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:
| Code | Jump | Base value |
|---|---|---|
| 4A | Quad Axel | 12.50 |
| 4Lz | Quad Lutz | 11.50 |
| 4F | Quad flip | 11.00 |
| 4Lo | Quad loop | 10.50 |
| 4S | Quad Salchow | 9.70 |
| 4T | Quad toe loop | 9.50 |
| 3A | Triple Axel | 8.00 |
| 3Lz | Triple Lutz | 5.90 |
| 3F | Triple flip | 5.30 |
| 3Lo | Triple loop | 4.90 |
| 3S | Triple Salchow | 4.30 |
| 3T | Triple toe loop | 4.20 |
| 2A | Double Axel | 3.30 |
| 2Lz | Double Lutz | 2.10 |
| 2F | Double flip | 1.80 |
| 2Lo | Double loop | 1.70 |
| 2T | Double toe loop | 1.30 |
| 2S | Double Salchow | 1.30 |
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
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.