SportsMaze

Skateboarding words · Intermediate

The words that make the commentary make sense. They build on the beginner words.

I · Intermediate · 35 words · Step 2 of 2

General terms

Minimum age

Set by birth year under a phased rule: 11 in 2025, 12 in 2026, 13 in 2027, and 14 from 2028 onward.

Competition formats

First wall rebate

An optional park rule: if a skater bails on the first trick of a run, they may restart the run straight away, within 30 seconds, and the clock is reset. The Head Judge confirms the bail was on the first trick.

Also called: first wall rebate
See also: Trick, Park, Bail, Head judge

The ruleHow does a park skateboarding contest work?

Golden run

An optional park format in which all skaters first do the set number of runs, then only the top five go on to one more run, in reverse order of ranking. It gives them a last chance to improve their round score.

Also called: top 5 final run
See also: Park

Runs plus tricks

A street format in which skaters do their runs and then take turns on single trick attempts. Round scores combine the best run with the best single trick. The three versions are 2/3/2 (two runs, three attempts, best trick), 3/3/2 (three runs, three attempts, best trick) and 2/5/3 (two runs, five attempts, best two tricks).

See also: Trick, Street

Seeding order

The start order in street and park. The qualifier goes in reverse reference ranking, and each later round in the reverse of the previous round's ranking, so the highest ranked skates last.

See also: Street, Park

Scoring terms

Tie-break

In run formats the second-highest run breaks a tie, then a vote of the judges. In runs-plus-tricks formats the best run breaks it, then the best single trick, then the judges' vote.

See also: Trick, Judges

Trick within time

A trick counts if it clearly began before the end horn. On flat ground the skater must have popped the tail or nose, and on a slope or transition all four wheels must be on it, before the horn. The Head Judge decides.

See also: Wheels, Trick, Head judge

Scoring refusal

In the 2/5/3 street format a skater may decline to be scored for a trick they have just done, by crossing both arms above their head within five seconds of landing. The trick scores zero and is marked TNS.

Also called: TNS, trick not scored
See also: Trick, Street

Variety

A run with a wider range of tricks, at the same or a higher level of difficulty, leaves a stronger overall impression and scores higher. More tricks do not by themselves mean a higher score.

See also: Judging criteria, Repetition

Use of the course

How a skater moves through the course and uses its key obstacles while keeping speed and composure. Harder, unusual and creative lines are rewarded.

Also called: use of course
See also: Judging criteria, Line

Consistency

Landing tricks throughout a run without falling off the board. Not using the full time of a run, or a run with flawed tricks or few substantial ones, counts as a lack of consistency and scores lower.

See also: Judging criteria, Bail

Flow

Linking the tricks of a run in a continuous and fluent way. In street, stepping off the board between tricks may be judged a lack of flow.

See also: Judging criteria, Line

Repetition

Repeating a trick, a part of a trick or the same obstacle within a run or jam session, which is penalised in proportion. In the 2/5/3 street format a trick already landed in a counted run, or a variation of it, scores lower if it is done again as a single trick attempt.

See also: Pure repetition, Runs plus tricks

Pure repetition

In the 2/3/2 and 3/3/2 street formats, a single trick attempt that repeats a trick from the skater's counted run on the same obstacle. It scores 0.00. The same trick with an added part or variation, or on a different obstacle, is not penalised.

See also: Repetition, Runs plus tricks

Obstacle selection

In single trick attempts, the size and other features of the obstacle chosen, which can raise or lower the difficulty of the trick done on it.

See also: Difficulty

Judging scale

Scores run from 0 to 100 with two decimal places and serve only to rank the skaters in a round. The same run can score differently in another round or event, because the scale is set to the field in that round. As a guide, 50.01 to 70.00 is a standard level, 80.01 to 90.00 expert and 90.01 to 100.00 master.

See also: Judges, Overall impression

Competition terms

Overall score

The result for a round. In the run format it is the best run. In the runs-plus-tricks formats it is the best run plus the best single trick (the best two in the 2/5/3 format).

See also: Trick

Progression

The ongoing development of new or more difficult tricks within the sport over time.

Am

A distinction between amateur and professional skaters, often tied to sponsorship rather than formal ranking.

Also called: pro status

Contest format

The specific rules and scoring structure used at a given competition, which can vary between events.

Head judge

The official with final authority on makes and bails, on whether a trick was within time, and on re-start and re-run requests. Published scores are final and not subject to appeal.

Also called: HJ
See also: Trick, Re-start and re-run

Start limit

After the course manager's signal an athlete has five seconds to start a run or trick attempt. The clock starts when the athlete puts both feet on the board. An athlete who intentionally delays may be marked DNS for that performance.

See also: Trick

Re-start and re-run

A restart continues a run from the moment of interruption, and a re-run starts it again. An athlete can ask for one if conditions change unexpectedly, technical problems stop a full performance, or a third party interferes. The Head Judge decides.

See also: Head judge

Irregular result marks

Codes for a result that is not a score: did not start (DNS), withdrawal (WDW), disqualified for a rules infringement (DSQ), and disqualified for bad behaviour (DQB). They rank at the bottom of the round, and DSQ and DQB athletes get no ranking points.

Also called: DNS, WDW, DSQ, DQB

Equipment failure

If equipment breaks during a performance the athlete may carry on with it, with the clock not stopped, or be given a replacement skateboard to finish.

See also: Skateboard

Trick terms

Heelflip

A trick similar to a kickflip but flipped using the heel rather than the toes.

See also: Trick, Kickflip

360 flip

A trick combining a full spin of the board with a kickflip rotation at the same time.

See also: Trick, Kickflip

Boardslide

A trick where the middle of the board slides along a rail or ledge.

See also: Trick

Nosegrind

A grind performed on the front truck of the board rather than the back.

See also: Grind

Tailgrind

A grind performed on the back truck of the board.

See also: Grind

Frontside

Describes which direction the skater's body rotates during a trick relative to the obstacle.

Also called: backside
See also: Trick

Terrain and setup terms

Vert ramp

A ramp with a section that curves all the way to vertical, allowing skaters to launch high into the air.

Quarter pipe

A ramp shaped like one side of a halfpipe, often used for practicing airs and grinds.

Bank ramp

A simple sloped ramp without a curved transition, used for building speed or launching tricks.

Gap

The space between two surfaces, such as stairs or ledges, that skaters jump across as part of a trick.

See also: Trick

All Skateboarding words