Quick answer: pick any combination of levels or divisions below to compare what's typically permitted in stunts, tumbling, and jumps and motions - a quicker way to see how the level system progresses than reading each page in turn.
| Category | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 | Novice | Prep | Elite | Non-Tumble |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Stunts | Two-leg stunts up to prep level; single-leg only at waist level (or braced at prep). No inversions, release moves or tosses. | Prep-level single-leg stunts (e.g. a liberty), two-leg extensions, up to ½ twist. Straight-ride tosses only. No release moves. | Extended single-leg stunts, up to 1 twist into two-leg stunts, first release moves, inversions at prep level. Tosses with 1 trick. | Up to 1½ twists into two-leg stunts, extended inversions, release moves landing at extended. Tosses with 2 tricks (e.g. kick full). | Up to 2 twists into two-leg stunts, extended-to-extended release moves. Tosses with up to 3 tricks and 2½ twists. | Up to 2¼ twists in stunts; rewinds with 1 flip (not Junior 6). Tosses up to 2½ twists. | Free-flipping transitions, flipping tosses, flyovers, coed-style tosses to a new base, 2½-high pyramids. | Level rules plus extra limits (e.g. Novice Level 1: no single-leg stunts above waist level). No tosses. | Same rules as the team's level, but no tosses. Not the 'prep' stunt position. | The standard All Star track - follows the normal rules for each level, Level 1 to 7. | Same stunt, pyramid and toss rules as the team's level. |
| Tumbling | Skills that stay in contact with the floor: rolls, cartwheels, roundoffs, walkovers, handstands. No handsprings or flips. | A single standing back handspring; running handspring series (e.g. roundoff back handspring). No flips. | Running back tuck (e.g. roundoff back handspring tuck), aerial cartwheels. Standing back handspring series - no standing flips. | Any single non-twisting flip: running layouts and whips, standing tucks. No twisting. | Running: up to 1 flip and 1 twist (e.g. a full). Standing: non-twisting flips only. | Running and standing: up to 1 flip and 2 twists (e.g. double full, standing full). | Same as Level 6: up to 1 flip and 2 twists, running and standing. | May follow the level rules, but not rated or required. | Same rules as the team's level. | Follows the normal rules for the team's level. | No tumbling - rolls, handstands, cartwheels and roundoffs only within stunts or formation changes. |
| Jumps, Motions & Format | Not restricted by level - focus on clean basic jumps and sharp motions. | Not restricted by level - cleaner technique expected. | Not restricted by level - cleaner, more consistent combinations expected. | Not restricted by level - more difficult, consistent jump sequences. | Not restricted by level - rising jump difficulty. | Not restricted by level - highly consistent technique expected. | Not restricted by level - extremely consistent execution expected. | Teams are rated (Outstanding/Excellent/Superior), not ranked. Routines up to 1:30. | Routines up to 2:00, compared with 2:30 for Elite. | Routines up to 2:30. Not a tier above Level 7. | Same expectations as tumbling divisions. Offered up to Level 7 at Worlds. |
Select at least one level or division above to compare.
What This Table Is Based On
These summaries follow the USASF All Star Cheer Rules for 2026–27, which most US All Star programs use and which closely match the IASF rules used in many other countries. They're shortened to fit a table: each skill also comes with conditions (spotters, catchers, what can come before or after it) that are only in the official rules. See each level's own page for more detail, and always confirm current rules with your team's governing body and event before assuming a skill is or isn't allowed.
Checked against: USASF All Star Cheer Rules and Cheer Age Grid, 2026–27 (updated 18 May 2026) on 15 October 2026