Figure skating jumps

ISU abbreviations
T Toe loop
S Salchow
Lo Loop
F Flip
Lz Lutz
A Axel

Figure skating jumps are an element of three competitive figure skating disciplines — men's singles, ladies' singles, and pair skating but not ice dancing. Different jumps are identified by the take-off edge and the number of revolutions completed. There are six kinds of jumps currently counted as jump elements in ISU regulations. Three are edge jumps — the Salchow, loop, and Axel — and three are toe jumps which use the toe picks on the front of the blade — the toe loop, flip, and Lutz. The Axel is the most difficult due to an extra half rotation.

Each jump receives a score according to its base value and grade of execution (GOE).[1] The GOE ranges from +3 to −3 and is weighted according to the jump's base value. Quality of execution, technique, height, speed, flow and ice coverage are considered by the judges. An under-rotated jump (indicated by < ) is "missing rotation of more than ¼, but less than ½ revolution" and receives 70% of the base value. A downgraded jump (indicated by <<) is "missing rotation of ½ revolution or more". A triple which is downgraded is treated as a double, while a downgraded double is treated as a single jump. The ISU defines a fall as a loss of control with the result that the majority of the skater's body weight is not on the blade but supported by hands, knees, or buttocks.[2]

An edge violation occurs when a skater executes a jump on the incorrect edge. The hollow is a groove on the bottom of the blade which creates two distinct edges, inside and outside. The inside edge of the blade is closest to the center of the body, on the arch-side of the foot. The outside edge is on the outer edge of the foot. A flat refers to skating on both edges at the same time, which is discouraged. An unclear edge or edge violation is indicated with an 'e' and reflected in the GOE according to the severity of the problem. Flutz and lip are the colloquial terms for a Lutz and a flip jump with an edge violation, respectively.

In 1982, the International Skating Union enacted a rule stating that a skater may perform each type of triple only once, or twice if one of them is incorporated into a combination or sequence. For a set of jumps to be considered a combination, each jump must take off from the landing edge of the previous jump, with no steps, turns, or change of edge in between jumps. Toe loops and loops are commonly performed as the second or third jump in a combination because they take off from the right back outside edge. To perform a Salchow or flip on the back end of a combination, a half loop (which is actually a full rotation, but lands on a left back inside edge) may be used as a connecting jump. In contrast, jump sequences are sets of jumps which may be linked by non-listed jumps or hops.[3] Sequences are worth 80% of what the same jumps executed in combination would be worth.

Jumps may be rotated in clockwise or counter-clockwise direction. Most skaters are counter-clockwise jumpers.

Scale of values

Each jump has a base value, which is adjusted if the jump is under-rotated (<), and a grade of execution (GoE) from +3 to −3, weighted according to the base value.

The current scale of values is:[1]

Jump Base value
(BV)
BV if < GOE +3 GOE +2 GOE +1 GOE −1 GOE −2 GOE −3
1T 0.4 0.3 +0.6 +0.4 +0.2 −0.1 −0.2 −0.3
1S 0.4 0.3
1Lo 0.5 0.4
1F 0.5 0.4
1Lz 0.6 0.4
1A 1.1 0.8 +0.6 +0.4 +0.2 −0.2 −0.4 −0.6
2T 1.3 0.9
2S 1.3 0.9
2Lo 1.8 1.3 +0.9 +0.6 +0.3 −0.3 −0.6 −0.9
2F 1.8 1.3
2Lz 2.1 1.5
2A 3.3 2.3 +1.5 +1.0 +0.5 −0.5 −1.0 −1.5
3T 4.3 3.0 +2.1 +1.4 +0.7 −0.7 −1.4 −2.1
3S 4.4 3.1
3Lo 5.1 3.6
3F 5.3 3.7
3Lz 6.0 4.2
3A 8.5 5.9 +3.0 +2.0 +1.0 −1.2 −2.4 −4.0
4T 10.3 8.0
4S 10.5 8.1
4Lo 12.0 8.4
4F 12.3 8.6
4Lz 13.6 9.5
4A 15.0 10.5 +3.6 +2.4 +1.2 −1.2 −2.4 −4.0

Technique

Toe pick jump takeoff
Rotation
Landing

Jumps may be performed with either clockwise or counter-clockwise rotation. The vast majority of skaters rotate all their jumps and spins in the same direction; counter-clockwise jumping is more common than clockwise. All jumps are landed on a back outside edge (except stylized variations on some jumps like the half loop or one-foot Axel). The type and amount of steps before a jump do not affect the jump's definition, but certain jumps have common and recognizable set-ups that help the skater do the element correctly and that also help spectators in identifying the jumps.

Jumps are classified as either edge jumps or toe jumps. An edge jump takes off directly from the edge without assist from the other foot; while in a toe jump, the skater spikes the toe picks of the free foot into the ice at the same time he or she jumps off the edge of the skating foot, providing a kind of pole-vaulting action to convert the skater's horizontal speed over the ice into a vertical leap.

Most jumps have a natural rotation; that is, the approach and landing curves both have the same rotational sense as the jump in the air. A few jumps, notably including the Lutz and Walley, are counter-rotated, with the approach edge having an opposite rotational sense to the rotation in the air and landing curve.

In the modern jumping technique first developed by Gus Lussi and his pupil Dick Button, skaters are taught to jump up first, and then assume a back spin position in the air to complete the rotation. For a jump with counterclockwise rotation, the left leg should be crossed in front of the right at the ankles, with the feet together, the arms pulled into the chest and the head turned to look over the left shoulder. If the legs are crossed above the knee, it is referred to as a wrap, and is considered poor technique, not only because it looks unattractive but because it interferes with the jump's mechanics. For multi-rotational jumps, it is important that the skater assume a "tight" position in the air by holding the arms close to the body, to concentrate their body mass around the axis of rotation and minimize the rotational moment of inertia.

Jumps may also be performed with variations in the arm positions in the air to add difficulty. These variations include one or both arms overhead, both hands on the hips, or arms folded in front of the chest. The variation with one arm overhead is often called a Tano position, after Brian Boitano, who performed a triple Lutz in this position as one of his signature moves.

When landing a jump, skaters uncross the free leg from in front of the landing leg and swing it to the rear. Extending the arms and free leg checks the rotation and allows the skater to flow out of the jump on a strong edge. Ideally, a skater should exit the jump with just as much speed as on the entrance.

A jump that is cheated is one in which the skater either begins or completes the rotation of a jump on the ice instead of in the air. While this error is often not obvious to casual observers, under the ISU Judging System, cheated jumps are heavily penalized, in many cases as much as or more than a fall on a fully rotated jump.

Jumps are referred to by how many times the skater turns in the air. One revolution (one and a half for the Axel) is a "single" jump. Two revolutions (two and a half for the Axel) is a "double" jump. Three revolutions (three and a half for the Axel) is a "triple" jump. Four revolutions (four and a half for the Axel, although this has never been landed in competition) is a "quadruple" or "quad" jump. The first triple jump landed in competition was a loop jump. It was landed by Dick Button in 1952. The first quadruple jump landed in competition was a toe loop jump. It was landed by Kurt Browning in 1988. Currently, men in world-class competition usually attempt a full set of triples and sometimes one or two quadruple jumps in their free skating programs. Triple Axels are rare for ladies, and quadruple jump attempts even more so.

By 1991, jumps covering six metres of distance were common.[4] Growth spurts sometimes affect a skater's jumping ability.[5]

Recalling jumping technique in the 1980s, Orser said, "We'd swing that free leg through, whether it was an Axel or a Salchow or even a toe loop. You'd bring that free leg and you'd climb like you were climbing a stair."[6] More recent skaters tend to keep their feet closer together and to begin rotating sooner.[6]

Common jumps

The following are the six most common figure skating jumps in order from the least to the most difficult, as dictated by increasing point values under the ISU Judging system. All take off from a backwards entrance except the Axel:

Summary table

B = Backward; F = Forward; I = Inside; O = Outside; E = Edge

Jump ISU Toe/edge Take-off Landing
Toe loop T Toe BOE Same BOE
Salchow S Edge BIE Opposite BOE
Loop Lo Edge BOE Same BOE
Flip F Toe BIE Opposite BOE
Lutz Lz Toe BOE Opposite BOE
Axel A Edge FOE Opposite BOE

Other jumps

There are also a number of other jumps which are usually performed only as single jumps and in elite skating are used as transitional movements or highlights in step sequences. With the exception of the half loop, none of these jumps have assigned point values under the ISU Judging System. These include:

The Waltz Jump is the first jump skaters learn in their journey, after the bunny hop. It might feel scary at first since the skater has to land on one foot, backwards. Maintaining the right balance and landing on the ball of the foot, slightly on the inside edge helps the skater learn it quickly. Learning and perfecting the Waltz Jump is the foundation of learning many other advanced jumps.

Additionally:

Combinations

Combinations are defined as two or more jumps in which the take-off edge of the second (or third) jump is the same as the landing edge of the first jump. The most common jumps on the back end of a combination are the toe loop and loop because they take off from a back outside edge. Loops are more likely to be judged as under-rotated or downgraded.[7] To execute combinations ending with Salchows or flips, a half loop, which lands on a backward inside edge, is employed as a connecting jump.

In theory, jumps with a counter-rotated entry, such as the Lutz and Walley, can be used as the second jump of combination when preceded by a jump with the opposite rotational sense, such as a combination of a clockwise Walley and counter-clockwise Lutz. In practice, this is rarely attempted because most skaters only train jumps in one direction.

In international competition, a combination of two jumps is a required element for single skaters in the short program. The ISU Judging System restricts combinations in the free skate to a maximum of three jumps.

Sequences

Jumps that are not directly linked from landing to take-off edge are considered sequences. Sequences often include "decorative" jumps like mazurkas or stag jumps. Long sequences of single and double jumps used to be common in figure skating through the 1980s, but became more rare as skaters instead packed their programs with triple and quadruple jumps. Under the ISU Judging System, jump sequences are worth 80% of what they would be worth if the same jumps were executed in combination, and in some cases carry less value than just doing the most difficult jump in the sequence as a solo jump.

Jumps in pair skating

Side-by-side

Side-by-side jumps performed in unison are required elements in competitive pair skating. In lower levels of competition, specific jumps (e.g. double flip) may be required. Elite-level pair skaters usually attempt at least one of: double Axel, triple toe loop, or triple Salchow.

If there is disparity between the jumps of each partner, the element's base value and grade of the jump will be scored on the partner that was less successful, even if the other partner's jump was clean. For example, a side-by-side jumping pass with unequal rotations from each partner is given a base value of the lower number of rotations. A fall by one of the partners is given a grade of execution as if both fell. Additionally, a one-point deduction is given for each partner that fell.[8]

Throw jumps

A throw loop entrance
A throw jump in mid-air

The throw jump is a required element in pair skating. In a throw jump, the lady is assisted on a standard jump by her partner and lands on a back outside edge as if she were jumping alone. Different pairs may use different techniques or holds.[9]

It is unknown who performed the first throw triple jump. The first throw quadruple jump was performed by Tiffany Vise / Derek Trent of the United States.[10]

The current scale of values is:[1]

Throw jump
(Th)
Base value
(BV)
BV if < GOE +3 GOE +2 GOE +1 GOE −1 GOE −2 GOE −3
1T 1.1 0.8 +0.9 +0.6 +0.3 −0.3 −0.6 −0.9
1S 1.1 0.8
1Lo 1.4 1.0
1F 1.4 1.0
1Lz 1.4 1.0
1A 2.2 1.5 +1.5 +1.0 +0.5 −0.5 −1.0 −1.5
2T 2.5 1.8
2S 2.5 1.8
2Lo 2.8 2.0
2F 3.0 2.1
2Lz 3.0 2.1
2A 4.0 2.8 +2.1 +1.4 +0.7 −0.7 −1.4 −2.1
3T 4.5 3.2
3S 4.5 3.2
3Lo 5.0 3.5
3F 5.5 3.9
3Lz 5.5 3.9
3A 7.5 5.3 +3.0 +2.0 +1.0 −1.0 −2.0 −3.0
4T 8.0 5.6
4S 8.0 5.6
4Lo 8.5 6.0
4F 9.0 6.3
4Lz 9.0 6.3

References

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