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Novice Tricks
Intermediate Tricks
Advanced Tricks
Advanced Wakeskate Tricks
Judging Criteria
Division Descriptions
Below is a general guideline of possible tricks in each division. You don’t
have to be able to do ALL of the tricks listed to be in that particular division,
rather these might be some of the tricks you see performed by competitors of
that division.
If you can do at least one or two tricks that are listed in the Intermediate division, to be fair, you should NOT compete in the Novice division
Novice Wakeboard Tricks
Ride with one hand on handle (five seconds)
Description: Ride one-handed for five seconds
Cross both wakes
Description: Cross both wakes
Wave to boat judge
Description: Wave to the boat judge
Crouch down and touch water
Description: Crouch down and touch the water
Surf the wake
Description: Turn up and down on boat wake (a minimum of three turns)
Air (One wake)
Description: Rider uses wake to get board in the air, off water
Bunny Hop
Description: Getting air without using a wake
Surface 180
Description: Board changes direction (back-front/front-back)
Sideslide
Description: Board slides sideways on the water (one second minimum)
Surface 360
Description: Board rotates 360° on the surface of the water
Lipslide
Description: Rider slides sideways on the crest of the wake (one second minimum)
Backscratcher
Description: Rider gets air and outs board 90° to water behind rider
Off-the-wake 180
Description: Rider uses boat wake (no air) to change direction
Air 180 (one wake)
Description: Rider uses wake to get into air and then changes direction
Backside Air (two wakes)
Description: Heelside air, rider uses wake and must clear both wakes
Bunny Hop 180
Description: Change direction outside wake by hopping into the air
Half Cab (one wake)
Description: Rider uses wake to get into air and then changes direction
Frontside Air (two wakes)
Description: Toeside air, rider uses wake and must clear both wakes
Olé
Description: Board rotates 360° on the surface of the water with a handle
rotation over the head
Backside Air with grab (two wakes)
Description: Heelside air with any grab on board, either hand
Frontside Air with grab (two wakes)
Description: Toeside air with any grab on board, either hand
Tailbone
Description: Straighten (bone) out back leg
Nosebone
Description: Straighten (bone) out front leg
Air 180 (two wakes)
Description: Rider uses wake to get air and change directions, clearing two
wakes
Indy
Description: Rear hand, toeside grab between legs
Shifty
Description: Board rotates 90° and back
Stiffy
Description: Bone out both legs in front of rider
Grab 180
Description: Rider gets into air, grabs, and lands opposite direction from takeoff
Half Cab (two wakes)
Description: Air 180, back to front, clearing two wakes
Roast Beef
Description: Rear-hand heelside grab, between feet through the legs
Heelside Frontside 360 (two wakes)
Description: Rider must use wake to get air, rotate 360° (clear two wakes)
Heelside Backside 360 (two wakes)
Description: Heelside approach, rider must use wake to get air, rotate 360°,
passing the handle behind the back from one hand to the other
Toeside Frontside 360 (two wakes)
Description: Toeside approach, rider must use wake to get air, rotate 360°,
passing the handle behind the back from one hand to the other
Heelside or Toeside Back Roll
Description: Back Roll
Front Roll
Description: Toeside Front Roll
Tantrum
Description: Backflip, body first in the direction of the takeoff
Scarecrow
Description: Toeside front roll-to-revert
Air Raley
Description: Starting heelside, rider goes into air and raises board above the
body (pushing the board up––inverted)
Frontside/Backside 540
Description: Rider uses wake to get air and rotate a full 360 plus a half (180°)
Blender
Description: Backside Roll with Wrap Heli
Switch Back Roll
Description: Fakie-to-fakie Back Roll
Heelside or Toeside Roll-to-Revert
Description: Back roll-to-fakie landing
Tantrum to Fakie
Description: Tantrum with a fakie landing
Front Flip
Description: Rider uses wake to get air and flips forward, board over head
Front Flip to Fakie
Description: Front flip with half twist-to-fakie landing
Half-Cab Front Flip
Description: Front flip with fakie approach/front landing
Switch Front Flip
Description: Front flip with fakie approach/fakie landing
Frontside 720 (two wakes)
Description: Toeside double 360s crossing both wakes
Tootsie Roll
Description: Front roll to Blindside 180
Roll to Blind
Description: Heelside roll-to-front/spinning blind
Bel Air
Description: Tantrum without using the wake for air
Air Krypt
Description: Air Raley with 180° turn, land opposite direction from takeoff
Hoochie Glide
Description: Air Raley with Method grab (heelside grab)
Toeside Air Raley
Description: Starting toeside, rider goes into air and raises board above the
body (pushing the board up––inverted)
Blind Judge
Description: Heelside Raley to Blindside 180
Whirlybird
Description: Tantrum Mobius with overhead handlepass
Mobius
Description: Heelside rotational roll-combination flip with handlepass
Crow Mobe
Description: Toeside front roll-to-revert Mobius
Skeezer
Description: Switchstance Crow Mobe
Pete Rose
Description: (a.k.a. Frontside Mobius) Toeside rotational roll-combination flip
with handlepass
S-bend
Description: Heelside air raley with 360° body rotation while extended
Wakeskate division
Please keep in mind this is an Advanced Open category. We invite all wakeskate
specialists to enter if they feel confident with some of the following tricks:
Backside Pop Shove-It
Frontside Pop Shove-It
Surface 180 Shove-It
Lipslide Shove-Out
Backside Board to Frontside Board
270 to Frontside Board
Frontside Lip to Backside 270 out
HS Wake to Wake jump
TS Wake to Wake jump
HS Backside 180
TS Shove-it to Indy
Criteria for the Competitive Rider
It’s your responsibility as a competitor to know the judging criteria
of the competition you’re riding in. Because an educated rider always
holds the advantage, take a few minutes of your time and read the following
judging criteria for Wakestock.
Skill, Amplitude and Composition
(Formerly: Execution, Intensity and Composition)
Skill reflects the level of technical difficulty, style and
perfection of each manoeuvre performed.
1. Technical difficulty: Judges look for riders who execute the hardest
tricks in relation to the calibre of riding they are watching. When watching
pro-calibre riding, judges note which riders throw down the hardest tricks,
such as Blind Petes, any Mobe with a 540 rotation, 7s, 9s... basically any trick
that raises the bar for the next rider. Judges must be careful not to get caught
putting too much weight on a difficult trick so as to be perceived like they
are judging a sick-trick contest. Introducing a new trick to wakeboarding will
positively affect a rider’s score.
2. Style: Riders are rewarded in this area by the tweak, off-axis,
grab, stall, blind and switch manoeuvres added to tricks. Sometimes a rider’s
style can work against him. In contest, a wakeboarder who is known as a slider
rider, or a spinner, or a big-wake expert will shine in his areas of expertise
but lack in other respects. This rider’s style will reflect negatively
in the scoring. Judges look for balance. A positive is when a rider modifies
a trick that is being done by everyone else the same way. For example, landing
a trick blind, spinning off-axis, throwing in a grab, rotating late, or launching
switch. This is where personal style is revealed.
3. Perfection: Judges look for how clean each trick is performed. Judges
look at approach, body position, rotation, body axis, head position, handle
position, speed, and clean grabs versus slaps. Also the landing: Was it smooth?
Were there butt-checks? Did the board ride away clean, or did the rider have
to switch 180 to save from falling? A rider completing his routine without falling
also demonstrates perfection.
When judging the skill part of the run, break down skill into three values.
This is how to weigh each:
Difficulty: 50%
Style: 20%
Perfection: 30%
Amplitude reflects the height, energy and risk of each manoeuvre.
1. Height and energy are evaluated on a trick-by-trick basis. Here
judges note how high the rider elevates each trick by a plus sign (+). If the
trick soars incredibly high, the judge places two plus signs on the sheet (++).
2. Risk is a rider opening his routine with a huge Mobe or any trick
considered difficult by the calibre of riding in the heat. Risk is also demonstrated
by how a rider hits, gaps, ollies, or transfers to a slider or obstacle. Again,
a move is only considered risky if it rises above the norm. Risk is anytime
a rider puts himself out on a limb to better his run. A sense of danger. Stick
it for the glam. Fall and risk losing it all.
When judging the amplitude part of a run, break down amplitude into two values.
This is how to weigh each:
Height and energy: 70%
Risk: 30%
Composition is the rider’s ability to demonstrate a
variety of tricks in fluid sequence, along with showing creative management
of the course and time allotted.
1. Judges look for a variety of tricks performed in the routine and
on the double-up. Wakeboarding has classes of tricks: airs, spins, rolls, flips,
Raleys, Mobes, sliders and obstacles. A good routine incorporates tricks from
each of these divisions. This shows that the rider is skilled at all types of
manoeuvres. For pros who bust down the lake only doing Mobes, this does not
work against them. Mobes have their own categories: roll Mobes, flip Mobes and
Raley Mobes. Repeating a trick will reflect negatively on the rider’s
score.
2. Flow is when a wakeboarder links his tricks smoothly from one to
another. For example, when a rider lands a trick revert, then cuts to the wake
to launch the next trick in the same revert position. Or when a rider lands
a Crow Mobe with the rope behind his back, then stays wrapped to a KGB. Negatives
include things like cutting back and forth before doing a trick, starting a
pass late, or finishing a pass early. Dead water does not show flow or creativity.
3. Creativity, of course, and time management is crucial in achieving
a smooth-flowing routine. Riders who take time to plan out their run and map
the path they’re going to take in and around the obstacles and sliders
will be rewarded in this area. Riders who link creative tricks between obstacles
will also be rewarded. Judges look for riders who use up the full time and length
of the course. Wasted water is boring and reflects negatively toward the rider’s
score.
When judging the composition part of a run, break down composition into three
values. This is how to weigh each:
Variety: 50%
Flow: 25%
Creativity: 25%