Glossary
BMX Tricktionary
X Games guide and glossary to BMX Terms and Tricks, updated over time as the sport is constantly evolving!
BMX Freestyle Tricktionary
Once a discipline of X Games. Started in 2004 for Skateboard; BMX was added in 2006. Features a high roll-in to a choice of 50-ft or 64-ft long jump gaps, which leads to a massive 27-ft 3-in high quarterpipe.
Not doing a trick on one side of the vert ramp. Not linking tricks back-to-back. Simply pumping or doing a straight air up one side of the ramp. Used to gain momentum while setting up for a trick on the opposing wall or done after landing a big trick low on the preceding air.
Stands for bicycle motocross.
Jump used in park/street competitions consisting of two transitioned ramps on either side of an approximately 12-ft to 20-ft long deck.
Coming up short on a landing, like on a set of doubles (see description below.) When a person lands at the top of the jump or landing instead of smoothly on the landing transition or angled ramp, they have “cased” the landing
A series of tricks linked together to form one ongoing trick. Ex.: manual-to-Smith grind-to-nosewheelie. You can combo aerial tricks as well. Ex.: downside tailwhip-to-barspin.
The steel tubing along the top edge of the ramp transition. Riders use the coping to spring out of the ramp during jumps or airs or slide on the coping with their pegs, pedals or tires.
Just like it sounds, a wallride with a 90-degree (or more) curve. First found on true street terrain, it has been incorporated into park course designs. Riders can generate more speed by riding through a curved wallride.
Riders take off from the top of the ramp, perform the trick on the deck, and drop back into the ramp.
A discipline at X Games. It wasn’t contested from 2007 through 2012 but returned at X Games Foz do Iguaçu in 2013. Originally Dirt Jumping, the “Jumping” was dropped in 2002. Riders jump doubles, hips, step-ups and similar dirt obstacles in a contest situation (see Trails).
Two dirt mounds in succession with a gap in between. The front side of the first is the takeoff or lip, the backside of the second is the landing.
A vertical portion of a ramp that rises above the rest of the top of the ramp to add more vert. Resembles a rectangular “tombstone” on top of the ramp and is sometimes actually referred to as a tombstone.
When the rider is facing backward while riding forward, typically seen to land or take off for a trick.
Tricks done on a flat surface, not involving any ramps. One of the original BMX disciplines consisting of linking complex tricks into a single string. Often competed within a marked circle.
Tricks done on a flat surface, not involving any ramps. Some park and street riders are incorporating basic flatland tricks in their runs now.
A box jump transition with a large pit of foam blocks replacing the deck and landing, extending out anywhere from 25-40 feet. The foam pit is used to learn aerial tricks without the threat of a hard landing. The foam blocks are often 12-inch cubes filled in a 5-ft to 6-ft deep pit that cushions a rider upon landing. The foam pit concept is borrowed from gymnastics and pioneered by Woodward Sports Camp, which began as a gymnastics training facility and added BMX in 1988.
The space between ramps or obstacles. A space the athlete clears mid trick.
When a rider slides along coping, a rail or ledge on the axle pegs, sprocket, cranks, bottom bracket or pedal.
The ramp used in Vert competition (a.k.a. vert ramp). A U-shaped ramp with flat bottom added. Called a halfpipe because it is one half of a full radius.
Ramp adjacent to another ramp placed at an angle for the purpose of transferring between ramps at various angles, but not straight on.
A planned or thought-out direction in the course. Often involving a predetermined set of tricks which transfer from one ramp to another. Someone with a very smooth riding style and an innovative line through the course is said to have flow.
The stringing together of two or more tricks or maneuvers back-to-back. Typically used to describe a series of flatland moves.
The take-off of a jump, whether the first mound in a dirt double, the transitioned face of a box jump or the coping of any quarterpipe.
Tricks performed on the “lip” or top edge of any ramp, typically with coping.
When a ramp transition goes past being straight up and down (vertical) and starts to go upside-down (over-vert). Occasionally seen as extensions on park ramps. If a halfpipe is poorly built, one side might be over-vert which makes it very difficult to ride. Cement bowls and empty swimming pools often have over-vert.
A discipline at X Games. An event consisting of different types and styles of ramps positioned so that they can be approached in unique ways. Riders plan their runs through the course according to individual style, combining different tricks to create the most impressive runs possible. The X Games Park course combines aspects of big box jump courses with bowl/pool riding, where an emphasis is placed on flow.
Used in park/street competitions. The quarterpipe is like a single wall of a halfpipe. Called a quarterpipe (or quarter) because it is one-quarter of a full radius.
A ramp with a conventional rigid transition and a soft landing, usually surfaced with a soft plastic and padded with several layers of thick foam underneath. Simulates a normal box jump and/or vert ramp but maintains a forgiving landing. Used for learning tricks where initial crashing is inevitable. Riders may say they have “taken a trick to the resi,” meaning they have worked it out in a foam pit, then landed it on the resi landing, but have not yet done it on a true park box jump or vert ramp.
A portion at the top of a ramp that riders can use to roll into the ramp rather than dropping in over the vertical section of the coping. Often used to gain more speed entering the ramp. A roll-in can also form a gap to air over, depending on where it lies on the ramp.
Two quarterpipe ramps put back-to-back with a minimal amount of platform or coping on top of the transitions. Riders can air over the spine (straight, spinning or flipping) or do lip tricks on the top. Often, spines are built to connect two mini-ramps together. A street spine uses a larger deck between (8-12 inches). Mini-ramp spines usually have only the width of the coping between transitions (2-4 inches).
A discipline at X Games. Riding in urban areas, outside of parks. Riders utilize obstacles such as stairs, rails, benches, ledges, curbs etc. Many riders specialize in and prefer this type of riding, as opposed to riding in parks.
The unique way a rider executes tricks or flows through a course. Ten different riders can perform the same trick but each has their own style, making that trick look noticeably different. Style is one element of judging, and an original, smooth or burly style while performing tricks is scored higher by the judges. Great style can make up for a lack of technical difficulty.
Park course obstacle consisting of a ramp with a wall that is set back from the transition with deck space separating the two. It can be used or referred to as a wall ride or a sub box depending on how the rider uses the ramp. If the rider does a stall on the very top edge of the wall then it is considered a sub box trick. If they ride across the face of the wall, or foot plant on the face of the wall it's considered a wall ride trick.
Tricks that require more precise control of the bike and an increased degree of difficulty are described as technical or tech. Often combines many tricks into one. Ex: tailwhip to x-up; barspin to icepick. Linking tricks becomes more technical the more tricks that are linked. Doing grinds without pegs is technical because there is less room for error.
The curved riding surface of a ramp, leading up to or close to vert. The part of the ramp that connects the bottom to the wall.
Similar in appearance to contest dirt jumps but much more elaborate, trails exist outdoors (often in wooded settings), built up meticulously over several years by local riders. Riding trails is more about style and flow than the tricks thrown down at contests. Trails are governed by strict rules of etiquette; if you don't build and dig there, you must be invited to ride there.
A ramp transition that does not reach a vertical point. Also refers to a poorly built halfpipe where one side does not reach a vertical point.
Park course obstacle consisting of a vertical wall approx. 4-ft to 12-ft high on top of a quarterpipe or wedge ramp. Also a generic name for any trick that incorporates the athletes wheels on a wall.
Park or street obstacle consisting of a flat, angled ramp, usually 30 degrees or more.
The halfpipe discipline. Named vert because the ramp transition reaches vertical, 90 degrees from flat ground. The half pipe is a large "U" shaped ramp with two transition areas at either end, separated by the flat bottom in between. Vert is a discipline that requires the ability to pump the ramp to gain altitude. Vert also refers to the specific part at the top of a ramp that is completely perpendicular to the ground (i.e. “This ramp has two feet of vert.”)
BMX Tricks
Riders are constantly inventing and reinventing tricks. Indeed, the defining essence of action sports is progression and evolution of tricks. The maneuvers and variations are ever-changing and too numerous to all be named. Within the BMX Freestyle disciplines, tricks can be broken down into the following basic categories, and many of these maneuvers can be done in combinations. "Ex: Ryan Nyquist's No-footed Can-Can Nothing to Barspin."
Aerial Trick Names
Tricks performed in the air before returning to the same ramp in vert and park, or between ramps in park or between hits in dirt.
In vert, when a rider goes up one side of the vert ramp and turns 180 degrees, then returns to the same side of the ramp. In park and dirt, when a rider goes off a jump, or launches onto another ramp (also called a jump).
Double backflip 360. Landed at X Games by Ryan Williams in both Big Air and Park Best Trick. See it here.
The rider spins an off-axis 360 laterally and vertically at the same time. Dave Mirra did no-handed 360 flips, most notably in Big Air.
A complete backward flip done in the air with the rider still on the bike. Occasionally, the rider will do it on a quarterpipe and land in fakie (backwards) position. Variations include double backflips, 360 backflips, tailwhip backflips (flip whips) and many variations on the straight backflip (no-handed, no-footed, barspin, turndown, etc.). Consistently a crowd favorite but not the most technical or difficult unless thrown with complex variations.
While a rider is in the air, they spin the handlebars a full rotation or more, grabbing them again before landing. Barspins are thrown in combination with other tricks, such as backflips or 540s, to increase the technical difficulty and earn more points with the judges.
A variation on the barspin when a rider throws one barspin, catches the handlebars, then throws another barspin before landing. In contrast to the double barspin, where the bars are thrown two complete spins unhindered. The barspin-to-barspin is more technical, the double barspin burlier.
When a rider jumps off their bike in the air and holds position, spinning the bike vertically 360 degrees while still maintaining a hold onto one grip, catching the bike and landing successfully. First attempted by Brad Blanchard in 1989. First pulled successfully over a box jump by Senad Grosic in 2004. First successful landing over a spine ramp at X Games 2004 by Morgan Wade.
A barspin with the rider guiding the bars around with one hand, looking somewhat like they are turning the large steering wheel of a bus.
When a rider takes one foot off a pedal and kicks the leg over the top tube of the frame, then returns the foot to the pedal before landing.
When a rider takes one foot off a pedal and kicks the leg over the handlebars, then returns the foot to the pedal before landing.
A no-footer with both hands on the seat.
Box jump move where the rider launches, does a 180 and then flips backwards into a backflip 180. Daniel Dhers debuted this trick (unsuccessfully) in July 2009, then landed one clean in May 2010 at a FISE event; it became his signature trick.
In a vert ramp or quarterpipe, the rider rotates 360 degrees around the head tube with the handlebars while the bike does a 180-degree air. In dirt or park, the bike does not rotate and the rider lands riding forward.
See flair and add a second flip. The rider does a double backflip 180 and re-enters the transition. Attempted on vert by Kevin Robinson for at least three years until he pulled one at X Games Vert Best Trick in 2006.
When a rider does a tailwhip on a hip or transition and spins the bike down toward the ramp rather than away from it. The bike is caught before it makes a complete 360-degree rotation.
When a rider takes his foot off his bike and plants it on the ramp, ground or an object near an obstacle, springs off and boosts into the air, and puts his foot back on the bike.
The fast plant opposite flair is a combination of the fast plant, boosting into a flair (listed below) but done in the rider's opposite direction. Jamie Bestwick unleashed the fast plant opposite flair early in 2002.
Backflip with a 180-degree turn on a quarterpipe or halfpipe, landing forward. Term comes from combining “flip” with “air,” and was invented by Mat Hoffman.
Another term for a tabletop.
Backflip while executing a tailwhip.
Bike does a frontflip and rider does a backflip. Invented by Ryan Williams. See here.
A flip where the rider and bike together do a front somersault after leaving the transition of a dirt jump or ramp.
A.k.a. frontflip flair. Similar to a flair but done with a frontflip instead of a backflip. First rider to land one was Keith McElhinney on vert in 2006.
Hand plant: The hand plant transfer is similar to the fast plant. However, the rider uses their hand to spring off a ramp or rail.
While in the air, the rider leans off the side of the bike and cranks the handlebars and upper body rearward (looking to the rear of the bike). Bike is horizontal or slightly higher in the rear, preferably.
Rider takes both feet off the pedals and kicks them over the frame and off to the same side of the bike, returning them to the pedals before landing.
Nothing: When a rider extends both hands and both feet at the same time away from the bike in the air. Invented by freestyle pioneer Ron Wilkerson.
When a rider airs, spins or does a trick in their non-natural direction. Every rider has a "natural" direction that feels comfortable. Learning tricks opposite adds another level of difficulty, often a significant level.
No-footed can-can to opposite no-footed can-can.
Rider airs from one transition to another transition facing them, with the landing transition perpendicular to or not on the same plane as the first. Usually done on two connecting corners in a bowl.
Refers to Ryan Nyquist's double barspin no-footer with both hands on the seat. An extension of the Cannonball.
The body does a backflip while one hand stays on the grip and the bike stays upright. Rider then remounts the bike.
Rider takes both feet off the bike and extends his legs as far behind as possible. Looks like Superman flying, holding on to the handlebars, hence the name. Lots of variations. Invented by Bob Kohl.
When a rider flattens his bike out into the horizontal plane in the air, then straightens it back out to land. Also referred to as a flatty, or more commonly as a table.
The rider maintains body position, holding the bars steady, and whips the frame 360 around the head tube. Single and multiple tailwhips are widespread throughout all BMX Freestyle disciplines. The triple tailwhip was first pulled by James Foster in dirt competition in 2006, and riders have followed suit on dirt, park and vert. Mike Spinner landed the first quadruple tailwhip in park competition in 2008.
A flair with a tailwhip done in the middle. Jamie Bestwick was the first to do this in vert competition at the 2003 X Games Global Championship. Also referred to as a flair whip.
Rider launches off the ramp and releases the handlebars with one hand, turns the bars 90 degrees and pushes his bike forward, grabbing the seat with the free hand.
360 with a barspin. Oftentimes referred to simply as “Truck.”
Where a rider leans off his bike and turns the handlebars and his body down toward the ground while the rest of the bike stays perpendicular to the ground.
Simultaneous barspin and tailwhip. First landed over a box by Daniel Sandoval in 2013.
A tailwhip in one direction followed by a tailwhip in the opposite direction, both in the same jump or air.
While in the air, a rider turns the handlebars as far as they will go in one direction without releasing the grips, and then straightens them to their original position before landing.
BMX Lip, Grind and Deck Tricks
Tricks performed on the coping or the deck before re-entering the ramp. Grinds (below) are also considered lip tricks.
Where a rider goes straight up the ramp, stalls on the back tire on the coping or deck railing and comes back down the ramp fakie. Known in skateboarding as a blunt to fakie.
Same as an Abubaca, except instead of returning to the ramp fakie, the rider turns 180 degrees and comes down the ramp facing forward. Sometimes referred to as a tail tap or tire tap when the tire is on the ramp deck and not on the coping.
Rider “jams” the foot into the front wheel, balancing briefly on the front wheel on the deck before returning to the ramp. Many variations, depending on where the foot is placed.
A 180-degree pivot on the front wheel followed by rolling backwards on the front wheel with both feet on the pedals.
Any trick involving grinding the pegs, pedals or crank along the coping at the top of the ramp, or a ledge or a handrail while street riding. It can be used in virtually any combination with other tricks into and out, or combined grinds. For example, "He did a barspin to feeble to Smith to 180 out." NOTE: exit moves, like "180 out", are referred to as "hard 180" if the rider starts the spin with the rear end of the bike in the direction of the obstacle, rather than away from it.
Grinding with the forward crank arm on the rail or ledge.
Front peg grinding with the opposite side back peg grinding; has to be on a rail or narrow ledge.
Both pegs on one side grinding simultaneously.
Grinding across a rail as in a crooked grind, but with the contact points being the rear peg and the frame's bottom bracket, with the front wheel dipped low.
Back peg grinding with front tire on top of obstacle.
Balance grind on only the back peg with front tire in the air.
Grinding on the non-natural side. In most cases, the rear-pedal side in the rider's natural stance.
Front peg grinding with back tire on top of obstacle.
Balanced grind on only the front peg with back tire in the air.
Front peg grinding while the back of the bike hangs over the obstacle.
A rail or ledge designed to be grinded up rather than down it.
General Tricks
Nose wheelie with one foot on a front peg and the other leg out for balance.
Coasting on the back wheel while the front wheel is in the air across the deck before returning to the ramp. A wheelie without pedaling.
Rather than bunny hopping (front wheel up first, followed by rear) into a trick or obstacle, the rider pushes forward and raises the rear wheel first, launching off the front.
Where a rider glides on the front wheel while the back wheel is in the air.
Quickly hitting or bouncing the front wheel on coping, platform, sub-box, extension, vert wall, etc. Often done with a barspin or 180 out.
Where a rider's back wheel is on the deck and the front wheel is in the air, balancing for a moment before dropping back in to the ramp.
Spinning Tricks (Airs)
When a rider does a rotation with the bike in the air. Spinning tricks are combined with one or more other tricks to increase difficulty and earn higher scores. Typically, the higher the number of rotations, the more difficult the trick.
A 180-degree spin in the air, landing backward in park and street and sometimes dirt, or returning to the ramp facing forward in vert and on park quarterpipes.
Most common in dirt and park, where a rider leaves a takeoff ramp and spins themself and the bike around one full rotation before landing. On quarters, they’re landed in the fakie position.
Rider spins one-and-one-half rotations before returning to the ramp. In street, the rider lands fakie.
Most common in dirt and park, where a rider spins two full rotations before landing.
Rider spins two-and-one-half rotations before returning to the ramp. In 1989, Mat Hoffman landed it in competition. Mat also landed the first-ever no-handed 900 at X Games Philadelphia 2002.
Three 360-degree rotations. The 1080 was first pulled by Mike Spinner in January 2006.
Three-and-one-half rotations. Landed for the first time in competition by Mike Varga at XG 2021 Park Best Trick. See if here.
Four 360-degree rotations. First landed to dirt by Kaden Stone at XG California 2023 Dirt Best Trick. See here.
During the trick, the rider leaves the lip of the jump and goes into a body varial 360 while his bike spins a 360. Landed for the first time by Dawid Godziek in XG California 2023 Dirt Best Trick.
Where a rider whips his bike completely around the axis of the handlebars while keeping the handlebars and his body stationary. Multiple tailwhips (two to four bike rotations) are also popular, as are tailwhip supermans (Superwhips) and 360 tailwhips.
Front cork 1080 (720 frontflip). Dawid Godziek was one of the first to do it. See here.