Glossary

The words skaters and coaches use, and this guide with them, in a sentence or two each.

Barrier · also boards
The wall around the ice. Hold it when getting on and off, and stop beside it rather than in the middle. See Your first session.
Base value
The points a jump, spin or sequence is worth before the judges mark its quality. The ISU sets one for every element, and for spins and sequences one per level.
Carriage
How the head, shoulders, arms and upper body are held over the blade. Good carriage is tall and quiet. See Core and carriage.
Check
Holding the shoulders and arms firmly against a rotation, so that it stops, or does not start before it should. Every jump landing is checked, and so is the exit of most turns.
Clockwise and anticlockwise · also rotation direction
The way a skater turns in jumps and spins. Most turn anticlockwise, and the guide is written for them. A clockwise skater does the mirror image of everything: every left becomes right.
Cluster
The guide's word for a run of turns where each one's exit edge is the next one's entry. See Clusters.
Combination
Two or more jumps where the landing of one is the takeoff of the next, with no step between them. Not to be confused with a combination spin. See Jump combinations, Combination spin.
Cusp
The point in a turn's tracing where the blade changes direction, drawn as a small point or loop on the ice.
Edge
A blade has two: the inside edge on the big-toe side and the outside edge on the little-toe side. The word also means the curve a skater travels on one of them. See The eight edges, The blade.
Edge call
A mark the technical panel gives a flip or a Lutz taken off the wrong edge: an "e" for the wrong edge, or a "!" for an edge that was not clear. See Lutz, Flip.
Edge code · also LFO, RBI
Three letters for an edge: the foot (L or R), the direction (F or B) and the edge (O or I). LFO is a left foot travelling forwards on an outside edge. See The eight edges.
Edge jump
A jump that takes off from the edge alone, with no toe pick: the waltz jump, Salchow, loop and Axel. See Jumps.
Flutz and lip
Informal names for two common faults: a Lutz that rolls onto the inside edge before the takeoff (a flutz), and a flip taken off an outside edge (a lip). Both earn an edge call.
Free leg · also free foot, free side
The leg that is not on the ice, and that side of the body. The other is the skating leg.
GOE · also grade of execution
The judges' mark for how well an element was done, from −5 to +5, added to its base value as a share of it.
Guards
Hard covers for walking off the ice. Off before the first step onto it. See Looking after skates.
Hold
How two dance partners hold each other: where each stands, which way each faces, and where the hands go. See Holds.
Hollow · also radius of hollow
The shallow groove ground along the bottom of the blade that leaves its two edges. A smaller radius cuts a deeper groove that grips harder. See The blade.
Level
For spins, step sequences and some other elements, a grade from Base (B) to 4 given for the difficult features shown. A higher level has a higher base value.
Lobe
A curve skated on one edge, roughly half a circle. Pattern dances and the old school figures are built of them.
Mohawk and choctaw
Turns from one foot to the other that reverse the direction of travel. A mohawk keeps the same kind of edge; a choctaw changes it. See Two-foot turns.
Pick · also toe pick
The teeth at the front of a figure blade. For jabbing into the ice in toe jumps, not for standing on. See The blade.
Rocker
Two meanings. On the blade, the curve it is ground to along its length. As a turn, a one-foot turn that reverses the direction of travel, keeps the same edge and rotates into the curve, coming out on a new lobe. See The blade, Rocker (turn).
Skating leg · also skating foot, skating side
The leg carrying the skater on the ice, and that side of the body.
Soakers
Cloth covers for storing dry blades. Hard guards hold water against the steel; soakers do not. See Looking after skates.
Spin rocker
The tighter curve towards the front of the blade, just behind the pick, that a spin sits on. See The blade.
Spotting
Finding something familiar to look at so as to keep your bearings while turning, and to see straight again after. See Spotting and rotation.
Toe jump
A jump vaulted off the toe pick of the free foot: the toe loop, flip and Lutz. See Jumps.
Tracing
The mark a blade leaves on the ice. Every element in the guide is drawn by its tracing.
Turnout
How far the legs rotate outward from the hip. See Hips and turnout.
Under-rotation · also q, under-rotated, downgraded
A jump landed short of its turns. A quarter short is marked q; more than a quarter but less than half, under-rotated (<); half a turn or more, downgraded (<<) and scored as the jump with one turn fewer.