Glossary of climbing jargon
Plain definitions of the slang and technical words used in this book. Technique names have full entries in Part II; here they get one line and a link. Words with a dotted underline in the text lead here.
- ACL
- The anterior cruciate ligament, the main ligament inside the knee that stops the shin sliding forward.
- ape index
- Your arm span minus your height. A positive ape index means your arms are long for your height.
- arête
- An outside corner of the wall, like the edge of a building. See Arêtes.
- Babyboxer
- A tucked landing position taught by the German Alpine Club: knees bent, arms bent in front of you, chin tucked.
- bail
- To let go on purpose when a move fails, so you choose how you land.
- barn door
- Swinging off the wall like a door on its hinges, because the hand and foot holding you are on the same side. See Barn door.
- base of support
- The holds that are carrying you: footholds, handholds, a heel or a knee. Your weight is stable when it sits over them.
- beta
- The sequence of moves and body positions that gets you up a problem. “Giving beta” means telling someone how to do it.
- BMI
- Body mass index: your weight in kilograms divided by your height in metres squared.
- body tension
- Using the muscles of your trunk, hips and legs to keep your feet pressed on the wall, especially on overhangs. See Body tension.
- campus
- Climbing with your hands only, feet off the wall. See Campus move.
- campus board
- A training board of wooden rungs that you climb with your hands only.
- centre of gravity
- The point your weight acts through. Standing upright, it sits in your pelvis, near your navel. It moves when you reach or raise a leg.
- circuit
- A set of problems marked with one colour, covering one grade or a range of two or three. Many gyms use circuits instead of grading each problem.
- collagen
- The protein that tendons, ligaments and pulleys are made of. It adapts to training more slowly than muscle.
- comp style
- Setting inspired by competitions: big volumes, jumps, run-and-jump starts and coordination moves on modern holds. See Competition set pieces.
- contact strength
- How hard you can grab a hold in the first split second, e.g. as you catch it at the end of a dynamic move.
- coordination move
- A move that needs several limbs timed together, often with a jump or a run. Also called a coordination dyno. See Run-and-jump, Competition set pieces.
- core
- The muscles around your trunk (abdominals, back and hips) that connect your hands to your feet. See Body tension.
- corner
- Two wall panels that meet at an inside angle, like the corner of a room. Also called a dihedral or an open book. See Stemming.
- counter-kick
- Kicking your free leg across to stop your body swinging open after a one-handed catch. See Cutting loose and swing control.
- crimp
- A small edge you hold on your fingertips. Also the grip itself: crimping means holding with your finger joints bent sharply. See Half crimp, Full crimp.
- crux
- The hardest move or section of a problem.
- cut loose
- When your feet come off the wall and swing, deliberately or not, leaving you hanging on your hands. See Cutting loose and swing control.
- DAV
- The German Alpine Club (Deutscher Alpenverein), which publishes climbing safety guidance and gym accident statistics.
- deadpoint
- The top of a movement, when you have stopped rising and feel light. Grabbing the next hold at that instant gives you a moment to latch before your weight pulls on your grip. See Deadpoint.
- deliberate practice
- Practice aimed at a specific weakness, with feedback, rather than just climbing more.
- double clutch
- A loose name for a leap that lands your hands on two different holds in quick succession. See Competition set pieces.
- downclimb
- Climbing back down instead of jumping off. It is the safest way off a problem.
- downturned shoe
- A climbing shoe with the toe curled down. It helps you pull with your toes on overhangs; flat shoes are better on slabs.
- dual texture
- Another name for dual-tex.
- dual-tex
- A hold or volume with a rough zone to grip or stand on and a smooth zone that is meant to be hard to use.
- dynamic
- A move that uses momentum, so you can’t stop halfway. The opposite of static.
- dyno
- A jump from one set of holds to another, with both feet leaving the wall. You catch with one or both hands. See Dyno.
- edge
- A flat-topped hold with a squarish lip, gripped with the fingertips; also, standing on a foothold with the edge of your shoe. See Edging.
- external focus
- Attending to the effect of a movement (e.g. “push the wall away”) rather than to your body. Studies disagree on how much it helps, so treat it as something to try.
- feature
- A large shape bolted to the wall to imitate rock, such as a bulge or a fin. Unlike holds, features usually count for every problem.
- fingerboard
- Another name for a hangboard.
- flag
- Pressing a free leg against the wall, without a hold, to balance and stop yourself rotating. See Side flag.
- flake
- A thin blade of rock, or a hold shaped like one, standing off the wall so you can pull sideways on its edge.
- flash
- Sending a problem on your first attempt, after watching others or getting beta. Doing it with no information at all is an onsight.
- Font grade
- The Fontainebleau grading scale (3, 4, 5, 6A, 6A+ …), used in many European gyms. The Grade conversion appendix converts it to V-grades.
- Font scale
- Another name for Font grade.
- forerun
- The setters’ test climb of a new problem before it opens, to check the moves and set the grade.
- four-point start
- A start where each hand and each foot has its own marked start hold.
- friction
- The grip between your skin or shoe rubber and a surface. Slopers, smears and volumes rely on it; cool, dry conditions increase it.
- gaston
- A hold you pull outward, away from your body, with your elbow out and thumb down, like prising open lift doors. See Gaston.
- hamstring
- The muscles at the back of the thigh. They bend the knee and pull in a heel hook.
- hangboard
- A board of edges and pockets for hanging from, used to train finger strength. Also called a fingerboard.
- heel hook
- Hooking your heel on a hold and pulling with it, as if it were a third hand. See Heel hook.
- hinge
- The line between the hand and foot that are holding you. If your weight is off to one side of it, your body rotates around it like a door. See Barn door.
- hip pop
- A deadpoint thrown from a backstep or a drop knee. Turning your hip to the wall adds reach. See Deadpoint.
- incut
- A hold whose gripping surface slopes back into the wall, so your fingers lock behind its lip.
- intermediate
- A small hold between two better ones, used briefly to get from one to the other. See Bumping.
- jerk
- How abruptly your body speeds up or slows down. Smooth movement keeps it low and spares your fingers.
- jug
- A large hold you can wrap your whole hand around, like a jug handle. See Jug.
- lache
- A move from parkour: you hang and swing, let go at the end of the swing and catch a far hold. See Competition set pieces.
- LCL
- The lateral collateral ligament, on the outside of the knee. Hard heel hooks that twist the knee load it.
- ligament
- A tough band of tissue that holds the bones of a joint together.
- link-up
- Climbing a section, or the whole problem, in one go after practising its moves separately. “Linking” a problem means climbing it in one attempt.
- lip
- The top edge of a wall, roof or volume, where you move from steep ground onto easier ground. Also the front edge of a hold.
- lock-off
- Holding a hold with your arm bent and still, so the other hand can reach. See Lock-off.
- lumbrical
- One of the small muscles in the palm attached to the finger tendons. It can tear when neighbouring fingers are bent very differently, as in some pockets.
- mantle
- Pressing down on a ledge or the top of a hold to push your body up above it, like climbing out of a swimming pool. See Mantle.
- marker hold
- A memorable hold you use to anchor your memory of a sequence (“after the blue pinch, cross through”).
- match
- Putting both hands (or both feet) on the same hold. See Matching hands.
- max hang
- The most extra weight you can hang from a given edge for a few seconds. Coaches use it to measure finger strength.
- MCL
- The medial collateral ligament, on the inside of the knee. A deep drop knee can strain it, especially when you’re tired.
- meniscus
- A rubbery pad of cartilage inside the knee. Twisting on a bent knee, as in a deep drop knee, can tear it.
- micro beta
- Small personal adjustments to a sequence: exactly where a finger or toe goes, or which way a hand is turned.
- momentum
- The speed and direction your body carries. A swing or a jump builds it; you use it to reach a hold you couldn’t reach statically.
- negative hold
- A hold whose surface slopes away from you, so it pushes your fingers off. The opposite of incut.
- off foot
- The foot that is not carrying you. You can flag it or press it on the wall to stop rotation.
- onsight
- Sending a problem on your first attempt without watching anyone or getting any beta.
- open hand
- Gripping with your fingers only slightly bent, letting the hold sit in the first finger joints. It puts far less load on your finger pulleys than a crimp. See Open hand.
- overhang
- A wall that leans out over you, steeper than vertical. Also called steep ground. See Overhangs.
- paddle dyno
- A jump followed by quick taps along a row of poor holds, without stopping until you catch the last one. See Competition set pieces.
- palmar plate
- A thick ligament on the palm side of each finger joint. It can be strained by crimping or by forcing a finger straight.
- parkour
- The sport of running, jumping and swinging over obstacles. Comp-style setting borrows many of its moves.
- pinch
- A hold you squeeze between your thumb and fingers. See Pinch.
- plumb line
- An imaginary line hanging straight down from your centre of gravity. It shows where your weight goes.
- A hole in a hold that fits one to three fingers. See Pocket.
- positive hold
- A hold that is easy to pull on in the direction you need: its gripping surface faces up or tilts back into the wall, rather than sloping away.
- problem
- A boulder route: a set of holds, with a start and a finish, that you climb without ropes.
- project
- A problem at your limit that you work on over several attempts or sessions. “Projecting” means working on one.
- pulley
- One of the bands of tissue that hold the finger tendons against the bones. Pulley strains and tears are the most common overuse injury in climbing.
- pump
- The tight, burning feeling in your forearms when the muscles tire faster than blood can clear the waste.
- pumped
- Tired and swollen in the forearms, with a fading grip. See pump.
- rail
- A long horizontal hold or edge that you can move your hands along.
- RED-S
- Relative energy deficiency in sport: what happens when you eat too little for the training you do.
- roof
- A section of wall that is close to horizontal, so you climb it facing the floor. See Roofs.
- sandbagged
- Harder than its grade suggests.
- scrunchy
- Describes holds set close together, so you have to fold up small. Hard for tall climbers.
- send
- To climb a problem from start to finish without falling. Also the successful attempt itself.
- setter
- The person who designs and bolts the problems in a gym. Also called a route setter.
- shake out
- Resting one arm by letting it hang and shaking it loose while you hold on with the other.
- shoulder impingement
- Pain when a tendon in the shoulder gets pinched under the bony roof of the shoulder blade, often from overhead pulling.
- sidepull
- A hold you pull sideways towards your body, leaning away from it. See Sidepull.
- sit start
- A start from sitting on the mat, with your bottom on the floor and hands on the start holds. See Sit starts.
- slab
- A wall that leans back, less steep than vertical. You climb it mostly on your feet. See Slab technique.
- SLAP tear
- A tear in the rim of cartilage around the shoulder socket, where the biceps tendon attaches.
- sloper
- A rounded hold with no edge, held by friction and by keeping your body below it. See Sloper.
- smear
- Pressing the sole of your shoe flat against the wall or a volume where there is no foothold, holding on friction. See Smearing.
- soft
- Easier than its grade suggests. The opposite of sandbagged.
- spin-out
- Rotating out of a backstep because the foot is behind the line. A drop knee is often the fix.
- spot
- Another name for spotting.
- spotter
- The person who is spotting. See spotting.
- spotting
- Guiding a falling climber’s upper body so they land on their feet on the mat.
- start holds
- The holds you must start on, usually marked with tape or a tag. “Hands on, feet on” means both hands start on the marked holds and your feet leave the floor.
- static
- A move done slowly enough that you could stop and hold any position along the way. The opposite of dynamic.
- sweet spot
- The best part of a hold: the deepest, most incut or best-textured spot. Find it before you weight the hold.
- tendon
- A cord of tissue that joins a muscle to a bone.
- tendon glides
- A sequence of finger positions that slides the finger tendons through their full range; a common warm-up.
- the line
- The vertical line straight down from the hold your holding hand pulls on. Feet placed on it, or just past it away from your reach, keep you from rotating.
- tic-tac
- A parkour name for stepping a foot onto a wall, an arête or a volume and pushing off it towards a hold. See Competition set pieces.
- top out
- Finishing a problem by climbing onto the top of the wall or boulder instead of holding a finishing hold. See Top-outs.
- training board
- A standard steep wall with a fixed grid of holds, such as the MoonBoard, Kilter Board or Tension Board, with problems shared through an app.
- undercling
- A hold that faces down, so you pull it upward from below. See Undercling.
- variable practice
- Practising a movement with small changes each time (different holds, angles or beta) so it transfers to new problems.
- volume
- A big hollow shape bolted to the wall, usually a pyramid or wedge. You can stand on it, press it or grip its edges. See Volumes.
- volume mantle
- A mantle onto the top of a volume. You usually can’t stop and rest there, so you press and keep moving. See Mantle.
- V-scale
- The American boulder grading scale, from VB (beginner) and V0 upward. V5 is roughly Font 6C.
- wall angle
- How steep the wall is: slab (leaning back), vertical, overhang (leaning out) or roof (near horizontal).