Tariff Guide

The basic premise is that each quarter-somersault (90° forward or backward) is awarded 0.1 point, and each half-twist (180° around the Longitudinal axis) is also awarded 0.1 point.
An additional 0.1 points is awarded per completed somersault (each somersault is worth 0.5 instead of 0.4).
Single somersaults without twist performed in pike or straight position receive an additional 0.1 point bonus. [Single somersaults with twist are considered to be done in a 'free' position, so do not qualify for the straight legs bonus].
Multiple somersaults of 720° or more, with or without twist, executed in the straight or pike position will receive an additional 0.2 points maximum bonus.
These straight-legged bonuses are only applicable to whole somersaults, e.g. there is no such bonus to Ball-Out Barani, thus 0.6 for somersault (5 quarters plus 0.1 bonus for one completed somersault) plus 0.1 for ½ twist, totals 0.7 points, regardless of shape.
Repeated skills do not receive any Tariff award.

Numeric F.I.G. Notation

The notation describes number of quarter somersaults, followed by number of  ½ twists in each partial somersault, then the shape, followed by the current Tariff for the move.
The system was primarily designed to enable Judges from different languages to recognise the notation of each other at International events. Compactness of notation, whilst important, was a secondary consideration.
Internationally the shape is designated as "/" = Straight", "<" = Piked, "o" = Tucked, - but for those of us whose mother tongue is English ”S”, “P”, “T” is adequate.)
There are one or two minor deficiencies - notably no differentiation between forward and backward rotation, and lack of recognition of moves that do not start or land on feet. These can appear identical, e.g. tucked bounce-roll and tucked forward and backward somersaults are all described as 4 0 T = 0.5.
Currently (since 2001) there is no tariff award for rotation around the Dorso-Ventricle axis, consequently moves including a significant element of this rotation are not shown above.

Alternative Shorthand

A very simple shorthand form of notation is included in the following table, and facilitates quicker preparation of resultant score of competition routines.
This simple shorthand is essentially unambiguous. The tariff is preceded by the shape for forward rotating moves, and followed by the shape for backward rotating moves, BUT only if required, otherwise omitted. The number of ½ twists in first or last somersault is included at the start or end of the notation only if required to further identify the move. The shorthand depends on recognition of the preceding move.

Familiar Name

F.I.T. Numeric Notation including Tariff, alongside M.O.A. shorthand

Tucked

Piked

Straight

Adolph

4 7 T = 1.2

12

4 7 P = 1.2

12

4 7 S = 1.2

12

Airplane

1 1 T = 0.2

2T

1 1 P = 0.2

2P

1 1 S = 0.2

2S

Baby Fliffus

5 1 0 T = 0.7

7T

5 1 0 P = 0.7

7P

5 1 0 S = 0.7

7S

Back [Somersault]

4 0 T = 0.5

5T

4 0 P = 0.6

6P

4 0 S = 0.6

6S

Back In - Full Out

8 0 2 T = 1.2

12T2

8 0 2 P = 1.4

14P2

8 0 2 S = 1.4

14S2

Back Pullover

3 0 T = 0.3

3T

3 0 P = 0.3

3P

3 0 S = 0.3

3S

Ball Out

5 0 T = 0.6

T6

5 0 P = 0.7

P7

5 0 S = 0.7

S7

Ball Out - Adolf

5 0 7 T = 1.3

T13

5 0 7 P = 1.3

P13

5 0 7 S = 1.3

S13

Ball Out - Barani

5 0 1 T = 0.7

T7

5 0 1 P = 0.7

P7

5 0 1 S = 0.7

S7

Ball Out - Half Out

9 0 1 T = 1.2

T12

9 0 1 P = 1.4

P14

9 0 1 S = 1.4

S14

Ball Out - Randy

5 0 5 T = 1.1

T11

5 0 5 P = 1.1

P11

5 0 5 S = 1.1

S11

Ball Out - Rudy

5 0 3 T = 0.9

T9

5 0 3 P = 0.9

P9

5 0 3 S = 0.9

S9

Barani

4 1 T = 0.6

T6

4 1 P = 0.6

P6

4 1 S = 0.6

S6

Barani - Ball Out

5 0 1 T = 0.7

T7

5 0 1 P = 0.7

P7

5 0 1 S = 0.7

S7

Barani In - Back Out

8 1 0 T = 1.1

1T11

8 1 0 P = 1.3

1P13

8 1 0 S = 1.3

1S13

Barani Out

8 0 1 T = 1.1

T11

8 0 1 P = 1.3

P13

8 0 1 S = 1.3

S13

Barrel Roll

0 2 T = 0.2

2

0 2 P = 0.2

2

0 2 S = 0.2

2

Bounce-Roll

4 0 T = 0.5

T5

4 0 P = 0.6

P6

4 0 S = 0.6

S6

Cat Twist

0 2 T = 0.2

2

0 2 P = 0.2

2

0 2 S = 0.2

2

Cody

5 0 T = 0.6

6T

5 0 P = 0.7

7P

5 0 S = 0.7

7S

Corkscrew

2 3 T = 0.5

5

2 3 P = 0.5

5

2 3 S = 0.5

5

Cradle

2 1 T = 0.3

3

2 1 P = 0.3

3

2 1 S = 0.3

3

Crash Dive

see Three - Quarter Turnover

3 0 S = 0.3

S3

Double Back

8 0 0 T = 1.0

10T

8 0 0 P = 1.2

12P

8 0 0 S = 1.2

12S

Double Bounce-Roll

8 0 0 T = 1.0

T10

8 0 0 P = 1.2

P12

8 0 0 S = 1.2

S12

Double Full

4 4 T = 0.9

9

4 4 P = 0.9

9

4 4 S = 0.9

9

Front [Somersault]

4 0 T = 0.5

T5

4 0 P = 0.6

P6

4 0 S = 0.6

S6

Full

4 2 T = 0.7

7

4 2 P = 0.7

7

4 2 S = 0.7

7

Full In - Back Out

8 2 0 T = 1.2

12T

8 2 0 P = 1.4

14P

8 2 0 S = 1.4

14S

Full In - Double Full Out

8 2 4 T = 1.6

16T

8 2 4 P = 1.8

18P

8 2 4 S = 1.8

18S

Full In - Full Out

8 2 2 T = 1.4

14T

8 2 2 P = 1.6

16P

8 2 2 S = 1.6

16S

Full In - Half Out

8 2 1 T = 1.3

T13

8 2 1 P = 1.5

P15

8 2 1 S = 1.5

S15

Full In - Rudi Out

8 2 3 T = 1.5

2T13

8 2 3 P = 1.7

2P15

8 2 3 S = 1.7

2S15

Full Out

8 0 2 T = 1.2

12T2

8 0 2 P = 1.4

14P2

8 0 2 S = 1.4

14S2

Half In (- Back Out)

8 1 0 T = 1.1

1T11

8 1 0 P = 1.3

1P13

8 1 0 S = 1.3

1S13

Half In - Half Out

8 1 1 T = 1.2

12T1

8 1 1 P = 1.4

14P1

8 1 1 S = 1.4

14S1

Half In - Rudi Out

8 1 3 T = 1.4

14T3

8 1 3 P = 1.6

16P3

8 1 3 S = 1.6

16S3

Half Out

8 0 1 T = 1.1

T11

8 0 1 P = 1.3

P13

8 0 1 S = 1.3

S13

Lazy Back

3 0 T = 0.3

3T

3 0 P = 0.3

3P

3 0 S = 0.3

3S

Log Roll

0 2 T = 0.2

2

0 2 P = 0.2

2

0 2 S = 0.2

2

Miller

8 2 4 T = 1.6

16T

8 2 4 P = 1.8

18P

8 2 4 S = 1.8

18S

One & Three - Quarter Front S/S

7 0 0 T = 0.8

T8

7 0 0 P = 0.9

P9

Dont be silly!

Poliarush

8 2 6 T = 1.8

18T

8 2 6 P = 2.0

20P

8 2 6 S = 2.0

20S

Randolph [or Randy]

4 5 T = 1.0

10

4 5 P = 1.0

10

4 5 S = 1.0

10

Roller

0 2 T = 0.2

2

0 2 P = 0.2

2

0 2 S = 0.2

2

Rudolph [or Rudi / Rudy]

4 3 T = 0.8

8

4 3 P = 0.8

8

4 3 S = 0.8

8

Rudi Out

8 0 3 T = 1.3

0T13

8 0 3 P = 1.5

0P15

8 0 3 S = 1.5

0S15

Shaped Jump

0 0 T = 0.0

T

0 0 P = 0.0

P

0 0 S = 0.0

S

Three - Quarter Turnover

3 0 T = 0.3

T3

3 0 P = 0.3

P3

3 0 S = 0.3

S3

Triffus

12 0 1 T = 1.6

T16

12 0 1 P = 1.8

P18

12 0 1 S = 1.8

S18

Two & Three - Quarter Front S/S

11 0 0 T = 1.3

T13

11 0 0 P = 1.5

P15

Dont be silly!