Basic Vert Kicking Terms:

See basic terms

  • Vert Kick:  A kick delivered with no major degree of inversion.  The performer stays upright throughout the entire trick.
  • Chamber:  The act of preparing a kick before execution.  This is generally seen as lifting the knee before the extension.
  • Rechamber:  The act of bending the knee after a kick has been performed.  This allows greater control upon landing as well as the ability to kick again more efficiently and powerfully.
  • Cheat (Takeoff):  A method of takeoff where the performer lifts their outside kicking leg while pivoting up to 180 degrees in the direction of their typical rotation.  This takeoff can be performed from either backside or frontside stances, but is most commonly seen starting in frontside.  This takeoff is commonly referred to as a ‘wrap’ takeoff when performed from a backside stance.
  • Swing (Takeoff):  A method of takeoff where the performer lifts their inside kicking leg while pivoting up to 180 degrees in the direction of their typical rotation.  This takeoff can be used from either frontside (by swinging the leg away from the target, and sometimes referred to as a ‘lotus’ kick or variation) or, more commonly, backside stance (by swinging toward the target).  This takeoff is also often referred to as a stepover, because it is the takeoff method in a ‘stepover hook’.
  • Pop (Takeoff):  A method of takeoff where the performer jumps with both feet simultaneously, and can be performed from either frontside or backside stances.  Pop is also the name of a transition that functions similarly.
  • Hyper: A generic term for the over rotation of a trick.  This usually means landing on the kicking leg.  Often seen as a prefix, Hyper is arguably a suffix because it happens at the end of a trick, and throughout this site it is used as a suffix for consistency.  In vertical kicking, the Hyper suffix takes priority over further rotational suffixes.  See Hyper Landings (Vert), and Landing Stances.
  • Gyro: Both a specific and general term for an added 360 degree spin or twist after a kick.  Gyro is generally used for vertical tricks, and implies that the extra rotation occurs with the performer upright, after a hyper.  Gyro can also be divided into Half-Gyro, for 180 degree rotations after a hyper.  Many mainstream (terminology) users do not use specific rotational degrees, nor the term Half-Gyro, allowing any substantial rotation near 360 degrees post-kick to bare the Gyro suffix. Among TKT users, a true gyro is 540 degrees of rotation after a kick (180 for the hyper + 360 for the gyro).
  • Half-Gyro:  See Gyro.  An additional 180 degrees of rotation after a hyper.

 

 

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