Introduced in 2023, the UST League is an annual series of Tricking Competitions held throughout the USA. We exist to grow the sport of tricking, grow the community across different regions and progress athletes' capabilities through friendly competition.
Points are updated as soon as possible after each battle event! You can view the entire leaderboard for this year and past years on the rankings page.
How it works:
Event Tiers and Point System
League points will be awarded to the individual athletes placing 1st - 8th in any competition. The more events you compete at, the more league points you can earn for yourself. Finally, all the points you earn over the season will be added to your athlete score!
Athletes are encouraged to compete in as many battles as possible, giving them the best chance to qualify for the potential UST Season Finals and earn the title of the 2024 US Tricking Champion.
Events are categorized into tiers 1, 2, and 3, with tier 1 events earning the most points for placements
TIER 1 - HISTORICALLY, LARGER EVENTS WITH HIGHER PRIZE POOLS AND WIDER-REACHING AUDIENCE
1st Place - 20 pts
2nd Place - 18 pts
3rd Place - 15 pts
4th Place - 12 pts
5th-8th Place - 10 pts
TIER 2 - LARGE EVENTS GEARED TOWARDS MORE REGIONALIZED COMMUNITIES
1st Place - 10 pts
2nd Place - 8 pts
3rd Place - 6 pts
4th Place - 5 pts
5th-8th Place - 3 pts
TIER 3 - FIRST TIME EVENTS, RELATIVELY NEW, AND/OR SINGLE-DAY BATTLE EVENTS FOR LOCAL COMMUNITIES
1st Place - 5 pts
2nd Place - 4 pts
3rd Place - 3 pts
4th Place - 2 pts
5th-8th Place - 1 pt
1 V 1 BATTLE DIVISION
The 1 v 1 Battle Division pits two tricking athletes head-to-head in a three-pass, single-round battle. Each competitor will be allotted three passes to complete, alternating between each competitor, with 45 seconds between passes. The event host will decide the time limit. This means that when Tricker A completes their first pass, Tricker B has 45 seconds to start their next pass. If Tricker B does not start in 45 seconds, Tricker A is allowed to steal the pass.
For each battle a single winner will be determined by a panel of 3 to 5 judges. In the case of a tie, competitors will each have a single pass to determine the battle's winner.
Judging Criteria
Difficulty: How difficult are the skills performed?
Execution: How well are the skills performed?
Creativity: How were the combos composed?
Performance: How was the athlete's floor presence?
Volume: How many tricks did the athlete do?
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Further Details
What qualifies an event to be ranked?
Equipment
A standard spring floor or foam block floor size of30' x 20' at minimum is required. Floor surfaces can be puzzle mats, carpets, tatami mats, or any similar type of surface. The floor must be level and free of debris for athlete safety.
Preliminary Qualifier Round
Given sufficient athletes, all events must have a preliminary round to determine who will move on to the Top 16 or Top 8 1 v 1 bracket. Preliminary rounds should divide athletes into randomized groups of 5.
Athletes will demonstrate their ability to battle in either of the following formats, determined by the event organizer:
Get in a line and showcase 2 passes each.
Be given 2 to 3 minutes to showcase as many passes and tricks as they can.
From there, the judges select the Top 16 or 8 to move on to the 1 v 1 bracket.
1 v 1 Battle Format
Each battle will be a single-round, three-pass battle. Each competitor will be allotted three passes to complete, alternating between each competitor, with 45 seconds between passes. The event host will decide the time limit. This means that when Tricker A completes their first pass, Tricker B has 45 seconds to start their next pass. If Tricker B does not start in 45 seconds, Tricker A is allowed to steal the pass.
Team Battles
As of the 2024 season, we will not be tracking the results of any team battle formats. However, we encourage event organizers to still conduct team battles as they'e a fun way to encourage friendly competition and training together!
Judging Criteria
The five categories of judging, difficulty, execution, creativity, performance, and volume are further divided into primary and secondary.
Primary Criteria
These two categories are the primary factors that will determine the winner of a battle.
Difficulty This category only considers WHAT was done and does not consider the execution, style, or cleanliness. Difficulty can be assessed by, but are not limited to, the following:
Number of Flips (i.e. Double Back Tuck > Back Tuck)
Number of Rotations (i.e., Double Full Twist > Full Twist)
Number of Variations (i.e., Shuriken Cutter > Boxcutter)
Technicality of Variation (i.e., Gainer Helicoptero > Gainer Mega)
Quantity of Difficult Tricks within the Combo (i.e. Cheat 1260 - Hook - TDR - Triple Corkscrew > TDR - Triple Corkscrew)
Execution This category only considers HOW the tricks were done, not the difficulty of each trick. Execution can be assessed by, but are not limited to, the following:
Kick Height
Power of Kicks
Overall Posture & Positioning
Leg Extension
Speed
Consistency & Flow
Height of Tricks (when applicable)
Overall Aesthetics
Secondary Criteria
Judges should consider these categories as secondary conditions if the primary criteria are insufficient to determine a winner.
Creativity Creativity will be judged on an overall-division basis. An athlete performing the same tricks early on could affect their scoring in later rounds. It also considers the variety of skills, transitions, and variations among the current tricking “meta.” Creativity can be assessed by, but are not limited to, the following:
Variety through Base Tricks, Transitions, Stances, and Variations
Rarity of Tricks
Athlete's unique performance of a trick
Uniqueness across combos: does the athlete show excessive repetition of tricks?
Performance This category focuses on the overall battle presence of the athlete. Performance can be assessed by, but are not limited to, the following:
Floor Presence
Confidence
Audience engagement
Reaction to opponent's pass
Output/Volume This category focuses on the overall “quantity” of tricks being done. Longer combos will be scored higher than shorter combos (assuming similar difficulty of tricks). Output can be assessed by, but is not limited to, the following:
Number of Tricks in the combo
Stamina & Flow
Overall Energy Expenditure: does the combo start strong but end weakly?
Have an event you want to add?
Fill out the form below to submit your event. Once approved, it will be categorized as a tier 1, 2, or 3 event and added to the calendar!