Advanced Overall Championship


All competitors must stay at the hotel in which our event is being held for each day they attend the convention. The competitor's name must be on the room reservation to confirm their reservation.

Advanced Short Program Routine Forms
Short Programs consist of a 5 Ball, 5 Ring and 5 Club Routine
(You must compete in all three prop divisions to be eligible and have a higher accumulative score to win the Overall Championship. A competitor who only competes in ball events may have a higher accumulative score than someone who competes with balls, rings and clubs but would not be eligible to win the Overall Championship because they only demonstrated ball skills. However someone who competes with balls, rings and clubs must still beat their score to win the Overall Championship. Basically we're saying you're not gonna win just because you may be the only one who participates in all three prop category competitions. You also have to have a higher score than any other competitor's accumulative score regardless of which prop categories they compete in.)

Balls/beanbags must be a solid white (no color combinations). Rings may be white, yellow, orange, or green. Clubs may be decorated and contain color. All props in any division myst be consistent (rings and clubs must all be the same color) This is mainly a visibility and aesthetic issue both for judges and the cameras.

WJF12 Advanced Routine Forms
(You can import and edit in google sheets)

1. Choose a move from the move database
2. Enter the corresponding number in the routine form's "move number" field.
3. Enter planned number of catches, minimum or maximum allowed if applicable.
4. Select if your move is connected to the previous move or not (option available starting with the second move of the routine)
5. Select if you're starting or continuing a connection chain
6. Continue for up to 15 total moves.

The following information is good advice to consider when putting together your competition routine.

The best way to get a high scoring routine is to connect as many dissimilar moves together as possible which will increase your overall difficulty rating. Each individual move can be done a total of two times each, as long as one of the times is done in connection with another move. For example, you can do a 5 up 360 by itself, and then you can do a 5 up 360 connected to overhead throws and you'll get points for both 5 up 360s plus the connection to overhead throws. You can't do a 5 up 360, and then another 5 up 360 unless it's connected to the previous one or to another move. Connections contain ZERO basic or non connecting move throws in between moves and should connect two dissimilar moves. That's the rule for all connections. Moves that are connected to similar moves will not get a high difficulty rating or at all. Connections that are made from completely different patterns are generally valued higher. For example, connecting a shower pattern to a high low shower pattern would not score as a connection but a shower connected to a blind catch would. A 5 ball (6x,4) 5 up 360 that resumes (6x,4) is not a connection, but a (6x,4) 5 up 360 that goes directly into (6,4x) is a connection. The greater the difficulty and contrast in connected moves, the higher the difficulty rating. Keep in mind that if you do the same move two times, that also counts as two moves applied toward your total move limit.

Qualifying Moves
Most moves required qualification of the pattern either during or after the move. For example, a 360 must reenter a non multiplexed pattern for a qualifying run. A 5 up 360 requires 10 throws to be made after the 360 is completed, and those throws must all be caught. A site swap generally must qualify the pattern or establish a greater number of throws within the run of the site swap. Some easier site swaps must be repeated multiple times from each side to be qualified, and more difficult site swaps only need to be done once from one side. Short programs are limited to 5 balls, 5 rings and 5 clubs and most siteswaps will need to be repeated at least once.

ENDURANCE - Part of the Overall Championship

All competitors must wear the proper attire

There are three different competitions in the Endurance Event. Balls, rings and clubs. The ball event starts at 9 balls/beanbags and ring event starts at eight rings. Seven clubs is the starting level for the club competition. Each competitor will be given 2 minutes to get their best run in each event. The competitor with the most amount of catches with the highest number of objects in each category is the winner for that category provided they qualify the pattern. To be awarded 2nd or 3rd place, the competitors must at least qualify the pattern. The definition of qualifying the pattern (juggling) in all WJF Endurance Competitions, unless otherwise noted, consists of a minimum of twice the number of catches as objects being juggled.

FREESTYLE - Part of the Overall Championship

All competitors must wear the proper attire

The WJF Freestyle event gives the competitors a chance to try moves that may take more than one, two, or three tries to accomplish. Categories include:

5 Balls
7 Balls
5 Clubs

Each competitor will be allotted 90 seconds per category alone on the stage. There are no penalties or deductions in this event. You only get credit for the moves the judges feel you executed successfully. The winner of each category will be determined by which move the judges feel was the most difficult and original. Moves are judged on the average of 75% difficulty, 25% originality. Competitors may try as many different moves as possible however only their highest scoring move will count. This is not an accumulative score. The competitor who executed the highest scoring move in each event, wins that event. There will be prelims for the freestyle competitions which will be held on the first two days of the convention.