π·π Move Complexity β
Definition β
- Consisting of many different and connected parts.
- Interwoven, interrelated.
- Continuum between Simple and Complex.
- βClimbing is an incredibly demanding sport. Successful climbers combine strength, endurance, power, flexibility, mobility, and dexterity of both mind and body. Climbing requires a complex synergy between all of these abilities, relying on the successful integration of spatial awareness, balance, and coordination.β
Examples of Move Complexity β
Low Move Complexity β
High Move Complexity β
Move Sequence β
- Thinking moves ahead. Ahead of CurrentMovement.
- EventCount
- Number of Events
- SubmovementCount
- Number of Submovements
- PositionCount
- Number of Positions
- Analogy(Chess)
- EventCount
Advantage β
- Shorter Climbers often must use a more complex Beta than a TallClimber who can just Bypass the movement.
- CognitiveBias
- CurseOfKnowledge
- The Routesetter who set the Route already knows all the beta to a climb may underestimate all the thought required to discover the beta.
- CurseOfKnowledge
- HomeGymAdvantage
- Climber already knows how the Hold feels when competing at their home gym.
- FamiliarityEase
- Climber already knows how the Hold feels when competing at their home gym.
Acceleration β
- High Complexity
- DynamicMovement
- Redirection
- ResonanceSwing
- AbsorbMovement
- DynamicMovement
- MultipleMovementDirection
- RedirectionMovement
- Low Complexity
- ConstantAcceleration
- StaticMovement
- (++)
- Increase RedirectionCount
- RedirectionMovementCount++
- Increase RedirectionCount
Alignment β
- AlignmentMovement is a NeuroMovement.
Quote about Alignment β
βBetweenβ
βDirectly under SloperHoldβ
βDirectly aboveβ
βStackedβ
βParallelβ
βPerpendicularβ
βSame (height, level, direction)β
βYou need to stick your butt outβ
Alignment of ForceDirections
- OppositionMovement
- CompressionMovement (ConvergentMovement)
- Bicycle
- PinchGrip
- ExpansionMovement (DivergentMovement)
- Kneebar
- ReverseBicycle
- 2_Gaston
- Stemming
- ArmArch
- LegArch
- BodyArch
- (Layback = 2)
- CompressionMovement (ConvergentMovement)
- OppositionMovement
Align(ClimberPart)RelativeTo(OtherClimberPart)
- Stacked
- Align(Ankle, Knee, Hip, Spine, Shoulder)
- NoHandsClimbing
- SlackliningMovement
ConcentricAlignment
PlanarAlignment
ParallelAlignment
- Parallelize
- SlabMovement
- ChestMovementLine, ChestMovementPlane When Climbers canβt lean away from the wall or contact it.
- When Climbers canβt contact or lean away from the wall.
- ChestMovementLine, ChestMovementPlane When Climbers canβt lean away from the wall or contact it.
BisectLine
- ExpansionMovement.EqualLoading
- Stemming
- ExpansionMovement.EqualLoading
Find center
Align(Climber)RelativeTo(Route)
- To optimize Friction, since Friction is greatest when the applied force is perpendicular to RouteSurface.
- Align(HorizontalMovement)
- MovementNameList
- Stemming
- FrontLever
- AlignmentError
- BodySag on OverhangWall.
- WeightDistribution
- WeightShift
- MovementNameList
- Align(VerticalMovement)
- MovementNameList
- HipsClose
- HipsFar
- SlabClimbing BodyPosition
- βYou need to stick your butt outβ
- SlabClimbing BodyPosition
- ShouldersClose
- ShouldersFar
- MovementNameList
- NoHandsClimbing
- SlackliningMovement
- MovementNameList
- PerpendicularHips
- PerpendicularShoulders
- ParallelHips
- ParallelShoulders
- Twistlock
- PerpendicularHips
- PerpendicularShoulders
- Laybacking
- BarnDoor
- ConcentricAlignment
- Velocity of AroundCornerMovement aligns with WallCorner.
- SloperHoldGrip
Counterintuitive β
- More concepts are Counterintuitive to NoviceClimbers.
- Expectation
- PathOfLeastResistance
- MovementError
- Climbers who reach for the closest RouteSurface and use an erroneous sequence.
- FarThenClose
- Climbers who reach for the closest RouteSurface and use an erroneous sequence.
Creativity β
βYou really have to be creative to find the easiest wayβ - AdamOndra\ReelRock13
Dexterity β
Clipping(ArmCrossArm)Movement
(Dexterity.C)ProportionalTo(HandSubmovementCount, )
Clipping
ClimbingTool
ProtectionMovement
HandBump
ColdHands
- Weather
- AirTemperature
- Weather
ArmPump.HandMovement
HiddenRouteSurface β
- Definition(HiddenRouteSurface)
- Quote
- MovementComplexity(+)
- BlindHandSwap
- BlindHandSwap.C(++)SmallSurface.C(++)MonoHold
- BlindCatch
- HiddenByClimber
- Climbers often canβt see their feet when ChestClose is required, unless feet are to the side of Climber.
- MovementComplexity(-)
- FeelingForHold
- WavingForHold
- βFeel for it in Spaceβ
- Proprioception
- βFeel for it in Spaceβ
- SlidingForHold
- Touch+Proprioception
- WavingForHold
- FeelingForHold
Submovement β
Definition(SubmovementCount)
- The number of ClimberParts performing the same Movement or different Movement.
(Movement+Route)Complexity
- A RouteComplexity.High has a higher MovementDensity than a RouteComplexity.Low.
(Complexity)ProportionalTo(SubmovementCount)
SwapMovement
- Changing the ClimberPart which contacts a given RouteSurface.
- FootSwap
- FootSmearSwap
- FootSmear beside TargetRouteSurface.
- FootSmearSwap
- FootSwap
- HandSwap
- HandOverlapSwap
- HandPianoSwap
- Changing the ClimberPart which contacts a given RouteSurface.
Brachiation
- Hangeln β climbing with swinging feet
- Climber uses Newtonβs Third Law to redirect CenterOfMass.
CoordinationMovement
- (HandFlip)To(HandCatch.ArmCompression)
- SteppingDyno
- ToeHookCatch
- PaddleDyno
SimultaneousSubmovements in different directions.
- MovementDirection
- Number of MovementPlanes
- Number of planes required to describe movement
- The number of planes that a movement is performed in
- Arms move independently of Legs.
- Pat your head and rub your belly.
- PogoLeg
- (LegCompression+ArmExpansion)
- (PullUp+LegKip)
- CompressionMovement
- ExpansionMovement
- StemmingMovement
TooMuchIntensity β
- Definition(TooMuchIntensity)
- Overshoot
- ActualName(Parkour Jump to Railing).
- VolumeJumping
- SwingOff Dyno TargetSurface which isnβt a JugHold or DownPullHold.
- Hop into Standing on a SmallHold on SlabWall.
- Overshoot the TargetSurface or TargetBodyPosition, then need to redirect
- ActualName(Parkour Jump to Railing).
- Overgripping
- Gripping the Hold with a force which is greater than the minimum force required to maintain StaticFriction between the Climber and RouteSurface.
- Overgripping as a reaction to FearOfFalling
RedHerring β
Definition(RedHerring)
Quote
- βDonβt waste your time on thatβ
SkipHold
- FarThenClose
RouteSurfaces which are tempting to use because they are easy to Load, but have a negative effect on the Climberβs advancement of RoutePosition.
A JugHold which puts the Climber OffRoute and perhaps to a RouteDeadEnd.
BotchedMovementSequence
Counterintuitive ApparentPathOfLeastResistanceDeception
OffRouteLine
OffMovementLine
TooManyOptions β
- Definition(TooManyOptions)
- Quote
- MovementComplexity
- MovementComplexity(High)
- (MovementComplexity)ProportionalTo(AlternativeMovementCount)
- MovementComplexity(Low)
- MovementComplexity(++)
- MovementComplexity(--)
NoHandsClimbing β
Definition(NoHandsClimbing)
- Climbing without any HandContact.
- Popularized by JohnnyDawes.
- βNormal climbing is like a lager, no hands climbing is more like a liqueur.β\IntensityMatching
- A Walk on the Wild Slide with Johnny Dawes
MovementComplexity(+)
- DynamicMovement
- ArmSwing
- ArmSwing Inertia
- ArmAbsorb
- The timing ArmSwing in multiple directions and speeds can be difficult to achieve.
- ArmResonanceSwing Timing
- Give Energy just before MovementLineReflection
- ArmSwing
- DynamicMovement
RouteComplexity(+)
- CornerWall is probably the MostComplexRouteType possible, although there is currently no video of it.
- Any WallType besides SlabWall.
- No ReferencePoint in space for BodyPositioning.
- There are no definite spatial Positions to put your Arms.
MovementLine β
- MovementDistanceLine
- MovementDisplacementLine
- Trajectory
- UpThenOver
- ProjectileMotion
- MotionCapture
- JointLine
- MovementDirection
- MovementDirectionChange
- MovementLineReflection
- MovementLineRetrograde
- Trajectory
Precision β
Definition(Precision)
- Quantitative
- Exact
- Delicate
- Preciseness
- Fineness
- βJust rightβ
- βExactly where it needs to beβ
- Differentiation(Accuracy, Precision)
HighPrecision
- SmallHold
- DelicateMovement
- SmallRangeOfLoadingAngles
- LoadingAngle must be very close to Perpendicular to have enough NormalForce to maintain StaticFriction on SlipperySurface
- SmallRangeOfLoadingAngles
- Precision after DynamicMovement.
MovementComplexity(Low)
- LowPrecision
- LargeTargetHold
FineMotorControl
DelicateMovement
SmallMovement
- FootSwap
- HandSwap
- WeightShift
PreciseMovementTiming
- StaticMovement
- DynamicMovement
- CatchMovement
- HandCatch
- ReleaseMovement
- HandRelease
- Brachiation
- CatchMovement
DynamicPrecision
- AccelerationPrecision
- TooMuchAcceleration
- MomentumPrecision
- AccelerationPrecision
AlignmentMovementPrecision
- RockOver
- RockUp
- DropKnee
MovementPosition
- MovementPrecision+
- This bridge should not be possible to climb(9:33)
- Climbers must have HighMovementPrecision to Maintain LaybackPosition on a FeaturelessOutsideCornerWallRoute without Barndooring in either LeftDirection or RightDirection.
- Maintain OptimalLoadingForceVector in HandMovement and FootMovement
- This bridge should not be possible to climb(9:33)
- MovementPrecision+
Movement Repeatability β
Quote β
βThe movement is so complex that itβs almost impossible to do it the same way twice in a rowβ
- MovementComplexityHigh
- BurdenOfDream(V17)(6:05)\βThe movement is so complex that itβs almost impossible to do it the same way twice in a rowβ
Rest β
- Neuro
- Timing
- Knowing when to rest
- Timing
- Resting often isnβt PassiveMovement. ShakeMovements are not PassiveMovement. Knowing how to get muscles to relax is a Factor.
Move Sequences β
Notation
- [,]
- [StandUp, UnderclingHold]
- MovementSequence[CrimpGrip, SpoonSmear, CrimpGrip]
- [StandUp, UnderclingHold]
- [,]
Differentiate(Timing, Sequencing) Timing is often used erroneously instead of sequence.
Sequencing is ordered, but without Duration of Submovements
On(Event) = Sequence
- On(ClimberPosition)
- [RockOver, LegSquat]
- On(Sensation)
- On(FootContact)
- Pressure of FootContacting and Loading Surface.
- On(HandContact)
- Touch Sensation when FingerContact TargetSurface.
- On(FootContact)
- On(Proprioception)
- On(Stretch)
- LegWhip into Wall when LegAnteriorMuscles are stretched to their MaximumMuscleLength, during LegBackSwing.
- On(ClimberPosition)
On(Time) = Timing
- On(30second)\RestTime during a CompetitionRound
- Timing can be used when HiddenClimberPosition or Position isnβt clear, such as when knowing when to HandRelease during Dyno.LaunchPhase.
- ClimberPosition is often more clear to the Spectator than to the Climber on the Route.