Breaking Glossary
Moves, battle format, and judging language — A to Z
Breaking is judged as a comparison, not as a score. Two dancers trade rounds, and each judge decides which one took the round — on a slider, across a handful of criteria, or on a single call. This glossary covers both halves of the vocabulary: the moves you see on the floor, and the terms that decide who advances.
A
- Air flare
A power move circling the body around the shoulders with the legs extended and the hips high, hands touching down alternately. A step beyond the flare in both control and cost.
B
- B-boy
A male breaker. The term predates 'breakdancer', which came from press coverage and is still avoided inside the scene.
- B-girl
A female breaker. Now a competitive division in its own right at every level up to the Olympic programme.
- Backspin
Spinning on the upper back with the body tucked. One of the first power moves most breakers learn and a common entry into longer sequences.
- Battle
The competitive unit: two dancers or two crews trading rounds until the judges decide. Everything else in a breaking event exists to produce battles.
- Bite
Copying another dancer's move or sequence, especially the opponent's, inside the same battle. Judged harshly because originality is an explicit criterion.
- Blowup
A rapid finishing sequence of power moves run together, usually into a freeze. Placed at the end of a round for the same reason a routine ends on its hardest element.
- Bracket
The knockout draw after the qualifying stage — top 16, top 8, and so on to the final. Losing a battle ends the event for that dancer.
C
- Callout
Directly challenging a specific dancer, in a cypher or on stage. In a structured event the bracket does the calling out instead.
- Chair
A freeze balancing on one hand and the same elbow driven into the side, with the body angled off the floor. The base position for a large family of freezes.
- Crash
Failing a move — falling out of it or landing off balance. A crash is visible to everyone and weighs directly on execution.
- Cross-fader
The judging control in comparative systems: instead of scoring each dancer, the judge slides toward whichever one was better on that criterion. Centre means level.
- Crew
A team of breakers competing together. Crew battles run the same round structure, with members taking turns rather than dancing at once.
- Cypher
The circle where breakers take turns, outside any bracket. The cultural root of the sport and still where most of the dancing happens.
D
- Deciding round
An extra round danced when the judges split evenly and no dancer has the majority. It exists because a tie is a legitimate outcome of a round, not a computation failure.
- Downrock
Everything performed with hands on the floor — the footwork level of the dance, between toprock and power.
- Drop
The transition from standing to the floor, from toprock into downrock. Judged as part of the round rather than as a separate move.
F
- Flare
A power move swinging the legs in a wide circle while the weight passes from hand to hand, the body never touching the floor. Borrowed from gymnastics.
- Flow
How smoothly one move becomes the next. A round of hard moves with visible pauses between them scores worse than a smoother round of easier ones.
- Footwork
Steps performed at floor level supported on the hands, the core of downrock. Counted in steps — the six-step is the reference pattern.
- Foundation
The established vocabulary of the dance, learned before anything personal is built on top. Judges read a lack of it quickly, whatever the difficulty on show.
- Freeze
A held position, usually balanced on the hands, head or shoulders. Used to end a phrase and to hit an accent in the music.
H
- Halo
A continuous circle traced on the head and hands with the body inverted. Distinct from a headspin: the head rolls rather than pivots.
- Headspin
Spinning on the crown of the head, hands off the floor once the rotation holds. Among the most recognisable power moves outside the scene.
J
- Jam
An event built around cyphers and open dancing rather than a bracket. Where the culture is transmitted, and often where a competitive event starts.
- Judge
In breaking a judge compares rather than scores. Depending on the system that means one call per round, a set of sliders, or a criterion-by-criterion comparison.
L
- Level A
One of WDSF's two breaking systems: five criteria weighted equally at twenty percent each. This is the system used at the Paris 2024 Olympic tournament.
M
- Musicality
How the dancing sits in the track — hitting accents, riding the break, changing quality when the music changes. A judged criterion in every published breaking system.
O
- Originality
Bringing something the judges have not seen, whether a new move or a personal treatment of a known one. The direct counterweight to biting.
P
- Power move
A move built on continuous rotational momentum — windmill, flare, headspin, air flare. High risk, high visibility, and no substitute for the rest of the dance.
- Prelims
The qualifying stage before the bracket, danced to a DJ set rather than head to head. Judges rank or select dancers; the selected ones are seeded into the draw.
R
- Round
One dancer's turn inside a battle, usually between thirty and sixty seconds. Rounds alternate, and the majority of rounds takes the battle.
S
- Six-step
The reference footwork pattern, a six-count circle around the supporting hands. The pattern most other footwork is built from or measured against.
- Swipe
A power move rotating the body while the legs sweep over the floor and the hands land in turn. Often used to link other power moves.
T
- Threading
Passing a limb through the gap made by the others without breaking the shape. Reads as control rather than as force.
- Threefold
A comparative judging system using three sliders, one per broad domain, instead of a long criterion list. Faster to operate than criterion-by-criterion systems.
- Throwdown
Another word for a round — the turn a dancer takes on the floor.
- Toprock
The standing part of the dance, performed before going to the floor. Sets the character of the round and the relationship to the music.
- Transition
The link between two elements — toprock to footwork, footwork to power, power to freeze. Where flow is either created or lost.
- Trivium
WDSF's other breaking system: six criteria across three domains — physical, interpretative and artistic — judged on cross-faders. Used at WDSF championship events.
- Turtle
Balancing on the hands with the elbows dug into the torso and the body flat, often rotated. The base of a family of hand-balance moves.
V
- Vocabulary
The range of moves a dancer actually shows in a round. A narrow vocabulary repeated well still reads as narrow, and every published system asks about it.
W
- WDSF
World DanceSport Federation, the body that governed breaking at the Olympic tournament. Publishes two breaking judging systems, not one — Trivium and Level A.
- Windmill
Continuous rotation on the back and shoulders with the legs swept in a V. The power move most dancers learn first and the base of many variations.