Sport glossary

The DOMISPORTS glossary explains 308 terms from kitesurfing, surfing, bouldering, martial arts, fitness and more.

1RM (One-Repetition Maximum) (Rule)
The maximum weight you can move for exactly one clean repetition. The reference value behind almost every training plan.
50-50 (Movement)
The entry trick on boxes and rails: straight across, board flat, weight centred. The boardslide grows out of it later — a 90-degree turn across the feature.
Ace (Slang)
A throw from the tee straight into the basket — a hole in one. The single biggest moment a round can produce, and the loudest word on any course.
Ace & Double Fault (Rule)
An ace is a serve your opponent never even touches — instant point. A double fault is two missed serves in a row: the point goes to your opponent without them hitting a ball.
Age-Grouper (Slang)
Anyone racing outside the elite field, scored within their age category. Age-groupers almost always race under different bike rules than the elites you see on TV.
Alignment Stick (Cheat code)
A thin rod — two old clubs do the same job — laid on the ground to check your target line against your foot line. The fastest cure there is for crooked shots.
Anchor Point (Movement)
The point on your face your drawing hand returns to at every full draw — usually the corner of the mouth. Without an identical anchor, every arrow lands somewhere else.
Arch (Movement)
The base position of stable belly flight: hips forward, chest to earth, head up, arms and legs slightly spread. It stabilises you without you balancing at all.
Arm Pump (Slang)
When your forearms turn rock hard on a descent and your fingers can no longer modulate the brake lever. Not a strength problem but constant tension without recovery.
Arrow Spine (Equipment)
The stiffness rating of an arrow shaft — a smaller number means stiffer. It has to match your draw weight and draw length, not your bow model.
ATG (Squat Depth) (Movement)
'Ass to grass' — the deepest possible squat. In practice what counts is hips below knee height without the pelvis tucking.
Attack Position (Movement)
The standing base stance: pedals level, knees and elbows bent, hips centred over the bottom bracket, eyes far ahead. Arms and legs become your second suspension.
Avalanche Safety Set (Transceiver, Probe, Shovel) (Equipment)
Avalanche transceiver, probe and shovel — the three parts of companion rescue. None works alone, and the transceiver goes under your jacket, never in your pack.
Back Tension (Movement)
Drawing the bow from your scapula and back rather than your biceps. EMG comparisons are clear: elite archers work through the posterior deltoid and mid trapezius, beginners through the arm flexors.
Backstroke Flags (Equipment)
The line of pennants five metres out from each wall. Swimming backstroke it is your only early-warning system: from the flags on, you count strokes to the wall.
Bail & Slam (Slang)
A bail is the deliberate abort: you step off before the trick goes wrong. A slam is the uncontrolled crash you failed to bail out of in time.
Bandeja (Movement)
Padel's controlled, flat overhead. You do not play it to win the point but to hold your position at the net when a lob drops too deep for a safe smash.
Bandha (Lock) (Movement)
Literally "lock": a light, targeted engagement that stabilises the torso. The best known one is mula bandha at the pelvic floor.
Banking (Movement)
The banked turn of a velodrome: 42–45 degrees on a 250-metre track, around 32 on a 333-metre one. Too little speed is the danger there, not too much.
Bar Pressure (Equipment)
The resistance you feel at the bar — your primary feedback on where the kite sits and how much power it's pulling.
Bascule (Movement)
The rounded arc a horse makes over a fence, lifting back and neck instead of going across flat and stiff. It only happens with a free poll.
Berm (Movement)
A built, banked corner. In a berm the pedals stay level and you pump into the wall — only flat corners without banking call for a dropped outside foot.
Beta (Slang)
The solution to a boulder or route — which holds, which sequence, which body position.
Birdie & Bogey (Rule)
Score names relative to a hole's par: a birdie is one under par, a bogey one over, an eagle two under. Golf almost never states a score in absolute strokes.
Blank Bale Shooting (Cheat code)
Shooting into a bare butt at close range with no target face. The scoring pressure disappears and only the shot sequence is left — anchor, back tension, follow-through.
Blasting (Slang)
Scene slang for fast straight-line riding on the plane: long reaches back and forth, with no tricks and no waves involved. The freeride sweet spot for it sits at 15 to 22 knots.
Block (Table Tennis) (Movement)
The cheapest answer to a topspin: hold a slightly closed bat in front of the ball just after the bounce and use its pace instead of adding your own.
Block at the Net (Movement)
The defence right at the tape: one to three players jump with arms extended over it. Yet a direct block point lands on only about 10% of attacks.
BMR & TDEE (Rule)
BMR is your basal metabolic rate at complete rest; TDEE is total daily expenditure including everyday movement and training. Nutrition targets always work off TDEE.
Board Volume (Litres) (Equipment)
A board's volume in litres — the most meaningful number when buying, because it drives buoyancy and therefore how many waves you catch.
Body Position in the Water (Movement)
How flat and horizontal you lie in the water. Good body position saves more energy than any improvement to your arm stroke.
Bottom Turn (Movement)
The first turn at the bottom of the wave after the take-off. It sets the speed and line for everything that follows.
Braced Lead Leg (Movement)
The hard, almost straight plant of your front leg on a run-up throw. It brakes you abruptly and converts the energy of the approach into torso rotation.
Braking Point (Cheat code)
Finish braking before you turn in. Measurements show this is what separates novices from skilled riders: short, sharp braking instead of dragging through the corner.
Break (Green Reading) (Movement)
The sideways curve a putt takes because the green slopes. You therefore aim at a point beside the hole rather than at it, and let gravity do the rest.
Break-off (Rule)
The planned separation of a freefall group before deployment. The accepted minimum is 1,500 ft above the highest planned opening altitude, and 2,000 ft from six jumpers up.
Brick Training (Movement)
A ride followed immediately by a run, with no real break in between. Without bricks you run 10–15% slower than an open run; with regular bricks, only 1–5%.
Bunny Hop (Movement)
Jumping both wheels while rolling, with no ramp and no ledge. Not one simultaneous heave but two beats: front wheel up first, then drag the rear one after it.
Buoyancy Control (Movement)
The state of hovering in the water without sinking or rising. You set it coarsely with the BCD and fine-tune it purely through lung volume.
Burble (Slang)
The turbulent wake of a jumper. Drift into it and you lose drag and control in an instant — 'you were in my burble' is never a compliment.
Cadence (Movement)
Steps per minute when running, or pedal revolutions when cycling. For most runners, 170–180 steps per minute sits in the sweet spot.
Camber Inducer (Equipment)
A plastic spacer that presses the sail's luff profile firmly onto the mast and holds its shape regardless of wind pressure. Race sails usually run four, at roughly 5 to 9.5 square metres.
Carbohydrate Rate (Grams per Hour) (Cheat code)
How many grams of carbohydrate you take in per hour. Over middle and long distance 60–90 g is the target — from a single sugar source only about 60 g is usable.
Carving (Movement)
Turning on the edge without sideways slip — the ski or board carves a clean line into the snow.
Catch (Movement)
The moment the blade enters the water at the front. It determines most of the drive in the stroke.
Chaturanga (Movement)
The low, half-height plank that runs through every flow: elbows tight to the body, stop at 90 degrees, shoulders never sinking below the elbows.
Check-Away Movement (Movement)
Two or three steps one way to take the defender with you, then an explosive change into the other. The counter-movement is what turns standing around into getting free.
Chicken Loop (Equipment)
The loop at the bottom of the bar that hooks into your harness and transfers the kite's pull to your hips.
Clearing the Ball (3x3) (Rule)
When the defending team wins the ball — by rebound, steal or block — it must take it back beyond the two-point arc before it may score. Otherwise the basket does not count.
Clicker (Equipment)
A sprung metal blade on the riser that the arrow slides out from under as you draw. Hit exactly your draw length and it snaps audibly — that click is your cue to release.
Climbing Skin (Equipment)
The strip under a ski or splitboard whose hairs grip when you slide back and lie flat when you glide forward. Mohair/nylon blends (often 70:30) are the standard.
Clinch (Movement)
Close body contact where ranged strikes stop working. A defensive tool in boxing, an entire discipline in Muay Thai.
Closeout (Movement)
The controlled run-out at a player ready to shoot: cover the last few metres with short, chopped steps, one hand high, centre of gravity low.
Committed (Slang)
The word for having fully decided before a move. A half-hearted yes in mid-air is more dangerous than the jump itself.
Committing the Defender (Cheat code)
Draw a defender onto you first, then pass. Releasing the ball too early in an overload just hands the problem on — the defence never had to open up.
Continental Grip (Movement)
The universal grip for serve, volley and slice: index knuckle on bevel 2, held like a hammer. In padel it is the only grip you really need.
Core Tension (Movement)
Active stabilisation of abdomen, back and pelvis — the bridge that lets force travel between legs and arms at all.
Cover Shadow (Movement)
The space directly behind an opponent, where the player on the ball simply cannot reach you. It travels with the defender — standing 'free' counts for nothing there.
Cow Sense (Slang)
Barn shorthand for a horse's ability to anticipate a cow's next move: it reads ears, head carriage and weight shifts, and reacts before you do.
Cross Step (Impulse Step) (Movement)
The penultimate step of the javelin approach: flat and fast forward, torso deliberately leaning back. It carries run-up momentum into the throwing position.
Cross-Court & Down the Line (Cheat code)
Cross-court means diagonal, down the line means straight along the sideline. The net sits at 91.4 cm in the middle — around 15 cm lower than at the posts — and the diagonal is a good metre longer.
Crossover (Movement)
A cornering technique crossing the outside leg over the inside one — letting you hold or even build speed through a turn.
Crux (Slang)
The hardest section of a route or boulder — it usually determines the whole grade.
Cuban Motion (Movement)
The circling hip action of Latin dance. It doesn't come from swinging the hip, but from alternately bending and straightening the knees – the hip merely follows.
Cut Serve (Movement)
A serve that veers off sideways after hitting the net instead of coming straight back. Its weapon is deception, not power.
Cutoff (Time Limit) (Rule)
Fixed time limits at checkpoints and at the finish, at which you are taken out of the race. Over long distance they usually sit at roughly 2:20 h for the swim and 17 h overall.
Cypher (Slang)
The circle that forms when breakers come together: one person goes to the middle, dances a round, steps back. Practice room, stage and battle in one.
D-Score & E-Score (Rule)
A gymnastics score has two halves: the D-score counts difficulty, while the E-score starts at 10.0 and loses points for every execution error.
Damper Setting (Erg) (Cheat code)
The lever on the erg flywheel, usually 1 to 10. It only regulates airflow — a gearbox, not a throttle. For getting started: setting 3–5.
Deep Edge (Cheat code)
Leaning visibly into the curve instead of staying nearly upright. Edge depth and flow are explicitly rewarded under the placement criterion — this is not a matter of taste.
Deload (Cheat code)
A deliberately lighter week with volume or intensity clearly reduced, so adaptation can catch up.
Depower (Equipment)
Reducing the kite's power by shortening its angle of attack — the central safety feature of modern kites.
Diagonal Stride (Movement)
The base technique of the classic track: push off from the kick zone, then glide on one ski. Arm and leg work diagonally — right leg forward, left arm forward.
Dink (Movement)
A soft, short ball that drops just over the net into your opponent's kitchen. It gives them nothing to attack — push it rather than hit it.
Dip (Movement)
The synchronised leg pre-load of bases and flyer right before a stunt goes up — the real engine of every lift, like the dip before a jump.
Dirt Dive (Cheat code)
Walking the whole jump through on the ground beforehand — exit, formation, break-off — with real sightlines and real grips. Jumps get planned on the ground, not invented in the air.
Dismount (Cradle & Pop-off) (Movement)
The controlled end of a stunt. In a cradle the bases catch the flyer in their arms; in a pop-off the flyer lands on their own feet.
Dismount & Remount (Movement)
Stepping off and back on while moving at an obstacle. The movement is identical at any speed — so drill it slowly until it's automatic, and only then add pace.
Dismount & Sticking the Landing (Movement)
The final move of a routine and its most delicate moment: landing loads you with 7.1 to 15.8 times body weight, and every step afterwards costs execution points.
Distance (Strides Between Fences) (Rule)
The gap between two fences, measured in canter strides: three strides is roughly 14–15 m, four 17.5–18.5 m, five 21–22 m, six 24.5–25.5 m.
Divot (Rule)
The strip of turf your iron lifts out of the fairway on a strike. Replacing it, or filling the scar with sand, is the core piece of course-care etiquette.
DOMS (Delayed Onset Muscle Soreness) (Cheat code)
Delayed muscle soreness 12–72 hours after unfamiliar load. Not a measure of training quality.
Double Dribble (Rule)
You dribble, catch the ball — and start dribbling again. That is illegal: once you catch it you have three steps and three seconds to pass or shoot, or the other team gets a free throw.
Double Poling (Cheat code)
Propulsion from both poles at once, with no leg kick. It needs no kick zone and, up to roughly an 8–10% grade, is often at least as fast as the diagonal stride.
Double-Arm Swing (Cheat code)
Throwing both arms back and up on take-off instead of taking just one along. In young female volleyball players the arm swing raised jump height by roughly 15–19%.
Downturn (Climbing Shoe) (Equipment)
The downward-curved shape of aggressive climbing shoes, concentrating pressure on the toe.
Draft Zone (Non-Drafting) (Rule)
The minimum gap to the rider ahead on the bike leg of a non-drafting race. Under World Triathlon rules it is 12 metres, and an overtake must be completed within 25 seconds.
Drafting (Cheat code)
Riding, running or swimming close behind another athlete to cut air or water resistance — on a bike, up to roughly 30% energy saved.
Drishti (Gaze Point) (Cheat code)
A deliberately chosen, motionless point where your eyes rest during a pose. Vision is one of your strongest balance sensors – fix it and the wobble settles.
Drop Test (Net Tension) (Cheat code)
The official pre-game tension check: a ball dropped from 1.5 m has to rebound around 50 cm. Two minutes that save the whole session.
Drop-In (Rule)
In surfing, the right-of-way violation of taking off on a wave someone is already riding. In skateboarding, dropping into a ramp from the coping.
Duck Dive (Movement)
Pushing your board under a breaking wave to pass beneath it instead of being thrown back.
Duck Stance (Equipment)
Binding angles with both feet turned outward. The park standard starts at +15°/−15°, which opens the hips evenly and makes riding switch workable at all.
Durometer (Wheel Hardness) (Equipment)
Wheel hardness on the A scale, e.g. 84A. Higher means harder, faster and louder; lower means softer and grippier.
Dyno (Movement)
A dynamic jump on the wall where all four points of contact briefly leave the rock.
Edge (Slang)
The word every yin class uses: the point where you feel tension but can still breathe calmly – roughly 30 to 70 percent of your maximum depth.
Edge Change (Movement)
Switching from heel edge to toe edge or back — the moment where most snowboard crashes happen.
Even Pacing (Cheat code)
Holding your output steady across the whole course profile instead of pushing on climbs. In Ironman World Championship data, low heart-rate variation was the strongest marker of success.
Eye Line (Cheat code)
Look where you want to ride, not at the neck: shoulders, pelvis and weight follow your eyes automatically — your seat corrects itself without you doing a thing.
Feather vs. Nylon Shuttle (Equipment)
The two shuttle types. Nylon is tough, cheap and predictable; feather flies finer and more precisely but barely survives a beginner's hitting.
Feathering (Movement)
The 90-degree rotation of the blade around its own axis so it travels flat over the water between strokes instead of edge-on. Order: extract, feather, hands away.
Fencing Mask (Equipment)
The head protection you never hold a blade without. Under FIE homologation the bib withstands 1600 newtons and the mesh 1000 newtons.
Fixed Gear (Rule)
The sprocket is bolted solid to the hub: no freewheel, no brakes. You slow down purely by pushing back against the pedals — on the track that's the rulebook, not a style choice.
Flare (Movement)
Pulling both steering lines evenly just above the ground: the angle of attack rises, sink rate and forward speed drop — the approach turns into a landing.
Flash, Onsight & Redpoint (Rule)
The three ascent styles: onsight first try with no prior information, flash first try with beta, redpoint after practice.
Flight (Playing Group) (Slang)
The group you play a round with. In German golf this one word carries everything: tee time, pace of play, etiquette — and your most reliable practice partner.
Flying Mount (Cheat code)
Jumping onto an already rolling bike with your shoes waiting in the pedals. Executed cleanly it saves 15–30 seconds — the flying dismount, by contrast, only 2–3.
Flying Substitution (Rule)
Substituting without stopping play, as often as you like — but only through your own 4.5-metre-wide substitution zone. Step on too early and you get two minutes.
Fontainebleau Scale (Fb) (Rule)
The bouldering grade scale common in Europe: from 3 through 6A up to 9A today, with A, B and C sub-steps.
Footstrike (Movement)
How and where your foot lands when running — heel, midfoot or forefoot. What matters more is where it lands relative to your body.
Fosbury Flop (Movement)
Today's high jump technique: you cross the bar on your back while your centre of mass can pass underneath it. Dick Fosbury took Olympic gold with it in 1968.
Foul Trouble (Slang)
The state of having collected so many personal fouls that your coach benches you as a precaution. Under FIBA rules your fifth personal foul ends your night.
Frenzel Manoeuvre (Movement)
Equalising with the base of your tongue instead of your lungs: you drive the small pocket of air in your mouth towards the middle ear. Reliable to 25–30 metres, and beyond with training.
Front Wing (Equipment)
The big front wing of the foil — it makes the lift. For beginners, around 1,500 cm² on a surf foil and 1,100 to 1,700 cm² on a windfoil: more area forgives more.
Front-pointing (Movement)
The steep-ice footwork: from roughly 45 degrees upwards you kick the two front points in once, precisely, then leave that foot alone. On easier ground, flat-footing saves your calves.
FTP (Functional Threshold Power) (Rule)
The wattage you can hold for roughly an hour. Every training zone derives from it — estimated as 95% of your 20-minute average power.
FTP (Functional Threshold Power) (Rule)
The power in watts you can hold on the bike for roughly an hour. Over middle distance the target sits at around 70–78% of FTP as normalized power.
Gaze Anchor (Torso, Not Blade) (Cheat code)
Anchor your eyes on the torso and weapon hand instead of the blade. In one study experts dwelled on the blade only about 1% of the time, beginners over twice as long.
Gearing & Gear Inches (Equipment)
The ratio of chainring to sprocket, made comparable in gear inches: around 80 moves you a good 6 metres per pedal revolution, 123 almost 10.
GIRD (Internal Rotation Deficit) (Cheat code)
Your throwing shoulder loses internal rotation compared with the other side. The working convention is: keep the side-to-side difference under roughly 20 degrees.
Golden Point (Rule)
At 40-40 padel has no advantage game like tennis — one single point decides it on the spot. That is why padel games swing faster than tennis ones.
Goofy & Regular (Slang)
Your stance on the board: regular rides left foot forward, goofy right foot forward. Neither is better.
Grind & Slide (Movement)
In a grind the trucks — the metal axles — slide along the edge; in a slide it is the underside of the deck. The 50-50, both trucks on the ledge, is the entry point.
Grip height (Cheat code)
How high you grip the pole — the dial that follows your approach speed, never the other way round. About 7.6 cm more grip height feels like a 2.3 kg softer pole.
Grip Styles (Overlap, Interlock, Ten-Finger) (Movement)
The three ways your hands connect on the club: overlap (little finger resting on top), interlock (fingers hooked together) and the ten-finger or baseball grip.
Ground Feel (Equipment)
How directly you feel the ground through your sole. Thin, flat rubber soles give you plenty of it; cushioning trades feedback for protection.
Ground Force & Horizontal Force (Movement)
Speed comes from force into the ground, not from faster legs: top sprinters push down and back with more than 2.5 times their body weight.
Guard (Movement)
The basic hand position protecting chin and body. Its height and width determine which punches get through at all.
Guideline (Equipment)
The continuous line from the cave entrance to your turn point — your way back when visibility is gone. Line arrows always point to the nearest exit.
Gun (Big-Wave Board) (Equipment)
The narrow, pin-nosed specialist board for big waves, usually 2.30 to 3 metres long. Built to paddle in early at high wave speed, not to manoeuvre.
Gymnast's Wrist (Cheat code)
Load-dependent wrist pain from repetitive weight-bearing. Point prevalence among adolescent gymnasts sits at 88 percent — this is not a fringe problem.
Half-Halt (Movement)
A brief, coordinated impulse from seat, leg and rein that rebalances the horse before a new demand — and is ended immediately by yielding.
Half-Space (Movement)
The two vertical corridors between wing and centre. Coaches split the pitch into five such lanes — the half-space is the one nobody feels responsible for.
Hand Sling (Madison Change) (Movement)
The changeover in a two-rider team: your resting partner grabs your hand and slings you back up to race pace with arm and body swing.
Handle (Slang)
The grip at the end of the tow rope — German riders simply call it the “dumbbell”. It belongs calmly at hip height, with your arms staying long.
Hawaiian Scale (Rule)
The Hawaiian way of calling wave size: the number describes the back of the wave, roughly half the real face. Multiply the Hawaiian number by two to get an approximate face height.
Head-Heaviness & Moment of Inertia (MOI) (Equipment)
How much mass sits in the racket head, measured as moment of inertia (MOI). Add 5 kg·cm² and the head runs about 0.7 m/s slower — yet shuttle speed comes out the same.
Heel Brake (Equipment)
The brake pad at the heel of a recreational skate — the most effective and gentlest brake for beginners.
Heel Hook (Movement)
A climbing technique hooking your heel onto a hold to pull your hips close to the wall.
Hiking (Movement)
Leaning far out over the side with your feet locked under the hiking straps, countering the heel with your own weight. A quasi-isometric hold that lives mostly in the quads.
Hip Hinge (Movement)
Bending from the hips with a near-straight back and slightly bent knees — the base pattern of deadlifts, rows and kettlebell swings.
Hold-down (Slang)
When a broken wave holds you under until it has passed. If the next wave in the set reaches you before you surface, the scene calls it a two- or three-wave hold-down.
Hollow (Radius of Hollow) (Equipment)
The groove ground lengthwise into the underside of the blade, which is what creates the two edges in the first place. Quoted in inches: a smaller radius means a deeper groove and more grip.
Hoofer (Slang)
An insider word for tap dancers in the rhythm tap tradition: close-to-the-floor footwork, sound over looks, improvisation as the default. Closely tied to Harlem's Hoofers' Club.
Hypertrophy (Rule)
The thickening of muscle fibres in response to training — the physiological process behind 'building muscle'.
Hyzer & Anhyzer (Movement)
The two release angles: for a right-handed backhand the disc tilts left on a hyzer (towards your weak-hand side) and right on an anhyzer. That is how you throw curves instead of straight lines.
Isolation (Movement)
One body part moves while the rest deliberately stays still – head to the side without the shoulders coming along. That separation is where sharp hits come from.
Jab (Movement)
The straight punch with the lead hand — the most-used punch in boxing and the basis of nearly every combination.
Jibbing (Slang)
The umbrella term for sliding and balancing on non-snow features like boxes, rails and tubes. Height isn't what decides it here — lateral balance is.
Jibe / Gybe (Movement)
A change of direction where the stern passes through the wind. The counterpart to a tack, where the bow turns through the wind.
Kettlebell swing (Movement)
A ballistic hinge, not a squat and not an arm raise: the hips push back and snap forward explosively, the arms are only the rope. Beginners usually start with 8–16 kg.
Kick Turn (Movement)
The 180-degree change of direction on the spot while climbing. You need it from around 30 degrees of slope, where a straight track simply gets too steep to walk.
Kick Zone (Equipment)
The section under the binding that grips when you kick — via kick wax, scales or a skin. Skating skis have none, so kick wax simply doesn't apply there.
Kime (Movement)
Karate's finishing focus: a split second of full-body tension exactly at impact, with a sharp exhale — and an instant release right after. Without the release it is just stiffness.
Kip (Movement)
The first big swing element on bar and parallel bars: one precisely timed counter-movement takes you from the swing below the bar into support — timing, not arm strength.
Kitchen (Non-Volley Zone) (Slang)
The nickname for the 2.13 m zone right at the net. You may not take the ball out of the air there — and your follow-through must not carry you in either.
Kite Size (Square Metres) (Equipment)
The kite's area in m². Chosen by wind strength and body weight — too big is more dangerous than too small.
Knee Valgus (Movement)
The knees collapsing inward during squats, jumps and landings. One of the key risk markers in technique analysis.
Lay-Off (One-Touch) (Slang)
Playing the ball on with a single touch instead of controlling it. German pitches shout 'Klatsch!' for it; in English it is simply a first-time lay-off.
Let-off (Equipment)
The compound bow's relief at full draw: the cams take 65 to 90 percent of the peak weight away — you only hold what is left.
Level System (Levels 1–7) (Rule)
The grading of every skill by difficulty from level 1 to 7. Stunts, tosses and pyramids only enter the programme from level 3 upwards.
Line Loading (Cheat code)
There is no boat wake at the cable, so you generate the pop yourself: in the final third of the approach pull the handle toward your hip, load the edge hard, then pop off the kicker.
Line-Up (Slang)
The area beyond the break where surfers wait for waves — and the social space where the spot's rules apply.
Lob and Move Up (Cheat code)
The standard sequence for taking the net: one high, deep lob into the corner — and while your opponents run back, the two of you move up together.
Locked Ankle (Cheat code)
Toes pointed, ankle rigid: only a locked foot refuses to give way on contact. A soft ankle swallows exactly the energy that was meant for the ball.
Low Kick (Movement)
A kick to the opponent's thigh delivered with the shin. A core weapon in kickboxing and Muay Thai.
Luffing (the luff bubble) (Slang)
The sail flapping because the sheet is eased too far or you are pointing too high. That small bubble along the leading edge is not a fault — it is a trim marker.
Lunge (Badminton) (Movement)
The big final step to the shuttle. It loads roughly 2.5 times your body weight — your knee stays over or behind your toes, never in front of them.
Lunge (Fente) (Movement)
The explosive attacking step: the weapon arm extends first, then the back leg drives. Elite fencers cover around 1.17 m, beginners about 1.02 m.
Mondopoint (Equipment)
International shoe sizing system (ISO 9407) stating foot length directly in millimetres — the standard for ski boots and skates.
Motions (Arm Positions) (Movement)
Cheer's straight, hard-stopped arm positions — high V, low V, T, clean, touchdown. They are the alphabet every routine is built from.
Nitrogen Narcosis (Slang)
The boat-deck word for the narcotic effect of nitrogen under pressure. It usually sets in from 25 to 30 metres and feels like two or three beers too many.
No Man's Land (Slang)
The zone between the net and the baseline. You are too far back to volley and too far forward for deep balls, so you spend as little time there as you can.
No-Decompression Limit (Rule)
How long you can stay at a given depth before mandatory decompression stops become unavoidable. Your dive computer recalculates it continuously.
No-Hit Zone (Rule)
The circle with a 100 cm radius around the net. A serve landing on or inside it is a fault — the zone is what keeps serves returnable.
Number Six & Number Eight (Slang)
Shirt-number shorthand for central midfield: the six screens in front of the defence, the eight plays ahead of him and joins the attack. It names the role, not the number on the back.
Off-Camber (Slang)
Course slang for a section tilting sideways across your line of travel. There you lean your body into the turn and deliberately keep the bike upright.
Offside (Rule)
You are offside if, the moment the pass is played, you are in the opponents' half and nearer their goal line than both the ball and the second-last opponent. It is only called once you get involved.
Ollie (Movement)
A jump powered by your own legs, with no edge or ramp: load the tail, then extend both legs explosively. It's the base for practically every park trick.
Overfoiling (Breach) (Movement)
The foil climbs too high, the front wing breaks the surface and pulls air instead of water — lift collapses in an instant and the board slams back down.
Panhandle Grip (Frying-Pan Grip) (Slang)
The beginner grip that holds the racket face flat in front of you like a frying pan. It feels safe, but it locks your wrist and your rotation — leaving you little more than a straight poke.
Park SMART (Rule)
The terrain-park code of conduct developed by the National Ski Areas Association: Start Small, Make a Plan, Always Look, Respect, Take it Easy.
Parkour Roll (Movement)
The diagonal roll from one shoulder to the opposite hip. It cuts peak landing force from roughly 5.2 down to 2.9 body weights.
Parry-Riposte (Movement)
Deflect and thrust back in one motion. The parry is a small, precise deflection of the opposing blade — not a swat; the riposte follows without a pause.
Pattern Dance (Rule)
A step sequence prescribed by an ISU diagram and skated to set music, rhythm and tempo. Because everything is fixed, your technique gets judged rather than your ideas.
Penguin Steps (Slang)
The nickname for your first metres on the ice: short, choppy steps with your weight over the balls of your feet, still without any real glide phase.
Pick-and-Roll Coverage (Movement)
The umbrella term for how a defence answers a pick and roll: drop, switch, hedge, ICE or blitz. Whichever gets called decides where the gap opens up.
Plant box (Equipment)
The wedge-shaped box anchored in the ground at the end of the runway, where the pole is planted. About three-quarters of severe pole vault injuries are connected to it.
Plant Step (Movement)
The last, long step of the spike approach: it brakes you and redirects your speed upward. Without it you jump from a standstill instead of from a run-up.
Pointe Shoe (Equipment)
The reinforced ballet shoe, built from a stiffened toe box and a supporting shank. It gets fitted rather than simply bought – and only after you pass the readiness check.
Points of Sail (Movement)
Your heading relative to the wind: close-hauled, beam reach, broad reach, running. No boat sails closer than about 45 degrees to the wind — that sector is the no-go zone, and everything stalls in it.
Poke (Cobra) (Movement)
The stiff-finger or knuckle attack in the sand. It exists only because the FIVB beach rules outlaw the soft open-fingertip lob.
Pole Technique on the Descent (Cheat code)
Lengthen your poles before a descent and plant them actively ahead of you: that cuts peak knee load by 12–25% — the cheapest knee fix in the mountains.
Pop (Movement)
The explosive snap of the tail that triggers every jumping trick. The board only leaves the ground once the front foot slides forward in the same instant. Measured thrust: roughly 2.2 times body weight.
Pop (Freestyle Take-off) (Movement)
The take-off every freestyle trick starts with — not a jump off your legs but a lever built from hard edge pressure and a sharp pull on the sail. The board's full tail supplies the counter-pressure.
Pop-Up (Take-off) (Movement)
The move from lying to standing on the board — one single flowing motion while the wave already carries you.
Port Gives Way to Starboard (Rule)
When two boats meet on opposite tacks, the one with the wind on its port side keeps clear. The windward/leeward rule only kicks in once both are on the same tack.
Poule (Pool Round) (Slang)
The tournament pool round where everyone fences everyone — usually to 5 hits. The direct elimination that follows goes to 15.
Power Pocket (Movement)
The tight position just before release: disc close to the chest, elbow leading as the lever. This is where the disc gets its speed, not from an extended arm.
Power Position (Slang)
The phrase you hear on repeat in the throwing circle: the wide, low stance just before release, where the energy from the glide or spin sits stored.
Precision Jump (Movement)
A jump from one exact point to another. What counts isn't distance but hitting the spot precisely and coming to a complete stop on it.
Priority / Right of Way (Rule)
The most important rule in the water: whoever is closest to the breaking part of the wave has right of way.
Progressive Edging (Movement)
Building edge pressure gradually instead of stamping into it: start gently, finish explosively just before take-off. That way the line stays taut the whole way through.
Progressive Overload (Cheat code)
The one principle no training works without long-term: the stimulus has to grow over time, otherwise adaptation stops.
Pronation (Forearm Turn at Contact) (Movement)
The fast inward turn of shoulder and forearm at contact — the whip behind every overhead. Shoulder internal rotation delivers up to 66% of shuttle speed in the smash.
Props (Equipment)
The umbrella term for block, strap, bolster and blanket. They bring the floor up to you instead of forcing you into a crooked pose – arm extensions, not a weakness.
Pullout (Underwater Pull) (Cheat code)
The underwater phase after the start and every turn: one deep pull to the thighs, one dolphin kick, one breaststroke kick. The fastest stretch of any breaststroke length.
Pumping (Cheat code)
Speed out of the ground instead of your legs: go light on the rise, press into the bike over the crest and down the back. In a race you're off the pedals about 40% of the time.
Pumping (Foiling) (Cheat code)
A rhythmic up-and-down movement of your own body weight that generates fresh lift — with no wave, sail or kite involved. When you lose speed you reduce the load instead of pressing down.
Pumping (Windsurfing) (Cheat code)
A rhythmic whole-body motion that briefly produces more drive than the wind is actually giving you. Below roughly 18 knots it often decides whether you get planing at all.
Quick-release leash (Equipment)
The only leash design for whitewater: a quick release on a waist or chest harness, attached to your PFD. The ankle leash you use in the ocean has no place on a river.
Quiet Eye (Cheat code)
The long, still gaze at one single target point — usually the front of the rim — held before the shooting motion begins. Elite shooters hold it for around 900 milliseconds or more.
Railstand (Primo) (Movement)
The board balances on one of its long edges while you stand with your feet on the wheels and the deck edge. Toeside is the easier version — most people learn it first.
Reading Spin (Cheat code)
The real core skill in table tennis: read which way your opponent's bat brushes the ball to know which spin is coming — then set your own bat angle to match.
Recovery & the 1:2 Ratio (Movement)
The return to the catch, in exactly reverse order: arms, body, legs. It takes about twice as long as the drive — that is the 1:2 ratio.
Right of Way (Rule)
The priority rule in foil and sabre: on a simultaneous hit only the fencer who started the action scores. Épée has no such rule.
Rim & Pocket (Slang)
The rim is the hard metal edge — hitting it directly is a fault. A pocket is a hit on the netting close to that edge: legal and unpredictable.
Rip (Slang)
The gym word for torn palms from bar, rings or parallel bars. Not a badge of honour, but what friction, sweat and uneven callus do together.
RIR (Reps in Reserve) (Rule)
How many clean reps you had left at the end of a set. RIR 2 means two more were available.
Rise & Fall (Movement)
The controlled rise and lowering of the body through ankle, knee and ball of the foot. Four of the five standard dances live on it — only the tango deliberately stays flat.
Rocking Step & Braking Step (Movement)
The two scree-descent techniques: the rocking step slides with loose material under control, the braking step lands heel first on an almost straight leg on firmer ground.
Roundnet (vs. Spikeball) (Slang)
Roundnet is the sport's official name; Spikeball is the brand of its best-known set maker — roughly like Kleenex and tissues.
RPE (Rate of Perceived Exertion) (Rule)
A scale for perceived effort. In strength training it usually runs 1–10, where RPE 8 means you had two more reps in the tank.
Rubbers & the Two-Colour Rule (Rule)
One side of your bat must be black, the other clearly distinct from it — classically red. Over 90% of pros run inverted, the smooth, grippy standard rubber, on at least one side.
Rule of Thirds (Rule)
Gas planning where there is no direct way up: one third in, one third out, one third held in reserve. The turn pressure is fixed before you enter the water.
Running Drills (A-Skip & B-Skip) (Cheat code)
The coordination drills you run before a session. Of all the variants, the B-skip predicts sprint performance most clearly — the A-skip barely at all.
S-Curve (Turn and Fade) (Movement)
The flight shape where the disc first banks towards your strong-hand side and then fades back to the weak side — for a right-handed backhand, right first, then left. That sequence is what produces maximum distance.
SAC Hiking Scale (T1–T6) (Rule)
The Swiss Alpine Club's six-step trail difficulty scale: T1–T3 is hiking, T4–T6 is alpine hiking. It rates the hardest single spot, never the average.
Safety Stop (Rule)
The standard pause at the end of a dive: around 5 metres, typically 3 to 5 minutes — even when you never came close to your no-deco limit.
Sag (Static Travel) (Equipment)
How far fork and shock already sink under your static weight, before any impact arrives. For downhill roughly 25–30% of travel, set through air pressure.
Schrofen (Steep Broken Terrain) (Slang)
Alpine shorthand for steep, rock-strewn ground between a marked trail and real climbing — the terrain that shows whether you're genuinely sure-footed.
Scooping (Slang)
Club slang for the recovery error where the knees rise before the hands have passed them — hands and knees collide and the stroke loses its straight line.
Sculling vs. Sweep (Equipment)
Sculling means two short oars, one per hand, symmetric. Sweep rowing means one long oar in both hands and a fixed side of the boat — asymmetric.
Serve+1 (First Strike) (Slang)
Coach jargon for the ball right after your serve, the third shot of the point. Roughly 70% of all points are decided inside the first four shots, which is why that ball gets drilled.
Set (Wave Set) (Slang)
Waves almost never arrive alone but in groups of roughly three to six — a set — followed by a calmer lull. That lull is your window for paddling out.
Set Format (Beach Handball) (Rule)
You win by sets, not by goals: two sets of ten minutes. If a set is level at the end, the next goal settles it immediately — the golden goal.
Shadow Footwork (Cheat code)
Movement patterns without a shuttle: from the middle to a corner, shadow the stroke, back to base. No partner, no hall, not a single shuttle needed.
Shock Absorber (Via Ferrata Set) (Equipment)
The tear-webbing inside a via ferrata set that decelerates a fall into the steel cable. To EN 958:2017 it keeps impact force under 6 kN at 120 kg — and is scrap afterwards.
Shot Clock Reset (Rule)
After your own offensive rebound the shot clock resets to just 14 seconds, not the full 24. Only a change of possession earns a fresh 24-second clock.
Shuffle (Movement)
Tap dance's basic building block: a brush forward plus a brush back in one motion — two audibly separate tones, with no weight on that foot. Brush plus step with full weight would be a flap.
Side-out (Rule)
Winning a rally while the other team serves: you take the serve back — and indoors the whole team rotates one position onward.
Silent Landing (Cheat code)
Land on the balls of your feet with knees and hips absorbing in stages, then use the noise as your gauge: louder only ever means harder.
Silt-out (Slang)
When fine sediment lifts and visibility drops to zero within seconds. Usually it is not the cave that causes it but your own fin kick.
Sitting in the Water (Slang)
Poolside nickname for the most common backstroke fault: you fold at the hip and your seat sinks away — as if you were swimming on an invisible chair.
Skate Stopper (Rule)
Small metal studs fitted to ledges, benches and handrails that kill any grind on contact. They are the owner's unmistakable no — which means: find another spot.
Skate Wax (Cheat code)
A block of wax rubbed along a ledge or rail makes the edge slippery. Without it, trucks and deck catch abruptly — the most common cause of falls when grinding.
Skin Track Angle (Movement)
The gradient you hold when setting the climbing track. 12 to 15 degrees is the efficient corridor; past about 20 degrees even good skins noticeably lose grip.
Skyball (Slang)
The extremely high beach serve that drops back down almost vertically — forcing the receiver to look up into sun and wind.
Slip (Movement)
Evading with a lateral head movement so the incoming punch passes just by — without opening your guard.
Smearing (Movement)
Standing on featureless rock through friction alone, with no actual hold — placing as much sole as possible.
Snakebite (Pinch Flat) (Slang)
Rider slang for a pinch flat: the tube gets crushed between rim and edge and tears. It needs a tube — on a tubeless setup it cannot happen at all.
Soft Landing (Flyer Landing) (Cheat code)
On a dismount the flyer's own landing decides the impact peak — measurably far more than how well the base catches. Landing soft is trainable.
Split Step (Movement)
A small two-footed hop timed to your opponent's strike — it makes you instantly ready to move in any direction.
Spotter (Observer) (Rule)
The third person on board whose only job is keeping eyes on the rider, the rope and the board. In Germany they are legally required in addition to the driver.
Spotting (Cheat code)
Your head stays on a point at eye level while the body already turns, then snaps around to find it again. It curbs dizziness and centres the turn.
Spring Floor (Equipment)
The sprung competition and training floor. It offers roughly 22 times the critical fall height of concrete and is cheerleading's single biggest safety factor.
Stance at the Carry Handle (Cheat code)
Feet parallel and shoulder-width beside the carry handle in the middle of the board — the fastest fix for wobbly beginners.
Standstill Throw (Cheat code)
A throw with no run-up at all, driven only by stance and upper body. The fastest route to straight throws, and the stage that has to work before the X-step.
Stepping Around (Forehand from the Backhand Corner) (Movement)
Moving around the ball with chassé steps so you can play your stronger forehand from the backhand corner. At elite level around 58% of all strokes are forehands.
Stop – Breathe – Think – Act (Cheat code)
The four steps that break the panic chain: stop, breathe slowly and deliberately, assess, and only then act. In that order, without exception.
Streamline Position (Movement)
The fully extended body position after starts and turns — arms overhead, hands stacked, head between the upper arms.
Stroke Rate (SPM) (Rule)
Strokes per minute. Beginners and technique work sit at 18–22, more advanced rowers at 24–28; in a crew boat, race pace over 2000 m runs 34–38.
Stud Configuration (FG / AG) (Equipment)
The code on the sole: FG (firm ground) for real grass, AG (artificial ground) for turf, flat rubber for indoors. The surface decides which boot you wear, not the colourway.
Switch (Slang)
Riding backwards — on a board with your normally trailing foot in front, on twin-tip skis tails first. From a normal stance, every odd rotation (180, 540) lands you switch.
T-Grip (Equipment)
The T-shaped grip at the top of a SUP paddle. Your top hand belongs on it — otherwise you're paddling with your arm alone.
T-Stop (Movement)
A braking technique dragging one skate crosswise behind the other — the T shape gives it its name.
Tap test (listening to the ice) (Cheat code)
A five-second habit before every move: tap the placement once before committing your full weight. A dull thunk means solid, a hollow ring means air behind it — route around those spots.
Tapping Out (Rule)
Clearly tapping out to signal submission in locks and chokes — the single most important safety rule in grappling.
Target Panic (Slang)
The word for the moment the shot fires you: you release too early, can't bring the sight into the gold, or freeze at full draw.
Telltales (Cheat code)
The little wind threads on the sail — the most honest real-time trim feedback on board. When the windward and leeward thread both stream evenly aft, your trim is right.
The Catch (Movement)
The furthest-forward position in the stroke: shins vertical, arms long, torso hinged forward, blade entering. The most powerful and the most vulnerable point of the cycle.
The Wind Rule (2.0 m/s) (Rule)
Above 2.0 m/s of tailwind a long jump still counts for the competition but no longer for record lists. Wind is measured 20 m from the board, 1.22 m up.
Third Shot Drop (Cheat code)
The serving team's first shot after serve and return: soft and high into the opponents' kitchen instead of hard — it buys you the time to move up to the net.
Third-Ball Attack (Slang)
Your third stroke of the rally: serve, their return, your attack. The pattern every good serve variation is built to set up.
Third-Man Combination (Movement)
A combination across three players: the first pass goes into a marked second man, he lays it off first time — and the ball arrives at a third man running from deep.
Three-Second Rule (Paint) (Rule)
As an attacker you may stay in the opponents' paint for a maximum of three seconds at a time while your team controls the ball in the frontcourt. Breach it and you lose the ball.
Three-step approach (Movement)
The common attack approach: left-right-left for right-handers, tempo rising into one explosive final step. Jump height is created in the approach, not first at take-off.
Threshold Run (Tempo Run) (Movement)
A steady run right at the point where your body clears lactate as fast as it produces it — 'comfortably hard'.
Thrower's Shoulder (Movement)
The overload pattern of the throwing shoulder: thousands of throws build up the internal rotators and leave the external rotators as the weakest link.
Tightness (Slang)
The state of full-body tension that makes a flyer feel like one rigid object to the bases. The opposite gets called a “noodle” in the gym.
Time under Tension (TUT) (Cheat code)
How long a muscle is genuinely under load during a set. The simplest way to make a set harder without adding weight.
Topline (ballroom frame) (Movement)
The upper line of head, neck and shoulders sitting on top of the frame. Its tension comes from the upper back, never from the hands — it is the channel every lead travels through.
Topspin & Slice (Movement)
Two kinds of spin: topspin is brushed low to high, flies in a high arc and dives steeply. Slice is undercut — a flat flight path and a low, skidding bounce.
Touchdown (Foiling) (Movement)
The board settling back onto the water when your speed drops below minimum flying speed and the front wing stops producing lift. A gentle touchdown isn't a crash — it's normal.
Training Scale (Rule)
The six-step map of horse training: rhythm, suppleness, contact, impulsion, straightness, collection. The whole sequence aims at one thing — throughness.
Transition (Splitboard) (Cheat code)
The switch from climbing mode to riding mode at the summit. With a drilled routine, experienced riders are done in 60 to 90 seconds — unpractised, it costs many times that.
Transition (T1 & T2) (Movement)
The area where you switch from swim to bike (T1) and from bike to run (T2). Performance analyses count both transitions as race components in their own right.
Trim (Movement)
How your body is angled in the water — the goal is horizontal, with shoulders, hips and knees in one line. Buoyancy controls your depth, trim controls your attitude.
Trim (Sail & Rig) (Movement)
The fine-tuning of sails and rig — mast rake, shroud tension, outhaul, cunningham, vang. Consistent trim wins more over a season than any spectacular single manoeuvre.
Tubeless (Equipment)
A tyre system with no inner tube: sealant closes small holes from the inside. It lets you run less pressure without pinch flats — on a road bike about 0.5 bar below your tubed value.
Turnaround Time (Cheat code)
The clock time at which you turn around — no matter how close the summit looks. Fixed before you set off, so your ego doesn't get a vote up on the ridge.
Turnout (Movement)
The outward rotation of the legs. On average about 60 percent comes from hip external rotation, with only 20 to 30 percent contributed by the ankle.
Turtle Roll (Movement)
Instead of pushing the board under the wave, you roll yourself and the board around its long axis and let the wave pass over both of you. The answer for boards with too much volume to duck dive.
Two-Bounce Rule (Rule)
The serve and the return each have to bounce before anyone is allowed to volley. It stops the serving team from storming the net straight away.
Ujjayi (Ocean Breath) (Movement)
Breathing through the nose with the glottis slightly narrowed, so the breath rushes audibly like a soft ocean sound. In a flow it sets your tempo: one breath, one movement.
Underhand Serve (Rule)
In padel the ball bounces first, then you strike it below hip height into the diagonal box. In pickleball the rule is: below the waist, paddle head under your wrist.
Vault (Movement)
The umbrella term for clearing a wall under control with your hands on it. The entry-level version is the safety or step vault: one hand down, one foot between, step over.
Vinyasa (Movement)
Two meanings at once: linking one breath to one movement, and the concrete transition plank, chaturanga, upward dog, downward dog that a flow class keeps returning to.
Wake-to-Wake (Movement)
The base jump behind a boat: edge up to the crest of one side of the wake, pop, then land on the slope of the opposite wall. The cable has no equivalent — there you land flat.
Walking Time & Elevation Gain (Rule)
The two planning numbers in the mountains: elevation gain drives effort more than distance, and the times on yellow signposts are pure walking time — breaks not included.
Wall Play (Back-Wall Shot) (Movement)
A ball that lands in your court first may then rebound off your own wall and stays in play. Only a ball that reaches the wall without touching the ground first is a fault.
Water Start (Movement)
Getting from sitting in the water to riding: the kite pulls you up onto the board via a controlled power stroke.
Whip Kick (Movement)
The modern breaststroke kick: heels to the seat, feet flexed and turned out, then whipped back and together. The knees open no wider than your hips.
Wind Window (Movement)
The three-dimensional area downwind of you in which the kite can fly. Where it sits inside that area determines the pull.
Windward & Leeward (Slang)
Windward is the side the wind comes from, leeward the sheltered side away from it. Your weight belongs to windward — where the wind comes from, not where the boat leans.
Wing Loading (Equipment)
Exit weight divided by canopy area, in lbs/ft². Student canopies fly at 0.7–0.9, competition canopies above 3.0 — the same canopy gives a different number for a different body.
Yuko, waza-ari, ippon (kumite scoring) (Rule)
The three scoring levels in WKF kumite: yuko (1) a punch, waza-ari (2) a body kick, ippon (3) a head kick or a throw with a follow-up. It only counts with control, distance and timing.
Zone 2 (Aerobic Base) (Cheat code)
The easy endurance zone where you can still hold a conversation in full sentences. The base of almost every endurance plan.