Senior Elite / Coaching programme
Senior Elite Programme
A clear all-around training guide for Senior Elite gymnasts, showing the skills you need for Level 8, the requirements and upgrades for Level 7, and further options across floor, vault, bars and beam.
Coach note Training direction How to choose skills, meet the requirements and use the progression goals.
Requirements first
Choose Level 8 or Level 7 and read the requirements for each apparatus before selecting skills. The level labels show where a choice fits; they do not make every listed skill compulsory. Keep the foundations secure while developing the next upgrades.
Choose a routine, not every example
Select the skills and connected series that suit the gymnast and meet the requirements. Floor separates acro, dance, mixed series and spin. Read the notes with each category: a useful training sequence is not automatically a qualifying competition line.
Use the goals for each skill
Open View goals to see what the skill should look like, its near goal and its far goal. Use these to focus the work on the gymnast's next improvement, from shape and connection to a consistent, routine-ready performance.
Count credited elements
Best 8, best 7 and best 5 refer to credited coded skills, not the number of rows or instructions. Grade labels describe the performed elements; recognition and repetition rules still affect routine credit. Open the bar-routine counting notes before finalising a sequence.
Keep restrictions with the choice
Regional-only elements and future upgrades stay marked. The D-rated straight-back floor series are outside both level limits. The Level 7 half-turn high-bar dismount remains a C upgrade whose acceptance against the stated B-dismount requirement needs confirmation.
Showing both levels and future upgrades. A level label shows where a choice fits; it does not make every listed skill compulsory.
Floor
Floor is built around acro, dance, mixed series and spin. Choose connected examples that meet your level requirements, then develop stronger options for your arsenal.
Skill choices
Acro Series Confident acro work that is connected, powerful and routine-ready.
At Level 7, your required line must be backwards and flighted. The dive-roll + handstand-forward-roll sequence remains useful forward training. The D-rated straight-back examples below are future upgrades, outside both level limits.
Round-off + flick L8 acro-line option; also meets the L7 backwards flighted line pattern.
Round-off + flick + flick Three performed elements: B + B + B. Check repeated-element credit separately.
Round-off + flick + tuck back L7 salto option. Saltos are not allowed at Level 8.
Dive forward roll + handstand forward roll Forward training sequence; includes non-flighted acro, so do not rely on it alone for the acro-line requirement.
Front handspring + dive forward roll Forward flighted option; L7 still needs a backwards flighted line.
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Front handspring step-out + front handspring Alternative forward line; L7 still needs a backwards flighted line.
Round-off + flick + straight back B + B + D. D skills are outside the L8 and L7 floor limits.
Round-off + flick + straight back half twist B + B + D. Half-twisting straight back is also D.
Dance Series Rhythm, elevation, clean shapes and confident connection.
Split change means change-leg leap (C). At Level 8, keep the whole routine within the maximum of four C skills.
Scissor kick + split leap A + B dance-series option with a split element.
Cat leap + split leap A + B dance-series option with a split element.
Cat leap full + split leap C + B option; available at both levels within the C-skill limit.
Cat leap full + split change C + C option; uses two C elements if both are credited.
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Split leap + split change B + C dance-series alternative.
Split change + split leap C + B dance-series alternative.
Split change + scissor kick C + A dance-series alternative; split change provides the split.
Mixed Series A dance element and an acro element connected together.
Full-turn jump means a straight jump with a full turn. A jump does not replace the separate spin requirement. Regional-only elements are marked.
Cat leap + one-handed cartwheel A + B mixed-series option.
Cat leap + forward walkover A + B mixed-series option.
Backward walkover + tuck jump half B + B mixed-series option.
Cat leap full + forward walkover C + B mixed-series option.
Cat leap full + round-off C + B mixed-series option.
Flick to one + tuck jump half B + B; flick step-out into a half-turn tuck jump.
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Backward walkover + full-turn jump B + B; full-turn straight jump, not a spin.
Cartwheel + flick step-out + full-turn jump A + B + B performed; select credited elements when planning the best 8.
Handstand half pirouette + full-turn jump B + B; the jump is a straight jump with a full turn.
Handstand half pirouette + tuck jump half B + B; half-turn handstand variation.
Handstand full pirouette + tuck jump half C + B; full-turn handstand variation.
Spin Upright, controlled and finished cleanly.
Choose a B spin for Level 8 and a C spin for Level 7. The C options may also be developed at Level 8 within its difficulty limits.
Full spin Level 8 B-spin choice. Level 7 needs a C spin.
Wolf spin half Level 8 B-spin alternative.
One and a half spin Level 7 C-spin choice; permitted as an L8 upgrade within its C limit.
Wolf spin full Level 7 C-spin alternative; permitted as an L8 upgrade within its C limit.
Vault
Vault should be built progressively, from entry and block work towards a confident handspring over the full vault.
Skill choices
Entry & Handspring Confident run, controlled arm swing entry, straight arms and strong block shape.
Arm swing entry Approach and take-off rhythm • training foundation.
Handspring over the white block Training progression before the competition table.
Handspring over the full vault Competition handspring choice • listed value 2.00.
Bars
Build a clean routine with confident support, a cast to horizontal, back hip circle and a clear dismount. Level 7 adds the move from low bar to high bar.
Skill choices
Routine Skills The main aim is to make the bar work cleaner, stronger and more consistent.
A coded transition still has a skill value: squat on is A and pike on is B. Jumping to catch high bar is a connecting action with no separate grade listed.
Pull up + circle up Chin-up circle-over • one A mount, not two skills.
Cast to horizontal B cast requirement at both levels.
Back hip circle A circling element for the composition requirement.
Squat on A coded transition; it has its own skill value.
Pike on B coded transition; used in the Level 7 sequence.
Pike undershoot — low bar B dismount for the Level 8 routine.
Pike on or squat on + catch high bar Pike on B or squat on A; the catch connection has no separate grade.
Baby giant / ¾ giant An A additional skill in the supplied reference.
Short upstart — low bar C mount alternative for Level 7; not compulsory at that level.
Pike / straddle undershoot — high bar B dismount choice matching the stated Level 7 requirement.
Pike / straddle undershoot half turn — high bar C dismount upgrade in the requested Level 7 sequence.
Beam
Beam should develop confidence, posture, dance connection, acro control and safe dismount choices.
Skill choices
Dance & Acro Confident, calm and precise. Skills should not be rushed into routines before they are stable.
At Level 7, the split must be inside the connected dance series. Handstand forward roll is one C element on beam; a tuck back dismount is B and a straight back dismount is C.
Cat leap + straight jump L8 dance-series choice; add a separate split jump or leap.
Straight jump + split jump A + B split-containing dance series for both levels.
Half spin A spin choice for Level 8. Level 7 needs a B spin.
Handstand A non-flighted acro choice for Level 8; foundation for Level 7.
Cartwheel A non-flighted acro alternative for Level 8; foundation for Level 7.
Straddle jump dismount B dismount choice • regional only.
Full spin B spin choice for Level 7; also within the Level 8 grade range.
Backward walkover B acro choice for Level 7; also permitted at Level 8.
Handstand forward roll C acro upgrade for Level 7; not permitted at Level 8.
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Cat leap + straight jump half turn L8: add a split element. L7: choose a connected dance series containing a split.
Tuck back somersault dismount B dismount in the supplied reference; choose the exact shape.
Straight back somersault dismount C dismount upgrade for Level 7; not permitted at Level 8.
Programme pages
Move between the programmes, the main dashboard and the IGA Code of Points reference.
Main Dashboard
Return to the main training hub.
Open dashboardRecreational
Beginner, Intermediate and Advanced.
Open programmeJunior Squad
Open the junior squad training guide.
Open programmeFloor & Vault
Open the floor and vault squad programme.
Open programmeSenior Elite
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Current pageCode of Points
Open skill values, vault scores and reference info.
Open CodeIGA Regional reference. A = 0.10, B = 0.20, C = 0.30 and D = 0.40 difficulty. Grade labels describe the performed elements; routine credit depends on recognition, repetition rules and the number of skills counted. Use the Code of Points for the full reference.