The short programs in singles and pairs make up 1/3 the total score in the Men's, Ladies, and Pairs events. These programs consist of required elements that must be completed within a time not to exceed 2 minutes 40 seconds. Elements that are not completed in the manner specified in the rules result in required deductions that are subtracted from the skaters' first marks. Some of the requirement are fairly subtle, and it is not uncommon when caught up in the excitement of watching a competition to overlook some errors - a situation that frequently results in the judges being soundly booed when a skater's first mark comes up. In this article we will describe for you the deductions used by the judges. The table below lists the typical deductions for the different elements in the various singles short programs (Note: it is not a list of the required elements for any one short program). Following the table are descriptions of what the entries in the table really mean. Next month we will do the same for the deductions in the pairs short program.
Element | Error | Deduction |
Axel Jump Solo Jump |
Omission Fall or less than required number of revolutions Rotation not complete Takeoff or landing on two feet Stepping out of a landing Reapeating a jump from the jump combination Takeoff from wrong edge Not immediately preceeded by steps/skating movements Only 1 movement preceeding jump Touch down with the free foot or hand |
0.5 0.4 0.3-0.4 0.3 0.3 0.3 0.1-0.3 0.1-0.3 0.1 0.1 |
Jump Combination | Omission Fall on takeoff of first jump Both jumps landed on two feet Repetition of Solo Jump or Axel Jump Stepping out of a landing Fall on second jump Either jump less than required revolutions Two footed takeoff on either jump Takeoff from the wrong edge Either jump with rotation not complete One jump landed on two feet Touch down with the free foor or hand Turns or steps between the two jumps |
0.5 0.4 0.4 0.3 0.3 0.3 0.3 0.2 0.1-0.3 0.2 0.2 0.1-0.2 0.1 |
Solo Spin | Omission Fall Required position not attained in air in flying spin Incorrect takeoff or landing in flying spin Re-centering spin Less than required revolutions Touch down with the free foot or hand(s) |
0.5 0.4 0.1-0.3 0.1-0.2 0.2-0.3 0.1-0.3 0.1-0.2 |
Layback Spin | Omission Fall Re-centering spin Less than required revolutions Touch down with the free foot or hand(s) |
0.5 0.4 0.2-0.3 0.1-0.3 0.1-0.2 |
Spin Combination | Omission Fall Re-centering spin Incorrect number of changes of foot or position Less than required revolutions Touch down with the free foot or hand(s) |
0.5 0.4 0.2-0.3 0.2-0.3 0.1-0.3 0.1-0.2 |
Step Sequence Spiral Step Sequence |
Omission Fall Pattern not correct or jump of more than half a turn Stumble during sequence Retrogressions in sequence Less than two changes of position |
0.4 0.3 0.2 0.1-0.2 0.1-0.2 0.1-0.2 |
Extra or repeated element | 0.1-0.2 | |
Not according to requirements | 0.1-0.2 |
An omission means the element wasn't even tried. The maximum deduction that can be taken if an element is attempted, no matter how badly, is 0.1 less than the deduction for an omission. For example, the deduction for omitting the axel jump is 0.5, but if the skater throws the jump and does a waltz jump, or doesn't even rotate, the maximum deduction is 0.4. When an element has more than one error, the maximum error is the sum of the individual errors up to a maximum of 0.1 less than the deduction for an omission.
An extra element is any extra jump-like move that exceeds 1/2 a rotation, or any spin-like move that exceeds 1 rotation.
A repeated element is one of the required elements executed, or attempted, a second time. If a skater misses an element on the first try it cannot be attempted again.
Not according to requirements is a catch-all term for any other error not explicitly listed on the deduction sheet the judges use that is not considered a quality error. Minor errors that are considered quality errors do not result in deduction but result in a lower baseline score from which the deduction are taken.
Fall or less than required number of revolutions - Obvious error. Doing a double, for example, where a triple is required.
Rotation not complete - Commonly called a cheated jump. Jumps are cheated by doing part of the rotation of the jump on the ice either before the takeoff or after the landing. Jumps cheated on the landing are usually cheated by 1/2 a turn - jumps cheated by 1/4 turn usually result in the skater crashing instead.
Takeoff or landing on two feet - Jumps must takeoff and land on only one foot.
Stepping out of a landing - The skater lands the jump but cannot hold the landing position due to an error in the check out. To hide the error - or to keep from totally loosing control - the skater makes a step immediately out of the landing.
Repeating a jump from the jump combination - Jumps used in the jump combination cannot be repeated in the solo jump.
Takeoff from wrong edge - Certain required jumps must take off from a specific edge. For example, axels must take off from a forward outside edge, Lutz jumps from a back outside edge.
Not immediately preceded by steps/skating movements - Jumps must be preceded by steps or free skating movements. Riding a long edge getting up the courage to throw a jump is an error.
Only 1 movement preceding jump - Doing only one movement before a jump does not meet the requirement to precede jumps with steps or movements. Just one is still an error.
Touch down with the free foot or hand - Generally obvious. Reaching for the ice but not actually touching it, however, is not a required deduction but instead a quality issue.
Fall on takeoff of first jump - The skater attempts the first jumps and falls. If they leave out the second jump or get up a toss it in the deduction is the same.
Both jumps landed on two feet - Obvious errors.
Repetition of Solo Jump or Axel Jump - The jumps in the combination must be different from the jumps used in the solo and axel jumps.
Stepping out of a landing - Same as described under Jumps.
Fall on second jump - The skater completes the first jump but falls on the second jump.
Either jump less than required revolutions - Either jump a turn (or two) short.
Two footed takeoff on either jump - Same as described under Jumps.
Takeoff from the wrong edge - Same as described under Jumps.
Either jump with rotation not complete - Either jump cheated.
One jump landed on two feet - One jump is done correctly, the other is landed on two feet (in either order).
Touch down with the free foot or hand - Same as described under Jumps, for either jump.
Turns or steps between the two jumps - In the combination jump turns or steps between the two jumps are not allowed. The takeoff of the first jump should occur immediately from the landing of the first jump.
Fall - Usually occurs in a flying spin, but can also occur from the spinning position.
Required position not attained in air in flying spin - In a flying spin the spin position must be attained in the air; i.e., before the skater lands. In a flying sit spin, for example, the skater must be in the sit spin position before they land.
Incorrect takeoff or landing in flying spin - The flying spins have required takeoffs and landings. If the takeoff and landing is incorrect but the spin is otherwise completed this is the deduction taken.
Re-centering spin - If the skater makes an error landing a flying spin or stepping into a normal spin and the spin isn't going to rotate they cannot push in, step in, etc., a second time. This is not the same a traveling where the spin drifts in position on the ice as it rotates. Traveling is a quality error.
Less than required revolutions - All the spins have a required number of rotations in position. The rotations are counted only while the skater in the required position. A skater might turn many more times than the required number of turns and still receive a deduction if the turns are not in the correct position. In a camel spin, for example, you don't start counting the turns until the skater gets the free leg above hip level, and you stop when it is dropped below hip level at the end.
Touch down with the free foot or hand - Like in jumps the skater must actually touch the ice to take a deduction. Reaching for the ice but not touching it is a quality issue.
Fall - Usually occurs in landing a flying spin or during a change of foot or position in the combination. Sometimes seen in a traveling spin that spins out of control.
Re-centering spin - Same as for solo spins. In addition, this error can also occur during a change of foot or position.
Incorrect number of changes of foot or position - The combination spin has a required number of changes of positions and changes of foot. Too many or too few result in deductions. For example, the Novice short program requires one change of foot and one change of position. The following examples meet this requirement: forward camel - forward sit - back sit; forward camel - back camel - back sit; forward sit - back sit - back camel. The spin combination of forward camel - backward sit - back camel does not meet requirements since the first transition is a change of position and foot and the second transition is a second change of position.
Less than required revolutions - Same as for solo spins. In addition there are requirements for the number of rotation in each position and on each foot. Count each part of the spin.
Touch down with the free foot or hand - Same as for solo spins.
Fall - Not common but always possible.
Pattern not correct or jump of more than half a turn - Sequences can include 1/2 jumps but not single rotation jumps or greater. The sequences have required patterns; such as, straight line, circular/oval, or serpentine. Straight line sequences must go from one end of the rink to the other. Circular/oval sequences must cover the full width of the rink, and must complete a full circle or oval.. Serpentine sequences must include several bold curves that cover the length of the rink. During sequences pay attention to where they start and stop and how much of the ice they cover.
Stumble during sequence - Obvious error.
Retrogressions in sequence - Sequences cannot have places where the skater backtrack from whence they came.
Less than two changes of position - There must at least two changes of position. In step sequences the skater should make steps that turn both clockwise and counter-clockwise. In spiral sequences the skater must be in the spiral position the majority of the time but can takes steps when changing position to maintain speed.