

$15 Entry
1st Place in EACH division gets a Champion Hoodie.
1st and 2nd Place get Personal Highlight Reels.
Everyone gets access to their own battle videos.
When:
Registration will close July 31st 2020.
Battles will take place in August. (Schedule TBA)
Entry Rules:
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Trickers must perform on grass or flat ground (NO SPRINGS)
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Battles will be held on Zoom, similar to CA Tricking's "Game of Trick".
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MUST have 2 DEVICES
that EACH have THEIR OWN
Video Recording Capabilities
+
Data/WiFi access.
+
A CAMERA PERSON
1 Device will be on Zoom where the battle takes place.
Another Device will take video to be saved locally, to be sent in to TDX through a message thread (Messaging, Instagram, Facebook) and later Google Drive.
WHY!?
We understand that this is a lot to ask. The reasoning behind it is that Zoom is not a reliable source to view and base battle decisions off of.
PLUS
1. If data or WiFi drop out (which they will), the combo you just slayed still exists for the judges and the world to see!!
2. We will have HD footage of your tricks to put into the post battle videos!
More Rules:
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Trickers must send clips of each combo to a IG DM that will be created by TDX (This is to ensure that clips are in order for judges to view at the end of the 3 rounds).
Judging:
3 judges are looking for how well athletes can take a set of tricks, link them together efficiently and do them the best.
Criteria (What's being judged):
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Do all the generated tricks, with the minimal amount of added steps in between.
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Do the tricks with power, precision and flow.
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Any variation must aid to connect the next trick. (Cannot add additional 270 degrees OR extra
How do these battles work?
COMBO GENERATOR
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Each Tricker chooses X amount tricks each, to go into their personal skill bank. (T1 = 3 tricks, T2 = 4 tricks, T3 = 5 tricks.)
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TDX (Dealer) has a set skill bank, to act as wild cards in the game.
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The generator selects (3 for T1, 4 for T2, 5 for T3) tricks (Source of the tricks varies each round, see below)
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Both trickers have the freedom to arrange those tricks however they please, tricker to use the least additional steps is preferred.
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3 Live judges decide who performed it better based on execution, flow and creativity.
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Tie Breaker - Both trickers must perform the combo in the order that the generator originally outputted.
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If you stop abruptly in the middle of your combo for more than 1 second, the round is forfeit.
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1 RE-DO per Battle, for each tricker.
3 Trick banks to go into the generator in the beginning of the battle:
Tricker A Combo Bank - (3 for T1, 4 for T2, 5 for T3) 3-5 of their favorite tricks
Tricker B Combo Bank - (3 for T1, 4 for T2, 5 for T3) 3-5 of their favorite tricks
Dealer Combo Bank - Aerial, Scoot, Spin Hook, Tornado, Back/Front Sweep
No repeats allowed
Coin Toss:
Winner chooses who's bank will be used first + who will perform first.
First round -
Combo using:
3 of Tricker A's Bank + 2 Dealer tricks
Second Round -
Combo using:
3 of Tricker B's Bank + 2 Dealer tricks
Third round -
Combo using:
2 Tricker A’s Bank + 2 Tricker B’s Bank + 1 Dealer trick
R= Round
A = Tricker A
B = Tricker B
D = Dealer / Computer
T1 - 3 hit combos (R1=2A +1D | R2=2B +1D | R3 =1A+1B+1D)
T2 - 4 hit combos (R1=2A +2D | R2=2B +2D | R3 =1A+1B+2D)
T3 - 5 hit combos (R1=3A +2D | R2=3B +2D | R3 =2A+2B+1D)
Tricking 1
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Trickers input 3 moves
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All moves found in T1
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Dealer = Round Kick, Hook kick, Forward Roll, Backward Roll, Butterfly
Tricking 2
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Trickers input 4 moves
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Dealer = Pump Round, Spin Hook, Dive Roll, Inside Out, Scoot
Tricking 3
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Trickers input 5 moves
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Dealer = Back Flip, Front FLip, Raiz, Tornado, Btwist