Stunts and Pyramids Stunt Body Positions L1-L5 can score a max point value of a 2.0 for Stunt Body Positions. Each one leg stunt must be a different body position and will count as .5 until the max point value of 2.0 is reached. While repeated body positions are allowed, they will not count for your Stunt Body Position score and will not raise your score any higher. Teams must show three different body positions by the majority of their team to max this score out. L1 & L2 teams must execute a two legged stunt at the appropriate level (L1: Prep Level/L2: Extended level) to max out their score. This two legged stunt will count towards a body position, therefore they would only need to execute 2 different one leg body positions and a level appropriate two legged stunt to achieve the required 3 body positions. Level appropriate pyramid structures will be counted to generate this score. Structures must be held for at least one count. Stunt LDT Difficulty 1-2 Elements 3-4 Elements 5-5+ Elements L1: 5-5.3 L1: 5.4-5.6 L1: 5.7-6 L2: 6-6.3 L3: 7-7.3 L2: 6.4-6.6 L3: 7.4-7.6 L2: 6.7-7 L3: 7.7-8 L4: 8-8.3 L5: 9-9.3 L4: 8.4-8.6 L5: 9.4-9.6 L4: 8.7-9 L5: 9-10 All elements must be level appropriate (not allowed in the prior level) Stunt scores are relative to performances at that day’s event compared to other teams in your division and/or level. Teams will notice a variance in scores from event to event (ie – the most difficult stunt executed that day will score the highest at that event). Pyramid Structures Level appropriate pyramid structures will be counted to generate this score. Structures must be held for at least one count. L5 teams must execute at least one structure that consists of at least two single leg extended stunts bracing each other at the same time. L1-L2 must execute a level appropriate structure to receive credit. L3-L5 must execute at least one single leg extended structure to receive credit. Pyramid LDT 1-2 Elements 3-4 Elements 5-5+ Elements L1: 5-5.3 L1: 5.4-5.6 L1: 5.7-6 L2: 6-6.3 L3: 7-7.3 L2: 6.4-6.6 L3: 7.4-7.6 L2: 6.7-7 L3: 7.7-8 L4: 8-8.3 L5: 9-9.3 L4: 8.4-8.6 L5: 9.4-9.6 L4: 8.7-9 L5: 9-10 All elements must be level appropriate (not allowed in the prior level) Pyramid scores are relative to performances at that day’s event compared to other teams in your division and/or level. Teams will notice a variance in scores from event to event (ie – the most difficult pyramid sequence executed that day will score the highest at that event). 2013-2014 ALL STAR/REC STUNTS GRID STUNT BODY POSITIONS 2 Different Single Leg Body Positions At Appropriate Level 1.5 3 Different Single Leg Body Positions At Appropriate Level 2 Teams must show a variety of three different body positions in order to max their structure score. Repeated body positions will not raise your score. L1 & L2 must execute a two legged stunt at the appropriate level. The two legged stunt will count as a body position. They must execute 2 more one leg body positions at the appropriate level to max out this category. Unassisted Toss* or Walk-In* to Hands OR Walk-In* to Hands press Extension .5 Unassisted Toss* or Walk-In* to Hands press Extension OR Assisted Toss* or Walk-In* to fully Extended Double Leg Stunt 1 1.5 2 *Several forms of “Toss” and “Walk-In” are acceptable. (ex. a full-up, ball-up etc.) Teams are highly encouraged to ask [email protected] to confirm. The male athlete of a co-ed stunt cannot be the “spotter” and must base the stunt. Top person(s) demonstrating fair body control, fair 7.0-8.0 and/or some pyramid structures that do not dismount correctly (including falls). Top person(s) demonstrating good body control, good 8.0-9.0 9.0-10.0 bobbles and/or few pyramid structures that do not dismount correctly (including falls). Top person(s) demonstrating excellent body control, pyramids executed to near perfection throughout dismount. * A 6.0-7.0 technique score can be given for multiple mistakes, and/ or a majority of the pyramid falling to a cradle position or the ground. • Single twisting mount or transition landing at extended level • Release move originating from ground level landing at extended level • Extended inverted stunt 8.0-9.0 • Prep level downward inversion • Double twisting cradle from two-legged stunt • Single twist from a one-legged stunt • Helicopter Release Moves • Other level appropriate creative or unique load in, dismount or transition • Any level appropriate release move • 1+ twisting mount or transition landing at extended level • Release move at above extended arm level • Prep level and above downward inversion • Helicopter release move that include twisting 9.0-10.0 • Legal downward inversion • Double twisting cradle from extended single-legged stunt • Other level appropriate creative or unique load in, dismount or transition • Any level appropriate release move • Scores are relative to performances at that day’s event compared to other teams in your division and/or level. Teams will notice a variance in scores from event to event. (ie - the best stunt skill sets executed that day will score the highest at that event) 4 5 to 7 8 to 11 12 to 15 16 to19 20 to 23 24 to 27 28 to 31 32 to 35 36 1 5 1 2 6 1 2 3 7 1 2 3 4 7.5 1 2 3 4 5 8 1 2 3 4 5 6 DIFFICULTY 8.5 9 1 2 3 4 5 6 7 1 2 3 4 5 6 7 8 9.5 10 1 2+ 2 3+ 3 4+ 4 5+ 5 6+ 6 7+ 7 8+ 8 9+ 9 10+ MAJORITY 1 2 2 3 3 4 4 5 5 This chart represents the number of participants needed to execute the skill for MAJORITY. Level 5 TECHNIQUE 7.0-8.0 • Single twisting mount or transition to prep level • 1/2 to entended single-leg stunt • Single twisting cradle from two-legged stunt • Straight cradle from extended single-leg stunt • Below prep level downward inversion • Other level appropriate creative or unique load in, dismount or transition • Any level appropriate release move • The lowest possible score given for technique will be a SIX. (If no skills are executed within a category, you will receive a ZERO for that particular technique score) STUNT QUANTITY CHART Level 4 Unassisted Toss* or Walk-In* to fully extended Double Leg Stunt OR Assisted Toss* or Walk-In* to fully Extended Single Leg Stunt Unassisted Toss* or Walk-In* to fully Extended Single Leg Stunt 6.0-7.0 • 1/2 twisting mount or transition • Straight cradle from single-legged prep level pyramid • Straight cradle from an extended two-legged pyramid • Inversion into a pyramid • Log/barrel roll • Other level appropriate creative or unique load in, dismount or transition Level 3 CO-ED STYLE STUNT 5.0-6.0 • 1/4 twisting mount, transition or dismount • Straight cradle from two-legged prep level pyramid • Inversion before a pyramid sequence • Other level appropriate creative or unique load in, dismount or transition # OF ATHLETES 1 PYRAMID LOAD-INS/DISMOUNTS/TRANSITION DIFFICULTY 1 Single Leg Body Position At Appropriate Level DIFFICULTY Level 2 .5 Level 1 Non-Majority Body Positions or Non-Level Appropriate Stunts • For DIFFICULTY ALL the skills are to be performed by the MAJORITY (half plus 1) of the team. If the skills are NOT performed by the majority of the team, then the score will be placed in a lower bracket. 1.866.611.2JAM jambrands.com 2013-2014 ALL STAR/REC PYRAMID GRID • For DIFFICULTY ALL the skills are to be performed by the MAJORITY (half plus 1) of the team. If the skills are NOT performed by the majority of the team, then the score will be placed in a lower bracket. PYRAMID STRUCTURES .5 Three Structures 2 TECHNIQUE Top person(s) demonstrating fair body control, fair 7.0-8.0 and/or some pyramid structures that do not dismount correctly (including falls). Top person(s) demonstrating good body control, good bobbles and/or few pyramid structures that do not dismount correctly (including falls). Top person(s) demonstrating excellent body control, 9.0-10.0 pyramids executed to near perfection throughout dismount. 6.0-7.0 • 1/2 twisting mount or transition • Straight cradle from single-legged prep level pyramid • Straight cradle from an extended two-legged pyramid • Inversion into a pyramid • Log/barrel roll • Other level appropriate creative or unique load in, dismount or transition 7.0-8.0 • Single twisting mount or transition to prep level • 1/2 to entended single-leg stunt • Single twisting cradle from two-legged stunt • Straight cradle from extended single-leg stunt • Below prep level downward inversion • Other level appropriate creative or unique load in, dismount or transition • Any level appropriate release move • Single twisting mount or transition landing at extended level • Release move originating from ground level landing at extended level • Extended inverted stunt 8.0-9.0 • Prep level downward inversion • Double twisting cradle from two-legged stunt • Single twist from a one-legged stunt • Helicopter Release Moves • Other level appropriate creative or unique load in, dismount or transition • Any level appropriate release move Level 5 • 1+ twisting mount or transition landing at extended level • Release move at above extended arm level • Prep level and above downward inversion • Helicopter release move that include twisting 9.0-10.0 • Legal downward inversion • Double twisting cradle from extended single-legged stunt • Other level appropriate creative or unique load in, dismount or transition • Any level appropriate release move • Scores are relative to performances at that day’s event compared to other teams in your division and/or level. Teams will notice a variance in scores from event to event. (ie - the best pyramid skill sets executed that day will score the highest at that event) Level 4 * A 6.0-7.0 technique score can be given for multiple mistakes, and/ or a majority of the pyramid falling to a cradle position or the ground. 5.0-6.0 • 1/4 twisting mount, transition or dismount • Straight cradle from two-legged prep level pyramid • Inversion before a pyramid sequence • Other level appropriate creative or unique load in, dismount or transition Level 3 8.0-9.0 DIFFICULTY Level 2 1 1.5 • The lowest possible score given for technique will be a SIX. (If no skills are executed within a category, you will receive a ZERO for that particular technique score) Level 1 One Structure Two Structures PYRAMID LOAD-INS/DISMOUNTS/TRANSITION DIFFICULTY Pyramid Structures that Never Touch/Brace 1.866.611.2JAM jambrands.com 2013-2014 ALL STAR/REC TUMBLING GRID STANDING TUMBLING DEGREE OF DIFFICULTY 5.5-6.0 Back Walkover/Back Rolls connected prior to a single Back Handspring 6.0-6.5 Series Back Handsprings 6.5-7.0 Any tumbling/jump skill(s) connected to series Back Handsprings 7.0-7.5 Back Handspring Tuck 5.0-5.5 Round Off Back Handspring(s) 5.5-6.0 Combination skills into Round Off Back Handspring(s) 6.0-6.5 Round Off/Round Off Back Handspring Back Tuck and/or punch fronts 6.5-7.0 Combination skills into Roundoff Back Handspring Back Tuck 7.0-7.8 Round Off/Round Off Back Handspring Layout Standing Back Tuck 8.0-8.5 Back Handspring Layout 8.5-9.0 Combination tumbling skills connected prior to Layout or Back Handspring Layout 9.0-9.5 Jump(s)* connected to a Back Tuck 9.5-10.0 Non-Majority Twisting Skills (Fulls, Doubles, Standing Fulls, etc) 10.0 Non-Majority Twisting Skills 10.0-10.5 Majority Single Twisting Skills 10.0 Majority Single Twisting Skills 10.5-11.0 Majority Twisting Skills that INCLUDE Non-Majority Specialty Fulls and/or Doubles 11.0-11.4 Majority Majority Double Full Twists 11.4-11.8 Majority Double Full Twists PLUS some Specialty Fulls 11.8-12.0 Majority Specialty to Double Full Twists 7.8-8.3 Basic combination skills into a Layout 8.4-9.0 Basic combination skills into a Layout 9.0 * Standing Tumbling Synchronization will be judged on the section with the most athletes performing any level appropriate synchronized skill. STANDING TUMBLING SYNCHRONIZATION 11.0 Majority Twisting Skills that include some Double Twists OR combination Twisting Skills 11.0 Majority Twisting Skills AND/OR Majority Elite Passes to Full Twists 12.0 Majority Specialty to Double Twisting Skills Few Passes Synchronized 1 1/4 of the Team Synchronized 2 1/2 of the Team Synchronized 3 3/4 of the Team Synchronized 4 Full Team Synchronization 5 TECHNIQUE 7.0-8.0 Tumbling that demonstrates fair body control (which can include): Chest down upon landing, Bent arms/legs, not completing skills, legs apart on landing, head/knees landing on mat 8.0-9.0 Tumbling that demonstrates good body control (which can include): Non pointed toes, layout or twisting skills that are bent or piked over, average height on flipping skills, steps taken after landing of skills 9.0-10.0 Tumbling that demonstrates excellent body control (which can include): Completed finished skills, excellent body control, straight arms/legs, pointed toes,excellent height on flipping skills Few Twisting Skills Level 5 Level 5 * Running Tumbling: Level appropriate synchronized passes executed at the same time by the majority of the team will raise your score into the next .5 range. • Scores are relative to performances at that day’s event compared to other teams in your division and/or level. Teams will notice a variance in scores from event to event. (ie - the best tumbling skill sets executed that day will score the highest at that event) Level 4 Level 4 7.5-8.0 Level 3 Single Back handpsring Combination skills into Cartwheel/Round Off Level 2 5.0-5.5 4.5-5.0 • The lowest possible score given for technique will be a SIX. (If no skills are executed within a category, you will receive a ZERO for that particular technique score) Level 1 Front or Back Walkover Cartwheels/Round Offs Level 3 4.5-5.0 4.0-4.5 Level 2 Forward or Backward Roll RUNNING TUMBLING DEGREE OF DIFFICULTY Level 1 4.0-4.5 • For DIFFICULTY ALL the skills are to be performed by the MAJORITY (half plus 1) of the team. If the skills are NOT performed by the majority of the team, then the score will be placed in a lower bracket. * A 6.0-7.0 technique score can be given for multiple mistakes, and/or a majority of the tumbling skills not landing on feet, and/or head, knees landing on the mat. Cartwheels and round-offs are now accounted towards standing OR running tumbling based on the entry of the skill. Standing = Starting in a clearly defined stationary lunge Running = Starting in a hurdle, steps, run, etc. Basic Combination Skills=skills with hand support (front walkovers etc.) Elite Combination Skills=skills without hand support (punch fronts, whips, etc.) 1.866.611.2JAM jambrands.com 2013-2014 ALL STAR/REC JUMPS/TOSSES/DANCE GRID JUMP DEGREE OF DIFFICULTY Single Basic Non-Connected Jumps 5 Any Basic Jump Combo(s) 6 Non-Connected Single Advanced Jumps 7 Two Connected Advanced Jumps TOSS DEGREE OF DIFFICULTY LEVEL 2 Low 6.0-6.3 Some straight ride tosses executed within a sequence 8 Mid 6.4-6.6 Majority to full team straight ride tosses executed within a sequence Three Connected Advanced Jumps 9 High 6.7-6.9 Four Connected Advanced Jumps or Three Connected Advanced Jumps with One More Advanced Jump In The Routine 10 Squad straight ride tosses within a sequence *All approaches within the jumps must use a whip approach to be considered connected. Basic Jumps: Spread Eagle, Tuck Jump Advanced Jumps: Pike, Right/Left (front or side), Toe-Touch TECHNIQUE 7.0-8.0 8.0-9.0 9.0-10.0 multiple legs apart on landings, chest down on jumps and landings. toes in jumps, some legs apart on landings, some bent legs in jumps. Level to hyper-extended jumps, excellent toe point, excellent landings with feet together and chest upright. DANCE DEGREE OF DIFFICULTY 7.0 Squad straight ride tosses within a sequence AND other legal toss(es) in routine LEVEL 3 Low 7-7.3 Majority 1 skill, non-twisting toss Mid 7.4-7.6 High 7.7-7.9 Max 8.0 Max Majority to Full team single twisting tosses Squad single twisting tosses within a sequence Squad single twisting tosses within a sequence AND other toss(es) throughout the routine 7.0-8.0 Dances that include poor perfection and synchronization, entertainment value, length, and/or musicality. Basic choreography and/or creativity. 8.0-9.0 Dances that include average perfection and synchronization, entertainment value, length, and/or musicality. Average choreography and/or creativity. 9.0-10.0 Dances that include excellent perfection and synchronization, entertainment value, length, and/or musicality. Exciting choreography and/or creativity. • For DIFFICULTY, ALL the skills are to be performed by the MAJORITY (half plus 1) of the team. If the skills are NOT performed by the majority of the team, then the score will be placed in a lower bracket. • The lowest possible score given for technique will be a SIX. (If no skills are executed within a category, you will receive a ZERO for that particular technique score) • Scores are relative to performances at that day’s event compared to other teams in your division and/or level. Teams will notice a variance in scores from event to event. (ie - the best performed skill sets executed that day will score the highest at that event) LEVEL 4 Low 8-8.3 Mid 8.4-8.6 High 8.7-8.9 Max 9.0 LEVEL 5 Restricted 9-9.2 Majority 2 skill non-twisting tosses Majority to squad double twisting tosses OR Single skill single twisting tosses Squad double twising tosses OR single skill single twisting tosses within a sequence Squad double twising tosses OR single skill single twisting tosses AND other toss(es) throughout the routine CHOREOGRAPHY 0-2.0 Routines that display high levels of creativity, seamless transitions, unique, innovative, or new skills as well as a challenging pace will score highest in choreography. Majority to squad two skill single twisting tosses Low 9.3-9.5 Majority to squad kick double tosses Mid 9.5-9.7 Majority to squad hitch kick double tosses High 9.7-9.9 Majority to squad switch kick double tosses Max 10 Squad switch kick double tosses AND other toss(es) throughout the routine Toss Participation Definitions: * Majority = Half plus 1 * Team = Includes full team participation in tosses * Squad = Maximum number of tosses executed without front spots TECHNIQUE 7.0-8.0 8.0-9.0 9.0-10.0 Low height on tosses, fair body control, tosses that are inverted, (head below waist) poor or uncontrolled catches by the bases Average height on tosses, average body control in toss skill, poor to fair catches by the bases Excellent height on tosses, excellent body control in toss skill 1.866.611.2JAM jambrands.com 2013- 2014 JA M s c ore Q u i ck Re fe re nc e Gu id e -Minim al Chan ges Minimal changes were made this year to our scoring system. With that being said, the changes we did make should help teams and programs flourish in the 2013-2014 season as we have aligned our score system more closely with emerging industry standards and trends, yet still keeping the competitive nature and easily defined system that the JAM Brands has always been proud of. Most of the changes we are implementing were based on coach and owner feedback from the 2012-2013 season. These changes will now allow teams to compete all season long with minimal changes to their routines. Many of these changes make our scoring system “easier” to choreograph to and allow for more creativity in routines, but still requires specific skills to meet difficulty requirements. S tunt s Stunt Body Positions changes from 5 points and requiring 5 level appropriate body positions to 2 points and requiring only 3 body positions. However, all three body positions must be different. Reasons for Change: Performing 5 body positions vs. 3 body positions does not warrant such a large scoring range (1 point per position) when compared to LDTs (Load-In/Dismount/Transition). 3 body positions mirror most of the rest of the industry’s scoring systems. Requiring 3 different body positions will still force teams to show flexibility, control, and skill. L1 & L2 will still be required to show a prep/extension and those stunts will count as 1 body position. The max score of 2 points will make stunts/standing tumbling/running tumbling/pyramids/dance and choreography all worth the same amount of points (12) which rewards the core components of competitive cheerleading. Finally, the range of 1 point is now consistent with the range of 1 point for LDTs. Co-Ed Style Degree of Difficulty has minor wording changes to reflect what our intentions are with this category. For a team to get credit for a stunt that is supposed to go from the ground immediately to the extended level without stopping, we changed “load” to “toss and/or walk-in” but added in that several forms of “toss and/or walk-in” are acceptable and that teams should talk to the Scoring Department prior to an event if they aren’t sure if their load in will count. We also clarified that the male athlete cannot be the spotter and must be the base (with a base grip). If a team is trying to get the “unassisted” score option, then the stunt must be unassisted the entire time (from start/ load-in until the stunt “hits” for at least 1 count). In an effort to ensure that true single base stunt skills are rewarded by talented female athletes, The JAM Brands will allow a limited number of female bases to be counted for the Co-Ed Style Stunt Score. To determine how many Co-Ed Style Stunts a team must perform, teams may use the following formula: 50% of the males on your team will equal the number of Co-Ed Style stunts you must perform in a single section (not cumulative). This is the same as last season. In the case of an odd number of males, we will round down (example: 3 males = 1.5 so only 1 Co-Ed Style stunt must be performed). This is the same as last season. Of the number of Co-Ed Style Stunts required, no more than 50% of that number may be based by female athletes (example: 4 males = 2 stunts. Both stunts may have male bases OR 1 stunt may have a male base while the other stunt may have a female base). This is new this season! If the number of Co-Ed style stunts required is an odd number, we will again round down to determine how many Co-Ed Style stunts may be performed by a female athlete (example 1: 6 males = 3 Co-Ed Style Stunts required. Half of 3 is 1.5 so after rounding down, only 1 stunt may be performed by a female base example 2: 3 males = 1 Co-Ed Style Stunt required. Half of 1 is .5 so after rounding down, the Co-Ed Style Stunt must be performed by a male athlete). This is new this season! If more than one Co-Ed style stunt is required, both stunts must perform the same load-in and stunt skill to receive credit. This is the same as last season. We also added in a “Stunt Disclaimer” saying that scores may vary from event to event based on what other teams are doing at any given event in your division and level. This is one of the key reasons why we have ranges rather than solid scores. The disclaimer also states that due to this range, the most difficult stunts executed on that day will receive the highest score on that day. While it is not written on the score grids, stunt body positions only need to be held for 1 count in order to receive credit. It is important for coaches to know that they still must be held for 1 count (ex – doing a show-n-go liberty would not count for a body position). 2013 - 201 4 JA Msc o re Qu i ck Ref e rence Gu ide- M in i ma l Ch anges Pyramids Pyramid Structures changes from 5 points (and requiring 4 structures) to 2 points (and requiring only 3 structures). Reasons for Change: Performing 4 structures vs. 3 structures does not warrant such a large scoring range (1 point per structure) when compared to LDTs. 3 structures mirror most of the rest of the industry’s scoring systems. The range of 2 points will make stunts/standing tumbling/running tumbling/pyramids all worth the same amount of points (12) which rewards the core components of compe ve cheerleading. Finally, the range of only 1 point is now consistent with the range of 1 point for LDTs (since the .5 score is for pyramids that never fully execute). For Level 5 teams only, we further clarified that at least 1 structure must be 2 single leg stunts bracing each other at the same me (vs. a single leg stunt bracing a double leg stunt since that would be a level 4 skill). We also stated that L1-L2 teams must execute at least 1 level appropriate structure to receive credit. L3-L5 teams must execute at least 1 structure that has at least 1 fully extended single leg stunt to receive credit. While it is not wri en on the score grids, structures only need to be held for 1 count in order to receive credit. It is important for coaches to know that they s l must be held for 1 count (ex – doing a show-n-go structure would not count for a body po on). 201 3 -20 14 JA Ms c o re Q u i ck R eference Guide -Minimal Ch an ges Standing tumbling degree of difficulty changes from 10 points in difficulty to 12 points with the largest changes coming from levels 4 and 5. In level 4, teams now have a 2 point range to score in (rather than a 1 point range like levels 1-3 or in years prior). The reason behind this change is that level 4 is the first level where there truly is a variety of skills that an athlete/team can show and those skills. Therefore, they should be evaluated on what is most difficult to what is most standard. In level 5, teams now have a 3 point range to score in (rather than a 1 point range like levels 1-3 or in years prior). The reason behind this is that in level 5 there is a huge variety of skills to throw but also more and more, teams are doing multiple sections of standing tumbling skills and the combination and variety of these skills should be taken into account as overall standing tumbling. Widening the range allows the judges to score a variety of skills rather than count one specific skill. This also allows for elite level tumbling teams to score high and for basic tumbling teams to be more than just a few tenths of a point behind them (ex – rewarding those who have true level 5 skills rather than level 5 restricted skills). In level 3, we clarified that tumbling skills connected prior to a back handspring or a series of back handsprings will get you in the highest range. Running tumbling changes from 10 points in difficulty to 12 points in difficulty. The largest changes come in levels 4 & 5. In level 4, teams now have a 2 point range to score in (rather than a 1 point range like levels 1-3 or in years prior). The reason behind this is that level 4 is the first level where there truly is a variety of skills that an athlete/team can show and those skills should be evaluated on what is most difficult to what is most standard. In level 5, teams now have a 3 point sliding scale scoring range to score in (rather than a 1 point range like levels 1-3 or in years prior). The reason behind this is that in level 5 there is a huge variety of skills to throw but also more and more, teams are doing a large variety of running tumbling skills and the combination and variety of these skills should be taken into account as overall running tumbling. Widening the range allows the judges to score a variety of skills rather than count one specific skill. This also allows for elite level tumbling teams to score high and for basic tumbling teams to be more than just a few tenths of a point behind them (i.e. – rewarding those two have true level 5 skills rather than level 5 restricted skills). The wording of the ranges (in some instances) now allows for teams who have a variety of non-majority and (sometimes) a majority of a variety of skills to not outscore or come close to teams who truly have a larger degree of difficulty in their tumbling skills but also allows these teams to score higher than teams who do not have a variety of skills. For exact detail, please contact [email protected] . We further defined Basic and Elite combination skills. Also, Cartwheels and Round-offs are now counted towards standing OR running tumbling based on the entry of the skill. For example, if starting the skill in a clearly defined stationary lunge, these skills would be standing tumbling. If starting the skill from a hurdle, run, or steps, these skills would be running tumbling. Finally, we also added in a “Tumbling Disclaimer” saying that scores may vary from event to event based on what other teams are doing at any given event in your division and level. This is one of the key reasons we why have ranges rather than solid scores. The disclaimer also states that due to this range, the most difficult tumbling executed on that day will receive the highest score on that day. 2013- 20 14 JA Ms core Q u i ck R eference Gu ide -Mini mal Ch anges Jumps/Tosses/Motions Jumps did not change except that both front and side hurdlers will now be considered advanced jumps. The reason behind this is that more and more teams are doing both of these jumps and it is getting increasingly difficult for judges to distinguish between the two. Routine Choreography Routine Choreography will now be a score on The JAM Brands score sheet. This score is on a 0-2 point range and will come from the J/T/D/C judge only. This choreography score does NOT come from the dance, but the entire routine choreography. We are excited to be one of the first major event producers to include this category on the score sheet. The rubric for this score is very similar to our dance rubric in that is lists what we are generally looking for. Teams who have very little to no choreography/transitions/“wow” factor in their routine will score lower. Teams that have innovation, creativity, seamless transitions and a quick pace will score closer to a 2.
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