Team Event 2

 
 

Team Event 2: Grease

For Time:

10 Worm C&Js

M1M2 - 20 Synchro Wall Balls (30/20) + 20 Synchro C2B 

10 Worm C&Js

M1F1 - 20 Synchro Wall Balls + 20 Synchro C2B

10 Worm C&Js

F1F2 - 20 Synchro Wall Balls + 20 Synchro C2B

10 Worm C&Js

F2M2 - 20 Synchro Wall Balls + 20 Synchro C2B

10 Worm C&Js

Time Cap: 12 Minutes

Flow: 

This event begins with the team on the start mat (behind the rig). At the sound of the beep, all 4 team members will move to the worm and begin accumulating worm clean and jerks. At the completion of 10 worm clean and jerks the team will move the worm forward to the next designated spot, then both male athletes will move to their wall balls and complete 20 synchro wall ball shots. At the completion of 20 wall ball shots the athletes will move to the pullup bar and complete 20 synchro chest to bar pullups. At the completion of 20 synchro chest to bar pullups the athletes will return to the worm, where the team will complete another 10 worm clean and jerks. The team will follow this pattern with a different set of partners completing the wall balls and chest to bar pullups as designated below:

Set 1- Male 1 and Male 2

Set 2- Male 1 and Female 1

Set 3- Female 1 and Female 2

Set 4- Female 2 and Male 2

At the completion of the final 10 worm clean and jerks the team will drop the worm and move to the finish line. When the team is on the finish mat together, time stops.

NOTE: The timing chip must be worn by the final member of the team to cross the finish line. Timing chip must be worn by female athlete at the back of the worm.

Scoring

The team score is the total time for completing the event.

Movement Standards

Worm Clean and Jerk

  • Each rep begins with the worm on the floor. All teammates must lift the worm to the shoulder in one smooth motion. The worm must be resting on the shoulder of all 4 athletes at the same time before the jerk portion begins. Each rep of the jerk begins with the worm on the shoulders and finishes with the worm resting on the opposite shoulder. The entire worm must be moved by all teammates to the opposite shoulder and must be in contact with the opposite shoulder simultaneously for the rep to count. The worm must be brought from the floor to start the next rep. 

Synchro Wall Ball Shots

  • The medicine ball must be taken from the bottom of a squat, hip crease passing clearly below the knee, and thrown to hit the specified target. The center of the ball must make contact with the 10’ target. If the ball hits below or does not hit the target it is a no rep. If the ball hits the ground it must come to a rest before initiating the next rep. Taking the ball from the rebound into the next rep is a no rep. The synchronization portion of the movement is when both athletes are below parallel at the same time. Rep is credited once both medicine balls have hit their targets. 

Synchro Chest to Bar Pullups

  • This is a standard chest-to-bar pull-up. Dead hang, kipping or butterfly pull-ups are allowed, as long as all the requirements are met. The arms must be fully extended at the bottom. At the top, the chest must clearly come into contact with the bar, below the collarbone. The synchronization portion of the movement is at the top with both athlete’s chests touching the bar.