Speed over pile, cross time trial:
1, two rows of pile lines are 2m apart.
2. Each row of pile lines contains 20 piles with a spacing of 80cm.
Fancy winding pile:
1, three rows of pile lines with a spacing of 2m.
2. Each row of pile lines contains 20 piles. The pile spacing is 50cm, 80cm and 120cm respectively.
3.50cm pile is closest to the referee's desk.
Speed exceeds pile rule:
1. The competition is divided into preliminaries and finals. Time for preliminaries and elimination for finals.
2. After the preliminary draw, the two groups will run two rounds in a row to get the best results of the players. After the preliminaries, the top six players will enter the finals.
The final will be divided into two groups according to the preliminary results of the players, and the winner will enter the next round until the top three are decided.
4. The starting line is 0/2m away from the first pile/kloc-0, and the finish line is 0.8m away from the last pile.
It is a foul to run, step on the line or get off the ground with one foot at the start. If you violate the rules twice, the player will lose the chance of this round.
6. Every time a pile is knocked down or a pile is missed, a penalty of 0.2 seconds will be imposed. If you touch a pile, the pile does not fall down, and the pile does not leave the pile circle, it is not penalized.
7. Players who kick or miss more than 6 piles in the competition will not be recorded.
8. If the players score the same, the players with the same score need to play again.
Rules for fancy winding piles:
1, the competition is divided into preliminaries and finals. According to the number of participants and the preliminary results, the top n players were selected to enter the finals.
2. Each player has only one chance in the preliminaries and finals, and the competition time of each player is 90 10 seconds.
3. Competition results are divided into three parts: technical part (60 points), artistic part (40 points) and penalty.
4. The technical part includes technical score (40 points) and speed score (20 points).
5. The technical score is based on the overall difficulty of the player's movements. If the overall difficulty is high, the starting score is also high. If the overall difficulty is not high, and contains individual difficult actions, the single score of the action with lower initial score and higher difficulty will be taken as the technical score.
6. The speed reflected by the players in the whole set of movements is scored separately.
7. The art part includes the form part (15) and the arrangement part (25).
8. Player's head, shoulders, hands, back, knees, eyes, expression, etc. There is a score range of body shape in the competition.
9. The entry and exit of players' routines, the distribution of difficult movements, the design of non-pile-winding movements and the changes of body space on the pile are all within the scoring range.
10, whether the player's music style conforms to the player's action style, and the coordination between action and music in rhythm, melody and speed is within the scoring range.
1 1. Players must wind each pile at least once in the competition, and 0.5 points will be deducted for each kick or missed pile. Players who miss a row of piles in the competition will be fined 10, and those who miss two rows of piles will not be scored. Wrestling will be fined 1 ~ 5 points according to the situation.
12, the competition time is 70 ~ 79 seconds or10/~10 seconds, and the penalty is 2 points, 60 ~ 69 seconds or1/kloc-0. The time judge will not stop according to the time until the player finishes his routine.
13. Players must signal the end when they finish the action, otherwise, the time when the timing referee finishes the timing shall prevail.
Cross-time test rules:
1, the competition is not divided into preliminaries, and the timing system is adopted. Each player has two chances.
2. Only cross (front cross) or back cross (back cross) can be used to cross piles, and you must cross before the first pile in the process of going back and forth, otherwise you will miss the first pile.
3. Decide the top six according to the comparison of the players' timing results.
4. The starting line is 5m away from the first pile and the turn-back line is 10m away from the last pile. Players must start from the starting line, bypass all the piles, slide across the starting line and turn back, and return to bypass all the piles.
5. Start counting after issuing the start password until the player returns to bypass the last pile.
6. When starting, it is illegal to rush on the line, not cross the turn-back line and jump over the pile with other actions. If you violate the rules twice, the player will lose the chance of this round.
7. The penalty time is 1 second for each knock-down or mistake. If you touch the pile, the pile does not fall down and the pile does not leave the pile circle, the penalty time will not be calculated.
8. If the players score the same, the players with the same score need to play another KO game.