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2019 - 2020
DEDUCTIONS Revised 10/1/2019 Individual Athlete Deductions
Athlete Minor Fall - 0.25
• Examples include hands/knees down on tumbling, jumps or other skills
Athlete Major Fall - 0.5
• Examples include landing on head, shoulders, or back during tumbling, jumps or other skills
Building Deductions
Building Bobble – 0.5
• Stunts, Tosses or Pyramids that almost drop or fall
• Excessive movement of the bases
• Dropping of extended stunt to prep level
• Stunts that drop but at least one supported foot remains at prep level –excludes Minor and Major falls below
• Stunts that come down but do not meet the Minor or Major Building Deductions *This would not include dropping of a body position or skills that are not attempted
Building Minor Fall – 2.0
• Dropping to a load in, cradle, prone or flat back
• Top becomes weight bearing on the spot or falls on middle layer of a college pyramid
• Base or spot landing on the ground
• Controlled lowering of a falling top person
• Stunts that drop and support is below prep level (Both feet in a 2 foot stunt or the foot of support in a 1 foot stunt)
• Incomplete twisting tosses (side or prone landings)
Building Major Fall – 3.0
• Dropping to a compromising position (positions not listed in Building Minor Fall)
• Uncontrolled lowering of a falling top person
• Multiple bases/spotters landing on the ground
• Incomplete flipping tosses
• Tosses that do not land in a cradled position (upright or inverted landings)
Pyramid Fall – 4.0
• 2 or more connected stunts falling
• 2 or more top persons/middle layers falling
During a pyramid, building bobbles, minor falls, and major falls will be used until a single pyramid has received 4.0 in deductions.
Once the pyramid has received 4.0 or more points in deductions, the Pyramids Fall deduction will be used.
If multiple pyramids are built at the same time, each pyramid is treated separately.
Out of Bounds – 0.5
• One entire hand, foot or body part is completely outside of the performance Surface – National Championship Only
*Props – 1.0
• Props (signs, etc.) that are made of solid material or have sharp edges/corners released from a top person to the ground
*Props – .5
Persons on the ground throwing hard props (signs, megs, etc.) Breaking of the wrist or if the arm extends away from the
body.
2019 - 2020
DEDUCTIONS Revised 8/26/2019
*Unsportsmanlike Behavior – 1.0
• When a coach is in a discussion with an official, other coaches, athletes or parents/spectators, they must maintain
professional conduct. Increased behavior could result in removal or disqualification
*Excessive Celebration / Team Introductions – 1.0
• Introductions (organized entrances, chants, spells outs, etc.) are considered part of the routine and will be timed as part of
the performance. Team breaks, rituals and traditions need to take place prior to entering the mat.
• Teams should take the floor immediately with spirit and enthusiasm, but without excessive gestures (chest bumps, hands,
handshakes, etc.).
• Teams should refrain from any type of excessive celebration following the team’s performance (team huddles,
alternates/coaches entering the competition floor, and/or falling to the ground following the performance).
Time Limits – 3.0/5.0/7.0
• Timing will begin with the first movement, voice, or note of the music, whichever comes first. Judges will not issue a
deduction until their stopwatches show a time of 3 seconds over the allotted time. If a routine has multiple time limits, each
section could receive a deduction.
• 1 – 5 Seconds over – 3.0
• 6 – 10 Seconds over – 5.0
• 11 Seconds or more – 7.0
• Game Day timing will not include the team spiriting, rallying, or individuals performing jumps, kicks or tumbling prior to the
start of the routine
Bows - .25
Bows should not be excessive in size and shouldn’t be a distraction to the performance. Bows should be worn in a manner to
minimize risk for the participants, should be adequately secured on the back of the head with the tales facing down and should not
fall over the forehead into the participants’ eyes or block the view of the participants while performing.
Game Day Format Violation – 2.0
• Skills or elements that do not meet the additional skill restrictions for a Game Day Performance. Examples include
o Exceeding 3 consecutive 8-counts of incorporation during the fight song.
o Stunting outside the allotted restrictions
o USA Cheer approved stunts/pyramids/tumbling that is not allowed during a Game Day Routine.
o Incorrect Situational Sideline response including calling a general sideline
• General and Specific Safety Deduction can still be given in the Game Day Divisions
General Safety Violation – 2.0
• When skills are performed illegally, however the skill itself is legal. Examples include
o Braced flip where one of the bracers happens to fall during the flip.
o Incorrect spotter grips on single base style stunts.
o Performance Errors
Specific Safety Violation – 5.0
• When a skill is not performed in a legal manner. Examples include
o Braced flipping pyramid with only 7 people or a bracer in a shoulder sit
o Release transitions landing inverted
o Pancakes from an extended position
o Single base stunts without a spotter
o Double twisting tosses or release dismounts
*The following deductions may only be issued one time per performance; however, all others may be received multiple times
with no max: Props, Unsportsmanlike Behavior, Excessive Celebration / Team Introductions
UNIVERSAL CHEERLEADERS ASSOCIATION
SCHOOL / REC CHEER JUDGING SHEET
Team Name
Division Judge No.
Crowd Leading - (15 Points) Points Score
Crowd Effective Material - Voice, Pace & Flow 5
Ability & Energy to Lead the Crowd 5
Proper Use of Signs, Poms or Megaphones & Motion Technique 5
Skill Incorporations - (15 Points) Points Score
Proper Use of Skills to Lead the Crowd 5
Execution - Proper Technique, Synchronization & Spacing 10
Cheer Overall Impression - (5 Points) Points Score
Flow, Overall Crowd Effectiveness & Difficulty of Practical Skills 5
Total Possible 35
UNIVERSAL CHEERLEADERS ASSOCIATION
SCHOOL / REC ALL GIRL BUILDING JUDGING SHEET
Team Name
Division Judge No.
Partner Stunts - (25 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 15Difficulty - Level of Skills, Number of Stunts Performed, Number of Bases
Used, Transitions & Variety 10
Pyramids - (15 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 10Difficulty - Level of Skills, Number of Stunts Performed, Number of Bases
Used 5
Building Overall Impression - (5 Points) Points Score
Transitions & Creativity 5
Total Possible 45
UNIVERSAL CHEERLEADERS ASSOCIATION
SCHOOL / REC ALL GIRL OVERALL JUDGING SHEET
Team Name
Division Judge No.
Standing / Running Group Tumbling - (10 Points) Points Score
Execution - Proper Technique, Form & Synchronization 5
Difficulty - Difficulty of Skills Performed in Groups 5
Jumps / Dance - (5 Points) Points Score
Performance - Proper Technique, Form, Height, Synchronization,
Type of Jump(s), Connections / Combos or Variety 3Motions / Dance - Technique, Sharpness, Placement, Timing, Spacing, Use of
Levels, Overall Choreography & Visual Appeal 2
Overall Impression - (5 Points) Points Score
Routine Creativity, Flow & Use of Formations / Transitions 5
Total Possible 20
UNIVERSAL CHEERLEADERS ASSOCIATION
SCHOOL / REC CHEER JUDGING SHEET
Team Name
Division Judge No.
Crowd Leading - (15 Points) Points Score
Crowd Effective Material - Voice, Pace & Flow 5Ability & Energy to Lead the Crowd 5Proper Use of Signs, Poms or Megaphones & Motion Technique 5
Skill Incorporations - (15 Points) Points Score
Proper Use of Skills to Lead the Crowd 5Execution - Proper Technique, Synchronization & Spacing 10
Cheer Overall Impression - (5 Points) Points Score
Flow, Overall Crowd Effectiveness & Difficulty of Practical Skills 5
Total Possible 35
UNIVERSAL CHEERLEADERS ASSOCIATION
COED BUILDING JUDGING SHEET
Team Name
Division Judge No.
Partner Stunts - (25 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 15
Difficulty - Level of Skills, Use of Coed Skills, Number of Stunts Performed,
Number of Bases Used 10
Pyramids - (15 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 10
Difficulty - Level of Skills, Number of Stunts Performed, Number of Bases
Used 5
Overall - (5 Points) Points Score
Overall - Skill Creativity, Use of Formations / Transitions, Use of Coed Skills
throughout routine 5
Total Possible 45
UNIVERSAL CHEERLEADERS ASSOCIATION
COED OVERALL JUDGING SHEET
Team Name
Division Judge No.
Standing / Running Group Tumbling - (10 Points) Points Score
Execution - Proper Technique, Form & Synchronization 5
Difficulty - Difficulty of Skills Performed in Groups 5
Jump(s) / Dance - (5 Points) Points Score
*Motions / Dance - Technique, Sharpness, Placement, Timing, Spacing, Use
of Levels, Overall Choreography & Visual Appeal
*Jump(s) - Proper Technique, Form, Height & Synchronization
*Note: Both are not required. You will be evaluated on what is performed
Overall - (5 Points) Points Score
Routine Creativity, Flow & Use of Formations / Transitions 5
Total Possible 20
5
UNIVERSAL CHEERLEADERS ASSOCIATION
SCHOOL / REC CHEER JUDGING SHEET
Team Name
Division Judge No.
Crowd Leading - (15 Points) Points Score
Crowd Effective Material - Voice, Pace & Flow 5Ability & Energy to Lead the Crowd 5Proper Use of Signs, Poms or Megaphones & Motion Technique 5
Skill Incorporations - (15 Points) Points Score
Proper Use of Skills to Lead the Crowd 5Execution - Proper Technique, Synchronization & Spacing 10
Cheer Overall Impression - (5 Points) Points Score
Flow, Overall Crowd Effectiveness & Difficulty of Practical Skills 5
Total Possible 35
UNIVERSAL CHEERLEADERS ASSOCIATION
NON TUMBLING - BUILDING JUDGING SHEET
Team Name
Division Judge No.
Partner Stunts - (25 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 15
Difficulty - Level of Skills, Number of Stunts Performed, Number of Bases
Used, Transitions & Variety 10
Pyramids - (15 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 10
Difficulty - Level of Skills, Number of Stunts Performed, Number of Bases
Used 5
Building Overall Impression - (5 Points) Points Score
Transitions & Creativity 5
Total Possible 45
UNIVERSAL CHEERLEADERS ASSOCIATION
NON TUMBLING - OVERALL JUDGING SHEET
Team Name
Division Judge No.
Jump(s) - (10 Points) Points Score
Performance - Proper Technique, Form, Height & Synchronization 5Type of Jump(s), Connections / Combos or Variety 5
Dance - (5 Points) Points Score
Motions / Dance - Technique, Sharpness, Placement, Timing, Spacing, Use of
Levels, Overall Choreography & Visual Appeal 5
Overall - (5 Points) Points Score
Routine Creativity, Flow & Use of Formations / Transitions 5
Total Possible 20
UNIVERSAL CHEERLEADERS ASSOCIATION
SCHOOL / REC CHEER JUDGING SHEET
Team Name
Division Judge No.
Crowd Leading - (15 Points) Points Score
Crowd Effective Material - Voice, Pace & Flow 5Ability & Energy to Lead the Crowd 5Proper Use of Signs, Poms or Megaphones & Motion Technique 5
Skill Incorporations - (15 Points) Points Score
Proper Use of Skills to Lead the Crowd 5Execution - Proper Technique, Synchronization & Spacing 10
Cheer Overall Impression - (5 Points) Points Score
Flow, Overall Crowd Effectiveness & Difficulty of Practical Skills 5
Total Possible 35
UNIVERSAL CHEERLEADERS ASSOCIATION
NON BUILDING - TUMBLING JUDGING SHEET
Team Name
Division Judge No.
Standing Tumbling - (15 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 10
Difficulty - Difficulty of Skills Performed in Groups, Number of Group Passes
& Variety of Passes 5
Running Tumbling - (15 Points) Points Score
Perfection of Skill - Proper Technique, Synchronization & Spacing 10
Difficulty - Difficulty of Skills Performed in Groups, Number of Group Passes
& Variety of Passes 5
Overall Impression - (5 Points) Points Score
Routine Creativity, Flow & Use of Formations / Transitions 5
Total Possible 35
UNIVERSAL CHEERLEADERS ASSOCIATION
NON BUILDING - OVERALL JUDGING SHEET
Team Name
Division Judge No.
Jump(s) - (15 Points) Points Score
Performance - Proper Technique, Form, Height & Synchronization 10Type of Jump(s), Connections / Combos orVariety 5
Dance - (10 Points) Points Score
Motions / Dance - Technique, Sharpness, Placement, Timing, Spacing, Use
of Levels, Overall Choreography & Visual Appeal 10
Overall Impression - (5 Points) Points Score
Routine Creativity, Flow & Use of Formations / Transitions 5
Total Possible 30
UNIVERSAL CHEERLEADERS ASSOCIATIONGAME DAY / CROWD LEADING
Team Name
Division Judge No.
Situational Sideline (20) Points Score Comments
Game Day Situation Proper use of material and skills relevant to game day environmentProper response to game day situational cue
5
Crowd Effectiveness Voice, pace, flow, maximum crowd coverageAbility to elicit crowd response
5
Motion Technique / Crowd Leading Tools Technique, sharpness and placementProper use of signs, poms, megaphones and/or flags
5
Execution of Skills relevant to game day environment Clean / Crowd Effective Skills Technique, stability, synchronization and spacing
5
Crowd Leading Cheer (20) Points Score
Game Day Material Proper use of material and skills relevant to game day environment 5
Crowd Effectiveness Voice, pace, flow, maximum crowd coverage Ability to elicit crowd response
5
Motion Technique / Crowd Leading Tools Technique, sharpness and placement Proper use of signs, poms, megaphones and/or flags
5
Execution of Skills relevant to game day environment Clean / Crowd Effective Skills Technique, stability, synchronization and spacing
5
Overall Impression (10) Points Score
Leadership to engage and connect with the crowd Present a positive image of genuine school spirit and energy Transitions between game day components (Minimal & Clean)
10
Total Possible 50
UNIVERSAL CHEERLEADERS ASSOCIATIONGAME DAY / FIGHT SONG & BAND CHANT
Team Name
Division Judge No.
Band Chant (20) Points Score Comments
Game Day Visual AppealLevel changes, ripples, creative movements within group and levels 5Material relevant to Game Day environment Was Crowd Encouraged to Participate?Clean / Crowd Effective Skills
5
Motion Technique / Crowd Leading Tools Motion Placement, sharpness, synchronization and musicalityProper use of signs, poms, megaphones and/or flags
5
ExecutionTechnique, stability, synchronization and spacing 5
Fight Song (20) Points Score
Game Day Visual AppealLevel changes, ripples, creative movements within group and levels 5
Effectiveness of IncorporationSkills relevant to Game Day EnvironmentClean / Crowd Effective Skills
5
Motion Technique / Crowd Leading Tools Motion Placement, sharpness, synchronization and musicalityProper use of signs, poms, megaphones and/or flags
5
Execution of Skills relevant to game day environment Technique, stability, synchronization and spacing 5
Overall Impression (10) Points Score
Leadership to engage and connect with the crowd Present a positive image of genuine school spirit and energy Transitions between game day components (Minimal & Clean)
10
Total Possible 50