Competition Cheerleading Scoring Instructions and Rubric

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Georgia Independent School Association Competition Cheerleading Scoring Instructions and Rubric Updated 5-31-2017 2017-2018

The KEY to this rubric and scoring system is to perform within the means of the squad s skill level, execute all skills solidly, and score high in the execution categories. Our goal is to keep our athletes safe and perform a routine with few deductions. Sources used: GHSA Rubric, AACCA Rules, NFHS Rules, and usasf.net Definitions based on AACCA and NFHS rules and regulations Base: A person who is in direct contact with the performing surface and is supporting another person s weight. Basket Toss: A stunt in which a top person is tossed by bases whose hands are interlocked. Bracer: A top person who stabilizes and/or assists another top person. Braced Flip: A pyramid in which the top person performs a hip-over-head rotation while not in contact with anyone on the ground. Braced Inversion: A pyramid where a braced top person is in an inverted position, but the hips are not passing over the head. Braced Roll: A pyramid in which the top person performs a hip-over-head rotation while in contact with at least one person on the ground. Cradle: A dismount from a partner stunt, pyramid or toss in which the catch is completed below shoulder height by a base or bases with the top person in a face-up open-pike position. Cradle Position: A face-up open-pike position. Cupie/Awesome: A stunt in which both feet of the top person are in one hand of a base. Dive Roll: A forward roll where the feet leave the ground before the hands reach the ground. Drop: Landing on the performance surface from an airborne position. This is illegal and will result in a safety violation under illegal element. (Ex: knee drop) Elevator/Sponge Toss: A toss in which the top person loads in to an elevator/sponge loading position and is then tossed into the air. Extended Stunt: A stunt in which the entire body of the top person is extended in an upright position over the base(s). Chairs, torches, flatbacks and straddle lifts are examples of stunts where the bases arms are extended overhead, but are NOT considered to be extended stunts since the height of the body of the top person is similar to a shoulder level stunt. Flatback: A stunt in which a top person is held face up or face down, in a horizontal position, with their hips and shoulders in alignment. Foldover Stunt: An inverted stunt in which the top person bends at the waist and is caught on his/her back by multiple catchers while one or both of the top person s ankles/feet remain in the grip of the base(s) (e.g., yo-yo, pancake, etc.) Full Up: Flyer rotates 360 degrees. Hanging Pyramid: A pyramid in which the top person s weight is primarily supported by another top person. Examples of hanging pyramids are: a person being suspended between two shoulder stands; a whirlybird stunt where one person s weight is being supported by the legs of a top person in a shoulder sit; and a diamond head where two persons are suspended from one shoulder stand. Helicopter: A stunt in which the top person is tossed into the air in a horizontal position and rotates parallel to the ground in the same motion as a helicopter blade. Inverted: A body position where the shoulders are below the waist. Loading Position: Bases support a non-extended top person under the foot/feet in preparation for a stunt or toss. 1 P a g e

Log Roll: A top person in a horizontal position or cradle is popped then twists parallel to the performing surface before being caught by the original base(s) in a horizontal position or a cradle. Less than Majority: 50% or fewer of the team members execute a required skill. Half the team or less. Ex: If a team of 15 members have 7 or fewer members complete the skill, then they would fall in the less than majority range. Majority: 51% or more of the team members execute a required skill. Half of team plus one. Ex. 15 members would need 8 members completing the skill to fall in the majority range. Missed Stunt: A skill is attempted but does not hit the appropriate position or height as the other stunts. Ex: Failure to hit a heel stretch and instead remaining in a platform or liberty. Post: A person on the performing surface who may assist a top person during a stunt or transition. Prep: A stunt in which one or more bases hold a standing top person at approximately shoulder height. Prep Level: When a top person s base of support is at approximately shoulder height. Prop: Any object which can be manipulated or used as a base (ex: poms, signs, flags, megaphones, etc.) Pyramid: Connected partner stunts. Quick Toss/Partner Toss: A toss technique where the top person begins the toss with at least one foot on the ground. The base(s) can apply an upward force on any part of the body other than under the foot. Quick Toss is the common term when multiple bases are used. Released Pyramid Transition: A pyramid transition in which the top person is connected to a bracer while being released from their bases before being caught in a cradle, stunt or loading position. Release Stunt: A transition from one stunt to another stunt (including loading positions) in which the top person becomes free from all bases, posts and spotters. Secondary Stunts: can be used in place of basket tosses and vice versa (not main stunt, but does not have to be co-ed style either); must follow all NFHS and AACCA rules when being done. Spotter: A person who is responsible for assisting or catching the top person in a partner stunt or pyramid. Structure: A place in a pyramid when flyers connect (hand-hand or hand-foot) and pause to show a defined position. This is also known as a picture. Stunt/Partner Stunt: One or more persons supporting one or more top persons off of the ground. Switch-up/Switch Liberty: A stunt in which the top person begins with one foot on the performing surface, is released from the bases, and then lands in a stunt on the other foot. Suspended Roll: A stunt in which one or more upright bases or posts hold a top person s hand(s)/arm(s) while the top person performs continuous hip-over-head rotation. Tension Drop: A dismount from a stunt or pyramid where the top person(s) are directed toward the ground while their feet are held by the base(s) until just before the landing. Tick-Tock: A stunt that is held in a static position on one leg, the base(s) takes a downward dip and release the top person as the top person switches the weight to the other leg and lands in a static position on the opposite leg. The dip may or may not pass through prep level before release. (high-to-high tick-tocks must be braced by a bracer) Top Person: A person who is not in contact with the performing surface and is being supported or stabilized by another person or has been tossed into the air. Toss: A release stunt in which the base(s) begin underneath the top person s foot/feet, execute a throwing motion from below shoulder level to increase the height of the top person, and the top person becomes free from all bases, spotters, posts or bracers. Note: This term applies 2 P a g e

when at least one base is under one or both feet of the top person. For other types of tosses, see Quick Toss/Partner Toss. (Tosses can be used in place of secondary stunt) Tumbling: Gymnastic skills that begin and end on the performing surface, including rolls, inverted extended skills (cartwheels, handstands, walkovers, handsprings, etc.), aerials, twists and flips. NOTE: Jumps, leaps and side rolls on the performing surface are not considered to be tumbling. Deductions Definitions Bobble: When a flyer hits a stunt/skill and wobbles, shakes, or swings arms but the stunt still remains in the air. Other bobbles include: Incomplete twists in cradles, knees or hands touch ground during dismount, stunts that almost drop or fall but are saved; also includes knees down on tumbling. Major Fall: When a flyer hits the performing surface without being caught by bases or spotters. Minor Fall: A stunt/skill being attempted that comes down early. It may then be put up again; however, it is clear to the judges that the stunt was not executed as intended. Falls could land in a cradle or flyer could land on feet on ground; also includes falls (face, seat, stomach) from tumbling. Mistake: A minor technical error. Ex: hands down on tumbling, collisions and falls during transitions, etc. Illegal Element: Any element that does not comply with NFHS or AACCA rules. Out of Bounds: When an athlete steps of the floor during the 2:30 performance (multiple infractions can occur if done multiple times throughout the routine) Stunt Collapse: A base s body part coming into contact with the performance surface during the execution of a stunt/skill. (base or stunt group lands on the ground) Overall Routine Composition Overall routine will be evaluated on the following criteria: Showmanship, energy level, excitement, crowd appreal, uniformity, genuine enthusiasm, and athletic sportsmanship. A team s ability to demonstrate precise spacing and seamless patterns of movement performed throughout the routine. This includes innovative, visual, and intricate ideas; as well as any additional skills performed to enhance the overall appeal. (Source: Varsity Scoring guide) Explanation of ORC Score The ORC will be an average of the panel judges (there will be 6 judges at state; two per panel). Tables/Charts Jumps; Standing Tumbling # of members completing the skill # of members 16 15 14 13 12 11 10-0 16 15 14 13 12 11 10-2 14 13 12 11 10 9 8-4 12 11 10 9 8 7 6-6 10 9 8 7 6 5 4-8 8 7 6 5 4 3 2-10 6 5 4 3 2 x x -12 4 3 2 x x x x Total Team #-0 state that all members of the team should complete the skill. Total Team #-2 states that total members minus two must complete the skill. o A team of 16 members must have at least 14 members complete a skill; therefore, one or two members are not jumping or tumbling. Note that the numbers are even numbers: -2,-4,-6, etc. Therefore, please understand that Total Team #-2 will encompass -2 and -1 team members; -4 will encompass -4 and -3 team members; etc. Also note that a team must have at least two members performing a skill to receive credit. Hint: notice the x in the place of the number in charts. 3 P a g e

Panel A Jumps, Cheer, Dance Jumps Jumps should be performed as a team. o Squads can still complete jumps connected to tumbling. The jumps will be scored in jumps and the tumbling portion will be scored in standing tumbling. Combo: Connected jumps without a pause in between. Ex: double touch or a toe touch, pike hurdler all connected. Variety: Involves different jumps performed together. o Basic Jumps tuck jumps, straddle, banana jumps (also known as C jumps). DOD 1-2. o Advanced Jumps herkie, hurdler, pike, double nine, toe touch. DOD 3-6 A right herkie, toe touch, left herkie all connected would complete the 3 jump triple combo requirement. A double toe touch, left herkie would not because the double toe touch is the same jump used twice. Cheer Cheer Requirements: o A minimum of 3 eight counts of cheer. o The entire team must participate in cheer to receive full credit. o Athletes must say words in the cheer. Cheer words should be distinct and have a high volume. (No voice overs in cheer section) o Execution of cheer and motions will play into the overall score. Ex: If you have all elements to receive a DOD of 7-8, but do not perform well (or yell words), you will receive a lower DOD score. Dance Dance Requirements: o A minimum of 4 eight counts of dance. o The entire team must participate in the dance to receive full credit. o Dance should have level changes, transitions, footwork, and floor choreography in order to max out. o Execution of dance choreography will play into the overall score. Ex: If you have all elements to receive a DOD of 7-8, but do not perform well, you will receive a lower DOD score. 4 P a g e

Jumps DOD 1 2 3 4 5 6 Total Team # - 2 Single jump or non-connected jumps Total Team #- 4 Double combo with variety or triple combo with no variety Total Team #- 0 Single jump or non-connected jumps Total Team # - 2 Double combo with variety or triple combo with no variety Total Team #- 4 Triple combo of 3 different advanced jumps. Must be connected Total Team #- 0 Double combo with variety or triple combo with no variety Total Team # - 2 Triple combo of 3 different advanced jumps. Must be connected EXE 1-2 3-4 5-6 7-8 Poor form, dropping chest, bent legs, poor timing Average technique, members w/ flexed toes and dropped chest Above average technique, good timing, few flexed toes, no missed jumps Total Team # - 0 Triple combo of 3 different advanced jumps. Must be connected Excellent technique, perfect timing, toes pointed arms in the same position, no missed jumps Cheer (Minimum of 38-counts) 1-2 3-4 5-6 7-8 DOD EXE Less than majority squad incorporations. Basic transitions, lacking complexity. Little creativity and lacking visual. Cheer must include motions and words. Poor technique, poor timing, sloppy transitions and poor volume Half squad incorporations. Intermediate transitions. Moderate creativity and somewhat visual. Cheer must include motions and words. No voiceovers in cheer section Average technique, good timing, not very clean on transitions and average volume Advance motions, with advanced transitions and several level changes. Creative and visual. Above average technique, very good timing, clean transitions and average volume Multiple advance motions with advanced transitions and several level changes. Highly creative/original and very visual. Excellent technique, perfect timing, very clean transitions and excellent volume Dance (Minimum of 48-counts) 1-2 3-4 5-6 7-8 DOD EXE Basic motions and transitions. Very few level changes. Little creativity and lacking visual. Poor technique, poor timing, sloppy transitions and formations Intermediate motions and transitions. Few level changes. Moderate creativity and somewhat visual. Average technique, good timing, not very clean on transitions and formations Advance motions, with advanced transitions and several level changes. Creative and visual. Above average technique, very good timing, clean transitions and formations Multiple advance motions with advanced transitions and several level changes. Highly creative/original and very visual. Excellent technique, perfect timing, very clean transitions and formations 5 P a g e

Panel B Tumbling (Standing/Running) Standing/Running Tumbling 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. (Source: usasf.net) Running Tumbling: Tumbling that is performed with a running start and/or involves a step or a hurdle (etc,) 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. (Source: usasf.net) Entry into Tumbling: o Judges will watch the entry into the skill. Cartwheel: This will be standing because that is what initiates the skill. Round-off: This will be running because of the momentum it generates. A step hurdle into the cartwheel will be judged as running. Specialty Pass: Running tumbling with entries, including front walk-over/handspring, aerial, or punch front that end with at least a back handspring (can end in tucks or higher); or running tumbling involving skills, including back handspring step-outs, whips, or Arabians that end with at least a back handspring (can end in tucks or higher). Standing and Running Tumbling Requirements: The judges need to see what the squad can do as a whole. If the squads re-use or/repeat the same tumbler, judges will not be able to distinguish what the squad is capable of doing as a group. Therefore, it is recommended that teams tumble in sections of the routine as a squad and not randomly throughout the routine. * Note: we must assume that if an athlete performs a higher level skill then that athlete can also perform the lower level skill as well. Ex: If an athlete performs a round off back handspring tuck, we will assume that the athlete can also do round off back handspring series. In standing tumbling, if an athlete performs a tuck, we will assume that the athlete can perform a standing back handspring. 6 P a g e

Standing Tumbling DOD 1 2 3 4 5 6 Standing Cartwheels, Standing Round offs, Back walkovers, Front walkovers Limited Handsprings Total Team # - 12 Handspring with connected jump Total Team # - 10 Handsprings Total Team # - 10 Handspring with connected jump Total Team # - 8 Handsprings Total Team # - 8 Handspring with connected jump Total Team # - 4 Handsprings Total Team # - 10 Tucks or handspring tuck or handsprings to layouts. Total Team # - 4 Handspring with connected jump Total Team # - 0 Handsprings (Full Squad) Total Team # - 8 Tucks or handspring tuck or handsprings to layouts. Total Team # - 0 Handspring with connected jump (Full squad) EXE 1-2 3-4 5-6 7-8 Poor form and/or technique, slow and poor timing. Majority hands down/bust Average technique, good timing, multiple hands down/bust Above average technique, good timing, limited hands down/bust Excellent technique, perfect timing, no missed tumbling, stick landings w/ minimum steps Running Tumbling DOD 1 2 3 4 5 6 Round off handsprings or specialty entry passes (Majority) Round off handsprings or specialty entry passes, at least 2 tucks and variety (Majority) Round off handspring tucks with combination of 2 or more specialty passes (Majority) Round off tucks and/or handspring tucks, at least 1 layout/full (Majority) Running cartwheels and round-offs Round off handsprings (less than majority) Round off handsprings, at least 1 tuck and variety (Less than majority but at least 6) Synchronized round off handsprings (Majority) Synchronized round off tucks/handspring tucks (Less than majority but at least 6) EXE 1-2 3-4 5-6 7-8 Poor form and/or technique, slow and poor timing. Majority hands down/bust Average technique, good timing, multiple hands down/bust Above average technique, good timing, limited hands down/bust Round off handspring tucks with combination of 3 or more layouts/fulls or specialty passes (Majority) Synchronized round off handspring tucks (Majority) With at least 2 layouts/fulls or specialty passes Excellent technique, perfect timing, no missed tumbling, stick landings w/ minimum steps 7 P a g e

Panel C Partner Stunts, Pyramids, Tosses Partner Stunts Partner Stunt Requirements: The judges need to see what the squad can do as a whole. If squads re-use/repeat stunts elsewhere in the routine, judges will not be able to distinguish what the squad is capable of doing as a group. Therefore, it is imperative that teams stunt in sections of the routine as a squad and not randomly throughout the routine. Entries: o Basic straight up to stunt, prep level stunts. o Intermediate full up to prep, half up to extension, switch up to prep level, and inversions from ground or prep level to load position or prep level. o Advanced full up to extension, switch up, quick toss to extended position, ball ups*, inversion from ground to extended position**, or un-braced tick-tock***. * Note: For legal ball ups in partner stunts, a quick toss must be utilized. Both feet of flyer must start on the ground in order for this stunt to be legal. **Note: An inverted entry may pass through the prep level as a hit-n-go before going to the extended position. However, you can not hold the skill at the prep and then press to extended position. ***Note: Un-braced tick tock most go from the performing surface or loading position to the extended position, power press/absorb to the prep position and tick tock to the extended position in one continuous motion in order to count as an entry. If motion is not constant, this will not be considered an entry. Body Positions: Liberty, Torch, Arabesque, Heel Stretch, Bow & Arrow, Scale, Scorpion, etc. Flexibility Skills: Arabesque, Heel Stretch, Bow & Arrow, Scale, Scorpion, and other skills demonstrating similar flexibility from the flyers. Main/Primary Stunts: will normally include the squad s best and most creative stunts. To MAX out, the squad must complete the skills defined above for the main stunt. o It is recommended that all required elements be executed during one section of the routine to receive full credit. Dismounts: o Basic straight cradles from two legged stunts; pop downs. o Intermediate straight cradle from single, flexible, extended position; 1 or 1 ¼ rotation(twist) from prep level single leg position; full down from prep or extended position; 360 down (cork screw) from prep level and two legged extended position to a squish or the floor; forward suspended roll; prone from prep. o Advanced 1 or 1 ¼ rotation (twist) from extended single leg position; 360 down (cork screw) from single leg extended position to a squish or the floor; prone from extended level; pancake from prep level; yo-yo from prep level; power press prep to kick full. NOTE: o In order for a team to score at the highest level of difficulty, teams must not use front spots for stunts or tosses. If a team uses front spots, they will automatically be moved down one DOD category (deducted one point from DOD score). Using a front spot in a single opening basket or a transitional stunt (show-n-go; etc.) that is not part of group stunting would not be penalized; only if the front spot is used anytime during the group stunts or tosses. o All groups must demonstrate stability at the extended point of the executed stunt. This cannot be a show-n-go style execution. 8 P a g e

o To Max out in DOD in Partner Stunts: A team of 16 members will be expected to have 4 main stunt groups and meet all expectations in DOD of 8. If a team of 16 chooses to have 3 groups even if they don t use front spots, they will fall into the DOD of 7 because they have enough members to have 4 groups. A team of 13, 14, and 15 members will be expected to have 3 main stunt groups with no front spots being used and meet all expectations in DOD of 8. A team of 12 members will be expected to have 3 main stunt groups and meet all expectations in DOD of 8. If a team of 12 chooses to have 2 groups even if they don t use front spots, they will fall into the DOD of 7 because they have enough members to have 3 groups. A team of 9, 10, and 11 members will be expected to have 2 main stunt groups with no front spots being used and meet all expectations in DOD of 6. A team of 8 members will be expected to have 2 main stunt groups and meet all expectations in DOD of 6. Secondary Stunts/Tosses Secondary Stunts: must follow all NFHS and AACCA rules when being done. Secondary stunts can be used in place of basket tosses and vice versa (not main stunt, but does not have to be coed style either) o Basic two-legged extended stunts or one-legged extended stunts o Secondary stunt may not be show-n-go style; must hold at the extended level for at least two counts. o Secondary stunts are typically 3 team members or less per group with no specific entry. Tosses: Only used for Varsity rubric. Middle School is not allowed to perform basket tosses per NFHS and AACCA ruling. Middle School will not be scored on basket tosses. o Basic straight rides; ball outs; pose o Intermediate single full, x outs; toe touch; pike o Advanced kick single or 1 ¼; hitch-kick single or 1 ¼; star single or 1 ¼ NOTE: o To Max out in DOD in Tosses: A team of 16 members will be expected to have 4 basket toss groups and meet all expectations in DOD of 6. If a team of 16 chooses to have 3 groups even if they don t use front spots, they will fall into the DOD of 5 because they have enough members to have 4 groups. A team of 13, 14, and 15 members will be expected to have 3 basket toss groups with no front spots being used and meet all expectations in DOD of 6. A team of 12 members will be expected to have 3 basket toss groups and meet all expectations in DOD of 6. If a team of 12 chooses to have 2 groups even if they don t use front spots, they will fall into the DOD of 5 because they have enough members to have 3 groups. A team of 9, 10, and 11 members will be expected to have 2 basket toss groups with no front spots being used and meet all expectations in DOD of 5. A team of 8 members will be expected to have 2 basket toss groups and meet all expectations in DOD of 5. Pyramids Keep in mind the total number of members on the floor. A squad of 16 will likely have a more intricate pyramid than a squad of 12. Entries: o Basic straight up to stunt; etc. Little creativity, not visual. 9 P a g e

o Intermediate half up to any level; switch up to prep level; inversions from ground or prep level to load position or prep level. Moderate creativity, somewhat visual. o Advanced full up; switch up; quick toss; ball up (must be braced if not starting with flyers feet on floor); inversion to extended position. Very creative and visual. Transitions: o Basic show-n-go; single leg show-n-go; straddle sit; splits. Little creativity, not visual. o Intermediate half around back to squish; full around back to squish; flatback into stunt; helicopter; power press; inversion from prep level or below to load position or prep level; other similarly skills. Moderate creativity, somewhat visual o Advanced 1 ½ around back to squish; up and over; vault; release transitions*; inversion from prep level or below to extended position. Very creative and visual. Released pyramid transitions see definitions above for explanation of skill. (Ex: braced tick tock, ball up, toe touch, full around, forward flip, backward flip, etc.) 10 P a g e

Partner Stunts DOD 1 2 3 4 5 6 7 8 2 Total Groups basic entry to the extended position plus 2 with 1 of them skills. Less than majority squad basic 3 Total Groups basic entry to the extended position plus 2 with 1 of them skills. Squad 4 Total Groups basic entry to the extended position plus 2 with 1 of them skills. Squad 2 Total Groups advanced entry to the extended position plus 3 with 3 of them skills. Majority squad advanced 3 Total Groups advanced entry to the extended position plus 3 with 3 of them skills. Majority squad advanced 3 Total Groups advanced entry to the extended position plus 3 with 3 of them skills. Full squad advanced 4 Total Groups advanced entry to the extended position plus 3 with 3 of them skills. Full squad advanced (no front spots being used) 1/2 Total Groups basic entry with limited or no flexibility/body positions. Less than half the squad stunting. 3/4 Total Groups basic entry with flexibility skills/body positions. One half the squad stunting. Less than majority squad basic 2 Total Groups Must include 2 entries plus 2 with 2 of them skills. Majority squad 2 Total Groups advanced entry to the extended position plus 2 with 2 of them skills. Squad 3 Total Groups Must include 2 entries plus 2 with 2 of them skills. Majority squad 3 Total Groups advanced entry to the extended position plus 2 with 2 of them skills. Majority squad advanced 4 Total Groups Must include 2 entries plus 2 with 2 of them skills. Squad 4 Total Groups advanced entry to the extended position plus 2 with 2 of them skills. Squad advanced EXE 1-2 3-5 6-8 9-10 Poor technique, poor timing, several bobbles and multiple dropped stunts, poor dismounts, 3 or more dropped stunts. Average technique, good timing, multiple bobbles, not very clean dismounts, 2 dropped stunts. Above average technique, very good timing, few bobbles, no missed stunts, clean dismounts, 1 dropped stunt. Excellent technique, perfect timing, no bobbles or missed stunts, very clean dismounts, 0 dropped stunts. 11 P a g e

Secondary Stunts/Tosses DOD 1 2 3 4 5 6 3 Intermediate Tosses performed by 3 different flyers 3 Advanced Tosses performed by 3 different flyers 4 Intermediate Tosses performed by 4 different flyers 4 Advanced Tosses performed by 4 different flyers 5 extended single leg secondary stunt Combination of Intermediate and Beginner Tosses performed by same flyer Combination of Intermediate and Beginner Tosses performed by 3 different flyers Combination of Advanced and Intermediate Tosses performed by same flyer 4 extended single leg secondary stunt or 5 extended secondary stunts Any number of Beginner Tosses 4 extended secondary stunts EXE 1-2 3-4 5-6 7-8 Poor form and/or technique, slow and poor timing, low height Average technique, good timing, low height. 2 dropped stunts. Above average technique, good timing, good height. Few bobbles. 1 dropped stunt. Excellent technique, perfect timing, perfect height. No bobbles. No dropped stunt. Pyramid DOD 1-2 3-4 5-6 7-8 Basic pyramid that includes 1-2 connected structures with basic entries. Basic transitions/connected release skills, lacking complexity. Little creativity and lacking visual Intermediate pyramid that includes 1-2 connected structures with moderately creative entries to the prep level position. Intermediate transitions/release transitions. Moderate creativity and somewhat visual Advanced pyramid that includes 2 pyramid structures with 1-2 advanced entries to the extended position (using 1 or more flyers), plus advanced transitions/release transitions. Creative and visual. Creativity can be the determining factor between the two scores in each range of DOD. Highly advanced pyramid that includes 2 or more structures with 2 or more advanced entries to the extended position (using 2 or more synchronized flyers), plus 2 or more advanced transitions/release transitions. Highly creative and very visual. EXE 1-2 3-5 6-8 9-10 Poor technique, poor timing, sloppy transitions, several bobbles and missed elements, multiple drops, poor Average technique, good timing, not very clean on transitions, multiple bobbles, missed elements, not very clean Above average technique, very good timing, clean transitions, few bobbles, few missed elements/drops, clean Excellent technique, perfect timing, very clean transitions, no bobbles or missed elements, very clean 12 P a g e

Stunt Entries GISA SCORING INSTRUCTIONS AND RUBRIC Beginner Intermediate Advanced Straight up to prep level stunt Full up to prep Half up extension Switch up to prep level Straight up to one legged extended level Inversions from ground or prep level to load position or prep level Full up to extension Switch up to extension Quick toss to extended position Ball up* Ground inversion to extended level (may pass through the prep level as a hit-n-go before going to the extended position) Un-braced tick tock** Stunt Dismounts Beginner Intermediate Advanced Straight cradles from two legged stunt Pop down Straight cradle from single, flexible, extended position 1 ¼ rotation (twist) from prep level single leg position Full down from prep or extended position 360 down (cork screw) from prep level to a squish or floor 360 down (cork screw) from two legged extended position to a squish or floor Forward suspended roll Prone from prep Tosses Full down from a single, flexible, extended position 360 down (cork screw) from single leg extended position to a squish or floor Prone from extended level Pancake from prep level Yo-Yo from prep level Beginner Intermediate Advanced Straight rides Single full Kick single or 1 ¼ Ball outs X outs Hitch-kick single or 1 ¼ Pose Toe Touch Star single or 1 ¼ Pike Pyramid Entries Beginner Intermediate Advanced Straight up to stunt Little creativity, not visual Half up to any level Switch up to prep level Inversions from ground or prep level to load position or prep level Moderate creativity, somewhat visual Full up Switch up Quick toss Ball up* Inversion to extension level Very creative and visual 13 P a g e

Pyramid Transitions GISA SCORING INSTRUCTIONS AND RUBRIC Beginner Intermediate Advanced Show -n-go Single leg show-n-go Straddle sit Splits Little creativity, not visual Half around back to squish Full around back to squish Flat back into stunt Helicopter Power press Inversion from prep level or below to load position or prep level Moderate creativity, somewhat visual 1 ½ around back to squish Up and over Vault Release pyramid transitions* Inversion from prep level or below to extended position Very creative and visual Overall Routine Composition 1-3 4-6 7-8 9-10 Below average overall impression, cleanliness of routine and pacing throughout. Below average routine layout, choreography with skills and use of the floor space. Little to no creative formations, transitions, no moments of innovative, visual, and intricate choreography. Below average level of energy, excitement, enthusiasm, and showmanship. Average overall impression, cleanliness of routine and pacing throughout. Average routine layout, choreography with skills and use of the floor space. Few creative formations, transitions, no moments of innovative, visual, and intricate choreography. Average level of energy, excitement, enthusiasm, and showmanship. Clean routine and good overall impression. Good pacing throughout. Solid routine layout and good use of choreography with skills and of floor space. Some creative formations and transitions, Some innovative, visual, and intricate choreography. Mid to high level of energy and excitement. Genuine enthusiasm and showmanship. Very clean routine and excellent overall impression. Excellent pacing throughout. Solid routine layout and excellent use of choreography with skills and use of floor space. Creative formations and transitions. Innovative, visual, and intricate choreography. Highest level of energy and excitement. Genuine enthusiasm and showmanship. 14 P a g e