Reading the Wall

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.
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.
pocket
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).