Skateboard Trick Nomenclature
This section is a WIP (work in progress). There are literally millions of possible trick variations and combinations. In order to distinguish them, a strict naming convention must be standardized. Below is one potential system for naming skateboard tricks without the use of nicknames which often makes classification ambiguous.
Prime Factorization ▾
Due to the incredibly large and complex trick space, a naming convention should be established in order to catalog and identify all possible trick variations.
One way to do this is to use a constructor method of identifying tricks. The idea behind this is similar to how prime factorization in number theory works.
A prime factorization is a way to represent any number as a product of prime numbers. Recall that prime numbers can only be divided by themselves and one. Every single number has a unique prime factorization.
Here is a brief table of prime factors
Number | Prime Factorization |
2 | 21 |
3 | 31 |
4 | 22 |
5 | 51 |
6 | 21 * 31 |
20 | 22 * 51 |
36 | 22 * 32 |
How Does This Apply to Skateboard Tricks?
Essentially, every skateboard trick can be broken down into component parts, or fundamental movements. What constitues a fundamental movement?
Though it may be open to interpretation, there seems to be an intuitive approach to this problem. Consider:
The Skateboarding Primes
Every standard flatground ("flip") trick can be uniquely described by the following movements:
Board flips about the X axis
Kickflip
Heelflip
Board rotates about the Z axis
BS Varial (or shuvit**)
FS Varial
Body rotates about the Z axis
BS Body Varial
FS Body Varial
Note: what about the Y axis? This is a special class of tricks that include the "Impossibble", but we will omit this for now for simplification/brevity sake. We will also omit the ability for our bodys to do backflips and frontflips for the same reason.
Consider these 6 motions as the "prime or fundamental movements". All (flatground/flip) tricks can be described as a unique combination of these movements. Below is a table of prime factorizations of some common skateboard tricks. Keep in mind that just as there can be multiple of the same prime number in a prime factorization for a given number, there can be multiple of the same prime movement, such as two kickflips or 3 board rotations (540 degrees). In this case, we use the terms "Double" or "Triple" or a degree of rotation to indicate. This usage of double or 360 is analougous to the use of an exponent where 22 just means (product of) two twos.
Trick | Prime Factorization | PF Simplified - w/ Conventions** |
Kickflip | Kickflip1 | Kickflip |
Varial Flip | Kickflip1 * BS Varial1 | BS Varial Kickflip |
Hard Flip | Kickflip1 * FS Varial1 | FS Varial Kickflip |
Trey Flip | Kickflip1 * BS Varial2 | BS 360 Varial Kickflip |
Lazer Flip | Heelfip1 * FS Varial2 | FS 360 Varial Heelflip |
FS Big Spin | FS Varial/Shuvit2 * FS Body Varial1 | FS 360 Shuvit** |
BS Gazzelle Double Flip | Kickflip2 * BS Varial3 * BS Body Varial2 | BS 540 Varial Double Kickflip BS 360 Body Varial |
BS 360 ** | BS Varial2 * BS Body Varial2 | BS 360 |
FS 180 Double Heelflip ** | Heelfip2 * FS Varial1 * FS Body Varial1 | FS 180 Double Heelflip |
Conventions**
When the board and body share the same rotation, we can omit the separation of a board and body varial and combine into a single term denoted by just the degree of rotation, i.e. "180", "360", "540", etc.
The order does not matter. A "Kickflip FS Varial" is equivalent to "FS Varial Kickflip". But we will stick with the convention that best matches current naming systems.
I use the term "varial" when a flip is involved and "shuvit" when no flip is involved simply to appease the masses.
Purpose
I hope that the advantage to using this naming convention is obvious. It allows us to "construct" tricks in a way to be sure we include all possible variations or combinations of movements. It also allows us to classify and cateogorize tricks if we want which is useful for filtering and other applications. It also allows us to better catalog tricks for machine learning procedures. Identifying parameters ahead of time for the ML model greatly simplifies the identification procedure. It's the difference between guided and unguided learning.
How Many Trick Combinations?
Consider this example:
Let's put a limit on the number of flips or rotations we can achieve. Say, no more than 2 kick/heel flips + no more than 3 board rotations + no more than 2 body rotations.
Total Combinations = (2*2 * 2*3 * 2*2) + (2*2 * 2*3) + (2*2 * 2*3) + (2*2 * 2*2) + 14 = 96 + 24 + 24 + 16 + 14 = 174
174 is a manageably small number of tricks. You might wonder if it was really necessary to do all this work, surely there are a few more animal names we can conjure to denote the more obscure variations?
But let's see what happens when we continue to build out the trick space...
Adding just one more possible movement whether it's an extra kickflip or rotation will grow our trick space exponentially. You may shrug them off as tricks that are so rare or improbable that "who cares?" is a perfectly valid response. But many tricks that were deemed out of reach are being done all over the world. 900 shuvits. 360 triple flips. Heelflip 540 Body Varial. Rare as they are, these tricks have been done and it is likely that more will be achieved in our lifetime. The goal of this database is to incorporate not just everything that's been done, but also COULD be done, even with a megaramp or if you're Jamie Griffin.
Beyond the Basic Flip Tricks
Starting with our modest set of 174 flatground flip tricks, we have learned that this list could grow exponentially when new fundamental movements are added. But the exponentiation doesn't end there, in fact it's just getting started...
Stance, Grinds/Slides, Manuals, Grabs, Freestyle and More...
Here's a quick exercise to fully grasp the breadth of our trick space:
Consider our starting set of 174 flatground tricks. Now consider that each version can be done from four different positions (Normal, Switch, Nollie, Fakie). This will multiple our trick space to 696.
Now let's consider the fundamental grinds/slides (all grinds and slides will simply be referred to as "grinds" from now on).
- 50-50
- 5-0
- Smith
- Feeble
- Suski
- Salad
- Nosegrind
- Crooked
- Overcrook
- Willy
- Overwilly
- Boardslide
- Lipslide
- Noseslide
- Tailslide
- Bluntslide
- Nose Bluntslide
Without getting overly complex and by ignoring certain tricks such as dark slides, casper slides, and primo slides, we can see that by including these grinds into the trick space, we now have 969*17 (flip/grind combo) + 17*4 (grind/position combos) + 969 (original flip tricks) new tricks available when we consider the grinds, positions and possible flip-in movements which equals a total of... 16,473 + 68 + 969 = 17,510. Oh and you can do each grind BS or FS. So double the previous value excluding the 969 and we get 32,946 + 136 + 969 = 34,051 tricks.
Okay, so far we have over 34,000 tricks available and we are still only considering a relatively small subset of tricks. We haven't even included grabs, manauls, or considered combos more than just 2 tricks. Think about how fast this number will grow once we add a possible flip-out. Now add the dozens of grabs into the mix. Include manuals. Include the ability to string 2 different grinds together...etc.
Continuing to tally the trick space starts to get a little more complex because there are certain tricks that are not possible. For example, you can not Nollie out of a 5-0 grind, or a manual, or any grind that solely rests on the back truck. The inverse is also true. So we have to be careful about mathematically including impossible tricks.
Anyway, the process continues to become more complex and I will refrain from further details here, but if you are genuinly interested in what I've done, and how I currently have a list of 45,000+ valid tricks using this naming system, I realize that there are actually MILLIONS or even HUNDREDS OF MILLIONS of reasonably possible trick combinations and variations and the best way to cover them all systematically is to use a constructor method. The particular constructor method I use is analagous to prime factorization, a method taken from Number Theory which "builds" composite numbers uniquely out of prime products.
Frontside/Backside Grinds ▾
The FS/BS designation of a grind or slide is determined by which side the obstacle (rail, ledge, box, etc) is on relative to the skater as they mount the obstacle (not necessarily as they approach it.
When a skater rotates 180° into a grind, the FS/BS designation of the grind is determined AFTER the skater's rotation.
This means that if a skater approaches an obstacle backside, and then does a 180 to land into a grind on the obstacle, they are now considered frontside which is consistent with their positioning on a ledge for non-rotating frontside grinds. Also, the skater is now considered "switch". The "switch" label is sometimes omitted from the trick name as it is implied.
Frontside/Backside Rotations ▾
The BS/FS designation of a rotational trick (180s and body varials) is determined by which way the skater is facing relative to which direction is considered FORWARD and not necessarily which direction the skater is moving.
This rule has the effect of reversing the "usual" rotation of a trick when in nollie stance.
Shuvits and board rotations follow the same rule for body rotations.
These tables apply to rotational tricks such as 180s and Pop-Shuvits
Normal | Fakie | Nollie | Switch | |
---|---|---|---|---|
FS | CCW | CCW | CCW | CW |
BS | CW | CW | CW | CCW |
Normal | Fakie | Nollie | Switch | |
---|---|---|---|---|
FS | CW | CW | CW | CCW |
BS | CCW | CCW | CCW | CW |
CW = Clockwise
CCW = Counter Clockwise
Rotations + Grinds ▾
When a rider rotates their body 180° into a grind, they are now determined to be in the switch stance, The BS/FS designation of the grind is determined by the position of the skater AFTER their rotation.
Following a 180 or 540 rotation, the term "switch" is usually not specified (but can be) as it is implied by the skater's stance and rotation.
Example: A "180 FS 50-50" is equivalent to a "180 Switch FS 50-50".
"FS 180 BS 5-0" = "FS 180 Switch BS 5-0"
Rotations + Slides ▾
Rotations include shuvit/varial tricks, body varials, and board + body rotations such as 180s and 360s.
Normally, rotations are measured every 180 degrees. However, when a rotation is performed into a trick which requires the board to be perpendicular to the obstacle such as all slide tricks (board, lip, nose, tail, and blunt), the appropriate rotation requires an additional (one time) 90 degree turn. Since a minimum of a 90 degree rotation is required for any slide trick, the 90 degree rotation is omitted from the trick name. The next rotation value occurs at regular intervals of 180 AFTER the initial 90 degree rotation which include 270, then 450 (not to be confused with 540), and then 630.
There are no such tricks as a '180 boardslide' or a '360 flip tailslide'. Instead it would be '270 boardslide' and a '270 (or 450) flip tailside' depending on the rotation.
This brings up the use of "big spin" in or out of slide tricks where a flatground big spin is defined as being a 360 board varial with 180 body varial in the same direction. Traditionally, a slide with a 270 board varial and 90 degree body varial has been to referred to as a "big spin". If we accept that a big spin can be defined as a 270 + 90 degree rotation for slides, then we must accept that a shuvit or body varial can be executed at 90 degrees for slides, though we omit the 90 degree board + body rotation since it is implied initially for all slides unless instead the body and board do not share the same rotation or exceeds 90 degrees, then additional verbiage is required to further describe the trick.
- When performing slides ('parallel grinds'), a maximum of 90° of rotation is assumed and is not added to any additional rotations, whether with board or body. For example, a "FS 180 BS Boardslide" will require the skater to rotate more than 180° where the "back" trucks (which then become the front as rider lands switch) go over the obstacle and continue rotating until perpendicular. This trick is often mislabeled as a "360 Boardslide", but that would actually require the skater to rotate between 360° and 450°.
- When a rider's body rotates 180°, the designated "front" and "back" trucks reverse and the rider is assumed to land into "switch" position. Specifying switch in this case even if going into a new trick such as a manual or grind is redundant. The rider is NOT in fakie.
- The BS or FS designation to the slide is determined by the initial approach and not by the skater's position after a rotational trick is performed. For example, when a rider approaches a rail towards their back to perform a BS 50-50, they may FS 180 which would then cause them to be facing the rail, FS, however because the initial appraoch was BS, the 50-50 is still designated as a BS 50-50.
- Lipslides are historically defined as a "boardslide where your back trucks go over the rail", however it is actually just a shorthand for the more semantically correct term of some variation of a 180 Boardslide. For example, a standard "FS Lipslide" can be described as a "FS 180 FS Boardslide". A "BS Lipslide" can be described as a "BS 180 BS Boardslide"
- Notice that a rider performing a "FS 180 FS Boardslide" or "BS 180 BS Boardslide" (or lipslide) does not have to rotate a full 180° since they are turning "away" from the rail where they otherwise would have to turn no more than 90° as mentioned in item 1. Conversely, when performing a "FS 180 BS Boardslide" or "BS 180 FS Boardslide" the skater must rotation MORE than 180° but less than 270°.
- These points apply equally to noseslides and tailslides.
- Specifying landing into "switch" or "fakie" even if connecting into another trick is considered redundant. To keep subsequent manuever nomenclature accurate, the rider is said to be in "switch" after a 180 spin rather than "fakie" so as to assign the "back" and "front" its logical designation.
- Explicitly declaring "Fakie" when landing after a "parallel dismount" (such as from a tailslide or if on a lip from axle stall) is necessary in order to specify the direction of dismount.
Fakie + Grinds & Manuals▾
To do a Fakie Grind or Fakie Manual, the skater must ride and/or ollie into the grind/manual from a fakie stance.
For example, if the skater does a fakie ollie into a fakie 5-0, the grind is equivalent to a switch nosegrind but is not called a switch nosegrind.
Similarly, if a skater approaches normal (not fakie) and does a 180 into a switch nosegrind, it is NOT called a fakie 5-0.
Fakie + Body Rotations + Grind/Manual▾
If a skater approaches an obstacle fakie and they rotate their body 180°, they are now assumed to be in a 'normal' stance and any tricks completed after do NOT have the 'switch' or 'fakie' designation.
Shorthand Names▾
Many tricks have shorthand names. Some examples include "Trey flip", "Hardflip", "Inward Heel", and "Half Cab". The technical names for each of these tricks respectively are "BS 360 Varial Kickflip", "FS 180 Varial Kickflip", "BS 180 Varial Heelflip", and "Fakie Backside 180".
Late Flips▾
A late flip is defined as any (flip) trick performed under either one of the following conditions:
- When a flip trick is initiated after the completion of a prior flip trick before the skater has landed or mounted a new obstacle.
- When a flip trick is initiated after the skater has reached "peak" height and is considered to be in descent.
Under Flips▾
An under flip is any flip variation which is initiated by the skater's foot from under the board. These are often (but not always) done as or in conjunction with a late flip.
Pressure Flips▾
I don't like pressure flips
Early Grabs▾
An early grab is when the skater initiates the grab position before ollieing or launching from/onto an obstacle.
An early grab can be done with a hop or no hop but generally requires that the skater is airborn at least briefly with the initial grab.