Ten proposals
New compulsory sequences, drawn by tier
All fifteen current sequences (A–O) are sequential: Performer A moves, then Performer B mirrors it. Nothing in the pool asks both performers to move at the same time, and nothing transitions over a partner while staying inverted. That is where modern acro flying has gone, so the compulsories should test it.
Below are three proposed sequences, P to R, flown in 3D. The default camera is the videographer's position behind and slightly above the pair; switch to side-on to see over/under clearance, or head-on to see orientation. Flyers bank into every sideways slide, as they would in the air.
A tiered draw keeps rounds fair
Today one round can draw A, C and F while another draws N, O and L. Same points available, very different difficulty. The proposal sorts all 18 sequences into three tiers and draws one from each tier for every compulsory round (order within the round still drawn). With four compulsory rounds, each tier needs at least four sequences; all three have more.
Tier 1 Foundation
- A Up and Over
- C Revolutions
- F Déjà Vu
- G Yin Yang
- H Back to Back
Tier 2 Intermediate
- B Rock and Roll
- D Roll Over
- E Duck and Roll
- I Pancakes
- J Reversed Pancakes
- K Hand to Foot
- L Reversed Hand to Foot
- M Hand to Opposed Foot
Tier 3 Advanced
- N Corkscrew
- O Scary Roll
- P Mirror Roll (new)
- Q Interlock (new)
- R Inverted Pass (new)
Compulsory rounds: count grips, drop style
Today style and grips each carry 150 of the 300 compulsory points, each weighted against the best team in the round (7.2.9.3). Grips are counted; style is a feel score. The chart shows one full compulsory round, all nine teams, under today's published scoring and two alternatives.
What still protects quality
- Only clearly presented grips count.
- Omissions and infringements stay as today (7.2.7.4 to 7.2.7.8).
Remove style
Grips only. Fully objective, quick to publish, and easy for teams to understand. Ties on grips go to the most grips in a single round.
Reduce style to 25%
Keeps a small style element. Already enough to stop style overturning a grip lead in this round.
Today's 50/50
Style can and does reorder teams with fewer grips above teams with more. Not recommended.
Shorter compulsories, one exit altitude
This proposal answers two groups. Judges find compulsory rounds slow to judge: each jump runs 90–150 seconds and may be viewed three times (7.2.4.3). Drop zones want a standard exit altitude: acro currently allows 12,000–12,500 ft (6.3.1), Performance exits at 10,500–11,000 ft (5.4.5–5.4.6), and Artistic Events use a fixed 13,000 ft.
Judging time today and with a 5,000 ft compulsory window
| Compulsory window | Working time per jump at 20 m/s | Viewing time per event* |
|---|---|---|
| 7,500 ft (today) | ≈ 114 s | ≈ 4.6 hours |
| 5,000 ft | ≈ 76 s | ≈ 3.0 hours |
*12 teams × 4 compulsory rounds × 3 viewings, viewing time only. With three compulsory rounds (Proposal 05) the 5,000 ft figure falls to about 2.3 hours. For comparison, Artistic Events working time is 43–45 seconds.
The options
A · Fixed working time
- + Identical time for every team; simplest to judge.
- + Could remove the PLD from scoring.
- − Not popular with competitors.
- − Loses the reward for efficient flight: gliding well no longer buys time.
- − Invites steeper, faster flying to make docks easier.
B · 5,000 ft window, compulsories only
- + About a third less judging time per compulsory jump.
- + Higher intensity and fewer repeats: rounds test the hard parts, not stamina.
- + Teams finish higher, with more margin above break-off.
- + Keeps the PLD and the reward for efficient flight.
- − Fewer grips per round, so less separation between teams.
- − Two window lengths to brief: 5,000 ft compulsory, 7,500 ft free.
C1 · Standard exit at 12,000 ft
- + Matches today's acro minimum; no change for most DZs.
- + Shorter climb, so cheaper and faster load cycles.
- − Free rounds (7,500 ft window) end around 4,400 ft, the tightest margin.
- − Does not match Artistic Events, so mixed events still run two exit altitudes.
C2 · Standard exit at 13,000 ft
- + Matches Artistic Events (3.3), so mixed events can share loads.
- + Free rounds end around 5,400 ft, compulsories around 7,900 ft with a 5,000 ft window.
- − Longer climb per load: more fuel and time.
- − In some countries, aircrew oxygen rules start to apply around this height; check national regulations.
End altitudes are approximate, from exit minus the window, with a little height lost before the 10 m/s start point.
B + one exit altitude
A 5,000 ft window for compulsories, 7,500 ft for free rounds, and a single fixed exit altitude for every acro jump. 13,000 ft if the committee wants alignment with Artistic Events; 12,000 ft if cost matters more.
Fixed working time
Solves judging time, but competitors do not want it, and it removes the reward for efficient wingsuit flight.
Confirm with the PLD archive
Real fall rates from recent FCEs will confirm the judging-time saving and end altitudes before the Plenary.
Free round scoring
Today a free round is three separate judgement scores: style, dive plan and camera, each out of 10, all decided in the moment. None of it tells a team what to fly next time to score better.
The Artistic Events have already solved much of this. Freestyle and Freefly teams submit their free routine on video at least 48 hours before the competition (Artistic Events 5.2.2.1). Judges set an Initial Technical score from that video before the event and publish it. During the competition they deduct for execution and score presentation and camera separately (6.2–6.4). Acro can move closer to that model in one of two ways.
Key Move pool
Each team picks five Key Moves from a predefined Move Index, each with a difficulty value set by competitors. A move not on the list earns an originality bonus. Teams are then rewarded for how they interconnect the moves. Difficulty is calculated, not judged.
Artistic Events model
Teams submit a dive plan sheet and a video 48 hours before the competition. Judges score the routine against strict written criteria to set an Initial Technical score, published before round 1. In the air, judges deduct for execution against the plan, plus presentation and camera.
| Option A · Key Move pool | Option B · Artistic Events model | |
|---|---|---|
| Difficulty | Calculated from competitor-rated values | Judged from video against written criteria, before the event |
| What teams know in advance | Exact Declared Difficulty | Initial Technical score, published before round 1 |
| Originality | Bonus for moves not yet on the list | One criterion among several |
| Interconnection | Scored link by link | Inside the technical and presentation criteria |
| Subjective elements | None for difficulty | Initial Technical and Presentation |
| Alignment with FAI artistic events | Same 48-hour submission | Close to identical |
Recommended: Option A, submitted the Artistic Events way. Teams submit a dive plan sheet and video 48 hours before the competition; the plan cannot change; every team's Declared Difficulty is published before round 1.
Key Moves: KM1 to KM5
A Key Move is one of the five moves a team declares on its dive plan sheet. They are numbered in the order they will be flown: KM1 is the first Key Move, KM5 the last. One of the five must be a camera move. Teams can fly anything they like between Key Moves; only the five are scored for difficulty.
| Order | Code | Key Move | Modifiers | Value |
|---|---|---|---|---|
| KM1 | R4 | Barrel roll over partner | — | 2.0 |
| KM2 | O2 | Back-to-back, both inverted | Synchronised | 1.7 |
| KM3 | V2 | Camera 360° carve around the pair | — | 2.0 |
| KM4 | X4 | Transition over partner while inverted | — | 2.5 |
| KM5 | NEW | New move, described on the sheet | Provisional value set before round 1 | 2.5 |
| Declared Difficulty | 10.7 | |||
An example dive plan sheet. Values are placeholders until the competitor rating below.
How a free round is scored
Difficulty is what the team planned. Execution is how much of it they actually delivered, and how cleanly. Execution has two parts: did each Key Move get completed, and what faults were flown.
| Step | What happens | Example | Running total |
|---|---|---|---|
| 1 · Difficulty | Start from the Declared Difficulty on the dive plan sheet. | Five Key Moves as above | 10.7 |
| 2 · Completion | Judges call each Key Move: completed (keeps 100% of its value), completed with a major fault such as a collapsed wing or a broken roll (keeps 50%), or not completed, out of order, or after working time (loses it all). | KM4 completed with a major fault: −1.25 | 9.45 |
| 3 · Originality | A new move that is completed earns +1.0 and joins the Move Index under the team's name. | KM5 completed: +1.0 | 10.45 |
| 4 · Links | For each pair of consecutive Key Moves flown straight into one another, with no reset and no pause over 2 seconds: +0.5, up to +2.0. | Three of four links clean: +1.5 | 11.95 |
| 5 · Execution faults | Each judge starts at 10.0 and deducts the faults below. High and low judge are dropped and the other three averaged. | Faults total 1.1 → Execution 8.9 | × 0.89 |
| 6 · Round score | Credited Difficulty × Execution ÷ 10. | 11.95 × 8.9 ÷ 10 | 10.6 |
This gives teams one simple rule: fly the hardest routine you can fly clean. A hard routine flown badly does not beat an easier one flown well. Credited Difficulty 16.0 at Execution 7.0 is worth 11.2, while 12.0 at 9.5 is worth 11.4.
Execution faults
Judges record fault codes as they watch. The software subtracts a fixed value for each one. The judge's job becomes spotting faults, which non-flyers can be trained to do reliably, instead of weighing them. Distances are in wingsuit spans (WS, about 2 m).
| Code | Fault | How a judge sees it | Deduction |
|---|
- Once per performer per manoeuvre. A fault that lasts the whole manoeuvre is still one deduction. Both performers count separately. Camera faults count once per manoeuvre.
- Highest level only. Within one code family, take the worst level reached (a gap that opens to 2.5 WS is P2, not P1 + P2).
- Heading is measured between the performers. The pair may change direction together at any time without penalty.
- Grip faults only apply if the routine includes grips. Most free routines will not.
- Floor of 0.0. Execution = 10.0 − total deductions, never below zero.
Where the 1.1 in the example came from
| Moment | Fault seen | Code | Deduction |
|---|---|---|---|
| KM1, barrel roll over partner | A finishes about 30° off B's heading | H1 | −0.2 |
| After KM1 | A drifts to 1.5 WS away before rejoining | P1 | −0.2 |
| KM2, back-to-back | B's arms bent for about 3 seconds | B2 | −0.3 |
| KM2, entering inverted | A's knees bent for a moment | B1 | −0.1 |
| KM3, camera carve | B partly out of frame for about a second | V1 | −0.1 |
| Between KM4 and KM5 | Pair holds position for 4 seconds with nothing happening (so no link here) | R1 | −0.2 |
| Total deductions | −1.1 | ||
Try it: build a dive plan
How the Move Index is built
- The committee compiles every known move with a written description and a reference video clip.
- The list goes to all registered competitors, who each rate every move's difficulty on a 0.5 to 4.0 scale, anonymously.
- Each move's value is the average rating, with the top and bottom 10% dropped so no team can push its own signature moves up or a rival's down.
- The full list, with descriptions and values, is published before the season. New moves are rated after their first completion and score their normal value from then on, with no originality bonus. The whole list is re-rated each rules cycle.
Move Index (proposed Addendum E)
Values below are placeholders to show the structure. Real values come from the competitor rating.
| Code | Move | Family | Completion standard | Value |
|---|
Three compulsory rounds, four free
Today an acro competition is seven rounds: four compulsory and three free, flown F-C-C-F-C-C-F (6.2). The proposal keeps seven rounds but swaps the balance: three compulsory, four free, alternating F-C-F-C-F-C-F.
For
- Free rounds are where the sport moves forward: new moves, originality, links, camera creativity. More free rounds give that more weight.
- Compulsories scored on grips alone separate teams clearly, so three rounds are enough to decide them.
- Less judging time: with the 5,000 ft compulsory window (Proposal 03), compulsory viewing falls from about 4.6 hours to about 2.3.
- Closer to Artistic Events, which fly five free rounds and two compulsory (Artistic Events 5.3).
- Alternating rounds keep both disciplines live through the whole event.
Against
- The Compulsory medal rests on three rounds, so one bad jump weighs more.
- Compulsory specialists lose some weight in the Overall.
- The tiered draw needs three sequences per tier instead of four. Every tier already has at least five.
Alternates for acro teams
Performance already allows a national team alternate (8.4.3). Acro has nothing: one twisted ankle on landing ends a three-person team's championship, and 6.4.5.2 stops anyone else stepping in. The proposal follows the performance model, adapted for a team where every member has a role in the air.
The rule in plain terms
- Each acro team may register one alternate at registration. The alternate must be from the same NAC and may not be a member of another team.
- The alternate attends briefings, passes equipment inspection with the team, and may make the official training jumps (7.3.1).
- A substitution is allowed between rounds only, for a medical reason confirmed by the event medical officer, or another exceptional reason approved by the Chief Judge.
- One substitution per team per event. It is permanent: the replaced member does not return. This matches 8.4.3 and keeps it simple to administer.
- All scores already earned stay with the team. The alternate may take any role (Performer A, Performer B or Videographer), and 6.4.2 role changes still apply.
- An alternate who jumps in at least one completed round receives medals if the team places. Unlike 8.4.3, they earned them in the air.
What it looks like on the day
- After round 3, Performer B lands awkwardly and the event medic confirms they cannot jump.
- The Team Manager tells the Meet Director and Chief Judge, in writing, before the team's next manifest call.
- The Chief Judge approves. The alternate's suit is already inspected and marked from day one.
- The team jumps round 4 with the alternate. The scoreboard shows “(Alt from R4)” next to the team name.
Smaller nations may only bring one team and no spare flyer. A “delegation alternate” who can cover any of the NAC's teams would help them, but it needs a carve-out from 6.4.5.2. I suggest we trial the single-team version first.
No props in competition jumps
Nothing in the 2026 rules mentions props. 6.7.1 says the free routine is “chosen entirely by the Team”, so flags, streamers, smoke and costume pieces are currently legal. Free rounds have started to reward theatre over flying, and judges with no flying background are the most likely to be swayed by it.
Ban props, keep identity
No object may be held, worn over the suit, attached, passed or released for visual effect. Team colours and graphics printed on suits and helmets stay allowed.
Allow fixed props, no score
Fixed items allowed, but judges told to ignore them. Hard to enforce: judges cannot unsee them.
Status quo
Leaves a safety gap. A released object at 12,000 ft is a hazard to the videographer, other teams and people on the ground.
Randomise the order teams are judged
Teams are currently judged in roughly the order they land. The first team of the round is scored before the panel has anything to compare it with. Research in other judged sports, including figure skating and gymnastics, consistently finds that the position in which a performance is judged shifts its score. Studies often find later performances scoring higher, while competitors here report the reverse. The direction varies, but the effect is real, and it repeats in the same direction for the same exit position every round.
Proposal
- Drawn judging order. For each round, the Technical Scoring Director draws a random judging order, independent of the exit order, witnessed by the FAI Controller.
- Judge in batches. Judging of a round starts when all videos are in. Where the schedule needs it, the Chief Judge may judge in batches of at least four teams, each batch in drawn order.
- Anchor clips. Before each round, the panel watches two reference jumps from previous events, with agreed reference scores. Every team is then compared with the same fixed standard, not with whichever team happened to go first.
- Publishing. Grip counts can be published as each jump is judged. Style and free-round scores are published when the whole round is judged.
The fault catalogue in Proposal 04 does most of the work here. Fixed deductions are much less sensitive to order than a “feel” score out of ten. Randomisation removes what is left.
Three medal sets
Compulsory, Free and Overall champions
Performance already splits one event into Time, Distance and Speed champions plus Overall (8.5.1). Acro can do the same with the two halves it already flies:
| Medal | Decided by | Tie-break |
|---|---|---|
| Compulsory Champion | Total compulsory-round scores across all compulsory rounds | Most grips in a single round |
| Free Champion | Total free-round scores across all free rounds | Highest average Execution |
| Overall Champion | Total score across all rounds, as today | Tie-break jump, as 6.9.2 |
- Why: it rewards teams who specialise, gives more teams a realistic podium, and makes a clearer story for media and spectators. A team that flies the best free routines in the world deserves to be told so, even if their compulsories are average.
- Against: more medals means each medal counts for less, and the ceremony gets longer. A minimum number of teams per classification, as 5.1.2 sets for Performance, keeps it credible.
Landing off counts
Nothing in the acro rules today says what happens if a team member lands outside the landing area. Planning the exit, the flight pattern and the deployment so all three team members get back is part of the challenge, the same airmanship every wingsuit pilot needs. An off-landing also delays the event while the team is recovered.
Proposal
- Landing area. The Meet Director defines the landing area at the pre-event briefing, on the same aerial photograph used for ground reference points, and publishes it in Bulletin 2.
- Penalty. Each team member who lands outside the landing area costs the team 10% of that round's score. It is applied to the round, so it counts in the Compulsory or Free classification and in the Overall.
- One allowance per team. Each team's first off-landing of the event carries no penalty. Weather shifts and long spots happen; one mistake should not decide a championship.
- Safety exemptions. No penalty, and the allowance is not used, when the off-landing follows a cutaway or reserve ride, a malfunction, an instruction from the Meet Director or pilot, or a decision to avoid a hazard such as another canopy or a sudden wind change. The Meet Director decides.
- Evidence. The landing observer the Meet Director already provides (7.4.2) records off-landings. Video and the PLD track settle any dispute.
Worked example
| Jump | What happened | Effect |
|---|---|---|
| Round 2 (compulsory), 31 grips | Videographer lands off after a long spot | Allowance used · no penalty |
| Round 4 (free), score 12.4 | Performer B cuts away and lands off under reserve | Safety exemption · no penalty |
| Round 6 (compulsory), 34 grips | Performer A lands off with no safety reason | −10% · 30.6 |
−10% per member, one allowance
Proportionate, applies the same way to compulsory and free-round scores, and forgives one bad day.
Zero for the round
Strongest incentive, but one landing could decide a medal. Likely to push teams into risky low turns to make the area.
No penalty (today)
Leaves airmanship out of the score, and leaves off-landing delays unaddressed.
A landing penalty must never make a pilot choose a dangerous landing over a safe off-landing. That is why the exemption covers any hazard-avoidance decision, why the Meet Director decides it, and why the penalty is a percentage rather than the whole round.
Draft rule wording
Suggested text for the key changes, numbered against the 2026 Edition so it can drop into a rules proposal for the ISC Plenary.
Wingsuit Span (WS): the unit of distance used for judging, being the span of a performer's wingsuit with arms fully extended, taken as 2 metres.
Total Separation: no part of either performer or their equipment is in contact, and clear air is visible between them on video.
Transition Over / Under: a manoeuvre in which a performer moves from one side of the other performer to the opposite side, passing entirely above (over) or below (under) the other performer's body.
Clearly Presented Grip: a grip held with no visible relative movement between the performers for at least one second at normal speed.
Synchronised Manoeuvre: a manoeuvre performed by both performers, started within 0.5 seconds of each other.
Heading error: a difference in heading between the two performers. A change of heading made by both performers together is not an error.
Key Move: one of five moves declared by a team for a free round, at least one of which is a camera move. Link: a direct transition between consecutive Key Moves with no reset and no pause over 2 seconds. New Move: a declared move not yet in Addendum E.
Execution: 10.0 less the deductions in Addendum B-2, to a minimum of 0.0.
Prop: any object, other than the equipment listed in 2.1, cameras and their mounts, the PLD and altitude warning devices, that is carried, worn, attached, passed or released.
The competition consists of seven rounds: three Compulsory Routine rounds and four Free Routine rounds, flown in the order F-C-F-C-F-C-F.
- The exit altitude for all acrobatic jumps is [13,000 / 12,000] ft Geometric Altitude, replacing the minimum and maximum in 6.3.1.
- For compulsory rounds, the lower boundary of the Altitude Window is 5,000 vertical feet below the upper boundary.
- For free rounds, the lower boundary remains 7,500 vertical feet below the upper boundary.
- Delete the second sentence of the 2.3 definition of Working time; working time is as defined in 6.3.2 only.
Props are not permitted on any competition jump. A team found to have used a prop will receive a score of zero for that round. Any prop released in freefall shall be referred to the Safety Panel (SC5 4.8). Colours and graphics forming part of the wingsuit, helmet or rig are not props.
- Each team may register one alternate at registration. The alternate must represent the same NAC and may not be a member of another team. 6.4.5.2 is amended accordingly.
- The alternate's equipment shall be inspected with the team's equipment (3.2.2).
- A substitution may be made between rounds only, for medical reasons confirmed by the event medical officer or other exceptional reasons approved by the Chief Judge, and must be notified in writing before the team's next manifest call.
- Only one substitution per team is permitted. The replaced member may not return. Scores achieved before the substitution remain valid.
- An alternate who has jumped in at least one completed round is eligible for the team's medals.
- The landing area shall be defined by the Meet Director at the pre-event briefing and published in Bulletin 2.
- For each team member who lands outside the landing area, the team's score for that round is reduced by 10%.
- Each team's first off-landing of the event is not penalised.
- No penalty applies, and the allowance is not used, where the Meet Director determines the off-landing resulted from a reserve deployment, a malfunction, an instruction from the Meet Director or pilot, or the avoidance of a hazard. This decision is not grounds for protest.
The compulsory sequences in Addendum A are divided into Tiers 1, 2 and 3. Each compulsory routine consists of one sequence drawn from each tier. 6.6.5 applies within each tier. The order of the three sequences within the routine is then determined by draw.
- At least 48 hours before the start of the competition, each team shall submit to the Chief Judge a dive plan sheet (Annex F) and a video of the routine. The video shall be one jump, unedited except for cuts.
- The dive plan sheet lists five Key Moves in the order they will be performed, with modifiers. At least one Key Move must be a camera move. A team may submit the same plan for every free round. The plan cannot be changed after submission.
- A Key Move may be a New Move, described on the sheet. The Chief Judge and Acro Technical Adviser shall assign it a provisional Difficulty Value before the first competition round. A New Move completed in competition earns its provisional value plus an originality bonus of 1.0 and is added to Addendum E.
- The Chief Judge shall confirm and publish each team's Declared Difficulty before the first competition round. This decision is not grounds for protest.
- Moves other than the Key Moves may be performed at any point in the routine. Key Moves performed out of the declared order, or after working time, receive no difficulty credit. A team that fails to submit a video receives no difficulty credit for its free rounds.
- Compulsory Champion: the team with the highest total score across all completed compulsory rounds.
- Free Champion: the team with the highest total of free-round scores across all completed free rounds.
- Overall Champion: the team with the highest total score across all completed rounds.
- Each classification requires a minimum of four teams to be valid. 8.5.2 is amended to award medals in each classification.
Delete style from compulsory rounds (7.2.7.1–7.2.7.2 and 7.2.7.7). Only Clearly Presented Grips are Scoring Grips. Ties on total grips are broken by the most grips in a single round.
Free rounds: each Key Move is credited at 100%, 50% or 0% of its Difficulty Value by majority of the judges, who also mark each Link (+0.5, maximum 2.0). Free-round score = Credited Difficulty × Execution ÷ 10, with Execution calculated per 7.2.9.1. Compulsory rounds: scored on Scoring Grips only. Scores continue to be weighted against the best team in the round (7.2.9.2–7.2.9.3).
The order in which teams' jumps are judged in each round shall be determined by random draw by the Technical Scoring Director, independent of the exit order and witnessed by the FAI Controller. Before judging each round, the panel shall view two reference jumps from previous events, with agreed reference scores.
An Acro Technical Adviser, appointed by the ISC Wingsuit Flying Committee, shall be available to the panel. The Adviser must be an experienced acrobatic wingsuit flyer who is not competing in, or coaching a team at, the event. The Adviser answers technical questions from the panel and does not score.
B-2 to B-4 are replaced by the fault catalogue (Proposal 04). Execution is scored from 10.0, less the deductions, applied once per performer per manoeuvre at the highest level reached in each code family, to a minimum of 0.0. Heading faults are measured between the performers, not against the ground. Judges record fault codes in the electronic scoring system, which calculates each judge's Execution.
A one-page form: team, NAC, the free rounds the plan applies to, five Key Moves in order with code, modifiers and Difficulty Value, the camera Key Move marked, a written description of any New Move, and the video link.
Addendum E lists every recognised free-round move with a description and Difficulty Value. Difficulty Values are the trimmed mean (top and bottom 10% removed) of anonymous ratings on a 0.5–4.0 scale by all registered acro competitors. The list is published before each season and re-rated each rules cycle. New Moves are rated after their first completion in competition.
Next steps
- Review by competitors and judges. This paper is shared with registered acro competitors and judges for review. Feedback is gathered at an online competitors' meeting, where the group discusses and agrees which proposals to bring forward to the ISC Wingsuit Committee.
- ISC Wingsuit Committee. The committee discusses the agreed proposals, reaches agreement and drafts the rule changes, with a view to presenting them at the ISC Plenary for acceptance.
- First use. If accepted at the Plenary, the new rules apply from the next FAI World Cup.
Decisions to agree
- Adopt sequences P–R and the tiered draw, subject to test-flying (Proposal 01).
- Remove style from compulsory rounds, with ties broken by the most grips in a single round (Proposal 02).
- Reduce the compulsory window to 5,000 ft (free rounds stay at 7,500 ft) and set one fixed exit altitude: 13,000 ft or 12,000 ft (Proposal 03).
- Score free rounds as Difficulty, reduced for Key Moves not completed, multiplied by Execution, from a dive plan sheet and video submitted 48 hours before the competition (Proposal 04).
- Build the Move Index from competitor difficulty ratings, with an originality bonus for new moves (Proposal 04).
- Fly three compulsory rounds and four free, alternating F-C-F-C-F-C-F (Proposal 05).
- Adopt one alternate per team, and decide whether to allow a delegation alternate (Proposal 06).
- Choose a props option (Proposal 07).
- Adopt randomised judging order with anchor clips (Proposal 08).
- Award Compulsory, Free and Overall medals (Proposal 09).
- Penalise off-landings at 10% of the round per team member, with one allowance per team and safety exemptions (Proposal 10).
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