Athletics words · Intermediate
The words that make the commentary make sense. They build on the beginner words.
I · Intermediate · 26 words · Step 2 of 2Road events and race walking
Yellow paddle
A warning from a race walking judge who is not fully satisfied that an athlete is walking legally. Where possible it is shown before a red card, so the athlete can correct their technique.
See also: Race walking, Red card
Red card
A race walking judge's written report that an athlete has broken the walking rule. Three red cards from three different judges disqualify the walker, who is then shown a red paddle.
See also: Race walking
Penalty zone
A marked area where a race walker can be made to stop for a set time as a penalty. It is used only where the competition's rules provide for it.
Jumping events
Pass
In the high jump and pole vault, an athlete may skip a height and wait for a higher bar. A passed trial is shown as a dash in the results.
See also: High jump, Pole vault, Trial
Countback
How ties are broken in the high jump and pole vault. The athlete with fewer jumps at the last height cleared ranks higher, then the athlete with fewer failures in total up to and including that height. A tie for first place is settled by a jump-off.
Also called: tie-break
See also: High jump, Pole vault, Jump-off
Jump-off
An extra round of jumps to decide a tie for first place.
Throwing events
Combined events
Scoring tables
In a combined event, each performance is converted into points using a scoring table, and the athlete with the most points overall wins. The same tables are used for each event.
Officiating and results
Results abbreviations
Short codes in start lists and results: DNS for did not start, DNF for did not finish, DQ for disqualified and NM for no valid trial recorded. In the high jump and pole vault, O is a valid trial, X a failed trial and a dash a passed one.
See also: High jump, Pole vault, Trial
Competition terms
Diamond League
An annual series of one-day meetings in several countries, run by World Athletics, that brings together the top athletes in each event. The format changes from season to season.
Seeding
Placing athletes into heats based on performance rankings to keep strong competitors from meeting too early.
See also: Meet
Lane draw
The process of assigning runners to specific lanes before a race.
Automatic qualifier
An athlete who advances to the next round by finishing high enough in their heat, not on time.
See also: Heat
Indoor athletics
Athletics held in an arena on a 200m track, with shorter sprints such as the 60m.
See also: Track
Running technique
Split time
The time recorded at a specific distance point during a longer race, used to judge pacing.
Negative split
Running the second half of a race faster than the first half, generally seen as an efficient pacing strategy.
Kick
A sudden burst of speed near the end of a distance race.
Drive phase
The early acceleration portion of a sprint, right after leaving the starting blocks.
See also: Sprint, Starting blocks
Reaction time
The time between the starting gun and a sprinter's first push on the blocks, measured electronically. Where a World Athletics start information system is used, a reaction time of less than 0.100 second is treated as a possible false start.
See also: False start
Pacer
A runner who sets a fast early pace in a distance race, often not intending to finish competitively themselves.
Also called: rabbit
Field event technique
Fosbury flop
The modern high jump technique where the athlete goes over the bar backward, now used by nearly all elite jumpers.
See also: High jump
Approach run
The measured run up athletes use before jumping or vaulting, kept consistent for timing and rhythm.
Glide technique
An older shot put style involving a low sideways slide across the circle before releasing the ball.
See also: Shot put
Rotational technique
A shot put or discus style using a spin across the circle to build speed before release.
Plant
The moment the vaulter places the pole into the box at the start of their jump.
Sector line
The angled boundary lines that mark where a throw must land to count as valid.