This is how scoring works for freestyle skiing moguls, aerials, slopestyle, halfpipe and big air at the 2022 Beijing Olympic Winter Games.

Moguls

Each run will be judged on two components by a panel of judges, with five judges determining the score for turns and two judges determining the score for air. In addition, each run will be timed, with speed making up the third and final component of a competitor’s score. 

Components:

  • Turns: 60% 
  • Air: 20% 
  • Speed: 20% 

The maximum number of points a competitor can receive is 100.0. The score will be calculated based on the following formula: 

Score (max 100.0 points) = Turns (max 60.0 points) + Air (max 20.0 points) + Speed (max 20.0 points) 

Turns (60%)

The "turns" score refers to a technical evaluation of how well a competitor turns through the moguls. Five judges independently evaluate the competitor’s turns based on the following points of criteria: 

  • Fall line: Skiing in the fall line is considered the shortest way from the start to the finish. To achieve the maximum points for fall line, the competitor should stay in the selected fall line out of the start gate. Deviating from the fall line will result in deductions from the competitor's score. 
  • Carving: All turns should be initiated by carving. Carving means efficient use of edging to control speed in and out of the turn throughout the whole run. Carving is the result of correctly-timed weight shifting. Skidding or sliding laterally through a turn can result in a deduction from the competitor's score. 
  • Absorption and extension: The skier should follow the shape of the mogul through absorption from the start until the top of the mogul. Extension starts right after the top of the mogul and follows the shape of the mogul. Pressure between skis and snow should remain the same during absorption and extension, absorbing as the skier moves up and extending as the skier moves down. The legs should be together or in a consistent position throughout the run. Additionally, the skier should aggressively utilize the moguls to assist initiation of turns, rather than waiting for the moguls. 
  • Upper body: The head should remain still, facing downhill. The chest should also stay straight and natural. Hands stay in front of the body in a natural position. 

Each judge gives two different scores: the "turn score" (a positive value) and "deductions" (a negative value). 

The turn score is evaluated as follows. 

  • 18.1 – 20.0: Excellent 
  • 16.1 – 18.0: Very good 
  • 14.1 – 16.0: Good 
  • 12.1 – 14.0: Above average 
  • 10.1 – 12.0: Competent 
  • 8.1 – 10.0: Below average 
  • 4.1 – 8.0: Poor 
  • 0.1 – 4.0: Very poor 

Deductions are assessed based on the following errors in a competitor's run. 

  • 6.0: Any complete stop 
  • 4.1 –5.9: Complete fall without stop or interruption/significant sliding down fall line or across hill to nearly a complete stop 
  • 2.9 – 4.0: Hard touchdown or front roll without stop or interruption/sliding significantly reducing downhill momentum 
  • 2.1 – 2.8: Medium touchdown without stop 
  • 0.1 – 2.0: Light touchdown without interruption, small stumbles, fall line deviations, speed check, double pole plant, shooting 

The high and low scores for both "turns" and "deductions" are discarded, and the six remaining scores are added together to total a maximum of 60.0 points. 

Air (20%) 

There are two main components of a competitor's air score: a subjective evaluation of the form and an objective degree of difficulty. 

First, two judges independently evaluate the competitor’s two jumps based on form. The judges consider the quality (an athlete’s form and landing), the air (height and distance) and fluidity (an athlete’s ability to maintain the rhythm of turns prior to the jump) to determine the competitor’s form score. The maximum score for form is 10.0 points. 

  • 8.1 – 10.0: Excellent jump 
  • 6.1 – 8.0: Good jump 
  • 4.1 – 6.0: Average jump 
  • 2.1 – 4.0: Poor jump 
  • 0.1 – 2.0: Very poor jump  

The form scores determined independently by the two judges are averaged together, then multiplied by the degree of difficulty for each jump. Each maneuver in moguls is assigned a specific degree of difficulty score. 

The air score for both jumps will then be added together to get the total air score. Skiers must perform different maneuvers on each jump in order for both jumps to count toward their score. The maximum total air score is 20.0 per run. 

Speed (20%) 

Speed makes up the remainder of a competitor’s score. Competitors are timed from the moment they leave the starting gate through the finish line, and that time is compared to the pace time to determine points. 

The pace time is determined by standards set by the FIS Freestyle Committee and depends on the length of the course. The pace time for a specific course is then calculated by taking the length of that course (in meters) and dividing it by the established pace time (in meters per second) listed above. 

Based on that calculation, the pace time is given a specific point value, and a competitor’s speed score increases or decreases from that standard value proportionately to their time. 

Aerials

The total score is calculated by adding together the air, form and landing scores, then multiplying by the jump’s degree of difficulty. The maximum number of points for the air, form and landing is 30.0, and the maximum degree of difficulty is 5.0, so the maximum possible score for one jump is 150. 

Total Score (max 150.0 points) = [Air + Form + Landing (max 30.0 points)] x Degree of Difficulty (max 5.0 points) 

Air, form and landing will be evaluated by a panel of five judges. The high and low scores for each component will be dropped, and the remaining scores get added together. 

Components 

Air: 20% 
Form: 50% 
Landing: 30% 

Air (20%) 

A competitor's air score is divided into two components, with each component accounting for half of the score. The maximum number of points for air is 2.0 per judge. 

  • Technical take-off (50% of air score): Judges evaluate the manner in which the competitor initiates the jump by extending the body at the right moment while leaving the kicker. Take-off is judged from the moment the competitor enters the transition, until the feet leave the kicker. 
  • Height and distance (50% of air score): Judges assess the competitor's speed into the jump and the force of the take-off. It shall be evaluated according to the skier's trajectory through the air and the optimum landing point of the kicker. 

Points are awarded for the take-off as follows. 

  • 0.7 – 1.0: Good take-off 
  • 0.4 – 0.6: Non-optimal take-off 
  • 0.0 – 0.3: Bad take-off 

Points are awarded for height and distance as follows. 

  • 0.7 – 1.0: Good height and distance 
  • 0.4 – 0.6: Non-optimal height and distance 
  • 0.0 – 0.3: Bad height and distance 

Form (50%) 

Form denotes the position of the body, skis, arms, hands, and/or poles while the competitor is in the air. Form shall be evaluated based upon each competitor's precision of performance (i.e. tightness of body, economy of motion), balance, mechanics, stability (or control) in the air, separation and the timing of the maneuver in relation to the apex of the jump. 

The maximum number of points for form is 5.0 per judge. Judges will deduct points for form breaks, which occur when a competitor misses components of their planned maneuver. 

Landing (30%) 

A proper landing involves a balanced, stable and controlled body position throughout. The competitor should demonstrate precision and grace with minimal interruption upon contact with the landing surface. Absorption should be made primarily with the knees and lower body with only a slight bend at the waist. 

The maximum number of points for landing is 3.0 per judge. Points are awarded as follows. 

  • 2.6 – 3.0: Excellent landing, good balance with little or no compression 
  • 2.1 – 2.5: No touch of hand(s) but some imbalance on landing or while skiing away; hard compression with no touch 
  • 1.6 – 2.0: No body contact but hand or hands dragging with hard compression, heavy imbalance 
  • 1.1 – 1.5: Light back slap, severe turn to 45 degrees or more to landing hill, turn around no fall or touch, severe imbalance 
  • 0.6 – 1.0: Landing with immediate body contact; hard back slap or punch front with snow contact back to skis; severe over- or under-rotation 
  • 0.1 – 0.5: Minimal weight on skis, sliding on back or side; immediate crash 
  • 0.0: No weight on skis 

Degree of difficulty 

After the high and low scores for each component are dropped, and all remaining scores are added together, the resulting total will then be multiplied by the maneuver's degree of difficulty. The FIS maintains a list of each allowed maneuver and its corresponding degree of difficulty. 

The maximum value for degree of difficulty is 5.0. 

Slopestyle

Each slopestyle run is scored by a team of judges. FIS rules allow for either five or six judges, plus a head judge who supervises and controls the scoring procedure. In the case of five judges, all five scores will be averaged together to get the final score; in the case of six judges, the high and low scores will be dropped, and the remaining scores will be averaged together. 

All judges score the runs based on overall impression, with each judge gives a score ranging from 1-100. In giving their marks, judges consider several different criteria, including: 

  • Amplitude: In slopestyle, amplitude is not just gaining the most height or distance possible, but landing at the decided “sweet spot.” To have too much or too little amplitude on kickers can be dangerous and will be taken into account by the judges. 
  • Difficulty: The technical difficulty of tricks is assessed. Generally speaking, tricks with more rotation are considered more technically difficult and will be rewarded as such. But there are other ways skiers can increase the difficulty of a particular trick. For example, an athlete may decide to take off switch (backwards) when executing a trick, or they may decide to do a more challenging grab to differentiate themselves from other skiers in the field. 
  • Variety: Skiers are expected to showcase a diverse mix of tricks. One of the most important ways a skier can show variety is in the way they spin when executing tricks. There are four possible directions in which a skier can spin: leftside, rightside, switch leftside and switch rightside. (In other words, athletes can either spin to their left or to their right, and they can do this while skiing either forward or switch.) Most slopestyle courses feature 3-4 jumps, so athletes will often map out their runs in such a way that allows them to perform a different spin on each jump. Another way that skiers can show variety is in their grabs. Rather than doing the same grab on every single trick, athletes will frequently mix it up. 
  • Execution: This refers to the stability, fluidity and control of the tricks performed. Were the grabs held properly and for a long enough period of time? How smooth were the landings? Did the skier drag their hand across the ground at any point? How much "style" was evident in the run? These are all among the considerations of the judges. 
  • Progression: Skiers are rewarded for introducing new tricks or for linking together tricks in a way that has never been done before. 

There is no true universal consensus on "deductions" or how to determine an exact score. More than anything, scores are a means to an end – a way for judges to accurately position athletes on the leaderboard. Scoring is based on how athletes stack up against each other on that particular day, rather than being based on a strict mathematical formula or even past history.

For example, the very first athlete to compete might sometimes receive what's deemed to be a "low" score, relatively speaking. This is simply because judges, who have to evaluate the run they just witnessed against theoretical runs they think might occur later on, need to leave themselves cushioning to account for other competitors — in other words, you will never see a skier score a perfect 100 unless they are the final athlete to take a run. Because of this, scores from two different contests, whether it's between rounds or Games, will never truly be comparable.

Halfpipe

Each halfpipe run is scored by a team of five judges. All five scores will be averaged together to get the final score. 

All judges score the runs based on overall impression, with each judge gives a score ranging from 1-100. In giving their marks, judges consider several different criteria, including: 

  • Amplitude: This is basically another word for "height." Skiers can add a lot of energy to their runs by boosting big airs out of the superpipe. Judges will reward athletes who can not only go big on their first hit, but can also maintain good amplitude throughout their entire run. 
  • Difficulty: The technical difficulty of tricks is assessed. Generally speaking, tricks with more rotation are considered more technically difficult and will be rewarded as such. But there are other ways skiers can increase the difficulty of a particular trick. For example, an athlete may decide to take off switch (backwards) or spin uphill (known as an "alley-oop" spin) when executing a trick, or they may decide to do a more challenging grab to differentiate themselves from other skiers in the field. 
  • Variety: Skiers are expected to showcase a diverse mix of tricks. One of the most important ways a skier can show variety is in the way they spin when executing tricks. There are four possible directions in which a skier can spin: leftside, rightside, switch leftside and switch rightside. (In other words, athletes can either spin to their left or to their right, and they can do this while skiing either forward or switch.) When mapping out a run, athletes will often plan it in such a way that allows them to perform as many of those spins as possible. Another way that skiers can show variety is in their grabs. Rather than doing the same grab on every single trick, athletes will frequently mix it up. 
  • Execution: This refers to the stability, fluidity and control of the tricks performed. Were the grabs held properly and for a long enough period of time? How smooth were the landings? Did the skier drag their hand across the ground at any point? How much "style" was evident in the run? These are all among the considerations of the judges. 
  • Progression: Skiers are rewarded for introducing new tricks or for linking together tricks in a way that has never been done before. 

There is no true universal consensus on "deductions" or how to determine an exact score. More than anything, scores are a means to an end – a way for judges to accurately position athletes on the leaderboard. Scoring is based on how athletes stack up against each other on that particular day, rather than being based on a strict mathematical formula or even past history.

For example, the very first athlete to compete might sometimes receive what's deemed to be a "low" score, relatively speaking. This is simply because judges, who have to evaluate the run they just witnessed against theoretical runs they think might occur later on, need to leave themselves cushioning to account for other competitors — in other words, you will never see a skier score a perfect 100 unless they are the final athlete to take a run. Because of this, scores from two different contests, whether it's between rounds or Games, will never truly be comparable.

Big Air

Each halfpipe run is scored by a team of judges.

All judges score each attempt on a scale ranging from 1-100. Scoring for big air contests is based off the D-E-A-L criteria: 

  • Difficulty: The technical difficulty of tricks is assessed. Generally speaking, tricks with more rotation are considered more technically difficult and will be rewarded as such. But there are other ways skiers can increase the difficulty of a particular trick. For example, an athlete may decide to take off or land switch when executing a trick, spin a frontside rotation off their toes instead of their heels, or do a more challenging grab to differentiate themselves from other skiers in the field. Progressive tricks that other skiers aren't doing will be rewarded. 
  • Execution: Control should be maintained throughout the whole trick, from take-off to landing. Grabs should be held properly and for as long as possible. 
  • Amplitude: In big air, amplitude is not just about how "big" the athlete goes, but also landing the trick in the decided "sweet spot." To have too much or too little amplitude on the jump can be dangerous and will be taken into account by the judges. 
  • Landing: Skiers must land with full control, with the trick already completed (i.e. no reverts, no hand drags). 

There is no true universal consensus on "deductions" or how to determine an exact score. More than anything, scores are a means to an end – a way for judges to accurately position athletes on the leaderboard. Scoring is based on how athletes stack up against each other on that particular day, rather than being based on a strict mathematical formula or even past history.

For example, the very first athlete to compete might sometimes receive what's deemed to be a "low" score, relatively speaking. This is simply because judges, who have to evaluate the run they just witnessed against theoretical runs they think might occur later on, need to leave themselves cushioning to account for other competitors — in other words, you will never see a skier score a perfect 100 unless they are the final athlete to take a run. Because of this, scores from two different contests, whether it's between rounds or Games, will never truly be comparable.