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Figure Skating Scoring Explained: How the IJS (International Judging S

Figure Skating Scoring Explained: How the IJS (International Judging System) Works

Figure Skating Scoring Explained: How the IJS (International Judging System) Works

Figure skating scores might seem like a flurry of numbers and acronyms, but they all boil down to a logical system. The International Judging System (IJS) – also known as the Code of Points – is the scoring method used since 2004 for all figure skating disciplines: singles, pairs, ice dance, and even synchronized skating. It replaced the old 6.0 scoring system in an effort to make judging more objective after the 2002 Olympics scandal. In this blog post, we'll break down how the IJS works in plain English. We'll cover the core components of a score – the Technical Element Score (TES) and the Program Component Scores (PCS) – and concepts like Grade of Execution (GOE), levels, and base values. By the end, you'll understand how jumps, spins, footwork, lifts, and other elements are evaluated, and how all those points add up to a skater's total score. Whether you're a casual fan, a newcomer, or an adult skater yourself, this guide will demystify figure skating's scoring in an engaging (and slightly snappy) way.

system in an effort to make judging more objective after the 2002 Olympics scandal. In this blog post, we'll break down how the IJS works in plain English. We'll cover the core components of a score – the Technical Element Score (TES) and the Program Component Scores (PCS) – and concepts like Grade of Execution (GOE), levels, and base values. By the end, you'll understand how jumps, spins, footwork, lifts, and other elements are evaluated, and how all those points add up to a skater's total score. Whether you're a casual fan, a newcomer, or an adult skater yourself, this guide will demystify figure skating's scoring in an engaging (and slightly snappy) way.





Your guide to understanding every point!

Figure Skating Scoring Explained: The Basics of IJS

Under the IJS, a skater's score for a program is essentially points for what they did (the technical elements) + points for how well they did it (the components). Unlike the old days of "5.8" vs "5.7" scores, the IJS gives each performance a Total Segment Score (TSS) that can easily be 60, 120, or even 300 points depending on the level of competition. Don't let the big numbers scare you – they're just the sum of many small parts. Here's the breakdown:

  • Technical Element Score (TES): Points accumulated for each jump, spin, lift, step sequence, or other element the skater performs. Harder elements have higher base values, and every element's score is tweaked by how well it was executed (that's the GOE, explained below).
  • Program Component Score (PCS): Points awarded for the overall performance quality – the artistry, presentation, skating skills, etc. This is the successor to the old "presentation" mark, but it's more detailed (covering multiple components). We'll dive into PCS in its own section.
  • Deductions: Any penalties (falls, time violations, illegal moves) are subtracted at the end. For example, each fall incurs a deduction (usually -1.0 for singles/pairs skaters) from the total score.

At competitions, skaters perform two programs: a short program (or rhythm dance for ice dancers) and a free skate (free dance for dancers). Each program gets scored separately, and the total score is the sum of the two segments. The highest total wins. It's that simple in principle!

So who gives all these points? In IJS, there are two sets of officials: a technical panel and a judging panel. The technical panel identifies each element performed and assigns it a level or value (more on levels soon), while the judges on the judging panel grade the quality of each element and the program as a whole. All these inputs feed into a computer system that calculates the scores almost instantaneously, which is why you'll often see detailed result sheets (protocols) with every element's points just minutes after a skater finishes.

Technical Element Score (TES) – Points for Jumps, Spins, and More

The Technical Element Score (TES) is a sum of points for all the technical elements a skater performs. Each element – whether it's a jump, a spin, a step sequence, a lift, a twizzle (for ice dancers), or even a synchronized skating intersection – has a predetermined base value based on its difficulty. Think of base value as the starting bid for that element's score. A simple move like a single toe loop jump might have a low base value (e.g. around 0.4 points), while a very difficult element like a quadruple Lutz jump could be over 11 points in base value. The harder the element, the more it's inherently "worth."

Who decides the difficulty? The technical panel (specialists watching the performance with instant replay) calls out what element was done and what level of difficulty it achieved. For example, they decide if a spin was a basic spin or a Level 4 spin, or if a step sequence met the criteria for Level 3 versus Level 2. For jumps, the technical panel identifies the jump type (Axel, Lutz, etc.) and checks rotations. This panel essentially sets the base value for each element by confirming what it was and how difficult it was (in other words, assigning the correct code and level).

Once the element and its base value are identified, the judging panel steps in to grade how well it was executed. That's where the Grade of Execution (GOE) comes in, which we'll explain next. In short, TES = sum of (base value + GOE adjustments for each element). Every element's base value can be increased or decreased by the judges' GOE scores, and all those adjusted element scores add up to the TES.

To give a sense of scale: a top-level men's skater might rack up 100+ points just in TES by doing many difficult jumps, spins, and combinations. A lower-level skater might get far less if they stick to simpler moves. TES rewards the difficulty of what a skater does – but always tempered by the quality of execution.

What is GOE in Skating? The Grade of Execution

GOE stands for Grade of Execution, and it's essentially the quality score for each element. Judges award every element a GOE on a scale from -5 to +5 (an integer value). A 0 means the element was done adequately (no big positives or negatives). Positive GOEs (+1 to +5) mean the element was performed well or spectacularly; negative GOEs (-1 to -5) mean there were errors or it was poorly executed. GOE is the judges' way of saying how much they liked or disliked the execution of that jump, spin, lift, etc., independent of its difficulty.

Each judge gives their own GOE for each element, and then these are averaged (after tossing out the highest and lowest scores to reduce bias). The averaging uses a "trimmed mean" method – drop the top and bottom, average the rest – to get the final GOE value for that element. This final GOE is not just added as a raw point value; instead, it's converted into a factor of the base value (per the official Scale of Values chart). In simpler terms, GOE adjusts the base value by a percentage. Each +1 or -1 step of GOE equals roughly a certain percentage of the base value (about 10% per step in singles/pairs, and ~16% per step in ice dance). For example, a +5 GOE means the element's score = base value + 50% of base value (a huge bonus), while a -5 GOE means score = base value - 50% (half the points lost). A +2 GOE would be +20%, a -3 GOE about -30%, and so on.

So, if a jump has a base value of 5.0 points and the judges collectively award it around +3 GOE (which would be +30% of base), the jump's score becomes 6.5 points (5.0 + 1.5). Conversely, if that jump was shaky and got a -2 GOE (~-20%), its score would be 4.0 points (losing 1 point from base). GOE ensures that simply attempting difficult elements isn't enough – you have to do them well to get full value or more.

What do judges look for to decide GOE? The ISU guidelines list many bullet points for positive and negative GOE. In general, judges add points for things like: big height and distance on jumps, good landing posture, effortless rotations, creative or difficult entries into spins, perfectly centered spins, and clean, controlled footwork sequences. They subtract points for mistakes: falls (which automatically get -5 GOE, the worst), stepping out of landings, hands down on the ice, underrotations (not fully completing the spins in the air), wobbly or poorly centered spins, stumbles in footwork, etc. A fall on an element is especially costly: not only will that judge give -5 GOE (the maximum negative) for the element, but there's also an additional -1.0 deduction applied separately for the fall. In fact, GOE is "cumulative", meaning judges weigh both the positives and negatives of an element. A jump might have great height (a positive) but a slight hand down on landing (a negative); the judge balances these to maybe a 0 or small plus/minus GOE depending on severity.

Figure: Example GOE calculation for an element – Seven judges' marks for an element (3, 3, 2, 2, 1, 2, 2) are trimmed (drop the highest 3 and lowest 1) and averaged to +2.2. This +2.2 GOE corresponds to 22% of the base value. If the element's base value was 4.00 points, the final score for that element becomes 4.88 points (4.00 + 0.88). Conversely, if an element is poorly done and averages a negative GOE, that percentage is subtracted from its base value.

In summary, GOE turns the technical judging into a reward for excellence and a punishment for errors. It's what makes a gorgeous performance rack up points and what causes a sloppy skate to lose points despite having difficult content. If you think of a performance like an exam: choosing hard questions is the base value, and GOE is like points for showing your work clearly (or lost points for mistakes). Next, let's look at the other side of scoring – the components that reward the overall performance quality.

PCS in Figure Skating: Program Component Scores (Artistry and Skating Skills)

While TES and GOE handle the technical elements, the Program Component Scores (PCS) assess the artistic and presentation side of a skating performance. This is often what people think of as the "artistry score" or "presentation score," though PCS is a bit more nuanced than just artistry. Under the IJS, judges evaluate several different components of the performance, each on a scale from 0.25 up to 10.0 (in quarter-point increments). These component scores are then averaged (with high and low thrown out, just like GOE) and added together to form the PCS for the program.

What are the PCS categories? As of the 2022–23 season, the ISU consolidated the program components into three main categories:

  • Skating Skills (SS or SK): How masterful the skater is on the blade – e.g., edge control, balance, speed, power, and effortless movement across the ice. This is about the fundamental quality of their skating technique (deep edges, sure footing, etc.).
  • Presentation (PR): The performance quality and expression. This covers the emotional projection, energy, and connection to the music, as well as factors like body language and, for pairs/ice dance/synchro, how well the team is synchronized and aware of each other.
  • Composition (CO): The choreography and program design. Judges look at how the elements and movements are structured to the music – usage of the ice surface, the variety of moves, the unity of the program's theme, and how creatively and meaningfully everything is arranged.

Up until 2022, there were actually five PCS categories (the above three plus separate scores for Transitions and Interpretation). Those have now been folded into the three (with Interpretation essentially rolled into Presentation, and Transitions absorbed into how judges evaluate Composition and Skating Skills). The change was made to simplify things a bit, but the idea remains the same: PCS reflect the overall performance quality beyond just doing the elements.

Judges give PCS based on criteria defined by the ISU – for example, a perfect 10 in Skating Skills would mean the skater showed incredible edge control, power, multi-directional skating, etc., throughout the program. A middling 5.0 might mean average skills with some weaknesses. Just like GOEs, the highest and lowest PCS marks from the judging panel are dropped and the rest averaged. The averaged scores for SK, PR, and CO are then added up. This sum may be multiplied by a factor depending on the program length and discipline (to ensure, say, that in a free skate the PCS count proportionally to the TES). For instance, a men's free skate has a higher factor for PCS than a short program, meaning the component scores are weighted more in the longer program. But you don't need to worry too much about those specifics – the key point is that PCS and TES each contribute significantly to the final score, usually on the same order of magnitude.

It's worth noting that PCS, while more subjective than TES, are not just "artistic impression." They also encapsulate technical finesse (Skating Skills) and how well the program is put together. So when you hear commentators talk about a skater's "second mark" (a term from the old system) or "components," they're referring to these scores that reward how beautifully and cohesively the skater skated their program. A program that is empty between jumps or skated without connection to the music will get low PCS, whereas a program that's complex, emotionally compelling, and skated with great skill will score high in PCS.

Understanding Levels and Base Values for Elements

One fundamental concept in IJS scoring is that many elements have levels of difficulty, which in turn determine their base values. Not all elements are simply "done or not done" – spins, step sequences, lifts (in pairs and dance), twizzles, and synchronized skating elements can be executed at varying levels. The technical panel assigns a level to these elements based on how many difficulty features the skater includes. Typically, levels range from Base (B) or Level 1 (the simplest) up to Level 4 (the most complex) for most elements. The higher the level, the higher the base value of that element. For example, a Level 4 spin (which might include difficult variations, change of foot, change of position, etc.) is worth more points than a Level 1 spin. Similarly, a step sequence called Level 3 earns more than a Level 2 for the same type of step sequence. The ISU publishes tables of base values each year (the Scale of Values chart) listing exactly how many points each level is worth for each element.

Jumps and throws don't get levels like spins do; their difficulty is defined by the number of rotations and the type of jump. A single Axel (1.5 rotations) has a certain base value (about 1.1 points), a double Axel (2.5 rotations) is higher (~3.3 points), and a triple Axel (3.5 rotations) is much higher (~8.0 points). In general, for jumps of the same rotation count, the base values rank (highest to lowest) Axel > Lutz > Flip > Loop > Salchow > Toe loop. That's because an Axel is considered the hardest takeoff (it's the only jump that takes off forward, adding an extra half turn), Lutz is a tricky edge takeoff, etc. For example, a triple Axel is worth significantly more base points than a triple loop or triple Salchow. Likewise, quadruple jumps explode the base values even further – a quad toe loop is around 9.5 points base, quad Lutz around 11.5, and there are even theoretical quintuple jumps listed now (all quints are assigned 14.0 points base by the ISU, though no one has landed a quint in competition as of 2025).

How does a skater get a higher level? By adding difficulty features. For a spin, features could include things like difficult variations of position, a change of foot, jumping into the spin (a flying entry), or spinning in an unusual position. For step sequences, features include using the whole body, covering the full ice, executing many turns in both directions, etc. There is a whole technical handbook defining these, but for the casual reader, just know that skaters will intentionally try to make their spins and footwork as complex as possible to earn Level 4 and maximize base value. If they miss some requirements, the technical panel might call it Level 3 or 2 instead, which has a lower base. For instance, a step sequence that wasn't quite intricate enough might be called Level 2 instead of 4, costing the skater a couple of points in base value.

In pair skating and ice dance, lifts have levels too. A pair lift can get Level 4 if it includes difficult features (like a one-arm lift, changes of position, etc.), versus a basic Level 1 lift which might be a simpler overhead lift. In ice dance, dance lifts (which are shorter and more about body positions than sheer height) also have levels 1-4. Twizzles (the synchronized spins on one foot that ice dancers do side by side) are leveled by how many rotations and how difficult the entry/exit are. Synchronized skating elements (like blocks, intersections, circles) similarly are given levels depending on how complex the formation and step choreography is. For example, a synchronized skating intersection with additional turns or creative features can earn Level 4, whereas a straightforward pass-through might be Level 1.

One more twist (no pun intended): Some elements have fixed base values with no levels. These are usually called "Choreographic" elements – choreographic sequences in singles/pairs, choreographic lifts or spins in ice dance, etc. These are artistic moves that don't get a level; they just have a base value (often a small one like 1 or 2 points) and can receive GOE. They're meant to encourage creativity without worrying about technical criteria.

And remember, as mentioned earlier: even after a level and base value are assigned, the judges' GOE can still adjust the final score of the element up or down. So a Level 4 spin done poorly might score less than a Level 2 spin done brilliantly. Difficulty and quality both matter.

How Are Figure Skating Jumps Scored?

Jumps are usually the star elements of singles and pairs skating – they often carry the highest base values and get the most attention. So let's break down how jumps are scored under the IJS:

1. Base Value of the Jump: Each jump has a base value depending on its rotation and type. We touched on this above – more rotation = higher base value, and among jumps with equal rotations, the Axel-type is highest, down to toe loop lowest. For example, here are some approximate base values in the current Scale of Values:

  • Single jumps: range roughly 0.3 to 1.1 points (a single Axel is ~1.1).
  • Double jumps: ~1.4 (2Salchow) up to 3.3 (double Axel).
  • Triple jumps: roughly 4.0 (triple Salchow) up to 8.0 (triple Axel).
  • Quadruple jumps: roughly 8.0 (quad Salchow) up to 12.5 (quad Axel, which has been attempted) – e.g., quad toe 9.5, quad Lutz ~11.5.
  • (Quintuples, if ever landed, are set at 14.0 for all except Axel which isn't given a value yet).

A jump combination or sequence gets a base value that is the sum of its parts. For example, if a skater does a triple Lutz (base ~5.9) in combination with a triple toe loop (base ~4.2), the combo's base value is about 10.1 points before GOE. Combinations are a great way to squeeze more points out of two jumps, but they're also riskier to execute cleanly.

2. GOE for Jumps: After base value, the judges' GOE will adjust the jump's score up or down. A jump done with excellent height, distance, and a clean landing can fetch high positive GOE – judges love big "wow" jumps. On the other hand, any error on a jump will drag the GOE down. A fall on a jump is an automatic -5 GOE from each judge (plus that -1.0 deduction), which really hurts the score. But even short of falling, there are many gradations of jump quality:

  • Clean, solid landing with good flow – likely positive GOE.
  • Minor touchdown of hand or a small stumble – slight negative GOE.
  • Two hands down or a serious hop on landing – more severe negative GOE.
  • Stepping out of the jump (losing the landing edge and exiting uncleanly) – negative GOE.
  • Landing on the wrong edge or turning out – negative GOE.

Judges also consider things like creativity (e.g., a difficult entry into the jump, or a challenging distribution like doing it very late in the program) as positives.

3. Underrotations and Downgrades: This is a big one in IJS – the technical panel will check if jumps were fully rotated in the air. If a jump is landed but lacks rotation, it gets marked as under-rotated (a "<" symbol on the results sheet) or downgraded ("<<"). An underrotation means the jump was ¼ to ½ turn short; a downgrade means more than ½ turn short, basically treating it as if the jump had one less rotation. For example, a triple jump downgraded would only get the base value of a double. Underrotated jumps receive 70% of their base value (for that jump) in the scoring, plus the judges will also give low GOE because it wasn't clean. In short, not fully rotating can severely reduce the score – a jump that looks landed to the untrained eye might be scoring much lower due to that < or << call. Skaters train to rotate as fully as possible to avoid this score killer.

In 2020, the ISU even added a "quarter turn" notation ("q") for jumps that are exactly a quarter turn short – those don't lose base value (still considered fully rotated), but the judges are instructed to reduce the GOE for them. It's a fine-grained detail that shows how precise the scoring can get.

4. Edge Calls (for Lutz and Flip): Figure skating fans often talk about the "flutz" or wrong edge take-offs. The flip jump must take off from a back inside edge, and the Lutz from a back outside edge. If a skater takes off from the wrong edge (or an unclear edge), the technical panel will mark it. A severe wrong edge is indicated with an "e" and results in a reduced base value for that jump. A mild edge issue gets a "!" (alert) which doesn't reduce base, but judges will reflect it in GOE. So, a flutz (Lutz on inside edge) or a lip (flip on outside edge) can cost points.

5. Repetition Penalty (Zayak Rule): Skaters can't repeat the same triple/quad jump more than twice in a free skate. If they do, the extra attempts won't count fully. In IJS, if a skater repeats a jump too many times or repeats it outside of a combination when not allowed, the extra jump's base value might be reduced to 70% (marked with "+REP"), or it may not count at all if it's an invalid element. Essentially, you only get credit for certain repeats – this encourages variety in jumps.

6. Sequence Bonus: One bonus to mention – jumps done in the second half of the program in singles/pairs get a 10% base value bonus (marked by an "x" on the sheet). The idea is that jumps are harder when you're tired, so the later in the program, the more reward for pulling them off. For example, a triple Lutz base 5.9 becomes ~6.49 with the 10% bonus if done in the second half. This is why you'll often see skaters backload jumps later in their program for extra points, though it's a stamina challenge.

To sum up: A jump's score = base value (with any rotation/edge reductions applied) + GOE adjustments from judges. A huge, clean jump can score well above its base value with positive GOE, while a flawed jump can score at or below base value. For instance, a triple Axel (base ~8.0) done perfectly might earn +4 or +5 GOE, pushing it to 12 points or more. The same triple Axel popped into a single (base ~0.5) or landed forward (downgraded to a double's base ~3.3 with big negative GOE) could score only a few points. The IJS scoring for jumps is all about risk vs reward – big difficulty can bring big points if executed well, but mistakes are harshly penalized to keep things fair.

(If this feels like a lot, imagine being a skater: you have to worry about all these potential calls on each jump! Thankfully, skaters train to minimize these errors, and they plan their jump layouts carefully to maximize points.)

Spins, Step Sequences, and Other Element Scoring

Not to be overshadowed by jumps, spins and step sequences (footwork) are also important technical elements in singles and pairs. In ice dance and synchronized skating, step sequences and dance lifts are even more central. Here's how these are scored under IJS:

  • Spins: Like jumps, each spin has a base value, but it depends on the level. A simple spin might be Level 1 or 2, while a spin with many difficult features (multiple positions, changes of foot, etc.) can earn Level 4 – which has a higher base value. For example, a Level 4 combination spin might have a base value around 3 to 4 points. If that spin is well-centered, fast, and has good positions, judges will give positive GOE, adding a few tenths of a point. A wobbly or slow spin could get negative GOE, losing some points. Spins can also get a base value deduction if they don't meet minimum requirements – for instance, if a spin lacks enough rotations, it might get a "V" notation meaning it wasn't fully creditable and its base value is cut (usually by 30%). Quality-wise, judges love spins that center (staying in one spot on the ice), maintain speed, and demonstrate flexibility or interesting positions. They dislike spins that travel across the ice (like a top wobbling away) or have obvious struggles.
  • Step Sequences (Footwork): These are basically the choreographed steps, turns, and edge moves that a skater does, often in time with the music. In singles and pairs, a step sequence also gets a level (1 to 4) depending on how complex it is – using both directions, many one-foot turns, loops, etc. A Level 4 step sequence has a hefty base value (it could be worth around 3-4 points base for singles, higher in ice dance). Judges give GOE based on the fluidity, speed, and clarity of the steps. If a skater's footwork is intricate, covers the rink, and matches the music, expect positive GOE. If it's slow or the skater stumbles, GOE drops. In ice dance, step sequences are crucial and can have even more detailed criteria (including pattern dance sections with key points the panel is looking for). But the principle is the same: level determined by content, GOE for how well it's done.
  • Lifts (Pairs and Dance): In pairs skating, lifts are those dramatic overhead maneuvers. Each type of lift has a base value that increases with level. A pair lift Level 4 might be worth around 5-8 base points (depending on the group of lift), whereas a basic Level 1 lift might be only 2-4 points. Features that increase lift levels include one-arm holds, difficult entrances, changes of position, etc. A good lift (smooth takeoff, solid position, creative exit, and set down gently on the ice) will get positive GOE. If the man struggles to lift or there's a shaky dismount, GOE will be lower. In ice dance, lifts are shorter and done to music rhythm, but also have levels and GOE. Dance lift GOE is influenced by how seamless and musical the lift is, and if it fits the character of the dance.
  • Death Spirals (Pairs): A pairs-specific element where the man swings the woman low to the ice in a circle. Death spirals also have levels (determined by arm position, number of rotations, etc.) and corresponding base values (on the order of a couple of points). Quality is judged by how low the lady is to the ice, the speed, and stability – a beautifully executed death spiral can earn bonus GOE, while a slow or aborted one will lose points.
  • Twizzles (Ice Dance): Twizzles are those synchronized spinning moves on one foot that ice dancers do in unison. They are leveled elements – a twizzle sequence can be Level 1-4 depending on how many rotations and how difficult the entries/exits are. Base value goes up with each level. Judges look for unison, speed, and precision – if both partners hit those turns perfectly together, it's magic (and high GOE). A slip in a twizzle will incur negative GOE and often drop the level if rotations were missed.
  • Choreographic Elements: These are unleveled, as mentioned, but include things like a choreographic sequence (in singles/pairs, usually a step or spiral sequence near the end) or choreographic lift in ice dance (a creative lift that doesn't have level criteria). They have fixed base values (often around 1-3 points) and are meant to showcase creativity. Judges still give GOE, mostly based on entertainment value or originality for these. It's a chance to score a bit of bonus if done with flair.
  • Synchronized Skating Elements: For completeness, in synchronized skating, elements include things like Blocks (lines of skaters in formation), Wheels (spinning pinwheel formations), Intersections (lines crossing through each other), Group Lifts, etc. Each of these has levels too – for example, an Intersection might be Level 4 if it includes extra features like turns before the pass-through and a difficult configuration (like a triangle intersecting a line with spread eagles, etc.). A simpler intersection would be Level 1. The base values are set accordingly. Judges give GOE based on how well the team executes it – e.g., perfect alignment and timing (positive GOE) or collisions/mistimings (negative GOE). One unique thing in synchro: if many skaters fall during an element like an intersection, the error can be compounded. Falls in synchronized skating have their own deduction scale – for junior/senior teams, a fall by one skater is -1.0, but if multiple skaters fall together it could be -2.0 or more (there's a formula depending on how many fall). So, the team nature adds an extra layer to scoring, but it still follows the same IJS logic of base values + GOE - deductions.

In all these cases, the pattern is familiar: the technical panel calls the element and its level (setting the base value), and the judges give GOE to reward or ding the quality. All those element scores sum up to the TES, which is then added to PCS. Speaking of which, now that we've covered the mechanics of TES and PCS, let's compare this system to the old-school 6.0 scoring that some readers might remember or have heard about.

IJS vs the Old 6.0 Scoring System

It's hard to explain IJS without at least a nod to how it used to be. Prior to 2004, figure skating was judged with the famous 6.0 system – you've probably heard of a "perfect 6.0". Under that system, each judge gave two marks for each performance: one for technical merit (or required elements in the short program) and one for presentation, each on a scale from 0 to 6.0. The placements were determined by ordinals (each judge essentially ranked the skaters by those marks), and the highest combined ordinals won. It was a bit like a "best of majority" ranking system rather than a cumulative point total. The 6.0 system was simple and intuitive – everyone knew 6.0 meant perfection – but it also had drawbacks. Small mistakes weren't quantified precisely, and it was hard to know exactly why one skater's 5.8 beat another's 5.7 unless you were an expert. It also left room for bias, as seen in the 2002 Olympic pairs judging scandal, where block judging (favoring one country's skaters) led to a huge controversy.

The IJS was introduced to address these issues, aiming to be more objective and detailed. Instead of two marks, we now have a whole bunch of marks (every element gets a score, plus five – now three – component scores). The judges no longer decide placements directly; they just add up points. This makes the judging less about comparison and more about each skater's individual merit – you get the points you earn, period. Also, by assigning fixed base values, the ISU tried to remove some subjectivity: a triple Lutz has X value no matter who does it, which in theory is fair across the board.

Key differences in a nutshell:

  • Detailed scoring vs overall impression: IJS gives you a breakdown of every element and component. In 6.0, you saw just two numbers per program. IJS is like an itemized receipt, while 6.0 was like a single overall rating.
  • Open scores vs ordinals: IJS totals the actual points. 6.0 used rankings per judge, which then had to be combined in a somewhat arcane way. It was possible under 6.0 for someone with lower marks to win if the majority of judges had them ranked first – it was not purely additive.
  • No upper limit: Under 6.0, 6.0 was the max (essentially "perfect"). Under IJS, there's theoretically no upper limit to points – as skaters do more difficult stuff, world records keep getting higher. This makes it exciting in terms of pushing the sport, but casual fans sometimes miss the simplicity of 6.0s.
  • Reduction of bias: IJS introduced things like anonymity of judges (for a time, scores were anonymous to the public to prevent backlash or collusion) and the trimmed mean (dropping high and low GOEs/PCS) to reduce outlier influence. While bias hasn't been eliminated, it's more subtle now. A study even noted judging bias still existed to some degree, but the hope was IJS minimized blatantly nationalistic scoring.
  • Confusion for fans: One criticism of IJS is that it alienated casual fans, because the old 6.0 was so straightforward – everyone understood a 5.9 vs 5.8. Now if you hear a score of, say, 150.37, is that good? It can be hard to tell without context (e.g., what the top scores usually are). That's why broadcasts often translate scores into placement or percent of a typical top score to help viewers. Over time, though, fans have learned that, for example, ~300+ is an elite total score for men, ~220+ for women, etc., and the protocols are there for those who want to geek out on details.

In summary, the IJS brought figure skating scoring into a more quantifiable, sport-like realm, akin to gymnastics' Code of Points. It rewards difficulty and clean execution in a more structured way. However, it did sacrifice the elegant simplicity of the old system. Love it or hate it, the IJS is here to stay and continues to evolve – and as we saw, it even had a recent update reducing PCS categories to streamline things. The goal is to strike a balance between technical merit and presentation, and to encourage skaters to push technical boundaries while still putting on a great performance.

Final Thoughts: Putting It All Together

When you watch a figure skating competition now, you can appreciate that every jump, spin, and step is being quantified in the score. The technical element score is adding up like a running tally of achievements, boosted or dinged by execution quality, while the program components capture the impression the skater leaves on the ice. All those numbers might seem dry, but they represent the story of the performance – the risks taken, the mistakes overcome, the beauty conveyed.

Figure: Example competition scoring breakdown. Each executed element (left side) has a base value and GOE, contributing to the Total Element Score (TES). Five Program Component scores (in this older example) average to the PCS. Added together minus any deductions gives the Total Segment Score (overall score for the program). In this score sheet, the skater's TES was 51.46, PCS 59.81, with a -1 deduction for a fall, totaling 110.27 points for the program.

For adult skaters and newcomers, the IJS might feel like a lot of math, but you don't need to calculate it yourself to enjoy skating. Use this guide to know what judges are looking for. You'll start noticing things like "Ah, that jump will get an edge call" or "Those spins didn't hit enough positions for a high level." And when a big score flashes on screen, you'll have a sense of how it got there.

In the end, figure skating scoring combines the quantitative (did the technical stuff, earned points) and the qualitative (how well it was done, how it moved us). It's what makes skating a sport and an art. So the next time someone asks you about a skating score, you can explain it like an expert – or just sit back and enjoy the performances, knowing the numbers behind the magic. Happy watching (and skating)!

Sources:

  • International Skating Union (ISU) Communications and Rulebook
  • U.S. Figure Skating Scoring Guide
  • So You Want To Watch Figure Skating – Guide to IJS
  • Wikipedia – ISU Judging System
  • SynchroCenter – IJS Scoring in Synchronized Skating
  • Rocker Skating – GOE and scoring analysis

 

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