PURDUESPORTSDOTCOM
College Nationals

PURDUESPORTSDOTCOM
PURDUESPORTSDOTCOM

PURDUESPORTSDOTCOM

The Purdue cheerleaders are recognized as one of the top squads in the country by the National Cheerleaders Association and compete each year at the NCA Collegiate competition in Daytona Beach, Florida. High expectations, determination, firm discipline, a strict code of conduct and clear goals are contributing factors to our overall success.

Purdue competes in the Division IA co-ed category against other squads including Clemson University, Texas Tech University, University of Oklahoma, Georgia Tech and the University of Louisville to name a few.

The following information is provided in the National Safety & Competition Guideline Booklet.

COLLEGE CHEER COMPETITION RULES & REQUIREMENTS

COLLEGE CHEER DIVISIONS
All teams will be required to compete in divisions according to NCAA Football classifications. Schools that do not have football programs will compete in divisions according to the school's NCAA Basketball program classifications.

PERFORMANCE AREA
All cheer teams competing in the Chick-fil-A Cheer & Dance Collegiate Championship will perform on a 42' deep x 54' wide carpeted, gymnastics floor mat. The mat will be placed over a concrete or wooden surface. Only soft-soled tennis shoes will be allowed on the performance surface. It is important that your routine be choreographed not to exceed these measurements, because penalty points will be assessed for going outside the performance area. This is particularly important in planning tumbling passes. This rule is designed for the safety of the participants due to over rotation of tumbling and uneven surfaces. The judges will score only what occurs within the boundaries. Cheerleaders may not reach outside the performance area to place or retrieve props during the routine.

ROUTINE REQUIREMENTS

1. Each team will perform a choreographed routine not to exceed 2 minutes and 15 seconds (135 seconds).

2. Music is allowed for all or part of each routine. No voice-overs or words may be recorded to make the team's vocal projection sound louder.

3. Organized, formal entrances that involve organized cheers or run-ons with jumps, tumbling, or stunts are not permitted. Cheerleaders, dancers and mascots should enter the performance area in a timely fashion.

4. Timing will begin with the first organized word, movement, or note of music by the team or individual after they are officially announced.

5. Timing will end with the last organized word, movement, or note of music by the team or individual. Teams or individuals must exit the performance area immediately following the routine.

6. Cheer teams should utilize all areas of their squad's technical strength in jumps, tumbling, partner stunts, pyramids, motion technique, projection and expression, choreography, showmanship, and dance.

7. Only the following props are allowed for cheer teams: flags, banners, megaphones, pom pons, and signs. Flags and/or banners with poles or similar support apparatus may not be used in conjunction with a stunt or tumbling.

8. Team/individual names will be called twice: once as the team/individual on deck and once as the next team/squad to perform.

9. Routines must be appropriate for family viewing. Any vulgar or suggestive movements (hip thrusting, inappropriate touching/slapping/positioning to one another, etc.), words, costuming or music will result in a .5 score deduction. No tear-away uniforms or removal of clothing is allowed.

10. Preliminary competition will be held indoors. Final competition will be held outdoors, so wind and/or sun could be a factor. Practice and prepare accordingly.

11. Crowd Participation Score--Each team will be required to perform 45 seconds of "crowd involvement" material when they enter the mat for preliminaries. During this time, the team should display modern and/or traditional methods of getting the crowd to stand, clap, cheer and/or make noise. Technical skills should be kept to a minimum and will NOT be judged during this time. No basket tosses, 2 1/2 high pyramids, running tumbling passes or extended stunts will be allowed. The use of signs, flags, banners or other spirit related props are highly recommended. Due to safety concerns, items (T-shirts, towels, Frisbees, etc.) may not be thrown, tossed or released from the performance area into the crowd. Music may not be used during this segment. The actual crowd response will not be factored into the judges' scores. Only the material being presented will be judged. The 45 seconds will NOT count toward the 2 minutes and 15 seconds of the routine time. Timing will begin once the first person has stepped onto the performance area. Teams will be notified when their 45-second segment is over, and must immediately move into formation to start their routine performance. Teams should NOT huddle up together or convene following the 45-second segment. This could result in a .5 deduction. Each judge will score the crowd segment on a scale of 1-10. This will be its own judging category. This 45- second performance will be performed ONLY during preliminaries and NOT during finals. The crowd scores will, however, carry over to finals where they will be calculated into the teams' final score just as they were during the preliminary round.

12. Boundary rules are in effect from the time teams enter the mat for their 45-second crowd segment and remain in effect until they leave the mat after their 2:15 performance. They CANNOT go out of bounds between the 45-second crowd segment and the 2:15 performance. Stepping on or touching the edge of the mat does not constitute a violation. They must noticeably touch out of bounds with an entire foot, hand or other body part for a violation to occur. Props may be partly touching out of bounds without penalty. A team member may touch a prop that is partially out of bounds as long as that person does not reach or touch out of bounds to retrieve or discard the prop. Doing so would result in a penalty. After the 45-second segment, members MAY only reach or touch out of bounds to discard props, but still may not step out of bounds. Only mascots may enter the floor for the 45-second segment, then leave the floor before the 2:15 performance. Any others doing so would result in a .5 rules violation. Any member participating in the 45-second segment must remain on the performance surface during the 2:15 performance as well to prevent a rules or boundary violation. They may not participate in the 45-second segment while off the performance surface. Throwing items from the performance surface into the stands will result in a .5 legality violation. There will be a .05 deduction for each boundary violation. Participating team members may enter the performance area immediately following the previous teams performance to set up props. This may not create any delay in the flow of the competition. Any delay as a result of the props will result in a .05 deduction.

13. Boundary Violations: EACH boundary violation will result in a .05 deduction per occurrence (exception: dance teams do not have boundary violations). Deductions for boundary violations are given for stepping off (the entire foot) or touching (the entire hand or other body part) outside the performance area or an object outside the performance area. Stepping on or touching the edge of the mat does not constitute a violation. Props may be partly touching out of bounds without penalty. A team member may pick up or set down a prop that is completely outside the performance area. Tossing props off the performance floor is acceptable.

14. Teams must follow the NCA Collegiate Safety Guidelines and General Requirements.

SAFETY RULES
1. Use of mini-tramps, springboards, or any apparatus used to propel a participant is not permitted.

2. Drops (knee, seat, thigh, front, back, and split drops) from a jump, stand or inverted position are prohibited unless the majority of the weight is first borne on the hands/feet that breaks the impact of the drop.

3. Only the following props are allowed: flags, banners, megaphones, pom pons, and signs. Flags and/or banners with poles or similar support apparatus may not be used in conjunction with a stunt or tumbling.

4. Soft-soled tennis shoes must be worn while competing; no jazz shoes and/or boots will be allowed.

5. Jewelry of any kind is prohibited. This includes earrings, nose, tongue and belly button rings, necklaces and pins on uniforms.

TUMBLING
1. Proper progression should always be followed while learning or attempting tumbling skills.

2. Tumbling skills that exceed one flipping rotation and/or two twisting rotations are prohibited. (No double backs, triple fulls, etc.)

3. Tumbling over, under, or through a stunt, individual, or prop is not permitted. Exception: forward roll over a prop is legal.

4. Tumbling with a prop is prohibited. Example: back handsprings and back tucks with poms are illegal.

TOSSES
1. Proper progression should be followed while learning and attempting basket toss skills.

2. Basket/sponge tosses must be executed with both bases' feet on the ground.

3. Basket/sponge toss dismounts must be caught by three (3) catchers (exception: front flip, #8 below, and traveling basket tosses where the partner is traveling feet first).

4. Basket/sponge tosses must land in a cradle position only.

5. Third catcher must always be in position to spot the head and neck areas of the person dismounting.

6. Flipping dismounts from basket tosses exceeding one (1) rotation are prohibited.

7. Twisting dismounts from basket tosses exceeding two (2) rotations are prohibited.

8. Dismounts from basket/sponge tosses may be cradled by different bases other than those initiating the toss. The additional catchers (new bases) of such a toss, whether flipping or not, may not be participating in any other skill at the time the toss is initiated. The only flipping maneuver allowed from such a toss is a forward front rotation to two (2) additional catchers in position at the time of the toss.

PARTNER STUNTS
1. Proper progression should always be followed while learning and attempting partner stunt skills.

2. Split catches are prohibited.

3. Free flying flips from toe pitches are prohibited.

4. Flipping dismounts from extended stunts are prohibited (examples: extension flips, liberty flips, etc.)

5. Flipping dismounts from non-extended stunts require the base and an additional spotter participating in the cradle.

6. All flipping skills into stunts require an additional spotter.

7. All flips from non-extended stunts MUST BE CRADLED ONLY. The spotter MUST assist the base in catching the cradle. (Flips to the ground, flips to crunches, flips to humpties, etc., are prohibited.)

8. Double twisting dismounts from stunts require the base and an additional spotter participating in the cradle.

9. Twisting dismounts from stunts exceeding two (2) rotations are prohibited.

10. Combination flipping and full twisting dismounts from stunts are prohibited.

11. Dismounts or transitional stunts moving in a downward direction may not land in an inverted position (head down) and/or change direction while in an inverted position. Slight dips (45 degrees or less) while in an inverted position will be allowed if the downward motion is created only by the bending of the bases' knees in order to transition or dismount the inverted person(s).

12. Any "one-arm" stunt with the top person's foot extended away from the body must have a spotter in addition to the base (examples: heel stretch, arabesque, scorpion, etc.).

13. Any dismount from a "one-arm" stunt other than a regular cradle or straight dismount to the ground requires a spotter in addition to the base. (Toe touch, full twist, etc.)

14. Flips from stunts should not be performed during basketball games unless a matted or cushioned surface is utilized.

PYRAMIDS

1. Proper progression should be followed while learning and attempting pyramid skills.

2. Pyramids over 2 1/2 persons high are prohibited. Pyramid height is determined by the following:

  • 1 High = one standing person

  • 1 1/2 High = thigh stand, arm stand, shoulder straddle, chair sit stunt, table top and shoulder level splits

  • 2 High = Any single or double base stand or stunt at or above shoulder level.

  • Example: Shoulder stand, extension prep, extension, liberty, etc.

    3. The second level bases in pyramids over 2 high may not be extended.

    4. Dismounts or transitional pyramids moving in a downward direction may not land in an inverted position (head down) and or change direction while in an inverted position. Slight dips (45 degrees or less) while in an inverted position will be allowed if the downward motion is created only by the bending of the bases' knees in order to transition or dismount the inverted person(s).

    5. All 2 1/2 high pyramids must have a qualified spotter in front and back for each person on the third level, and must be in position the entire time the top person(s) is at the 2 ? high level. Spotters may stand slightly to the side but must remain in a position to adequately spot the top person. Spotters may not be a primary support of the pyramid. These spotters must be your own team's members and trained in proper spotting techniques.

    6. Tension drops from stunts or pyramids to the ground are prohibited.

    7. Back flip dismounts from 2 1/2 high pyramids are prohibited.

    8. Front flips off pyramids require at least 2 catchers.

    9. The third catcher in cradles must always be in position to spot the head and neck areas of the person dismounting.

    10. Cradle dismounts from pyramids over 2 high require at least 2 catchers.

    11. Flipping or twisting dismounts from pyramids exceeding one rotation are prohibited.

    12. Twisting dismounts from pyramids over 2 high require 3 catchers.

    13. Combined flip and twisting dismounts from pyramids are prohibited.

    14. Free flying flips on to pyramids are prohibited.

    15. 2 1/2 high pyramids should not be performed during basketball games unless a matted or cushioned surface is utilized.

    COLLEGE CHEER JUDGING SCALE-- FOR CHEERLEADING FUNDAMENTALS
    Total points received per category will be based on overall quality and quantity of technical moves (both variety of skills and number of members performing skill) throughout routine. Specific skills performed that are not listed in one of the following skill categories will be placed in one of those categories at the discretion of the judges. Zero points will be given in a category if skills for that particular category are not executed.

    TUMBLING
    Ranges of Scores and Skills

  • 5-7 points Beginning-Intermediate tumbling skills (examples: forward rolls, cartwheels, round-offs) performed by the team with a high level of perfection, or Intermediate- Advanced tumbling skills executed with sub-standard technique and perfection.

  • 7-9 points Intermediate-Advanced tumbling skills (examples: back handspring, round-off back handspring, round-off back tuck) performed by the majority of the team with a high level of perfection, or Advanced-Elite tumbling skills executed with sub-standard technique and perfection.

  • 9-10 points Advanced-Elite tumbling skills (examples: standing back tuck, standing back handspring back tuck or round-off back handspring back tuck) performed by the majority of the team with a high level of perfection, and numerous strong specialty passes such as layouts, whips, fulls, etc., performed with a high level of perfection.

    PARTNER STUNTS
    Ranges of Scores and Skills

  • 5-7 points Beginning-Intermediate partner stunt skills (examples: shoulder stands, extensions, chairs) performed by the team with a high level of perfection, or Intermediate- Advanced partner stunt skills performed with substandard technique and perfection. Spotters or additional bases may be used to help support the partner stunts in this category.

  • 7-9 points Intermediate-Advanced partner stunt skills (examples: liberty variations, one-arm stunts, full twisting dismounts) performed by the majority of the team with a high level of perfection, or Advanced-Elite partner stunt skills performed with sub-standard technique and perfection. Spotters or additional bases may be used to help support the partner stunts in this category.

  • 9-10 points Advanced-Elite partner stunt skills (examples: tossing with twisting, flipping and/or unique mounting techniques into liberty variations, one-arm stunts and/or multiple stunt sequences, flipping or double twisting dismounts) performed by the majority of the team with a high level of perfection. The majority of stunts in each stunt segment must be executed unassisted.

    PYRAMIDS
    Ranges of Scores and Skills

  • 5-7 points Beginning-Intermediate pyramid skills (examples: 2 high, non-transitional, standard mount and dismount) performed by the team with a high level of perfection, or Intermediate-Advanced pyramid skills performed with sub-standard technique and perfection.

  • 7-9 points Intermediate-Advanced pyramid skills (examples: 2 ? high, transitional, variation of mounts and dismounts) performed by the majority of the team with a high level of perfection, or Advanced-Elite pyramid skills performed with sub-standard technique and perfection.

  • 9-10 points Advanced-Elite pyramid skills (examples: multiple 2 ? high, transitional, tossing or unique mounting techniques, flipping, twisting and/or unique dismounts) performed by the majority of the team with a high level of perfection.

    BASKET TOSSES/JUMPS
    Ranges of Scores and Skills

  • 5-7 points Beginning-Intermediate basket tosses (example: nonflipping basket tosses) and/or jumps (examples: spread eagle, tuck jump, etc.) performed by the team with a high level of perfection, or Intermediate-Advanced basket tosses/jumps performed with sub-standard technique and perfection.

  • 7-9 points Intermediate-Advanced basket tosses (examples: back tucks, layouts, fronts, full twists) and/or jumps (examples: toe touch, herkie, hurdler, etc.) performed by the majority of the team with a high level of perfection, or Advanced-Elite basket tosses/jumps performed with substandard technique and perfection.

  • 9-10 points Advanced-Elite basket tosses (examples: double full twisting, pike fulls, X-out fulls) and/or jumps (examples: toe touch-back handspring or tuck, combination jumps) performed by the majority of the team with a high level of perfection.

    MOTIONS/DANCE
    Ranges of Scores and Skills

  • 5-7 points Basic-Intermediate motions/dance performed by the team at a slow pace, or executed with standard technique and perfection, or Intermediate-Advanced motions/dance skills performed with sub-standard technique and perfection.

  • 7-9 points Intermediate-Advanced motions/dance performed by the majority of the team at a moderate pace with good technique, or Advanced-Elite motions/dance skills performed with sub-standard technique and perfection.

  • 9-10 points Advanced-Elite motions/dance performed by the majority of the team at a fast pace with strong technique, perfection, visual effect and crowd appeal.

    COLLEGIATE PARTNER STUNT COMPETITION REQUIREMENTS
    1. Participants must be official members of the school and cheerleading team they are representing and meet all of their school's eligibility requirements. The official NCA eligibility form must be submitted prior to the competition.

    2. Length of routine can be NO LONGER THAN FORTY-FIVE (45) SECONDS. The following penalties will apply for the routine going over the time limit: 1-5 seconds (.1), 6-10 seconds (.3), over 11 seconds (.5).

    3. The routine should be performed to music.

    4. Each participating couple should provide one spotter. Only one spotter may be on the mat as needed to make the stunt legal. Spotter may not assist with performance. Spotter may not touch or assist any stunts. In the event a spotter touches or assists a stunt a .5 deduction will be assessed per occurrence (exception: may assist in dismounts or drops).

    5. The routine and music must be suitable for family viewing.

    6. A participant may take part in only ONE (1) partner stunt routine.

    7. A participant may only compete with the partner with whom they qualified.

    8. Participants MUST follow the NCA Collegiate Safety Guidelines.

    COLLEGIATE GROUP STUNT COMPETITION REQUIREMENTS
    1. Participants must be official members of the school and cheerleading team they are representing and meet all of their school's eligibility requirements. The official NCA eligibility form must be submitted prior to the competition.

    2. Length of routine can be NO LONGER THAN FORTY-FIVE (45) SECONDS. The following penalties will apply for the routine going over the time limit: 1-5 seconds (.1), 6-10 seconds (.3), over 11 seconds (.5).

    3. The routine should be performed to music.

    4. The routine and music must be suitable for family viewing.

    5. A participant may take part in only ONE (1) group stunt routine.

    6. A participant may only compete with the stunt group in which they qualified.

    7. Participants MUST follow the NCA Collegiate Safety Guidelines.

    8. Participants MUST be ALL female. (Maximum of 5 participants allowed)

    JUDGES' CATEGORIES: (Each worth 10 points)
    1. Technique

    2. Stability of Stunts/Strength

    3. Choreography/Flow of Routine

    4. Degree of Difficulty

    5. Perfection of Routine

    6. Overall Impression