Cheerleading Tryout Evaluation Form
Cheer tryouts ask candidates who may have just met to lift each other overhead within the hour. Flyers trust their bases to catch them, and bases trust the backspot behind them. A score sheet for that day has to record clean tumbling and the stunt-group habits (counting, timing, calm hands) that keep a flyer safe.
A cheerleading evaluation form is a printable score sheet that rates athletes 1-5 across six categories: tumbling, stunts, jumps, dance/motions, spirit, and coachability. Coaches use it during tryouts to give every evaluator the same six rows and compare athletes side by side for roster selection. For pure dance routines without stunts, see our dance evaluation form which scores technique, musicality, and expression on a similar 1-5 rubric.
The free forms below cover competitive and sideline squads, with a stunt role form and a station plan for tryout day.
Short on time tonight? The €19 Tryout Decision Kit marks who's on the bubble for you
Free Printable Cheerleading Evaluation Form and Score Sheet
Give each candidate a 1-5 score in six rows. The descriptions under the sheet tell your judges how each number plays out on the mat, so your staff sees the same things. Print the sheet for one candidate at a time, or copy it as a roster grid that one judge fills for the whole tryout.
Skill Evaluation Table
| Skill Category | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Tumbling | ○ | ○ | ○ | ○ | ○ |
| Stunts | ○ | ○ | ○ | ○ | ○ |
| Jumps | ○ | ○ | ○ | ○ | ○ |
| Dance/Motions | ○ | ○ | ○ | ○ | ○ |
| Spirit | ○ | ○ | ○ | ○ | ○ |
| Coachability | ○ | ○ | ○ | ○ | ○ |
| Notes | |||||
| Total Score | _______ / 30 | ||||
Rating Scale Definitions
On the tumbling row, read the 3 against the level you're picking for. On the running pass, a clean round off back handspring is a 3 at a Level 2 tryout and a 2 at Level 3, where the level allows the same pass to finish in a tuck. Stunts are scored on a prep-level two-leg stunt at every tryout. The other rows describe what you see.
| Skill | 1 (Needs Work) | 2 (Developing) | 3 (Solid) | 4 (Strong) | 5 (Excellent) |
|---|---|---|---|---|---|
| Tumbling | Cannot yet land the level below safely. Basic skills are not solid. | Lands the level below cleanly. This level's skills are inconsistent or not yet landed alone. | Lands this level's standing and running skills cleanly, rep after rep. | Clean at this level and already landing some of the next level's skills. | Lands the next level's standing and running skills with clean technique. |
| Stunts | Unsafe at prep level. Cannot hold a position through the count. Loses timing with partners. | Holds a prep-level stunt with help. Late on the load or the dismount. Needs constant reminders. | Loads, holds 8 counts, and comes down on time at prep level. Follows the counts reliably. | Strong in more than one position. Smooth load and dismount. Calls or answers counts clearly. | Excellent prep-level stunt: still, synchronized, quiet dismount. Leads the group's counts. |
| Jumps | Poor height and technique. Cannot land safely. No toe point or extension. | Basic jump form. Limited height. Inconsistent landings. Needs work on flexibility. | Solid toe touch or pike. Reliable height. Clean landings. Good arm placement. | Strong multiple jumps. Good height and flexibility. Sharp technique throughout. | Excellent height and technique. Consistently pointed toes. Competition-ready. |
| Dance/Motions | Cannot follow choreography. Loose arm motions. No rhythm or timing. | Learns choreography slowly. Basic motion technique. Timing inconsistent. | Follows choreography well. Clean basic motions. Stays on count consistently. | Sharp motions with precision. Quick choreography pickup. Strong stage presence. | Polished technique with razor-sharp motions. Outstanding musicality. Commands the floor. |
| Spirit | No energy or enthusiasm. Quiet voice. Negative body language. | Low energy level. Voice lacks projection. Inconsistent effort. | Good energy and positive attitude. Voice carries reliably. Smiles naturally. | High energy performer. Strong voice projection. Engages crowd effectively. | Natural spirit leader. Commanding voice. Energizes entire team and audience. |
| Coachability | Resists feedback. Poor attitude. Distracts other athletes during practice. | Accepts feedback reluctantly. Slow to make corrections. Inconsistent focus. | Listens to coaches. Makes corrections when asked. Works well with teammates. | Actively seeks feedback. Quick to apply corrections. Encourages teammates. | Model athlete. Self-motivated learner. Natural leader. Lifts the team culture. |
What a 3 Means at Each Level
Only the tumbling row reads off this table. A 3 means the candidate lands the level's tumbling cleanly and on every rep. A 4 has started on the next row's skills, and a 5 lands them clean. That reading is our own convention for tryouts. USASF writes these limits as what a routine may include, and it doesn't grade athletes. The stunt row works differently: the tryout station stays at prep level for every team, so the stunt column is what you check at callbacks, with built groups and your own team's spotters.
| Level | Standing tumbling allowed | Running tumbling allowed | Stunt height and twists |
|---|---|---|---|
| Level 1 | Skills that stay in contact with the floor: rolls, cartwheels, walkovers, handstands | Cartwheels and walkovers, and a round off with nothing tumbled after it | Prep-level two-leg stunts, waist-level single leg, walk-up shoulder stands. Up to a ¼ twist. |
| Level 2 | A single handspring, with no jump connected to it | Round off into a series of handsprings | Prep-level single leg and extended two-leg stunts. Up to a ½ twist. |
| Level 3 | Handspring series and a jump into a handspring. No flips. | Round off back handspring into a back tuck, front tucks, aerial cartwheels | Extended single-leg stunts. Up to a ½ twist into one. |
| Level 4 | Standing tuck and a tuck out of a back handspring (one flip, no twist) | One flip with no twist, plus aerials and Onodis | Extended single leg. Up to 1 twist into one. |
| Level 5 | A jump into a flip, still with no twist | One flip with one twist (a full) | Extended single leg. Up to 1½ twists into one. |
| Level 6 | Up to two twists in one flip. Past one twist, only after two backward skills including a back handspring. | Up to two twists in one flip (a double full) | Extended single leg. Up to 2¼ twists. |
Source: USASF 2026-2027 Cheer Rules (PDF)(opens in new tab), tumbling and stunt charts, effective June 1, 2026. Level 7 has a chart of its own.
School squads don't compete in USASF levels. Pick the row whose tumbling matches the routine your squad will perform, and anchor your 3 there. Then check your state association's rules. The NFHS news release on its 2025-26 spirit rules changes(opens in new tab) restates that basket tosses are illegal in high school cheer and that extended stunts need a spotter, with a few exceptions. Leave tosses off a high school tryout entirely.
Writing your anchors into Striveon? Its evaluation criteria sit beside the roster on a browser window at least 1024 pixels wide, such as a laptop or a tablet held sideways. On a narrower window, a button above the roster opens them.
One Sheet per Candidate, or One Grid per Judge
Print Form gives you one candidate per page with the rating descriptions underneath. That suits callbacks and a small sideline tryout. A judge who holds a station for 40 candidates needs a roster grid, and Copy as Table pastes one into a spreadsheet. It has a line per candidate number, a stunt position column, the six rows, and a column for notes on the skill each candidate tried. There's no total column. Each judge fills only the rows they watched, so totals wait for the compile sheet. The printed sheet's Total Score out of 30 is an unweighted sum of the six rows, and the ranking uses the weighted total out of 50 on the compile sheet. For a paper grid, print that spreadsheet.
Number every candidate at sign-in and put the numbers on the grid in place of names. On a printed sheet, write the number in the Jersey # field and leave the name blank. Judges then score what they see on the floor. For a PDF, press Print Form and pick Save as PDF where the print dialog asks for a printer. The file holds the sheet and its descriptions and nothing else from the page.
Spreadsheet that combines every evaluator's scores · €19 one-time
Know who's on the bubble before the staff meeting.
| Order | Athlete | Average | Mark |
|---|---|---|---|
| 8 | Indy C. | 21.67 | Sure inTo check: Tied |
| 9 | Morgan D. | 21.67 | On the bubbleTo check: Tied · Split on 3 skills |
| 10 | Harper W. | 21.33 | Sure in |
| 11 | Kai N. | 18.67 | On the bubble |
| 12 | Jordan B. | 18.33 | On the bubbleTo check: Tied · Split on 4 skills |
| 13 | Logan F. | 18.33 | On the bubbleTo check: Tied |
| 14 | Oakley J. | 17.67 | On the bubble |
| 15 | Noel H. | 17.33 | Likely out |
Thank you for trying out for the U14 Cheerleading team. We weren't able to offer Oakley a spot this season. Three evaluators scored Oakley, and every athlete was scored on the same 6 skills.
Oakley never stopped encouraging the others, and the whole group noticed.
- Type each evaluator's scores once. An evaluator short on time types one overall score per athlete instead.
- Every athlete you score is marked Sure in, On the bubble or Likely out. A Discuss flag shows where your evaluators' totals are far apart. Ties are flagged, and Setup has a place to write how your staff breaks them before the meeting.
- Write each call, and every family gets a message drafted for you to check. For an athlete not selected it gives the decision, how it was made, one strength in your words and what to work on.
Up to 4 evaluators, 80 athletes and 8 criteria.
Tryout Decision Kit€19
Get the fileOne-time purchase no account Excel 2016+ and Google Sheets every sport included 14-day refund
The Kit is one tool. The package will be all of them.
Tryouts, roster, practice plans, lineups and season stats, with your team typed once.
Planned price €99 a year per coachThe free tools stay free.
How Cheer Tryouts Are Scored
A cheer tryout score sheet gives each candidate a number in a handful of categories, and the judges add them into one total. Some sheets add an interview to the skill rows. For a sport-agnostic starting point, see the general tryout evaluation form. It covers what tryouts in every sport share.
Execution and Difficulty
Varsity's competitive tryout judging sheet(opens in new tab) splits stunts, standing tumbling, and running tumbling into an execution line and a difficulty line, each out of 10. Crowd leading, motion technique, and an interview fill the rest, for a judge's total out of 90. It also asks for a candidate number and a stunt position on every sheet.
Our sheet keeps one tumbling row, and its difficulty comes from the level behind the 3 and from the skill the judge writes beside the score. Split the tumbling row in two on your copied grid if you want both numbers. The stunt row scores execution only, because every candidate shows the same prep-level stunt. On the tumbling row, pointed toes, tight bodies, and controlled landings decide execution. On the stunt row it comes down to the count: a load on time, a still hold for 8 counts, and a quiet dismount.
Spirit and Coachability
Two candidates with the same skills can still be far apart in spirit and coachability. Watch who brings energy to a group that's tired, who cheers for the candidate beside them, and who takes a correction without a shrug. You'll coach that athlete for a whole season.
Comparing Judges
In the station plan further down, tumbling, stunts, and jumps each get one judge's score, and the three shared rows get a score from all four judges. Compare judges on those shared rows only. The plan's compile sheet shows how.
What Counts as a Good Tryout Score?
Count your roster spots first. With 24 spots, the 24th-ranked candidate's total is the cut line for that tryout. Judges, levels, and sheets change from year to year, so compare a candidate with this year's group.
Sideline Cheer Tryout Score Sheet
Sideline cheerleaders perform at games, and their job is the crowd: leading cheers, getting a response, and backing the team. A sideline tryout weights voice and crowd leading above tumbling passes.
Sideline vs. Competitive Cheer
A competitive squad is picked for a timed routine judged on difficulty and execution, so tumbling and stunts carry the score. A sideline squad is picked for long games, timeouts, and a crowd that may not be listening yet. Plenty of school programs run both teams. The weights table further down has a row for each.
How the Sideline Sheet Works
A sideline-only tryout is short enough for one panel. Candidates lead a chant and a sideline cheer in groups of three or four in front of every judge, so each judge fills all four rows and totals them out of 20. Average the judges' totals for the ranking, and settle any row where they split widely before results go up.
| Skill Category | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Voice Projection | ○ | ○ | ○ | ○ | ○ |
| Crowd Leading | ○ | ○ | ○ | ○ | ○ |
| Motions | ○ | ○ | ○ | ○ | ○ |
| School Spirit | ○ | ○ | ○ | ○ | ○ |
| Notes | |||||
| Total Score | _______ / 20 | ||||
Sideline Rating Definitions
| Skill | 1 (Needs Work) | 2 (Developing) | 3 (Solid) | 4 (Strong) | 5 (Excellent) |
|---|---|---|---|---|---|
| Voice Projection | Cannot be heard past the first row. Words run together. | Heard nearby but fades on longer chants. Drops volume when nervous. | Carries across the gym on every word. Clear, steady pace. | Fills the space without shouting. Words land crisp from the back of the bleachers. | Commands the room. A crowd could follow the chant from the voice alone. |
| Crowd Leading | Faces the squad and ignores the crowd. No eye contact. | Looks up at the crowd now and then. Signs and gestures come late. | Faces the crowd, points to sections, and gives clear cues for a response. | Draws a response from a quiet section. Adjusts the chant to what the crowd does. | Gets a whole gym answering. Others on the squad follow this athlete's lead. |
| Motions | Loose arms. Motions blur into each other. Off count. | Correct motions with soft stops. Arms drift off level. | Sharp stops at the right level. Stays on count through a full cheer. | Tight, matched motions that read clearly from the far sideline. | Every motion locked and timed to the voice. Squad looks cleaner beside them. |
| School Spirit | Looks bored or distracted between cheers. | Energy shows during the cheer, then drops off right after. | Steady energy and a natural smile from start to finish. | Cheers on other candidates. Energy stays up through waiting and mistakes. | Lifts the whole group. Already acts like a squad leader on game day. |
Stunt Role Evaluation: Flyer, Base, and Backspot
A standard stunt group has four positions: one flyer in the air, two bases providing the foundation, and one backspot ensuring safety. Each role asks for different strengths. Know where each candidate fits and you can build balanced stunt groups from the first practice. This form is for placement. The Stunts row on the main sheet stays the stunt judge's overall score for the station, and the judge finishes these forms during the water break before the routine round.
Spotters at the Stunt Station
The USASF 2026-2027 Cheer Rules(opens in new tab) require a spotter at Level 1 for stunts at prep level and above, except shoulder sits, T-lifts, and stunts supported only at the waist. At Levels 2 to 6, the requirement starts above prep level. At Levels 1 and 2, floor stunts (a base lying on their back with arms extended) need a spotter too. A backspot who stands behind the stunt can be that spotter, as long as they aren't one of the bases under the flyer's feet.
A tryout calls for more than the rule. Your candidate backspot is someone you're still evaluating, and the candidates in each group may have met an hour ago. So keep the station at prep-level two-leg stunts and put an experienced adult spotter at the side of every stunt, within reach of the flyer's head and shoulders, while the candidate backspot works from behind.
What Each Role Shows at Prep Level
A flyer stays tight and still at the top and commits to the dismount without hesitating. Bases dip together, call the counts, and fix a wobble with small adjustments of grip and feet. A good backspot's hands are already where the flyer will need them, and the counts often come from the back. Flexibility is easier to judge on the floor, so check heel stretches and scorpions there.
Flyer Skills
| Skill Category | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Body Control | ○ | ○ | ○ | ○ | ○ |
| Flexibility | ○ | ○ | ○ | ○ | ○ |
| Trust/Confidence | ○ | ○ | ○ | ○ | ○ |
| Notes | |||||
| Flyer Total | _______ / 15 | ||||
Base Skills
| Skill Category | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Strength | ○ | ○ | ○ | ○ | ○ |
| Timing | ○ | ○ | ○ | ○ | ○ |
| Communication | ○ | ○ | ○ | ○ | ○ |
| Notes | |||||
| Base Total | _______ / 15 | ||||
Backspot Skills
| Skill Category | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|
| Awareness | ○ | ○ | ○ | ○ | ○ |
| Quick Reactions | ○ | ○ | ○ | ○ | ○ |
| Communication | ○ | ○ | ○ | ○ | ○ |
| Notes | |||||
| Backspot Total | _______ / 15 | ||||
Role-Specific Rating Definitions
| Skill | 1 (Needs Work) | 2 (Developing) | 3 (Solid) | 4 (Strong) | 5 (Excellent) |
|---|---|---|---|---|---|
| Flyer: Body Control | Cannot hold body tight. Floppy in the air. Wobbles at prep level. | Basic body control. Struggles to stay tight in transitions. Needs frequent corrections. | Holds the prep position reliably. Keeps balance through the count. Consistent effort. | Strong body control. Stays tight through transitions. Adjusts balance smoothly. | Excellent body control. Locked positions. Holds a prep-level stunt without a wobble. |
| Flyer: Flexibility | Limited flexibility. Cannot pull basic stretches. Stiff in positions. | Basic heel stretch with a struggle. Short extension. Some stiffness in positions. | Reliable flexibility. Clean heel stretch. Working on scorpion or scale. | Strong flexibility. Holds a scorpion or bow and arrow. Long, clean lines. | Excellent flexibility. Full scorpion, scale, and needle. Competition-level extensions. |
| Flyer: Trust/Confidence | Fearful in stunts. Grabs bases inappropriately. Cannot commit to dismounts. | Hesitant in new stunts. Some fear visible. Inconsistent confidence level. | Trusts bases in familiar stunts. Commits to the load with a little encouragement. | Confident in most stunts. Trusts bases fully. Clean dismount commitment. | Fearless performer. Complete trust in stunt group. Leads confidence-building. |
| Base: Strength | Cannot support flyer weight safely. Poor grip strength. Fatigues quickly. | Basic strength for a simple load. Struggles to hold the flyer at prep level. Inconsistent. | Keeps the flyer level at prep height for the full 8 counts. Good endurance. | Strong and consistent. Still steady on the last rep of the station. | Excellent strength. Makes the load look easy. Anchor for stunt groups. |
| Base: Timing | Cannot follow counts. Late on catches. Inconsistent with partner. | Knows counts but timing off. Catches slightly late. Needs visual cues. | Good timing on basic stunts. Follows counts accurately. Works with partner. | Strong timing. Anticipates transitions. Smooth coordination with flyer. | Excellent synchronization on every count. Lifts the whole stunt group. |
| Base: Communication | Silent during stunts. No calls or signals. Leaves partners guessing. | Minimal communication. Inconsistent calls. Responds slowly to problems. | Communicates basic calls. Alerts group to issues. Works cooperatively. | Strong communicator. Clear calls throughout stunts. Leads group effectively. | Runs stunt group with confidence. Prevents problems before they happen. |
| Backspot: Awareness | No awareness of flyer position. Late reactions. Does not anticipate problems. | Basic awareness. Slow to recognize issues. Misses positioning sometimes. | Good awareness of flyer. Positioned correctly most of the time. | Strong awareness. Anticipates adjustments needed. Always in the right position. | Reads stunts accurately. Sees problems developing. Prevents falls before they happen. |
| Backspot: Quick Reactions | Cannot react to catches. Slow reflexes. Unsafe as backspot. | Slow reactions. Catches late occasionally. Needs improvement for safety. | Reliable reactions. Makes most catches. Steady in familiar stunts. | Quick reactions. Catches confidently. Saves a wobbling stunt consistently. | Fast, calm hands on every rep. Trusted safety anchor for the group. |
| Backspot: Communication | Silent behind the stunt. Counts are left to the bases. | Counts out loud but late. Rarely tells the flyer what is happening. | Calls the counts on time and warns the group when something feels off. | Calls the counts and the fixes. Talks a nervous flyer through the load. | Runs the group from the back. Bases and flyer move on this voice. |
High School, Middle School, and All-Star Score Sheets
The same six rows work for a middle school squad, a high school sideline team, and an all-star level team. Two things change between them: the level behind the tumbling row's 3, and how much each row counts toward the total.
Weights by Program
| Program | Tumbling | Stunts | Jumps | Dance/Motions | Spirit | Coachability |
|---|---|---|---|---|---|---|
| Middle school | 1 | 1 | 2 | 2 | 1 | 3 |
| High school sideline | 1 | 2 | 1 | 2 | 3 | 1 |
| High school competitive | 2 | 3 | 1 | 1 | 1 | 2 |
| All-star | 3 | 2 | 2 | 1 | 1 | 1 |
We wrote these weights for this sheet, as a starting point. Move a point between rows if your routine leans elsewhere. Every line adds up to 10, which makes 50 the top total. The green 3 marks each program's heaviest row.
Middle School Cheer Tryouts
Many middle school candidates are stunting for the first time, so coachability weighs 3 and jumps and dance/motions weigh 2. You can start spotting natural flyers and bases from body type and preference, but score what they do on the floor, because a tall, strong 12-year-old who has never stunted may still turn into the steadiest base on the squad by spring. Tumbling, stunts, and spirit share the bottom weight of 1. Raise tumbling if your routine uses it.
High School Cheer Tryouts
A high school sideline squad leans on spirit. A competitive squad leans on stunts. The tryout stunt row measures prep-level execution, timing, and counts, and every competitive stunt group is built on those, which is why it carries the 3. If your school picks both teams from one tryout, score once and run each candidate's row scores through both lines of the table. The competitive ranking picks the competition team, and the sideline ranking picks the game-day squad.
All-Star Cheer Tryouts
When an all-star tryout also places athletes on teams, the level table near the top tells you which team a candidate's tumbling fits. That's why tumbling weighs most in this row. Rank totals within each age and level group, so a Mini candidate is never measured against a Senior one. USASF also keeps held single-based extended stunts out of Youth divisions and below.
Elementary School and Rec Cheer Tryouts (Ages 6-10)
This is for school and rec squads. All-star Mini and Youth teams are placed with the level table above. Young athletes are still developing coordination and body awareness, so put coachability ahead of tumbling and stunts. Watch how they listen to instructions and how they treat teammates. There's no separate weights line for this age: use the middle school line, where coachability already weighs most. An 8-year-old who listens and keeps trying is the one who improves fastest over a season.
Keep tumbling expectations realistic. Forward rolls, cartwheels, and bridges are fair goals at this age, with handstands and a cartwheel into a bridge as stretch skills. Score what a child can do safely under supervision. Pushing advanced tumbling too early creates fear and bad habits.
Tryout Day Stations, Judging, and Schedule
This plan runs a tryout for 40 candidates in 150 minutes with four judges, two mat areas (a tumbling strip and a stunt mat), and the open floor for jumps and motions. Off the panel you need two experienced adult spotters and a tabulator who runs sign-in, music, and the grids. Teach the cheer and the dance at clinic in the days before, so tryout day spends its minutes on scoring.
The Panel and Its Rows
Each judge holds one station for the whole rotation. The routine round at the end puts all four in front of the same groups, which is where the shared rows get their scores.
| Row | Scored for every candidate by | Scores per candidate |
|---|---|---|
| Tumbling | The tumbling judge, at the tumbling strip | 1 |
| Stunts | The stunt judge, at the stunt mat (the two adult spotters do not score) | 1 |
| Jumps | The jump judge, on the open floor | 1 |
| Dance/Motions | All four judges in the routine round. The motion judge also counts the motion station. | 4 |
| Spirit | All four judges in the routine round. The motion judge also counts the chant. | 4 |
| Coachability | All four judges, each at their own station after one correction | 4 |
Sign-In and Building the Groups
Open sign-in 20 minutes before the start, so warm-up begins at 0:00 with every number already pinned on. Each candidate writes a stunt position, whether they've flown before, and their best standing and running skill on the sign-in sheet. Build the four rotation groups from that sheet. Every group of 10 needs at least two flyers and two backspots, so the stunt mat can run two groups of four at once. If flyers run short, a group with one flyer builds one stunt group at a time and the flyer rests between turns.
Station Rounds on the Mats
Twenty minutes gives each candidate about two minutes of mat time at the tumbling strip and a turn in two positions at the stunt mat. Set the strip and the stunt mat up before sign-in opens.
| Station | Staff | How it runs | What to watch and write |
|---|---|---|---|
| Tumbling (strip) | Tumbling judge | The first three minutes are drills on the strip (handstands, round offs). Then each candidate names their best standing skill and best running pass and shows each one twice. Only skills they already land: nobody learns or gets spotted on a new skill at a tryout. | Write the skill named beside the score, so the line shows what was tried (difficulty) and how clean it was (execution). Coachability: one correction on the hurdle or the arm swing, scored on the second attempt. |
| Stunts (mat) | Stunt judge, plus both adult spotters | Two groups of four candidates: two bases, a candidate backspot, and a flyer. Prep-level two-leg stunts only: load, hold 8 counts, come down the way your program teaches. The two waiting candidates swap in every two reps. | One adult spotter beside each stunt group. Each candidate works their listed position and one other. Only candidates who list flyer and have flown before go up. Coachability: one correction on the dip or the count, scored on the next load. |
| Jumps (floor) | Jump judge | Toe touch, pike, and a herkie on each side, twice each from the approach, then two toe touches back to back. | Arm swing into the approach, height, straight legs, pointed toes, and feet together on the landing. Coachability: one correction on arm placement, scored on the next jump. |
| Motions and chant (floor) | Motion judge | Call an 8-count of high V, low V, T, and touchdown at speed, twice. Then each candidate leads a four-line chant while the rest of the group answers. | Clean stops at each arm level, timing to the count, and a voice that reaches the far wall. Coachability: one correction on an arm level, scored on the next 8-count. |
Teaching and Scoring the Routine
In the routine round, groups of five perform the clinic cheer and dance in front of all four judges. It's the one block where the whole panel sees the same thing at the same moment, and that's why the shared rows come from here. Keep the groups the same size and the same length on the floor, so no candidate gets a longer look.
Tumbling already has its anchors in the level table, and stunts and jumps have theirs in the rubric. The shared rows need practice. Before tryout day, play a video of last season's routine, or film your returning squad doing the clinic routine, and have the panel rate dance/motions and spirit for the same three athletes. Pause after each 8-count section and have every judge hold up a score on their fingers before anyone speaks, so no judge adjusts to the first number said.
Tryout Day, Block by Block
| Time | Block | Candidates | Judges and staff |
|---|---|---|---|
| 0:00-0:15 | Warm-up (numbers already on) | All 40, signed in and numbered before 0:00. Four groups of 10 (Teal, Navy, Coral, Silver), built from the sign-in sheet and balanced by stunt position. | Judges copy the candidate numbers onto their grids. The adult spotters check the stunt mat, and the tabulator runs music. |
| 0:15-0:35 | Station round 1 | Teal at tumbling, Navy at stunts, Coral at jumps, Silver at motions and chant | Each judge stays at one station for all four rounds. Both adult spotters stay at the stunt mat. |
| 0:35-0:55 | Station round 2 | Teal at stunts, Navy at jumps, Coral at motions and chant, Silver at tumbling | Same stations. Groups move tumbling, stunts, jumps, motions, and back to tumbling. |
| 0:55-1:15 | Station round 3 | Teal at jumps, Navy at motions and chant, Coral at tumbling, Silver at stunts | Same stations. |
| 1:15-1:35 | Station round 4 | Teal at motions and chant, Navy at tumbling, Coral at stunts, Silver at jumps | Last round. Tumbling, stunts, and jumps now hold a score for all 40. |
| 1:35-1:55 | Water and routine review | Each group of 10 splits into two groups of five (Teal 1 and Teal 2, and so on) and runs the clinic cheer and dance twice. | Judges do not score the review. The stunt judge finishes the role forms, and the adult spotters reset the stunt mat as floor space. |
| 1:55-2:25 | Routine round | Eight groups of five perform the cheer, then the dance, then the dance again. About 3½ minutes a group. | All four judges score Dance/Motions and Spirit for every candidate in the group in front of them. |
| 2:25-2:30 | Grids in | All 40 leave | Each judge hands the tabulator one roster grid, plus the role forms from the stunt judge. Ranking starts after the candidates have gone. |
From Four Grids to a Callback List
The tabulator starts once the grids are in and the candidates have gone home. Expect the ranking that evening at the earliest, and post nothing until the staff has read it. For each candidate:
- Write the candidate number and the stunt position from the sign-in sheet.
- Copy tumbling, stunts, and jumps from the station judge's grid.
- Average the four judges' scores for dance/motions, spirit, and coachability.
- On those three rows, take each row's highest score minus its lowest. Enter every gap of 2 or more in the Gap column, marked M (dance/motions), S (spirit), or C (coachability), such as 2M or 3C.
- Multiply each row by your program's weights and add the six for the total (50 at most).
- Rank within the squad you're picking, or within each age and level group at an all-star gym.
Program weights used: _______________ Date: _______________
| No. | Position | Tumb. | Stunts | Jumps | Motions | Spirit | Coach. | Gap | Total | Rank | |
|---|---|---|---|---|---|---|---|---|---|---|---|
Take the compile sheet to a staff meeting before anything is posted. Any Gap of 2 or more on a shared row is talked through by the two judges who gave the high and the low score (a rule of thumb we use). A coachability gap may only show that four stations asked for four different corrections. Draw the cut line, then build the callback list: the candidates a few places either side of it, plus anyone whose spot depends on tumbling, stunts, or jumps, where only one judge scored. A second judge watches that row at callbacks.
Then read the roster as stunt groups. If the line leaves you with eight bases and two flyers, the next flyer below the line may help the team more than the last base above it. Equal totals go to the row your program weights 3. The next one or two names below the line become alternates, led by any who fill a missing position.
If your judges enter scores in Striveon, give each judge a round of their own. A round keeps one score per athlete for each skill, so four judges in one round would overwrite each other. Each released evaluation is stamped with the coach who released it.
Telling Candidates Their Results
Alternates and callback candidates need the most from you. Tell a callback candidate which row the second look is for, so they know what to warm up. Tell an alternate which position they're first in line for and the one habit that kept them below the line, such as counts that came late on the load. A candidate who missed out entirely gets one concrete thing to practice, such as a toe touch with straight knees in the air and feet together on the landing. Rows that came out low across the new roster make a good first month for your cheerleading practice plan.
How to Pass Cheer Tryouts
Share this section with candidates before tryout day. Most of a cheer tryout score is earned before it, and the rest of this section speaks to them directly: what the sheet above rewards, row by row, and how to get ready for each.
Before Tryouts: Preparation Tips
Practice the basics until they're automatic. Clean jumps and solid tumbling fundamentals score better than skills you're still learning. Work on flexibility daily, since splits and heel stretches take weeks to build. Go to tryouts with skills you land every time.
Build your endurance. Tryouts are physically demanding, and fatigue shows in your performance. If you're gasping after one tumbling pass, the routine round at the end will show it. Conditioning gives you the energy to smile and stay sharp when others are fading.
What the Score Sheet Rewards
- Tumbling you already land. A 3 means clean at the level, so a pass you land every time beats one you land half the time.
- Stunts: Count out loud, stay tight, and say clearly at sign-in which position you want.
- Jumps: Get up high, lock your knees, point your toes, and land quietly.
- Motions: Arms that lock exactly on the count. Every judge watches them in the routine round.
- Spirit: A face and a voice that reach the judges' table, at the chant and in the routine.
- Coachability: Each station gives you one correction. The next rep is what gets scored.
Common Mistakes to Avoid
Don't attempt skills you haven't mastered. A tuck you land on your knees scores below a clean back handspring. Judges notice when athletes reach beyond their ability, and they notice when fear shows in your face.
Don't forget your face. Facial expression and energy are part of your performance. Athletes who look bored or scared hurt their scores even when their skills are solid. Practice performing with real energy that reaches your eyes.
What Does 2.1 Mean in Cheer?
In All-Star cheerleading, "2.1" is a split-level format. The first number indicates the stunting level, and the second number indicates the tumbling level. So "2.1" means Level 2 stunts with Level 1 tumbling, allowing teams to perform more advanced building skills while keeping tumbling at a more accessible level. The USASF 2026-2027 age grid(opens in new tab) spells it out: the first number sets the rules for stunts, pyramids, and dismounts, and the second sets tumbling. USASF's Prep-tier divisions (a division name, unrelated to prep-level stunts) run 1.1, 2.1, 2.2, 3.1, and 3.2, and its Elite club divisions add a Senior 4.2.
What Level Should an 11-Year-Old Be In?
Age picks the division, and the division caps the level. In USASF's Elite club divisions for 2026-2027, Tiny runs Level 1 only, Mini Levels 1-2, Youth Levels 1-5, and Junior Levels 1-6. An athlete born in 2015 fits both the Youth range (born 2014-2019) and the Junior range (born 2011-2018). Within that cap, the skills decide. An 11-year-old with a standing back handspring and a round off back handspring series is tumbling at Level 2.
Tryout Scoring vs. Competition Scoring
A tryout sheet scores individuals for team selection. A competition score sheet scores a whole team's routine. Our cheerleading competition score sheet guide walks through formats like the United Scoring System(opens in new tab), where, as Cheer Theory describes the 2022-23 season, seven score sections each carry a difficulty score and an execution score.
What's Next?
Put This Into Practice
Athlete Evaluation and Assessment
Score tumbling, stunts, and jumps against your written rating levels, with each evaluation marked with the coach's name.
Evaluation Framework Setup Guide
Write the levels your judges score against and try them on a few real evaluations before tryout day, so your staff starts from the same written 3.
Athlete Development and Management
Rate athletes on shared criteria from tryouts on, keep each one's evaluations and goals together across the season, and build drills and season plans in the same place.
Keep Reading
Cheerleading Practice Plan
Free printable practice plans for 60 and 90 minute sessions. Covers tumbling, stunts, jumps, and dance blocks with drill library and age group guidelines.
Cheerleading Score Sheet
Competition score sheets for all star, varsity, and high school formats. Includes scoring rubric and deduction chart.
Dance Evaluation Form (Free Printable Template)
Free dance evaluation form scoring technique, musicality, and expression. A related performance sport with similar evaluation criteria.
Sources & References
- USASF: 2026-2027 Cheer Rules, effective June 1, 2026 (PDF)(opens in new tab)
- USASF: 2026-2027 Cheer Age Grid, early release (PDF)(opens in new tab)
- NFHS: Risk Minimization Focus of 2025-26 High School Spirit Rules Changes (PDF)(opens in new tab)
- Varsity Spirit: Cheerleading Tryouts Judging Sheet (PDF)(opens in new tab)
- Cheer Theory: The United Scoring Scoresheet Explained(opens in new tab)