Youth Skills Challenges

Skills are subject to change. Follow instructions of your skill judge for final guidance.
Videos have verbal guidance and might not demonstrate the FULL move.

CHALLENGE AREA #1

Movement: Rolls

Roll Notes: All rolls must be Parkour Rolls (aka Shoulder Rolls). Summersaults (rolls over head) do not count.

  1. Roll over shoulder in a straight line.

  2. Drop off Red Shell Block, land and Roll in a straight line.

  3. Roll over 2 Red Shell Block

  4. Drop from the 6ft tall wall, land and Roll.

  5. Dive Roll over Wooden Wedge slant facing outwards. Athlete can’t touch wedge at all and has an 8ft run-up.

CHALLENGE AREA #2

Movement: Vaults

Important challenge note: When performing each challenge, athlete cannot take more than 2 steps on the floor in between the two vaults.

  1. Vault both obstacles using two different vaults.

  2. Reverse vault into another Reverse vault.

  3. Lazy vault to Kash vault.

  4. Dash vault to Turn vault (without letting go of the vault), Kong vault over with a punch landing into a Spin vault.

  5. Starting between the vaults perform a Reverse Safety vault. Upon landing do any Spin type vault back to center. Then Turn Mount before diving into a Kong Vault.

CHALLENGE AREA #3

Movement: Precisions

Precision Notes: Athelte cannot step off precision landing until the referee gives the okay.

  1. Pre beam to beam (5ft distance).

  2. Pre beam to bar (5ft distance).

  3. Starting on the Green Shell block, jump down to beam. Athlete will continuously precision (no stopping) until landing on the final bar. All jumps must be with both feet (take-off AND landings).

  4. Starting in front of Green Shell block, stride both beams and then pre bar. Once on the bar, turn around and plyo jump both beams and precision the Green Shell block (both heels must be off edge).

  5. Start heels touching the edge of Blue Floor, Athlete has a 12ft run up to stride the bar and precision the beam.

CHALLENGE AREA #4

Movement: Bars

Note: Some challenges have an optional block available. This may be used get into starting position. It cannot be used to perform the moves.

  1. (Optional Green Shell block) Penny Drop (aka Forward Roll Over Bar) the 4ft tall bar. Athlete must land on same side they started on. Upon landing, perform an Underbar (4ft distance).

  2. (Optional Green Shell block) 360 underbar through the “Gate” (between two bars) without touching the bottom bar. Upon landing and vault the 3'ft tall bar.

  3. Gate vault and land without moving feet. Then 360 underbar and take two steps to jump into an Underbar.

  4. Starting against the white wall, dive roll under the first bar, climb up the “Gate” and Penny Drop (forward roll over bar) the top bar — but you can’t touch the ground.  Walk over to the side rail and balance walk in a half circle. Without touching the ground, get to the 4ft tall bar. Standing on top, perform a Carnival (toeshoot).

  5. Starting on the 3ft bar (hands on bar, feet not touching ground), Top out the bar and then jump to the “Gate” and Underbar (cannot touch lower bar).  Then Pull Over the 6.5ft bar. Step to the 4ft tall bar and carnival out (6ft distance).

CHALLENGE AREA #5

Movement: Walls

  1. Starting in a hanging position on the bars, Shimmy the perimeter (4 bars in total). Note: feet cannot touch the bottom of the window.

  2. Start in cat position on 5ft Wall (starting with left hand near the left edge), shimmy to right side of the wall (cannot touch the bars at all). Once on the right side climb up (no knees can be placed on wood).

  3. Cat leap from Red Shell block (6ft distance) and cat the bar on the wall (to the left of the window). Then shimmy to the 5ft Wall and get on top (no knees or elbows can touch the top surface).

  4. Starting in a cat position on the Ninja Trainers (right side, white wall), scale Ninja Trainers from right to left without stepping on previous trainers (feet can only touch white wall). 

  5. Starting in a cat position on the Ninja Trainers (left side, white wall), scale Ninja Trainers from left to right without stepping on any of the trainers (feet can only touch white wall until Athlete gets to final Ninja Trainer with both hands).  Once on the final Ninja Trainer, cat the 5ft wall and shimmy perimeter until you get to the final bar on the inside of the 6ft wall. Finally, perform a Topout.

CHALLENGE AREA #6

Movement: Combos

  1. 4ft Precision (Blue Beams), Safety vault (Norbert), Underbar, Parkour roll (under the bridge), Lateral Tac a 4ft distance (over the taped lines)

  2. 5ft Precision beams. Kong mount (Norbert). 360 underbar. Get on top of bridge. Drop Roll. Run up and climb 7ft tall wall (no knees can touch the top surface).

  3. 5ft Precision the beams 3 times (can’t touch the wall on the second precision). Using the window to the left, climb up to the 8ft tall bars. Shimmy the bars across to bridge and drop onto the bar. Cherry drop the low bar and immediately Roll upon landing. Mount the bridge.  From the moment you mount bridge, Kong dismount across bridge. Run forward and use a boosted take off (on Green Shell Block) and kickstop the wall (hands cannot touch the wall).

  4. Start on 6ft tall wall. Using the bar, cat down and then precision the beam without retouching the wall. Immediately 180 precision jump to next beam (5ft distance) and Dive Roll (over Norbert). Pullover bar then use the top bar to get onto the bridge. Dash vault the lower ledge to a 5ft drop.

  5. Starting on the rail, precision the 2nd rail (7ft distance). While still on the rail, jump and grab the bar (under bridge) without touching the ground. Get on top of the bar and Carnival (Toeshoot) to Green Shell Block. Side Roll (not Forward Roll) over bridge and Spin Vault lower ledge to a 5ft drop. Upon landing, use a running boosted take off (from Green Shell Block) and Cat the 6ft tall wall. Climb up (using no knees nor elbows on the top surface). Step to the 7ft tall wall and muscle down into a cat hang. From the Cat Hang perform a 180 Cat leap and Precision back to the Green Shell Block (heels must be off edge).