List of skateboarding terms

List of skateboarding terms

These are lists of Skateboarding parts, maneuvers, venues, and terms from the science of Physics important to skateboarding.

Skateboard Parts

; Bolts : screws that to hold the trucks onto the board.

; Deck : the surface that you stand on (your board).

; Grip Tape : sandpaper affixed to the top of the deck with adhesive.

; Nose : the front of the skateboard.

; Rail : the edge of the skateboard.

; Tail : the rear of the skateboard, from the back truck bolts to the end. (usually about a 10 degree angle from the rest of the deck)

; Trucks : the front and rear axle assemblies that connect the wheels to the deck and provide the turning capabilities for the board.

; Wheels : usually made of polyurethane and sized between 39 and 70 millimeters in diameter; their hardness is measured by durometer, a number ranging from 0 to 100—soft wheels have a durometer of about 85, hard wheels have a durometer of 98 or higher.

; Wheelbase : the distance between the front and back wheels, measured between the two sets of innermost truck holes.

; Bearings : circular metal wheels that fit inside the wheels and let them turn smoothly and efficiently. Can be measured by an 'Abec' rating. Abec 3 the easiest to produce. It's most probable malfunction is jamming, since it's unable to disassemble, it probably won't fall apart. This would rather happen to abec 5 or 7 (which roll longer). The good part is, that you won't be thrown off your deck if one bearing falls apart, since it's improbable to jam.

; Kingpin : The pin which makes the trucks steerable. It's the pin that makes sure the truck keeps together.

; Bushing : Rings that fit around the kingpin. These bushings diminish the wear on the trucks.

; Pivot Cup : A cup which holds the bushings in their place, and makes sure these bushings can rotate around the kingpin (reducing friction between bushing and truck base)

Skateboarding Maneuvers

; Air : riding with all four wheels.

; Backside : when a trick or turn is executed.

; Caballerial : a 360-degree turn performed on a ramp while riding fakie.

; Carve : to skate in a long, curving arc.

; Fakie : skating backwards—the skater is standing in his or her normal stance.

; Frontside : when a trick is executed with the front of the skater’s body facing the ramp or obstacle.

; Goofy-Foot : riding with the right foot forward, the opposite.

; Grind : scraping one or both axles on a curb, railing, or other surface.

; Crooked grind : grinding on only the front truck while sliding

; 50-50 grind : grinding on both trucks.

; Nosegrind : grinding on only the front truck.

; 5-0 grind : grinding on only the back truck.

; Smith grind : grinding on the back truck, with the nose pointing down.

; Kickflip : a variation on the ollie in which the skater kicks the nose of the board then into a spin before landing back on it.

; Heelflip : a kickflip in which the skater uses the heel of his/her foot to flip the board instead of the toe.

; McTwist : a 540-degree turn performed on a ramp.

; Mongo-foot : a style of pushing where the back foot is kept on the board.

; Nollie : an ollie performed by popping the nose of the board instead of the tail.

; Noseslide : sliding the underside of the nose end of a board on a ledge, rail, or lip.

; Ollie : a jump performed by tapping the tail of the board on the ground; the basis of most skating tricks. named after Alan "Ollie" Gelfand.

; Boardslide : a trick in which the skater slides the underside of the deck along an object.

; Regular foot : riding with the left foot forward, the opposite.

; Shuv-it : a trick performed by spinning the board 180 degrees beneath the feet without the skater spinning.

; Switch stance : riding the board with the opposite footing than usual.

; Tailslide : sliding the underside of the tail end of a board on a ledge or lip.

; Pop shove-it : The same as a shove-it but popping the tail to make the board ariel.

; Varial Kick flip: A trick consisting of a backside pop shove-it and a kickflip.

; Varial Heel flip: The same trick as a varial kick flip but its a heel flip and a frontside shove-it.

; 360 Flip: A 360 shove it and a kick flip. The board does 2 full rotations.

; Laser flip: A frontside 360 shove it and a heel flip . The board does 2 full rotations.

; Hard flip: Instead of the board spinning backside, the trick is performed by doing a kick flip and having the board spin frontside.

; Inward Heel Flip: Same as a hard flip, but you heel flip and the board spins back side.

Skateboarding Venues

; Street : skating on streets, curbs, benches, handrails and other elements of urban and suburban landscapes. Also ramps, rails, boxes and other man-made obstacles especilally in competition are now referred to as street because they simply emulate a perfect "street" environment, plus the man-made street ramps are mobile, making easy transport for competitions, local skaters and retailers alike.

; Vert : skating on ramps and other vertical structures like empty bowl-shaped swimming pools and occasionsaly storm drains and such.

; Half Pipe : a U-shaped ramp of any size, usually with a flat section between the opposing transitions.

; Vert Ramp : a transition ramp, usually at least 8 feet tall, with steep sides that are perfectly vertical near the top.

; Mini Ramp : usually a half pipe, similar to a vert ramp, but not tall enough for the transition to reach vertical.

; Mega Ramp : The biggest ramp in the world, Usually for vert.

; Quarter-Pipe : a single ramp transitioning from horizontal(entry point) to any obtuse angle up to vert.

; Bowl : Empty in-ground pools serve as good bowls. Concrete and wood bowls have been made for skating. As with a half pipe, a bowl is better with a flat bottom between the transitions.

Physics as applied to skateboarding

; Centrifugal force : a force that keeps a body moving in a circular path.

; Rotational inertia : a measure of an object’s resistance to being turned, depending on both the mass of the object and how that mass is distributed.

; Work : force applied over a distance—for example, you do work when you push a box across the floor, but not when you push on a locked door; work done on an object or system results in an increase in the energy of that system.


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