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 (20 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 (20 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 (20 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.

Flow JUDGE (20 Points)

The flow judge possess extensive experience and expertise in calisthenics, as their role involves evaluating the fluidity, continuity, and seamless transitions between moves in a participant's routine.
The Number of Tricks performed in a row the Higher the Points.
The Harder the Transitions and Combinations the Higher the Points.

Rules

  • - If an athlete repeats the same performance combination multiple times, judges are permitted to deduct points.
  • - Communication with the main judges is not allowed. Any objections must be submitted to the side judge, who will determine if the issue merits review by the main judges. (If an athlete breaks this rule, they will receive a warning.)
  • - Any form of verbal abuse, disrespect, sexism, racism, or discrimination is strictly forbidden. Anyone who violates this rule will receive a warning.
  • - Upon receiving two warnings, the participant will be disqualified from the current and the next CaliBattles.

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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