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Difficulty, Execution, and
Variety
While this section is designed to instruct you on the techniques of riding
in halfpipe competition, keep in mind it is not telling you what the judges
want to see. By no means is this article meant to instruct riders on what
tricks to perform. The Halfpipe is a "freestyle" competition and in no way
should the judges violate any competitor's effort to ride freely in a creative
manner. Rather, this section is meant to give you an idea of how to design
your own halfpipe runs to be competitive.
Sometime ago, riders were trying to devise how to put together the ultimate
halfpipe run, the ideal, the paragon of mixed tricks. After many years of
progressive rationalization, it was generally agreed upon that the perfect
run is based solely upon three major concepts and not on any particular
maneuvers. The foundation is on DIFFICULTY, EXECUTION, and VARIETY.
Let's recap what we have learned from part one and imagine what the judges
are doing as you progress down the halfpipe. Basically your strategy is going
to be based on the system of judging. We have five judges, each one looking
at a different criteria, and within each one of these criteria, each judge
is looking for the same three "sub-criteria," (except the Amplitude Judge).
The sub-criteria are once again: VARIETY, DIFFICULTY, and EXECUTION.
Thus, each judge is looking to reward one third of his points to each
sub-criteria; in other words, 3.3 points maximum for each. The three sub-criteria
are an important concept to keep in mind. Now, lets describe how to impress
a judge in each general category, and then how to put it all together into
one ultimate winning run.
STANDARD MANEUVERS: These are all "straight airs," as they are sometimes
called. In other words, all airs that are under 360 degrees. While this area
may seem limited at first, it should be obvious to the expert snowboarder
that this includes a high number of maneuvers. These maneuvers may be grouped
together into several "sub-groups." The basic kinds of standard maneuvers
all group into one of the following: straight airs, airs to fakie/fakie to
forward, alley oop airs, and straight switchstance airs. In able to score
a high variety, it is advisable to try and include a maneuver from each sub-group
. For example, performing different backside airs with grabs shows a good
variety, but including also a switchstance air, an alley oop air, and an
air to fakie, shows a much greater range of variety, as well as increasing
the difficulty. Plus if the tricks are performed well, it increases your
score for execution. The grab should be solid and smooth, the legs and body
maneuvered into the appropriate position, and then the grab released: all
in one fluid motion.
ROTATIONAL MANEUVERS: These are all maneuvers that include a rotation
of 360 degrees or more. Rotations can be separated into several areas including
horizontal rotations, vertical rotations, and inverts. (Note: inverts are
technically not necessarily 360 degrees and above, but are placed into the
rotational category for point value balance). Some key points: Make sure
to try and grab all your rotations. A grabbed 540 is certainly better than
a 540 without a grab. Also, again, variety plays a major role. A low score
in variety may mean doing 3 frontside 540's all with different grabs. While
technically these are "different" tricks, it doesn't show a high variety.
A higher score for variety means doing maneuvers that are more dissimilar.
Such as, a 540, a 720, a McTwist, and a handplant. Also, your execution for
rotations means smooth, precise, and under control rotating. Higher difficulty
may be added by including stalling or off axis combinations.
AMPLITUDE: This is a very simple category. It is purely a measure
of how high the rider gets above the lip of the halfpipe. It is very important
to remember it is the AVERAGE of the height of ALL hits (except handplants
and lip tricks). Thus, it would be wise to try and get as high as possible
on EVERY hit. It is also important to remember that every hit counts. Thus,
if you have enough speed at the end of your run for a little half-foot high
air, it might be wise to make it a lip trick, or possibly not take it at
all and finish your run strong, rather than fizzle out.
LANDINGS: The landings judge looks at all your activity on the snow,
on the wall, on the transition, and in the flatbottom. This is not only where
falls and sketches come into play, but also where execution, smoothness,
and edge control are measured. Additionally, the landings judge is always
looking for a variety of different and difficult landings. In other words,
the type of maneuver you attempt can influence your landings score. If you
ride down the pipe, do perfect plain one foot airs, and stick all of them,
the landings judge will not award you a full ten points. Landings must be
of different types; for example, straight or rotational, and also of high
difficulty. Ideally, you want to ride across the halfpipe on your uphill
edge, catch air, land, and ride out again on your uphill edge. This means
no turning unnecessarily, no large direction changes, no use of hands for
balance, and no accidental landing on the rollout deck. Also, remember, a
full fall may carry a significant point decrease, but by no means will it
destroy your score completely. Always keep riding hard and never give up.
TECHNICAL MERIT/OVERALL: The TM judge looks at the overall scheme
of how the run progresses and flows. Basically, everything is taken into
consideration. However, more importantly, the TM judge is looking at how
you have designed your run to show a mastery of tricks that are executed
well and are difficult. Most often if you are getting high scores from the
other judges, you will do equally as well in this criteria. Nonetheless,
here are some tips. First, the more obvious, don't fall. Falling in your
run not only affects you when you crash, but also on your next few hits since
you have lost momentum. However, the TM judge also considers your riding
intensity, smoothness, and overall execution. Thus, high amplitude and higher
risk taking will increase your scores. Try doing a difficult maneuver at
the very beginning of your run. It is more risky and shows a better mastery.
Also, your combinations are important. For example, back to back frontside
and backside 720's may be more difficult than splitting them up in your run.
The major theme is variety, difficulty and execution. Make sure you never
do the same trick twice as it is a waste of time. Don't be lazy and always
grab your tricks if possible.
The key is balance. The best winning runs are completely balanced. A good
show of as many types of tricks as possible. For example, this does not mean
a stalefish, a roast beef, an Indy, etc... These are all similar kinds of
tricks. "Different types" means including all different sub-groups of tricks
which we have discussed. This would be more like Method, Alley oop Indy,
360 mute, Switchstance Melanchollie, BFM, etc... Instead of just doing straight
airs like the previous example, we have in this example included a straight
air, an alley oop air, a horizontal rotation, a switchstance maneuver, an
air to fakie, and an invert. This shows a better mastery of halfpipe riding.
Always remember each judge is monitoring one unique criteria and they want
to see a balance of sub-grouped tricks within that criteria. In other words,
you must impress each judge. If they are doing their job correctly, you will
be rewarded for your efforts. Gaining an average high score from every judge
will in the end always give you a higher total score than say outstanding
scores in a few categories and low scores in others. Also, remember that
your strategy may want to include half standard maneuvers and half rotational
maneuvers since these are the two major trick categories. That way you will
be maximizing your scores. Again, the key is balance.
Another point made often, is the one of necessity. One rider may think, "I
cannot win unless I go upside down." Not true. If you look at the design
scheme of the judging criteria, inverted aerials make up only a small integral
part of the rotations criteria; just as switchstance does in standard maneuvers
or falling does in landings. Therefore, it is possible to do well while not
performing every sub-group of tricks. However, remember, the best runs may
include the entire spectrum of maneuvers and in order to do well, without
a full variety, you must make up for it in other areas. Putting it all together
is crux. Truly it is a challenge to try and outperform everyone in each category
and impress every judge. Design and practice your runs carefully, but take
risks, be creative, and be original. What works best for one rider may not
work the best for yourself. Good luck!
Part Three:
Winning in
a Nutshell
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