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World Congress of Tricking
Hello to the respectable members of the World Tricking Federation

The World Congress of Tricking has been postponed due to the prevalence of Coronavirus and restrictions.
The date of the
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The Iranian Tricking Association
The Iranian Tricking Association with the brand name of "WTG" has recently become an official member of the World Tricking Federation.
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Judgment rules in Tricking competitions

Judgment rules in Tricking competitions

There are 5 judges who judge in Tricking competitions.

We cannot define points for movements (tricks), because Tricking is freestyle and new tricks are added to it continusly.

In Tricking, judging is at once, and judges decide to vote in the moment. It clearly depends on the tricker, how he makes combos, how strong he performs, how stylish he performs, or how he uses creativity in his combos.

Judges vote and choose the winner, using their hands. There are 3 ways to show the hands:

Tied: both fists towards each other

Voting towards left (the tricker who is standing on the left side)

Voting towards right (the tricker who is standing on the right side)

Each judge gives his own vote.

 

Judging in Freestyle battling:

Judge#1: Kicks (votes for the one who has showed off better kicks)

Judge#2: Acrobats (votes for the one who has showed off better acrobats)

Judge#3: Combos (votes for the one who has made more creative combos and has done his combos well)

Judge#4: Style (votes for the one who has better style or showed the trick in it’s accurate style)

Judge#5: Crashes and landings (votes for the one with no crashes and better l andings)

 

Judging in Weapons Battling:

Judge#1: Kicks (votes for the one who has showed off better kicks)

Judge#2: Acrobats (votes for the one who has showed off better acrobats)

Judge#3: Combination of tricks with the weapon (votes for the one who has combined acrobats and kicks accurately with the weapon)

Judge#4: Throwing weapons (votes for the one who throws and takes the weapon greater)

Judge#5: Crashes and landings (includes losing the control of weapon like when weapon falls down out of the tricker’s hands, and accurate landing)

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