skateboxd

How skating is scored

Every number on this site comes from an ISU protocol. This is what those numbers mean, in plain words.

How a skate is scored

Each skate gets a total segment score (TSS), and it is the sum of two halves minus anything taken off:

TSS = TES + PCS − deductions

TES, the technical element score, adds up every jump, spin, step sequence and lift: what it was worth on paper (its base value), plus or minus what the judges thought of how it went (its GOE). PCS, the program component score, is the judges’ view of the whole skate as a piece of skating and performance.

A competition has two segments: the short program and the free skate (in ice dance, the rhythm dance and the free dance). The two segment scores add up to the final result. On this site a program is the season-long work, one music and one choreography; a performance is one outing of it at one competition.

Base value

Every element has a fixed price before anyone judges it, set by the ISU in a table called the Scale of Values. A triple Axel is worth more than a triple toe loop because it is harder, whoever does it and however it goes. Spins, step sequences and lifts are priced by level, 1 to 4 (B for basic), which the technical panel awards for the difficult features it sees.

Jumps landed late in a program are worth 10% more, marked with an x on the protocol: since 2018–19 that is the last jump element of a short program and the last three of a free skate. A jump that is short of rotation is worth less: an under-rotated jump (<) is valued at about 80%, and a downgraded one (<<) is scored as the jump with one rotation fewer.

What the jumps are currently worth, as the protocols in this catalogue print them:

Base value of each jump
CodeJumpBase value
4AQuad Axel12.50
4LzQuad Lutz11.50
4FQuad flip11.00
4LoQuad loop10.50
4SQuad Salchow9.70
4TQuad toe loop9.50
3ATriple Axel8.00
3LzTriple Lutz5.90
3FTriple flip5.30
3LoTriple loop4.90
3STriple Salchow4.30
3TTriple toe loop4.20
2ADouble Axel3.30
2LzDouble Lutz2.10
2FDouble flip1.80
2LoDouble loop1.70
2TDouble toe loop1.30
2SDouble Salchow1.30

The most common value printed for each jump over the last three seasons. The ISU revises the scale from time to time, so older protocols can differ.

Grade of execution (GOE)

Each judge grades every element from −5 to +5 on how well it was done: height, speed, a clean landing, how it fits the music. Each step on that scale is worth roughly 10% of the element’s base value, so +3 on a jump worth 10 points adds about 3.

The highest and lowest grades are thrown out and the rest averaged, so one generous or harsh judge cannot swing the result alone. The protocol’s Panel column shows every judge’s grade. Before 2018–19 the scale ran from −3 to +3, and those older protocols are scored on it.

Program components (PCS)

Where TES scores the parts, PCS scores the whole. Since 2022–23 there are three components, each marked out of 10:

  • Composition: how the program is built and uses the ice and the music.
  • Presentation: how it is performed, its expression and timing.
  • Skating skills: edges, flow, speed and control in everything between the elements.

From 2005 to 2022 there were five: skating skills, transitions, performance, composition and interpretation. Each mark is multiplied by a factor that depends on the discipline and the segment, which is how PCS is weighed against TES.

Deductions

Points come off the total for falls, for running over time, for costume or prop violations and for illegal elements. A fall costs at least a point, and more as falls accumulate. The fall also hits the element it happened on, through its GOE.

The marks on an element

The technical panel annotates elements that were not quite what they claimed to be:

<<
Downgraded — at least a full rotation short
<
Under-rotated
q
Landed on the quarter
e
Wrong edge
!
Unclear edge
F
Fall
*
Not counted
V
Spin or lift of reduced value
REP
Repeated jump
>
Extended lift — held longer than allowed
x
Late in the program: base value increased by 10%

What the codes mean

Protocols name every element in a compact notation. It is built from parts, so once the pieces are familiar any code can be read.

Jumps

A number for the rotations, then the jump. Toe loop, flip and Lutz take off with a toe pick; Salchow, loop and Axel from an edge. The Axel takes off forwards, so it carries an extra half rotation and is worth the most.

4Lz
Quad Lutz
4F
Quad flip
4Lo
Quad loop
4S
Quad Salchow
4T
Quad toe loop
3A
Triple Axel
3Lz
Triple Lutz
3F
Triple flip
3Lo
Triple loop
3S
Triple Salchow
3T
Triple toe loop
2A
Double Axel

Combinations and sequences

Jumps joined with a +. A combination lands one jump straight into the next; a sequence (SEQ) links them with a hop or step. The Euler (1Eu) is a small linking jump that lets a combination end in a Salchow or flip.

4Lz+3T
Combination: quad Lutz + triple toe loop
3Lz+1Eu+3S
Combination: triple Lutz + Euler (a linking jump) + triple Salchow
3A+2A+SEQ
Jump sequence: triple Axel + double Axel

Spins

Read from the left: F for flying (jumped into), C for a change of foot, then the position — U upright, S sit, C camel, L layback — or Co for a combination of positions. The last number is the level.

FCCoSp4
Flying change-foot combination spin, level 4
CCoSp4
Change-foot combination spin, level 4
FSSp4
Flying sit spin, level 4
CSSp4
Change-foot sit spin, level 4
LSp4
Layback spin, level 4
CCSp3
Change-foot camel spin, level 3

Steps and choreography

The step sequence is graded on difficulty, 1 to 4. The choreographic sequence has no level: it is fixed in value and judged on its execution alone.

StSq4
Step sequence, level 4
StSqB
Step sequence, basic level
ChSq1
Choreographic sequence

Pairs

Throws are jumps the partner launches; twists are thrown and caught overhead. Lifts are grouped 1 to 5 by the hold, group 5 being the lasso lifts.

3LzTh
Triple Lutz throw
3FTh
Triple flip throw
3Tw4
Triple twist lift, level 4
5ALi4
Group 5 Axel lasso lift, level 4
5TLi4
Group 5 toe lasso lift, level 4
4Li4
Group 4 lift, level 4
BoDs4
Back outside death spiral, level 4
BiDs4
Back inside death spiral, level 4
FiDs4
Forward inside death spiral, level 4
PCoSp4
Pair combination spin, level 4

Ice dance

No jumps. Lifts, twizzles (travelling turns on one foot) and step sequences, each graded for both partners. W marks the woman’s part where they are assessed apart. Pattern dance sections are named after the dance.

RoLi4
Rotational lift, level 4
StaLi4
Stationary lift, level 4
SlLi4
Straight line lift, level 4
CuLi4
Curve lift, level 4
SyTwW4
Synchronised twizzles, the woman's part, level 4
MiSt3
Midline step sequence, level 3
OFStW3
One foot step sequence, the woman's part, level 3
ChSl1
Choreographic sliding movement
1MB3
Midnight Blues, section 1, level 3
2PD2
Paso Doble, section 2, level 2

Every protocol on the site spells its codes out underneath, so none of this needs memorising.

Robbed and Overscored

Every skate gets two verdicts: where the judges placed it, and how the people watching rated it. Most of the time they agree. Robbed lists the skates where the crowd ranks a skate well above where the panel put it — the judges placed it 7th, say, and the crowd rates it among the best of the field. Overscored is the reverse: the panel was kinder than the room.

A skate needs at least three ratings before it can appear, so one person with strong opinions cannot decide the list.

For the curious: both verdicts are turned into standard scores so they can be compared — the judges’ against the rest of the same segment, the crowd’s against the rest of the discipline — and the gap between them is the number on the card. The bigger it is, the more the two disagree.

See the Robbed list →

This is a plain-language summary, not the rule book. The ISU publishes the full rules and the Scale of Values in its technical communications at isu.org.

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