Cali-Battles 8

Freestyle Calisthenics World Championship
– Official Rulebook –

In this CALI-Battle, each participant will be evaluated across five distinct categories: Statics, Power Dynamics, Dynamic Tricks, Flow, and Combination. Within each category, a designated judge will assess the performance of every contestant, assigning scores according to the tables listed below. These tables represents a spectrum of difficulty for moves, ranging from S to D (S, A, B, C, D), allowing judges to precisely gauge the complexity and execution of each move. By employing this scoring system, it not only ensures a fair and thorough evaluation of participants' skills but also distinguishes the most complete athlete across all categories.

CLASS DIFFICULTY

ClassPointsRequirements
Class S20 PointsS + S + S
19 PointsS + S + A
18 PointsS + S
17.5 PointsS + A + A
17 PointsS + A
16.5 PointsS
A + A + A + A
Class A16 PointsA + A + A + B
15 PointsA + A + A
14.5 PointsA + A + B + B
14 PointsA + A + B
13.5 PointsA + B + B + B
13 PointsA + A
12.5 PointsA
B + B + B + B
Class B12 PointsB + B + B + C
11 PointsB + B + B
10 PointsB + B + C + C
9 PointsB + B + C
8 PointsB + C + C + C
7 PointsB + B
6.5 PointsB
C + C + C + C
Class C6 PointsC + C + C + D
5.5 PointsC + C + C
4.5 PointsC + C + D + D
4 PointsC + C + D
3.5 PointsC + D + D + D
3 PointsC + C
2.5 PointsC
Class D2 PointsD + D + D + D
1.5 PointsD + D + D
1 PointD + D
0.5 PointsD

N.B: The Classes above apply for All Categories (Tricks, Power Dynamics, Statics, etc...)

  • If the exact same combo is repeated by the same athlete throughout the event the judge is allowed to deduct 1 point from the grade.
  • If the exact same combo is repeated by the same athlete in the same battle the judge is allowed to deduct 50% of the grade.
  • Any combo performed by an athlete that doesn't exist in the table above, will be graded based on the closest option mentioned.

Statics JUDGE (10 Points)

Class S
  • Supinated S.A.T
  • One Arm Planche
  • Reverse Planche
  • S.A.T
Class A
  • Dead Planche
  • Maltese
  • Full Iguana
  • Diamond Planche
  • Dragon Victorian
  • Front Touch Variations
  • One Arm Front Lever
  • One Arm Assisted Planche
  • One Arm Flag
  • X-Planche
  • Victorian above the bar
  • Full Prayer Planche
Class B
  • Full Planche
  • Straddle Maltese
  • Frontlever Variation
  • One arm handstand
  • Victorian
  • Straddle Variation Planche
  • Manna
Class C
  • Straddle Planche
  • Frontlever
  • One Arm Backlever
  • I-Sit
  • Hard Backlever Variations
  • Full Bent Arm Planche
  • One Arm Elbow Lever Planche
Class D
  • Handstand Variation
  • Iron Neck
  • Crystal Neck
  • V-Sit
  • L-Sit
  • Bent Arm Planche
  • Elbow Lever
  • One leg Frontlever
  • Dragon Flag

N.B:

  • Static moves must be held for at least 3 seconds to be counted.
  • Holding a move for 5 seconds will earn additional points.
  • Holding for more than 5 seconds will not earn any further additional points.
  • Repeating the same move within the same round will not be scored.

Power Dynamics JUDGE (10 Points)

Class S
  • One Arm Planche Press
  • One Arm Planche Push Up
  • Victorian to Reverse Plache
  • One Arm Frontlever Pull Up
  • Nakeama (Straight Arm Hefesto)
  • Pelican
  • Inverted Handstand Push Up
  • Victorian Press
Class A
  • Dead Planche Push ups
  • One Arm Frontlever Press
  • Maltese Pump and Press
  • Deep Planche Push Ups
  • Archer Planche Push ups
  • SAT Pump
  • Entrada
  • Backlever Hefesto
  • Impossible Handstand Push ups
Class B
  • Planche Push ups
  • Hefesto
  • Pronated Hefesto
  • Planche press
  • Frontlever Pull ups Hip to bar
  • Archer Front pull ups
  • Impossible Dip Variations
Class C
  • impossible dip
  • Archer Handstand Push ups
  • deep 90 degree handstand push ups
  • Straddle Planche Push ups and Press
  • Front press variation
  • Deep Handstand Push up
  • One Arm Muscle Up
Class D
  • Backlever Pull Up
  • One Arm Pull Up
  • Handstand Push Ups
  • Handstand Raise
  • Handstand Press
  • Slow Muscle Up

N.B:

  • Performing 2-3 continuous repetitions will earn additional points.
  • Performing more than 3 continuous repetitions will not earn any further additional points.
  • Non-continuous repetitions will not be counted; only the first attempt of the move will be scored.

Dynamic Tricks JUDGE (10 Points)

Class S
  • 1260
  • 1080
  • King 900
  • Supra 900
  • Reverse Ice Ball
  • Swing Back to BF
  • 900
  • Dislocated 720
  • Dragon 1080
  • 720
  • King 540
  • Muscle 540
  • Suicide Launch
  • 180 Ice ball Deltchev
  • Supra 540
  • Giant Swing 360
  • Supinated Frisbee
  • Tornado Frisbee
  • Dislocated Ice Ball
Class A
  • Geinger Horizontal Twist
  • Dragon 720
  • Frisbee
  • Dislocated 540
  • 1 arm geinger
  • 1 arm 540
  • 1 arm shrimp
  • Ice ball
  • Shrimp 360
  • Full palm spin
  • high fly aways
  • Airstrike
  • X Geinger
  • Reverse Geinger
Class B
  • No Touch 540
  • 540
  • Geinger
  • Shrimpflip
  • 1 Arm 360
  • Alley oop
  • 450 dips
  • palm spin
  • assisted one leg geinger
  • Shrimpflip above the bar
Class C
  • X-360
  • Elbow 360
  • Under 360
  • Stand on the bar 360
  • Pronated Dragon 360
  • 360 and 360 variations
Class D
  • Dragon 360
  • bar gainer
  • 360 muscle up
  • landing
  • jump over the bar
  • 180 spin
  • rolls and spins
  • giants
  • dynamic pull over
  • clap muscle up

P-Bars Dynamic Tricks

Class S
  • Backflip Regrab
Class A
  • Iceball
Class B
  • Backflip Ladings
  • 450
  • P-bar Shrimpflip
  • Iceball Landing
  • Palm Spin
Class C
  • Split Jump
  • Elbow Backflip
  • Elbow frontflip
  • Backclap P-Bar
Class D
  • Muscle up 360
  • Side L-Sit Jump
  • Jump over P-Bar
  • Jump into P-Bar

N.B:

  • Two repetitions of the same move are acceptable and will be evaluated separately.
  • More than two continuous repetitions will not be counted as a skill but may positively influence the flow score.
  • More than two non-continuous repetitions will not be counted.

COMBINATION JUDGE (15 Points + 5 Points on Transitions)

Moves Score

Total MovesScore
1 Move0.5
2 Moves1.8
3 Moves3.1
4 Moves4.5
5 Moves5.8
6 Moves7.1
7 Moves8.4
8 Moves9.7
9 Moves11.1
10 Moves12.4
11 Moves13.7
12 Moves14

Categories Bonus

Categories Used (Statics, Dynamics, or Power)Bonus Points
1 Category+0
2 Categories+0.5
3 Categories+1

Combination Score Max: 15 Points

(14 from moves + 1 from bonus)

Transition Points

A transition is the movement between skills performed in a creative or aesthetic way.

DifficultyPoints
Easy Transition0.5
Medium Transition1.5
Hard Transition2.5

Transitions Score

5 Points

Awarded for transitions between moves.

N.B:

  • If a participant performs multiple combos in a round, the final score is determined by selecting the highest score achieved from all combos executed during that round.
  • A maximum of 4 moves per category (Statics, Dynamics, Power Dynamics) is allowed within a combination.
  • Any additional moves beyond the 4 allowed per category will not be counted towards the score.
  • To achieve the maximum of 12 moves, an athlete must perform 4 moves from each of the three categories.

Important: Strict Form Evaluation

For all judging categories, especially Statics, Dynamics, and Power Dynamics, the form and execution of every move are strictly evaluated by the corresponding judge. Bad execution of a move will result in a deduction of points or the move not being counted at all.

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