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WLW Cheer Parent Manual

Published by wlwcheer, 2017-02-08 12:35:52

Description: WLW Cheer Parent Manual

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Walled Lake WesternCompetitive Cheer TeamParent Quick Reference 2016-2017

There are 4 Divisions for Competitive Cheer Competitions. Round 1 SAMPLE SCORE SHEET: Each division is determined by the school enrollment and dictated by the MHSAA. Division 1 (1349 & (786 – 1348), Division 3 (785 – 431) & Division 4 (430- On many different occasions we will be put into different pools or divisions in order to have meets that everyone has some competition, therefore at different meets you will observe us competing against bigger or smaller schools.However, in the MHSAA tournament it will be exclusive to our Division only (DIVISION 1).Round 1 Description:Time Limitation — Round 1 must be performed within 1 minute and 30seconds. Requirements — Round 1 shall be a choreographed routinecontaining 2 different jumps performed in unison by every teammember. The two required jumps must be the first two jumps performedin the routine. All jumps performed in round 1 receive the samemaximum value as given in the Round 2 listing, up to 10 points. Eachcompetitor must execute the requirements in order for credit to beawarded to the team. In addition, a minimum of five floor movements(6 different formations) are required. The formation of the team at thebeginning of the routine will count as one of the required formations.The first two jumps that will be performed must be in writing on aRound 1 score sheet and submitted to the host management no laterthan 4 PM on the day prior to the event. A 10 point penalty will beassessed for noncompliance. The routine performed in Round 1 maycontain jumps, kicks, level changes, peel-offs, and arm motions.Anything that requires the support of another person is illegal in thisround. To further clarify, stunts, tumbling, heel stretches, splits, andpush-ups are prohibited as well as all skills listed on page 37 and 40 ofthe MHSAA Girls Competitive Cheer Coaches Manual. The essence of theRound 1 routine is to create a routine with different arm motions, floormovement, and level changes. When choreographing a Round 1 routineand incorporating enhancements listed, the following 3 conditionsshould apply: MANY, DIFFERENT & DIFFICULT.

Round 1 SAFETY SCORE SHEET: ROUND 1 Must Contain: In choreography there is a minimum of 2 jumps plus a selection of the items listed below (plus 6 formations) JUMP EXPLAINATIONS: At the peak of the jump, the legs are extended in a full forward straddle. Arms are extended and hands reach for top of foot and toe. Head is up and back is straight. Upper torso must face judges. Round 1 & 2 Toe Touch Jump At the peak of the jump, the front leg is extended higher than parallel to the cheering surface and is in a 45 to 60 degree straddle position, the upper torso facing the panel judges. Back leg is bent (knee to ground or parallel to cheer surface). Arm and hand positions are optional. Round 1 & 2 Front Herkie Jump

ROUND 1 & 2 DEDUCTIONS: Round 2 Description:*Guidelines for Evaluating Tumbling and Jump Execution Time Limitation — Round 2 must be performed within 10.1 Deductions: A VERY MINOR break in the physical form when performing minute and 30 seconds. Requirements — At the beginningskills and motions. The skill does not look as perfect as it would if all toes were of the routine each team must perform a 10-count precision drill, in unison, consisting of 10 different motionspointed, feet or torso flexed when appropriate. This deduction would be used performed in 2 staggered lines. During the precision drill,when there is a slight bend of knees, hand/arm position slightly out of proper the team will not be allowed to change formation. Also,alignment. RND 2 shall be a choreographed cheer containing 50.2-0.4 Deductions: Minor errors in preps, skill performance, landings and a lack different skills and only 5. The skills & their sequence mustof dynamic body form. Examples would be bent knees, bent arms, slight posture be presented in writing on a RND 2 scoresheet in advance (Same as RND 1 Jumps). A 4 point penalty will be assessederrors and minor mistakes in torso tightness. for skills not performed in the order submitted. When0.5-0.8 Deductions: Moderate errors; there is a lack of power and ease in allaspects of p performing the skill. The impression is that the skill has not been selecting the skills for RND 2, at least one skill from eachmastered. Examples are lack of height of jump because lift is not assisted by a category must be performed; flexibility, jump & tumbling.strong torso or when tumbling, upper body strength is not sufficient. Also, the A maximum of 58 points can be earned from the five skills selected. Every team member must perform the 5 skillscompletion of a skill is not controlled. from start to finish in unison. Unison refers to direction, as0.9-1.0 Deductions: Major errors occurred. A hand touches the mat when well as arm, leg & body position when performing the 5performing an aerial skill. The hands/arms touch the mat before feet/legs on a selected skills. Every competitor must face the samestanding back tuck. An aerial skill might look like a butterfly instead of the torso direction in order to meet the unison requirements. Finally,being inverted properly. The skill that calls for a roll or inverted position there is a difficulty multiplier that affects RND 2 performances. The more difficult the skill the more points(backward roll or valdez), is performed by bailing out sideward. it’s worth (Example: Cartwheel is worth 7 Points MAX & Back-Handspring is worth 12 Points MAX).2.0 Deduction will be assessed for a skill that collapses. A collapse is alanding of a tumble, gymnastic or jump skill to the mat directly on head,neck or shoulder(s) before any other body part lands.

Round 2 SCORE SHEET SAMPLE: Round 2 SAFETY SHEET:

Round 2 SKILLS: must be performed parallel to the judges. At the peak of the jump, the legs are extended in a full Round 2 STANDING BACK TUCK forward straddle. Arms are extended and hands reach for top of foot and toe. Head is up and back is straight. The skill begins in a standing position, arm position optional. The cheerer performs an uplift, tuck and inverted rotation of the body clear Upper torso must face judges. of the cheering surface before landing in a standing position. Arm Round 1 & 2 Toe Touch Jump position at the end of the skill is optional. The skill is performed parallel At the peak of the jump, the front leg is extended to the cheer judges. higher than parallel to the cheering surface and is in a 45 to 60 degree straddle position, the upper torso facing the panel judges. Back leg is bent (knee to ground or parallel to cheer surface). Arm and hand positions are optional. Round 1 & 2 Front Herkie JumpROUND 2 SKILLS: Round 2 BACK WALKOVER Round 2 Triple Splits At beginning of skill, arm positions are optional. Begins in standing The skill begins in a squat position with both hands on the cheeringposition. Lead leg starts continuous rotation, hands are placed on mat, surface. The triple splits must show the left, right, and center positions.rotation occurs with legs in extended inverted split position. Skill ends Each splut is completed when the position is reach and both hands/fists when lead leg touches mat. Skill must be performed parallel to the are removed from the cheering surface for 2 counts. The center split judges. position shall be the third split shown. Knees and shoelaces can face forward or upward as long as the entire team is consistent. For better Round 2 BACK HANDSPRING scoring shoelaces should face forward. The skill must be performedBegins in half squat position. Back rotation occurs as hands are placed parallel to the judges. The skill ends in a squat position.on cheering surface. Skill is completed when both feet touch mat. Skill

ROUND 1 & 2 DEDUCTIONS: Round 3 Description:*Guidelines for Evaluating Tumbling and Jump Execution Time Limitation – Round 3 must be performed within 2 minutes and 30 seconds. Round 3 shall be a choreographed cheer and0.1 Deductions: A VERY MINOR break in the physical form when performing may include jumps, stunts, gymnastic skills, tumbling or anyskills and motions. The skill does not look as perfect as it would if all toes were other legal cheer skills. A minimum of any 7 movements (8 floorpointed, feet or torso flexed when appropriate. This deduction would be used formations) are required. The formation at the beginning of the round will count as one of the required formations. The coach iswhen there is a slight bend of knees, hand/arm position slightly out of proper required to submit in writing, all gymnastic skills, tumbling,alignment. jumps, stunts and flairs that will be performed in the order in0.2-0.4 Deductions: Minor errors in preps, skill performance, landings and a lack which they will be performed with difficulty and varietyof dynamic body form. Examples would be bent knees, bent arms, slight posture indicated numerically. In the GENERAL IMPRESSION category,errors and minor mistakes in torso tightness. judges are required to not favor any particular style, but to judge the style presented.0.5-0.8 Deductions: Moderate errors; there is a lack of power and ease in allaspects of p performing the skill. The impression is that the skill has not been Round 3 SCORE SHEET SAMPLE:mastered. Examples are lack of height of jump because lift is not assisted by astrong torso or when tumbling, upper body strength is not sufficient. Also, thecompletion of a skill is not controlled.0.9-1.0 Deductions: Major errors occurred. A hand touches the mat whenperforming an aerial skill. The hands/arms touch the mat before feet/legs on astanding back tuck. An aerial skill might look like a butterfly instead of the torsobeing inverted properly. The skill that calls for a roll or inverted position(backward roll or valdez), is performed by bailing out sideward.2.0 Deduction will be assessed for a skill that collapses. A collapse is alanding of a tumble, gymnastic or jump skill to the mat directly on head,neck or shoulder(s) before any other body part lands.

ROUND 3 DEDUCTIONS: Round 3 SAFETY SHEET:*Guidelines to Evaluate Stunt etc. Execution0.1 Deductions: Generally a VERY MINOR mistake that takesaway from the overall look of the stunt or transition. Examplesare bent knees, flexed toes, or a base or flyer whose feet are too farapart.0.2-0.4 Deductions: Generally a MINOR mistake where the base orflyer must make a slight adjustment to maintain balance but at notime appears to be losing control. Examples are when the basesmust take a step out or the flyer must “balance check.”0.5-0.8 Deductions: Generally a MODERATE mistake where thebases and flyers are clearly adjusting to keep the stunt undercontrol. The difference between 0.2-.4 and .5-.8 is in the degree ofwobble: the judge believed (however briefly) that the flyer couldbecome in danger.0.9-1.0 Deductions: Generally a MAJOR mistake where the flyerhas to change position/level to avoid falling. Often the flyer“bails out” of the stunt – by being lowered from the extensionstunt to shoulder level or lower or cradles early.2.0 Deduction: will be assessed for EACH stunt, flair, prep ortransition that was completed but falls to the floor. A fall occurswhen flyer lands on her face, shoulders, hands, arms, knees orbutt, while feet/legs are being held. It is also a fall when a flyerlands on her feet when completely unassisted.2.0 Deduction: will be assessed for a base or spotter who takes amajor fall either for cushioning a flyer or was knocked down bythe flyer.NOTE: Execution errors are not to be confused with spottingerrors. Safety judges deduct for spotting errors or when a stuntfalls and the spotter does not attempt to catch the flyer or breakthe flyer’s fall. A safety judge penalty of 7 points will be assessed.Team member contact that is unsafe when cheerers are executinggymnastic skills, tumbling, jumps and stunts is a 7 point safetyjudge deduction. Contact during the splits is not consideredunsafe.

Examples of Stunts and What they are All of these stunts have the SAME point Value.Worth: FLASHY DOESN’T MEAN MORE DIFFICULT OR Bow N Arrow (left) or Scale (right) – Worth POINTS. 14+8=22 for each group that does it STUNTS WE CAN DO! (THAT ARE LEGAL)Scorpian – Worth 14+8=22 for each group that does itHeelstretch – Worth 14+8=22 for each group that does it

STUNTS WE CAN DO! (THAT ARE WHEN IT COMES TO ROUND 3 – CLEANLEGAL) CONTINUED… IS KEY! It’s not what you do it’s how you do it! – Is it clean. Is it executed correctly! Example: Us – Feet apart, not connected at knee… all legs pulled up at different heights. GB and Churchill feet connected US knees apart, legts and feet not together, parallel to the floor and flat. Tight and squeezed at core.

EXAMPLES CONTINUED:Us chests apart, bases not touching (deduction) this BUT COACH! WHY CAN’T WE ADD COOLER causes balance checks! STUFF???All others below.. chest to chest… bases touching.. Only worth 10…. Needs 5 people. (Can only do 3 good form groups for 30)

When this is worth 22 each… needs 4 people…(4 When 4 of these heelstretchs…. Is worth 88 groups is 88)Only worth 7+7+14=28 Here's an example of a team that made it to state finals.. nothing flashy... https://www.youtube.com/watch?v=pGueTil1NZ0 but it's clean! Take note: There is little execution deductions: Bases are chest to chest... rarely moving feet in stunts. All tumbling is executed feet together by the majority….it is a HUGE deduction if you don't do it that way. Another team.. State finals... nothing flashy... https://www.youtube.com/watch?v=bGWva-xeB0s BUT COACH! WHAT ELSE??? We miss good faces… This is the General Impression and Sell Feature! This is important in ALL ROUNDS!

GOOD FACES! FACES BRING ENERGY! So What Does Everything Else Mean?? INVITATIONALS Held on Saturdays – Usually Every January and February CITY CHAMPIONSHIP 1 Meet – Central, Northern, Western Face off Head to Head to name a Champion for the year! KLAA DIVISION (KLAA) 1 Crossover – Based on end of year placement from previous year (on a Wednesday) 2 Division Meets – Where you establish record. (on Wednesdays) A Division Champion is named based on results of “brackets”

KLAA Association (KLAA) MHSAA POST-SEASON TOURNAMENTAll 24 teams We are eligible for Districts by competing at least 4 timesSplit into two pools (Gold top 3 from each division, Silver The top 4 Teams at Districts Qualify for Regionalsbottom 3 from each division) The top 4 Teams at Regionals Qualify for State FinalsA Conference Champion is named based on results of Team Placement at all MHSAA post-season tournaments“each side” (Kensington/Lakes) determines the number of All-District, All-Regional &An Association Champion is named based on overall All-State Athletes we get to nominatefinish. Locations & Officials for Districts, Regionals & State Finals are determined by the State

Michigan Cheer Judges Cheer Terminology: Cheer Terminology (CONTINUED): Association Skill – a physical or motor movement. Transition – a stunt that moves into anotherPerformance Evaluation Table Prep – a motor skill used to initiate the Chant – a short repetitive yell performed continually throughout a game, short routines with words that sometimes the crowd gets10 Perfect start of a jump, tumbling skill or stunt. involved with Jump – pushing off from both feet to Extended Stunt – a stunt in which the arms of each base are fully9 Excellent extended above their head, supporting the flier with hand contact8 Very Good land on one or both feet. with some part of the body BESIDES the feet of the flier.7 Good Tumbling – motor skills that are Extension – a stunt in which the arms of each base are fully acrobatic in style when movement is extended above their head, supporting the flier with hand-to-foot involved. Examples are: handsprings, contact. Pyramid – a stunt involving more than one fliers by on or more6 Satisfactory cartwheels, tucks, walkovers, rolls, etc. bases and usually linked together somehow.5 Average Roll (tumbling) – Rotating in a head Extended Stunt – a stunt in which the arms of each base are fully over heels, tucked position. extended above their head, supporting the flier with hand contact4 Poor with some part of the body BESIDES the feet of the flier.3 Deficient Gymnastic – skills that tend to be Level – when athletes are on their knees on the cheering surface2 Unsatisfactory stationary as opposed to moving. during a cheer (round 1 & 2) Examples are: handstand, heel stretch, Opposition – cheerers are doing different motions in an splits, etc. opposition effect visual – all arms out up on the “OUTSIDE” of the formation1 Didn’t Attempt Aerial – a skill performed free of Ripple/Peel-Off – cheerers doing motions, words or movement contact with a person or surface. at different intervals for desired sound and visual appeal Spotter – the athlete who is in direct contact to the cheeringFlip/Salto – An aerial skill involving head over heels rotation. surface and may help control the building, dismounting of a stunt. They are primarily responsible for the head, neck andTwist – An aerial skill involving rotation of the body around the shoulders of the fliervertical axis.Stunt – A person is supported by one or more persons. It requiresa base(s) and flyer(s).Pyramid – Multiple stunts. Examples are: totem pole, hangingpyramid, braced flyer extension.Flair – An enhancement to a stunt. Examples are: liberty,arabesque, heel stretch.Transition – A motor skill initiated by the bases to move the flyerfrom one stunt to the same or another stunt without the flyerbearing weight on the performing surface. A transition caninvolve changing bases.Dismount – ending the stunt by releasing the flyer to a cradle oron to the performing surface.Formation – a position on the cheer surface identified by viewingthe placement of all team members and their relationship to eachother.Base – the athlete who is holding up the “FLIER” in a stunt.Biff – when a team doesn’t do as well as expected, mistake, error.Flier/Top – the athlete who is resting in the arms/hands of thebase in a stuntCradle Catch – occurs as a dismount or transition when the flier isheld around her back & under her legs in a piked/sitting position


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