Stunts and Pyramids

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.
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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
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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.)
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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
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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.