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2016-2017 (VALID UNTIL 3/1/2017) Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016 YOUTH CHEER CATEGORIES CATEGORY is defined by the type of performance you select. SHOW CHEER: Performance using music, cheer or any combinaon thereof. Music is required in this category. Music may be posioned for a segment, half, or the enre performance. Gymnasc skills are required as a component of the total team score; lack of tumbling in a show cheer roune will result in a 0 in any tumbling category. Stunts are required; omission of stunts in a Show Cheer roune will result in a 0. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreo- graphed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their roune. Please refer to the remainder of the youth cheer secon for complete details on show cheer roune requirements. SHOW CHEER NON MOUNT: Performance using music, cheer or any combinaon thereof. Music is required in this category. Music may be posioned for a segment, half, or the enre performance. Gymnasc skills are required as a component of the total team score; lack of tumbling in a show cheer roune will result in a 0 in any tumbling category. Stunts are prohibited. Clarificaon: A partner jump, assisted toe touch, partner pick up, etc would not be considered a stunt. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their roune. Non mount division tumbling is limited to Level 3 tumbling skills. Please refer to the re- mainder of the youth cheer secon for complete details on show cheer non mount roune requirements. SHOW CHEER LIMITED: Performance using music, cheer or any combinaon thereof. Music is required in this category. Music may be posioned for a segment, half, or the enre performance. Gymnasc skills are required as a component of the total team score. Stunts are required; omission of stunts in a show cheer roune will negavely affect score. Basket tosses are not allowed in show cheer limited divisions. Single leg stunts are limited in the limited divisions. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their roune. Please refer to the remainder of the youth cheer secon for complete details on show cheer limited roune requirements. SHOW CHEER NON-TUMBLING: Performance using music, cheer or any combinaon thereof. Music is required in this category. Music may be posi- oned for a segment, half, or the enre performance. Gymnasc skills are PROHIBITED. Stunts are required; omission of stunts in a Show Cheer roune will result in a 0. Stunts are limited to Level 3 skills. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their roune. Please refer to the remainder of the youth cheer secon for complete details on show cheer roune requirements. PERFORMANCE CHEER: Cheer(s) of your choice. Audience parcipaon, megaphones, signs, and banners are allowed. Music or amplified sound is not allowed in this category. Gymnasc skills are required as a component of the total team score; lack of tumbling in a performance cheer roune will result in a 0 in any tumbling category. Stunts are required; omission of stunts in a performance cheer roune will result in a 0. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their roune. Please refer to the remainder of the youth cheer secon for complete details on performance cheer roune requirements. PERFORMANCE CHEER NON MOUNT: Cheer(s) of your choice. Audience parcipaon, megaphones, signs, and banners are allowed. Music or amplified sound is not allowed in this category. Gymnasc skills are required as a component of the total team score; lack of tumbling in a performance cheer roune will result in a 0 in any tumbling category. Stunts, dismounts and cradles are prohibited. Clarificaon: A partner jump, assisted toe touch, partner pick up, etc would not be considered a stunt. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their roune. Non mount division tumbling is limited to Level 3 tumbling skills. Please refer to the remainder of the youth cheer sec- on for complete details on performance cheer non mount roune requirements. PERFORMANCE CHEER LIMITED: Cheer(s) of your choice. Audience parcipaon, megaphones, signs, and banners are allowed. Music or amplified sound is not allowed in this category. Gymnasc skills are required as a component of the total team score. Stunts are required; omission of stunts in a performance cheer roune will negavely affect score. Basket tosses are not allowed in the performance cheer limited divisions. Single leg stunts are LIMITED in the limited divisions. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their roune. Please refer to the remainder of the youth cheer secon for complete details on performance cheer roune requirements.
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Page 1: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER CATEGORIESCATEGORY is defined by the type of performance you select.

SHOW CHEER: Performance using music, cheer or any combination thereof. Music is required in this category. Music may be positioned for a segment, half, or the entire performance. Gymnastic skills are required as a component of the total team score; lack of tumbling in a show cheer routine will result in a 0 in any tumbling category. Stunts are required; omission of stunts in a Show Cheer routine will result in a 0. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreo-graphed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their routine. Please refer to the remainder of the youth cheer section for complete details on show cheer routine requirements.

SHOW CHEER NON MOUNT: Performance using music, cheer or any combination thereof. Music is required in this category. Music may be positioned for a segment, half, or the entire performance. Gymnastic skills are required as a component of the total team score; lack of tumbling in a show cheer routine will result in a 0 in any tumbling category. Stunts are prohibited. Clarification: A partner jump, assisted toe touch, partner pick up, etc would not be considered a stunt. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their routine. Non mount division tumbling is limited to Level 3 tumbling skills. Please refer to the re-mainder of the youth cheer section for complete details on show cheer non mount routine requirements.

SHOW CHEER LIMITED: Performance using music, cheer or any combination thereof. Music is required in this category. Music may be positioned for a segment, half, or the entire performance. Gymnastic skills are required as a component of the total team score. Stunts are required; omission of stunts in a show cheer routine will negatively affect score. Basket tosses are not allowed in show cheer limited divisions. Single leg stunts are limited in the limited divisions. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their routine. Please refer to the remainder of the youth cheer section for complete details on show cheer limited routine requirements.

SHOW CHEER NON-TUMBLING: Performance using music, cheer or any combination thereof. Music is required in this category. Music may be posi-tioned for a segment, half, or the entire performance. Gymnastic skills are PROHIBITED. Stunts are required; omission of stunts in a Show Cheer routine will result in a 0. Stunts are limited to Level 3 skills. Poms, megaphones, signs, and banners are allowed. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their routine. Please refer to the remainder of the youth cheer section for complete details on show cheer routine requirements.

PERFORMANCE CHEER: Cheer(s) of your choice. Audience participation, megaphones, signs, and banners are allowed. Music or amplified sound is not allowed in this category. Gymnastic skills are required as a component of the total team score; lack of tumbling in a performance cheer routine will result in a 0 in any tumbling category. Stunts are required; omission of stunts in a performance cheer routine will result in a 0. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their routine. Please refer to the remainder of the youth cheer section for complete details on performance cheer routine requirements.

PERFORMANCE CHEER NON MOUNT: Cheer(s) of your choice. Audience participation, megaphones, signs, and banners are allowed. Music or amplified sound is not allowed in this category. Gymnastic skills are required as a component of the total team score; lack of tumbling in a performance cheer routine will result in a 0 in any tumbling category. Stunts, dismounts and cradles are prohibited. Clarification: A partner jump, assisted toe touch, partner pick up, etc would not be considered a stunt. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their routine. Non mount division tumbling is limited to Level 3 tumbling skills. Please refer to the remainder of the youth cheer sec-tion for complete details on performance cheer non mount routine requirements.

PERFORMANCE CHEER LIMITED: Cheer(s) of your choice. Audience participation, megaphones, signs, and banners are allowed. Music or amplified sound is not allowed in this category. Gymnastic skills are required as a component of the total team score. Stunts are required; omission of stunts in a performance cheer routine will negatively affect score. Basket tosses are not allowed in the performance cheer limited divisions. Single leg stunts are LIMITED in the limited divisions. Tear away uniforms or removal of clothing is prohibited. Formal entrances are prohibited (i.e. crowd response chants or cheers, choreographed marching, team huddles, or stunts). Spirited entrances are allowed; teams should take no longer than 10 seconds to set for their routine. Please refer to the remainder of the youth cheer section for complete details on performance cheer routine requirements.

Page 2: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YCADA LEVEL 1

Standing Tumbling: Up to walkoversRunning Tumbling: Up to walkoversStunts: Two leg prep level and below prep level single leg stunts (1/4 twist load in allowed) Inversions: ProhibitedDismounts: Straight ride and quarter turn are allowedRelease Moves: ProhibitedTosses: ProhibitedPyramids: Up to extended two leg stunts braced on both sides (connection must be made at or below prep level and have to return to prep level to cradle) and prep level single leg stunts continuously braced on at least one side with hand/arm connection ONLY by prep level or below stunts (connection must be made prior to executing the prep level single leg stunt).

YCADA LEVEL 2

Standing Tumbling: Up to single non-consecutive front/back handspringRunning Tumbling: Up to single non-consecutive front/back handspringStunts: Two leg extended stunts and prep level single leg stunts ( ½ twist load in variations are allowed)Inversions: ProhibitedDismounts: Straight ride and quarter turn are allowed. Single trick, non-twisting alternate cradles are allowed.Release Moves: Prohibited (exception: Barrel Roll)Tosses: Straight ride body position ONLYPyramids: Up to extended single leg stunts braced on at least ONE side with hand/arm connection by prep level or below stunts (connection must be established at or below prep level)

YOUTH CHEER LEVELS OVERVIEWA BASIC OVERVIEW OF THE HIGHEST SKILLS ALLOWED IN EACH LEVEL.

YCADA LEVEL 3

Standing Tumbling: Up to handspring seriesRunning Tumbling: Up to back tuck from handspring or roundoff entryStunts: Extended single leg variations, 360 to or from extension prep Inversions: Handstand to a load in position ONLYDismounts: Up to 360/single twist from extended two leg stunts and all prep level stuntsRelease Moves: Braced tic-tocs only (must be braced on both sides by prep level or below stunts)Tosses: One trick non-twisting allowedPyramids: Extended single leg stunts braced on one side, braced tic-tocs (high to high, low to high , switch up release moves, eagle ups, pike ups and ballups) the flyer must land in upright STANDING position and must be braced on both sides by prep level or below stunts)

YCADA LEVEL 4

Standing Tumbling: Up to a full twisting layoutRunning Tumbling: Up to a full twisting layoutStunts: Extended single leg, 1 1/2 twist up to extended level, tic-tocsInversions: Handstand to prep level, forward suspended roll, back walkover/forward roll out of cradle.Dismounts: Up to 1 & ¼ twisting dismounts from any single leg stunt and 2 & ¼ twisting dismounts from any two leg stuntRelease Moves: Allowed as long as does not surpass 18” Tosses: Up to two tricks and 1 & ¼ twisting Pyramids: Extended single leg stunts braced on one side, braced release moves, 2 and ½ high transitions (provided they are braced between two prep level or below stunts). Limited braced inversions.

NOTE: This is ONLY to be used as a quick reference guide for skill levels. These are NOT all skills allowed in each level or rules regarding technical or creative elements. All teams must still abide by ALL Youth Cheer Levels Grid regulations, Youth Cheer Penalty Info, Youth CheerGeneral Safety Rules, Youth Cheer Category Guidelines and Youth Cheer General Guidelines provided in the following and preceding pages.

Page 3: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YCADA LEVEL 1 LIMITED

Standing Tumbling: Up to round offRunning Tumbling: Up to round offStunts: Two leg prep level and knee stand single leg stuntsInversions: ProhibitedDismounts: Cradles are Prohibited. Shove wraps or step offs are LEGAL. Release Moves: ProhibitedTosses: ProhibitedPyramids: Connected stunts are permitted, but must follow all stunt guidelines.

YOUTH CHEER LEVELS OVERVIEWA BASIC OVERVIEW OF THE HIGHEST SKILLS ALLOWED IN EACH LEVEL.

NOTE: This is ONLY to be used as a quick reference guide for skill levels. These are NOT all skills allowed in each level or rules regarding technical or creative elements. All teams must still abide by ALL Youth Cheer Levels Grid regulations, Youth Cheer Penalty Info, Youth CheerGeneral Safety Rules, Youth Cheer Category Guidelines and Youth Cheer General Guidelines provided in the following and preceding pages.

Page 4: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER LEVELS GRIDPlease note: The following youth skill levels have been created to provide safety and convenience for teams who may perform at a different skill level than others. Coaches must consider tumbling and stunting abilities when choosing the level in which their team will compete. Coaches must also refer to the Youth Cheer Routine Guidelines, General Safety Rules (which apply to all levels), Glossary, Penalty Info, and Scoring sections for further guidelines regarding Youth Cheer routines. (Performing skills from a more advanced level will result in a 5.0 point deduction per occurrence.) Changes made from last year’s rules, etc are marked in BOLD RED.

YCADA LEVEL 1

STAN

DIN

G T

UM

BLIN

G All skills and series of skills with hand support performed from a standing position are allowed, including, but not limited to: Front rolls, back rolls, cartwheels, handstands, handstand forward rolls, round offs and front/back walkovers. At least ONE hand must remain in contact with the performance surface during ALL skill/s execution. PROHIBITED skills include, but are not limited to: Front and/or back handsprings, tucks/flips, aerials, and dive rolls.

RUNN

ING

TUM

BLIN

G All skills and series of skills with hand support performed from a running or hurdle position are allowed, including, but not limited to: round offs, cartwheels, and front and/or back walkovers. At least ONE hand must remain in contact with the performance surface during skill/s execution. PROHIBITED skills include, but are not limited to: Front and/or back handsprings, tucks/flips, aerials, and dive rolls.

STUN

TS

Continuous back spotter is required for all stunts shoulder level or above (exceptions: shoulder sit, chair, etc). Double leg stunts are only allowed at prep level (shoulder height) or below, single leg stunts are only allowed below prep level (shoulder level). Bases may move/turn while in a sponge/load in position and/or once the building of a stunt is completed (EXCEPTION: traveling double-based t-lifts are allowed). Twisting, during a mount/transition is limited to 1/4 turn by the FLYER and/or BASES. Clarification: Bases may move during the 1/4 turn mount/transition. Free standing extended stunts are not allowed. (EXCEPTIONS & CLARIFICATIONS: Stunts where the arms of the bases are fully extended, but the flyer’s body is horizontal or in a sitting position are allowed. ex, swedish falls, flatback, v-sits. Hitches are allowed, provided the base maintains contact with the feet of the flyer. Non-released single based stunts are permitted up to the allowed technical level, but are NOT allowed to cradle. (CLARIFICATIONS: A step into hands would be permitted with 1 flyer, 1 base, and 1 continuous spotter. Superman transitions are ILLEGAL. PROHIBITED stunts include, but are not limited to: Transitional stunts that involve changing bases (ie. leap frogs, where the flyer moves to new bases or the original bases and stepping stone transitions), front, back, or side tension rolls, single based split stunts, show and go stunts that travel while building or go above the permitted level, swing dance/swing up stunts, show and go stunts where the bases move or travel during the show and go, and extended v-sits without an additional back spotter (when the back base is not holding the flyer’s waist).

INVE

RSIO

NS

ALL Inversions are PROHIBITED. A flyer must never pass through an inverted (hips over head) position at any time during a stunt load in/mount/dismount/transition. PROHIBITED skills include, but are not limited to: Forward suspended rolls, handstands that transition into a load in/sponge position.

DISM

OUN

TS

Cradles from all stunts prep level and below are limited to straight and/or 1/4 turn only. CLARIFICATIONS: A flyer in an arabesque that cradles to the front would be considered a 1/4 turn cradle. Anything other than a step off the front or shove wrap must be caught in a cradle. Straight cradles from extended flat backs/v-sits are allowed. PROHIBITED skills include, but are not limited to: cradles from extended stunts, alternate cradles (toe touch, pike, etc), cradles that land in prone position (on stomach), cradles to different bases, and single based cradles.

RELE

ASE

MOV

ES

No release moves other than those listed in the LEVEL 1 DISMOUNTS section are allowed. PROHIBITED skills include, but are not limited to: Barrel/log rolls, helicopters, and single based tossed stunts. EXCEPTIONS: A flyer may be released by bases during a transition from a cradle position to a reload/sponge position and/or flatback position, provided the flyer does not go above 12 inches from the bases hands.

TOSS

ES

All tosses are PROHIBITED including sponge, basket, squishy, and scrunch tosses.

PYRA

MID

S

Pyramids must follow stunts, release moves, dismounts, and inversion rules and are allowed up to 2-high, with the following EXCEPTIONS: 1) Flyers in double leg extended stunts must be braced on BOTH sides (with two separate people) with hand/arm connection to prep level or below stunts OR bracers standing on the ground. The connection must be made AT PREP LEVEL OR BELOW and PRIOR to the flyer passing above prep level. Connection may not be lost until the extended stunt is returned to prep level two leg or below. CLARIFICATION: Extended double leg stunts may not cradle from the extended level. Extended double leg stunts MAY NOT brace any other extended two leg stunts. 2) Single leg stunts are allowed at prep level, provided they are braced on AT LEAST one side by a prep level/below stunt/individual on the ground, with HAND/ARM connection. CLARIFICATION; prep level bracers must have both feet in the hands of bases.(If braced on BOTH sides, one side may be hand/arm and the other hand/foot). The hand/arm connection must be made at prep level or below and PRIOR to executing the single leg stunt. Connection may not be lost until the upward motion of a cradle, retake/sponge, or returned to prep level two leg stunt or below. 3) Moving/walking pyramids are allowed. PROHIBITED stunts include, but are not limited to: Collapsible/hanging/RELEASED split pyramids, braced flips, extended single leg pyramids.

Page 5: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER LEVELS GRIDPlease note: The following youth skill levels have been created to provide safety and convenience for teams who may perform at a different skill level than others. Coaches must consider tumbling and stunting abilities when choosing the level in which their team will compete. Coaches must also refer to the Youth Cheer Routine Guidelines, General Safety Rules (which apply to all levels), Glossary, Penalty Info, and Scoring sections for further guidelines regarding Youth Cheer routines. (Performing skills from a more advanced level will result in a 5.0 point deduction per occurrence.) Changes made from last year’s rules, etc are marked in BOLD RED.

YCADA LEVEL 2

STAN

DIN

G T

UM

BLIN

G

All skills or series of skills with hand support performed from a standing position are allowed, including, but not limited to: Front and backward rolls, handstands, handstand forward rolls, handstands that fall to bridge position, front and back walkovers, cartwheels, and round offs. (EXCEPTION: A SINGLE front/back handspring is allowed). CLARIFICATION: At least ONE hand must remain in contact with the performance surface during skill/s execution. Both hands must be used in front/back handsprings. PROHIBITED skills include, but are not limited to: Front and/or back handsprings series, tucks/flips, aerials, dive rolls, and multiple connected handsprings.

RUNN

ING

TUM

BLIN

G

All skills and series of skills with hand support performed from a running or hurdle position are allowed, including, but not limited to: cartwheels, round offs, front and/or back walkovers. (EXCEPTION: A SINGLE non-consecutive front/back handspring is allowed (ex. Round off bhs is LEGAL. Round off back handspring step out round off back handspring is LEGAL. Round off two consecutive bhs is ILLEGAL). CLARIFICATION: At least ONE hand must remain in contact with the performance surface during skill/s execution. Both hands must be used in front/back handsprings. PROHIBITED skills include, but are not limited to: front and/or back handsprings series, tucks/flips, aerials, dive rolls, and multiple connected back handsprings.

STUN

TS

Double leg extended stunts are allowed, single leg stunts are allowed at prep level (shoulder height) or below. Twisting during a load in/mount/transitions is limited to a 1/2 twist by the flyer and/or bases. Traveling show and go stunts are allowed. At least one base must maintain contact with the flyer during all transitions. EXCEPTIONS and CLARIFICATIONS: During twisting stunts, a simultaneous 1/4 twist by the flyer and 1/4 twist by the bases equals a 1/2 twist from the group. Therefore, if the flyer performs a complete 1/2 twist, the bases may NOT perform any additional twisting simultaneously during the execution of the flyer’s twist. Prep level single leg stunts may switch legs, provided at least one base/back spotter keeps continuous contact with the flyer’s foot/ankle. Stepping stone transitions are allowed, but require one base with continuous hand/arm connection to the flyer during the entire transition. Bases may move /turn while building. NON-TWISTING Superman transitions are allowed from prep level or below. Superman transitions may not intentionally travel. Non-released single based stunts are permitted up to the allowed technical level, but are NOT allowed to cradle. (ex. a step into hands would be allowed with 1 flyer, 1 base, and 1 continuous spotter. The spotter must be in position to protect the flyer’s head/shoulder area. PROHIBITED stunts include, but are not limited to: Leap frogs, where the flyer moves to new bases or the original bases, front, side, or back tension rolls, single based split stunts, swing up stunts, swing dance stunts, and connected superman stunts.

INVE

RSIO

NS ALL Inversions are PROHIBITED. A flyer must never pass through an inverted (hips over head) position at any time during a stunt load in/mount/dismount/transition. PROHIBITED skills include, but are not limited to: Forward suspended rolls, handstands that transition into a load in/sponge position.

DISM

OUN

TS

Cradles from all stunts are limited to straight, 1/4 turn, or single trick, non-twisting alternate cradles (ie, toe touch, pike arch, or ball arch). CLARIFICATION: An arabesque that cradles to the front would be considered a LEGAL 1/4 turn cradle. A hitch kick cradle would be ILLEGAL. Anything other than a step off the front or shove wrap must be caught in a cradle. PROHIBITED skills include, but are not limited to: 1/2 twist cradles, cradles that land in prone position (on stomach), cradles to different bases (fireman catches and fallbacks that do not return to the upright position), and single based cradles. EXCEPTION: a cradle from a single based stunt to a group cradle is allowed (i.e. 2 bases, 1 back spotter, 1 flyer). A half twist cradle is allowed from a group based Swedish Falls (2 bases, 1 flyer, 1 spotter at head/neck).

RELE

ASE

MOV

ES

No release moves other than those listed in the LEVEL 2 DISMOUNTS section are allowed. EXCEPTIONS: a single twisting barrel/log roll is allowed, provided it starts and ends in a cradle position. No other skill may be involved during the skill. i.e. kick full barrell roll = ILLEGAL. A 1/2 twist log roll up to an extended swedish falls is allowed. EXCEPTIONS: A flyer may be released by bases during a transition from a cradle position to a reload/sponge position, transition up to a swedish falls, and/or flatback position, provided the flyer does not go above 12 inches from the bases hands. PROHIBITED skills include, but are not limited to: 1/2 twist cradles, single based cradles, and helicopters (that are fully released by bases). EXCEPTION: A half twist cradle is allowed from a group based swedish falls (2 bases, 1 flyer, 1 spotter at head/neck).

TOSS

ES

Sponge, squishy, scrunch, and/or basket tosses are allowed in a STRAIGHT BODY position only. Tosses must be caught in a cradle position by the original bases. Tosses may not intentionally travel and are limited to 1 flyer and up to 4 bases (including back and front spotters). PROHIBITED skills include, but are not limited to: toe touch toss, ball-x, pike arch, twisting or flipping tosses.

PYRA

MID

S

Pyramids must follow stunts, release moves, dismounts, and inversion rules and are allowed up to 2-high, with the following EXCEPTIONS: 1) Extended single leg stunts are allowed, provided they are braced on AT LEAST one side with HAND/ARM connection to a prep level or below stunt, or individual on the ground. The connection must be made at prep level or below and PRIOR to executing the extended single leg and may not lose contact with the Hand/Arm connection until the upward motion for a cradle or downward transition to a prep level or below stunt. 2) Flyers must maintain contact with at least ONE base at all times and may not lose contact with bracing prep level stunts during transitions. A flyer(s) in a cradle/flatback position, may transition back into a stunt, provided at least ONE base maintains contact during the entire transition. Stepping stone transitions are permitted, provided at least one base keeps continuous hand/arm contact with the flyer. 3) Moving/walking pyramids are allowed. 4) Fake tick tocks are allowed, provided at least ONE base/back spotter maintains continuous contact with the flyer’s foot/ankle. These are allowed from prep to prep level or prep to extended level, with continuous contact with a base. PROHIBITED stunts include, but are not limited to: Collapsible/hanging/ released split pyramids, braced flips, braced tick tocks (release by bases).

Page 6: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER LEVELS GRIDPlease note: The following youth skill levels have been created to provide safety and convenience for teams who may perform at a different skill level than others. Coaches must consider tumbling and stunting abilities when choosing the level in which their team will compete. Coaches must also refer to the Youth Cheer Routine Guidelines, General Safety Rules (which apply to all levels), Glossary, Penalty Info, and Scoring sections for further guidelines regarding Youth Cheer routines. (Performing skills from a more advanced level will result in a 5.0 point deduction per occurrence.) Changes made from last year’s rules, etc are marked in BOLD RED.

YCADA LEVEL 3

STAN

DING

TUM

BLIN

G

All skills and series of skills performed from a standing position with hand support are allowed including but not limited to: Front rolls, back rolls, front walkovers, back walkovers, cartwheels, handstands, handstand forward rolls, handstands that fall into a bridge position, and round off back handsprings, front handsprings. CLARIFICATION: At least one hand must remain in contact with the floor during skill execution (Exception: both hands must remain in contact with the floor when performing front and back handsprings.) PROHIBITED skills include, but are not limited to: Tucks/flips, standing single/series back handsprings to a tuck or flip position, forward 3/4 flips to the seat.

RUNN

ING

TUM

BLIN

G

Back tucks/flips may ONLY be performed from a round off or round off back handspring entry in a tucked body position. CLARIFICAITON: The flip/tuck must be immediately preceded by a round off or round off back handspring. Cartwheel step in tucks are ILLEGAL. There is no limit to the number of round off series back handsprings followed by a tuck/flip. Aerial cartwheels and running front tucks/flips are allowed. No tumbling is allowed after a tuck/flip (EXCEPTION: tumbling out of a front tuck/flip is allowed). PROHIBITED skills include, but are not limited to: Alternate flipping body positions (x-out, layout, pike, step out) and twisting in any tucks/flips, forward 3/4 flips to the seat.

STUN

TS

Extended single leg stunts are allowed. Twisting during the load in/mount and/or transitions is limited to one full twist by the flyer and or the bases only to prep level. CLARIFICATION: Bases may turn up to 1/2 during load in and execution of stunt simultaneously with the flyer performing a 1/2 twist (creating a 360/full twist) and only to prep level. Teams are permitted to perform 360 to or from prep (shoulder) height provided they do not stop in an extended position. Examples would be full up to a prep, or fast forward from a prep. At least ONE base/continuous spotter must maintain contact with the flyer during transitions. Transitional stunts may involve changing bases (i.e. Leap frogs to new bases are allowed. Fake tick tocks are permitted provided the flyer remains in contact with at least one base/back spotter at all times. (Prep to prep, or prep to extended single leg transitions.) Prep level single leg stunts are permitted to switch legs (back to prep level or switch to extended level) provided the flyer is not released and maintains contact with at least one base or back spotter. Forward traveling leap frogs may be caught in a double cradle. Backward leap frogs may not land in prone. Superman transitions are allowed from prep level and below and may incorporate 1/2 twist by the flyer only. Superman transitions may not intentionally travel. Swing up stunts are allowed provided the following: they begin below prep level, the flyer is face up and does not become inverted, two bases have contact with both of the flyer’s hands/arms and at least one foot/ankle/leg, and a spotter is in place to protect the flyer’s head/neck/shoulders. PROHIBITED skills include, but are not limited to: Front, back or side tension rolls, single-based split stunts, single leg extended stunts that brace other single leg extended stunts, swing dance stunts, connected superman stunts, and one full twist to extension are prohibited.

INVE

RSIO

NS

Inverted stunts are only allowed from ground-level as a load in into a non-inverted, waist level or below stunt and or upright LOAD IN position. For example, the flyer may begin in a handstand on the ground that transitions into a sponge. CLARIFICATION: Flyer transitioning from handstand to standing position on the ground THEN loading in would be ILLEGAL CLARIFICATION: The flyer must maintain contact with at least 2 bases (spotter can be included in the count of the 2 bases) during the above listed type of inversion. PROHIBITED skills include, but are not limited to: A flyer must never move to an inverted position from a stunt.

DISM

OU

NTS

Cradles from two leg extensions, prep level single leg stunts and extension preps may not exceed more than one and one quarter twisting rotation. Only basic cradles (straight and quarter turn) are allowed from extended single leg stunts. CLARIFICATION: Anything other than a step off the front or shove wrap must be caught in a cradle. PROHIBITED stunts include, but are not limited to: Flips, Cradle dismounts to different bases (i.e. fireman’s catches, fall backs)

RELE

ASE

MO

VES

No release moves are allowed other than those mentioned in the Dismounts and Tosses sections. EXCEPTIONS: 1) A single full twisting barrel (log) roll is allowed if it starts and ends in a cradle position. No other trick is allowed during the skill. i.e. kick full barrel roll would be ILLEGAL. 2) A half twist Log Roll to a Swedish Fall is allowed. 3) Braced tick tocks (High to High, Low to High, switch up release moves, eagle ups, pike ups and ball ups) are allowed ONLY if the flyer is continuously braced between two prep level or below stunts with hand/arm connection ONLY and the flyer lands in an upright body position. EXCEPTIONS: A flyer may be released by bases during a transition from a cradle position to a reload/sponge position, transition up to a Swedish Falls, and/or flatback position, provided the flyer does not go above 12 inches from the bases hands. 4) Single Based released toss stunts are allowed, but require a separate spotter for stunts shoulder height and above (ex. toss hands). See the General Safety rules for further guidelines for bases, flyers and spotters during braced release moves. Helicopters (that are released) are PROHIBITED. Any other full release tosses or pyramid and stunt transitions other than braced tick tocks which the flyer is fully released from the bases are prohibited.

TOSS

ES

Sponge, basket, squishy, scrunch tosses are allowed and must be caught in a cradle position by the original bases. Other toss positions are allowed, but limited to ONE TRICK, NON-TWISTING. (ie, toe touch, pretty girl, etc.) EXCEPTION: A pike-arch, ball-arch, and kick-arch will be allowed. These are the ONLY exceptions, to allow the flyer a safe position to open from the skill and be caught by the bases. PROHIBITED skills include, but are not limited to: Ball-X or Ball-Star, Flipping (front or back) , traveling TOSSES, Full twist tosses (ex. a full would be ILLEGAL).

PYRA

MID

S

Pyramids must follow stunts, dismounts, inversions, and release moves rules and are allowed up to 2-high, with the following EXCEPTIONS: 1) The flyer must maintain contact with at least one base at all times. EXCEPTION: Braced tick tocks (High to High, Low to High, switch up release moves, eagle ups, pike ups and ball ups) are allowed ONLY if the flyer is continuously braced between two prep level or below stunts with hand/arm connection ONLY and the flyer lands in a STANDING, upright body position. The flyer may be released no more than eighteen inches above extended arm level of the bases who are in direct contact with the ground. PROHIBITED skills include, but are not limited to: Any other full release tosses or pyramid and stunt transitions other than braced tick tocks which the flyer is fully released from the bases, release moves that do not land in upright body position, collapsible pyramids, released split catches, braced flips. CLARIFICATION: See the General Safety rules for further guidelines for bases, flyers, and spotters during braced release moves. Moving/walking pyramids are allowed.

Page 7: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER LEVELS GRIDPlease note: The following youth skill levels have been created to provide safety and convenience for teams who may perform at a different skill level than others. Coaches must consider tumbling and stunting abilities when choosing the level in which their team will compete. Coaches must also refer to the Youth Cheer Routine Guidelines, General Safety Rules (which apply to all levels), Glossary, Penalty Info, and Scoring sections for further guidelines regarding Youth Cheer routines. (Performing skills from a more advanced level will result in a 5.0 point deduction per occurrence.) Changes made from last year’s rules, etc are marked in BOLD RED.

YCADA LEVEL 4

STAN

DING

TUM

BLIN

G Tucks/flips are allowed in any body position but may not exceed one flipping and one twisting rotation. CLARIFICATION: Flips may be performed in alternate positions (layout, x-out, pike, etc.) Tumbling after a flip is prohibited (Exception: tumbling out of a front flip is allowed) PROHIBITED skills include, but are not limited to: Forward 3/4 flips to the seat, toe-pitch flips, tumbling after a flip.

RUNN

ING

TUM

BLIN

G

Flips in any body position are allowed but may not exceed one flipping and one twisting rotation, Aerials are allowed, tumbling out of a front flip is allowed. CLARIFICATION: Flips may be performed in alternate positions (layout, x-out, pike, etc.). Tumbling after a flip is prohibited.(Exception: tumbling out of a front flip is allowed.) PROHIBITED skills include, but are not limited to: Forward 3/4 flips to the seat, toe-pitch flips, tumbling after a flip.

STUN

TS

Extended single leg stunts are allowed. Twisting during the load in/mount is limited to one and one half (1 1/2) twist by the flyer and/or base(s). CLARIFICATION: If the flyer performs a 1 and 1/2 twist, the bases may NOT perform an additional 1/2 twist simultaneously. Bases may perform a 1/2 twist, while the flyer performs a simultaneous full twist, to create a total of 1 and 1/2 twist/s. Transitional stunts may change bases and may include up to one and one half twist. CLARIFICATION: During transitions at least one base/continuous spotter must remain with the flyer. Ex. bases may not free toss a flyer to all new bases. Swing up transitioned stunts are permitted provided the flyer does not go into an inverted position at anytime during the transition and at least one original base/continuous spotter remains in contact with the flyer. Superman transitions are allowed from prep level or below and may incorporate a 3/4 twist by the flyer only. Superman transitions may not intentionally travel. Swing up stunts are allowed provided the following: they begin at prep level or below, the flyer is face up and does not become inverted, two bases have contact with both of the flyer’s hands/arms and at least one foot/ankle/leg, and a spotter is in place to protect the flyer’s head/neck/shoulders. Forward traveling leap frogs may land in a double based cradle. Backward leap frogs may not land in prone position. PROHIBITED skills include, but are not limited to: Swing Dance Stunts, front, back, or side tension rolls, connected superman stunts, and single leg extended stunts that brace other single leg extended stunts.

INVE

RSIO

NS

Inverted stunts are only allowed from ground-level as a load in/mount into a non-inverted stunt (upright position) at prep (shoulder) level or below. For example, the flyer may begin in a handstand on the ground that transitions into an extension prep. A flyer must never move to an inverted position from a stunt. EXCEPTIONS: a back walkover out of a group cradle or forward roll/front walkover from waist level prone position is allowed, provided at least 2 of the original bases/back spotter assist the inversion. Flyer must have both hands in contact with the floor prior to the inversion being executed. (Additional Exception: see Pyramids and Dismounts). The flyer must maintain contact with at least 2 bases/posts during any inversion. EXCEPTION: PYRAMID INVERSION ONLY - A FLYER may pass through an inverted position, during a pyramid transition, if the top person remains in contact with a base(s)/back spotter that is in direct weight bearing contact with the performance surface. The base/back spotter that remains in contact with the top person may extend their arms during the transition, if the skill starts and ends in a position at prep level or below. Example: A flat back split which rolls to a load in position would be legal even if the base extends their arms during the inversion skill. Example: A flat back split which rolls to an extended position would be legal. A single standing back handspring to a double based prone catch is allowed and the flyer must perform the handspring unassisted by the bases.

DISM

OU

NTS

Cradles from all single leg stunts are limited to one and one quarter (1 & 1/4) twists. Cradles from all two-leg stunts are limited to two and one quarter (2 & 1/4) twists. Flips are prohibited (EXCEPTION: Suspended forward rolls are allowed provided that all of the following conditions are met: 1) The top person begins in a non-inverted position from the performance surface or a stunt at prep level or below. 2) The top person has continuous hand-to-hand contact with two primary bases or with two posts who are controlling the top person. The top person cannot have contact with one base and one post or with bracers. 3) The bases or posts cannot be involved in any other skill or choreography during the suspended roll. 4) The top person lands in a double-based cradle or on the performance surface. They may not land in a loading position for a stunt). Cradles may not land in prone position (on stomach). Cradle dismounts to different bases (i.e. fireman’s catches, fallbacks) must originate from prep level or below.

RELE

ASE

MO

VES

Release moves are allowed but must not exceed eighteen inches above extended arm level (i.e. tick tocks would be allowed). CLARIFICATION: Bases may not free toss a flyer to all new bases. Single Based released toss stunts are allowed, but require a separate spotter for stunts shoulder height and above (ex. full up heel stretch). The spotter must be directly to the side/back of stunt to protect the flyer’s head and shoulders. Half (1/2) helicopters, NON-TWISTING (total release from bases) are allowed. Full helicopters (total release from bases) are prohibited.

TOSS

ES

Sponge, basket, squishy, scrunch tosses are allowed and must be caught in a cradle position by the original bases. Tosses are limited to two tricks. Tosses may not exceed one and one quarter (1 & 1/4) twisting rotations. (Ex. A Kick Full basket would be legal. A double twisting basket would be ILLEGAL.) Flipping (front or back) and traveling tosses are PROHIBITED.

PYRA

MID

S

Pyramids must follow stunts, dismounts, inversions, and release moves rules and are allowed up to 2-high only, with the following EXCEPTIONS: 1) During a pyramid transition, a flyer may pass through up to 2 and 1/2 high if the flyer is braced between two extension preps. See the General Safety rules for further guidelines for bases, flyers and spotters during braced release moves. Moving/walking, split and hanging pyramids are allowed. 2) A FLYER may pass through an inverted position, during a pyramid transition, if the top person remains in contact with a base(s) that is in direct weight bearing contact with the performance surface. The base that remains in contact with the top person may extend their arms during the transition, if the skill starts at prep level or below. Example: A flat back split which rolls to a load in position would be legal. Example: A flat back split which rolls to an extended position would be legal. PROHIBITED skills include but are not limited to: Collapsible pyramids and braced flips. CLARIFICATION: SEE PYRAMID INVERSION EXCEPTION.

Page 8: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER LEVELS GRIDPlease note: The following youth skill levels have been created to provide safety and convenience for teams who may perform at a different skill level than others. Coaches must consider tumbling and stunting abilities when choosing the level in which their team will compete. Coaches must also refer to the Youth Cheer Routine Guidelines, General Safety Rules (which apply to all levels), Glossary, Penalty Info, and Scoring sections for further guidelines regarding Youth Cheer routines. (Performing skills from a more advanced level will result in a 5.0 point deduction per occurrence.) Changes made from last year’s rules, etc are marked in BOLD RED.

YCADA LEVEL 1 LIMITED

STAN

DIN

G T

UM

BLIN

G

All skills and series of skills with hand support performed from a standing position are allowed, including, but not limited to: Front rolls, back rolls, cartwheels, handstands, handstand forward rolls, and round offs. (EXCEPTION: Front and/or back walkovers and front and/or back handsprings are PROHIBITED.) A ground up bridge is allowed, provided the performer returns to the ground/laying position. For all skills Both hands must remain in contact with the floor during skill/s execution. PROHIBITED skills include, but are not limited to: Handstands that fall to bridge position, one arm cartwheels, front/back walkovers, front/back handsprings, tucks/flips, aerials, tumbling into a load in stunt, and dive rolls.

RUNN

ING

TUM

BLIN

G

All skills and series of skills with hand support performed from a running or hurdle position are allowed, including, but not limited to: round offs and cartwheels. All skills with hand support performed from a running, punch, or hurdle enterance are allowed. (EXCEPTION: front and/or back walkovers, and front and/or back hand-springs are PROHBITED). Both hands must remain in contact with the floor during skill/s execution. PROHIBITED skills include, but are not limited to: Front and/or back walkovers, front and/or back handsprings, handstands that fall to bridge position, one arm cartwheels, flips/tucks, aerials, tumbling into a load in stunt, and dive rolls.

STUN

TS

Double leg stunts are ONLY allowed up to prep (shoulder) level or below; (EXCEPTION: stunts where the arms of the bases are fully extended, but the flyer’s body is horizontal or in a sitting position are allowed, ex. Extended flatbacks, V-sits, etc). (EXCEPTION: Prep level Cupies/awesomes are PROHIBITED). Single leg stunts are only allowed at knee stand level. Hitches are allowed, provided the bases maintain contact with the feet of the flyer. Twisting is limited to a 1/4 turn by the FLYER ONLY during a load in/mount/transition. Bases may not turn/move while the flyer is in an upward or downward motion, in a sponge/load in, or once the stunt is completed. PROHIBITED stunts include, but are not limited to: transitions stunts that involve changing bases (ex. leap frogs), front, back, or side tension rolls, single based split stunts, swing up stunts, moving stunts, single leg stunts above knee stand level, tumbling into a load in stunt, and show and go stunts that travel above allowed stunt level.

INVE

RSIO

NS

Inversions are PROHIBITED. A flyer must never pass through an upside down (hips over head) position at any time during a load in/mount, transition, or dismount. PROHIBITED stunts include, but are not limited to: handstands that transition into load in/transitions, forward suspended rolls, etc).

DISM

OUN

TS

Only show wrap, step off the front/back dismounts are allowed. Cradles are PROHIBITED. PROHIBITED dismounts include, but are not limited to: Cradles, alternate cradles, toe touch dismounts, dismounts that land in prone position, etc.

RELE

ASE

MOV

ES

No release moves are allowed other than those mentioned in the Dismounts section. Helicopters and barrell rolls are PROHIBITED.

TOSS

ES All tosses are PROHIBITED including sponge, basket, squishy and scrunch tosses.

PYRA

MID

S Connected stunts are permitted, but must follow stunt guidelines.

Page 9: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER GENERAL SAFETY RULESTHESE RULES MUST BE USED IN ADDITION TO THE YOUTH CHEER LEVELS GRID.

(Any violations from this section will be a 2.5 point deduction)

Changes made from last year’s rules, etc. are marked in BOLD RED.

(a) All teams should be supervised during all official functions by a qualified Advisor/Coach.

(b) Athletes and coaches may not be under the influence of alcohol, narcotics, performance enhancing substances, or over-the-counter medications while participating in a practice or performance that would hinder the ability to supervise or execute a routine safely.

(c) No jewelry (except medical/religious – taped down) or chewing gum will be allowed during performances.

(d1) Performers with a hard cast may not tumble or be involved in a stunt in any way, and may not be considered as spotters. Performers with Hard Casts do not need to be wrapped with padded material as they are not permitted to tumble or stunt.

(d2) Performers with hard braces i.e. exposed metal material must be appropriately covered with a padded material. Clarification: The appropriately padded material must be such that it protects both the athlete and the fellow athletes from injury. This guideline refers to knee, wrist and elbow braces that have exposed metal pieces.

(e) Fingernails, including artificial nails, shall be kept at a length appropriate for safe participation.

(f) Proper warm-up and stretching exercises should be performed prior to performance.

(g) All teams, coaches and advisors should have an emergency response plan in the event of injury.

(h) Mini-tramps, springboards, or any other height increasing apparatus are prohibited (exception: spring floor).

(i) Knee, seat, thigh 3/4 flips to a sitting position and jump-split drops are prohibited if the performer jumps into the air and lands directly in the positions listed.

(j1) Banners, flags, megaphones, poms, and signs (light up signs included) are the only props allowed (exception: a small soft item may be used to mark center). The use of poms and/or props is prohibited during tumbling, partner stunt/pyramid building, tosses, dismounts and all stunt transitions which require the use of hands (example a prep retake to prep with poms in hands would be considered ILLEGAL, performing a cradle with poms would also be considered ILLEGAL). Props may be placed or dropped outside the performing area (once the prop is no longer needed) by a performer who remains inside the performing area (a performer will get a boundary violation for retrieving a prop that is outside the performing area). All Props brought on the floor must be used (exception small soft item or megaphone may be used to mark center)

(j2) Poms attached solely to the wrist are considered the same as all other poms in regards to this rule. The flyer may obtain and use poms/props/signs when secure in a stunt. (For example, poms may be handed to a flyer once in an extension prep. The flyer may then transition to an extension with poms in hand. Exceptions are not limited to this example). (Tumbling exception: a forward/backward roll may be performed with poms in hand.) Hiding poms or props anywhere on the body or uniform is a safety issue and therefore, is prohibited (In stunting divisions only). Routine should begin with all props within the performing area to avoid a boundary violation of 0.5 pts.

(k) Bases may not hold props in their hands if the hands are the primary support for the top person. Bases/back spotters may not hold props in hand during a stunt (ex. a back spotter grabbing the sign from the flyer in a prep would be illegal). Exception: Flyer handing a sign to the front spot would be legal provided the front spot is not holding the sign while actively involved in the dismount.

(l) All tumbling must originate from ground level. Participants may not tumble over, under or through stunts, pyramids or over/under individuals. Forward rolls over individuals are prohibited. Individuals are permitted to jump over other participants on the performance surface. SHUSHUNOVAS are NOT allowed.

(m) Spotted, assisted, or connected tumbling is prohibited. Assisted toe touches are allowed. The lifting base must control the skill and maintain contact until the skill is completed.

(n) Partner tumbling (using 2 connected persons) including Double Cartwheels, Double Rolls and Chorus-Line Flips are prohibited. Exception: When tumbling into a rebound that transitions to a stunt, physical contact is allowed. Individuals may also perform a handstand that is connected to individuals on the ground (connection can be hand/arm or foot, and can be connected to multiple performers) as choreography, provided the inverted individual is stationary in handstand prior to the connection. Examples of this would be but are not limited to the following: Participant standing on the ground grabs performer in a handstands legs and looks through, two performers standing on the ground interlock arms and connect to a performer in a handstand, or two handstands where the performers in the handstand connect feet. Gymnastic oriented load in/mounts, dismounts, and transitions such as cartwheels, round offs, and walkovers are not considered tumbling, but part of the stunts/choreography as long as inversion rules are followed.

Page 10: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER GENERAL SAFETY RULESTHESE RULES MUST BE USED IN ADDITION TO THE YOUTH CHEER LEVELS GRID.

(Any violations from this section will be a 2.5 point deduction)

Changes made from last year’s rules, etc. are marked in BOLD RED.

(CONTINUED)

(o) Back Spotter/Spotter: 1) Back spotter required for all stunts at shoulder level (including shoulder stands), all release moves/tosses, and all extended stunts (with the exception of a Chair, Russian Lift, Torch, Triple- Based Dead Man Lift/flat back, Swedish falls (spotter needs to be at the head and shoulder area, facing the flyer, with direct physical contact with the flyer. If facing away from the flyer/stunt, another back spotter is required) and Double-Based Vertical T-Lift). Thigh stands, shoulder sits, and double-based non-extended v-sits do not require a continuous back spotter. EXCEPTIONS: Required at head/shoulder area for all barrel rolls. 2) Continuous back spotter required for a triple-based extended v-sit (stunt contains 3 bases, 1 flyer and a continuous back spotter). Note: if the back spotter is holding the flyer’s waist and is not under the flyer’s seat an additional spotter is not required. 3) A continuous spotter required for a single-based partner stunt under the head and shoulder area of the flyer (may be located directly behind or to the side of the stunt). A continuous spotter may not change roles between being a base and a continuous spotter. A continuous spotter may transition from the side to the back of the stunt or from the back to the side of a stunt as long as continuous visual contact with the flyer is maintained. 4) A continuous back spotter must not step underneath the stunt to hold the feet (soles) of the flyer’s shoes without the help of an additional back spotter located directly behind the stunt. Exception: One hand may go under a foot of the flyer in prep level and below stunts. In ALL Extended stunts and prep level stunts that cradle the spotter (continuous back spotter) may not be under ANY foot of the flyer. A continuous back spotter may not change roles between being a base and a continuous back spotter. 5) Must never pass through the vertical plane of the stunt. The back spotters torso may never pass under a stunt or the flyers body (example: may not walk under and or through the stunt). 6) Must be in direct contact with the performance surface. 7) One required in front of the bases during a back half pendulum; one required behind the bases in a front half pendulum. 8) Inversions from ground-level require a spotter at the head and shoulder area of the flyer. 9) Required for below prep level stunts where the primary bases are not using their hands/arms to directly support the flyer (i.e. flyer standing on the backs of the bases). (p) Bases: 1) Must be in direct contact with the performance surface. 2) Must never assume a back-bend, headstand or handstand position while basing a stunt. 3) Two required (4 max including 1 in the front) for a multi-based group stunt and/or toss. 4) Two required (must remain stationary) plus two additional catchers (must remain stationary) 1 on each side of a pendulum or stunt that moves away from the vertical axis (i.e. shooting star, shoot outs, etc.). Example: 2 bases under the feet of the flyer, 2 catchers one on each side of pendulum; one spotter in front or behind pendulum on opposite side of the direction the flyer is falling. If falling backward spotter needs to be in front of the stunt if falling forward spotter needs to be behind the stunt. Pendulums falling in one direction (front or back) require a total of 6 participants. Pendulums falling in two directions (front and back) require 7 participants. 5) Two required (must remain stationary) plus one back spotter during the transitioning from a prep level stunt to a flatback, fallback, Swedish falls or fireman catch that end at prep or extended level. An additional spotter at the head of the flyer is recommended but not required. 6) Two required plus a spotter during a pyramid transition when the flyer is completely released by the bases while remaining braced between two prep level stunts (exception: a single based tic toc is allowed if the flyer remains vertical). 7) Two bases required in all split stunts.(q) Flyer: 1) Must never pass over, under or through other stunts and/or pyramids. Individuals are permitted to jump over other participants on the performance surface. 2) Must never vault over another individual unless the flyer maintains constant physical contact with the base during the stunt and a spotter follows the flyer during the stunt (also known as Leapfrog or Up & Over stunts). Vaulting will refer to the flyer using their hands to get up and over another individual. 3) A flyer in a single leg extended stunt (i.e. liberty, stretch, etc.) must never brace, connect or touch another flyer in any other type of extended stunt. (Please see the definition of an extended stunt for further detail). Double-leg extended stunts MAY brace other double leg extended stunts. Stunts where the flyer is not at a complete extended level, but the arms of the bases are extended (i.e. Chair, Russian Lift, Triple-Based Dead Man Lift, Flat back, Swedish falls, Triple-based V-Sit and Double-Based Vertical T-Lift) may brace each other. 4) Must perform a pendulum ONLY from shoulder-height (prep level) or below; may end in an extended stunt from a pendulum. Flyers in pendulum must return to an upright position in a stunt/load in (if caught in a cradle position will be considered a fireman’s cradle/cradle to new bases and would be illegal). 5) Must never be released to the prone position (face-down/stomach) unless the flyer is being braced between two stunts (exceptions: flyers may land in the prone position when transitioning to a flat back/Swedish falls, during a pendulum). 6) May not brace/touch any other flyer while simultaneously released from the bases (ex. two flyers performing tic tocs next to one another may not brace during the release move). 7) May not brace any other flyer during simultaneous superman transitions. 8) May not cradle from any stunt in which the base(s) have a knee on the ground.

r) YCADA rules may be updated at any point in the season due to prevent imminent safety hazards. YCADA reserves the right to further clarify any of the cheer and dance rules. Any changes and clarifications will not eliminate or change the spirit of the rule.

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER ROUTINE GUIDELINESTHE GENERAL REQUIREMENTS FOR THE FORMAT OF YOUR ROUTINE.

(Any violations from this section will be a 2.5 point deduction).

Changes made from last year’s rules, etc. are marked in BOLD RED.

1) Each team will perform a choreographed performance not to exceed: a. Show Cheer (Mount and Non Mount): 2 minute 30 seconds b. Performance Cheer (Mount and Non Mount): 2 minutes b. Special Performances/Challenger: 1 minute 30 seconds c. Mascot: 1 minute 30 seconds2) Formal entrances and exits are prohibited (i.e. crowd response chants or cheers, team huddles or stunts). All teams should enter and go directly to their starting position immediately upon taking the floor. A quick team huddle (performed off the performance surface) prior to performance or walking directly in uniformed fashion to team’s starting position is allowed. Spirited entrances are allowed to include kicks and/or jumps. Any tumbling and/or stunting while entering or exiting the floor is not allowed. 3) Timing will begin with the first organized word, movement, or note of music following the teams’ announcement to take the floor. Timing will end with the last organized word, note of music, or movement by the team. Clarification: Anything other than a quick formation set is not allowed. Coaches may not delay the start of the routine in order to fix formations.4) All participants must begin with at least one foot on the ground. Flyers may begin with both feet in bases hands provided that each of the bases have both hands on the performance surface.5) Performance of tumbling or stunting skills after the completion of a teams routine/performance or during the teams entrance or exit of the floor is forbidden.6) Only registered participants of a team are allowed on the performance surface. CLARIFICATION: Coaches may NOT set up signs, poms, etc. for the team. 7) No tear away uniforms or removal of clothing is allowed. Items that may damage the performance surface are prohibited.8) Routines must be appropriate for family viewing. Appropriate choreography and music MUST be used. Teams using excessive vulgar or suggestive movements, words or music will be penalized, forced to forfeit, or disqualified. Actions taken will be under the discretion of an event official. 9) Make up should be age appropriate and suitable for family viewing. Actions taken will be under the discretion of an event official.10) For the categories mentioned below, violations of the following will result in a forfeiture of scores (team receives a overall team score of 0): a. Show Cheer Mount/Show Cheer Non Mount: Music must be incorporated into the performance. b. Performance Cheer Mount/Performance Cheer Non Mount: Music is prohibited. c. Show Cheer Non Mount/Performance Cheer Non Mount: Stunts, dismounts, cradles, lifts, release moves, tosses and pyramids are prohibited. d. Show Cheer Mount/Performance Cheer Mount: Stunts are required (some require tosses).

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER PENALTY INFORULES PENALTIES:2.5 points (per occurrence) deducted from your total possible score for each violation of any of the following:• Youth Cheer Routine Guidelines OR • Youth Cheer General Safety Rules

5.0 points (per occurrence) deducted from your total possible score for each violation of any of the requirements in the youth cheer levels grid.

Please refer to the Youth Cheer Routine Guidelines, General Safety Rules, and Levels Grid for specific skill allowances and restrictions. A rules judge may never take a rules deduction where no rule is being violated.

EXECUTION PENALTIES:TUMBLINGTUMBLING TOUCH - 0.5 point (per occurrence) deducted from your total possible score for hands/knees down on flipping or other head over heels tumbling skills following the landing or during execution. This includes back handsprings where the knees make contact with the floor.

TUMBLING FALL - 1.0 point (per occurrence) deducted from your total possible score for each FALL on tumbling skills. Tumbling falls are any time the major-ity of the tumbler’s body comes in contact with the performance surface either on an over rotation or under rotation during the attempted skill.

STUNT SKILLS*STUNT BOBBLE - 0.5 point (per occurrence) deducted from your total possible score for each obvious BOBBLE on a stunt/toss skill. Bobbles that precede a fall will not be counted in the total deduction. The largest deduction will supercede the total number of bobble deductions.

STUNT FALL - 1.0 point (per occurrence) deducted from your total possible score for each FALL on a stunt/toss skill by any member of the stunt group.

MAJOR STUNT FALL - 1.5 points (per occurrence) deducted from your total possible score for each FALL on a stunt/toss skill in which the flyer’s body (other than their feet/foot) hits the floor and/or a FALL by multiple members of the stunt group.

*The category “stunt/toss skills” will include inversions, release moves, pyramids, tosses, etc. for the purpose of simplifying penalty descriptions.Each member of the stunt group will be considered part of the stunt in relation to a fall. (i.e. any member of the stunt group falling to the ground would be considered a fall).

BOUNDARY PENALTY:0.5 point (per occurrence) deducted from your total possible score for each STEP OR TOUCH OUT OF BOUNDS with any part of the body.

TIME LIMIT PENALTIES:1.0 point deducted from your total possible score if your routine goes 4 – 7 SECONDS OVER time requirements.2.0 points deducted from your total possible score if your routine goes 8 - 10 SECONDS OVER time requirements.3.0 points deducted from your total possible score if your routine goes 11 OR MORE SECONDS OVER time requirements.

INAPPROPRIATE MUSIC/CHOREOGRAPHY:Age appropriate choreography and music must be used. Penalties will be assessed under the Youth Cheer Routine Guidelines.

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

SCORE SYSTEM 411YOUTH CHEER DIVISIONS

We take scoring to the next level! We challenge teams to “perform smarter”. By understanding YCADA’s scoring structure, coaches should already be able to estimate their ‘base’ technical element scores before even taking the floor! Use the tips provided below, Scoring Grid, Levels Grid, Routine Guidelines & General Safety Rules, Penalty Info and the Coach’s Cheat Sheet to ensure your routine maximizes its potential score.

HOW IS A ROUTINE SCORED?... THIS IS OUR FAVORITE PART!YCADA has created separate scoring grids, criteria and score sheets for EVERY level of cheer! What does this mean? Points for routines are allocated differently for each level! They each have their own point distribution. Why would we go to such great lengths to tailor our score sheets to each level? ‘Cause we know that level rules only allow certain difficulties in tumbling, stunting, tosses, pyramids, etc. For example, if a Level 1 team performs a round off, that point value of the round off will be higher than if the round off were performed in Level 2. YCADA not only believes in the purpose of skills levels, but also carries this mission throughout the scoring process. If the number of tumbling skills allowed at lower levels is limited, so too should be the per-centage of points allocated to tumbling versus other parts of the routine. We get it!

WHAT ARE SCORING GRIDS AND CRITERIA?SCORING GRIDS show coaches what point ranges certain skills may achieve depending on whether skills were performed by a partial or majority of the team, and the amount of Scoring Criteria met within a point range the team executes or lack thereof.

SCORING CRITERIA will determine the team’s score within a given range. The following percentages equal the number of athletes or groups required to score within a grid

TUMBLING = 25% OF THE TEAM

JUMPS & MOTIONS = 50% + 1 (MAJORITY)

STUNT, DISMOUNT AND TOSS = 50% + 1 (MAJORITY) Groups will be calculated based on groups of 5 athletes* note level 1 teams can not perform tosses

All above categories are cumulative: For Example: 9 athletes performing the same skill twice = 18

HOW ARE TOTAL SCORES CALCULATED?... LET’S DO SOME MATH. C’MON, IT WILL BE FUN!Your Total Possible Score, from each judge will be 100 possible points. Scores from all panel judges are added together, and then divided by the total num-ber of panel judges. This total is referred to as the team’s Total Average Score. The Total Average Score is used to determine Nationals Qualification.

Using the team’s total average score, any penalties and deductions received are deducted to provide the final team score. The final team score is used for awards/ranking at that specific championship.

For example: Total Possible Score: 100 points The team receives the following scores: Judge 1: 72.1 Judge 2: 75.3 Judge 3: 74.1 These scores added together (72.1 + 75.3 + 74.1) = 221.5 Then divided by the number of judges (221.5 / 3) = 73.83 Team Average Score: 73.83 points (used to qualify for Nationals) The team also received a penalty of 2.5 points. Final Team Score: (73.83 – 2.5) = 71.33 (used for awards/ranking)

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

COACH’S CHEAT SHEETYOUTH CHEER DIVISIONS

HOW DO YOU USE YCADA SCORING GRIDS?... DON’T WORRY, WE’LL WALK YOU THROUGH IT

1. FIND YOUR TEAM’S SCORING GRID. What is your Category & Level (if applicable)? Example: If you are: SHOW CHEER - LEVEL 3 (YL3) Then select: YOUTH LEVEL 3 - SHOW CHEER SCORING GRID

2. LOOK AT EACH SKILL ELEMENT ON THE SCORING GRID. (ACTUAL NUMBERS MAY VARY) Scoring grids are consistent with YCADA’s score sheets and display point ranges teams may earn (scoring guidelines = score sheets).

For all skill elements, except tumbling, the performing team must perform/execute the listed skills by a MAJORITY of the team in order to score in the corresponding score range. For tumbling a team must perform/execute the listed skills by 25% of the team in order to score in the corresponding score range. Example 1: One element on the Show Cheer scoring guideline is MOTIONS/DANCE Determine where your team falls If the MAJORITY of your team executes good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer and/or dance. Average energy level in dance with minimal transitions and level changes in dance. Then you can expect to receive a score in the 7.1 - 8.0 range. (Remember the key word is majority - majority means executed by over half of the team). If the MAJORITY of your team executes precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer and/or dance. Multiple transitions, level changes and variety in dance with high energy. Then you can expect to receive a score in the 9.1 - 10.0 range.

Example 2: Another element on the Show Cheer scoring GUIDELINE is TUMBLING- Tumbling skills must be performed by at least 1/4 or 25% of team members in order for a team to score in the corresponding scoring range What is the most advanced tumbling skill your team can perform? Let’s say it is a round off back handspring back tuck. • Is 1/4 of your team able to perform and execute this skill sequence? • If YES - by looking at the YOUTH LEVEL 3 - SHOW CHEER SCORING GUIDELINE you can expect your tumbling score to fall within the 4.0-5.0 range • If over 1/4 or 25% of your team performs single round offs and only 10% of team members are able to execute the round off back handspring back tuck, then your team could fall in a range of 1.0 - 2.0 but will receive enhancement points within the range for the 2 team members who were able to execute the round off back hand spring back tuck’s.

WHAT ARE JUDGES LOOKING FOR?... HERE’S A QUICK CHECKLISTWere skills performed ‘legal’ for the level selected?Within the element range, what were the most advanced skills performed?Did the majority (50% +1 OR over half) of the team perform/execute (not attempt) the skill(s) or for tumbling did 1/4 of your team execute skill? Did the routine include variety? Examples: Two or more jumps and/or combination of jumps Two or more tumbling sequences with different tumbling skills More than one pyramid / pyramids containing pyramid transitions Different stunts - not the same stunt repeated Was choreography varied to hold audience attention? OR did the routine become repetitive & monotonous?How did the team execute the skills? Strong level = higher score (mastery of skill, excellence of performance/skill, confidence in performance) Weak level = lower score (inconsistent in skill, needs polish, lacks self confidence)Were there mistakes, falls, bobbles, etc.? Any mistakes in a technical category will effect the one point available for execution. Strong level = higher execution score Weak level = lower execution score

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

COACH’S CHEAT SHEETYOUTH CHEER DIVISIONS

These three charts are designed to assist in selecting the number of athletes or groups required to max out points within a range.

The left column is how many athletes must perform the same tumbling fundamentals to qualify for that particular range. Tumbling (stand-ing and running) = 25%

The middle column is how many athletes must perform the same jumps or motion fundamentals to qualify for those particular ranges. Jumps and Motions = 50% +1 (Majority)

The far right column is how many groups must perform the same stunt, dismount and toss to qualify for those particular ranges. Level 1 teams can not perform tosses. Stunts, Tosses and Dismounts = 50% +1 (groups of 5) (Majority)

*Skills are cumulative (ex. 9 athletes performing the same skill twice = 18)

# OF PARTICIPANTS

25% TUMBLING

50% +1 JUMPS & MOTIONS

50% +1 (GROUPS OF 5) STUNTS

6 1+ 4+ 1+

7 1+ 4+ 1+

8 2+ 5+ 1+9 2+ 5+ 1+

10 2+ 6+ 2+11 2+ 6+ 2+12 3+ 7+ 2+13 3+ 7+ 2+14 3+ 8+ 2+15 3+ 8+ 2+16 4+ 9+ 2+17 4+ 9+ 2+18 4+ 10+ 2+19 4+ 10+ 2+20 5+ 11+ 3+21 5+ 11+ 3+22 5+ 12+ 3+23 5+ 12+ 3+24 6+ 13+ 3+25 6+ 13+ 3+26 6+ 14+ 3+27 6+ 14+ 3+28 7+ 15+ 3+29 7+ 15+ 3+30 7+ 16+ 4+31 7+ 16+ 4+32 8+ 17+ 4+33 8+ 17+ 4+34 8+ 18+ 4+

35 8+ 18+ 4+

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

SCORING GRIDS & SCORE SHEETSYOUTH CHEER DIVISIONS

The following suggested criteria, grids and score sheets are guidelines by which judges will assess your team’s skills and performance. Judges maintain the right to drop your team out of the suggested scoring range if it is determined that the quality of skills being executed is not satisfactory for your level of competition.

SCORING CRITERIA FOR EACH POINT RANGE... MAXIMIZE THESE TO SCORE THE MOST POINTS IN EACH SECTION!

STUNTS:Percentage of team participationBody position and controlMinimal use of basesDegree of difficultyLevel of executionCreativity

DISMOUNTS:Completion of rotationSharpness of landing (how tight are bases catching and set out)Execution of cradlePointed toes by flyer at landingLegs together and uncrossed on landingsCreativityHeight of dismounts

PYRAMIDS:Percentage of team participationBody position and controlMinimal use of basesDegree of difficultyLevel of executionCreativityTransitions speed and variety

TOSSES:Percentage of team participationBody position and controlDegree of difficultyLevel of executionUse of arm movementsMinimal use of bases (lacking front spots)CreativityLandingsHeight

STANDING/RUNNING TUMBLING:Percentage of team participation Form Height of executionCombinations of skillsCreativitySynchronizationLandings

JUMPS:Percentage of team participationDegree of difficultyTechnique, timing, landingSynchronizationDifficulty of approachesLandingsArm movementsPointed toes

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YCADA Show Cheer Level 1

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Choreography/Overall Impression 15

Performance/Showmanship/Use of Cheer 10

Dance 10

Motions 15

Jumps Difficulty 10

Jumps Execution 1

Stunts Difficulty 10

Stunts Execution 1

Pyramids Difficulty 10

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tumbling Difficulty 5

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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Youth Show Cheer Level 1 Limited

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Choreography/Overall Impression 15

Performance/Showmanship/Use of Cheer 10

Dance Difficulty 15

Dance Execution 1

Motions Difficulty 15

Motions Execution 1

Jumps Difficulty 15

Jumps Execution 1

Stunts Difficulty 15

Stunts Execution 1

Tumbling Difficulty 10

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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YCADA Show Cheer Level 2

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Choreography/Overall Impression 15

Performance/Showmanship/Use of Cheer 10

Dance 10

Motions 12

Jumps Difficulty 10

Jumps Execution 1

Stunts Difficulty 10

Stunts Execution 1

Pyramids Difficulty 10

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tumbling Difficulty 5

Tumbling Execution 1

Tosses Difficulty 2

Tosses Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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YCADA Show Cheer Level 3

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Choreography/Overall Impression 15

Performance/Showmanship/Use of Cheer 10

Dance 10

Motions 10

Jumps 10

Stunts Difficulty 10

Stunts Execution 1

Pyramids Difficulty 10

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tosses Difficulty 5

Tosses Execution 1

Tumbling Difficulty 5

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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YCADA Show Cheer Level 4

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Choreography/Overall Impression 15

Performance/Showmanship/Use of Cheer 10

Dance 10

Motions 10

Jumps 10

Stunts Difficulty 10

Stunts Execution 1

Pyramids Difficulty 10

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tosses Difficulty 5

Tosses Execution 1

Tumbling Difficulty 5

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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Youth Show Cheer Non-Mount

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Routine Choreography 15

Performance/Showmanship/Use of Cheer 11

Overall Impression 15

Dance Difficulty 15

Dance Execution 1

Motions Difficulty 15

Motions Execution 1

Jumps Difficulty 15

Jumps Execution 1

Tumbling Difficulty 10

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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Youth Show Cheer Non Tumbling

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Choreography/Overall Impression 15

Performance/Showmanship/Use of Cheer 10

Dance 10

Motions 15

Jumps 5

Stunts Difficulty 13

Stunts Execution 1

Pyramids Difficulty 13

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tosses Difficulty 5

Tosses Execution 1

Comment: POSSIBLE:100

YOUR TOTAL:

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Youth Performance Cheer Level 1 Limited

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Voice Projection/Crowd Leading 20

Overall Impression 10

Motions Difficulty 20

Motions Execution 1

Jumps Difficulty 15

Jumps Execution 1

Stunts Difficulty 15

Stunts Execution 1

Dismounts Difficulty 5

Dismounts Execution 1

Tumbling Difficulty 10

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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Youth Performance Cheer Level 2

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Voice Projection/Crowd Leading 15

Overall Impression 15

Motions 15

Jumps Difficulty 10

Jumps Execution 1

Stunts Difficulty 10

Stunts Execution 1

Pyramids Difficulty 10

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tumbling Difficulty 7

Tumbling Execution 1

Tosses Difficulty 2

Tosses Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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Youth Performance Cheer Level 3

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Voice Projection/Crowd Leading 15

Overall Impression 15

Motions 15

Jumps 10

Stunts Difficulty 10

Stunts Execution 1

Pyramids Difficulty 10

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tosses Difficulty 5

Tosses Execution 1

Tumbling Difficulty 5

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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Youth Performance Cheer Level 4

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Voice Projection/Crowd Leading 15

Overall Impression 15

Motions 15

Jumps 10

Stunts Difficulty 10

Stunts Execution 1

Pyramids Difficulty 10

Pyramids Execution 1

Dismounts Difficulty 10

Dismounts Execution 1

Tosses Difficulty 5

Tosses Execution 1

Tumbling Difficulty 5

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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Youth Performance Cheer Non-Mount

SCORING ELEMENTS MAX POINTS YOUR SCORE

Scoring Criteria

Routine Choreography 15

Performance/Showmanship 12

Voice Projection/Crowd Leading 15

Overall Impression 15

Motions Difficulty 15

Motions Execution 1

Jumps Difficulty 15

Jumps Execution 1

Tumbling Difficulty 10

Tumbling Execution 1

Comment: POSSIBLE: 100

YOUR TOTAL:

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YCADA Show Cheer Level 1

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions, choice and use of music and/or timing. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine.

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity. Average to moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of routine execution.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

0.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Weak to no voice projection, lack of consistency, lacking voice control. Cheer difficult to follow with little visual appeal.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Minimal voice projection, lack of consistency, lacking voice control. Cheer tough to follow with minute visual appeal.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Voice projection is moderate but consistency and voice control are lacking. Cheer that leads the crowd, but does not encourage the crowd to participate.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Good voice projection, good consistency and voice control. Cheer that the crowd can follow with minimal distraction.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control. Cheer that is visually appealing, promotes crowd participation and is easy to follow.

DANCE (Max Score: 10.0)

0.0 - 5.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

6.0 - 6.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low energy dance with minimal to zero transitions and level changes in dance.

7.0 - 7.9 Good basic technique. Missing motion strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level with minimal transitions and level changes in dance.

8.0 - 8.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Moderate visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

9.0 - 10.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy.

MOTIONS (Max Score: 15.0)

0.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer and/or dance.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low energy motions with minimal to zero transitions and level changes.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level of motions with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes with high energy.

JUMPS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

6.0 - 6.9 Single below level jumps not in continuous combination performed by less than majority of team.

7.0 - 7.9 Single below level jumps not in continuous combination performed by majority of team.

8.0 - 8.9 Multiple continuous jump combination performed by majority of team with below level jumps OR single level jumps performed by majority of team but not in continuous combination.

9.0 - 10.0 Multiple continuous jump combination performed by majority of the team with level jumps OR single hyper-extended jumps performed by majority of team.

STUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

5.0 - 5.9 2 leg knee stands and minimal incorporation of stunts by majority of team.

6.0 - 6.9 2 leg thigh stands/shoulder sits by majority of team.

7.0 - 7.9 ONLY Prep Level 2 leg stunts OR ONLY below prep level single leg stunts (liberty, scorpion, scale, arabesque) by majority of team.

8.0 - 10.0 Prep level 2 leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by majority of team.

PYRAMIDS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid skills.

5.0 - 5.9 Minimal to no incorporation. Pyramids that include connecting individuals at ground level will score in this range.

6.0 - 6.9 Pyramids below prep level.

7.0 - 7.9 Pyramids involving prep level 2 leg stunts or prep level single leg stunts braced on BOTH sides.

8.0 - 10.0 Pyramids involving extended 2 leg stunts OR prep level single leg stunts braced on only 1 side. The highest point range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

7.0 - 7.9 Minimal to no incorporation of dismounts. Less than majority of team incorporated any dismount.

8.0 - 8.9 Pop off, step, OR shove wrap by the majority of your team.

9.0 - 10.0 Straight ride cradles by a majority of your team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

0.5 - 0.9 Minimal incorporation of tumbling skills. Less than 1/4th of team performed forward OR backward rolls.

1.0 - 1.9 Forward OR backward rolls by at least 1/4th of team.

2.0 - 2.9 Cartwheels by at least 1/4th of team.

3.0 - 3.9 Round offs by at least 1/4th of team.

4.0 - 5.0 Front/back walkovers by at least 1/4th of team.

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Youth Show Cheer Level 1 Limited

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

9.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity. Average to Moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

5.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Weak to no voice projection, lack of consistency, lacking voice control. Cheer difficult to follow with little visual appeal.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Minimal voice projection, lack of consistency, lacking voice control. Cheer tough to follow with minute visual appeal.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Voice projection is moderate but consistency and voice control are lacking. Cheer that leads the crowd, but does not encourage the crowd to participate.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Good voice projection, good consistency and voice control. Cheer that the crowd can follow with minimal distraction.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control. Cheer that is visually appealing, promotes crowd participation and is easy to follow.

DANCE DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

9.0 - 10.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

11.0 - 11.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low energy dance with minimal to zero transitions and level changes in dance.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

13.0 - 13.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Minimal visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

14.0 - 15.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy.

MOTIONS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

9.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer and/or dance.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low energy motions with minimal to zero transitions and level changes.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level of motions with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes with high energy.

JUMPS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

11.0 - 11.9 Single below level jumps not in continuous combination performed by less than majority of team.

12.0 - 12.9 Single below level jumps not in continuous combination performed by majority of team.

13.0 - 13.9 Multiple continuous jump combination performed by majority of team with below level jumps OR single level jumps performed by majority of team but not in continuous combination.

14.0 - 15.0 Multiple continuous jump combination performed by majority of the team with level jumps OR single hyper-extended jumps performed by majority of team.

STUNTS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

11.0 - 11.9 Two leg below prep level stunts performed by less than a majority of team.

12.0 - 12.9 Two leg below prep level stunts performed by a majority of team.

13.0 - 13.9 ONLY Prep Level 2 leg stunts OR ONLY knee stand level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by majority of team.

14.0 - 15.0 Prep level 2 leg stunts AND knee stand level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by majority of team.

TUMBLING DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling.

6.0 - 6.9 Minimal incorporation of tumbling skills OR less than 1/4th of team performed forward OR backward rolls.

7.0 - 7.9 Forward OR backward rolls by at least 1/4th of team.

8.0 - 8.9 Cartwheels by at least 1/4th of team.

9.0 - 10.0 Round offs by at least 1/4th of team.

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YCADA Show Cheer Level 2

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions, choice and use of music and/or timing. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine.

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity. Average to moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of routine execution.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

0.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Weak to no voice projection, lack of consistency, lacking voice control. Cheer difficult to follow with little visual appeal.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Minimal voice projection, lack of consistency, lacking voice control. Cheer tough to follow with minimum visual appeal.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Voice projection is moderate but consistency and voice control are lacking. Cheer that leads the crowd, but does not encourage the crowd to participate.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Good voice projection, good consistency and voice control. Cheer that the crowd can follow with minimal distraction.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control. Cheer that is visually appealing, promotes crowd participation and is easy to follow.

DANCE (Max Score: 10.0)

0.0 - 5.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

6.0 - 6.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low energy dance with minimal to zero transitions and level changes in dance.

7.0 - 7.9 Good basic technique. Missing motion strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

8.0 - 8.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Moderate visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

9.0 - 10.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy.

MOTIONS (Max Score: 12.0)

0.0 - 7.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer and/or dance.

8.0 - 8.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low energy motions with minimal to zero transitions and level changes.

9.0 - 9.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level of motions with minimal transitions and level changes.

10.0 - 10.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes.

11.0 - 12.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes with high energy.

JUMPS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

5.0 - 5.9 Single below level jumps not in continuous combination by less than a majority of the team.

6.0 - 6.9 Single below level jumps not in continuous combination performed by majority of team.

7.0 - 7.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

8.0 - 8.9 Multiple continuous jump combination performed by majority of the team with level jumps.

9.0 - 10.0 Single or multiple continuous hyper-extended jumps performed by a majority of team or single jumps performed by majority of team with 1/4th of team incorporating a single standing handspring continuously with the jumps or immediately following the jumps.

STUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

4.0 - 4.9 Two leg knee stands by a majority of team. Minimal incorporation.

5.0 - 5.9 Two leg thigh stands/shoulder sits by a majority of team.

6.0 - 6.9 Only prep level two leg stunts OR only below prep level single leg stunts (liberty, scorpion, scale, arabesque) by a majority of team.

7.0 - 7.9 Prep level two leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by a majority of team.

8.0 - 10.0 Prep level single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR two leg extended stunts OR 1/2 twist mounts to prep or extension level by a majority of team.

PYRAMIDS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid/pyramid like skills

5.0 - 5.9 Pyramids involving below prep level OR Minimal incorporation.

6.0 - 6.9 Pyramids involving prep level stunts.

7.0 - 7.9 Pyramids involving extended 2 leg stunts. This point range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

8.0 - 10.0 Pyramids involving extended single leg stunts.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

7.0 - 7.9 Minimal incorporation, less than majority of team performed dismounts allowed in this skill level such as pop-off, shove wrap, Straight ride cradle, or non twisting alternate cradles.

8.0 - 8.9 Pop off, step, or shove wrap by a majority of team.

9.0 - 10.0 Straight ride cradle OR non-twisting alternate cradles (toe-touch, kick, etc.) by a majority of team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

0.5 - 0.9 Minimal incorporation of tumbling skills. Less than 1/4th of team performed forward or backward rolls.

1.0 - 1.9 Forward OR backward rolls by 1/4th of team.

2.0 - 2.9 Cartwheels by 1/4th of team

3.0 - 3.9 Round offs by 1/4th of team.

4.0 - 5.0 Front/back walkovers and/or single front/back handspring by 1/4th of team.

TOSSES DIFFICULTY (Max Score: 2.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tosses.

0.5 - 0.9 Minimal incorporation. Less than a majority of team performed straight ride tosses (baskets, squishy, sponge, scrunch, etc.) weak level of execution and perfection.

1.0 - 2.0 Straight ride tosses (sponge, basket, squishy, or scrunch, etc.)

Page 32: YOUTH CHEER CATEGORIES - YCADAtraining.ycada.org/Assets/Y201CCE2016/1617YCADA+-+Cheer+Comple… · YOUTH CHEER CATEGORIES ... Stunts are required; omission of stunts in a Show Cheer

Youth Show Cheer Level 2 Limited

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

9.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions, choice and use of music and/or timing. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine.

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity. Average to Moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

4.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking/poor formations, spacing, synchronization, cleanliness and/or uniformity. Lacking/poor degree of difficulty.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal/inconsistent formations, spacing, synchronization, cleanliness and/or uniformity. Minimal/inconsistent degree of difficulty.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate/consistent formations, spacing, synchronization, cleanliness and/or uniformity. Moderate/consistent degree of difficulty.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good formations, spacing, synchronization, cleanliness, and/or uniformity. Good degree of difficulty.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent/innovative formations, spacing, synchronization, cleanliness, and/or uniformity. Excellent/innovative degree of difficulty.

DANCE (Max Score: 15.0)

9.0 - 10.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

11.0 - 11.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low Energy Dance with minimal to zero transitions and level changes in dance.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

13.0 - 13.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Minimal visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

14.0 - 15.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy.

MOTIONS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

9.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer and/or dance.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low energy motions with minimal to zero transitions and level changes.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level of motions with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes with high energy.

JUMPS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

10.0 - 10.9 Single below level jumps not in continuous combination by less than a majority of the team.

11.0 - 11.9 Single below level jumps not in continuous combination performed by majority of team.

12.0 - 12.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

13.0 - 13.9 Multiple continuous jump combination performed by majority of the team with level jumps.

14.0 - 15.0 Multiple continuous hyper-extended jump combination executed by a majority of team OR Single hyper-extended jumps performed by a majority of team.

STUNTS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

10.0 - 10.9 Less than majority performed two leg knee stands, thigh stands, single leg knee stands.

11.0 - 11.9 Two leg knee stands OR thigh stands OR single leg knee stands performed by majority of team.

12.0 - 12.9 Two leg prep level stunts OR Thigh stand/gut level single leg stunts performed by majority of team.

13.0 - 13.9 Two leg extended stunts performed by majority of team.

14.0 - 15.0 Prep level single leg stunts OR Stunts with 1/2 twist load in OR single leg extended stunts braced on BOTH sides performed by majority of team.

DISMOUNTS DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

1.0 - 1.9 Less than a majority of the team performed pop off, step, or shove wrap.

2.0 - 2.9 Pop off, step, or shove wrap performed by a majority of team.

3.0 - 3.9 Straight ride cradle from two leg prep level stunts performed by a majority of team.

4.0 - 5.0 Straight ride cradle from extended stunts performed by a majority of team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling.

1.0 - 1.9 Minimal incorporation of tumbling skills OR less than 1/4th of team performed forward or backward rolls.

2.0 - 2.9 Forward OR backward rolls by 1/4th of team.

3.0 - 3.9 Round offs OR cartwheels by 1/4th of team.

4.0 - 5.0 Walkovers by 1/4th of team.

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YCADA Show Cheer Level 3

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions, choice and use of music and/or timing. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine.

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity. Average to moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

0.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Weak to no voice projection, lack of consistency, lacking voice control. Cheer difficult to follow with little visual appeal.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Minimal voice projection, lack of consistency, lacking voice control. Cheer tough to follow with minute visual appeal.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Voice projection is moderate but consistency and voice control are lacking. Cheer that leads the crowd, but does not encourage the crowd to participate.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Good voice projection, good consistency and voice control. Cheer that the crowd can follow with minimal distraction.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control. Cheer that is visually appealing, promotes crowd participation and is easy to follow.

DANCE (Max Score: 10.0)

0.0 - 5.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

6.0 - 6.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low energy dance with minimal to zero transitions and level changes in dance.

7.0 - 7.9 Good basic technique. Missing dance strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

8.0 - 8.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Minimal visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

9.0 - 10.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy

MOTIONS (Max Score: 10.0)

0.0 - 5.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

6.0 - 6.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low energy motions with minimal to zero transitions and level changes in motions.

7.0 - 7.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level in motions with minimal transitions and level changes in motions.

8.0 - 8.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in motions.

9.0 - 10.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in motions with high energy.

JUMPS (Max Score: 10.0)

0.0 - 0.0 Zero jumps.

6.0 - 6.9 Single below level jumps not in continuous combination performed by a majority of team.

7.0 - 7.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by majority of team.

8.0 - 8.9 Multiple continuous jump combination performed by majority of team with level jumps OR single hyper-extended jumps performed by a majority of team OR single jump performed by majority of team with 1/4th of team incorporating a single standing handspring continuously with the jumps or immediately following the jumps.

9.0 - 10.0 Multiple continuous hyper-extended jump combination performed by a majority of team OR multiple continuous jumps performed by majority of team with 1/4 of the team incorporating a standing handspring/handspring series continuously with the jumps or immediately following the jumps.

STUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

3.0 - 3.9 2 leg thigh stands OR shoulder sits OR 2 leg knee stands by a majority of team.

4.0 - 4.9 ONLY prep level 2 leg stunts OR ONLY below prep level single leg stunts (liberty, scorpion, scale, arabesque) by a majority of team.

5.0 - 5.9 Prep level 2 leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by a majority of team.

6.0 - 6.9 Prep level single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR two leg extended stunts OR 1/2 twist load mounts to prep level by a majority of team.

7.0 - 7.9 Extended single leg liberty OR 1/2 twist mounts to extension level by a majority of team.

8.0 - 10.0 Extended Single leg stunt variations (stretches, scorpions, scale, arabesque) OR full twisting mounts to prep level by a majority of team.

PYRAMIDS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid/pyramid like skills

5.0 - 5.9 Pyramids below prep level OR Minimal incorporation.

6.0 - 6.9 Pyramids involving prep level stunts.

7.0 - 7.9 Pyramids involving extended 2 leg stunts.

8.0 - 8.9 Pyramids involving extended single leg stunts braced on one or both sides. This range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

9.0 - 10.0 Pyramids involving tic-tocs, high to high, low to high, switch up release moves OR ball ups braced on both sides.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts

5.0 - 5.9 Pop off, step, or shove wrap by majority of team.

6.0 - 6.9 Straight ride cradle from prep level or below stunts by majority of team.

7.0 - 7.9 Straight ride cradle from extended stunts by majority of team.

8.0 - 8.9 Full downs from 2 leg prep level stunts OR alternate cradles (toe touch, pike arch, ball/tuck etc.) by majority of team.

9.0 - 10.0 Full downs from 2 leg extended stunts OR prep single leg stunts by majority of team.

TOSSES DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tosses.

2.0 - 2.9 Minimal incorporation OR less than a majority of the team executed straight rides.

3.0 - 3.9 Straight ride tosses (sponge, basket, squishy, or scrunch, etc.) by majority of your team.

4.0 - 5.0 Non-twisting trick toss execution (toe touch, kick, pike, tuck, etc.) by majority of your team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

0.5 - 0.9 Forward OR backward rolls by 1/4th of team.

1.0 - 1.9 Round off OR cartwheel by 1/4th of team.

2.0 - 2.9 Walkovers by 1/4th of team.

3.0 - 3.9 Single handsprings by 1/4th of team.

4.0 - 5.0 Series handsprings OR round off back tuck OR round off back handspring back tuck OR running front tuck by 1/4th of team.

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Youth Show Cheer Level 3 Limited

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

5.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking/poor formations, spacing, synchronization, cleanliness and/or uniformity. Lacking/poor degree of difficulty.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal/inconsistent formations, spacing, synchronization, cleanliness and/or uniformity. Minimal/inconsistent degree of difficulty.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate/consistent formations, spacing, synchronization, cleanliness and/or uniformity. Moderate/consistent degree of difficulty.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good formations, spacing, synchronization, cleanliness, and/or uniformity. Good degree of difficulty.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent/innovative formations, spacing, synchronization, cleanliness, and/or uniformity. Excellent/innovative degree of difficulty.

DANCE (Max Score: 15.0)

9.0 - 10.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

11.0 - 11.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low Energy Dance with minimal to zero transitions and level changes in dance.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

13.0 - 13.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Minimal visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

14.0 - 15.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy.

MOTIONS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

9.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer and/or dance.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low Energy motions with minimal to zero transitions and level changes.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level of motions with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes with high energy.

JUMPS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

9.0 - 10.9 Lacking/Poor technique, variety, form, height, pointed toes and/or incorporation. Lacking/poor combinations/sequences. No to minimal jumps.

11.0 - 11.9 Single jumps not in combination performed with weak technique, variety, form, height, pointed toes and/or incorporation. Weak below level jumps

12.0 - 12.9 Multiple continuous jump combination performed by majority of team with weak level of execution. Below level combination jumps Or Single jumps performed not in combination with average technique (level), variety, form, height, pointed toes and/or incorporation

13.0 - 13.9 Multiple continuous jump combination performed by majority of team with level jumps Or Single Jump performed by team with hyper-extended jumps by majority Or Single Jump performed by majority of team with incorporation of standing handspring/handspring series with standard to good technique, variety, form, height, pointed toes and/or incorporation.

14.0 - 15.0 Multiple continuous jump combination executed by team with a majority of team performing hyper-extended well executed jumps Or Multiple Continuous Jumps performed by majority of the team with incorporation of standing handspring/handspring series with Excellent technique, variety, form, height, pointed toes.

STUNTS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

10.9 - 10.9 Zero Stunts

11.0 - 11.9 Two leg Knee stands with multiple transitions. Two leg knee stands with no transitions will score low within this range

12.0 - 12.9 Two leg Thigh stands/shoulder sits with multiple transitions

13.0 - 13.9 Prep level two leg stunts with creative multiple transitions. Prep level two leg stunts with no transitions will score low within this range

14.0 - 15.0 Two leg extended stunts with creative multiple transitions. Two Leg extended stunts with no transitions will score low within this range. Stunts with 1/2 twist load in will score higher within this range.

DISMOUNTS DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

1.9 - 1.9 Minimal to no incorporation, weak level of execution and perfection

2.0 - 2.9 Pop off, step, shove wrap

3.0 - 3.9 Straight ride cradle from two leg prep level stunts

4.0 - 5.0 Straight ride cradle from two leg extended stunts

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.9 - 0.9 Zero to minimal incorporation of Tumbling skills. Weak Level of execution and perfection

1.0 - 1.9 Forward and Backward Rolls

2.0 - 2.9 Round offs/Cartwheels

3.0 - 3.9 Single/Series standing or running walkovers

4.0 - 5.0 Single/Series standing or running handsprings, front handspring walkout connection

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YCADA Show Cheer Level 4

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions, choice and use of music and/or timing. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine.

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity. Average to Moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

0.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Weak to no voice projection, lack of consistency, lacking voice control. Cheer difficult to follow with little visual appeal.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Minimal voice projection, lack of consistency, lacking voice control. Cheer tough to follow with minute visual appeal.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Voice projection is moderate but consistency and voice control are lacking. Cheer that leads the crowd, but does not encourage the crowd to participate.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Good voice projection, good consistency and voice control. Cheer that the crowd can follow with minimal distraction.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control. Cheer that is visually appealing, promotes crowd participation and is easy to follow.

DANCE (Max Score: 10.0)

0.0 - 5.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

6.0 - 6.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low Energy Dance with minimal to zero transitions and level changes in dance.

7.0 - 7.9 Good basic technique. Missing dance strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

8.0 - 8.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Minimal visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

9.0 - 10.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy

MOTIONS (Max Score: 10.0)

0.0 - 5.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

6.0 - 6.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low Energy motions with minimal to zero transitions and level changes in motions.

7.0 - 7.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level in motions with minimal transitions and level changes in motions.

8.0 - 8.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in motions.

9.0 - 10.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in motions with high energy.

JUMPS (Max Score: 10.0)

0.0 - 0.0 Zero jumps.

5.0 - 5.9 Less than majority of team performed single below level jumps not in continuous combination.

6.0 - 6.9 Single below level jumps not in continuous combination by a majority of team.

7.0 - 7.9 Multiple below level continuous jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

8.0 - 8.9 Multiple continuous level jump combination performed by majority of team OR single jumps performed by majority of team with hyper-extended jumps OR single jumps performed by majority of the team with incorporation of standing back handspring/handspring series continuously with the jumps or immediately following the jumps by 1/4th of team.

9.0 - 10.0 Multiple hyper-extended continuous jump combination executed by majority of team OR multiple continuous jumps combination performed by majority of the team with incorporation of standing back handspring/handspring series continuously with the jumps by 1/4th of team OR single/multiple jumps by majority of team with a standing tuck continuously with the jumps or immediately following the jumps by 1/4th of team.

STUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

3.0 - 3.9 2 leg knee stands OR 2 leg thigh stands OR shoulder sits by majority of team.

4.0 - 4.9 ONLY prep level 2 leg stunts OR ONLY below prep level single leg stunts (liberty, scorpion, scale, arabesque) by a majority of team.

5.0 - 5.9 Prep level 2 leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by majority of team.

6.0 - 6.9 Prep level single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR two leg extended stunts OR 1/2 twist mounts to prep or extension by a majority of team.

7.0 - 7.9 Extended single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR full twisting load in mounts to prep level stunts by majority of team.

8.0 - 10.0 Full twisting load in mounts to extended level stunts OR full released tic-tocs/switch ups by majority of team.

PYRAMIDS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid/pyramid like skills.

3.0 - 3.9 Pyramids below prep level OR minimal incorporation.

4.0 - 4.9 Pyramids involving prep level stunts.

5.0 - 5.9 Pyramids involving extended 2 leg stunts.

6.0 - 6.9 Pyramids involving transitions 2 high OR extended single leg stunts braced on both sides.This point range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

7.0 - 7.9 Pyramids involving tic-tocs braced on both sides OR extended single leg stunts braced on only one side.

8.0 - 10.0 Pyramids involving 2.5 high released transitions from the bases OR tic-toc release moves braced on one side or less OR braced inversion transitions (flat back, roll up).

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

4.0 - 4.9 Pop off, step, or shove wrap OR minimal incorporation by the majority of team.

5.0 - 5.9 Straight ride cradle by the majority of team.

6.0 - 6.9 Alternate cradles non twisting - (toe touch, pike arch, etc.) by the majority of team.

7.0 - 7.9 Single twist cradles from prep level one leg stunts OR extended two leg stunts by the majority of team.

8.0 - 8.9 Double twisting cradles from prep level two leg stunts by the majority of team.

9.0 - 10.0 Double twisting cradles from extended two leg stunts OR single twisting cradles from extended single leg stunts by a majority of team.

TOSSES DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tosses.

1.0 - 1.9 Basic straight ride tosses by majority of team.

2.0 - 2.9 Non- twisting toss (toe touch, switch kick, pike arch, tuck arch, etc.) by majority of team.

3.0 - 3.9 Single twisting tosses by majority of team.

4.0 - 5.0 Trick/single twist combinations (ex. kick full) by majority of team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

0.5 - 0.9 Round off, cartwheel, forward or backward rolls by 1/4th of team.

1.0 - 1.4 Walkovers by 1/4th of team.

1.5 - 1.9 Single handsprings by 1/4th of team.

2.0 - 2.9 Series handsprings by 1/4th of team.

3.0 - 3.9 Running tucks/flips by 1/4th of team.

4.0 - 5.0 Advanced or Elite standing OR running tumbling skills (i.e. full twist flips, layout, x-out, pike, standing tuck etc.) by 1/4th of team.

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Youth Show Cheer Non-Mount

ROUTINE CHOREOGRAPHY (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions, choice and use of music and/or timing. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity.

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 11.0)

0.0 - 6.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Weak to no voice projection, lack of consistency, lacking voice control. Cheer difficult to follow with little visual appeal.

7.0 - 7.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Minimal voice projection, lack of consistency, lacking voice control. Cheer tough to follow with minute visual appeal.

8.0 - 8.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Voice projection is moderate but consistency and voice control are lacking. Cheer that leads the crowd, but does not encourage the crowd to participate.

9.0 - 9.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Good voice projection, good consistency and voice control. Cheer that the crowd can follow with minimal distraction.

10.0 - 11.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control. Cheer that is visually appealing, promotes crowd participation and is easy to follow.

OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking/poor formations, spacing, synchronization, cleanliness and/or uniformity. Lacking/poor degree of difficulty.

11.0 - 11.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal/inconsistent formations, spacing, synchronization, cleanliness and/or uniformity. Minimal/inconsistent degree of difficulty.

12.0 - 12.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate/consistent formations, spacing, synchronization, cleanliness and/or uniformity. Moderate/consistent degree of difficulty.

13.0 - 13.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good formations, spacing, synchronization, cleanliness, and/or uniformity. Good degree of difficulty.

14.0 - 15.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent/innovative formations, spacing, synchronization, cleanliness, and/or uniformity. Excellent/innovative degree of difficulty.

DANCE DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 10.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

11.0 - 11.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low energy dance with minimal to zero transitions and level changes in dance.

12.0 - 12.9 Good basic technique. Missing dance strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

13.0 - 13.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Minimal visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

14.0 - 15.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy

MOTIONS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero motions

9.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Minimal to zero transitions and level changes in cheer.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level cheer with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in cheer.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in cheer with high energy.

JUMPS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

9.0 - 10.9 Single below level jumps not in continuous combination performed by less than a majority of team.

11.0 - 11.9 Single below level jumps not in continuous combination performed by a majority of team.

12.0 - 12.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

13.0 - 13.9 Multiple continuous jump combination performed by majority of team with level jumps OR single hyper-extended jumps performed by a majority of team OR single jump performed by majority of team with 1/4th of team incorporating a standing handspring/handspring series continuously with the jumps or immediately following the jumps.

14.0 - 15.0 Multiple continuous hyper-extended jump combination executed by a majority of team OR multiple continuous jumps performed by majority of team with 1/4 of the team incorporating a standing handspring/handspring series continuously with the jumps or immediately following the jumps.

TUMBLING DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

5.0 - 5.9 Forward OR backward rolls by 1/4th of team.

6.0 - 6.9 Round off OR cartwheel by 1/4th of team.

7.0 - 7.9 Walkovers by 1/4th of team.

8.0 - 8.9 Single handsprings by 1/4th of team.

9.0 - 10.0 Series handsprings OR round off back tuck OR round off back handspring back tuck OR running front tuck by 1/4th of team.

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Youth Show Cheer Non Tumbling

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions, choice and use of music and/or timing. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions, choice and use of music and/or timing. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine.

13.0 - 13.9 Good pace and flow of routine, smooth transitions, choice and use of music and/or timing. Good visual effects, level changes, roll offs. Good creativity. Average to moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions, choice and use of music and/or timing. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

PERFORMANCE/SHOWMANSHIP/USE OF CHEER (Max Score: 10.0)

0.0 - 5.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging. Lacking incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Weak to no voice projection, lack of consistency, lacking voice control. Cheer difficult to follow with little visual appeal.

6.0 - 6.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Minimal incorporation of cheer and crowd leading skills, lacking crowd appeal and involvement. Minimal voice projection, lack of consistency, lacking voice control. Cheer tough to follow with minute visual appeal.

7.0 - 7.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Voice projection is moderate but consistency and voice control are lacking. Cheer that leads the crowd, but does not encourage the crowd to participate.

8.0 - 8.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Good voice projection, good consistency and voice control. Cheer that the crowd can follow with minimal distraction.

9.0 - 10.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging. Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control. Cheer that is visually appealing, promotes crowd participation and is easy to follow.

DANCE (Max Score: 10.0)

0.0 - 5.9 Lacking strength and technique in dance. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation of dance.

6.0 - 6.9 Moderate dance technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in dance. Weak incorporation of dance. Low energy dance with minimal to zero transitions and level changes in dance.

7.0 - 7.9 Good basic technique. Missing dance strength and sharpness. Varied dance moderately paced. Good incorporation of dance. Average energy level in dance with minimal transitions and level changes in dance.

8.0 - 8.9 Great technique and control. Sharp dance. Excellent pace. Dance sequences include variety. Minimal visual enhancement. Great incorporation of dance. Moderate energy with some transitions and level changes in dance.

9.0 - 10.0 Precise dance technique and placements. Strong sharp dance. Variety of upbeat and stylized fast paced dance sequences. Visually enhancing dance sections. Excellent incorporation of dance. Multiple transitions, level changes and variety in dance with high energy

MOTIONS (Max Score: 15.0)

0.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low energy motions with minimal to zero transitions and level changes in motions.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level in motions with minimal transitions and level changes in motions.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in motions.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in motions with high energy.

JUMPS (Max Score: 5.0)

0.0 - 0.0 Zero jumps.

1.0 - 1.9 Single below level jumps not in continuous combination performed by a majority of team.

2.0 - 2.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by majority of team.

3.0 - 3.9 Multiple continuous jump combination performed by majority of team with level jumps OR single hyper-extended jumps performed by a majority of team.

4.0 - 5.0 Multiple continuous hyper-extended jump combination performed by a majority of team.

STUNTS DIFFICULTY (Max Score: 13.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

7.0 - 7.9 2 leg thigh stands OR shoulder sits OR 2 leg knee stands by a majority of team.

8.0 - 8.9 ONLY prep level 2 leg stunts OR ONLY below prep level single leg stunts (liberty, scorpion, scale, arabesque) by a majority of team.

9.0 - 9.9 Prep level 2 leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by a majority of team.

10.0 - 10.9 Prep level single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR two leg extended stunts OR 1/2 twist load mounts to prep level by a majority of team.

11.0 - 11.9 Extended single leg liberty OR 1/2 twist mounts to extension level by a majority of team.

12.0 - 13.0 Extended single leg stunt variations (stretches, scorpions, scale, arabesque) OR full twisting mounts to prep level by a majority of team.

PYRAMIDS DIFFICULTY (Max Score: 13.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid/pyramid like skills

8.0 - 8.9 Pyramids below prep level OR Minimal incorporation.

9.0 - 9.9 Pyramids involving prep level stunts.

10.0 - 10.9 Pyramids involving extended 2 leg stunts.

11.0 - 11.9 Pyramids involving extended single leg stunts braced on one or both sides. This range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

12.0 - 13.0 Pyramids involving tic-tocs, high to high, low to high, switch up release moves OR ball ups braced on both sides.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts

5.0 - 5.9 Pop off, step, or shove wrap by majority of team.

6.0 - 6.9 Straight ride cradle from prep level or below stunts by majority of team.

7.0 - 7.9 Straight ride cradle from extended stunts by majority of team.

8.0 - 8.9 Full downs from 2 leg prep level stunts OR alternate cradles (toe touch, pike arch, ball/tuck etc.) by majority of team.

9.0 - 10.0 Full downs from 2 leg extended stunts OR prep single leg stunts by majority of team.

TOSSES DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tosses.

2.0 - 2.9 Minimal incorporation OR less than a majority of the team executed straight rides.

3.0 - 3.9 Straight ride tosses (sponge, basket, squishy, or scrunch, etc.) by majority of your team.

4.0 - 5.0 Non-twisting, single trick toss execution (toe touch, kick, pike, tuck, etc.) by majority of your team.

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Youth Performance Cheer Level 1 Limited

VOICE PROJECTION/CROWD LEADING (Max Score: 20.0)

14.0 - 15.9 Lacking/poor incorporation of cheer and crowd leading skills, poor crowd appeal and involvement. Voice projection minimal to none.

16.0 - 16.9 Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Weak voice projection, lack of consistency, poor voice control.

17.0 - 17.9 Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Voice projection is moderate but consistency and voice control lacking.

18.0 - 18.9 Great incorporation of cheer and crowd leading skills, great crowd appeal and involvement. Good voice projection, good consistency and voice control.

19.0 - 20.0 Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control.

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 10.0)

4.0 - 5.9 Lacking/poor pace and flow of routine, smooth transitions. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

6.0 - 6.9 Minimal/inconsistent pace and flow of routine, smooth transitions. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

7.0 - 7.9 Moderate/consistent pace and flow of routine, smooth transitions. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine

8.0 - 8.9 Good pace and flow of routine, smooth transitions. Good visual effects, level changes, roll offs. Good creativity. Average to Moderate execution of routine.

9.0 - 10.0 Excellent/innovative pace and flow of routine, smooth transitions. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

MOTIONS DIFFICULTY (Max Score: 20.0 - 1 point(s) will be reserved for execution)

14.0 - 15.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

16.0 - 16.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Minimal to zero transitions and level changes in cheer.

17.0 - 17.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level cheer with minimal transitions and level changes.

18.0 - 18.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in cheer.

19.0 - 20.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in cheer with high energy.

JUMPS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

11.0 - 11.9 Single below level jumps not in continuous combination performed by less than majority of team.

12.0 - 12.9 Single below level jumps not in continuous combination performed by majority of team.

13.0 - 13.9 Multiple continuous jump combination performed by majority of team with below level jumps OR single level jumps performed by majority of team but not in continuous combination.

14.0 - 15.0 Multiple continuous jump combination performed by majority of the team with level jumps OR single hyper-extended jumps performed by majority of team.

STUNTS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

11.0 - 11.9 Two leg below prep level stunts performed by less than a majority of team.

12.0 - 12.9 Two leg below prep level stunts performed by a majority of team.

13.0 - 13.9 ONLY prep level 2 leg stunts OR ONLY knee stand level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by majority of team.

14.0 - 15.0 Prep level 2 leg stunts AND knee stand level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by majority of team.

DISMOUNTS DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

3.0 - 3.9 Minimal to no incorporation OR less than the majority of team executed pop off, step, or shove wrap.

4.0 - 5.0 Pop off, step, or shove wrap by majority of team.

TUMBLING DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling.

6.0 - 6.9 Minimal incorporation of tumbling skills OR less than 1/4th of team performed forward or backward rolls.

7.0 - 7.9 Forward OR backward rolls by at least 1/4th of team.

8.0 - 8.9 Cartwheels by at least 1/4th of team.

9.0 - 10.0 Round offs by at least 1/4th of team.

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Youth Performance Cheer Level 2

VOICE PROJECTION/CROWD LEADING (Max Score: 15.0)

0.0 - 10.9 Lacking/poor incorporation of cheer and crowd leading skills, poor crowd appeal and involvement. Voice projection minimal to none.

11.0 - 11.9 Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Weak voice projection, lack of consistency, poor voice control.

12.0 - 12.9 Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Voice projection is moderate but consistency and voice control lacking.

13.0 - 13.9 Great incorporation of cheer and crowd leading skills, great crowd appeal and involvement. Good voice projection, good consistency and voice control.

14.0 - 15.0 Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control.

MOTIONS (Max Score: 17.0)

0.0 - 12.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer and/or dance.

13.0 - 13.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderately paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Low energy motions with minimal to zero transitions and level changes.

14.0 - 14.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level of motions with minimal transitions and level changes.

15.0 - 15.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes.

16.0 - 17.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes with high energy.

JUMPS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

5.0 - 5.9 Single below level jumps not in continuous combination by less than a majority of the team.

6.0 - 6.9 Single below level jumps not in continuous combination performed by majority of team.

7.0 - 7.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

8.0 - 8.9 Multiple continuous jump combination performed by majority of the team with level jumps

9.0 - 10.0 Multiple continuous hyper-extended jump combination executed by a majority of team OR Single hyper-extended jumps performed by a majority of team.

STUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

4.0 - 4.9 Two leg knee stands by a majority of team OR minimal incorporation.

5.0 - 5.9 Two leg thigh stands OR shoulder sits by a majority of team.

6.0 - 6.9 Only prep level two leg stunts OR only below prep level single leg stunts (liberty, scorpion, scale, arabesque) by a majority of team.

7.0 - 7.9 Prep level two leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by a majority of team.

8.0 - 10.0 Prep level single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR two leg extended stunts OR 1/2 twist mounts to prep or extension level by a majority of team.

PYRAMIDS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid/pyramid like skills.

5.0 - 5.9 Pyramids involving below prep level OR minimal incorporation.

6.0 - 6.9 Pyramids involving prep level stunts.

7.0 - 7.9 Pyramids involving extended 2 leg stunts. This point range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

8.0 - 10.0 Pyramids involving extended single leg stunts.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

7.0 - 7.9 Minimal incorporation OR less than majority of team performed dismounts allowed in this skill level such as pop-off, step, shove wrap, straight ride cradle, or non twisting alternate cradles.

8.0 - 8.9 Pop off, step, or shove wrap by a majority of team.

9.0 - 10.0 Straight ride cradle OR non-twisting alternate cradles (toe-touch, kick, etc.) by a majority of team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

0.5 - 0.9 Minimal incorporation of tumbling skills OR less than 1/4th of team performed forward or backward rolls.

1.0 - 1.9 Forward OR backward rolls by 1/4th of team.

2.0 - 2.9 Round offs OR cartwheels by 1/4th of team.

3.0 - 3.9 Round offs by 1/4th of team.

4.0 - 5.0 Front/back walkovers and/or single front/back handspring by 1/4th of team.

TOSSES DIFFICULTY (Max Score: 2.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tosses.

0.5 - 0.9 Minimal incorporation OR less than a majority of team performed straight ride tosses (baskets, squishy, sponge, scrunch, etc.).

1.0 - 2.0 Straight ride tosses (baskets, squishy, sponge, scrunch, etc.) by a majority team.

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Youth Performance Cheer Level 2 Limited

VOICE PROJECTION/CROWD LEADING (Max Score: 20.0)

14.0 - 15.9 Lacking/poor incorporation of cheer and crowd leading skills, poor crowd appeal and involvement. Voice projection minimal to none.

16.0 - 16.9 Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Weak voice projection, lack of consistency, poor voice control.

17.0 - 17.9 Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Voice projection is moderate but consistency and voice control lacking.

18.0 - 18.9 Great incorporation of cheer and crowd leading skills, great crowd appeal and involvement. Good voice projection, good consistency and voice control.

19.0 - 20.0 Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control.

MOTIONS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

9.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Minimal to zero transitions and level changes in cheer.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level cheer with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in cheer.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in cheer with high energy.

JUMPS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

5.0 - 5.9 Single below level jumps not in continuous combination by less than a majority of the team.

6.0 - 6.9 Single below level jumps not in continuous combination performed by majority of team.

7.0 - 7.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

8.0 - 8.9 Multiple continuous jump combination performed by majority of the team with level jumps

9.0 - 10.0 Multiple continuous hyper-extended jump combination executed by a majority of team OR single hyper-extended jumps performed by a majority of team.

STUNTS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

10.0 - 10.9 Less than majority of team performed two leg knee stands OR thigh stands OR single leg knee stands

11.0 - 11.9 Two leg knee stands OR thigh stands OR single leg knee stands performed by majority of team.

12.0 - 12.9 Two leg prep level stunts OR thigh stand/gut level single leg stunts performed by majority of team.

13.0 - 13.9 Two leg extended stunts performed by majority of team.

14.0 - 15.0 Prep level single leg stunts OR stunts with 1/2 twist load in OR single leg extended stunts braced on BOTH sides performed by majority of team.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

6.0 - 6.9 Less than a majority of the team performed pop off, step, or shove wrap.

7.0 - 7.9 Pop off, step, or shove wrap performed by a majority of team.

8.0 - 8.9 Straight ride cradle from two leg prep level stunts performed by a majority of team.

9.0 - 10.0 Straight ride cradle from extended stunts performed by a majority of team.

TUMBLING DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling.

6.0 - 6.9 Minimal incorporation of tumbling skills OR less than 1/4th of team performed forward OR backward rolls.

7.0 - 7.9 Forward OR backward rolls by 1/4th of team.

8.0 - 8.9 Round offs OR cartwheels by 1/4th of team.

9.0 - 10.0 Walkovers by 1/4th of team.

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Youth Performance Cheer Level 3

VOICE PROJECTION/CROWD LEADING (Max Score: 15.0)

0.0 - 10.9 Lacking/poor incorporation of cheer and crowd leading skills, poor crowd appeal and involvement. Voice projection minimal to none.

11.0 - 11.9 Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Weak voice projection, lack of consistency, poor voice control.

12.0 - 12.9 Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Voice projection is moderate but consistency and voice control lacking.

13.0 - 13.9 Great incorporation of cheer and crowd leading skills, great crowd appeal and involvement. Good voice projection, good consistency and voice control.

14.0 - 15.0 Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control.

OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine.

13.0 - 13.9 Good pace and flow of routine, smooth transitions . Good visual effects, level changes, roll offs. Good creativity. Average to Moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

MOTIONS (Max Score: 15.0)

0.0 - 0.0 Zero motions

9.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Minimal to zero transitions and level changes in cheer.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level cheer with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in cheer.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in cheer with high energy.

JUMPS (Max Score: 10.0)

0.0 - 0.0 Zero jumps.

6.0 - 6.9 Single below level jumps not in continuous combination performed by a majority of team.

7.0 - 7.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

8.0 - 8.9 Multiple continuous jump combination performed by majority of team with level jumps OR single hyper-extended jumps performed by a majority of team OR single jump performed by majority of team with 1/4th of team incorporating a standing handspring/handspring series continuously with the jumps or immediately following the jumps.

9.0 - 10.0 Multiple continuous hyper-extended jump combination executed by a majority of team OR multiple continuous jumps performed by majority of team with 1/4 of the team incorporating a standing handspring/handspring series continuously with the jumps or immediately following the jumps.

STUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

3.0 - 3.9 2 leg thigh stands OR shoulder sits OR 2 leg knee stands by a majority of team.

4.0 - 4.9 ONLY prep level 2 leg stunts OR ONLY below prep level single leg stunts (liberty, scorpion, scale, arabesque) by a majority of team.

5.0 - 5.9 Prep level 2 leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by a majority of team.

6.0 - 6.9 Prep level single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR two leg extended stunts, OR 1/2 twist load mounts to prep level by a majority of team.

7.0 - 7.9 Extended single leg liberty OR 1/2 twist mounts to extension level by a majority of team.

8.0 - 10.0 Extended single leg stunt variations (stretches, scorpions, scale, arabesque) OR full twisting mounts to prep level by a majority of team.

PYRAMIDS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid/pyramid like skills.

5.0 - 5.9 Pyramids involving below prep level stunts OR minimal incorporation.

6.0 - 6.9 Pyramids involving prep level stunts.

7.0 - 7.9 Pyramids involving extended 2 leg stunts.

8.0 - 8.9 Pyramids involving extended single leg stunts braced on one or both sides. This range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

9.0 - 10.0 Pyramids involving tic-tocs, high to high, low to high, switch up release moves pr ball ups braced on both sides.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

6.0 - 6.9 Pop off, step, or shove wrap OR Minimal incorporation.

7.0 - 7.9 Straight ride cradle.

8.0 - 8.9 Full downs from 2 leg Prep level stunts OR alternate cradles (toe touch, pike arch, ball/tuck etc.).

9.0 - 10.0 Full downs from 2 leg extended stunts or prep single leg stunts

TOSSES DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tosses.

2.0 - 2.9 Minimal incorporation OR less than a majority of the team performed straight rides.

3.0 - 3.9 Straight ride tosses (sponge, basket, squishy, or scrunch, etc.) by majority of your team.

4.0 - 5.0 Non-twisting trick toss execution (toe touch, kick, pike, tuck, etc.) by majority of your team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

0.5 - 0.9 Forward OR backward rolls by 1/4th of team.

1.0 - 1.9 Round off OR cartwheel by 1/4th of team.

2.0 - 2.9 Walkovers by 1/4th of team.

3.0 - 3.9 Single handsprings by 1/4th of team.

4.0 - 5.0 Series handsprings OR round off back tuck OR round off back handspring back tuck OR running front tuck by 1/4th of team.

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Youth Performance Cheer Level 3 Limited

VOICE PROJECTION/CROWD LEADING (Max Score: 20.0)

14.0 - 15.9 Lacking/poor incorporation of cheer and crowd leading skills, poor crowd appeal and involvement. Voice projection minimal to none.

16.0 - 16.9 Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Weak voice projection, lack of consistency, poor voice control.

17.0 - 17.9 Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Voice projection is moderate but consistency and voice control lacking.

18.0 - 18.9 Great incorporation of cheer and crowd leading skills, great crowd appeal and involvement. Good voice projection, good consistency and voice control.

19.0 - 20.0 Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control.

OVERALL IMPRESSION (Max Score: 15.0)

9.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine

13.0 - 13.9 Good pace and flow of routine, smooth transitions. Good visual effects, level changes, roll offs. Good creativity. Average to Moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

MOTIONS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

9.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Minimal to zero transitions and level changes in cheer.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level cheer with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in cheer.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in cheer with high energy.

JUMPS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

4.0 - 5.9 Lacking/Poor technique, variety, form, height, pointed toes and/or incorporation. Lacking/poor combinations/sequences. No to minimal jumps.

6.0 - 6.9 Single jumps not in combination performed with weak technique, variety, form, height, pointed toes and/or incorporation. Weak below level jumps.

7.0 - 7.9 Multiple continuous jump combination performed by majority of team with weak level of execution. Below level combination jumps Or Single jumps performed not in combination with average technique (level), variety, form, height, pointed toes and/or incorporation

8.0 - 8.9 Multiple continuous jump combination performed by majority of team with level jumps Or Single Jump performed by team with hyper-extended jumps by majority Or Single Jump performed by majority of team with incorporation of standing handspring/handspring series with standard to good technique, variety, form, height, pointed toes and/or incorporation.

9.0 - 10.0 Multiple continuous jump combination executed by team with a majority of team performing hyper-extended well executed jumps Or Multiple Jumps performed by majority of the team with incorporation of standing handspring/handspring series with Excellent technique, variety, form, height, pointed toes.

STUNTS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

10.9 - 10.9 Zero Stunts

11.0 - 11.9 Two leg Knee stands with multiple transitions. Two leg knee stands with no transitions will score low within this range

12.0 - 12.9 Two leg Thigh stands/shoulder sits with multiple transitions

13.0 - 13.9 Prep level two leg stunts with creative multiple transitions. Prep level two leg stunts with no transitions will score low within this range

14.0 - 15.0 Two leg extended stunts with creative multiple transitions. Two Leg extended stunts with no transitions will score low within this range. Stunts with 1/2 twist load in will score higher within this range.

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

6.9 - 6.9 Zero Dismounts

7.0 - 7.9 Pop off, step, shove wrap

8.0 - 8.9 Straight ride cradle from two leg prep level stunts

9.0 - 10.0 Straight ride cradle from two leg extended stunts

TUMBLING DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

5.9 - 5.9 Zero to minimal incorporation of Tumbling skills. Weak Level of execution and perfection

6.0 - 6.9 Forward and Backward Rolls

7.0 - 7.9 Round offs/Cartwheels

8.0 - 8.9 Single/Series standing or running walkovers

9.0 - 10.0 Single/Series standing or running handsprings, front handspring walkout connection

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Youth Performance Cheer Level 4

VOICE PROJECTION/CROWD LEADING (Max Score: 15.0)

0.0 - 10.9 Lacking/poor incorporation of cheer and crowd leading skills, poor crowd appeal and involvement. Voice projection minimal to none.

11.0 - 11.9 Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Weak voice projection, lack of consistency, poor voice control.

12.0 - 12.9 Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Voice projection is moderate but consistency and voice control lacking.

13.0 - 13.9 Great incorporation of cheer and crowd leading skills, great crowd appeal and involvement. Good voice projection, good consistency and voice control.

14.0 - 15.0 Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control.

CHOREOGRAPHY/OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions. Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions. Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity. Minimal execution of routine.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions. Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity. Low execution of routine

13.0 - 13.9 Good pace and flow of routine, smooth transitions. Good visual effects, level changes, roll offs. Good creativity. Average to moderate execution of routine.

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions. Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity. Highest/strongest level of execution of routine.

MOTIONS (Max Score: 15.0)

0.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Minimal to zero transitions and level changes in cheer.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level cheer with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in cheer.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in cheer with high energy.

JUMPS (Max Score: 10.0)

0.0 - 0.0 Zero jumps.

5.0 - 5.9 Less than majority of team performed single below level jumps not in continuous combination.

6.0 - 6.9 Single below level jumps not in continuous combination by a majority of team.

7.0 - 7.9 Multiple below level continuous jump combination performed by majority of team OR single level jumps performed not in continuous combination.

8.0 - 8.9 Multiple continuous level jump combination performed by majority of team OR single jumps performed by majority of team with hyper-extended jumps OR single jumps performed by majority of the team with incorporation of standing back handspring/handspring series continuously with the jumps or immediately following the jumps by 1/4th of team.

9.0 - 10.0Multiple hyper-extended continuous jump combination executed by majority of team OR multiple continuous jumps combination performed by majority of the team with incorporation of standing back handspring/handspring series continuously with the jumps or immediately following the jumps by 1/4th of team OR single/multiple jumps by majority of team with a standing tuck continuously with the jumps or immediately following the jumps by1/4th of team.

STUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero stunts.

3.0 - 3.9 2 leg Knee stands OR 2 leg thigh stands OR shoulder sits by majority of team.

4.0 - 4.9 ONLY prep level 2 leg stunts OR ONLY below prep level single leg stunts (liberty, scorpion, scale, arabesque) by a majority of team.

5.0 - 5.9 Prep level 2 leg stunts AND below prep level single leg stunt variations/body positions (liberties, stretches, scorpions, scales, arabesque) by majority of team.

6.0 - 6.9 Prep level single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR two leg extended stunts OR 1/2 twist mounts to prep or extension by majority of team.

7.0 - 7.9 Extended single leg stunt variations (liberties, stretches, scorpions, scales, arabesque) OR full twisting load in mounts to prep level stunts by majority of team.

8.0 - 10.0 Full twisting load in mounts to extended level stunts OR full released tic-tocs/switch ups by majority of team.

PYRAMIDS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero pyramid/pyramid like skills.

3.0 - 3.9 Pyramids below prep level OR minimal incorporation.

4.0 - 4.9 Pyramids involving prep level stunts.

5.0 - 5.9 Pyramids involving extended 2 leg stunts.

6.0 - 6.9 Pyramids involving transitions 2 high OR extended single leg stunts braced on both sides.This point range will be awarded to teams performing the highest skill LEGALLY possible with consideration given to the number of participants on the team.

7.0 - 7.9 Pyramids involving tic-tocs braced on both sides OR extended single leg stunts braced on only one side.

8.0 - 10.0 Pyramids involving 2.5 high released transitions from the bases OR tic-toc release moves braced on one side or less OR braced inversion transitions (flat back, roll up).

DISMOUNTS DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero dismounts.

4.0 - 4.9 Pop off, step, or shove wrap OR minimal incorporation by the majority of team.

5.0 - 5.9 Straight ride cradle by the majority of team.

6.0 - 6.9 Alternate cradles no twisting (toe touch, pike arch, etc.) by the majority of team.

7.0 - 7.9 Single twist cradles from prep level one leg stunts OR extended two leg stunts by the majority of team.

8.0 - 8.9 Double twisting cradles from prep level two leg stunts by the majority of team.

9.0 - 10.0 Double twisting cradles from extended two leg stunts OR single twisting cradles from extended single leg stunts.

TOSSES DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tosses.

1.0 - 1.9 Basic straight ride tosses by majority of team.

2.0 - 2.9 Non- twisting toss execution (toe touch, switch kick, pike arch, tuck arch, etc.) by majority.

3.0 - 3.9 Single twisting tosses by majority of team.

4.0 - 5.0 Trick/single twist combinations (ex. kick full) by majority of team.

TUMBLING DIFFICULTY (Max Score: 5.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

0.5 - 0.9 Walkovers OR round offs OR cartwheels OR forward or backward rolls by 1/4th of team.

1.0 - 1.4 Single handsprings by 1/4th of team.

1.5 - 1.9 Series handsprings by 1/4th of team.

2.0 - 2.9 Tucks/flips by 1/4th of team.

3.0 - 3.9 Advanced standing or running tumbling skills (i.e. layout, x out, pike) by 1/4th of team.

4.0 - 5.0 Elite standing or running tumbling skills (i.e. full twist flips etc.) by 1/4th of team.

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Youth Performance Cheer Non-Mount

ROUTINE CHOREOGRAPHY (Max Score: 15.0)

0.0 - 10.9 Lacking/poor pace and flow of routine, smooth transitions . Lacking/poor visual effects, level changes, roll offs. Lacking/poor creativity.

11.0 - 11.9 Minimal/inconsistent pace and flow of routine, smooth transitions . Minimal/inconsistent visual effects, level changes, roll offs. Minimal/inconsistent creativity.

12.0 - 12.9 Moderate/consistent pace and flow of routine, smooth transitions . Moderate/consistent visual effects, level changes, roll offs. Moderate/consistent creativity.

13.0 - 13.9 Good pace and flow of routine, smooth transitions . Good visual effects, level changes, roll offs. Good creativity

14.0 - 15.0 Excellent/innovative pace and flow of routine, smooth transitions . Excellent/innovative visual effects, level changes, roll offs. Excellent/innovative creativity

PERFORMANCE/SHOWMANSHIP (Max Score: 12.0)

0.0 - 7.9 Lacking/poor quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership engaging.

8.0 - 8.9 Minimal/inconsistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging.

9.0 - 9.9 Moderate/consistent quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging.

10.0 - 10.9 Good quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging.

11.0 - 12.0 Excellent/innovative quality of presentation, showmanship, routine attitude, confidence, audience/crowd appeal, routine ownership, engaging.

VOICE PROJECTION/CROWD LEADING (Max Score: 15.0)

0.0 - 10.9 Lacking/poor incorporation of cheer and crowd leading skills, poor crowd appeal and involvement. Voice projection minimal to none.

11.0 - 11.9 Moderate incorporation of cheer and crowd leading skills, some crowd appeal and involvement. Weak voice projection, lack of consistency, poor voice control.

12.0 - 12.9 Good incorporation of cheer and crowd leading skills, basic crowd appeal and involvement. Voice projection is moderate but consistency and voice control lacking.

13.0 - 13.9 Great incorporation of cheer and crowd leading skills, great crowd appeal and involvement. Good voice projection, good consistency and voice control.

14.0 - 15.0 Excellent incorporation of cheer and crowd leading skills, crowd appeal and involvement. Strong voice projection, consistency, and voice control.

OVERALL IMPRESSION (Max Score: 15.0)

0.0 - 10.9 Lacking/poor formations, spacing, synchronization, cleanliness and/or uniformity. Lacking/poor degree of difficulty.

11.0 - 11.9 Minimal/inconsistent formations, spacing, synchronization, cleanliness and/or uniformity. Minimal/inconsistent degree of difficulty.

12.0 - 12.9 Moderate/consistent formations, spacing, synchronization, cleanliness and/or uniformity. Moderate/consistent degree of difficulty.

13.0 - 13.9 Good formations, spacing, synchronization, cleanliness, and/or uniformity. Good degree of difficulty.

14.0 - 15.0 Excellent/innovative formations, spacing, synchronization, cleanliness, and/or uniformity. Excellent/innovative degree of difficulty.

MOTIONS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero motions

10.0 - 10.9 Lacking strength and technique in motions. Movements lacking basic technique. Slow paced, drawn out lengthy sections. Little or no control over arm placement. Lacking sharpness. Lacking/poor incorporation into cheer.

11.0 - 11.9 Moderate motion technique. Lacking sharpness and overall motion control. Moderate paced. Lacking creativity and variety in motions. Weak incorporation into cheer. Minimal to zero transitions and level changes in cheer.

12.0 - 12.9 Good basic technique. Missing motion strength and sharpness. Varied motions moderately paced. Good incorporation into cheer. Average energy level cheer with minimal transitions and level changes.

13.0 - 13.9 Great technique and control. Sharp motions. Excellent pace. Motion sequences include variety. Minimal visual enhancement. Great incorporation into cheer. Moderate energy with some transitions and level changes in cheer.

14.0 - 15.0 Precise motion technique and placements. Strong sharp motions. Variety of upbeat and stylized fast paced motion sequences. Visually enhancing motion sections. Excellent incorporation into cheer. Multiple transitions, level changes and variety in cheer with high energy.

JUMPS DIFFICULTY (Max Score: 15.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero jumps.

10.0 - 10.9 Single below level jumps not in continuous combination performed by less than a majority of team.

11.0 - 11.9 Single below level jumps not in continuous combination performed by a majority of team.

12.0 - 12.9 Multiple continuous below level jump combination performed by majority of team OR single level jumps performed not in continuous combination by a majority of team.

13.0 - 13.9 Multiple continuous jump combination performed by majority of team with level jumps OR single hyper-extended jumps performed by a majority of team OR single jump performed by majority of team with 1/4th of team incorporating a standing handspring/handspring series continuously with the jumps or immediately following the jumps.

14.0 - 15.0 Multiple continuous hyper-extended jump combination executed by a majority of team OR multiple continuous jumps performed by majority of team with 1/4 of the team incorporating a standing handspring/handspring series continuously with the jumps or immediately following the jumps.

TUMBLING DIFFICULTY (Max Score: 10.0 - 1 point(s) will be reserved for execution)

0.0 - 0.0 Zero tumbling skills.

5.0 - 5.9 Forward OR backward rolls by 1/4th of team.

6.0 - 6.9 Round off OR cartwheel by 1/4th of team.

7.0 - 7.9 Walkovers by 1/4th of team.

8.0 - 8.9 Single handsprings by 1/4th of team.

9.0 - 10.0 Series handsprings OR round off back tuck OR round off back handspring back tuck OR running front tuck by 1/4th of team.

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER GLOSSARYREFERENCE GUIDE FOR ALL SKILLS MENTIONED IN THE YOUTH CHEER LEVELS GRID & GENERAL SAFETY RULES.

Aerial: Cartwheel or walkover executed without placing hands on the ground.

Airborne: To be free of contact with a person or performance surface.

Airborne Tumbling Skill: An aerial maneuver involving hip over head rotation in which a participant uses their body and the performance surface to propel himself/herself away from the performance surface.

Arabesque: A stunt in which the working leg is extended behind (close to 90 degrees) while the supporting leg is in the hands of the base(s). The flyer’s chest is up with one leg directly behind her. Hips should be in line with the floor.

Awesome: A stunt where a top person has both feet together in the hand(s) of the base(s). Also referred as a “cupie”.

Back Dismount: Flyer dismounts backwards (with or without the feet being held) to catchers who are not the original bases to a cradle from a stunt or pyramid.

Back Spotter: Person in stunt responsible for the head/neck/shoulder area of the flyer. Usually positioned directly behind the stunt, but can be on the side as well. This position/responsibility may change from person to person during creative stunt transitions.

Back Walkover: A non aerial tumbling skill where one moves backward into an arched position, with the hands making contact with the ground first, simultaneously kicking one foot to rotate the hips over the head and land on one foot/leg at a time.

Barrel Roll: A release move whereby the top person’s body rotates at least 360 degrees while remaining parallel to the performance surface. An assisted barrel roll would be the same skill, with the assistance from an additional base that maintains contact throughout the transition.

Base: A person who is in direct weight bearing contact with the performance surface and provides primary support for another person.

Basket Toss: A toss with no more than 4 bases, 2 of which use their hands to interlock wrists.

Below Level Jumps: Jumps where the feet and/or legs of the jumper are below perpendicular.

Bobble: An error during a technical skill. Obvious missed skills: hand(s) down on a tumbling skill/shaky stunts/pyramids/baskets, incomplete or obvious errors in regards to dismounts (i.e., incomplete twisting cradles), obvious errors during jump, motions and dance execution.

Brace: A physical connection that helps to provide stability to a top person. A top person’s hair and/or uniform is not an appropriate or legal body part to use while bracing a pyramid or pyramid transition. Bracers may not be a base.

Braced Flip: A stunt in which a top person performs a hip over head rotation while in constant physical contact with another top person(s).

Cartwheel: A non aerial gymnastic skill where one supports the weight of the body with the arm(s) while rotating sideways through an inverted position landing one foot/leg at a time.

Catcher: One of the person(s) responsible for the safe landing of a top person during stunt entry, transition and/or dismount. Catchers do not have to make contact with the flyer, but must be in a position to minimize risk should the flyer fall.

Continuous Combination Jumps: The execution of two or more jumps in constant movement without stoppage of movement.

*Continuous Spotter/Back Spotter: A single person located behind or on the side of the stunt that maintains continuous visual or physical contact with the flyer, and may hold the calves or ankles of the flyer, or the bases’ wrists on an extended stunt. The continuous back spotter is responsible for the neck and shoulders of the flyer. A continuous spotter/back spotter may not change roles between being a base and a continuous spotter/back spotter.

Cradle: A release move in which the bases catch the top person with palms up, by placing one arm under the back and the other under the thighs of the top person. The top person must land face up in a pike position.

Dead Man Lift: A type of flat back (see below). When the arms of the bases are extended, a Dead Man Lift requires two bases and an additional spotter.

Dismount: The final part of a stunt (originated by bases) used to bring the flyer back to the performance surface (i.e. step off, shove wrap, cradle).

Dive Roll: A forward roll where your feet leave the ground before your hands reach the ground.

Drop: Dropping to the knee, thigh, seat, front, back or split position onto the performance surface from an airborne position or inverted position without first bearing most of the weight on the hands/feet which breaks the impact of the drop.

Eighteen Inches above Extended Arm /Level: Measured from the end of the fingertips of the bases at a fully extended position overhead to the lowest position of the flyer. If the flyer is in a vertical position the lowest position of the flyer is the feet with the legs fully extended. If the flyer is in a horizontal position, the lowest position is the lowest visible position of the flyer.

Extended Stunts: The supporting arm(s) of the base(s) is/are fully extended above the head. Some extended stunts are exceptions to extended stunt rules, see the Levels Grids for details.

Extended Position: Anytime the bases take the feet of the flyer above the head of the bases, no matter how momentarily the flyer has passed through the extended position. Therefore, true show and gos would be considered an extended position.

Extension Prep or Prep (Half): When the top person is being held at shoulder level by the base(s).

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER GLOSSARY(CONTINUED)

Flat Back: A stunt position in which the flyer has both feet off of the ground to a lying horizontal face up position and is supported by two or more bases and one continuous back spotter held at the prep level.

Flip/Tuck: An aerial skill that involves hip over head rotation without contact with the performance surface as the body passes through the inverted position.

Flyer: A person who receives primary support from another person.

Forward Roll: A non airborne tumbling skill where one rotates forward through an inverted position by lifting the hips over the head and shoulders while curving the spine to create a motion similar to a ball “rolling” across the floor.

Forward Suspended Roll: The top person begins in a non inverted position from the performance surface or a stunt. The top person has continuous hand to hand contact with two primary bases or with two posts who are controlling the top person. The top person cannot have contact with one base and one post or with bracers. The bases or posts cannot be involved in any other skill during the suspended roll. The top person lands in a double based cradle or the performance surface. They may not land in a loading position for a stunt.

Front Limber: Returning to a standing position from a back bend or back arch position.

Front Base (Spotter): A person located in front of the stunt, facing the stunt and added to help control the stunt for the additional safety of the flyer.

Front Walkover: A non aerial tumbling skill where one rotates forward through an inverted position to a non inverted position by arching the legs and hips over the head and down to the performance surface landing one foot/leg at a time.

Full Twist: A 360 degree twisting rotation.

Half: See “extension prep”.

Hand/Arm Connection: The physical contact between two or more individuals using the hand(s)/arm(s). Ex. Both participants are using their hands/arms to connect to each other.

Handspring: Springing off the hands by putting weight on the arms and using a strong push from the shoulders; can be done forward or backward.

Handstand: A straight body inverted position where the arms are extended straight by the head and ears.

Hand Support: When both hands make contact with the performance surface during a tumbling skill to support the tumbler’s weight.

Helicopter: Flyer in a horizontal position is released and rotates in the horizontal plane around the vertical axis, before being caught by the original bases. With the exception of a ½ helicopter (see levels grid for exact levels where it’s allowed), released helicopters are prohibited. Assisted helicopters are permitted (one or more bases must maintain constant physical contact with the flyer).

Hyperextended Jumps : Jumps where the feet and/or legs of the jumper are above perpendicular.

Inversion: When the athlete’s shoulders are below his/her waist and at least one foot is above his/her head.

Jump: An airborne position not involving hip over head rotation created by using one’s own feet and lower body power to push off the performance surface.

Knee (Body) Drop: Dropping to the knees, seat, thigh or splits from an airborne position without first bearing majority of the weight on the hands/feet.

Knee Stand Level: The execution of a stunt where the base is in a knee stand (one knee of the base must be in contact with the performance surface) and the flyer is on the other leg of the base.

Leap Frog: A braced flyer is transitioned from one set of bases to another or back to the original bases by in direct hand/hand contact of a base/back spotter. The flyer must remain upright and stay in continuous contact with the base/back spotter while transitioning. Flyers in a forward leap frog may land in a double base cradle. Backward traveling leap frogs may NOT be caught prone.

Level Jumps: Jumps where the feet and/or legs of the jumper are perpendicular.

Limber: A forward or backward gymnastics flexibility skill that is similar to a walkover except the legs remain together through the entire skill.

Mount (Load in): Any entrance into a stunt skill where one or more persons is supported by one or more persons.

New Base(s): Bases previously not in direct contact with the top person of a stunt.

Original Base(s): A base which is in contact with the top person during the initiation of the stunt.

Pendulum: A stunt in which the flyer falls forward and/or backward away from the bases in a lay out position to the required number of catchers while maintaining constant hands to feet/legs contact with the bases. It is not a dismount.

Pike: Body bent forward at the hips while the legs are kept straight.

Pop: A controlled upward throwing motion by a base(s) to release the flyer free from contact with the bases to a cradle catch or assisted to the performance floor. Usually from a shoulder level stunt and above.

Power Press: When bases bring the top person from an extended position, down to prep level or below, and then re extend.

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER GLOSSARY(CONTINUED)

Prep Level: The height of the bases’ hands are at shoulder level (also known as shoulder height). For purposes of pyramids, shoulder sits are considered Prep Level: The height of the bases’ hands are at shoulder level (also known as shoulder height). For purposes of pyramids, shoulder sits are considered prep level stunts.

Primary Support: Supporting a majority of the weight of the top person.

Prone Position: A face down, flat body position.

Prop: An object that can be manipulated. Flags, banners, signs, poms, megaphones, and pieces of cloth.

Pyramid: Multiple stunts connected by hand to hand (arm over arm), hand to foot or other physical touching connections. Individuals standing at ground level may be incorporated as a part of the connection. In order to be a pyramid, physical connection in a grouping of individuals or multiple stunts is required.

Release Move: A stunt transition or skill in which the flyer becomes free of contact with the base(s) (i.e. tick tock).

Reload: Return to the loading position with both feet of the top person in the hands of the bases.

Retake: Reloading to a stunt, whereby the top person brings one foot to the ground prior to reloading.

Round Off: The tumbler, with a push off on one leg, plants hand(s) on floor while swinging the legs upward in a fast cartwheel motion. The feet snap down together landing at the same time to the performance surface.

Running Tumbling: Tumbling that is performed with a running start and/or involves a step or a hurdle used to gain momentum as an entry to another skill. Any type of forward momentum/movement prior to execution of the tumbling skill(s) is defined as “running tumbling.”

Show and Go: A transitional stunt where a stunt passes through an elevated level and lands into a loading position or non extended stunt.

Single Based Stunt: A stunt using a single base for support. Single based split stunts are 1 base and 1 flyer. Flyer is supported in the split position similar to partner ice figure skating lifts. A continuous spotter is required for single based stunts and may transition from the side of the stunt to the back of the stunt or from the back to the side of the stunt provided they maintain continuous visual or physical contact with the flyer.

Single Leg Stunt: A stunt where the flyer is free from contact from all bases on one of their feet. Hitches where the base maintains contact with the hitched foot is not considered a single leg stunt.

Split Stunts: Stunt positions where the flyer is in a split and is supported by 2 or more bases and a back spotter. Single based split stunts are 1 base and 1 flyer. Flyer is supported in the split position similar to partner ice figure skating lifts.

Sponge Toss: A stunt with multiple bases, which have their hands gripping the top person’s feet prior to the toss.

Spotter*: A person whose primary responsibility is the protection of the head and shoulders area of a top person during the performance of a stunt/toss. Required spotter may move* in relation to the stunt or toss and positioned to the side or the back of the stunt/toss, in direct contact with the performance surface and in the proper position to prevent injuries. The spotter does not have to be in direct contact with the stunt but also must not step underneath the stunt to hold the feet (soles) of the flyer’s shoes without the help of an additional back spotter located directly behind the stunt. Exception: One hand of the spotter may go under a foot of the flyer in prep level and below stunts. In ALL extended stunts and prep level stunts that cradle the spotter may not be under ANY foot/shoe of the flyer.

*Continuous Spotter/Back Spotter: A single person located behind or on the side of the stunt that maintains continuous visual or physical contact with the flyer, and may hold the calves or ankles of the flyer, or the bases’ wrists on an extended stunt. The continuous back spotter is responsible for the neck and shoulders of the flyer. A continuous spotter/back spotter may not change roles between being a base and a continuous spotter/back spotter. Standing Tumbling: A tumbling skill (series of skills) performed from a standing position without any previous forward momentum. Any number of steps backward prior to execution of tumbling skill(s) is defined as “standing tumbling.”

Straight Cradle: A release move from a stunt to a catching position where no skill (i.e. turn, kick, twist, etc.) is performed.

Straight Ride: The body position of a top person performing a toss that does not involve any trick in the air. It is a straight line position that teaches the flyer to reach and obtain maximum height in toss.

Stunt: Any skill encompassing a mount/load in, stunt transition and/or dismount. Tosses, pyramids, inversions and release moves are considered types/variations of stunts for overall category purposes. Anytime the weight of a performer is supported by another performer the skill will be considered a stunt. Clarification: A partner jump, assisted toe touch, partner pick up, etc would not be considered a stunt.

Superman transiton: Flyer moves from a prep level or below stunt, to be caught at waist level in prone position by the orignal two bases. Constant physical contact is maintained by the flyer and back spotter (back spotter holds the ankles the entire transition so the flyer is never released.

Swedish Falls: A stunt in which the flyer is lying horizontal face down and is supported by two or more bases and one continuous back spotter. The back spotter should be in a position to protect the head and shoulders of the flyer, and the two bases should be facing each other.

Swing Stunts/Swing up stunts: A stunt using swing dance lifts and moves. Swing up stunts usually incorprate using the flyer’s body in a “jump rope” movement, which swings up into a new stunt position.

Tension Roll/Drop: A prohibited pyramid/mount in which the base(s) and flyer(s) lean in formation until the top leaves the base without assistance.

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2016-2017(VALID UNTIL 3/1/2017)

Copyright © 2016 YCADA - Youth Cheer & Dance Alliance. All rights reserved. www.ycada.org | REVISED 5/3/2016

YOUTH CHEER GLOSSARY(CONTINUED)

Thigh Stand Level: The execution of a stunt where the base(s) is in a lunge or lunge like psoition and both knees are off the ground.

Toe/Leg Pitch: A single or multi based toss in which the base(s) push upward on a single foot or leg of the top person to increase the top person’s height.

Top Person: The person(s) on top of a stunt or toss. Also referred to as the flyer or partner.

Toss: A throwing motion by a base(s) originating from the ground or waist level with the flyer becoming free from contact with the bases. Basket tosses, sponge tosses, etc. are classified as a type of “toss”.

Transitional Stunt: Top person(s) moving from one stunt to another thereby changing the configuration of the beginning stunt.

Tuck/Flip Position: A position in which the knees and hips are bent and drawn into the chest; body is bent at waist.

Tumbling: Any gymnastic or acrobatic skill that begins and ends on the performance surface.

Two High Pyramid: All flyers, individuals in the pyramid/mount who are not in contact with the performance surface, must be primarily supported by a base(s), one or more individuals who are in direct weight bearing contact with the performance surface.

Two and One Half (1/2) High Pyramid: All flyers, individuals in the pyramid who are not in contact with the performance surface must be primarily supported by a base(s), one or more individuals who are in a prep level stunt. Two and one half high pyramids are prohibited in the youth cheer divisions, however, passing through a two and a half high pyramid position is allowed in level 4.

Vault/Vaulting: A flyer using their hands as a means to get their body up and over another individual.

Waist/Stomach Level: The execution of a stunt where the base is standing and holding the flyer by their feet with both hands and the feet of the flyer are at the waist level of the base. In most instances gut level stunts are performed by one base with the arms of the base extended toward waist level.

X-Out: Flip or somersault skill performed that involves spreading the arms and legs into an “x” fashion during the rotation of the flip.