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.
How the programme worksHide programme guide
Choose your level
Each level has its own requirements for floor, vault, bars and beam. Select Level 8 or Level 7, read the requirements for each apparatus, then choose suitable skills for the gymnast.
Build the floor routine
For Level 8 floor, plan the best 8 credited skills while meeting all four requirements: an acro series, a dance series with a split, a mixed series and a B spin. Choose from the categories below, within A–C, with no more than four C skills and no saltos.
Check every apparatus
The counts and requirements vary: Level 8 beam counts the best 7 skills, bars the best 5, and vault uses a listed vault value. Level 7 requirements are shown separately. Open View goals for the performance and progression notes. You do not need every example; choose skills that suit the gymnast and meet the requirements together.
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.
Level 8 Requirements
Best 8 skills • A–C • Maximum 4 C skills
- Acro line including 2 acro elements.
- Dance series with a split element.
- Mixed series: acro connected with a dance element.
- B spin.
No saltos. Full floor routine with choreography; maximum 1 minute 30 seconds. No artistry deductions at Level 8.
Level 7 Requirements
Best 8 skills • A–C
- Backwards flighted acro line of at least 2 elements.
- Dance series with a split element.
- Mixed series: acro connected with a dance element.
- C spin.
Floor music and artistry required: rhythm, expression, tempo, all four corners and performance. Maximum 1 minute 30 seconds.
Choose a suitable series for each requirement; you do not need every example below. Best 8 means credited coded skills, not eight rows or eight series. Regional-only elements are marked. Missing composition requirements deduct 1.0 each.
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 + flickL8 acro-line option; also meets the L7 backwards flighted line pattern.
- Round-off + flick + flickThree performed elements: B + B + B. Check repeated-element credit separately.
- Round-off + flick + tuck backL7 salto option. Saltos are not allowed at Level 8.
- Dive forward roll + handstand forward rollForward training sequence; includes non-flighted acro, so do not rely on it alone for the acro-line requirement.
- Front handspring + dive forward rollForward flighted option; L7 still needs a backwards flighted line.
- Front handspring step-out + front handspringAlternative forward line; L7 still needs a backwards flighted line.
- Round-off + flick + straight backB + B + D. D skills are outside the L8 and L7 floor limits.
- Round-off + flick + straight back half twistB + B + D. Half-twisting straight back is also D.
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Round-off + flick
- Looking for
- Round-off connects directly into flick with a strong rebound, tight body shape and controlled landing.
- Near goal
- Improve the round-off snap and make the flick faster.
- Far goal
- Round-off flick is routine-ready and consistent under pressure.
Round-off + flick + flick
- Looking for
- Round-off connects into two flicks with continuous rhythm, a consistent line and a controlled finish.
- Near goal
- Keep the second flick as clear and controlled as the first.
- Far goal
- Perform the complete three-element series consistently; check repeated-element credit when selecting the routine.
Round-off + flick + tuck back
- Looking for
- Round-off and flick connect into a clearly tucked back somersault with a controlled landing.
- Near goal
- Develop consistent connection rhythm and landing control in the coached progression.
- Far goal
- Use the connected B + B + C line confidently in the selected Level 7 routine.
Dive forward roll + handstand forward roll
- Looking for
- Dive forward roll connects into handstand forward roll with clear height, straight arms, control and a neat finish.
- Near goal
- Make both skills strong on their own, then connect them without rushing.
- Far goal
- The forward training sequence is clean and connected; plan the qualifying acro line separately.
Front handspring + dive forward roll
- Looking for
- Front handspring connects into a dive forward roll with control, straight arms and clear direction.
- Near goal
- Improve the front handspring shape and make the dive roll confident on its own.
- Far goal
- This becomes a clean connected acro series for gymnasts who suit forward acro.
Front handspring step-out + front handspring
- Looking for
- Front handspring step-out connects directly into a second front handspring with rhythm, straight arms and control.
- Near goal
- Improve the step-out and keep the second handspring connected.
- Far goal
- The series is powerful, connected and suitable for gymnasts ready for a harder forward acro option.
Round-off + flick + straight back
- Looking for
- Show a connected round-off and flick leading into a clear straight-back shape and controlled landing.
- Near goal
- Develop body-shape consistency and confidence within the coached progression.
- Far goal
- Prepare the B + B + D series for a future level that permits D skills.
Round-off + flick + straight back half twist
- Looking for
- Show a connected line with a clear straight-body half-twisting somersault and a controlled landing.
- Near goal
- Make the straight shape, half turn and landing direction consistent in coached practice.
- Far goal
- Prepare the B + B + D series for a future level that permits D skills.
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 leapA + B dance-series option with a split element.
- Cat leap + split leapA + B dance-series option with a split element.
- Cat leap full + split leapC + B option; available at both levels within the C-skill limit.
- Cat leap full + split changeC + C option; uses two C elements if both are credited.
- Split leap + split changeB + C dance-series alternative.
- Split change + split leapC + B dance-series alternative.
- Split change + scissor kickC + A dance-series alternative; split change provides the split.
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Scissor kick + split leap
- Looking for
- Scissor kick connects into split leap with height, rhythm and a visible split shape.
- Near goal
- Improve split shape and connection rhythm.
- Far goal
- This is clean enough to be a reliable dance series.
Cat leap + split leap
- Looking for
- Cat leap connects into split leap with posture, lift and no dead pause.
- Near goal
- Improve cat leap lift and split leap shape.
- Far goal
- This is clean enough to be a routine-ready dance series.
Cat leap full + split leap
- Looking for
- Cat leap full turn connects into split leap with control, clean rotation and a clear split shape.
- Near goal
- Control the full turn landing before connecting.
- Far goal
- This becomes a stronger C to B dance series progression.
Cat leap full + split change
- Looking for
- Cat leap full turn connects into split change with control, clean rotation and strong split change shape.
- Near goal
- Improve full turn control and the split change shape.
- Far goal
- This becomes the strongest C to C dance series progression.
Split leap + split change
- Looking for
- Split leap connects into split change with good rhythm and clear split shapes.
- Near goal
- Improve landing control between skills.
- Far goal
- This becomes a good B to C dance option.
Split change + split leap
- Looking for
- Split change connects into split leap with control and clear shapes.
- Near goal
- Improve split change landing and second leap shape.
- Far goal
- This becomes a good C to B dance option.
Split change + scissor kick
- Looking for
- Split change connects into scissor kick with rhythm, control and no rushed landing.
- Near goal
- Improve split change control before connecting it.
- Far goal
- This becomes a suitable C to A dance option if performed cleanly.
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 cartwheelA + B mixed-series option.
- Cat leap + forward walkoverA + B mixed-series option.
- Backward walkover + tuck jump halfB + B mixed-series option.
- Cat leap full + forward walkoverC + B mixed-series option.
- Cat leap full + round-offC + B mixed-series option.
- Flick to one + tuck jump halfB + B; flick step-out into a half-turn tuck jump.
- Backward walkover + full-turn jumpB + B; full-turn straight jump, not a spin.
- Cartwheel + flick step-out + full-turn jumpA + B + B performed; select credited elements when planning the best 8.
- Handstand half pirouette + full-turn jumpB + B; the jump is a straight jump with a full turn.
- Handstand half pirouette + tuck jump halfB + B; half-turn handstand variation.
- Handstand full pirouette + tuck jump halfC + B; full-turn handstand variation.
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Cat leap + one-handed cartwheel
- Looking for
- Cat leap connects smoothly into one-handed cartwheel without stopping or rushing.
- Near goal
- Improve rhythm and clean the cartwheel shape.
- Far goal
- This is routine-ready as a mixed series.
Cat leap + forward walkover
- Looking for
- Cat leap connects into forward walkover with straight legs and clean step-through finish.
- Near goal
- Improve walkover control and keep the connection moving.
- Far goal
- This becomes a stronger mixed series progression.
Backward walkover + tuck jump half
- Looking for
- Backward walkover connects into tuck jump half turn with rhythm, control and a clean landing.
- Near goal
- Improve the walkover finish and make the jump sharper.
- Far goal
- This becomes a strong mixed series progression for gymnasts who suit it.
Cat leap full + forward walkover
- Looking for
- Complete the cat leap full turn and connect into the forward walkover with clear direction and straight legs.
- Near goal
- Control the cat leap landing before adding the walkover connection.
- Far goal
- Perform the C + B mixed series smoothly without a dead pause.
Cat leap full + round-off
- Looking for
- Complete the cat leap full turn before continuing into a clear round-off with a controlled rebound.
- Near goal
- Keep the landing direction and round-off entry consistent.
- Far goal
- Use the connected C + B mixed series confidently in the full routine.
Flick to one + tuck jump half
- Looking for
- Show a clear flick step-out followed by a connected tuck jump with a completed half turn.
- Near goal
- Control the flick finish and keep the jump shape clear through the turn.
- Far goal
- Perform the B + B mixed series with consistent rhythm and a balanced landing.
Backward walkover + full-turn jump
- Looking for
- Connect the backward walkover into a full-turn straight jump with control.
- Near goal
- Improve the walkover finish and avoid falling out of the turn.
- Far goal
- This becomes an extra connection option for stronger gymnasts.
Cartwheel + flick step-out + full-turn jump
- Looking for
- Connect the cartwheel into flick step-out, then a full-turn straight jump.
- Near goal
- Improve connection speed and control after the flick step-out.
- Far goal
- Perform the connection cleanly; do not automatically discard the A cartwheel.
Handstand half pirouette + full-turn jump
- Looking for
- Complete the half pirouette in handstand, then connect the controlled step-down into a full-turn straight jump.
- Near goal
- Make the handstand turn and the jump turn clear as separate elements.
- Far goal
- Perform the B + B regional mixed series with continuous rhythm and control.
Handstand half pirouette + tuck jump half
- Looking for
- Show a clear half pirouette in handstand followed by a connected tuck jump half turn.
- Near goal
- Improve the handstand finish and maintain the tuck shape through the jump turn.
- Far goal
- Link both B elements consistently without losing direction or balance.
Handstand full pirouette + tuck jump half
- Looking for
- Complete the full handstand pirouette before connecting into the half-turn tuck jump.
- Near goal
- Control the full handstand rotation and the transition into the jump.
- Far goal
- Perform the C + B mixed series cleanly within the routine difficulty limits.
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 spinLevel 8 B-spin choice. Level 7 needs a C spin.
- Wolf spin halfLevel 8 B-spin alternative.
- One and a half spinLevel 7 C-spin choice; permitted as an L8 upgrade within its C limit.
- Wolf spin fullLevel 7 C-spin alternative; permitted as an L8 upgrade within its C limit.
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Full spin
- Looking for
- Full spin with toe to knee, high on toe, body tall and a controlled step-out finish.
- Near goal
- Stay higher on toe and finish with balance.
- Far goal
- Full spin is routine-ready and consistent as a B-spin choice.
Wolf spin half
- Looking for
- Hold a clear wolf position through the half turn and finish with balance.
- Near goal
- Improve balance and maintain the low position.
- Far goal
- Complete the wolf half consistently as the chosen B spin.
One and a half spin
- Looking for
- One and a half spin with upright body, control and no early drop.
- Near goal
- Improve balance and finish control.
- Far goal
- Finish the full rotation with control as a reliable C-spin choice.
Wolf spin full
- Looking for
- Maintain a clear wolf position for a full turn and finish with control.
- Near goal
- Keep the low position throughout the rotation.
- Far goal
- Complete the wolf full consistently as the chosen C spin.
Vault
Vault should be built progressively, from entry and block work towards a confident handspring over the full vault.
Level 8 Requirements
2 of the same vault • 1m vault table
- Handspring — 2.00.
- Half-on — 2.40.
The white block is a training progression; the competition vault uses the specified table.
Level 7 Requirements
2 of the same vault • Vault table
- Choose a vault permitted for Level 7.
- Handspring — 2.00; half-on — 2.40; Yamashita — 2.40 in the supplied table.
Use the value and restrictions listed for the selected vault.
Vault uses the listed vault value, not an A/B/C skill count. Entry drills and block work are preparation for the competition vault.
Entry & Handspring
Confident run, controlled arm swing entry, straight arms and strong block shape.
- Arm swing entryApproach and take-off rhythm • training foundation.
- Handspring over the white blockTraining progression before the competition table.
- Handspring over the full vaultCompetition handspring choice • listed value 2.00.
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Arm swing entry
- Looking for
- Confident arm swing entry with strong run rhythm, safe hurdle and controlled take-off.
- Near goal
- Improve entry rhythm and confidence.
- Far goal
- Entry is repeatable enough to support handspring vault preparation.
Handspring over the white block
- Looking for
- Handspring over the white block with straight arms, strong body shape and safe landing.
- Near goal
- Improve straight arms and body shape over the block.
- Far goal
- Handspring over the white block is consistent and ready for further vault progressions.
Handspring over the full vault
- Looking for
- Handspring over the full vault with straight arms, strong block and controlled landing.
- Near goal
- Transfer the block shape and handspring action onto the full vault.
- Far goal
- Handspring over the vault is confident, consistent and ready for competition work.
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.
Level 8 Requirements
Best 5 skills • A–B • Low bar only
- Chin-up circle-over.
- Cast to horizontal.
- Circling element.
- B dismount.
Use a pike undershoot from the low bar for the B dismount; dish or straddle undershoot from low bar is A.
Level 7 Requirements
Best 5 skills • A–C • Uneven bars
- Low-bar to high-bar transition.
- Cast to horizontal.
- Circling element.
- B dismount.
Upstart is an optional C mount. The requested high-bar undershoot half turn is a C upgrade; confirm acceptance for the stated B-dismount requirement.
Count coded elements, not every instruction. Pull up + circle up is one A mount. Squat on (A) and pike on (B) are coded transitions; the jump to catch high bar has no separate value listed. Bars skills may be repeated at most twice, only to meet the required skill count.
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Level 8 Bar Routine
Low bar • your sequence, with the B dismount specified
- Pull up + circle up — chin-up circle-over (A), one coded mount.
- Cast to horizontal (B).
- Back hip circle (A).
- Cast to horizontal (B) — repeat.
- Back hip circle (A) — repeat.
- Squat on (A) or pike on (B).
- Pike undershoot off the low bar (B).
How this routine counts
Seven performed coded elements, with five distinct element choices. The routine counts the best 5. The repeated cast and back hip circle remain in the sequence but do not automatically add extra credited difficulty. Keep the mount, cast, circling element and B dismount requirements in the plan.
Level 7 Bar Routine
Low bar to high bar • requested half-twist upgrade
- Pull up + circle up — chin-up circle-over (A) — OR short upstart on low bar (C).
- Cast to horizontal (B).
- Back hip circle (A).
- Pike on (B).
- Jump to catch the high bar — connecting action, no separate value listed.
- Baby giant / ¾ giant (A).
- Squat on (A) or pike on (B).
- Pike or straddle undershoot half turn off the high bar (C).
How this routine counts
Eight sequence steps, seven performed coded elements; best 5 count. With a second pike on there are six distinct choices; with a squat on there are seven. The ¾ giant is an additional skill: the back hip circle supplies the circling requirement. The half-turn dismount is the requested C upgrade; the source states B dismount. A pike or straddle undershoot without the half turn from high bar is B if using that stated requirement.
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 upChin-up circle-over • one A mount, not two skills.
- Cast to horizontalB cast requirement at both levels.
- Back hip circleA circling element for the composition requirement.
- Squat onA coded transition; it has its own skill value.
- Pike onB coded transition; used in the Level 7 sequence.
- Pike undershoot — low barB dismount for the Level 8 routine.
- Pike on or squat on + catch high barPike on B or squat on A; the catch connection has no separate grade.
- Baby giant / ¾ giantAn A additional skill in the supplied reference.
- Short upstart — low barC mount alternative for Level 7; not compulsory at that level.
- Pike / straddle undershoot — high barB dismount choice matching the stated Level 7 requirement.
- Pike / straddle undershoot half turn — high barC dismount upgrade in the requested Level 7 sequence.
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Pull up + circle up
- Looking for
- Chin-up circle-over with good body tension and a strong front support finish.
- Near goal
- Reduce effort and finish in a stronger support.
- Far goal
- Circle up is consistent and routine-ready.
Cast to horizontal
- Looking for
- Reach horizontal with tight body shape, straight arms and strong shoulder push.
- Near goal
- Improve body tension and reach horizontal clearly.
- Far goal
- Cast to horizontal is consistent enough for routine use.
Back hip circle
- Looking for
- Back hip circle stays close to the bar and returns to front support with control.
- Near goal
- Reduce dropping away from the bar.
- Far goal
- Back hip circle is routine-ready.
Squat on
- Looking for
- Squat on with safe foot placement, strong shoulders and controlled balance.
- Near goal
- Build confidence getting feet safely to the bar.
- Far goal
- Squat on is ready to link into undershoot or catch work.
Pike on
- Looking for
- Pike on with controlled foot placement, straight legs and a stable position on the bar.
- Near goal
- Improve the consistency of foot placement and balance.
- Far goal
- Link the coded B transition confidently into the chosen bar sequence.
Pike undershoot — low bar
- Looking for
- Undershoot away from the bar with safe flight shape and controlled landing.
- Near goal
- Build confidence jumping away from the bar.
- Far goal
- Undershoot is safe and routine-ready.
Pike on or squat on + catch high bar
- Looking for
- Use the selected squat-on or pike-on transition and move confidently to catch the high bar.
- Near goal
- Improve foot placement and confidence in the low-to-high transfer.
- Far goal
- Link the coded transition and ungraded catch connection consistently in the Level 7 routine.
Baby giant / ¾ giant
- Looking for
- Complete the ¾ giant with body tension and a controlled return to support.
- Near goal
- Make the swing and return to support consistent in the coached progression.
- Far goal
- Link the A additional skill into the high-bar sequence without replacing the back hip circle requirement.
Short upstart — low bar
- Looking for
- Finish the short upstart in a clear, controlled front support.
- Near goal
- Improve rhythm and the consistency of the support finish.
- Far goal
- Link the C mount directly into the selected Level 7 bar sequence.
Pike / straddle undershoot — high bar
- Looking for
- Show the selected undershoot shape clearly and finish with a controlled landing.
- Near goal
- Improve flight-shape consistency and landing control.
- Far goal
- Perform the B high-bar dismount confidently in the Level 7 routine.
Pike / straddle undershoot half turn — high bar
- Looking for
- Show the selected undershoot shape, a clear half turn and a controlled landing.
- Near goal
- Improve the consistency of shape, turn completion and landing direction.
- Far goal
- Perform the C dismount upgrade confidently once the routine composition has been confirmed.
Beam
Beam should develop confidence, posture, dance connection, acro control and safe dismount choices.
Level 8 Requirements
Best 7 skills • A–B
- Non-flighted acro.
- Jump or leap with split.
- Dance series of 2 dance elements.
- A coded spin.
Maximum 1 minute 30 seconds. Add choreography; no artistry deductions at Level 8.
Level 7 Requirements
Best 8 skills • A–C
- B acro, flighted or non-flighted.
- Dance series of 2 dance elements, including a split.
- B spin.
- B dismount.
Maximum 1 minute 30 seconds. Artistry includes relevé, rhythm and tempo, side dance and changes in height.
Dance series means connected leaps and jumps; a spin or balance is not a dance-series element. At Level 7, the connected dance series must include a split. Include the mount, dismount and enough credited skills when planning the complete routine.
Non-flighted Acro
Handstands, cartwheels, walkovers and roll work.
Level 8 requires non-flighted acro within A–B. Level 7 requires B acro, flighted or non-flighted. Handstand forward roll is one C element on beam and remains a regional-only Level 7 upgrade.
- HandstandA non-flighted acro choice for Level 8; foundation for Level 7.
- CartwheelA non-flighted acro alternative for Level 8; foundation for Level 7.
- Backward walkoverB acro choice for Level 7; also permitted at Level 8.
- Handstand forward rollC acro upgrade for Level 7; not permitted at Level 8.
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Handstand
- Looking for
- Handstand with straight arms, body tension and safe return to the beam.
- Near goal
- Increase confidence and hold shape more clearly.
- Far goal
- Handstand is secure enough for beam routine preparation.
Cartwheel
- Looking for
- Cartwheel with safe hand and foot placement, straight legs and controlled finish.
- Near goal
- Improve placement and confidence.
- Far goal
- Cartwheel becomes a strong beam acro progression.
Backward walkover
- Looking for
- Backward walkover with confidence, straight legs and a controlled finish.
- Near goal
- Build placement confidence and reduce fear.
- Far goal
- Backward walkover becomes a strong beam acro option.
Handstand forward roll
- Looking for
- Show a clear handstand position and a controlled forward roll along the beam.
- Near goal
- Improve alignment and confidence in the coached beam progression.
- Far goal
- Perform the single C regional element consistently as a Level 7 acro upgrade.
Jump or Leap with a Split
Split elements that can be used to meet the beam requirement.
Level 8 requires a jump or leap with a split. At Level 7, the split must be included within the connected dance series rather than simply performed as a separate element.
- Split jumpB split element. At Level 7, connect it within the dance series.
- Split leapB leap with a split. At Level 7, include it within the connected dance series.
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Split jump
- Looking for
- Show a clearly shaped split jump with posture, lift and a controlled landing.
- Near goal
- Improve the split shape and landing control.
- Far goal
- Use the B split jump confidently in the selected routine and dance-series connection.
Split leap
- Looking for
- Split leap shows clear elevation, straight legs, a visible split position and a controlled landing.
- Near goal
- Improve the split angle, lift and landing control.
- Far goal
- Split leap is consistent enough to use as the chosen split element and within a connected dance series.
Dance Series
Connected jumps and leaps with clear rhythm and controlled landings.
Level 8 requires two connected dance elements and can use a separate split element. Level 7 requires the connected dance series itself to include a split.
- Straight jump + tuck jumpA + A dance series. Suitable for Level 8; at Level 7 it does not satisfy the split requirement on its own.
- Straight jump + split jumpA + B split-containing dance series for both levels.
- Straight jump + split jump ¼ turnA + C split-containing dance-series option for Level 7.
- Cat leap + straight jumpA + A Level 8 dance-series choice; add a separate split jump or split leap.
- Cat leap + straight jump half turnA + B connection. At Level 8 add a split element; at Level 7 this does not satisfy the required split-containing series on its own.
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Straight jump + tuck jump
- Looking for
- Straight jump connects immediately into a tight tuck jump with clear shapes, lift and a controlled landing.
- Near goal
- Remove the pause between the jumps and sharpen the tuck shape.
- Far goal
- Perform the A + A connection consistently. At Level 7, use a separate split-containing connection for the composition requirement.
Straight jump + split jump
- Looking for
- Connect the straight jump into a clearly shaped split jump with posture and controlled landings.
- Near goal
- Improve the split shape and keep the connection moving without a dead pause.
- Far goal
- Use the A + B connection as a reliable split-containing dance series.
Straight jump + split jump ¼ turn
- Looking for
- Straight jump connects directly into a split jump with a complete quarter turn, a clear split shape and a controlled landing.
- Near goal
- Improve the split position and make the quarter-turn landing precise.
- Far goal
- Perform the A + C connection consistently as a strong Level 7 split-containing dance series.
Cat leap + straight jump
- Looking for
- Cat leap connects into straight jump with posture, rhythm and controlled landing.
- Near goal
- Improve rhythm and landing control.
- Far goal
- Dance connection is routine-ready.
Cat leap + straight jump half turn
- Looking for
- Connect the cat leap into a straight jump half turn with a balanced landing.
- Near goal
- Improve the half-turn landing and connection rhythm.
- Far goal
- This becomes a stronger beam dance connection option.
Spins
Controlled turns with a clear, balanced finish.
Level 8 requires a coded spin. Level 7 requires a B spin. The full spin and half wolf spin are both B options for Level 7.
- Half spinA spin choice for Level 8. Level 7 needs a B spin.
- Full spinB spin choice for Level 7; also within the Level 8 grade range.
- Wolf spin ½B spin option for Level 7 and an upgrade option within Level 8.
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Half spin
- Looking for
- Half spin with body tall, controlled foot position and balanced finish.
- Near goal
- Complete the turn without rushing.
- Far goal
- Half spin is consistent enough for beam routine work.
Full spin
- Looking for
- Full spin with body tall, strong control and balanced finish.
- Near goal
- Improve balance before upgrading.
- Far goal
- Full spin becomes a reliable B spin choice on beam.
Wolf spin ½
- Looking for
- Maintain a clear low wolf position throughout the half turn and finish in control.
- Near goal
- Improve the depth of the wolf position and maintain balance through the rotation.
- Far goal
- Wolf spin half is consistent enough to use as a B spin choice in the routine.
Dismounts
Choose a suitable finish for the gymnast and their level.
Level 7 requires a B dismount. Straddle jump and front handspring are regional-only B choices. Tuck back is also B, while straight back is a C upgrade.
- Straddle jump dismountB dismount choice • regional only.
- Front handspring dismountB dismount choice • regional only.
- Tuck back somersault dismountB dismount choice.
- Straight back somersault dismountC dismount upgrade for Level 7; not permitted at Level 8.
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Straddle jump dismount
- Looking for
- Straddle jump dismount with clear shape, confidence and controlled landing.
- Near goal
- Improve jump shape and landing.
- Far goal
- Straddle jump dismount is confident and routine-ready.
Front handspring dismount
- Looking for
- Front handspring dismount has a confident entry, straight arms, strong shoulder action and a controlled landing.
- Near goal
- Improve the take-off, block and landing direction with appropriate support.
- Far goal
- Front handspring dismount is confident, consistent and routine-ready.
Tuck back somersault dismount
- Looking for
- Back somersault dismount with confidence, safe take-off and controlled landing.
- Near goal
- Build confidence and landing control.
- Far goal
- Back somersault becomes a strong beam dismount option.
Straight back somersault dismount
- Looking for
- Show a clear straight-body shape and a controlled landing from the beam.
- Near goal
- Develop consistent shape and landing control in the coached progression.
- Far goal
- Prepare the C dismount for an appropriate Level 7 routine choice.
Programme pages
Choose the programme or reference you need.