Skateboarding words · Intermediate
The words that make the commentary make sense. They build on the beginner words.
I · Intermediate · 35 words · Step 2 of 2General 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
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).
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.
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.
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.
360 flip
A trick combining a full spin of the board with a kickflip rotation at the same time.
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