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GLOSSARY OF CHOREOGRAPHY TERMS

The glossary is currently being created. Please bear with us as we make changes and updates to it!
, DIRECTIONS
  • Left: L ('Cross L' stands for 'Cross Left'); This refers to the Attacker's Left side, not the Defender's Left side. For example, if the Attacker is throwing a Left Cross Punch, then they are attacking the Defender with their Left hand. 
  • Right: R ('Slip R' stands for 'Slip Right'); This refers to the Attacker's Right side, not the Defender's Right side. For example, if the Attacker is throwing a Right Kick, then they are attacking the Defender with their Right foot. 
  • Forward: F ('PF' stands for 'Pass Forward'); This refers to the Attacker's Forward movement, not the Defender's Forward movement. For example, if the Attacker is Passing Forward, then they are moving Forward in space (likely toward the Defender). 
  • Back: B ('PB' stands for 'Pass Back'); Also sometimes known as 'Rear', as in 'Traverse Rear'. This refers to the Attacker's Backward movement, not the Defender's Backward movement. For example, if the Attacker is Passing Back, then they are moving Backward in space (likely away the Defender). 
  • Left to Right: L>R ('Belly Cut L>R' stands for 'Belly Cut Beginning on the Attacker's Lefthand Side and Ending on the Attacker's Righthand Side'); This refers to movement from the Left to the Right of the Attacker. For example, if the Attacker is performing a Left to Right Foot Cut, then they are attacking the Defender in a sweeping motion from the Attacker's Left side to their Right side. 
  • Right to Left:  R>L ('Head Cut R>L' stands for 'Head Cut Beginning on the Attacker's Righthand Side and Ending on the Attacker's Lefthand Side'); This refers to movement from the Right to the Left of the Attacker. For example, if the Attacker is performing a Right to Left Belly Cut, then they are attacking the Defender in a sweeping motion from the Attacker's Right side to their Left side.  
  • Descending: Des or Desc ('Des Oblique R>L' stands for 'Descending Oblique Beginning on the Attacker's Upper Righthand Side and Ending on the Attacker's Lower Lefthand Side'); This refers to a sweeping motion that moves from High to Low. For example, if the Attacker is performing a Descending Oblique, then they are making a slashing motion that begins above their head and continues toward the ground, from up to down, from High to Low.    
  • Ascending: Asc ('Asc Oblique R>L' stands for 'Ascending Oblique Beginning on the Attacker's Lower Righthand Side and Ending on the Attacker's Upper Lefthand Side'); This refers to a sweeping motion that moves from Low to High. For example, if the Attacker is performing a Descending Oblique, then they are making a slashing motion that begins low to the ground and ends above their head, from down to up, from Low to High.
  • Vertical: Ver; This refers to the up-and-down plane through which the Combatants move. 
  • Horizontal: Hor; This refers to the side-to-side plane through which the Combatants move. 
  • Inside: Ins; 'Inside' is shorthand for 'close to the body.' To Attack or Block Inside is to attack or defend between the bodies of the Combatants.
  • Outside: Out; 'Outside' is shorthand for 'away from the body.' To Attack or Block Outside is to attack or defend in the area around the bodies of the Combatants instead of between them.
  • High: No Abbreviation; This can refer to a strike or block that is above the normal position for a particular move, but it can also refer to a strike that occurs to the upper third of the Defender's body or target.
  • Mid: No Abbreviation;  This refers to a strike or block that occurs to the middle third of the Defender's body or target.
  • Low: No Abbreviation; This refers to a strike or block that is below the normal position for a particular move, but it can also refer to a strike that occurs to the lower third of the Defender's body or target.
UNARMED MOVES
  • Punch: No Abbreviation; A close-fist strike with the hand.
    • Cross Punch: No Abbreviation; Aptly named, a Cross Punch crosses the Vertical Plane as the Attacker performs it. For example, the Right fist of the Attacker will attack over the Left shoulder of the Defender. (Remember, the Left shoulder is from the perspective of the Attacker, not the Defender.) Often, a Cross Punch will require a Knap.
    • Off-Hand Punch: No Abbreviation; 
    • Haymaker: No Abbreviation; A Haymaker never strikes the Defender, but moves in a sweeping motion between the Attacker and Defender. A Haymaker can be Blocked, Ducked or otherwise Evaded, or transitioned into a Grapple. 
    • Stomach Punch: No Abbreviation; A Stomach Punch is a strike to the stomach of the Defender. Contact, Light Contact, or No Contact can be used to perform a Stomach Punch at the discretion of the Defender.
    • Hammer Punch: No Abbreviation; A Hammer Punch is a strike to the upper back of the Defender, usually while the Defender is bent double. Often, a Hammer Punch will require a Knap.
      • Double Hammer Punch: D Hammer Punch; A Double Hammer Punch is a two-handed strike to the upper back of the Defender, usually while the Defender is bent double.  Often, a Double Hammer Punch will require a Knap.
    • John Wayne Punch: John Wayne; The John Wayne Punch is an exaggerated Cross Punch. The Attacker cues as far back and/or to the side as possible, sometimes 'winding up' the punch, sometimes rear traversing for added emphasis. The John Wayne Punch packs a wallop, and so it is a popular finishing move. Often, a John Wayne Punch will require a Knap.
    • Kidney Punch: No Abbreviation; A Kidney Punch is very similar to a Stomach Punch in that it is a close-fist strike to the torso of the Defender. However, the Kidney Punch is a strike to the side of the Defender, as in where one might expect the kidneys to be.
  • Backfist: No Abbreviation; A close-fist strike with the back of the hand, a Backfist has much in common with both a Backhanded Slap and Punch. Often, a Backfist will require a Knap.  
  • Clothesline: No Abbreviation; A Clothesline is a strike with the Attacker's arm across the Defender's chest intended to knock the Defender to the ground.
  • Claw: No Abbreviation; Usually a Downward ripping motion to the face of the Defender, the Attacker is using their nails to blind or otherwise incapacitate the Defender. For the record, a Claw can occur anywhere on the Defender's body. 
  • Slap: No Abbreviation; An open-hand strike to the Defender, usually to the face. Often, a Slap will require a Knap.  
    • Forward Slap: No Abbreviation; Synonymous with a Slap, a Forward Slap is an open-hand strike with the palm of the hand, usually to the face.  Often, a Forward Slap will require a Knap.  
    • Backhanded Slap: Black Slap; An open-hand strike with the back of the hand, usually to the face.  Often, a Backhanded Slap will require a Knap.  
    • Ear Box: No Abbreviation; An Ear Box is an open-hand strike to both ears of the Defender with the Attacker using two hands at once. 
  • Kick: No Abbreviation; A Kick is a strike with the foot. 
    • Front Kick: No Abbreviation; A Front Kick is strike with the sole of the Attacker's foot, usually to the chest of the Defender. 
    • Groin Kick: No Abbreviation; A Groin Kick is a strike with the top of the Attacker's foot (think shoelace area) to the inner thigh of the Defender. The Groin Kick is a popular finishing move. 
    • Snap Kick: Snap; A Snap Kick is a strike with the Attacker's Forward foot and is similar in feel and quickness to a jab. A Snap Kick usually targets the thigh or side of the Defender as these areas are within easy reach, though a Snap Kick may also target the shoulder or other areas of the Defender's body. 
    • Roundhouse Kick: Roundhouse; A Roundhouse Kick is a strike with the Attacker's Back foot. A Roundhouse Kick usually targets the thigh or side of the Defender as these areas are within easy reach, though a Roundhouse Kick may also target the shoulder or other areas of the Defender's body. 
    • Push Kick: No Abbreviation; A Push Kick is push with the sole of the Attacker's foot, usually on the chest of the Defender, that  ends in a stomp or a 'step down'. The idea is to make it seem like the Attacker has shoved the Defender away or down with their foot. 
    • Savant Kick: No Abbreviation; A Savant Kick is a strike with the sole of the Attacker's foot to the Defender's face, usually while the Defender is low to the ground. Often, the Attacker will use the Defender's hand next to their face as a target. The Savant Kick is a popular, though dangerous, finishing move. 
    • Crescent Kick: No Abbreviation; A Crescent Kick is an arching Kick that crosses both the Vertical Plane and the Horizontal Plane, travelling from Low to High to Low again (Ascending then Descending) as well as from Right to Left or Left to Right. An Inside Crescent Kick is a Kick led by the inside of the Attacker's foot, and an Outside Crescent Kick is a Kick led by the outside of the Attacker's foot. The Kick will make a crescent moon shape in the space between the Attacker and the Defender. The Crescent Kick often goes over the head of the Defender, but when it connects, it is a powerful blow, possibly even a finishing move. 
  • Trip: No Abbreviation; A Trip is an attempt by the Attacker send the Defender off-balance. Often, a Trip will end in a Fall.  
    • Leg Sweep: Sweep; In a Leg Sweep, the Attacker swipes out their leg low to the ground in an effort to trip the Defender. A Leg Sweep can occur from Right to Left or from Left to Right.
  • Elbow: No Abbreviation; An Elbow is a strike to the Defender with the Attacker's elbow. An Elbow strike can attack any area of the Defender's body, though the stomach and face are popular, and it is a common way to transition out of a Grapple.
  • Knee: No Abbreviation; This move comprises a strike of the Attacker's knee to a place on the Defender's body. For example, Knee strikes commonly occur to the groin, the face, and the stomach. Occasionally, a Knee will require a Knap.
  • Grapple: No Abbreviation; Also known as a 'Hold', a Grapple, denotes a prolonged struggle between the Attacker and Defender wherein the two are physically touching.
    • Struggle: No Abbreviation; Two or more Combatants locked in a Grapple prior to a transition or release. 
    • ​Hair Pull: No Abbreviation; To perform a Hair Pull, the Attacker 'grips' the Defender's hair, usually hair on the top of the head but sometimes facial or body hair, and 'pulls', causing blinding pain. The Attacker can usually then 'lead' the Defender by the hair anywhere they desire.  
    • ​Ear Pull: No Abbreviation; To perform a Ear Pull, the Attacker 'grips' the Defender's ear and 'pulls', causing blinding pain. The Attacker can usually then 'lead' the Defender by the ear anywhere they desire.  
    • Nose Pull: No Abbreviation;  The Nose Pull is also known as a 'Nose Drag'. To perform a Nose Pull, the Attacker 'grips' the Defender's nose and 'pulls', causing blinding pain. The Attacker can usually then 'lead' the Defender by the nose anywhere they desire.  
    • Bear Hug: No Abbreviation;  In a Bear Hug, the Attacker is squeezing the Defender around the shoulders, pinning the Defender's arms to their sides. Bear Hugs can come from the Back, Front, or Side, and often the Attacker will briefly pick the Defender up to emphasize the power behind the move. Usually, a Bear Hug takes place when the Attacker is much larger than the Defender.
    • Hammerlock: No Abbreviation; Also known as a 'Chicken Wing', a Hammerlock is when the Attacker toques the Defender's arm around to their back so that their elbow juts out at an awkward angle. 
    • Armbar: No Abbreviation; In an Armbar, the Attacker holds the Defender's wrist and shoulder and 'wrenches', suggesting that they are dislocating the Defender's shoulder or perhaps tearing the muscle. In fact, the Defender is the one in full control of this move in order to prevent any real injury to their shoulder.
    • ​Choke: No Abbreviation; A Choke is a type a Grapple where the Attacker wraps their hands, arms, or legs around the Defender's neck in an effort to asphyxiate them. Chokes are popular finishing moves.
      • Rear Choke: No Abbreviation; A Rear Choke is a choke that comes from behind the Defender. 
      • Front Choke: No Abbreviation; A Front Choke is a choke that comes from the front of the Defender.
      • ​Head Lock: No Abbreviation; A Head Lock is a kind of Rear Choke. The Attacker attempts to asphyxiate the Defender by pressing the Defender's wind pipe into the crook of the Attacker's elbow and holding them steady their until they stop moving.
      • Leg Choke:  No Abbreviation; A Leg Choke occurs when the Defender's neck is caught between the Attacker's legs. The Attacker will usually cross their feet to show the audience how thoroughly trapped the Defender is. ​
    • Man-From-UNCLE: No Abbreviation; Also known as a 'Double Under'; A common way to get out of a Grapple, especially a Front Choke.
  • Irish Whip:  No Abbreviation; The act of moving the Defender bodily by the arm or arms into a strike performed by the Attacker. The Irish Whip is a popular wrestling move.  
  • Foot Stomp: No Abbreviation; A common way to transition out of a Grapple, a Foot Stomp is when the Attacker stomps and/or grinds their heel into the top of the Defender's foot. 
  • Head Slam: No Abbreviation; To perform a Head Slam, the Attacker grips the Defender's head and bashes it into an inanimate object, usually something solid like a stage or a wall. In fact, the Defender is the one in full control of this move in order to prevent any real injury to their head or neck. This is a popular finishing move. 
  • Shove: No Abbreviation; Also known as a 'Push'. In a Shove, the Attacker places one or both hands on the Defender and pushes them away. A Shove is a common way to get out of a Grapple.
    • ​One-Hand Shove: No Abbreviation; Also known as a 'One-Hand Push'.
  • Evade: No Abbreviation; An Evade is the avoidance of a strike. 
    • Duck: No Abbreviation; A Duck is an Evade wherein the Defender avoids a strike to their head from the Attacker by lowering their head and torso.
  • Fall: No Abbreviation; Falling is the act of moving from a standing position to a position on the ground, sometimes Prone. 
    • ​Front Fall: No Abbreviation; A Front Fall is the act of falling to the ground in the space just in front of the Combatant. The Combatant falls forward onto their chest, sometimes catching their fall with their hands or arms, or lessening the intensity of their fall by first sinking to their knees. 
    • Sit Fall: No Abbreviation; Also known as a 'Pratfall', a Sit Fall is the act of falling to the ground in the space just behind the Combatant. The Combatant falls backward essentially by sitting down, hitting the ground rear end-first, then lying back into a Prone position.
    • Side Fall: No Abbreviation; In a Side Fall, the Combatant falls to the ground and lands on their side, downwardmost arm straight out parallel to the ground, creating as much area of the body to connect with the ground as possible to lessen the intensity of the fall. 
    • Fall to All Fours: No Abbreviation; A Fall to All Fours is a Front Fall wherein the Combatant catches themselves before their chest hits the ground. The Combatant ends up on their hands and knees. 
  • Roll: No Abbreviation; A Roll is a type of Tumble wherein the Combatant turns over on themselves, usually while on the ground. 
    • ​Shoulder Roll: No Abbreviation; Including Forward, Back, and Diving types, the Shoulder Roll is so-named because the Combatant leads into the Roll with their shoulder.
    • Barrel Roll: No Abbreviation; A Barrel Roll is a Roll in which the Combatant is turning over themselves using their spine as a rough axis point.
    • Fish Flop: No Abbreviation; A Fish Flop occurs when the Combatant moves from a standing position into a loose Roll over their head and ends Prone on the ground on their back, arms and legs splayed.
  • Unarmed Block: ​No Abbreviation; Known as a 'Parry' when used in tandem with a weapon, a Block is a defensive action made by the Defender intended to stop an Attack. 
    • Open Palm Block: No Abbreviation;
    • High Forearm Block: No Abbreviation;
    • Cross Block: No Abbreviation;
    • Open Hand Block: No Abbreviation;
FOOTWORK
  • Advance: Adv; 
  • Retreat: Ret; 
  • Lunge: No Abbreviation;  
  • Grand Lunge: G Lunge; 
  • Pass: P ('PF' stands for 'Pass Forward'); 
  • Double Pass: DP ('DPB' stands for 'Double Pass Back'); 
  • Thwart: Thw;
  • Traverse: Trv;
  • Slip: No Abbreviation;  
  • Cross: No Abbreviation;  
  • Recover: No Abbreviation; ​
  • Volte: No Abbreviation;  
  • Spin: No Abbreviation; 
    • ​Two Step Spin: No Abbreviation; 
  • Stumble: No Abbreviation;  
  • Horse Stance: No Abbreviation; This is a stance wherein the Combatant's feet are parallel on the Horizontal plane, knees bent with both feet facing forward. 
ARMED MOVES
  • Attack: Atk;
    • Attack 1: Atk 1; 
    • Attack 2: Atk 2;
    • Attack 3: Atk 3;
    • Attack 4: Atk 4;
    • Attack 5: Atk 5;
  • Block: Blk;
    • Block 1: Blk 1;
    • Block 2: Blk 2;
    • Block 3: Blk 3;
    • Block 4: Blk 4;
    • Block 5: Blk 5;
    • Block 5a: Blk 5a;
  • Thrust: No Abbreviation;
  • Parry: No Abbreviation;
    • ​Hanging Parry: No Abbreviation;
    • Hand Parry: No Abbreviation;
  • Cut: No Abbreviation; Also known as 'Swipe'
    • Head Cut: No Abbreviation;
    • Belly Cut: No Abbreviation;
    • Foot Cut: No Abbreviation;
  • Oblique Slash: Oblique;
  • Horizontal Slash: No Abbreviation; 
  • Disarm: 
    • Serpentine Disarm: No Abbreviation; Also known as a Torque Disarm.
    • Hand Strike Disarm: No Abbreviation; 
    • Grounding Disarm: No Abbreviation; 
  • Pommel Strike: No Abbreviation;
  • Guard: No Abbreviation;
  • Blade Transition: No Abbreviation; 
    • Bind: No Abbreviation; Crosses one plane.
    • Moulinet: No Abbreviation;
    • Crossé: No Abbreviation; Crosses two planes.
    • Carry Over: No Abbreviation; 
    • Knock Up/Down: No Abbreviation; 
    • Glissade: No Abbreviation; 
    • Expulsion: No Abbreviation; 
    • Beat: No Abbreviation; After Parry or to clear a line of attack.
    • Corps-a-Corps: C-a-C; 
MISCELLANEOUS 
  • Pronated: Pro; When gripping a weapon, Pronation is the position of the hand where the palm is turned down with the fingernails of the sword-hand facing the ground. 
  • Supinated: Sup; When gripping a weapon, Supination is the position of the hand where the palm is turned up with the fingernails of the sword-hand facing the sky.
  • Knap: No Abbreviation;
  • Prone: No Abbreviation; To be Prone is to be undefended. Usually, Prone opponents are lying injured on the ground, are distracted by another combatant, or have their backs turned to the combatant. 
  • Grip: No Abbreviation;
    • ​​
  • Yield: No Abbreviation; To give up victory of the fight, as in "I yield!"
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