How figure skating scoring works
A plain-language guide for skaters, parents and fans.
The big picture
Your final score for a program is roughly:
TES + PCS − deductions = total score
- TES (Technical Element Score) — points for the elements you perform (jumps, spins, sequences).
- PCS (Program Components Score) — points for how you skate them: composition, presentation and skating skills.
- Deductions — e.g. −1.00 for a fall.
TES: base value + GOE
Every element has a base value (BV): a fixed number of points from the ISU Scale of Values. Harder elements are worth more — a triple Salchow (3S) is worth more than a single (1S).
Judges then grade the execution with GOE (Grade of Execution), from −5 (terrible) to +5 (perfect). Each GOE step is worth 10% of the base value: a +5 on an element with base value 4.00 adds 2.00 points; a −5 removes 2.00.
The theoretical max shown in our program builder is the sum of base values — what you would score with GOE ±0 on every element.
PCS: the components
Separate judges' panels score three components on a scale from 0.25 to 10:
- Composition — how the program is built and uses the ice and music.
- Presentation — performance, musicality and expression.
- Skating Skills — edges, glide, power and control.
The components are averaged, then multiplied by a factor so that TES and PCS stay in balance.
Combinations and sequences
In a jump combination, two (or three) jumps are jumped back-to-back without steps in between, written with a plus: 3S+2T. Its base value is simply the sum of both jumps — combinations are how skaters squeeze more value into a limited number of jump elements.
An Eu (Euler or half loop) is a small one-rotation jump used between two jumps to change foot, e.g. 3T+Eu+3S. It is worth 0 points on its own.
In a jump sequence, the second jump is an Axel stepped directly from the landing of the first; in novice categories it scores like a combination.
In Junior and Senior, jump elements started in the second half of the program get a 10% bonus on their base value (marked x on the scoresheet). Novice categories no longer have this bonus. Our theoretical score ignores it.
Reading element codes
Jumps
A jump code is a number of rotations plus a letter for the jump type: 3S is a triple Salchow.
- T Toe Loop (toe-pick, outside edge)
- S Salchow (inside edge)
- Lo Loop (outside edge)
- F Flip (toe-pick, inside edge)
- Lz Lutz (toe-pick, outside edge)
- A Axel (forward take-off — an extra half rotation, so 2A is 2.5 turns)
Spins
Spin codes describe the position and entry, ending in a level: FCSp4 is a Flying Camel Spin, level 4.
- USp Upright spin
- LSp Layback spin
- CSp Camel spin
- SSp Sit spin
- F… Flying entry (e.g. FCSp)
- C… Change of foot (e.g. CCoSp = change-foot combination spin)
- …B / 1 / 2 / 3 / 4 Level: Base up to 4, based on difficulty features
Sequences
- StSq Step Sequence — steps and turns across the ice (levels B–4)
- ChSq Choreographic Sequence — a free creative highlight of the program
Special marks on the scoresheet
- q “quarter” — the jump landed exactly a quarter turn short; full base value, judges reduce GOE.
- < under-rotated — more than a quarter turn short; base value drops to about 70%.
- << downgraded — more than half a turn short; scored as the smaller jump.
- e wrong edge on take-off (usually a Lutz that became a flip — a “flutz”).
- * invalid element — scores nothing (e.g. not allowed at that level).
Glossary
- BV
- Base Value — the fixed points an element is worth before execution marks.
- GOE
- Grade of Execution — the judges' −5 to +5 quality mark on an element.
- TES
- Technical Element Score — base values plus GOE for all elements.
- PCS
- Program Components Score — marks for composition, presentation and skating skills.
- SoV
- Scale of Values — the ISU table of base values per element.
- Level (B–4)
- Difficulty level of a spin or step sequence, from Base to 4, earned via difficulty features.
- Kur
- Dutch/Flemish for a skating program (free program = “vrije kur”).