CIB Roller Skate Tricktionary

Beginner, Rollerskate, Skatepark, Terminology -

CIB Roller Skate Tricktionary

CIB Trick List

We will continue to update this list as our sport progresses. On this note, our post is intended as an open forum to discuss the correct names so if you have any further information to give us please do so freely. You can join the discussion by commenting below.

For extra points check out our blog on Skatepark Terminology so you can talk the talk and correctly name the obstacles used for your tricks too!

 

STANCE

/stans/
Stance refers to your dominant form when skating parks. Lots of skaters are ambidextrous and will learn to ride in both 'natural' and 'goofy' stance. It's also common for skaters to have a preferred stance but then 'switch' when carving or landing specific tricks.

Natural
Left foot dominant and skate left side forward.

Goofy
Right foot dominant and skate right side forward.

Prone
Forward facing stance.

Sidestance 🦀
Sideway's facing stance with your skates heel to heel. Also known as 'Crab'.

Fakie
Skating backwards. This can be done both frontside and backside. Most skaters first experience 'fakie' when learning to pump up and down a ramp. The term fakie can be applied to pumping, carving, airs, drop-ins, stalls and more!

Switch
Skating in your opposite stance e.g. If you normally skate left natural you would switch to goofy.

Pump
To use your momentum and the transition to generate speed.

Pivot turn
To turn on a transition 180° with your feet on the ground.

Jump turn
To turn 180° by lifting your feet and jumping to turn.

Carve turn
To turn on a transition with power, a low centre of gravity. Performing long swooping turns. Frontside and backside carves are determined by your leading leg and the direction of the turn. 

ENTRIES

/ˈentrē/
To step/roll into a ramp from the top. This can also be performed fakie. Types of drop-in include rolling in, jumping in, stepping in, pivoting in, sit-ins, fakie and more. For a great tutorial on dropping in and other basics [click here].

Pivot Drop-in
Step one foot (typically your non-dominant foot) on to the coping, stepping your dominant skate inside the transition and pivoting off the coping to drop it.

Double Pivot Drop-in
Step both skates on to the coping, lean your weight forwards and roll into the transition.

Step Drop-in
Step one foot (typically your dominant foot) inside the transition, avoiding the coping all together.

Rolling Drop-in
Roll towards the transition and over the coping. This allows more speed. Typically done at a slight angle.

Jumping Drop-in
In one move, jump with both skates over the coping into the transition.

Cartwheel Drop-in 

From a slight distance on the top deck, cartwheel onto your hands near the coping and continue your momentum into the transition. This can also be done from the side into a handstand.

Death Drop 💀
Handstand near the coping with your back facing towards the transition. Lean your weight till you are tipping over the coping and at the last moment, tip and tuck into a small position and drop in. Not for the faint of heart.

ROTATIONS
/rōˈtāSH(ə)n/

Spins and rotations can be done inside and above the transition. They can also be done as a stall onto a coping or rail, an exit from the transition or over a spine. Depending on where you perform the trick this will change the direction you land in.

Frontside (FS)
To turn with your front towards the coping. e.g. Right leg leading and turning right.

Backside (BS)
To turn with your back towards the coping. e.g. Right leg leading and turning left.

180°
To turn 180° a half rotation.

Half Cab
Fakie 180°.

360°
To turn 360° a full rotation.

Caballerial/Full Cab
Fakie 360°

540°, 720°, 900°, 1080°…
Same as above. All rotations can be done as aerial maneuvers and with grabs.

Alley Oop ➰
Is to turn/carve in one direction but to rotate in the opposite direction e.g. turning left and rotating right.

Late Spin
Commonly done as an air. To start your rotation late, after the apex of your momentum.

Bert (Bertlemann)
A hand plant pivot turns or slide.

STALLS
/stôl/

Stalling is performed on top of coping or ledges. It typically requires one or more skates to be connecting to the railing. For a #solid stall you should be able to hold the position for 2-3 seconds, which becomes trickier for stalls that require movement or contorted body positions. It is easier to stall if you have a Slider or Slide Block mounted to your trucks as it allows you to connect to the coping, however it can also be done in the space between your trucks on your plate if you do not obtain such items.

Plate Stall
To land both feet on the coping on the arches of your feet.

Backside Stall
To jump 180
° with your back to the coping and land in a plate stall.

Frontside Stall
To jump 180
° opposite to backside and land in a plate stall.

Axle Stall - To stall on the metal trucks between your wheels.

180° Out - Is to jump 180° frontside/backside out of your stall.

Revert
To revert you have to rotate into your stall and jump revert back out the same way e.g. to 180° left and revert out by 180° right.

Fakie stall
To skate up the transition fakie and into a plate stall.

Half Cab Stall
To skate up the transition fakie and jump 180° into a plate stall.

Rock to Fakie
To stall your back skate on the coping or transition and reach your front skate out to tap on the top deck, and then re-enter fakie.

Rock n' Roll 🎸
To stall your back skate on the coping or transition and reach your front skate out to tap on the top deck, and 180° to re-enter.

Tabernacle Stall ⛪️
A plate stall where one foot points forward and the other backward.

Staple Gun 
Rolling your front foot onto the deck and hooking your back leg onto the coping, then using it to pull you back inside the transition.

Unity Stall
A plate stall where you land on the coping your legs crossed.

UFO Stall 🛸
A plate stall where you roll your ankles in and stall on the inside edge of your boot.

Box Stall 📦
One skate stalls on the axel and the other is a plate stall e.g. if you play roller derby think of a T-stop.

Toe-Stop Stall
Can be performed on the transition, coping or deck.

Blunt
A Toe-Stop stall performed fakie or 180 and only on the coping e.g. you will always be facing into the transition.

Boneless 
A Toe-Stop plant on the top deck. Traditionally done as part of an air, the plant should continue your momentum back into the transition. Optional to grab the other leg.

Kick Up/Can-Can
One-foot stall and the other leg is kicked high into the air.

Flamingo
One foot is lifted and tucked up. Commonly grabbed by the same arm e.g. the left arm holds the left leg.

Marilyn
One foot is lifted and grabbed by the opposite arm e.g. the left arm holds the right leg (behind your body).

5-0 Stall
One-foot axel stall.

SLIDES
/slīd/

Slides are performed on Sliders or Slide Blocks also sometimes named Grind Blocks which can be misleading). The material of the blocks is ofter a self-lubricating plastic or metal. Your dominant Slide is determined by your leading leg.

Slide
To slide horizontally along the coping or a rail on sliders between your trucks.

Frontside
To rotate 180° frontside into your slide. Also known as a Frontside Disaster Slide.

Backside
To rotate 180° backside into your slide. Also known as a Backside Disaster Slide.

Fakie
To enter your slide from a backward/fakie position.

Switch
To slide with your weak foot forward.

Alley Oop
To enter from one direction and rotate 270° in the opposite direction into your slide. Also known as a Lip Slide.

One Foot
Multiple variations but any slide that is completed on one foot.

Cess Slide
A wheel drifting slide performed inside the transition. At the top of your momentum weight is lifted off to start a slide, as the momentum returns pivot back straight and roll it out.

Feeble Slide - Back skate sliding on coping, front skate rolling on the top deck.

Seducer
To land with your legs together and slide them apart. 

GRINDS
/grīnd/

The act of grinding on coping or a rail on the metal trucks between your wheels. To correctly grind a skater must have some or all trucks balancing on a surface. This typically requires a modified set-up although some skaters will balance on their wheels if the trucks are not wide enough to allow contact to the coping. Your dominant Grind is determined by your leading leg.

50-50 Grind
Both skates grinding (front and back)

Sidestance 50-50
Both skates grinding heel to heel.

Axel Grind
The act of grinding on one foot with both trucks. The other skate must be lifted and not rolling. Extra points for a grab.

5-0 Grind
The act of grinding on one foot, only the back truck grinding. The other skate must be lifted and not rolling. Extra points for a grab.

Slasher Grind
A carved turn where one skate grinds along the coping.

Feeble Grind
Back skate grinding on the coping, front skate rolling on the top deck.

Layback Grind
Frontside grind while your hand grabs the coping pushing your grind right out.

Box Grind
Front foot grinding, back foot sliding.

Reverse Box Grind
Front foot sliding, back foot grinding.
*Most slides and grinds can be done frontside/backside/switch and fakie.

AIRS
/er/

The definition of an air is when both skates leave the transition or coping using the momentum generated from dropping in or pumping. The ultimate goal is to breach the coping and land back on the transition in the fluid motion.

Frontside Air
A jump above the coping turning frontside.

Backside Air
A jump above the coping turning backside.

Air to Fakie
An air with no rotation landed backward.

Fakie Air
An air leaving backward and landing forwards.

GRABS (Air Variations)
/grab/
A grab is a flair or tweak added on to an air or trick. Typically the move only lasts for a few seconds and for any sticklers it must be maintained at the highest point of the move. Your front/back hand is determined by your dominant stance.

Indy Grab
Back hand grabbing toes.

Mute Grab
Front hand grabbing toes.

Method Grab
Backside air grabbing your heels, straightening your hips and pulling your skates up behind your back.

Melancholy/Melon Grab
Front hand grabbing heels.

Stalefish Grab 🐟
Back hand grabbing heels.

Roast Beef Grab 🥩
Back hand between legs grabbing heels.

Seat Belt Grab💺
Front hand wraps across your body to grab your back foot (like a seatbelt).

Pretzel Grab 🥨 (Roast Beef, Seatbelt combo)
Front hand grabs the outside of the back foot, at the same time as the back hand goes between the legs and grabs the heel of the front foot. Invented by Jess Tredinnick

Crail Grab
Back hand front foot.

Grosman Grab
Front hand between legs grabbing heels.

Stiffy
Indy grab where you stretch your legs out in front of you. 🍆

Cannonball 💣💦
A backside air where your tuck and grab both skates. Think Anchorman

Zen Air 🧘‍♀️
An air to fakie where you cross your legs in a Zen position. Created by Desi Jones

Lien Air
A frontside air grabbing your heels with your front hand.

Judo Air
Backside air grabbing your back skate heel and kicking your front foot forward.

Japan Air
Essentially a Mute grab where you pull your skates up behind your back knees pointing down.

Christ Air
An air where at the top of your momentum you stretch out into a crucifix shape before tucking back up to land.

Slob Air
Frontside tweaked Mute pulling your feet up to your hip.

Gay Twist 🌈
Fakie 360° Mute Grab.

Pogo
Air straight up and landing to stall.

Body Jar
An air that is landed to a one-foot stall momentarily before re-entry.

McTwist 🌪
An inverted backside 540°. Usually grabbed Mute.

Rodeo Flip 🏇
An inverted frontside 540°.

Forward Flip
A full jumping rotation forwards on a lateral axis.

Back Flip
A full jumping rotation backward on a lateral axis.

Madonna 🎙
A lien air with your back leg stretched down landed to Body Jar.

Airwalk
Air where you kick your front foot forward and your back foot back.

INVERTS
/inˈvərt/
The definition of an invert is when your body inverts (upside down) above the coping. There are lots of variations of them and most can be learned inside the transition but do not technically count until done above the coping.

Invert 
An invert is when you place your hands on the coping and pivot over them.

Ho-Ho / Handstand
An invert where both hands are on the coping like a handstand.

Pancake / Flapjack 🥞
Rolling in fakie, rotating 180° onto your hands and rotating another 180° to your feet. Done inside the transition.

Egg Plant 🍆
An invert with your front hand on the coping and back hand grabs Indy.

Tuck Knee Invert
An invert grabbed like a Japan air and tweaked severely.

Sad Plant 😢
An invert where you fully extend your front leg.

Layback Air
An invert like trick done frontside while grabbing Slob with your back hand on the coping.

Everybody
A fakie invert with your legs fully extended.

Good Buddy 🤙
A fakie invert, not fully extended.

Under Plant
A layback air grabbing your heels with your front hand.

Miller Flip
A hand plant in which you flip all the way to fakie. Your hand can be on the coping or in the transition.

Fall Guy
A frontside invert to fakie.

Phillips 66
A reverse Miller Flip. Approach the lip fakie, back hand on the coping, flip your body in a front flip motion and roll out forwards.

The Duke
A frontside 540° layback invented by Duke Rennie.

Cover photo by Kevin Bouffard

Need more info? Check out our blog on Skatepark Terminology so you can talk the talk and correctly name the obstacles used for your tricks too!


7 comments

  • Zuz

    It would be great if you did all the gifs to all the tricks, because sometimes it’s hard to imagine how some trick looks like! But it’s the best Tricktionary and probably only one for rollerskaters (there is some for rollerbladers but it’s not the same thing). Thank you <3

  • Camille

    My understanding of the Revert is a full rotation… so to 180 into something and continue the direction of travel is a Revert. A “Rewind” would be reversing that direction and moving back the way you came, no?? I don’t see a mention of a Rewind in directional rotation, but this has come up in the Game of Skate and we’ve tried to make a differentiation. I believe this differentiation is the same in skateboarding. It is too much of a mouthful to say “half cab, full rotation” but in essence we would want the 180 out of the half-cab to continue the direction so we’d call it a “half cab revert”. If the skater needed to turn back out the way they came it would be a “half-cab rewind”.

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