East Coast Championships and North American Parkour Championships Qualifier
Adult Comp June 18 // 1PM Start
Under 16 June 18 // 10 am - Noon
$15 - Speed Only
Hub PTC will be hosting this years East Coast Championships and National Qualifiers for the North American Parkour Championships (NAPC) presented by Sport Parkour League.
There will be 3 separate events to compete in - Speed, Skill and Style. You can choose to compete in just one event, two or all three.
You qualify for the North American Parkour Championships (Sep 2, Vancouver, Canada - Origins Parkour) with:
Skill...Top 3 Men
Speed...Top 2 Men & Top 1 Women
Style...Top 3 Men & Top 1 Women
-FILL OUT + PURCHASE NECESSARY TO COMPETE-
The Skill Challenges propose a dictated route along structures that must be completed utilizing specific fundamental movements. Athletes will be awarded points for difficulty based on the number of “moves” or “steps” taken to complete a challenge. Additional points for execution will be awarded based on connectivity (flow) and movement quality (landings).
Skill Challenge 1: Vault and Jumping Based
This Challenge begins with a Kong-Pre. Athletes are required to carry their momentum through a sequence of precise plyos and/or strides. Starting points are determined by the challenge, but the finish must be stuck.
Skill Challenge 2: Swinging and Climbing based
This Challenge can be made up of Laches, Dynos (including 180 dynos), and even climb ups/mounts. Start and end points are determined by the challenge. Athletes will be given ample practice time, and only 2 official attempts on each challenge.
Courses are marked by a start gate, flagged checkpoints, and an end gate. Checkpoints consist of Red Flags (athlete must stay to the left of the flag when passing it) and Yellow Flags (athlete must stay to the right of the flag when passing it). Their individual path and movement choices will not be dictated. Athletes are free to choose the fastest and most efficient methods to pass through the start gate and navigate checkpoints to the end gate. Fastest time wins. *If possible athletes will trip their own start and finish via an automated electronic or laser device. This eliminates a “ready,set,go” and allows athletes a short 10 second window to start within. An official will monitor the course, and blow a whistle if a checkpoint is missed. Passing through the finish after failing to pass a checkpoint will result in a disqualification. Athletes will be given ample practice time, but only 1 official attempt on each course.
Both events will be judged on difficulty and execution.
This portion of the event will emphasize development of a combo. Athletes will be provided with a starting point and several key structures that they must incorporate into a line. Transitions between skills commonly considered “flow” will be incorporated into the execution score. Athletes will be heavily deducted for bails or breaks in momentum including excessive set ups, extra swings, saluting the crowd, and pointing at the judges or cameras. Athletes will have 2 attempts. The athlete's best score will be taken. Top scores move on to the Big Move round.
Athletes are judged on performing a single move or paired move (1-2 skills max). Athletes will have 3 attempts. The athlete's best score will be taken and combined with their best combo score.