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KungFuFever

Rules for
International Wushu Taolu (Routine) Competition


International Wushu Federation
CONTENTS
Article 1 Competition Committee.
3
Article 2 Jury of Appeal.
3
Article 3 Composition of Contest Officials.
3
Article 4 Duties of Contest Officials.
4
Article 5 Duties of the Assistants.
5
CHAPTER 2 GENERAL RULES FOR COMPETITION..
7
Article 6 Types of Competition.
7
Article 7 Competition Events.
7
Article 8 Competition Divisions (age limits)
8
Article 9 Appeals.
8
Article 10 Start-List.
8
Article 11 Registry (Roll-Call)
8
Article 12 Protocol.
8
Article 13 Timekeeping.
8
Article 14 Display of Score.
8
Article 15 Forfeiture.
9
Article 16 Anti-doping Test.
9
Article 17 Placing.
9
Article 18 Applications for the Recognition & Grading of Innovative
Movements.
10
Article 19 Other Competition Regulations.
11
CHAPTER 3 CRITERIA & SCORING METHODS.
13
Article 20 Criteria & Scoring Methods for Optional Taolu.
13
Article 21 Scoring Methods and Criteria in Dual & Group Events.
16
Article 22 Judges Scores Display.
17
Article 23 Methods of Determining the Actual Points.
17
Article 24 Calculation of the Final Points.
17
Article 25 Scoring Method without the Computer Scoring System..
17
Article 26 Addition and Deduction by the Head Judge.
18
Rules for International Wushu
Taolu(Routine) Competition (Bylaw)
19
CHAPTER 1 ORGANIZATIONAL STRUCTURE
The Competition Committee of the
World Championships and the World Cup shall be composed of wushu experts
appointed by the International Wushu Federation and the Organising
Committee. It is responsible for overseeing all aspects of the
competitions.
According to the scale of
competition, each continental, regional or national federation may form
its own Competition Committee to be responsible for all aspects of
competition organization in accord with the Organising Committee.
2.1 The Jury of Appeal shall be
composed of one (1) chairman, one (1) vice chairman and three (3) to seven
(7) members.
2.2 Duties & Responsibilities:
1) To notify a team's appeal and
conduct the hearing within the time-limit; however, the scoring results
shall not be changed.
2) The decision of the Jury of
Appeal is valid only when more than half of its members have voted for it.
If it's a tie vote then it shall be decided by a casting vote of the
Chairman. A Jury member shall withdraw, if the case is involved with his
or her own country or region; and
3) The decision of the Jury of
Appeal shall be final.
3.1 Composition of Judges
1) One (1) chief referee, and one
(1) or two (2) assistant chief referees;
2) Each judges group shall consist
of ten (10) members: one (1) head judge, three (3) judges in each of
group: A, B & C, respectively;
3) One chief for programming and
recording; and
4) One chief registrar.
3.2 Composition of Assistants
1) 3-5 programming and recording
assistants;
2) 3-6 registrars;
3) 1-2 announcers;
4) 1-2 sound technicians; and
5) 2-4 video recording technicians
(to record events for the Jury of Appeal).
The contest officials shall work
under the guidance of the Competition Committee. Their duties are as
follows:
4.1 The chief referee shall
1) Organize and lead the work of judges groups to ensure the proper
implementation of competition rules, examine and make sure all
pre-competition set-up work are carry out;
2) Interpret the rules and
regulations but have no right to modify them;
3) Replace officials if necessary,
and have the right to take disciplinary action against officials who have
committed serious mistakes;
4) To give warnings to athletes
and coaches making trouble at the competition site, and may report the
matter to the Technical Committee to take disciplinary action, even the
cancellation of their results; and
5) Examine and announce the
results of competition, and make a summary of the officials' work.
4.2 The assistant chief referees shall
1) Assist the chief referee;
2) One of them shall act on his
behalf if Chief Referee is absent.
4.3 The head judge shall
1) Organize his group to review
and to implement the officiating rules;
2) To add points for innovative
movements with degree of difficulty;
3) To deduct points for repetition
and the time limit; and
4) Propose to the chief referee to
take disciplinary action against a judge has committed serious mistakes.
5) Participate in B Group judges'
evaluation (overall performance).
4.4 The judges shall
1) Dedicate themselves totally
when doing their duties assigned by the head judge;
2) Judge independently, according
to the rules, and make detailed notes;
3) Group A Judges are responsible
for the quality of movement;
4) Group B Judges are responsible
for the overall performance; and
5) Group C Judges are responsible
for the degree of difficulty.
4.5 The programming & recording chief shall
1) Set-up all works necessary for
recording (desk), examine the entry forms, examine the Entries (registry)
for Degree of Difficulty in Optional Taolu, prepare the Scoring Forms for
judges and head Judges according to the required standards, and lay-out
the Competition Programme;
2) Prepare other necessary Forms
or Tables needed to run the competition. Examine and verify the results
and placing;
3) Prepare the Competition Results
4.6 The chief registrar shall be responsible for the entire registration,
and report to the chief referee and announcers if there are any changes.
5.1 The programming & recording assistants shall respond to the work
assigned by its chief.
5.2 The registration staff shall
up-date the registrations time-to-time according to the competition order;
examine the competitors' apparatuses and costumes; guide the competitors
into the competition area; and hand-over the registration forms to the
head judge.
5.3 The announcers shall introduce
the current competitors to the public; announce their results; and provide
useful information regarding the rules and regulations, the
characteristics of each taolu event of wushu.
5.4 Sound Technicians shall
1) Collect all music cassettes or
CD's from the competitors during the First-registration for events with
music, and number them according to the running order;
2) Play the music 3 seconds after
the competitor has entered the carpet and get ready to start;
3) After the competition, return
all CD's and cassettes to the competitors without damaging, losing,
lending or copying them.
5.5 The cameramen shall
1) Film all competition events;
2) Search and replay the videotape
when required by the Jury of Appeal;
3) Archive all videotapes
according to the competition orders.
6.1 Types of Competition
1) Individual
2) Team
3) Individual & Team
6.2 Competition Classification by Age
1) Adult
2) Youth
3) Children
7.1 Changquan (Long-fist) abbrev:
CQ
7.2 Nanquan (Southem-fist) abbrev:
NQ
7.3 Taijiquan (Shadow boxing)
abbrev: TJQ
7.4 Daoshu (Broadsword) abbrev: DS
7.5 Jianshu (Sword) abbrev JS
7.6 Nandao (Southern broadsword)
abbrev: ND
7.7 Taijijian (Taiji sword)
abbrev: TJJ
7.8 Qiangshu (Spear) abbrev: QS
7.9 Gunshu (Cudgel) abbrev: GS
7.10 Nangun (Southern-style
cudgel) abbrev: NG
7.11 Duilian (Dual Events) abbrev:
DL: Without weapons; with weapons; and Bare Hands against weapons.
7.12 Jiti (Group Events) abbrev:
JT
8.1 Adult (above 18);
8.2 Youth (from 12 to 18);
8.3
Children (under 12 years).
9.1 Scope of Appeals
The Jury of Appeal will only
accept and conduct a hearing submitted by a protester when:
1) he or she is against the
deduction made by the head judge or the decision of the judges in group C;
2) the "presumed mistake" is made
on his or her own team competitors.
9.2 Procedures & Requirements for Appeals
If a Team leader or a Team Coach
disagrees with the judges' decision made upon his or her competitors, he
or she is entitled to submit a formal written appeal to the Jury of Appeal
within 15 minutes at the end of the event concerned. The Appeal Fee of
US$100 must be paid. Each appeal is limited to one issue.
In conducting the hearing, the
Jury of Appeal will examine all evidences provided including videotapes.
If the decision proved correct the protester must be abided by the Jury of
Appeal s decision. Refuse to accept the Jury of Appeal's decision, the
Jury can take further action against the protester suggesting the
Technical Committee to take disciplinary action, including the
cancellation of competition results. If the appeal proves to be justified,
the Jury of Appeal shall propose to the Technical Committee to take
disciplinary actions against the judges who made mistake. The Appeal Fee
shall be returned. All parties involved will be notified of the results on
time.
Under the supervision of the Competition Committee and the Chief Referee,
the Programming and Recording group will use draw-lots system to determine
the competitors' Start-List for each event. If the competition requires a
qualifying phrase and finals, the start-List in the finals shall be
determined by their qualifying scores (lowest score vs. the first score).
Competitors must report to the designated place 40 minutes before the
events start for the First Roll-Call where the costumes and apparatus are
being checked. The Second Roll-Call will be done 20 minutes before the
event. The Final Roll-Call in 10 minutes before the event.
When being called the competitor must
salute the Head Judge with palm-and fist.
The Timekeeper will start the
stop-watch when the competitor begins to move and stops the stop-watch
when the competitor brings his/her feet together into the standing
position (at the end of the Taolu).
The
results of the competitors will be displayed on the Score monitor.
If a competitor fails to report at the designated place after the Final
Roll-Call or absent during competition, he/she will be forfeited from the
event.
Anti-doping Test will be conducted according to the Olympic Charter and
the IOC regulations.
17.1 Individual & Dual Placing
Placing will be awarded according
to the competitors' score in the competition. The competitor who has the
highest score will be the winner (1st place) and the one with the second
highest score will win the 2nd place, so on and so forth.
17.2 Individual All Round Placing
Individual all round placing will
be determined by the total scores of each individual event (or according
to the rules and regulations for that particular Competition set earlier).
The highest score will be awarded 1st place; the second highest score will
be 2nd place, so on and so forth.
17.3 Group Event Placing
The group with the highest score
will be awarded 1st place; the group with second highest score will be 2nd
place, so on and so forth.
17.4 Team Placing
Team placing will be determined by the
regulations of that particular Competition.
17.5 Tied Scores
1) Tied in Individual Events
When individuals have the same
scores, placing will decided according
to the following tie-break order:
(1) The competitor who
successfully completed the higher degree of movement difficulty shall be
placed higher;
(2) If the scores still remain the
same, the winner will be the one who has completed more advanced degree of
difficult movements;
(3) If the scores still remain the
same, the winner will be the one with higher scores in difficulty;
(4) If the scores still remain the
same, the winner will be the one with higher scores in overall
performance;
(5) If the scores still remain the
same, the winner will be the one who has higher scores among lower scores
in overall performance;
(6) If the scores still remain the
same a tied placing will be awarded;
(7) In competitions with
qualifying phrase and finals, if the total result of the two competitions
are the same, the competitor with the highest score in the qualifying
phrase will be awarded the highest place. If the tied still remains,
placing will be determined as in cases (1) - (7).
(8) If the scores still remain the
same in events without difficult movements, placing will be determined as
in cases (4), (5) and (6).
2) Tied in Individual All Round Event
The competitor who ranked first in
more individual events shall be placed higher. If the tied still remains
then the competitor who achieved second places in more individual events
shall be placed higher. In case of equal ranking in all individual events,
then a tie-placing shall be proclaimed.
3) Tie in Group & Dual Events
If the scores are the same in Group or Dual
Events it will be determined as in cases (2) - (4) of article
17.5.1.
4) Tied in Team Events
In the team competition, the team which ranked first in
more individual events shall be placed higher. If the tie still remains,
then the team with more second places in individual events shall be placed
higher, and so on and so forth. In case of equal ranking in all individual
events, the tied -placing will be proclaimed.
18.1 Principals for Innovation
All innovative movements must
conform with the specific characteristics of Wushu and the principles of
movement, requiring a high level of physical preparation and skill; and
the degree of difficulty must be at least of Cat. B or higher and must not
appear in the Tables for Degree Of Movements Difficulties and Value in
Optional Events.
18.2 Application Procedures
Each team is allowed to submit an
application (for Degree of Difficulty for Innovative Movement) for each
routine.
The applicant must fill-up an
Application Form for the "Assessment of Optional Routine Innovation" and
supply a technical chart and a videotape of the competitor's movement. The
application and its attachments must be sent to the IWUF Technical
Committee at least sixty (60) days before the opening ceremony.
18.3 The Assessment Committee
The Assessment Committee will
consist of 5 to 7 wushu experts appointed by the IWUF Technical Committee.
Its main function is to examine the Taolu Innovation Application handed in
by the teams.
18.4 Assessment Procedure
The Assessment Committee will
consider the application referring to the innovation principle; a majority
resolution is required for the movement to be accepted. Once accepted the
Committee will name the movement; set-up the degree of difficulty,
allocate the points to be awarded for its successful execution and points
to be deducted for errors. The Committee will inform the applicant about
the committee's decision. If the application is successful, the Committee
will made a written report to the Jury of Appeal and the judges before the
competition starts.
19.1 Application for Registering the Degree of
Difficulty
Each competitor must select
movements for the events which he or she entered for, with different
degrees of difficulty according to the Competition Rules and Regulations;
and fill-up the Registration Form for the "Degree of Difficulty and Points
for Optional Taolu" via Internet, and counter-signed by the Team Coach and
later submit it to the Hosting Organization, at least thirty (30) days
before the opening ceremony.
19.2 Time Limits for Taolu
Competitions
1) Changquan, Nanquan, Jianshu, Daoshu, Qiangshu, Gunshu, Nandao & Nangun
not less than 1 minute 20 seconds; and not less than 1 minute 10 seconds
for Youth & Children's categories.
2) Optional Taijiquan, Taijijian
and Group Event not less than 3-4 minutes; Compulsory Taijiquan and
Taijijian not less than 5-6 minutes;
3) Dual Events not less than 50
seconds.
19.3 Events with Music
Taolu competitions with music (only
instrumental music, no lyrics). A competitor must use instrumental music
and not lyrics to accompany his or her Taolu choreography during
performance.
19.4 Dress Code
All officials shall wear the IWUF Standard Contest Officials uniforms,
IWUF logo badge and IWUF Identity and Accreditation Card.
All competitors shall wear IWUF
Standard Taolu Contests costumes and the Competition Code Number during
competitions.
19.5 Competition Area
Individual events shall be
conducted on a carpet of 14 m x 8 m, surrounded by a safety area of 2 m
around the carpet.
Group events shall be conducted on
a carpet of 16 m x 14 m, surrounded by a safety area of 1 meter around the
carpet.
The edges of the carpet must be
marked with a white border of 5 cm wide.
The ceiling over the carpet must
be at least 8 m in height. The distance between two (2) carpets must be at
least 6 m apart.
High-level competitions should be
done on a raised platform of 50 to 60 cm tall.
The platform should be lighted
from above and must meet the requirements of the Competition Lighting
Systems as stated in the Regulations.
Regulations. 19.6 Competition Apparatus
1) All apparatus must be conformed
to the specific requirements set by the International Wushu Federation.
2) The competitor holds the
apparatus with the left arm straighten and
the tip of the Jian or Dao must
touch his or her ear-top. The required length of the Gun shall not be
shorter than the performer's height. The required length of Qiang shall
not be shorter than the performer's fingertips while standing with his or
her left hand held above the head.
19.7 Competition Recording Equipments
In large-scale competitions, the minimum requirement
for the competition recording are as follows:
a) four (4) video cameras (at least),
b) three (3) video players,
c) three (3) television sets,
d) a computerised scoring system and a good sound
system.
19.8 This rule can be adopted in all IWUF Taolu
competitions.
20.1 Scoring Method
20.1.1 Each Judging Group will
consist of three (3) Judges.
·
Group A Formate - will judge the Quality
of Movements;
·
Group B Formate - including one (1) Head
Judge will judge the Overall Performance;
·
Group C Formate-will judge the Degree of
Difficulties.
20.1.2 The Total score for each
event is Ten (10) points including:
·
5 points for the Quality of Movements
(abbrev: QM):
·
3 points for the Overall Performance
(abbrev: OP);
·
2 points for the Degree of Difficulties
(abbrev: DD).
The Starting Score of a competitor will be: the points in Degree of
Movement Difficulties chosen by the competitor plus the points in Overall
Performance (3 pts) plus the points in Quality of Movements (5 pts).
20.1.3 Judges in Group A Formate shall deduct points according to the
errors committed during the competitor's performance.
20.1.4 Judges in Group B Formate is again subdivided into two (2)
subgroups and shall judge independently. One subgroup shall determine the
level of performance, while the other subgroup shall deduct points
according to errors committed in the choreography.
20.1.5 Judges in Group c Formate shall judge according
to the completion of the degree of Movement Difficulties and the
Connecting Movements.
20.2 Scqring Criteria
20.2.1 Scoring Criteria for Quality of Movements
When a competitor commits a
mistake or error 0.1 point shall be deducted;
if the same error is committed
more than once then 0.1 -0.3 point shall be deducted.
Please read Table 1-Deductions
and Criteria in Optional Quality of Movement.
20.2.2 Scoring Criteria in Overall
Performance
1) To determine the level of Overall
Performance
Power, rhythm and music are
divided into three (3) levels and other three (3) sublevels.
·
Top level shall be awarded 3.0-2.70
points,
·
Standard level shall be awarded 2.60-2.30
points,
·
Low level shall be awarded 2.10-1.80
points.
Refer Table 2-Scoring Criteria in
Overall Performance for Optional
Events.
In a Top
Level performance the amount of strength demonstrated must be high. The
strength must be applied smoothly, forcefully and accurately. The
toughness and gentleness are very well incorporated. These said elements
of the routine will have to be well coordinated and demonstrated. Changes
in rhythm must be fast and well defined. The content must demonstrate
great diversity and the structure well knit and pleasing to watch. The
movements must occupied all the space and finally the music and movements
must blend harmoniously.
In a Standard Level performance
the same characteristics as in the Top Level but with a lesser degree.
In a Low Level performance many of
the above characteristics will be missing or do not meet the requirements.
2) Scoring criteria for the choreography in Overall
Performance
At the end of the performance, any
obligatory movement missing will be deducted 0.2 point, and if the
structure or composition does not meet the requirement, 0.1 point shall be
deducted.
Refer to Table 3 - Deductions and Criteria
for the Choreography in Optional Events
20.2.3 Scoring Criteria for Degree of
Difficulty
1) Degrees of Movement
Difficulties (1.4 point)
According to the Degree of
Movement Difficulties and Their Value in each event, points for the
completion of each difficult movement will be given as follows:
Category A - 0.2 point
Category B - 0.3 point
Category C - 0.4 point
Repeat the same Movement
Difficulty no extra bonus points will be added. The sum of Bonus points
for each category cannot exceed 1.4 points.
Refer to Table 4 - Degree of Movement
Difficulties and Values in Optional Events
2) Degree of Difficulty for Connecting Movements (0.6
point)
According to the Degree of
Difficulty for Connecting Movements and Their Value" in each event, points
for completing each connecting movements will be given as follows:
- Category A - 0.1 point
- Category B - 0.15 point
- Category C - 0.2 point
- Category D - 0.25 point
Repeat the same Connecting Movements will
not gain extra bonus points. The sum of Bonus points for each category
cannot exceed 0.6 point.
Refer to Table 5 - Degree for Movement Difficulties and
Values in Optional Events
If the performances do not meet the
requirements, no bonus will be awarded.
Refer to Table 6 - Degree of Movement
Difficulties and Connecting Movements which do not meet the requirements.
3) Bonus
Points for the Degree of Difficulty in Innovative Movements
Successfully performing a recognized
innovative movement will be awarded by the Head Judge according to the
requirements.
Additional points will be added
accordingly:
- Category B - 0.2 point
- Category C - 0.3 point
- Category Super - 0.4 point
Failure to complete an innovative movement either not
executing the movement correctly or not complying with the indicated
specifications, no extra bonus points will be added.
21.1 Scoring Method
21.1.1 Each Judging Group will consist of
three (3) Judges.
-
Group A Formate - will judge the Quality of Movements
-
Group B Formate - will judge the Overall Performance.
21.1.2 The total score for any Dual or Group Events is
Ten (10) including:
- 5 points for the Quality of
Movements;
- 5 points for the Overall
Performance.
21.1.3 Judges in Group A Formate will deduct points according to errors
committed by the competitors.
21.1.4 Judges in Group B Formate will determine the level according to the
competitors' Overall Performance.
21.2 Scoring Criteria 21.2.1
Scoring criteria for Quality of Movements
- When the competitor's movements
do not meet the requirements, 0.1 point shall be deducted;
- When other errors occur,
0.1-0.3 point shall be deducted.
Refer Table 1 -Deductions and
Criteria for Optional Quality of Movement
Refer Table 7 - Common Errors and
Deduction Criteria for Overall Performance in Dual Events
Refer Table 8-Common Errors and
Deduction Criteria for Overall Performance in Group Events
21.2.2 Scoring Criteria for
Overall Performance
Overall Performance is divided
into three (3) levels and three (3) sublevels.
- Top level shall be awarded
5.00-4.10 points;
- Standard level shall be awarded
4.00-3.10 points;
- Low level shall be awarded
3.00-2.10 points.
Refer Table 9 - Scoring Criteria
for Overall Performance in: Dual Event, Group Event and Events with No
Degree of Difficulty.
·
In a top level performance the amount of
strength demonstrated will be high. The strength must be applied smoothly,
forcefully and accurately. The toughness and gentleness must be well
incorporated. All elements of the routine must be well coordinated and
demonstrated. Changes in rhythm must be fast and well defined. The content
must contained great diversity and the structure must be well knit and
pleasing to watch. The movements must be structured in such a way that all
angles of the carpet are touched. Finally the music and movements must be
blend harmoniously.
- In a standard level performance
all the characteristics are the same in the Top Level performance but
with lesser degree.
- In a low level performance many
of the above elements will be missing or not satisfactory.
22.1 Judges in Group A and C Formate - can
only display scores with one (1) decimal place.
22.2 Judges in Group B Formate - can
display scores with two (2) decimal places; the third decimal will not be
rounded off.
23.1 Optional Event
The actual point is the sum of the points
obtained in the Quality of Movements and the points obtained in the
overall performance.
1) Determining the actual points in the Quality of
Movements
Judges in Group A Formate shall deduct points according
to the requirements of the Quality of Movements, and deductions on other
common errors. The sum of deducted scores made by two-third of the judges
will be the score to be deducted from the Quality of Movements.
2) Determining the actual points in the Overall Performance
Three judges and one Head Judge of
the Group B Formate will be again divided into two groups. Each group will
judge independently. The 3rd judge and the Head Judge will determine the
level of the competitor's Overall Performance according to the
requirements on power, rhythm and music. The 6th and the 9th judge shall
deduct points according to the errors committed in the choreography.
3) Determining the actual points on the Degree of
Difficulty
Three judges of Group C Formate
shall judge on the degree of Movement Difficulties and Connecting
Movements according to the requirements on the additional points. The sum
of the points made by two-third of the judges is actual score for the
degree of difficulties.
23.2 Dual Event, Group Event and Events
with no degree of Movement Difficulties
23.2.1 Determining the Merited scores for
the Quality of Movements Three judges of A group shall officiate. Over 2
judges deduction content on other. Sum of deducted scores on error of one
movement and common errors confirmed by more than 2 judges is the score
which shall be deducted from the points of the movement quality.
23.2.2 Determining the Merited scores for the Overall
Performance Three judges of B group shall officiate. The merited scores
shall be the average points of the three points.
24.1 Optional Event
The final score is obtained by
subtracting the points deducted by the Head Judge from the actual score;
or plus additional points gained on the innovation movement.'
24.2 Dual Event, Group Event, and Event
with no degree of Movement Difficulties
The final score is obtained by
subtracting the points deducted by the Head Judge from the actual points.
If there is no computer scoring
system, the scoring method shall be done by the following methods.
25.1 The actual score on the
Quality of Movement and degree of difficulty shall be the same score made
by two-third of the judges.
25.2 The actual score on the
Quality of Movement and the degree of difficulty shall be the average of
the scores given by the three judges. The third decimal place shall not be
rounded off.
26.1 The Head Judge shall make
additional points for innovative movements.
26.2 The Head Judge shall deduct
points for repetition; or for the time limit.
1) Repetition
A competitor whose performance is
interrupted by unforeseen circumstances may repeat his or her performance
with the permission of the Head Judge without deduction of points.
A competitor who forgive his
routine during performance; or break his apparatus; may repeat his
performance, but 1 point will be deducted.
When a competitor is not able to
continue his performance due to injuries, the Head Judge has the right to
stop the performance. When he or she is ready to repeat the performance,
arrangements can be made for him or her to continue the competition but at
the end of the start-list in his or her group. 1 point will be deducted.
2) For Taijiquan, Taijijian and Group events, ranging from 0.1 to 5.0
seconds (including 5.0 seconds) under or over the time limit shall deduct
O.lpoints; 5.1 to 10 seconds (including 10 seconds) under or over the time
limit shall deduct 0.2 points, and so on and so forth.
3) For Changquan, Nanquan, Jianshu (Sword play), Daoshu (Broadsword play),
Qiangshu (Spear play), Gunshu (Cudgel play), Nandao, Nangun and dual
events, ranging from 0.1 to 2.0 seconds (including 2.0 seconds) under or
over the time limit shall deduct 0. Ipoints; From 2.1 to 4 seconds
(including 4 seconds) under or over the time limit shall deduct 0.2
points, and so on and so forth.

I Optional Events
Table 1 Deduction and Criteria for Quality of Optional Movement
|
Type
|
Code
|
Deduction Content
|
Common Errors
|
|
Balances
|
1
|
1. Bring the leg to the head level and hold the leg while remain
standing
2. Side kick and hold
the leg while remain standing
3. Side heel-up leg lift and stance
|
Supporting leg bends
Raised leg bends
|
|
Back kick and hold the leg while remain Standing
|
Supporting leg bends
Torso bends forward
|
|
Yangshen Pingheng YSPH Backward balance
|
Lifted leg below horizontal level
|
|
|
|
Shizi Pingheng SZPH Balancing with arms outspread
|
Torso below horizontal level
|
|
Low balance with leg stretched forward
|
Stretched leg below horizontal level
|
|
Low balance with leg inserted behind
|
The foot of inserted leg touches carpet
|
|
Low stepping on kick forward
|
The foot of the supporting leg leaves the carpet
The knee
of the kicked leg bends, and the tiptoe is not directed outward
|
|
Cechuai Pingheng CCPH High balance with leg stretched sideway
|
The kicking leg does not undergo the process from bending to straight
|
|
Leg techniques
|
2
|
Qiansaotui QST Front sweep
|
Thigh of supporting leg above horizontal level
Sole of sweeping leg leaves the carpet
Sweeping leg bends
|
|
Huosaotui HST Back sweep
|
Sweeping leg bends
Heel of the sweeping leg leaves the carpet
|
|
Hengdingtui HDT Horizontal nail kick
|
The nailing leg sways away straight
Not nail sideward
|
|
Dieshucha DSC Land on front split
|
Rear leg bends obviously
The front foot's sole points in ward and touches carpet
|
|
Fenjiao FJ, Dengjiao DJ Parting kick, Heel kick
|
Supporting leg bends
Raised leg bends
|
| |
|
|
|
|
|
|
|
|
|
Bailianjiao BLJ Lotus kick
|
Slapped leg not above shoulders
|
|
Quedilong QDL Slide down
|
The front foot's sole points inward and touches carpet
|
|
Jumps
|
3
|
Tengkong Feijiao TKFJ, Xuanfengjiao XFJ, Tengkong Bailian TKBL Flying
front kick, Whirlwind kick, and Lotus kick
|
Slapped leg below shoulder level
Slapping misses
|
|
Tengkong Zhengtitui TKSTT Flying front raise kick
|
Hanging leg bends
|
|
360 S. CeKongfan CKF, CKF 360° Cartwheel roll, Cartwheel roll
360°
|
Leg bends obviously
|
|
|
|
Xuanzi
XZ, Xuanzi Zhuuanti XZZT Butterfly, Butterfly twist
|
The
body is higher than 45 ° (including 45) in twisting in the air
Leg
bends obviously
|
|
Tumbling
|
4
|
Tengkong Pantui 360° TKPJ
Flying
Cross legs kick 360° and land on the side
|
Kick
Leg below head level
|
|
Liyu
Dating LYDTZL Carp Skip-up
|
Lift-up
with the help of the hands
|
|
Tengkong shuang
Cechuai
TKSCC
Double
flying side kick
|
Kicked
legs are not close together or bend
|
|
Stances
|
5
|
Gongbu
GB
Bow
stance
|
Knee of
the front leg doesn't touch instep
Knee of
the front leg surpasses the tiptoe
Squatting leg not vertical
Heel of
the rear leg leaves the carpet
|
| |
|
|
|
|
|
|
|
|
|
Mabu MB
Horse-riding stance
|
Heel
leaves the carpet
Squatting leg not horizontal
Feet
too closed each other
Torso
bends forward obviously
|
|
Xubu XB
Empty
stance
|
Heel
leaves the carpet
Squatting leg not horizontal
|
|
Pubu PB
Couch
stance
|
Squatting leg does not bend completely
The
couching leg bends
Whole
sole does not touch the carpet
|
|
Diandiebu DDB
Single
butterfly stance
|
Inner
side of the kneeling leg does not touch the carpet
|
|
?
|
6
|
Shangbu
SB
Going
forward step
(in
Taijiquan TJQ)
|
Foot
inclining outward more than 45°
Dragging the foot while the rear leg steps forward
|
|
Apparatus
|
7
|
Guajian GJ, Liaojian LJ Upward parry and uppercut
|
Wrist straight
|
|
Chantou CT,
Guonao GN
Twining, wrapping
|
Broadsword -back too far from the body
|
|
Lanqiang LQ,
Naqiang NQ
Parry outward and parry inward
|
Head of the spear without circling movement
|
|
Liwu Huaqiang LWHQ, Shuangshou Tiliaohuagun SSTLHG Figures 8, Uppercut
with both hands
|
Cudgel or spear movements without vertical circle
|
|
Throw and catch of apparatus
|
Catch the apparatus in a hug manner
Catch the handle with two hands
|
|
Dinggun DG (Nangun)
|
The end of cudgel doesn't touch the carpet
The top of cudgel below head level.
|
| |
|
|
|
|
|
|
Other
Errors
|
01
|
|
Remaining still and balancing move less than 2 seconds
|
|
|
Any part of the body touches outside the carpet
|
|
|
Apparatus touches the carpet or the body, blade off handle or deformed
apparently
|
|
|
Torso
shakes, foot moves or jumps |
|
02
|
|
Extra support (0.2) |
|
|
Apparatus breaks (0.2) |
|
03
|
|
Fall
onto the carpet (0.3) |
|
|
Apparatus fall onto the carpet (0.3) |
Note:
1.Touching the floor outside the
carpet with apparatus; or part of the body goes outside the line is not
counted as outside the carpet.
2. Deduction points not indicated
in the rules are all set at 0.1.
3. 0.1 point shall be deducted for
one error or more errors occurred in one (1) movement. The deducted points
will be added up together.
4. When two (2) or more errors
occurred in one movement, the deducted points will be added up together.
Table
2 Scoring Criteria for Overall Performance in Optional Events
|
Level
|
Degrees
|
Scores
|
|
SUPERIOR |
1ST |
3.00—--2.90
|
|
2ND
|
2.89—-2.80
|
|
3RD
|
2.79—-2.70
|
|
STANDARD |
4TH
|
2.60—-2.50
|
|
5TH
|
2.49—-2.40
|
|
6TH
|
2.39——2.30
|
|
INFERIOR |
7TH
|
2.10—-2.00
|
|
8TH
|
1.99—-1.90
|
|
9TH |
1.89—-1.80
|
Table 3 Content and Criteria for
the Choreography Deductions in Optional Events
|
Choreography
|
Content
|
Code
|
|
Content
|
0.2
shall be deducted for one required movement missing
|
80
|
|
0.2
shall be deducted for one type of difficult movements missing
|
81
|
|
Structure
|
Motionless posture exceeds 3 seconds or stop before difficult movement
of Taijiquan and Taijijian
|
82
|
|
Running-up exceed four (4) steps before the jumping and tumbling
techniques in Changquan or Nanquan
|
83
|
|
Running-up exceed one (1) step before the jumping techniques in
Taijiquan or Taijijian
|
84
|
|
Composition
|
Lack off difficult movement within two (2) lines
|
85
|
Note: The deduction score un-indicated in the rules are all set at 0.1.
Table 4 Movement
Difficulties and Value in Optional Events
Table 4-1 Movement
Difficulties and Value in Changquan, Jianshu, Daoshu, Qiangshu and Gunshu
|
Type
|
Degree
of Difficulty and Value
|
|
A+0.2
|
Code
|
B+0.3
|
Code
|
C+0.4
|
Code
|
|
Balances
|
Bring
the leg to the head level and hold the leg while remain standing
|
111A
|
Shizi
Pingheng SZPH Balancing with arms outspread
|
133B
|
Back
kick and hold the leg while remain standing
|
112C
|
|
Side
kick and hold the leg while remain standing
|
112A
|
|
|
|
|
|
Yangshen Pingheng YSPH
Backward balance
|
123A
|
|
|
|
|
|
Leg
Techniques
|
Zhishen
Qiansao 540° ZSQS
Front
sweep 540°
|
244A
|
Zhishen
Qiansao ZSQS 900°
Front
sweep 900°
|
244B
|
|
|
|
Jumps
|
Xuanfengjiao XPJ 360°
Whirlwind kick 360°
|
323A
|
Xuanfengjiao XPJ 540° Whirlwind kick 540°
|
323B
|
Xuanfengjiao XFJ 720° Whirlwind kick 720°
|
323C
|
|
Xuana
XZ Butterfly
|
333A
|
Xuanzi
Zhuanti XZZT 360°
Butterfly 360°
|
353B
|
Xuanzi Zhuanti XZZT 720°
Butterfly 720°
|
353C
|
|
Tengkong Bailian TKBL 360°
Lotus
kick 360°
|
324A
|
Tengkong Bailian TKBL 540°
Lotus
kick 540°
|
324B
|
Tengkong Bailian TKBL 720°
Lotus kick 720°
|
324C
|
|
Cekongfan CKF Cartwheel roll
|
335A
|
Cekongfan Zhuanti CKFZT 360°
Cartwheel roll 360°
|
355B
|
|
|
|
|
Tengkong Feijiao TKFJ
Hying front kick
|
312A
|
Tengkong Zhengtitui TKZTT
Flying front raise kick
|
312B
|
|
|
| |
|
|
|
|
|
|
|
Note:
1. When the 353C movement lands on
the carpet, it should be
followed by a front split. When
the 323B movement lands on the carpet, it should be followed by a front
split (dieshucha) or lifted knee stance (tixiduli). The 324C movement
should be followed by Mabu (horse-riding stance).
2. The kicked leg of 312B movement
should be the same as the take-off leg.
Table
4—2 Movement Difficulties and Value in Taijiquan and Taijijian
|
Type
|
Degree
of Difficulty and Value
|
|
A+0.2
|
Code
|
B+0.3
|
Code
|
C+0.4
|
Code
|
|
Balances
|
Low
balance with leg stretched forward
|
143A
|
Low balance with leg inserted behind
|
143B
|
Side heel-up leg lift and stance
|
113C
|
|
|
Low
stepping on kick forward
|
142A
|
|
|
|
|
|
Cechuai
Pingheng CCPH High balance with leg stretched sideway
|
132A
|
|
|
|
|
|
Leg
Techniques
|
Dengjiao DJ
Fenjiao FJ
Heel kick or Parting kick
|
212A
|
|
|
|
|
|
Jumps
|
Tengkong Feijiao TKFJ Flying front kick
|
312A
|
Tengkong Zhengtitui TKZTT
Flying
front raise kick
|
312E
|
Xuanfengjiao XFJ 540°
Whirlwind kick 540°
|
323C
|
|
|
|
Tengkongfeijiao TKFJ inward 180°
Flying
front kick inward 180°
|
522B
|
Tengkong Bailian TKBL 540°
Lotus
kick 540°
|
324C
|
|
|
|
|
Xuanfengjiao XFJ 360°
Whirlwind kick 360°
|
323B
|
|
|
|
|
|
Tengkong Bailian TKBL 360°
Lotus
kick 360°
|
324B
|
|
|
| |
|
|
|
|
|
|
|
Note:
1. The jumping movements of: 312A,
323B, 324B, 312B, 323C and 324C should use one step before jumping.
2. The kicked leg in 312B movement
should be the same as the jumped leg. When the movements of322B, 323B and
323C land on the carpet, they should be followed by Tixiduli (TXDL). When
the movements of 324B and 324C land on the carpet, they should be followed
by Quedilong QDL (slide down and the left leg should be in-front.)
Table
4-3 Movement Difficulties and Value in Nanquan, Nandao and Nangun
|
Type
|
Degree
of Difficulty and Value
|
|
A+0.2
|
Code
|
B+0.3
|
Code
|
C+0.4
|
Code
|
|
Leg Techniques
|
Zhishen Qiansao ZSQS 540°
Front
sweep 540°
|
244A
|
Zhishen
Qiansao ZSQS 900°
Front sweep 900°
|
244B
|
|
|
|
Jumps
|
Xuanfengjiao XFJ 360°
Whirlwind kick 360°
|
323A
|
Xuanfengjiao XFJ 540°
Whirlwind kick 540°
|
323B
|
Xuanfengjiao XFJ 720°
Whirlwind kick 720°
|
323C
|
|
Tengkong Bailian TKBL 360°
Lotus
kick 360°
|
324A
|
Tengkong Bailian TKBL 540°
Lotus
kick 540°
|
324B
|
Tengkong Bailian TKBL 720°
Lotus
kick 720°
|
324C
|
|
Yuandi
Huokongfan YDHKF
Back cartwheel roll at the same spot
|
346A
|
Dantiao Huokongfan DTHKF
Single jump backward cartwheel roll
|
346B
|
|
|
|
Tumbling
|
Tengkong Shuangcechuai TKSCC
Double flying side kick
|
415A
|
Inward Jump 720° with cudgel (broadsword) hack
|
321B
|
|
|
|
|
Tengkong Pantui 360° Cepu TKPTCP
Flying crossed legs kick 360° and land on the side
|
423A
|
|
|
|
|
|
|
Liyudating Zhili LYDTZL Carp Skip-up
|
445A
|
|
|
|
|
Note: when the movements of 346A,
346B and 323B land on the carpet, Deibu should follow them. When the
movements of 323A and 445A land on the carpet, they should be followed by
Tixiduli. When the movements of 324B, 323C and 324C land on the carpet,
they should be followed by Mabu.
Table 5 Connecting Movements
and Value in Optional Events
Table 5-1 Connecting
Movements and Value for Changquan, Jianshu, Daoshu, Qiangshu and Gunshu
|
Degree
of Difficulty and Value
|
|
A+0.1
|
Code
|
B+0.15
|
Code
|
C+0.2
|
Code
|
D+0.25
|
Code
|
|
Tengkong Feijiao TKFJ + Zuopan ZP
Flying front kick + sitting position
|
312 A+6
|
Xuanfengjiao XFJ540° + Deishucha DSC
Whirlwind kick 540° + landing on front split
|
323 B+4
|
Xuanfengjiao XFJ540° + Tixi Duli TXDL
Whirlwind kick 540° + lifted knee stance
|
323 B+3
|
Xuanfengjiao XFJ720° + Deishucha DSC
Whirlwind kick 720° + landing on front split
|
323 C+4
|
|
Xuanfengjiao XFJ360° + Deishucha DSC
Whirlwind kick 360° + landing on front split
|
323 A+4
|
Tengkong Bailian TKBL540° + Mabu MB
Lotus kick 540° + horse-riding stance
|
324 B+l
|
Tengkong Bailian TKBL540° + Tixi Duli
TXDL Lotus kick 540' + lifted knee stance
|
324 B+3
|
Tengkong Bailian TKBL720° + Mabu MB
Lotus kick 720° +horse-riding stance
|
324 C+l
|
|
Xuanfengjiao
XFJ360°
+ Mabu MB
Whirlwind kick 360° + horse-riding stance
|
323 A+l
|
Tengkong Bailian TKBL 360° +Tixi duli TXDL
Lotus kick 360° + lifted knee stance
|
324
A+3
|
Xuanfengjiao XFJ720" + Mabu MB
Whirlwind kick 720° + horse-riding stance
|
323 C+l
|
Xuanzi
Zhuanti XZZT 720° + Dieshucha DSC
Butterfly 720° + landing on front split
|
353 C+4
|
|
Xuanfengjiao XFJ360° + Zuopan ZP
Whirlwind kick 360° + sining position
|
323 A+6
|
Xuanfengjiao XFJ360° + Tixi Duli TXDL
Whirlwind kick 360° + lifted knee stance
|
323 A+3
|
Xuanzi
Zhuanti XZZT 360° +Xuanfengjiao XFJ 720°
Butterfly 360° + Whirlwind kick 720° (within 4 steps)
|
353B
+ 323C
|
|
|
|
Tengkong Bailian TKBL 360° + Dieshucha DSC
Lotus kick 360° + landing on front split
|
324 A+4
|
Xuanfengjiao XFJ360° + Xuanzi Zhuanti XZZT 720°
Whirlwind kick 360° + Butterfly 720° (within 4 steps)
|
323A
+ 353C
|
|
|
|
|
|
Tengkong Bailian TKBL 360° + Mabu MB
Lotus
kick 360° + horse-riding stance*
|
324 A+l
|
Tengkong Feijiao TKFJ + Cekongfan CKF
Flying
front kick + Cartwheel roll (within 1 step)
|
312A
+ 335A
|
|
|
|
|
|
Cekongfan CKF+ Dieshucha DSC
Cartwheel roll + landing on front split
|
335
A+4
|
|
|
|
|
|
|
|
Throw+
dive shoulder roll + catch
|
445
+7
|
|
|
|
|
|
|
|
Throw+ Flying front kick + catch
|
312
A+7
|
|
|
|
|
|
|
Note:
1. Movements should be finished
motionlessly following the movement in motion.
2. Athletes should choose either
445+7 or 312A+7 in apparatus routines.
Table 5-2 Connecting Movements
and Value in Taijiquan and Taijijian
|
Degree of Difficulty and Value
|
|
A+0.1
|
Code
|
B+0.15
|
Code
|
C+0.2
|
Code
|
D+0.25
|
Code
|
|
Tengkong Feijiao TKFJ +Qitiaojiao Luodi
Flying front kick + take-off foot land on the carpet
|
312 A+3
|
Tengkong Zhengtitui TKZTT+ Qitiaojiao Luodi QTJLD
Flying front raise kick + take-off foot land on the carpet
|
312 B+3
|
Tengkong Bailian TKBL 540° + Quedilong QDL
Lotus kick 540° + slide down
|
324
C+5
|
Xuanfengjiao XFJ3600 + TXDL
Whirlwind kick 360° + lifted knee stance
|
323 C+3
|
|
Low stepping on kick forward +a twist of 180 ° and lifted knee
stance
|
142 A+3
|
Tengkong Feijiao TKFJ Inward twist 180° +TiXi Duli TXDL
Flying front kick with an inward twist 180" + lifted knee stance
|
322 B+3
|
Xuanfengjiao XFJ360° + Tixi Duli TXDL
Whirlwind kick 360° + lifted knee stance
|
323 B+3
|
Tengkong Bailian TKBL 540° + Tixi Duli TXDL
Lotus kick 540° + lifted knee stance
|
324 C+3
|
|
Low
balance with leg stretched forward + a twist of 180° and lifted knee
stance
|
143 A+3
|
Tengkong Feijiao TKFJ + Tixi Duli TXDL
Flying
front kick + lifted knee stance
|
312 A+3
|
Tengkong Bailian TKBL 360° +Tixi Duli TXDL
Lotus kick 360° + lifted knee stance
|
324 B+3
|
|
|
|
Xuanfengjiao XFJ360° + Qitiaojiao Luodi QTJLD
Whirlwind kick 360° + take-off foot land on the carpet
|
323 B+3
|
Tengkong Bailian TKBL 360° + Quedilong QDL
Lotus kick 360° + slide down
|
324 B+5
|
|
|
|
|
|
Tengkong Bailian TKBL 360° + Qitiaojiao Luodi QTJLD
Lotus kick 360° + take-off foot land on the carpet
|
324 B+3
|
Tengkong Feijiao TKFJ + Tengkong Bailian TKBL 540°
Flying front kick + Lotus kick 540° (No step)
|
312A + 324C
|
|
|
|
|
|
Tengkong Feijiao TKFJ + Tengkong Bailian TKBL 360'
Flying front kick + Lotus kick 360' (No step)
|
312A + 324B
|
Low
balance with leg inserted behind + lotus kick 180° to become lifted
knee stance
|
143 B+3
|
|
|
|
|
Note: 1. An athlete should use the
same foot to kick, slap and land on the carpet.
2. The movement should be finished
motionlessly then follow by another movement.
3. An athlete can only choose one
time of slide down.
4. For 312A+324B and 312A+324C,
the athlete shall jump directly after feet fall on ground of the last
jump.
Table 5-3 Connecting
Movements and Value in Nanquan, Nandao and Nangun
|
Degree
of Difficulty and Value
|
|
A+0.1
|
Code
|
B+0.15
|
Code
|
C+0.2
|
Code
|
D+0.25
|
Code
|
|
Xuanfengjiao XFJ360° + Diebu DB Whirlwind kick 360° + butterfly stance
|
323 A+2
|
Yuandi
Houkongfan YDHKF+ Diebu DB
Backward cartwheel roll on the same spot + butterfly stance
|
346
A+2
|
.
Xuanfengjiao XFJ360° + Tixi Duli TXDL
Whirlwind kick 360° + lifted knee stance
|
323 A+3
|
Xuanfengjiao XFJ720° + Mabu MB
Whirlwind kick 720° + horse-riding stance
|
323 C+l
|
|
Tengkong Feijiao TKFJ + Tixi Duli rXDL
Flying front kick + lifted knee stance
|
312
A+3
|
Dantiao
Houkongfan DTHKF + Diebu DB
Single jump backward cartwheel roll + butterfly stance
|
346 B+2
|
Tengkong Bailian TKBL 360° +Tixi Duli TXDL
Lotus kick 360° + lifted knee stance
|
324 A+3
|
Tengkong Bailian TKBL 720° +Mabu MB
Lotus kick 720° + horse-riding stance
|
324 C+l
|
|
Xuanfengjiao XFJ360° + Fengkong Feijiao TKFJ
Whirlwind kick 360° + Flying front kick
|
323A + 312A
|
Tengkong Feijiao TKFJ Inward twist 180° +TiXi Duli TXDL
Flying front kick with an inward twist 180° + lifted knee stance
|
322 B+3
|
Liyudating Znili LYDTZL + Tixi Duli TXDL
Carp Skip-up + lifted knee stance
|
445 A+3
|
|
|
|
Tengkong Bailian TKBL 360° + Mabu MB
Lotus kick 360° + horse-riding stance
|
324 A+l
|
Tengkong Waibaitui 540° + Mabu MB
Jumping outward kick 540° + horse-riding stance
|
324 B+l
|
|
|
|
|
|
Xuanfengjiao XFJ360° + Dantiao Houkongfan DTHKF
Whirlwind kick 360° + single backward jump cartwheel roll (within 2
steps)
|
323A + 346B
|
Xuanfengjiao XFJ540° + Diebu DB
Whirlwind kick 540° + butterfly stance
|
323 B+2
|
|
|
|
|
|
|
|
Inward
Jump 720° and cudgel hack (also in broadsword) + Pubu PB couch stance
|
321 B+0
|
|
|
|
|
Note: 1. An athlete should use the
same foot to jump, slap and land on the carpet.
2. The
movement should be finished motionlessly then follow by another movement.
Table 6 Movement
Difficulties and Connecting Movements Which Do Not Meet the Requirements
Table 6-1 Movement
Difficulties and Connecting Movements in Changquan, Jianshu, Daoshu,
Qiangshu and Gunshu Which Do Not Meet the Requirements
|
Difficulty
|
Types
|
Movement
|
Disaccorded with requirement
(No addition of score)
|
|
Movement of degree of Difficulty
|
Balances
|
Bring the leg to the head level and hold the leg while remain standing
Side kick and hold the leg while rema.in standing
Shizi Pingheng SZPH Balancing with arms spread outward
|
Lifted leg not vertical
|
|
Back
kick and hold the leg while remain standing
|
Lift
leg not vertical
Holed
leg not behind the shoulder
|
|
|
|
Yangshen Pingheng YSPH Backward balance
|
Torso above horizontal level 45°
|
|
Leg techniques
|
Zhishen Qiansao ZSQS
Front sweep 540°
Zhishen Qiansao ZSQS
Front sweep 900°
|
Sweeps and twists incomplete
|
|
Jumps
|
Tengkong Zhengtitui TKZTT
Flying front raise kick
|
Not executed in the air or tiptoe of the kick does not touch the
forehead
|
|
Tengkong Feijiao TKFJ
Flying front kick
|
Not executed in the air
|
|
Xuanfengjiao XFJ 360°
Whirlwind kick 360°
Xuanfengjiao XFJ 540°
Whirlwind kick 540°
Xuanfengjiao XFJ 720°
Whirlwind kick 720° |
Twist incomplete or the kick leg below horizontal level
|
|
|
|
Tengkong Bailian TKBL 360°
Lotus kick 360°
Tengkong Bailian TKBL 540°
Lotus kick 540°
Tengkong Bailian TKBL 720°
Lotus kick 720°
|
Twist incomplete or the kick leg below horizontal level
|
|
Xuanzi XZ, Cekongfan CKF
Butterfly and cartwheel roll
|
Not executed in the air
|
|
Xuanzi Zhuanti 360° XZZT
Butterfly 360°
Xuanzi Zhuanti XZZT 720°
Butterfly 720°
Cekongfan Zhuanti CKFZT 360°
Cartwheel roll 360°
|
Twists incomplete
|
|
Connection of degree of difficulty
|
Connection between two difficult movements
|
Tengkong Feijiao TKFJ + Cekongfan CKF
Flying front kick + Cartwheel Roll
|
Run-up steps between jumps exceed the required movement
|
|
|
|
Xuanfengjiao
XFJ 360° + Xuanzi Zhuanti XZZT 720°
Whirlwind kick 360° + Butterfly 720°
|
|
|
Xuanzi
Zhuanti XZZT 360° + Xuanfengjiao XFJ 720°
Butterfly 360° + Whirlwind kick 720°
|
|
Connection between difficult and motionless movements
|
Tengkong Bailian TKBL 360° ,540° ,720° + Mabu MB
Lotus kick 360° ,540° , 720° + horse-riding stance
Xuanfengjiao
XFJ 360° , 720° + Mabu MB Whirlwind kick 360° ,720° + horse-riding
stance
|
When landing on the carpet, both feet do not touch the carpet at the
same, and feet move or jump
|
| |
|
|
|
|
|
|
|
|
Xuanfengjiao XFJ 360° , 540° + Dieshucha DSC Whirlwind kick 360° ,540°
+ landing on front split
Dieshucha DSC Whirlwind kick 720° + landing on front split
Xuanzi Zhuanti XZZT 720° + Dieshucha DSC Butterfly 720° + landing on
front split
|
When landing on the carpet, both feet do not touch the carpet at the
same time, and feet move.
|
|
Xuanfengjiao XFJ 360° + Tixi Duli TXDL Whirlwind kick 360° + lifted
knee stance
Xuanfengjiao XFJ 540° + Tixi Duli TXDL Whirlwind kick 540 ° + lifted
knee stance
Tengkong Bailian TKBL 360° + Dieshucha DSC Lotus kick 360° + landing
on front split
Tengkong Bailian TKBL 360° + Tixi Duli TXDL Lotus kick 360° + lifted
knee stance
Tengkong
Bailian TKBL 540° + Tixi Duli TXDL Lotus kick 540° + lifted knee
stance
|
Slapped foot does not land on the carpet alone
When landing on the carpet, both feet move or jump
Foot of the lifted leg touches the carpet
|
|
|
Transition between throw and catch of apparatus and movements
|
Pao +
Tengkong Feijiao TKFJ 360° +Jie Throw + Flying front kick 360° + Catch
Pao +
Qiangbei QB + Jie Throw + Dive shoulder roll + Catch
|
Flying front kick not executed in the air
Buttock or knee not leaves carpet after dive shoulder roll
Misses
to catch the apparatus or catch the fringe or tussle only
|
| |
|
|
|
|
Note:
1. The degrees of twists for
jumping movements followed by Mabu, and Dieshucha are measured by the
angle of lines between tiptoe and heel before and after jumping.
2. The degrees of twists for
jumping movements with twists of single foot landing on the carpet are
measured by the angle of lines between tiptoe and heel before and after
jumping.
3. The degrees of sweeping leg
technique are measured by the angle (begin and end) of the sweeping foot.
4. Steps in the 323A+353Cand
353B+323C are counted from any step made after two feet land on the
carpet. Steps in the 312A+335A are counted from any step made after one
foot land on the carpet.
Table 6-2 Movement
Difficulties and Connecting Movements in Taijiquan, Taijijian Which Do Not
Meet the Requirements
|
Difficulty
|
Types
|
Movement
|
Disaccorded with requirement
(No addition of score)
|
|
Degree of difficulty movements
|
Balances
|
Low balance with leg stretched forward
Low balance with leg inserted behind
|
Supporting leg above horizontal level
|
|
Low stepping on kick forward
|
Supporting leg above horizontal level
Foot of the kicking leg touches carpet
|
|
|
|
High balance with leg stretched sideway
|
The foot of the leg stretched sideway lower than shoulder
The upper torso leans more than 45 degree
|
|
Side heel-up leg lifted and stance
|
Lifted leg not vertical or torso inclines more than 45° (including 45°
)
|
|
Leg Techniques
|
Dengjiao DJ (fenjiao FJ)
Heel kick (Parting kick)
|
Heel of
the lifted leg below shoulder level
|
|
Jumps
|
Tengkong Zhengtitui TKZTT
Flying front raise kick
|
Starting jumps exceed 1 step or tiptoe of the kick does not touch the
forehead
|
|
Tengkong Feijiao TKFJ
Flying front kick
|
Starting jumps exceed 1 step or not executed in the air
|
|
|
|
Xuanfengjiao XFJ 360°
Whirlwind kick 360°
Xuanfengjiao XFJ 540°
Whirlwind kick. 540°
|
Starting jumps exceed 1 step, twist incomplete or inside crescent
kicked (lihetui) leg below horizontal level
|
|
Tengkong Bailian TKBL 360''
Lotus kick 360° K$a^540g
Tengkong Bailian TKBL 540°
Lotus kick 540°
|
Starting jumps exceed 1 step, twist incomplete or outside crescent
kicked leg (waibaitui) below horizontal level
|
|
Degree of difficulty of transitions
|
Connections between two difficult movements
|
Tengkong Feijiao TKFJ + Tengkong Bailian TKBL 360°
Flying front kick + Lotus kick 360°
Tengkong Feijiao TKFJ + Tengkong Bailian TKBL 540°
Flying front kick + Lotus kick 540°
|
Runing-up steps between jumps exceed the required movement.
|
|
|
Connecdons between difficult and motionless movement
|
Tengkong Feijiao TKFJ + Qitiaojiao Luodi QTJLD Flying front kick +
land on carpet
Tengkong Bailian TKBL 360° + Quedilong QDL Lotus kick 360° + slide
down
Tengkong Bailian TKBL 540° + Quedilong QDL Lotus kick 540° + slide
down
|
Feet do not land on the carpet at the same time or foot moves
|
|
Tengkong Feijiao TKFJ + Tixi Duli TXDL Flying front kick + lifted knee
stance
Xuanfengjiao XFJ 360° + Tixi Duli TXDL Whirlwind kick 360° + lifted
knee stance
Xuanfengjiao XFJ 540° + Tixi Duli TXDL Whirlwind kick 540° 4- lifted
knee stance
Tengkong Bailian TKBL 360° + Tixi Duli TXDL Lotus kick 360° + lifted
knee stance
Tengkong Bailian TKBL 540° + Tixi Duli TXDL Lotus kick 540° + lifted
knee stance
|
Slapped foot does not land on the carpet alone
When landing on the carpet, both feet move or jump
Foot of the lifted leg touches the carpet
|
|
|
Connections between two motionless movement
|
Low
stepping on kick forward+a twist of 180° to become lifted knee stance
|
Shakes,
moves, or jumps during transition
Twist incomplete
|
|
Low
balance with leg stretched forward + a twist of 180° to become lifted
knee stance
|
|
Low
balance with leg inserted behind +lotus kick 180° to become lifted
knee stance
|
Note:
1. The degrees of twists for the
jumping movements followed by slide down movement are measured by the
angle between the line of tiptoe and heel during the jump and the line of
landing of the left or right leg.
2. The degrees of twists for
jumping movements with a single foot landing on the carpet are measured by
the angle of lines between the tiptoe and heel before and after jumping.
3. The connecting steps of
312A+324A and 312A+324C shall jump directly after two feet land on the
carpet simultaneously.
4. There should be no forward step
in the transition between two motionless movements. The body should rotate
around the supporting leg.
Table 6-3 Movement
Difficulties and Connecting Movements in Nanquan, Nandao and Nangun Which
Do Not Meet the Requirements
|
Difficulty
|
Types
|
Movement
|
Disaccorded with requirement (No addition of score)
|
|
Degree of difficulty Tiovements
|
Leg Techniques
|
Zhishen Qiansao ZSQS 540°
Front sweep 540°
Zhishen Qiansao ZSQS 900°
Front sweep 900°
|
Sweeps and twists incomplete
|
|
Jumps
|
Xuanfengjiao XFJ 360°
Whirlwind kick 360°
Xuanfengjiao XFJ 540°
Whirlwind kick 540°
Xuanfengjiao XFJ 720°
Whirlwind kick 720°
|
Twists incomplete or inside crescent kicked leg (lihetui) below
horizontal level
|
|
|
Tumbling
|
Tengkong Bailian TKBL 360°
Lotus kick 360°
Tengkong Bailian TKBL 540°
Lotus kick 540°
Tengkong Bailian TKBL 720°
Lotus kick 720'"
|
Twists incomplete or outside crescent kicked leg (waibaitui) below
horizontal level
|
|
Dandi Houkongfan YDHKF
Backward cartwheel roll at the same spot
|
Foot moves before jump
|
|
Dantiao Houkongfan DTHKF
Single jump backward cartwheel roll
|
Running-up steps before jump exceed 3 steps (including 3 steps)
|
|
Jump with a inward twist of 720° and cudgel hack (also in broadsword)
|
Twist does not meet the requirement
|
|
Tengkong Shuangcechuai TKSCC Double flying side kicks
|
Kicks below horizontal level
|
|
|
|
Cross legs flying front kick 360° and land on the side
|
Twist does not meet the requirement
|
|
Liyudating Zhili LYDTZL
Carp Skip-up
|
Body not straight while skip-up
|
|
Connection of difficulty
|
|
Xuanfengjiao XFJ 360° + Dantiao Houkongfan DTHKF
Whirlwind kick 360° + Single jump backward cartwheel roll
|
Running-up steps between jumps exceed the required movement
|
|
|
Tengkong Bailian TKBL 540° + Mabu MB Lotus kick 540° +horse-riding
stance
Xuanfengjiao XFJ 720° + Mabu MB Whirlwind kick 720° +horse-riding
stance
Tengkong Bailian TKBL 360° 720° + Mabu MB
Lotus kick 360° ,720° + horse-riding stance
Xuanfengjiao XFJ 360°, 540° + Diebu DB Whirlwind kick 360° , 540°
+butterfly stance
|
When landing onto the carpet, both feet do not touch the carpet at the
same time, or the body shakes, or feet move or jump
|
|
|
|
Yuandi
Houkongfan YDHKF + Diebu DB Backward cartwheel roll at the same spot +
butterfly stance
Dantiao
Houkongfan DTHKF + Diebu DB Single jump backward Cartwheel Roll +
butterfly stance
|
Land with hand supporting on the carpet
|
|
Xuanfengjiao XFJ 360° + Tixi Duli TXDL Whirlwind kick 360° + lifted knee
stance
Tengkong
Bailian TKBL 360° + Tixi Duli TXDL Lotus kick 360° + lifted knee stance
Liyudating Zhili LYDT ZL+ Tixi Duli TXDL Carp skip-up + lifted knee
stance
|
Slapped
foot does not touch the carpet alone
When landing on the carpet, feet move or skip
Foot of
the lifted leg touches the carpet
|
Note:
1. The degrees of twists for jumping
movements of double feet touching the carpet, or followed by stances are
measured by the angle between the line of tiptoe and heel during the jump
and the line of the landing of the left or right leg.
2. The degrees of twists for jumping
movements of single foot touching the carpet are measured by the angle
between the line of tiptoe and heel during the jump and the line of the
landing of the left or right leg.
3. The degrees of twist for sweeping
leg techniques are measured from the start and end of the sweeping leg.
4. Steps in the 323A+346B are
counted from any step made after one foot land on the carpet.
II Dual Events
and Group Events
Table 7 Common Errors and Deduction Criteria for Overall Performance
in Dual Events
|
Types
|
Deduction Content
|
Code
|
|
Method
|
Too far from the target area |
80
|
|
Balance techniques exceeds 3 seconds
|
81
|
|
Without attack and defense movements more than 3 seconds
|
82
|
|
Cooperation
|
Misses in attack
|
90
|
|
Misses in defense
|
91
|
|
Wait for the partner to attack
|
92
|
|
Hit the partner by mistake
|
93
|
|
Other errors
|
Body shakes, foot moves or skips during balance techniques
|
70
|
|
Fall on carpet
|
72
|
|
Apparatus blade falls-off the handle, deforms or touches body
|
73
|
|
Apparatus drops onto carpet (including spear tip) (0.3)
|
74
|
|
Any part of the body touches the carpet outside the carpet
|
76
|
|
Apparatus breaks-off (0.2)
|
77
|
|
Forget once
|
78
|
Note:
1. Touching the Floor outside the
carpet with the apparatus or any part of body goes beyond the sideline is
not consider as outside the carpet.
2. The above-mentioned errors are
deducted each time when committed by the competitor.
3. "Apparatus touches body" refers
to the competitor who touches his or her own body with the apparatus.
4. Un-indicated deduction points are
all set at 0.1.
Table 8 Common Errors and
Deduction Criteria for Overall Performance in Group Events
|
Types
|
Deduction Content
|
Code
|
|
Method
|
Footwork and leg techniqueswhich do not meet the requirements
|
84
|
|
Jumps and tumbling which do not meet the requirements
|
85
|
|
Specification and method of apparatus which do not meet the requirements
|
86
|
|
Cooperation
|
No clear-cut techniques for the same movement
|
93
|
|
Un clear-cut movements during team performance
|
94
|
|
Misses in attack or defense
|
95
|
|
Wait for the partner to attack during fighting
|
96
|
|
Hit or injure the partner by mistakes during fighting (0.2)
|
97
|
|
Body shakes, foot moves or skips in Balance techniques
|
70
|
|
Other errors
|
Extra support (0.2)
|
71
|
|
Entire body falls down (0.3)
|
72
|
|
Apparatus blade fall-off the handle, or touches the body or the carpet,
or bends, or deforms
|
73
|
|
Apparatus dropping onto the carpet (0.3)
|
74
|
|
Any part of competitor's body touching the floor outside the carpet
|
76
|
|
Apparatus breaks-off
|
77
|
|
Forget once
|
78
|
Table 10 Scoring Criteria for
Overall Performance in Dual Events, Group Events, and Categories Without
Specific Requirements on Difficulties
|
Level |
Degrees |
Scores |
|
SUPERIOR
|
1ST
|
5.00—
4.80
|
|
2ND
|
4.75—-
4.50
|
|
3RD
|
4.45—-4.10
|
|
STANDARD
|
4TH
|
4.00—-3.80
|
|
5TH
|
3.75—3.50
|
|
6TH
|
3.45—-3.10
|
|
INFERIOR
|
7TH
|
3.00—-2.80
|
|
8TH
|
2.75—-2.50
|
|
9TH
|
2.45—-2.10
|
Ill Basic Movements
Changquan abbrev: CQ
Gongbu (Bow
Stance) abbrev. GB
Bend leg at knee and drop into a
half a squat so that thigh is almost level and knee and toes are in a
vertical line. Straighten the other leg, toes pointing inward. Both soles
are flat on floor.
Xubu (Empty
Stance) abbrev. XB
Bend thigh to horizontal level, heel
should not leave the floor and the other tiptoe touch the floor.
Pubu (Crouch
Stance) abbrev. PB
Full squat with thigh resting on
calf and foot and knee turned outward while the other leg is stretched
sideways (horizontal to the floor), toes pointing inward. Both soles are
placed flat on floor.
Tantui (Toe
Kick) abbrev: TT
Keep the supporting leg straight or
bent slightly. Point the toe of the other foot and then kick with the toe,
snapping the knee out to full extension.
The power of the kick should be
stressed through the toe.
Ce Chuaitui
(Side Kick) abbrev. CCT
Keep the supporting leg straight or
slightly bent. Raise kicking leg's knee with toes pointing inward. Thrust
out the kicking leg's heel forcibly sideway to shoulder level, trunk
inclining not more than 45 ° . The power of the kick should be focused on
the sole . The kick must be above the waist.
Housaotui
(Back Sweep) abbrev: HST
Left foot takes a step forward to
form a left Gongbu. Meanwhile, thrust both palms forward at shoulder level,
fingers pointing up. Turn the toes of left foot inward and drop into Pubu
with left leg bent at knee and right leg stretched. At the same time, turn
trunk to the right and bend forward, placing both palms on the floor near
the inside of right knee. Using the ball of left foot as pivot, turn trunk
rightward and sweep right foot in the same direction in full circle with
sole flat on floor.
Dingzhou
(Elbow Strike) abbrev: DZ
Form a fist and bend elbow with the
palm of the hand facing down. When sinking the elbow forward or sideways the
power of the struck should be concentrated on elbow.
Koutui Pingheng (Cross-leg
balance)
Bend the supporting leg at
half-squat.
Bend the other knee and pull back
toe to tuck behind the knee of the
supporting leg.
Taijiquan abbrev: TJQ
Lanquewei
(grasp the sparrow's tail) abbrev: LQW
Peng Shou (Ward Off) abbrev: PS
Raise arm to the chest and lips'
level and keep it curved. The front knee of Gongbu (bow stance) should not
surpass the toe.
Liu Shou (Pull Back) abbrev: LS
Pull both hands backward (in a curve
direction). Weight must shift to the back leg. Keep body straight.
Ji Shou (Press) abbrev: JS
Keep both arms rounded while
pressing forward. Both forearms should not higher than the mouth level.
An Shou (Push) abbrev: AS
Move both arms in a vertical
circular direction.
Yemafengzong (parting the wild
horse's mane) abbrev: YMFZ
When separating the hands keep them
rounded.
The front hand should be between the
shoulder and the nose.
The front knee of Gongbu should not
surpass the toe.
Lou xi ao bu
(brush knee) abbrev: LX
Keep the arm rounded while
"brushing" the knee. The hand which is moving forward must travel close to
the ear. When bringing the foot forward, the toes of the foot must not touch
the floor. Don't bend the knee of the supporting leg. The front knee of
Gongbu should not surpass the toe.
Yun shou
(cloud hand) abbrev: YS
Move the body with hands moving in
vertical circles in front of the body. The hands should move below the
eyebrow. Keep the body at constant height.
Yunu chuan
suo (fair lady works at Shuttles) abbrev: YNCS
Keep both arms rounded. With the
hand blocking-up and the other pushing forward (both coordinated). The hand
pushing forward should be between the waist and the eyebrow. Sink the elbow,
drop the shoulder, relax the waist and tuck in the buttocks.
Yan Shou
Gong Chui (hide hand upper elbow) abbrev: YSGC
Turn the arm inwards. Punch forward
from the ribs at the same time rotating the arm until the palm of the fist
is facing downwards. The power of the punch should be focused on the
knuckles of the fist but the wrist should be kept lose. Keep the fist
between your chest and waist.
Dao Nian Hou
(step back and repulse monkey) abbrev: DNH
Step backwards. Keep the body
straight and at the same height. The hand pushing forward should be between
the shoulder and the eyebrow.
Ban, Lan,
Chui (deflect downward, parry and punch) abbrev: BLC
Keep the elbow bent through-out.
While deflecting and parrying the hand should move in a visible circle. The
movement of the hands and the turning of the body should be coordinated.
Nanquan abbrev: NQ
Dan Diebu (butterfly stance)
abbrev: DDB
Single butterfly stance. Bend one
leg into a squat and place inside of the other knee on the floor. The inside
of the foot and lower leg should touch the floor.
Shuang Diebu
(double butterfly stance) abbrev: SDB
Both knees are pressed together. The
inside of both feet and lower legs should touch the floor.
Qilinbu
(riding lion stance) abbrev: QLB
Move two steps forward (diagonally)
with one foot crossing over the other. The first step should be a half step
(short) and move quickly. The second step should touch the floor. Both steps
should be done forcefully.
Qilongbu
(riding dragon stance) abbrev: QLOB
Bend one leg into a squat stance
with the heel lifted-up and bent the knee (off the floor) of the other leg.
The muscles of the back leg must be obviously clenched. The distanced
between the two legs of the competitor must be 2 and 1/2 width. The tibia
of the back leg should be parallel to the floor.
Guagaiquan
(down strike crossed fist) abbrev: GGQ
In the Guaquan, the back fist shall
strike down rapidly. The power of the fist should be focused on the back of
the fist. In the Gaiquan, bend the elbow slightly and strike the fist down
in an arc motion. The power of the fist should be focused to the face of the
fist.
Paoquan
(upper-cut) abbrev: PQ
Bend the elbow slightly and strike
the fist up in a curved motion. The power of the punch should be focused on
the 'eye' (the spiral made by pointer and thumb) of the fist.
Hengdingtui
(side nail kick) abbrev: HDT
Pull back the toe while kicking
extend the leg horizontally across the body. The power of the kick should be
focused on the toe.
Huzhao
(tiger claw) abbrev: HZ
Separate the fingers and curl them
at the second and third finger-joints. Curl the thumb at the second
finger-joint. The first finger-joints of all fingers should be pulled
backwards to expose the center of the palm.
Gunqiao
(rolling bridge) abbrev: GQ
Extent the arm forward and downward
whilst turning the forearm inward. The power of the movement should be
focused on the inside of the forearm.
Sword (Jian)
Jijian
(sword thrust) abbrev: JJ
Arm aligned with sword, force should
be focused on the tip of sword.
Guajian
(upward parry) abbrev: GJ
The sword moves upwards in vertical
circle in front of you , then backwards or downwards, the movement should be
focused on the body of the sword.
Liaojian
(uppercut) abbrev: LJ
The sword moves from down to up in
vertical circle. The movement should be focused on the front part of the
sword.
Dianjian
(point with sword) abbrev: DJ
Pull the wrist back until the sword
is vertical and then strike forward and downward rapidly. The power of the
movement should be expressed through the tip of the sword.
Pijian (chop
or Hack with sword) abbrev: PJ
Lift the up sword vertically and
chop downward. The power of the movement should be focused on the length of
the blade.
Bengjian
(flick up with sword) abbrev: BJ
Pull the wrist back and flick up the
sword rapidly. The power of the movement should be focused on the tip of the
sword.
Jiejian
(intercept with sword) abbrev: JJ
Block and strike out (up or down)
with the length of the blade. The power of the movement should be focused on
the front section of the blade.
Jian Wanhua
(figure 8 sword) abbrev: WHJ
Rotate the wrist in such a way that
the tip of the sword moves in a figure eight direction next to the body. The
power of the movement should be focused on the tip of the sword.
Buxing (stances):
Gongbu (bow Stance), pubu (couch
stance) and Xubu (empty stance).
DAOSHU (Broad Sword) abbrev: DS
Zhadao
(thrust with broadsword) abbrev: ZD
Thrust the broadsword forward
forcefully (straight). The power should be focused on the tip of the
broadsword. Arm aligned (in line) with broadsword.
Chuantou
(twining around the head with broadsword) abbrev: CT
Tip of broadsword points downward.
Moves around the shoulders with the right arm holding the handle of the
broadsword in the clockwise direction.
Guonao
(wrapping around the head with broadsword) abbrev: GN
Tip of broadsword points downwards.
Back of broadsword Move around the shoulders with the right arm holding the
handle of the broadsword in the anti-clockwise direction.
Pidao (chop
with broadsword) abbrev: PD
Lift up the broadsword vertically
and chop downward rapidly. The power of the movement should be focused on
the length of the blade.
Zhandao
(hack with broadsword) abbrev: ZnD
Keep the broad sword horizontal and
hack (swing) sideways. The blade should be between the shoulder and the
head. The power of the movement should be focused on the body of the blade.
Guadao
(upward parry with broadsword) abbrev: GD
Move the broadsword upward and then
backward or downward across the body in a circular motion. The blade of the
sword should be as close to the body as possible. The power of the movement
should be focused on the spine of the blade.
Yundao
("cloud" broadsword) abbrev: YD
Circle the broad sword vertically
either directly above the head or in front of the body. The power of the
movement should be focused on the spine of the blade.
Beihua dao
(back figure 8) abbrev: BHD
Rotate the wrist in a way that the
tip of the broadsword moves in a figure eight direction in front and behind
the body. The power of the movement should be focused on the spine of the
blade.
Buxing (stance) :
gongbu, pubu and xubu.
QIANGSHU (SPEAR) abbrev: QS
Lanqian (outward block with spear)
abbrev: LQ
"Head of Spear" moves outward in arc
motion, not higher than your head level nor lower than the crotch level. The
power pf the movement should be focused on the front part of the spear.
Naqiang (inward block)
"Head of spear" moves inward in an
arc motion, not higher than the head level nor lower than the crotch level.
The power of the movement should be focused on to the front part of spear.
Zhaqiang
(thrust with spear) abbrev: ZQ
Thrust the spear forward in
straight-line. The power of the movement should be focused on the tip of the
spear. The rear hand should touch the front hand executing the movement.
Chuanqiang
(slide with spear) abbrev: CnQ
Slide the body of the spear rapidly
through the palm of the hand, keeping the spear straight and close to the
throat, waist, or arm.
Bengqiang
(tilt with spear) abbrev: BQ
Tilt the tip of the spear upward in
a way that cause the tip of the spear to quiver. The tip moved in an upward
direction, or to the left or right. The power of the movement should be
focused on the tip of the spear.
Dianqiang
(point with spear) abbrev: DQ
Lift up the spear vertically and
then strike downward with the tip of the spear. The power of the movement
should be focused on the tip of the spear.
Wuhuaqiang
(figure 8 movement with spear) abbrev: WHQ
Rotate the spear vertically in a
figure 8 direction while keeping the body of the spear close to your body.
Tiaoba (tilt
the end of spear) abbrev: TB
Lift and strike with the "tail" of
the spear The power of the movement should be focused on the "tail" of the
spear.
Buxing (stance):
gongbu, pubu and xubu
GUNSHU (CUDGEL) abbrev: GS
Pinglunggun (swing cudgel in
horizontally)
Holding the cudgel with both hands
and swing it horizontally (right to left and vice versa) at chest level
Force should be focused on the front part of the cudgel
Pigun
(strike downward with cudgel) abbrev: PG
Lift up the cudgel in vertical and
strike downward with the tip of the cudgel The power of the movement should
be focused on the front of the cudgel.
Yungun
("cloud" cudgel) abbrev: YG
Rotate the cudgel horizontally in
one circle, either above the head or in front of the body. The power of the
movement should be focused on the front of the cudgel.
Benggun
(tilt with cudgel) abbrev: 'BG
Lift upward and strike with the tip
of the cudgel, in a way causing the tip of the cudgel to quiver. The power
of the movement should be focused on the tip of the cudgel.
Jiaogun
(twist with cudgel) abbrev: JG
Rotate the tip of the cudgel
vertically or the head (bigger end) of the cudgel in the clockwise or
anti-clockwise direction. The height of the cudgel should be between the
shoulder and the knee. The power of the movement should be focused on the
tip of the cudgel or the Head of the cudgel.
Chuogun
(poke with cudgel) abbrev: CG
Poke with the tip or bottom of the
cudgel straight forward. The power of the movement should be focused on the
tip or the bottom end of the cudgel.
Diangun
(point with cudgel) abbrev: DG
Lift up
the cudgel in vertical and strike downward with the tip of the cudgel. The
power of the movement should be focused on the tip of the cudgel.
Ti Liao Hua
gun (carry, uppercut, figure 8 with cudgel) abbrev: TLHG
Spin the cudgel in vertical quickly
in the clockwise direction, keeping the cudgel close to both sides of the
body.
Buxing (stance):
gongbu
(bow Stance), pubu (couch stance) and xubu (empty stance).
Tai Chi Sword abbrev: TTJ
Jijian (thrust with sword) abbrev:
JJ
Thrust the sword straight forward
from your body. The arm and the edge of the sword should be in line. The
power of the movement should be focused on the tip of the sword.
Guajian
(upward parry with sword) abbrev: GJ
With the sword in vertical move it
either upward and backward or downward across your body in a circular
motion. The blade of the sword should be as close to the body as possible.
The power of the movement should be focused on the front of the blade.
Liaojian
(uppercut with sword) abbrev: LJ
With the sword in vertical lift the
sword upward in a curve direction in front of your body. The power of the
movement should be focused on the front of the sword blade.
Dianjian
(point with sword) abbrev: DJ
Pull the wrist backward until the
sword is in vertical and then strike forward and downward. The power of the
movement should be focused on the tip of the sword.
Pijian (Chop
with sword) abbrev: PJ
Lift up the sword in vertical and
chop downward. The power of the movement should be focused on the length of
the blade.
Jiejian
(intercept with sword) abbrev: JeJ
Block and strike diagonally (up or
down) with the length of the blade. The power of the movement should be
focused on the front of the blade.
Mojian
(sharpen or slice the sword) abbrev: MJ
With the sword in horizontal stretch
out and draw back in a curved action. The sword should be between chest and
lower abdomen. The power of the movement should be focused on the length of
he blade.
Jiaojian
(twisting thrust with sword) abbrev: JoJ
With the sword in horizontal and
elbow slightly bent, rotate the tip of the sword clockwise or anti-clockwise
in small vertical circles. The power of the movement should be focused on
the front section of the blade.
Buxing (stances):
gongbu (bow Stance, pubu (co^ch
stance) and xubu (empty stance).
Nandao (southern broadsword) abbrev: ND
Chantou
(twining around the head with ND) abbrev: GN
Tip of ND points downward. Circle
around the shoulders with right hand holding the handle ofND. Keep "head" of
ND straight.
Guonao (wrap around the head with
ND)
Tip of ND points downward. Circle
around shoulders in the anticlockwise direction with the handle of ND. Keep
your head straight.
Pidao (chop with ND)
Lift up the ND in vertical and chop
downward. Arm and ND should be in line. The power of the movement should be
focused on the length of the blade.
Modao
(sharpen the ND) abbrev: MD
Held the ND in horizontal extend and
draw back in a curved action. The ND should be between chest and lower
abdomen. The power of the movement should be focused on the length of the
blade.
Gedao (block
with ND) abbrev: GD
With the tip of the ND facing up or
down, move to the left or right to block. The power of the movement should
be focused on the body of the ND.
Jiedao (intercept with ND)
Block and strike out in diagonal (up
or down) with the length of the blade. The power of the movement should be
focused on the front of the blade.
Saodao
("sweep" with ND) abbrev: SD
With the blade facing left or right,
chop horizontally - first to the front then to the left (or right) at ankle
level. The power of the movement should be focused on the blade.
Jian Wan Hua
dao (scissors, figure 8 with ND) abbrev: JWHD
Rotate the wrist in a way that the
tip of the ND moves in a figure 8 movement, close to both sides of your
body. The blunt side and the blade of the ND should be distinguished
clearly.
Stance:
gongbu (bow stance), xubu (empty
stance) and Qilongbu riding dragon stance)
Nangun (southern cudgel) abbrev: NG
Pigun (chop with NG) abbrev: PG
Both hands hold the NG and strike
downward forcefully. The power of the movement should be focused on the
front of NG.
Benggun
(tilt with NG) abbrev: BG
Hold the NG with both hands. With
the elbow bent, push the rear hand down and pull the front hand forward in a
short, sharp flicking action, in order to strike with the tip of NG upward
(or the left or the right) making the tip of the NG to quiver. The power of
the movement should be focused on the tip of the NG.
Jiaogun
(twist with NG) abbrev: JG
Rotate the tip of NG in vertical or
the bottom end of NG in the clockwise direction or anti-clockwise direction.
The height of NG should be between the shoulder and the knee. The power of
the movement should be focused on the tip of NG or the bottom end of NG.
Gun Ya gun
(roll together with NG) abbrev: GYG
Hold the base of the NG with both
hands. Turn the front arm outward (clockwise) and pull the NG toward you and
press it on the thigh. Both palms should be facing up. The power of the
movement should be focused on the front of NG.
Gegun (block
with NG) abbrev: GG
Keep the NG in vertical in-front of
your body horizontally, block to the left or right. The power of the
movement should be focused on the body of NG.
Jigun
(strike with NG) abbrev: JG
With both hands holding the NG,
strike horizontally to the left (or right) with the tip (or the bottom end)
of the NG. The power of the movement should be focused on the ends of the
NG.
Dinggun
(top) abbrev: DG
With both hands holding the NG.,
push the NG out in an upward movement with the tip of the NG. The bottom end
of NG should touch the floor. The power of the movement should be focused on
the tip of the cudgel.
Paogun
(throw the NG) abbrev: PoG
With both hands holding the NG.
throw up the NG. The power of the movement should be focused on the dp of
the cudgel
Buxing (stances) :
gongbu (bow stance, xubu (empty
stance) and Qilongbu (riding dragon stance).
IV Technical Movements in general
Changquan
1.
Shouxing (Hand forms): quan, zhang, gou
2.
Buxing (Stances): xiebu, zuoban, dingbu, dingzibu, banmabu, bingbu,
gaoxubu, hengbu, hengcha, shucha, chabu, hengdangbu
3.
Bufa (Footworks): shangbu, duibu, chabu, gaibu, xingbu, zongbu, yuebu,
tabu, jibu
4.
Quanta (Fist techniques): chongquan, pizhang, guanquan, zaquan,
liaoquan, chaoquan,bengquan, hengquan
5.
Zhangfa (Palm techniques): tuizhang, tiaozhang, chuanzhang,
liangzhang, jiazhang, gaizhang, kanzhang, anzhang, pizhang
6.
Zhoufa (Elbow techniques): banzhou, gezhou, jiazhou, kuazhou
7.
Tuifa (Leg techniques): dengtui, zhartgtitui, xietitui, cetitui,
daotitui, danpaijiao, lihepaijiao, bailianpaijiao, diantui, chantui.
8.
Pingheng (Balances - remain motionless limit: at least 1 second):
tixipingheng, pantuipinghen, tanhaipinghen, wangyuepinghen, woyuepinghen
9.
Tiaoyue (Jumps): tengkongjiantan, tengkongzhuanshentiao,
latuizhuanshentiao, tengkongxiefeijiao, tengkongshuangfeijiao,
tengkonglianhuanfeijiao, tengkongdaoti
Taijiquan
- Shouxing (Hand forms): quan,
zhang, gou
- Movements: lanzhayi, lujishi,
zhuanshendalu, rufengsibi, baiheliangchi, xiefeishi, shouhuipipa,
xieshenkao, beizhekao, shantongbi, gaotanma, luxidachui, zhaichui,
zhoudichui, gunzhou, pishenfuhu, wangongshehu, jinjiduli,
dulikuahu,shangbuqixing
Nanquan
-
Shouxing (Hand forms): quan, danzhuquan, wugongquan,
hedingquan, fengyanquan, qiangziquan, zhang, longtouzhuang, longzhua,
yingzhua, hezuishou, hedingshou, danzhi, shuangzhi, liandaogou
-
Buxing (Stances): gongbu, xubu, mabu, qianyangmabu,
shuanggongbu, banmabu, diezuopanbu, guibu,dulibu, hendangbu, guanbu,
zuolianbu
-
Bufa (Footworks) : shangbu, duibu, jinbu, chebu,
daochabu, yuebu, guaibu, tuobu, gaitiaobu
-
Quanta (Fist techniques): bianquan, saoquan, dingquan,
zhuangquan, guanquan, piquan, chongquan, chaquan
-
Zhangfa (Palm techniques): qiezhang, chazhang, cuozhang,
diezhang, tuizhang, tiaozhang, tuozhartg, fuzhang, chengzhang, fushenzhang
-
Zhuafa (Claw techniques): yangzhua, zhuazhua, nazhua,
chazhua, liangzhua, leshou
-
Hooking hand techniques: qianzhuo, hengzhuo, gouloushou,
liaozhuo
-
Finger techniques: tuizhi, chazhi
-
Bridge techniques: quanqiao, chenqiao, piqiao, chanqiao,
jianqiao,
-
chuanqiao,chouqiao, yaqiao,jieqiao, jiaqiao, gongqiao,
daqiao
-
Elbow techniques: zhuangzhou, yazhou, dingzhou, tizhou,
jizhou, kuazhou,danzhou,chanzhou
-
Leg techniques: dengtui, cechuaitui, houbaitui,
qiansaotui, housaotui, caitui, duotui, chantui, huweitui, houguatui, pitui,
zhuangxi
-
Balances: tixiduli
- Jumps
: tengkongjiantan, tengkongguamian, tiaoyueshuanghuweitui
Jianshu
Yunjian,
mojian, jiaojian, chuanjian, saojian, jiajian, tiaojian, baojian, lanjian,
tijian, daijian, xiaojian, liaowanhua
Daoshu
Liaodao,
saodao.kandao, wanhuadao, jiedao, cangdao, jianbeidao, bengdao, diandao,
modao, tuidao, cuodao, fendao, daidao, baodao, pengdao, jiadao, gedao, andao
Qiangshu
tiaoqiang,
piqiang, poqiang, shuaiqiang, baiqiang, raohouchuanqiang, raoyaochuangqiang,
saoqiang, daiqiang, laqiang, tuoqiang, jiaqiang, puqiangJianbeiqiang,
baoqiang, liaoqiang, suoqiang, piba, liaoba, hengjiba, boba, guaba, saoba
Gunshu
bogun,
diangun, chuangun, tuigunJiagun, langun, tiaogun, yagun, saogun,
baogun,jugun,jiagun,jugun, hengjigun, baojiegun, danshouwuhuagun, zhudigun
Taijijian
yunjian,
jiajian, baojian, lanjian, tijian, daijian, xiaojian, chuanjian, saojian,
zhanjian
Nandao
yundao,
guandao, liaodao, kandao, cangdaoJianbeidao, bengdao, diandao, tiaodao,
tuidao, cuodao, fendao, daidao, baodao, pengdao, jiadao, andao, zhandao
Nangun
lungun,
chuangun, tuigunJiagun, langun, tuogun, guagun, yagun, bogun, saogun,
diangun, penggun, chuogun, gaigun, shuaigun, wuhuagun, cuogun, zhugun,
baogun, jiagun
V Other tables
for the competition
Floor Plan of the Competition Arena
Floor
plan of the competition judges

Floor
plan of judges during competition

Note: Judges' seats are opposite to
the main desk, and divided into 2 rows. The rear roll is 40cm higher than
the front, and 50cm distance shall be kept for the judges.
1, 4 and 7 stand for seats of A
Group Judges
3,6 and 9 stand for seats of B group
Judges
2,5 and 8 stand for seats of C group
Judges
Stand
for video camera of the Jury
Stands
for seat of head judge
Stands
for computer
Commonly-used tables
Application for Assessment for Wushu Optional Routine Innovation
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EMPLOYER
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NAME
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GENDER
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EVENT
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COACH
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Content
of Movement
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Illustration of Movement
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Separate
photos and pictures can be attached
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Seal of
the Applicator's employer
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Explanation of the difficulties
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Has
submitted he videotape of the movement
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Yes
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No
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Outcome of the Review
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Signature
of the President
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Name of
the Movement
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Degree of
difficulty
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Value of
difficulty |
Confirmed
signal |
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Total of
votes:
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Agree
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Oppose:
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Veto:
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Signature
of Reviewers
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Charted by Technical Committee,
International Wushu Federation
Degree
of Difficulty and Points Allocation for Wushu Optional Routines
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Employer |
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Name |
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Gender |
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Event |
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Height |
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Apparatus model |
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ILLUSTRATION OF DEGREE OF DIFFICULTY OF MOVEMENTS AND TRANSITIONS |
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(1)

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Registration Explanation
According to the content of the degree of movement, transitions and
innovation movement, calculate the value of degree of difficulty
successively and fill in from left to right.
1. The degree of difficulty statistics and assessment on spot column is
for official use
2. "•"in the taolu route stands for the starting position of the
degree of difficulty
Symbol of degree of difficulty of transitions must note under the
symbols of the degree of difficulty of the movement.
3.
“ê"stands
for starting posture,
"¡"stands
for closing posture,
" ~" stands for the taolu route,
"5"
stands for direction.
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(2)

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(3)

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4.
Demonstration
 
Mark of degree of difficulties
5.
stands for the seat of the Head Judge.
6. Height unit: cm.
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(4)

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Degree of
difficulty Registration |
Assessment on spot |
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Degree of
difficulty of movements |
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Degree of
difficulty of movements |
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Degree of
difficulty of transitions |
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Degree of
difficulty of transitions |
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Degree of
difficulty of innovation movement |
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Degree of
difficulty of innovation movement |
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Sum of
the degree of difficulties |
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Sum of
the degree of difficulties |
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Signature
of the coach
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Signature
of the Judge
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Degree of difficulty Registration and
assessment
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1
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Content of the degree of difficulty
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Value of the degree of difficulty
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Assessment on spot
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2
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Content of the degree of difficulty
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Value of the degree of difficulty
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Assessment on spot
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3
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Content of the degree of difficulty
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Value of the degree of difficulty
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Assessment on spot
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4
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Content of the degree of difficulty
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Value of the degree of difficulty
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Assessment on spot
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Difficulty Code for the Optional Events
Code for the degree of
difficulty for balances and Leg Techniques
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Types
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1st
code
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State
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2nii
code
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Leg
Technique
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3"1
code
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4th
code
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Balances
Leg
trechniques
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1
2
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Erect |
1 |
Move |
1 |
A level |
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Back
balance |
2 |
Kick |
2 |
B level |
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Bend
forward |
3 |
Control |
3 |
C level |
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Squat |
4 |
Sweep |
4 |
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Code
for the Degree of Difficulty for Jumps and Tumbling Movements
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Types
|
1st
code
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State
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2'"1
code
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Leg
technique
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3rd
code
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4th
code
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Jumps
Tumbling |
3
4
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Zhiti |
1 |
|
1 |
A level |
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Chuizhuan |
2 |
Kick
forward |
2 |
B level |
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Shuzhuan |
3 |
Inward
and left |
3 |
C level |
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Ezhuan |
4 |
Outward
and right |
4 |
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Fuzhuan |
5 |
Forward |
5 |
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Backward |
6 |
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Code for Transited Movement
and Throw and Catch
|
Couch
stance
|
Horse-riding stance
|
Butterfly
stance
|
Lifted
knee stance
|
Landing
on front split
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Slide
down
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Sitting
position
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Catch
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+0 |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
Note: Difficult movement will be
adapted gradually with the development of techniques.
Protocol of Wshu Taolu Competition
For Bare
Handed Routine
In a standing position with feet
together and the left palm and the right fist pressed against each other
(with the top of the knuckles of the right hand in line with the bottom of
the left hand fingers - on the palm side) at chest height about 20-30cm away
from the chest.
Salute with
Broadsword
Standing with feet together the
broadsword held in the left hand, bend the elbow to lift the broadsword to
chest height with sharp edge on top. Raise the right arm and place the
center of the palm on the first joint of the left thumb 20-30cm away from
the chest.
Salute with
Sword
Slowly with feet together and the
sword in left hand bend the left elbow to raise the sword to chest height
(the body of the sword is in contact with the outside of the forearm) and
place the heel of the palm of the right hand at the bottom of the left index
finger at chest height 20-30cm away from the chest.
Salute with
Spear or Cudgel
Standing with feet together the
right hand holding the spear or cudgel one third of the way from the bottom,
lift the right arm to chest height 20-30cm away from the chest with the
spear or cudgel held vertically, place left palm on the second joint of the
right thumb.
For routines which use two (2)
apparatuses, both apparatuses should be held in one hand to salute in the
same way as with the salute broadsword, spear or cudgel. When it is
impractical to salute whilst holding both apparatuses in the hands, an eye
salute should be performed by standing with feet together facing the Head
Judge.


When an official inspects a
apparatus, if it is a short apparatus the competitor should hand it to the
official with the tip pointing down and the apparatus held vertically. If it
is a long apparatus it should be handed to the official with the tip (thin
end) pointing up and the apparatus held in a vertical position.
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