BATTLES
The main event of Mad Jam 2026
This is the ultimate competitive format.
Consistency, competitive mindset and completeness define the champion.
Winning here means being the most complete freestyler of the edition.
Qualifying Round
QUALIFYING GROUPS
Groups of 3–4 freestylers are formed.
In participation order, each player performs 2 rounds.
Rounds have no time limit and end when the freestyler decides.
Once registrations close, the organization will explain how players can advance to the Top 32 and how the groups will be structured.
TOP 32 ONWARDS
1 vs 1 battles.
Each battle consists of 2 rounds per player, with no time limit.
If the battle is extremely close, judges may call for an Extra Round.
FINAL
1 vs 1 format.
3 rounds per player, no time limit.
No Extra Round is allowed in the Final.
EXTRA ROUND
An Extra Round may be called when a battle is extremely close and judges consider an additional round necessary.
Important:
The Extra Round does not replace previous rounds.
It is a continuation of the battle.
Judges evaluate the entire battle, not only the Extra Round.
During the Extra Round:
Players must perform different tricks from those already shown.
Repetition should be avoided.
Players must demonstrate why they deserve to win by proving they are the more complete competitor.
If a player perfectly repeats an identical previous round, it will be penalized by the judges.
TOP 16 DRAW SYSTEM
To determine the Top 16 bracket:
The 4 highest-ranked players will be selected first.
A draw will determine the selection order among these 4 freestylers.
In that order, they must choose one of the 4 bracket corners.
Afterwards:
The remaining 12 players will be drawn randomly.
As their names are drawn, they must choose their position in the bracket.
Important:
If a position is already occupied, the player cannot be displaced or moved.
Players may only select:
An empty position with a defined opponent.
An empty position where the opponent is not yet defined.
No previously selected position can be altered.
The process continues until the bracket is fully completed.
DROP RULE
Isolated drops within a round will not be decisive.
If a player makes a minor drop but performs a strong or perfect battle afterwards, the isolated drop will not be taken into account in the final evaluation.
Drops will be considered negatively when:
They occur repeatedly.
They happen in key moments such as combo finishes or decisive transitions.
Failed attempts of extremely difficult tricks or minor setup drops will not significantly impact the final decision if overall consistency and performance level remain high.
JUDGING PROTOCOL
Judges may discuss details of the battle among themselves.
These discussions must be responsible and must not influence another judge’s independent decision.
Final decisions are individual and based on each judge’s professional criteria.
Judges are expected to maintain fairness, technical accuracy and integrity at all times.
Judging Criteria
Battles are judged on six criteria for a maximum total of 20 points.
| Criterion | Max. Points |
|---|---|
| Difficulty | 5 |
| Improvisation | 4 |
| Battle Performance / Adaptation | 3.5 |
| Originality | 3 |
| Flow | 2.5 |
| Style | 2 |
| Total | 20 |
Criteria Definitions
Difficulty
Technical level, complexity, risk, control, and execution.
Improvisation
Ability to react, adapt, and create in real time during the battle.
Battle Performance / Adaptation
Ability to respond to the opponent, adapt to the battle context, and manage the battle strategically.
Originality
Creativity, variety, and use of unexpected or personal ideas.
Flow
Fluency, rhythm, continuity, and smooth transitions.
Style
Identity, personality, and individual expression.
General Principle
This judging system is designed to reward technical quality, adaptability, and real-time
decision-making within the battle format. Rounds that appear excessively pre-structured,
fixed from beginning to end, or disconnected from the opponent and the moment may receive
lower scores in Improvisation and Battle Performance / Adaptation.
Originality and Improvisation are evaluated separately.
A creative move or combination does not automatically imply real-time improvisation.
Guidance on Improvisation
Examples of Positive Improvisation
- Directly responding to the opponent’s actions or ideas.
- Changing approach according to the development of the battle.
- Reacting effectively to mistakes, interruptions, or unexpected moments.
- Using the music, the space, or the crowd’s energy in a spontaneous way.
- Building combinations that feel created in the moment rather than fully pre-planned.
- Showing flexibility and decision-making under pressure.
Situations That May Reduce the Improvisation Score
- A round that appears completely memorised from beginning to end.
- No visible reaction or answer to the opponent.
- The same structure being used regardless of the battle context.
- Forced transitions used only to fit a pre-set routine.
- Lack of adaptation after mistakes or shifts in momentum.
- Performing without competitive interaction or awareness of the live moment.
Note on Improvisation
Improvisation carries significant value within the judging system. At the same time, achieving a high score in this criterion is intentionally difficult, as it requires genuine real-time creativity, reaction, and adaptation during the battle. For this reason, we believe it is a fair and meaningful category.
Scoring Method
All scores must be awarded in 0.5-point increments only.
*As this year introduces a significant update to the battle judging criteria, individual scores will be used as private and indicative references for the judges’ final evaluation. This approach is intended to help monitor, develop, and refine the scoring system over time.
