5 m.
The judges are seated in the middle of the long side.
There are NO obstacles in the competition area.
It has a smooth polished surface, more slippery than rough.
Prizes
The podium places of Dance PRO Women and Dance PRO Open will receive an equal amount of prize money. The prize money for 2024 is 1st place € 500 | 2nd place € 250 | 3rd place € 150
The top 3 in the INTERMEDIATE and GROMS Categories will receive gear
The winners of Best Trick, G-turn and Hippy Jump will receive gear
OTHER COMPETITIONS
All these competitions are ‘open’ (and also accessible for groms)
BEST TRICK
The best trick is all about who can do the sickest trick! The best trick can be whatever you want it to be! From the biggest spin to the craziest flip trick, to a stylish grab trick, to the flashiest pirouette!
The moves are judged upon difficulty, creativity, technicality, and performance & style. The judging is supported by video footage to assess the previously mentioned characteristics (e.g. checking for foot drags).
Each rider will get the floor to themselves to optimally perform their trick. All riders get two attempts to land their tricks, of these two tries the best one will count. Note, these tries do not have to be the same trick. The riders make attempt 1, in ascending order (1-30) and attempt 2 in descending order (30-1). There will only be one winner for the best trick.
Some examples of what adds to a good trick:
– High level of difficulty
– High speed (both before and after landing)
– Steady landing
– Creativity (e.g. a never been done before trick?)
– Trick/board ratio (some tricks are harder on a longer board)
What makes a score lower? Some examples:
– Tic Tac saves
– Toe/Heel touches
– No speed after the landing
– Additional unnecessary steps (e.g. for grab tricks or no comply tricks)
– Spending too much time per step (e.g. for grab tricks or no comply tricks)
G-TURN
As G-Turn we count a manual on your nose or tail describing at least a “G” or a “C”, anything less doesn’t count. The G-Turn can be introduced, ended or interrupted by a trick. More than 2 wheels on the ground ends the manual. Extra points will be rewarded for difficulty, creativity and performance & style.
Each rider will get the floor to themselves to optimally perform their G-turn. All riders get two attempts, of these two tries the best one will count. Note, these tries do not have to be the same G-turn. The riders make attempt 1, in ascending order (1-30) and attempt 2 in descending order (30-1). There will only be one winner for the best G-turn.
Some examples of what adds to a good G-turn:
– Good speed
– Creativity and uniqueness
– Good performance (e.g. good posture, steady G-turn, etc.)
What makes a score lower? Some examples:
– No speed after landing the G-turn
– Wobbly G-turns
– Toe/heel drags
– Tail/nose scrapes
HIPPY JUMP
The competition starts at the height of 90 cm. 2 tries per person and constantly higher.
CREW
For more information about the crew competition check here.
>> CHECK ALL THE RULES CONCERNING THE COMPETITION HERE
Questions? write us a message