Combination (jump)

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A triple combination.
A triple combination.

A combination, when referring to an obstacle jumped by horses, is when two or more fences are placed within 1-3 strides of each other. They are seen in the equestrian jumping sports of show jumping and eventing (both the cross-country and stadium jumping phases), but are uncommon in hunt seat competition.

Combinations are often one of the challenges of a course, and the course designer knows how to manipulate the distances and types of obstacles to make them more difficult.

Contents

[edit] Scoring

The "direct route" when jumping cross-country
The "direct route" when jumping cross-country
If the rider has a refusal at the direct route, he may jump the other B element without additional penalty than what he incurred for the refusal.
If the rider has a refusal at the direct route, he may jump the other B element without additional penalty than what he incurred for the refusal.

A combination is always considered one obstacle, and the various elements within the combination are lettered "A", "B", "C" and so on.

[edit] Show jumping

In Show Jumping, a refusal at any of these jumps results in the horse having to repeat the entire obstacle, not just the element they refused. So a horse may jump "A" and "B" without issue, but have a refusal at the third fence (C), at which time the rider would have to circle and return to jump fence "A" again, giving the horse a second chance to refuse or knock down "A" and "B".

Despite being considered one obstacle, each element may result in penalty points if knocked down. Therefore, if each of the three fences in a triple combination were knocked down, the rider would receive 12 faults (4 per rail), instead of 4 faults for the entire obstacle.

[edit] Cross-country

In Cross-country, the rider need only retake the element they refused rather than the whole complex. So a refusal at element "B" does not require them to jump "A" again. However, they have the option of retaking the previous elements of they wish. For example, in a bounce type obstacle it may be physically impossible to approach "B" without first clearing "A". Yet for some in and outs, you can go to "B" and not have to rejump "A".

Many cross-country obstacles have several possible routes to take (for example, at "obstacle 5" there may be two "A," two "B," and two "C" elements), with one route usually being faster but requiring a more skillful ride or more physical effort from the horse. A rider may take any of the possible routes as long as they pass over each letter once. Additionally, after a refusal, they may jump a different obstacle in its place, as long as it is the same letter. For example, if a refusal occurs at "B", the rider may jump an alternative obstacle that is marked "B" to help avoid a second refusal, but may not jump a second "A" element in place of the "B" element.

As in show jumping, a refusal at "A" is a first refusal, and would receive 20 penalties. Whether the rider retakes "A" or not, a subsequent refusal at "B" is a second refusal and so on. Three refusals at any one obstacle results in elimination, as does 4 refusals on the entire course.

[edit] Types of Combinations

Combinations are named by their number of elements. Double and triple combinations are the most common. In general, the more elements involved, the more difficult the obstacle. However, other variables can greatly influence the difficulty:

A "coffin:" a cross-country combination which incorporates change in terrain, striding, and different types of obstacles.
A "coffin:" a cross-country combination which incorporates change in terrain, striding, and different types of obstacles.
  1. Distance between Obstacles: the course designer may shorten or lengthen the distance from the usual 12' stride. The most extreme case is when the designer puts enough room for a half-stride, in which case the rider must shorten or lengthen according to the horse's strengths. At the lower levels, the designer will not change the distances from what is considered "normal" for the combination. Additionally, the designer may make the distance between the first two elements of a combination ask for one type of stride—for example, very long—and the second and third elements ask for the exact opposite type of stride—in this case, very short. This tests the horse's adjustability, and can greatly enhance the difficulty of the combination.
  2. Types and Order of the Obstacles: Riders must adjust their horse's stride according to the type of obstacle that must be jumped, and the order they occur. For example, a vertical to oxer rides differently from an oxer to vertical. Horses take off and land at different distances from the obstacle depending on its type: usually closer for triple bars, slightly further for oxers, and even further for verticals. Other factors, such as a "spooky" fence or a liverpool, may change the distances for particular horses as they back them off.
  3. Height of the Obstacles: The higher the fences, the less room there is for error. At the lower levels, the designer may make certain elements in the combination slightly lower, to make it easier. Fence height also has some influence on the horse's take-off distance, usually decreasing both the take-off and landing, although this is only a great variant when the fences are 4'6" or higher.
  4. Terrain: this is especially a factor for eventers as they ride combinations cross-country. A combination on the downhill tends to lengthen the stride, and on the uphill it tends to shorten it. Going though water tends to shorten the stride. Landing up a bank causes a shorter landing distance than from an upright obstacle.

[edit] Riding Combinations

Riders walking a course.
Riders walking a course.

To negotiate a combination successfully, a rider must maintain the qualities needed in all riding: rhythm, balance, and impulsion as he approaches the fence. He must also have a great understanding of his horse's stride length, so that he may know how much he needs to shorten or lengthen it for each particular combination.

Before riding the course, the rider should walk the distances of the combination and decide the stride from which he should jump it.

[edit] Links