NSW Wavesailing Scoring Guidelines
NSW WAVESAILING SCORING GUIDELINES
First and foremost, we are here to have fun on the water. However, in saying that, we are also here to have competitions and drive our own personal standard of wavesailing, so below are the guidelines to which we score an individuals performance. Scoring is spilt into 2 separate categories:
A. Wave riding
B. Jumping
WAVE RIDING GUIDELINES
Competitors will be judged primarily on the fundamental principals of good wave riding - speed, fluidity, power and their proximity to the critical section of the wave (the closer the better). The reality is that you will get points for just getting yourself on the wave and “weaving” about as you go! However, to score higher, a more vertical approach to the lip, initiated by a committed, powerful bottom turn will score more highly than a more horizontal “down the line” style of ride. Directional changes will be assessed on the degree to which direction is changed and on the speed and fluidity with which this change is achieved. The amount of spray thrown out during the turn, will tend to indicate the severity of the directional change.
Cutbacks will be scored considering the vertical aspect of the approach to the proximity of the critical section of the wave (the closer the better), how deep inside the lip the turn is made and the speed and power with which the manoeuvre is executed. The sailor who is committed deep into the face of the wave will score more highly.
Aerial manoeuvres will enhance the score but there should be clear differentiation between simple hops after riding straight down the line (which do score points) and aerials that are performed by bottom turning back up the face and hitting the lip (which scores higher). Aerials should be executed in a controlled fashion and a manoeuvre that is cleanly “tweaked” shall score more highly than one that is ragged or twitchy in the air. The sailor that uses the wave and “hits” the lip to create the aerial will score more highly than one who simply hops off the top of the wave.
To gain maximum points sailors should demonstrate as wide a variety of different skills as possible. A sailor who performs both cutbacks and aerials should in general score more highly than a sailor who performs the same move repeatedly as should a sailor who includes front and backside riding and any number of other manoeuvres during the ride. Sailors who simply blast down the line and perform one big move will not be scored as highly as those who really ride the wave. Sailors who take risks and perform more radical manoeuvres should be rewarded more than sailors who “play safe” provided that manoeuvres are completed in a reasonably controlled fashion.
Notes:
c. One-handed manoeuvres enhance difficulty and score, but the difficulty of the basic manoeuvre should be taken into account. A sailor who performs a much more difficult manoeuvre should be more highly rewarded than a sailor who simply removes one hand during an average manoeuvre.
d. To encourage progress in wave manoeuvres, new moves will be scored highly, but only if executed in a controlled fashion.
e. If it is difficult to clearly determine individual waves, then the entire sail in may be scored as one wave. Sailors will be informed of this at the skippers meeting or at the check in.
f. If a sailor is on a wave at the end of the heat, that wave will continue to be scored until the sailor exits the wave.
Generalisation of waveriding manoeuvres scoring listed in order of difficulty.
Ranking Manoeuvre
1. Catching a wave
1. Gybing off the wave
1. Gybing onto the wave face (not swell)
2. Duck/one handed gybing off the wave
2. Weaving around on the wave face
3. Monkey/Pirouette gybe off the wave
3. Riding the wave at the critical section
3. Chop Hops
4. Body drags.
5. Hitting the breaking wave at the peak
5. One handed top turns
7. Forward loop in the chop on the wave.
8. Off the lip aerials.
9. Off the lip forward loop.
9. Table top aerials.
10. Off the lip 360 deg. (Takas, Goiters etc)
10. Off the lip back loops.
All of the aforementioned manuouvres score higher with a higher speed, fluidity and vertical approach.
JUMPING GUIDELINES
Generalisation of lowest scored manoeuvres to highest scored manoeuvres. These are guidelines for perfectly executed manoeuvres of equal height.
Ranking Manoeuvre
1 Chop hop off swell
2. Jump off wave ie lifting feet
3 High jumps
3. Long Jumps
4. Planing High jumps
4. Planing Long jumps
5. One footed jump
5 One handed jump
6. Table tops
7. Forward loops
7. Cheese rolls
8. Back Loops / Push Loops (must be clean)
9. Table top forwards
9. Clew First Loops (must be high to get max points, also while doing a back loop you must rotate the full 360 degrees.)
10. Double forward loops
10. No footed superman forward (Kryptonizer)
10. Double back loops
Notes:
a) One handed manoeuvres enhances difficulty and score
b) To encourage a progress in jump manoeuvres, new moves will be scored highly, but only if executed in a controlled fashion.
c) Jumps will be counted when executed from the face of the wave (on the way out) or off the back of a wave (ie on the way back to the beach)
d) Jumps are scored higher where the jump is higher and/or landed planing
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