Speed slalom

Competitors skate through a line of cones as fast as possible on one foot.

COMPETITION AREA

All calculations are made from the centre of the cone lines.

There are 2 lines of 20 cones, spaced at 80 cm intervals. The cone lines are placed 3meters apart.

There must be a divider placed at an equal distance between the 2 cone lines with a minimum length of 15.2 m, and height between 15 and 20 cm.

There are 2 parallel start lines, placed 40 cm apart. Each skater’s starting point is marked by a 2 m wide box (See Figure 5).

The first cone’s centre mark is placed 12 m away from the closest start line.

The end line is placed 80 cm from the last cone’s center mark (See Figures 4 & 5).

The total length of each cone line is calculated as: 12 + (19 x 0.8) + 0.8 = 28m

Electronic chronometer must be used for both qualifying rounds and final rounds.

During qualifying rounds, the start line gate sensors must be set 40cm (+/- 2cm) above ground and finish line gate sensors also must be set 20cm (+/- 3cm) above ground.

During the final rounds, there is no start line gate sensor and the finish line gate sensors must be set 20cm (+/- 3cm) above ground. The sound speakers must be placed in the centre, behind the skaters.

FIGURE 4: SPEED SLALOM COMPETITION AREA LAYOUT:
QUALIFYING PHASE (TIME TRIALS)
FIGURE 5: SPEED SLALOM COMPETITION AREA LAYOUT:
FINAL PHASE (KO SYSTEMS)

COMPETITION REGULATIONS

Speed Slalom is structured in two phases: A qualifying phase, based on individual time trials, and a final phase (KO Systems), based on grouping for the knockout.

Qualifying Phase (Time trials)

There are two free start runs (tries) per skater. Only the best run out of the two is taken into account for the qualification ranking. The skaters with the best times are qualified for the final phase.

The sequence order for the skaters’ first runs is based on the latest WSSA Speed Slalom World Ranking, beginning with the lowest ranked. Non-ranked skaters are added randomly at the beginning of the list and perform first.

The sequence order for the skaters’ second runs is based on the first run ranking, beginning with the lowest ranked. Non-ranked skaters (no time) are added randomly at the beginning of the list and perform first.

Depending on the number of skaters and at the head judge’s discretion, the top 4, 8, 16, 32 or 64 skaters are qualified for the final phase. (See Figures 6.a and 6.b)

Final Phase (KO Systems)

The qualified skaters are grouped by two as following: first qualified against last qualified, second against the second to last, etc. (See Figures 6.a and 6.b) The first skater to win 2 runs goes through to the next round, the other is knocked out.

If a qualified skater gives up without any valid reason, his result is void and the remaining skater of the group goes through to the next round.

If there is no winner in a group after 5 runs, the best-ranked skater at the qualifications is declared the winner and goes through to the next round.

At the end of the Semi-Final Round, the winners of each Semi-Final group compete for places 1 and 2 in the Final Round, after the two other skaters have competed for places 3 and 4 in a Consolation Final.

Each skater can ask a 15 sec timeout during each duel.

SPEED SLALOM REQUIREMENTS

Start and Start Command

Qualifying Phase (Time Trials)

The start command for a free start qualification run is: “On Your Marks” followed by “Ready”

The skater must start their run within 5 sec after the start command “Ready”, or they will be subjected to a false start warning. In the case of two consecutive false starts, the run is declared void. The skater’s front foot must be within the starting box (40cm x 2m) and no part of it, wheels included, should touch the front and back starting lines. Parts of the back foot may touch the back starting line. Both skates or parts of these must touch the ground. The first movement forward of the skate must pass the starting line. The oscillation of the skater’s body is allowed. Time starts when any part of skaters’ body crosses the gate beam.

FIGURE 7: SKATER’S FRONT FOOT POSITION IN STARTBOX

Final Phase (KO System)

The start command process for a run of the Final Phase is: “On Your Marks. Set. [Beep Signal]”

“On your marks”: The skaters should get ready and pick a starting stance within 3 sec, or they will be given a false start warning.

“Set”: No move or body oscillation is allowed after the “Set” command, or the skater will be given a false start warning.

Start Signal (“Beep”): The skaters must wait for the start  signal (“Beep”) to go, or they will be given a false start warning.

The skater’s front foot must be behind the starting line and no part of it, wheels included, should touch the starting line. Both skates or parts of these must touch the ground and must not be rolling. No wheels should be over the start line.

Entering the cone line

A line, perpendicular to the cones and level with the front edge of the first cone, marks the end of the speed-up area and the beginning of the slaloming area.

Skaters must enter the cone line on one foot. (See 4.4.2). Its allowed to be on one wheel during the run and a skater cannot be penalised for this.

End Line

Skaters must cross the end line with their supporting foot with at least one wheel touching the ground.

PENALTY GRADING

Start Line Penalties

If a skater does not freeze within 3 sec after the “On your marks” command, they will be given a false start warning.

After the “Set” command, no movement or body oscillation is allowed, or a false start warning will be given.

If a skater starts before the start signal (Beep), they will be given a false start warning.

If a skater makes two false starts (on the same run), they will be disqualified for the run.

First Cone Penalties

If a skater is not on one foot when entering the cone line, the first cone is considered a missed cone and they will be given a first cone penalty.

If a skater is not on one foot when passing the second cone, they will be given a missed cone penalty in addition to the first cone penalty.

If a skater is not on one foot when passing the third cone, the run will be void and no time will be given.

Slaloming Penalties

If a skater changes foot or if their free foot touches the ground before the end line, their run will be void and no time will be given.

End Line Penalties

If the end line is not crossed at first by the supporting foot, the run will be void and no time will be given.

It is forbidden to jump over the end line. If so, the run will be void and no time will be given. It’s allowed to jump before the end line if skater landed before the finish line.

Cone Penalties

A penalty of +0.2 sec for each missed and kicked cone will be added to the skater’s time.

A cone for which the marking centre is revealed is considered a kicked cone and a +0.2 sec penalty will be added to the skater’s time.

Moved cones for which the marking centers are not revealed are not penalized.

In the special case a moved cone rolls back into its cone marking, covering its centre, no penalty will be added.

If a moved cone knocks another cone, both cones will receive a +0.2 sec penalty. Example: If a skater moved a cone – he will receive +0.2 sec penalty, if the cone he moved knocks another cone out of its mark, he will receive +0.4 sec penalty (+0.2 sec for each).

If a skater has more than 4 cone penalties, his run will be void and no time will be given. For small-scale competitions, the number of cone penalties leading to the run’s disqualification is at the discretion of the head judge.

CONE PICKERS

The rules for cone pickers are the same as for Classic Freestyle Slalom.

RANKING

Qualifying Phase (Time Trials) Ranking

The final ranking of the qualifying phase is based on the best time of each skater, out of their two runs.

In case of a tie, the second qualification runs will be used to decide between the skaters. In case of a tie on both qualification runs, the skaters’ WSSA Speed Slalom World Rankings will be used to decide between them. In case of a tie (no world ranking), the qualification should be decided by coin tossing.

Final Phase (KO System) Ranking

Places 1 and 2 go to the skaters who reached the Final Round. They are determined according to the results of the Final Round.

Places 3 and 4 go to the skaters who reached the Semi-Final Round but did not go through to the Final Round. They are determined according to the results of the Consolation Final.

Places 5 to 8 go to the skaters who reached the Quarter-Final Round but did not go through to the Semi-Final Round. They are ranked according to their best time at the qualifying phase.

Places 9 to 16 go to the skaters who reached the Eighth-Final Round but did not go through to the Quarter-Final Round. They are ranked according to their best time at the qualifying phase. etc. On the final ranking table, the results of the skaters who qualified for the final phase will be indicated with their best times of both the qualifying and final phases. Skaters who did not qualify for the final phase will be indicated with their best qualification time.

Battle

4 cone lines with a distance of 50, 80, 120, 80 cm between the cones. Contestants, within 30 seconds, perform tricks of all categories: Sitting, Jump, Wheeling, Spinning, Other. They are rated by the judges according to the difficulty of the tricks and the quality of the movement, the flow of movement with the whole body, the variety of tricks and the switch between tricks. They lose points if they did not perform all the categories, if they threw cones, skipped space between cones.

Jumps

The height jumping rules are applied. The jump in the starting position of the bar is mandatory. It measures a jump if the athlete jumps over the bar and lands with both feet on the ground only with the skates or part of them (no part of the body touches the ground) and does not fall before the finish line.