New England Open Tricks Battle
Advance (pro) Team
Battles (teams can be mixed age and sex)
Beginner and Advance One on One Battles

Pre registration price is $25 for tricks
competition
Competitors are judged on their execution, rhythm/flow, creativity,
style, daringness, and difficulty. Performance and entertainment
quality influences the score, but is not primary.
Beginner Rules:
No more than 360 degree rotation jump spin kicks. Jump spin kicks
cannot be inverted. At least one hand must be touching the ground at
all times for all flips. No back flips or front flips. No aerial
cartwheels (i.e. no handed cartwheels). No breaking power moves.
Competitors are allowed to perform the following moves:
All standing kicks, Jump Front kicks, Split Kicks, flying side kick,
scissor kick, jump 360 hook or crescent kicks, Tornado Kicks, Hop
over hook kicks (or any variation of hop over hook), butterfly
kicks, forward and backward rolls, cartwheels (one hand or two
handed), round offs, front hand springs, back hand springs, back
walk overs, front walk overs, Valdezs, kip ups, splits, sweeps,
coffee grinders, scoots or Marcel Rushes, six step (and breaking
footwork, but no breaking power moves), and any techniques or
maneuvers related to the aforementioned.
Beginner Battle Format
Battlers go against each other in one on one competition, similar to
a sparring match. There are two rounds in each battle. Each battler
gets one 20 second turn in each round. After both battlers have
completed their 20 second turns, a point is awarded by the judges to
the battler who performed best in the round. In order to, win the
battle, a competitor must receive 2 points. If at the end of two
rounds, both battlers have one point, a third round is added to
determine the winner.
There are three judges. At the top of each round, each judge
individually points to the individual that he or she thinks
performed best. A battler must be selected by two out of the three
judges in order to win a point.
Intermediate Battles
Intermediate battles are designed for martial arts students and
trickers who have a strong understanding of tricking and gymnastics
entry level skills. Candidates for the intermediate battles can
perform a range of low difficulty, mid difficulty, and difficult
moves.
Intermediate Battlers will be judged on execution, rhythm/flow,
creativity, style, daringness, difficulty, performance and
entertainment quality, and range or diversity in skills (i.e.
battlers are awarded for performing a variety of skills vs.
repeating the same kind of moves)
Intermediate: no more than 720 degree rotation jump
spin kicks. Jump spin kicks can be inverted (e.g. sideswipe or raiz).
Back flips, front flips, and aerials are allowed. No full twisting
back flips or front flips and no half twisting back flips or front
flips. No aerial twists. No cartwheel full twists. Gainer backflips
and gainer aerials are allowed, but no corkscrews. No “losers” (step
back front flips), ax kick, swing front flips. No hyper landings, no
wrap throughs, no backside 1080s and beyond. Breaking power moves
are allowed except for headspins, flares, air flares, and more than
a single rotation 1990.
Competitors are allowed to perform the following moves:
All of the maneuvers permitted in the beginner category and the
following, 540, 720, double leg 540, sideswipe, raiz, aerial, ax
kick or step back aerials, front aerials or no handed front walk
over, back flip (standing or with round off or cartwheel), front
flip (no cartwheel front), side flips (no cartwheel side flip), pop
double legs, butterfly twist (no hyper landings, or rotations past
the standard landing leg), backside 900 (no backside 1080), gainer
back flip or aerial
Intermediate Battle Format
Battlers go against each other in one on one competition, similar to
a sparring match. There are two rounds in each battle. Each battler
gets one 20 second turn in each round. After both battlers have
completed their 20 second turns, a point is awarded by the judges to
the battler who performed best in the round. In order to, win the
battle, a competitor must receive 2 points. If at the end of two
rounds, both battlers have one point, a third round is added to
determine the winner.
There are three judges. At the top of each round, each judge
individually points to the individual that he or she thinks
performed best. A battler must be selected by two out of the three
judges in order to win a point.
Advanced
The Advanced trick battle category is designed for martial arts
students and trickers who have mastered entry level material.
Candidates for the advance level battles are capable of performing
difficulty and high difficulty level maneuvers. Advance battlers are
capable of performing the permitted moves in the intermediate
battles and more.
All Martial arts techniques, tricks, gymnastics, dance and breaking
moves are permitted. Anything goes.
Advanced Battle Rules
All tricks regardless of discipline will be categorized into POWER
MOVES or COMBOS categories. Power Moves are any single or double
trick technique. Three (3) techniques or more performed are Combos.
The first competitor of each round will set the tone by performing
either a Power Move or Combo. The second competitor must match the
category by performing a trick in the same category for his/her
turn. This will allow judges to compare moves to moves and combos to
combos. There are no limits and tricks from all disciplines are
allowed including: martial arts, dance, break-dance, acrobatics,
gymnastics, parkour, free running, etc. No props will be allowed.
2 rounds Competitors get one turn per round and are allowed one
re-do for any missed trick/combo. Competitors will alternate going
first for each round. One point will be awarded to the winner of
each round. First competitor to two points wins the battle and moves
to the next round.
Divisions
12 and under beginner (Friday)
12 and under intermediate (Friday)
13-17 beginner (Friday)
13-17 intermediate (Friday)
17 and under advanced girls (Saturday after forms and weapons run
offs)
17 and under advance boys (Saturday after forms and weapons run
offs)
18 and up advance (Saturday after forms and weapons run offs)
