PARENTS GUIDE TO
COMPETITIVE CHEERLEADING
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WATERFORD KETTERING
COMPETITIVE CHEER
2016-2017 COMPETITION SCHEDULE
DAY & DATE BUS LOCATION TEAMS COMPETING
TIME
Sat, Dec. 10
Thur, Dec. 17 Troy Athens All Levels
Wed, Jan. 11 Waterford Kettering All Levels
Sat, Jan 14 All Levels
Wed, Jan 18 South Lyon HS All Levels
Wed, Jan 25 Pinckney HS All Levels
Sat, Jan. 28 Waterford Mott All Levels
Walled Lake Western HS All Levels
Sat, Feb. 4 Grand Blanc HS
Sat, Feb. 11 Grand Blanc HS Varsity
Sat, Feb. 18 Brandon HS All Levels
Sat, Feb. 25 Districts - Howell HS
Fri, March 3 Regionals - TBD Varsity
Sat, March 4 States - TBD Varsity
Sun, March 5 States - TBD Varsity
States - TBD Varsity
Varsity
There are 4 Divisions for Competitive Cheer Competitions. Each
division is determined by the school enrollment and dictated by the
MHSAA.
Division 1 (1324 & up), Divison 2 (770-1323), Division 3 (769-424), &
Division 4 (423 & under).
On many different occasions, we will be put into different pools or
divisions in order to have meets that provide everyone with some
competition, therefore at different meets you will observe us
competing against bigger or smaller schools. However, in the MHSAA
tournament it will be exclusive to our Division only (Division 1)
Round 1 Description
Time Limitation -
Round 1 must be performed within 1 minute and 30 seconds.
Requirements -
Round 1 shall be a choreographed routine containing 2 different
jumps performed in unison by every team member. The two
required jumps must be the first two jumps performed in the routine.
All jumps performed in Round 1 receive the same maximum value as
given in Round 2 listing, up to 10 points. Each competitor must
execute the requirements in order for credit to be awarded to the
team.
In addition, a minimum of five floor movements (6 different
formations) are required. The formation of the team at the beginning
of the routine will count as one of the required formations.
The first two jumps that will be performed must be in writing on a
Round 1 score sheet and submitted to the host management no later
than 4pm on the day prior to the event. A 10 point penalty will be
assessed for noncompliance.
The routine performed in Round 1 may contain jumps, kicks, level
changes, peel-offs, and arm motions. Anything that requires the
support of another person is illegal in this round. To further clarify,
stunts, tumbling, heel stretches, splits, and push-ups are prohibited
as well as all skills listed on page 37 and 40 of the MHSAA Girls
Competitive Cheer Coaches Manual. The essence of the Round 1
routine is to create a routine with different arm motions, floor
movement, and level changes. When choreographing a Round 1
routine and incorporating enhancements listed, the following 3
conditions should apply: MANY, DIFFERENT & DIFFICULT.
“this is our year”
Round 2 Description
Time Limitation -
Round 2 must be performed within 1 minute and 30 seconds.
Requirements -
At the beginning of the routine each team must perform a 10-count
precision drill, in unison, consisting of the 10 different motions
performed in 2 staggered lines. During the precision drill, the team
will not be allowed to change formation.
Round 2 shall be a choreographed cheer containing 5 different skills
and only 5. The skills and their sequence must be presented in
writing on a Round 2 schoresheet in advance (Same as Round 1
Jumps). A 4 point penalty will be assessed for skills not performed
in the order submitted.
When selecting the skills for Round 2, at least one skill from each
category must be performed; flexibility, jump & tumbling. A
maximum of 58 points can be earned from the five skills selected.
Every team member must perform the 5 skills from start to finish in
unison. Unison referes to direction, as well as arm, leg & body
position when performing the 5 selected skills. Every competitor
must face the same direction in order to meet the unison
requirements.
Finally, there is a difficulty multiplier that affects Round 2
performances. The more difficult the skill the more points it’s worth
(example: Cartwheel is worth 7 points MAX & Back-Handspring is
worth 12 Points MAX).
“humble and kind”
Round 2 BACK WALKOVER
At beginning of skill, arm positions are optional. Begins in standing
position. Lead leg starts continuous rotation, hands are placed o
mat, rotation occurs with legs in extended inverted split position.
Skill ends when lead leg touches mat. Skill must be performed
parallel to the judges.
Round 2 SWITCH SPLITS
The skill begins in a squat position with both hands placed on the
cheering surface. First split is completed when position is reached
and both hands/fists are removed from the cheering surface. While
in the first splits, hips are switched so that the lead leg is opposite
from the original split. The splits must be performed parallel to the
panel judges. Both hands must be removed from the cheering
surface when in the first and second split positions. The skill ends
in squat position with both hands on the cheering surface (Starting
and ending positions may be hands or fists on the cheering surface.
Round 2 TOE TOUCH
At the peak of the jump, the legs are
extended in a full forward straddle. Arms
are extended and hands reach for top of
foot and toe. Head is up and back is
straight. Upper torso must face judges.
Round 2 HURDLER JUMP
At the peak of the jump, the front leg is
extended higher than parallel to the cheering
surface and is in front of the torso. The back
leg is bent in a flat, hurdle position, parallel to
the cheering surface OR in a back leg, bent
knee to surface and toe to ceiling position. The
upper torso must be performed parallel to the
judging panel showing the hurdle leg to the
judging panel. Arm positions are optional.
Round 2 HEEL STRETCH
This skill must face panel judges. A leg is fully extended to a 45° to
90° position to the side. The angle of the leg must be the same for all
team members. Hand-to-foot (to arch, toes, heel or in-step) contact
must occur in a held position. Held indicates a controlled position.
Position of free arm is optional while maintaining unison.
Round 1 & 2 Deductions
Guidelines for Evaluating Tumbling and Jump Execution -
0.3 Deductions: A VERY MINOR break in the physical form when
performing skills and motions. The skill does not look as perfect as
it would if all toes were pointed, feet or torso flexed when
appropriate. This deduction would be used when there is a slight
bend of knees, hands/arm position slightly out of proper alignment.
0.2-0.4 Deductions: MINOR ERRORS in preps, skill performance,
landings and a lack of dynamic body form. Examples would be bent
knees, bent arms, slight posture errors and minor mistakes in torso
tightness.
0.5-0.8 Deductions: MODERATE ERRORS; there is a lack of power
and ease in all aspects of performing the skill. The impression is
that the skill has not been mastered. Examples are lack of height of
jump because lift is not assisted by a strong torso or when tumbling,
upper body strength is not sufficient. Also, the completion of a skill
is not controlled.
0.9-1.0 Deductions: MAJOR ERRORS OCCURRED: A hand touches
the mat when performing an aerial skill. The hands/arms touch the
mat before feet/legs on a standing back tuck. An aerial skill might
look like a butterfly instead of the torso being inverted properly. The
skill that calls for a roll or inverted position (backward roll or
valdez), is performed by bailing out sideward.
2.0 Deductions: will be assessed for a skill that collapses. A collapse
is a landing of a tumble, gymnastic or jump skill to the mat directly
on head, neck or shoulder(s) before any other body part lands.
LETS GO CAPTAINS!
Round 3 Description:
Time Limitation -
Round 3 must be performed within 2 minute and 30 seconds.
Requirements -
Round 1 shall be a choreographed cheer and may include jumps,
stunts, gymnastic skills, tumbling or any other legal cheer skills. A
minimum of any 7 movements (8 floor formations) are required. The
formation at the beginning of the round will count as one of the
required formations. The coach is required to submit in writing, all
gymnastics skills, tumbling, jumps, stunts and flairs that will be
performed in the order in which they will be performed with difficulty
and variety indicated numerically. In the GENERAL IMPRESSION
category, judges are required to not favor any particular style, but to
judge the style presented.
Michigan Cheer Judges Association
Performance Evaluation Table
10 Perfect
9 Excellent
8 Very Good
7 Good
6 Satisfactory
5 Average
4 Poor
3 Deficient
2 Unsatisfactory
1 Didn’t Attempt
“from the ground up”
Round 3 Deductions
Guidelines for Evaluating Stunt Etc. Execution -
0.1 Deductions: Generally a VERY MINOR mistake that takes away
from the overall look of the stunt or transition. Examples are bent
knees, flexed toes, or a base or flyer whose feet are too far apart.
0.2-0.4 Deductions: Generally a MINOR mistake where the base or
flyer must make a slight adjustment to maintain balance but at no
time appear to be losing control. Examples are when the bases must
take a step out or the flyer must “balance check”.
0.5-0.8 Deductions: Generally a MODERATE mistake where the
bases and flyers are clearly adjusting to keep the stunt under
control. The difference between 0.2-4 and .5-.8 is the degree of
wobble the judge believed (however brief) that the flyer could
become in danger
0.9-1.0 Deductions: Generally MAJOR mistake where the flyer has to
change position/level to avoid falling. Often the flyer “bails out” of
the stunt - by being lowered from the extension stunt to shoulder
level or lower or cradles early.
2.0 Deductions: will be assessed for a base or spotter who takes a
major fall either for cushioning a flyer or was knocked down by the
flyer.
NOTE: Execution errors are not to be confused with spotting errors.
A safety judge penalty of 7 points will be assessed for spotting
errors or when a stunt falls and the spotter does not attempt to
catch the flyer or break the flyer’s fall. Team member contact that is
unsafe when cheerleaders are executing gymnastics skills,
tumbling, jumps and stunts is a 7 point safety judge deduction.
Contact during the splits is not considered unsafe.
Cheer Terminology:
Skill: A physical or motor movement.
Prep: A motor skill used to initiate the start of a jump, tumbling skill
or stunt.
Jump: pushing off from both feet to land on one or both feet.
Roll: Rotating in a head over heels, tucked position.
Tumbling: Motor skills that are acrobatic in style when movement is
involved. Examples are: handsprings, cartwheels, tucks, walkovers,
rolls, etc.
Gymnastic: Skills that tend to be stationary as opposed to moving.
Examples are: handstand, heel stretch, splits, etc.
Aerial: A skill performed free of contact with a person or surface.
Flip/Salto: An aerial skill involving head over heels rotation.
Twist: An aerial skill involving rotation of the body around the
vertical axis.
Stunt: A person is supported by one or more persons. It requires a
base(s) and Flyer(s).
Pyramid: A stunt involving more than one flier by one or more bases
and usually linked together somehow. Examples are: totem pole,
hanging pyramid, braced flyer extension.
Flair: An enhancement to a stunt. Examples are: liberty, arabesque,
heel stretch.
Transition: A motor skill initiated by the bases to move the flyer from
one stunt to the same or another stunt without the flyer bearing
weight on the performing surface. A transition can involve changing
bases. Or a stunt that moves into another.
Dismount: Ending the stunt by releasing the flyer to a cradle or on to
the performing surface.
Formation: A position on the cheer surface identified by viewing the
placement of all team members and their relationship to each other.
Base: The athlete who is holding up the “FLIER” in a stunt.
Biff: When a team doesn’t do as well as expected, mistake, error.
Flier: The athlete who is resting in the arms/hands of the base in a
stunt.
Cradle Catch: Occurs as a dismount or transition when the flier is
held around her back & under her legs in a piked/sitting position
(face up).
Cheer Terminology:
Chant: A short repetitive yell performed continually throughout a
game, or short routine that includes words that sometimes get the
crowd involved.
Extended Stunt: A stunt in which the arms of each base are fully
extended above their head, supporting the flier with hand contact
with some part of the body BESIDES the feet of the flier.
Extension: A stunt in which the arms of each base are fully extended
above their head, supporting the flier with hand-to-feet contact.
Level: when athletes are on their knees on the cheering surface
during a cheer (round 1 & 2)
Opposition: Cheerleaders are doing different motions in an outside
opposition effect visual - all arms out up on the “OUTSIDE” of the
formation.
Ripple/Peel-Off: Cheerleaders doing motions, words or movement at
different intervals for desired sound and visual appeal.
Spotter: Cheerleader who is in direct contact to the cheering surface
and may help control the building, dismounting of a stunt. They are
primarily responsible for the head, neck and shoulders of the flier.
Parent Instructions & Clarifications for the 2016-2017
Competitive Cheer Season
The electricity in the gym/arena is what is going to help YOUR cheer
team have an OUTSTANDING performance (ultimately win).
Therefore, it is IMPERATIVE that we have noise, support, cheers and
fans in the stands. We need the parent/fan support while the girls
are performing - not just the “anticipation” of taking the floor. The
team needs to hear you throughout their 3 rounds.
YOU need to sit together & be Very enthusiastic by:
1. Giving a standing ovation as the team is announced.
2. Start & Participate in parent led chants & cheers.
3. Cheering loudly after every skill or stunt during the
routines.
4. Go BONKERS as the team exits the mat.
YOUR job is to show the team YOU are PRESENT for them and most
of all - have fun!
EACH ROUND:
1. Giving a standing ovation as the team is entering the mat.
2. Huge Cheers/Noise with the OPENING WORDS.
3. Huge Cheers after Jump (Round 1)
Huge Cheers after each skill (10 Count, 2 Jumps, 1 Back
Walkover, Switch Splits, and Heel Stretch - Round 2) Huge
Cheers after Stunt & Tumbling (Round 3)
4. In Round 1 Respond to our REQUEST: When We Yell
Green, White You Yell: FIGHT. We will ask you to yell 2
times. In Round 3 Chant “Let’s Go, Let’s Go Green, Lets
Go Green Go White” 2 times.
5. Help the girls with the LAST IMPRESSION to the judges as
they leave the floor each round - CHEER FOR THEM,
Chatter at them & Encourage!
CHATTERING: is considered any talking, yelling or encouragement.
Examples would be: Go Captains, Let’s go Ladies, Way to do it, Nice
Job, Keep it going, C’mon we can do it, Go Green, Fight Hard, Stay
Strong, Be Tough, Give it More, Make it Great, Here We go Captains,
You could even yell your daughter’s name.
in summary:
it’s a cheer meet - so cheer !!!
Detailed Information for Meets
1. Sit Together (Varsity & JV).
2. Make Noise.
3. Girls are NOT allowed in the bleachers (with YOU) until they are
done performing round 3.
4. Please get details from your daughter PRIOR to the meet
regarding T-Shirt/Sweatshirt or other “Sales”.
5. You are allowed to move around, DURING the performances, in
the gym/bleachers or balcony to take pictures/video. That
includes coming down onto the floor. (Just NOT behind the
judges table.)
6. Girls are required to be on the floor in “Full-Team” uniform for
awards.
7. You are invited to come to the floor & take pictures while we wait
for awards, during and after awards.
8. After completion of awards, the team will meet in the locker room
to “as quickly as possible” debrief the day and change clothes.
9. Girls are required to be picked up at the completion of the
competition.
10. Signs are allowed but please be careful not to block THE VIEW of
other spectators.
11. Noise-Makers are allowed at all competitions until we get to
districts unless otherwise announced.
12. Team Table and Team Banner responsibilities need to be handled
by the parents for each meet. This includes Transporting, Set Up
and Take Down.
MHSAA POST-SEASON TOURNAMENT
★ We are eligible for Districts by competing at least 4 times.
★ The top 4 Teams at Districts Qualify for Regionals.
★ The top 4 Teams a Regionals Qualify for State Finals.
★ Team Placement at all MHSAA post-season tournaments
determines the number of All-District, All-Regiional & All-State
Athletes we get to nominate.
★ Locations & Officials for Districts, Regionals & State Finals are
determined by the State.
Special Thanks To:
MHSAA - Pictures taken from their website
MHSAA Girls Competitive Cheer Rules &
Regulations Manual 2014-2016