Judging Criteria and Scoring
DDL World Tour have 5 judges, including a head judge
All judges scores count combined
The head judge has the authority to intervene and adjust the scores if there are significant discrepancies among the judges.
Dødsing is judged by a panel of five judges, each focusing on a specific aspect of the performance:
- Judge 1: Overall Judge (Head Judge)
- Judge 2: Steez Judge
- Judge 3: Technical Judge
- Judge 4: Inrun Judge
- Judge 5: Landing Judge
1. Overall Judge (Head judge)
Personal style and steeze should always be part of a døds.
The judges will reward nice flow between run up, flight and landing. All elements should be mastered in a døds
2. Steez Judge
In this category, attitude and confidence play a significant role. The performance should demonstrate a nice flow between the run-up and the flight. The Døds must appear harmonious in the air and maintain control at all times. It should be clear that the athlete knows their position in the air, aiming for a controlled landing.
A steezy Døds should not look rushed or cramped in movement. Tucking for large portions of the jump will result in deductions. The Steez judge looks for smooth, effortless execution—no stressed or frantic movements.
Even a trick that doesn’t score highly in technical categories can still earn a perfect 10 in Steez.
Keywords: Flow, attitude, personal style, control, and creativity.
3. Technical Judge
Freestyle døds: Must contain rotations and may contain other elements such as tweaks, grabs, etc. The degree of difficulty should be emphasized but not at the expense of control.
If you perform the same trick in the final as in the preliminary rounds, points will be deducted
Keywords: Degree of difficulty, control
4. Inrun Judge
A døds must have high speed and power out of the tower.
Creativity in the run-up will be rewarded as long as it maintains power out of the tower
Keywords: speed, length, height, power
5. Landing
A døds must be landed controlled in either shrimp (hands and feet simultaneously), bullet (knees and elbows simultaneously), or no-hands (knees and head simultaneously). One should show a clear stretch before landing and the more horizontal it is the better. The closing should be as late as possible.
Landing with the hands first (projection) or the legs first (underlay) should give a reduced score.
Keywords: clear stretch, late closing, big splash, hard landing