TRICKtionary
Check out the TRICKtionary to learn all the tricks and add some
new moves to your arsenal.
S-C-O-O-T
Team Razor's Jason Beggs and Tanner Markley go head-to-head in this featured game of SCOOT
Technical Terms
- Coping
- Deck
- Extension
- Flat Bottom
- Halfpipe
- Hip
- Quarterpipe
- Roll-In
- Spine
- Table (or the Deck)
- Transition
- Vert
Metal pipe at the edge of quarterpipes, grind boxes, and other skate park obstacles.
The plate on which the feet stand.
Some half pipes have an extension, an elevated section that provides additional momentum at the beginning of the ride.
The transition in modern half pipes is divided into two halves and connected by a horizontal section called the flat bottom.
A construction made out of concrete, wood, metal, or snow with the shape of a pipe cut in half lengthwise.
Two quarterpipes placed at a 90 degree angle.
A curved ramp that continues until near vertical.
A variation of the extension with a round transition between table (the deck) and vert.
Two quarterpipes placed back to back with a narrow gap.
Flat platform from which a rider rides into the half pipe.
This describes the half circle of the half pipe (with a radius of about 3 m) and leads to the vertical vert located above it.
The vertical portion of the ramp that sits above the quarter pipe and is lined at the top by the coping.
Tricks
- 180º (One eighty)
- 360º (Three sixty)
- Airwalk
- Backflip
- Backside Boardslide
- Barspin
- Bartwist
- Benihana
- Boneless
- Briflip
- Bunnyhop
- Condor Air
- Disaster
- Feeble Grind
- Fingerwhip
- Flair
- Foot Jam
- Footplant
- Footplant Tailwhip
- Front Scooterflip
- Front Wheel Grab
- Frontflip
- Fullwhip
- Heelwhip
- Hurricane
- Lipslide
- Manual
- No Footer
- No Hander
- No-Foot-Can-Can
- Nose Blunt
- Nothing
- One Foot Manual (or Hang 5 Manual)
- One Footer
- Rotorwhip
- Scooter fakie
- Smith Grind
- Superman
- Superman Grab
- Table Top
- Tail tap
- Tailgrab
- Tailwhip
- X-Up
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360º (Three sixty)
Full rotation of the deck and rider. Many riders call the three sixty simply a “three”.
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Airwalk
The rider’s legs are kicked out in a scissor-kick motion and then reversed while in the air. When done correctly it looks like the rider is walking in the air.
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Backside Boardslide
The rider turns his back towards the rail and grinds with the middle of the deck.
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Bartwist
The rider spins the handlebars one rotation while gripping them with one hand.
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Benihana
The rider takes their back foot off and grabs the back of the deck.
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Boneless
Like a bunny hop, but one foot pushes off the ground to spin the scooter into the air. Or simply, an air initiated by a foot plant.
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Briflip
The rotation of the scooter around its vertical axis. The handlebar is the center of the rotation – both hands remain on the handlebar.
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Disaster
The rider turns 180 degrees and lands with the deck facing transition on the coping.
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Flair
A backflip that is combined with a 180° while jumping out of a quarter pipe.
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Foot Jam
The rider wedges their front foot between the fork and deck to balance on the front wheel.
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Footplant
The rider jumps, out of a quarter pipe, for example, and braces himself with one leg on the coping. The other foot remains on the deck.
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Front Scooterflip
The deck is turned backwards so that it makes a loop. One hand is taken off the handlebar.
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Heelwhip
The deck is rotated one full spin in the opposite direction of a tailwhip.
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Hurricane
The rider grinds in a board slide and turns the deck in reverse.
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Lipslide
The rider brings the backwheel of the scooter over the rail to enter the grind.
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No-Foot-Can-Can
Both legs are moved to one side of the scooter during the jump and put back on the deck during the landing.
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Nose Blunt
The rider turns 180 degrees over coping and lands with the coping between the front wheel and deck.
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One Foot Manual (or Hang 5 Manual)
A manual with only one foot on the back of the deck.
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Rotorwhip
The rider does a tailwhip in one direction and a barspin in another at the same time.
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Scooter fakie
The rider kicks the deck 180 degrees and lands with the deck in reverse.
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Superman
While mid-jump, the rider takes their feet off of the scooter and extends their arms in front of them. The rider’s body forms a straight line at the apex of the trick.
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Table Top
The deck is pushed outward with the foot during the jump so that the scooter is at a 90° angle to the body.
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Tail tap
The rider stands on the back wheel during this trick – without riding.
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