VERTEX SERIES DISCIPLINE
SKILL
Complete the challenge. Use your attempts wisely.
UNDERSTAND THE DISCIPLINE
COMPLETE THE CHALLENGE. USE YOUR ATTEMPTS WISELY.
Technical movement challenges with limited attempts.
OVERVIEW
WHAT SKILL REWARDS
Skill is designed to identify versatile athletes rather than specialists in only one movement type. Challenge sets can include jumping, precision, swinging, vaults, climbing, rotations, acrobatics and mixed combinations.
- Versatility across movement categories
- Technical accuracy and control
- Adaptability to unfamiliar challenges
- Efficient completion with fewer attempts
- Consistency across progressively harder rounds
Each challenge must be clearly defined before the round so athletes know exactly what counts as a successful completion.
COMPETITION STRUCTURE
COMPETITION FORMAT
Skill uses two qualifying rounds and a Final. Difficulty increases progressively through the event without increasing risk simply for spectacle.
QUALIFYING ROUND 1
All athletes attempt 6–8 challenges at the first competition difficulty for their division.
QUALIFYING ROUND 2
All athletes attempt another 6–8 challenges at increased technical difficulty, complexity, accuracy or control.
COMBINED QUALIFICATION
Q1 and Q2 scores are added together. The top six athletes advance to the Final.
FINAL
The Final contains 4–6 challenges at the highest competition difficulty used for that division. Qualification scores do not carry into the Final.
HOW PERFORMANCE IS MEASURED
CHALLENGE SCORING
Every challenge allows a maximum of three attempts. Points depend on the attempt on which the challenge is successfully completed.
GREEN FLAG
Successful completion. Once completed, no further attempts are required or permitted for that challenge.
RED FLAG
Unsuccessful attempt. The athlete may continue if they still have attempts remaining.
VOID ATTEMPT
If equipment failure materially affects an attempt, officials may declare it void. It does not count toward the three-attempt limit.
SEASON POINTS
SEASON RANKING POINTS
The scores from both qualifying rounds are combined and converted to season-ranking points. Finalists then receive a placement bonus.
- Both qualifying rounds count toward qualification and season ranking.
- The Final challenge score determines event placing but does not create a second full ranking conversion.
- Placement bonus points are added after the Final.
FINAL PLACEMENT BONUS
With two 8-challenge qualifying rounds, the maximum qualification score is 48 points = 960 ranking points. Winning the Final brings the standard event maximum to 1,060.
IMPORTANT COMPETITION RULES
KEY RULES & TIE-BREAKS
CLEAR CRITERIA
Every challenge must define the task and success criteria before competition begins. Additional requirements cannot be introduced after the round starts.
QUALIFYING TIE
Round 2 score is compared first, then Round 1. If still tied, up to three one-attempt tie-break challenges may be used.
FINAL TIE
Progressive one-attempt tie-break challenges may be used, up to three. If athletes remain tied, a shared placing is awarded.
EQUIPMENT FAILURE
An affected station is paused while other stations may continue. Once restored, a materially affected attempt may be declared void and re-attempted.
This page is a public summary designed to explain the discipline clearly. The current Vertex Series Competition Manual and event-specific instructions remain the controlling rules.
QUICK ANSWERS
SKILL FAQ
How many attempts do I get?
A maximum of three attempts per challenge. Once a challenge is completed successfully, that challenge is finished for the athlete.
Do both qualifying rounds count?
Yes. Q1 and Q2 are added together for qualification and season-ranking calculations.
Are all Skill events exactly the same?
No. Events may use different challenge sets, but the set should remain balanced across parkour movement categories and appropriate to the division.
Do qualification scores carry into the Final?
No. Final positions are determined by the Final challenge score only.
What happens if a station moves or fails?
The station is paused and restored. If the problem materially affected an athlete’s attempt, officials may declare that attempt void so it does not use one of the athlete’s three attempts.
EXPLORE VERTEX SERIES
UNDERSTAND ALL FOUR DISCIPLINES.
Each discipline rewards a different part of parkour performance. Explore the other formats or view the official competition resources.