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Cheer Team Rules
Each Squad will have two and one
half minutes to demonstrate its cheerleading
style and expertise. Timing will begin with the
first movement, voice, or music.
Each squad's presentation must include at least
one cheer or sideline chant. The musical portion
of the presentation may not exceed one minute
and fifteen seconds. However, school
divisions now have the option of performing
their routine to all music with chants over the
music.
See rules below:
Specific To All-Star Cheer Divisions &
School Divisions that opt to perform to an all
music routine.
The total routine time cannot exceed 2 minutes and 30 seconds.
Routines may be choreographed to all music
or they may contain cheers and\or chants. Chants
may also be used with music or during the
musical routine. The amount of time given to the
cheer and chant portion within a routine is
completely left up to the coach-coaches should
design the content of a routine to best match
and showcase the talent found on the team.
There should not be any organized exits after
the official ending of the routine. All
introductions (tumbling, entrances, chants,
spell-outs, stunts, etc.) are considered part of
the routine and will be timed as part of the
performance.
The competition area for all divisions will be
approximately forty (40) feet wide by forty (40)
feet deep. Cheer & Dance/Drill Team America does
not use Spring Floors for the Cheerleading
portion of the competition. Squads must
start in the competition area.
If a sign or prop is thrown outside the
performing area, that squad will receive a one
point per judge deduction for each violation.
Signs or props may be placed or dropped outside
the performing area by a squad member who must
remain inside the performing area.
Partner Stunt/Pyramids
All pyramids and partner students
are limited to two persons high. "Two" high is
defined as the base (bottom person) having at
least one foot on the ground.
Partner students and pyramids higher than
shoulder-stand level must have a continuous
spotter for each person over shoulder-stand
level. Spotters are considered part of the squad
with regard to the squad member limitations.
When one stunt is bracing another, one of the
stunts must be shoulder height or below.
Exception: Extensions may brace other
extensions.
If a person in a partner stunt or pyramid is
used as a brace for an extended stunt, the brace
must not be supporting a majority of the top
person's weight. The top person must have their
leg in a bent or stretch position ("stretch
position" means that the leg is at least 45
degrees from the body line).
Vaults are prohibited.
Basket tosses or similar tosses are limited to
no more than four tossers and must be dismounted
to a cradle position by two of the original
bases plus an additional spotter at the head and
shoulder area.
Participants may not pass over or under other
participants from basket tosses or similar
tosses.
Tosses that land in stunts (i.e. toss to hands,
basket to elevator, etc. are allowed). Tosses
cannot land in a loading position for another
stunt or toss, nor can they significantly exceed
the height of the intended stunt.
Partner stunts and pyramids may not pass over,
under, or through other partner stunts or
pyramids.
Cradle dismounts from double-based partner
stunts and pyramids over shoulder stand level
must use three catchers. Cradle dismounts from
single based partner stunts over shoulder-stand
height must use two catchers.
Cradle dismounts which involve a jump, twist, or
other gymnastic skill require a spotter in
addition to the original base(s). Cradle
dismounts from all extended stunts, require a
spotter in addition to the original base(s).
All backward dismounts from partner stunts or
pyramids must use three catchers. The execution
of any gymnastic skill (jump, twist, etc.)
during a backward dismount is prohibited.
Forward suspended rolls are allowed provided the
base(s) have their feet on the ground and the
top person and the base(s) maintain hand to hand
contact throughout the skill.
Backward suspended rolls are prohibited.
Twists greater than two rotations in stunts,
tosses, or dismounts are prohibited.
Helicopter tosses are prohibited.
Single based split catches are prohibited.
Free-falling flips or swan dives from any type
of toss, partner stunt, or pyramid are
prohibited.
Knee drops are prohibited.
Tensions rolls and tension drops are prohibited.
Toe pitch and leg pitch flips are prohibited.
Tumbling/Gymnastics
Dive rolls are prohibited. A dive
roll is defined as a forward roll where your
feet leave the ground before your hands reach
the ground.
Flips greater than two rotations are prohibited.
Twists greater than two rotations are
prohibited.
A forward three-quarter flip to the seat or
knees is prohibited.
The use of mini-trampolines, springboards, or
any height increasing apparatus is prohibited.
Participants may not tumble over or under
individuals or over, under, or through partner
stunts or pyramids.
Participants may not land in a partner stunt or
catching position from a tumbling skill.
(Example: A back flip from a tumbling pass into
a cradle position is prohibited.)
Landing for all jumps must bear weight on at
least one foot. (Example: A toe touch to a
hurdler position, to the seat, knees, or landing
with both feet back is prohibited.)
High Kicks to a hurdler position are prohibited.
Any squad in violation of these Specific Safety
Regulations will be assessed a ten (10) point
per judge deduction for each violation. CHEER &
DANCE/DRILL TEAM America officials reserve the
right to disqualify any squad that grossly
violates these rules and regulations.
All Cheerleading Squads must provide at least
two (2) people to serve as spotters. If coaches
elect not to supply spotters all liability and
responsibility is assumed by the coach. Cheer &
Dance/Drill Team America does not supply
spotters.
All partner stunts must have a continuous
spotter.
Judging Criteria
The judges will score the squads
according to the judging criteria on a 100 point
system. In keeping with the proper role of
cheerleading, emphasis will be based on the
practicality of material.
Motion Technique - 10 points
Strength of Motions (arms, legs), Angles, Style
Team Precision - 10 points
Uniformity of Team, Transitions, Timing Cheer -
10 points
Voices, Jumps, Use of Props Skills - 10 points
Variety, Memory, Lack of Errors Formation - 10
points
Spacing, Use of Floor, Variety in Formation
Choreography & Variety - 15 points
Creativity of Choreography, Appropriateness of
Music, Use of Motion (poms, ground work, kicks,
jumps) Difficulty - 10 points
Degree of Difficulty, Difficulty of
Fundamentals, Choreography, Precision Projection
- 10 points
Facial Expressions, Volume, Clarity Overall
Performance - 15 points
Overall Execution, Crowd Appeal, Confidence (eye
contact)
Time Limits
The performance time limit for cheerleading
squads is a minimum of 1 minute to a maximum of
2 1/2 minutes in length. The timing of
performance begins with the first movement,
cheer, or music. Timing will end when it is
evident that the routine has concluded. The
above times do not include entering, set-up, and
exit from the floor.
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