π·π β
Definition β
Relationship between and β
Routes determine the minimum intensity of a .
Climbers can perform a really intense move which is more intense than it needs to be.
Climbing with is more intense than with straight arms, both are performed on the same .
Holds that are far apart are HighIntensity due to the large distance between them. A Tall Climber can with LowIntensity while a ShortClimber must with HighIntensity for the same . Does this mean that Route Intensity is relative to climber? No, the is more intense but the Route Intensity stays the same. is more intense for ShortClimber than TallClimber.
Route Intensity is independent of MotoIntensity.
MotoIntensity depends on RouteIntensity.
Relationship between and β
MoveComplexity increases NeuroIntensity
High MotoIntensity increases NeuroIntensity
- Maximum Neuromuscular Recruitment for an explosive Dyno Move
- Dealing with the Pain of ArmPump
Examples of Move Intensity β
Low Move Intensity β
High Move Intensity β
Quote β
βIntensiveβ
βless intensiveβ
βIntensive taskβ, βintensive trainingβ, β60 minute intensive sessionβ, βintensive enduranceβ
βPhysically intensiveβ, βCoordination-intensiveβ, βload-intensiveβ, βcore-intensiveβ, βbalance-intensiveβ, βkneebar-intensiveβ, βtechnique intensiveβ, βpinch-intensiveβ, βtime-intensiveβ
βYou need to be efficientβ, βStrenuousβ, βTaxingβ, βExhaustingβ, βEffortfulβ, βTiringβ
βExplodeβ, βEruptβ, βHurl yourselfβ,
βBear downβ, βSqueeze the hell out of itβ, βDig inβ, βDeath gripβ
βTry hardβ, βMaximum effortβ, βall outβ, βGive it 110%β
βlock it inβ, βdeep LockOffβ
βthrowβ, βhuckβ, βlaunchβ, βhurl yourselfβ, βhuge throwβ
βlight touchβ, βgentlyβ, βgingerlyβ, βdelicatelyβ
βfinger intensiveβ, βfingeryβ, βcrimpyβ,
βlong reachβ, βreachyβ, βbig moveβ, βfully stretched outβ βmassive moveβ, βhuge moveβ
Advantage β
Ape Index β
- Definition(ApeIndex)
- Ape Index Calculator: What's Your Ape Index? - 99Boulders
- How exactly does ApeIndex help Climbers?
- TamoaNarasaki
Climber Height β
RouteSurfaceDisplacement
- ClimberHeight is inversely proportional to RouteSurfaceDisplacement.Intensity.
Torque
- Leverage
- MomentArmLength
- Torque.Intensity(--)
- Decrease TorqueMovement.Intensity by decreasing MomentArmLength.
- Get(Physics Equation)
- (Torque.Intensity(--))ProportionalTo(MomentArmLength(--))
- Decrease TorqueMovement.Intensity by decreasing MomentArmLength.
Leverage - CoreTension - FrontLever - Gainage
TallPersonBeta
LongArmReach
- (LegLongReach.Intensity(--))ProportionalTo(LegLength(++))
LongArmReach
- (ArmLongReach.Intensity(--))ProportionalTo(ArmLength(++))
ShortPersonBeta
ShortClimber can be able to Load IntermediateSurface when TallClimber can not.
SingleLegSquats are easier for ShortClimbers since they must travel less distance and the MomentArmLength of ShortClimbersβs limbs are smaller, therefore requiring less Torque, therefore less MuscleContractionEnergy than TallClimber performing a SingleLegSquat.
CompressionMovement
- βSkip a Dyno with StaticMovement like ArmReach or StandUpβ
- Bypass(Dyno)With(StaticMovement(ArmReach,StandUp))
- (Deadpoint)InsteadOf(Dyno)
- (Deadpoint < Dyno)Intensity
- βSkip a Dyno with StaticMovement like ArmReach or StandUpβ
ClimberMobility β
Definition(ClimberMobility)
- The RangeOfMotion of a Climberβs Joint.
As ClimberMobility increases ClimbIntensity decreases and ClimbComplexity increases.
- Klimease(ClimberMobility(++) = Climb.I(--)C(++))
HipMobility
HipsClose
- HipsClose.InsideCornerWall
- LegHorizontalAdduction
HighFoot
- RockOver.HighFoot.FootAboveHipPosition
- TopOut
- Mantle
- Midnight Lightning(V8)
- ShortClimber(1.57 m)[Lynn Hill on Midnight Lightning](https://youtu.be/YO4ua6OPR1g?t=62)\(1:02)
- TallClimber(1.86 m)[Adam Ondra flashes Midnight Lightning](https://youtu.be/DqwKfox5xB0?t=77)\(1:20)
- Midnight Lightning(V8)
FootAboveHipsPosition
Splits
MargoHayes
- MargoHayes decreased the ClimbIntensity(--) of a RoutePart in La Rambla(9a+) with HeelHook above her head.
- Margo move mountains(0:14)
- MargoHayes decreased the ClimbIntensity(--) of a RoutePart in La Rambla(9a+) with HeelHook above her head.
ShoulderMobility
- ArmPosteriorReach
AnkleMobility
- FootSmear when maximizing surface area contacting
βDrop your Ankleβ
Localized Intensity β
Definition
- Localized Intensity Localized to a particular ClimberPart or ClimberPartGroup.
Quote β
β{ClimberPart} intensiveβ Dynamic Query for TagExtraction from Strings and Quotes.
βLeg intensiveβ
βShoulderyβ
βFingeryβ, βFinger intensiveβ
- ShoulderMovement, FingerMovement
βFriction dependantβ
- SmearMovement
ClimberPart.Arm.MovementIntensity(High) β
- ArmPump
ClimberPart.Leg.MovementIntensity(High) β
- LegPump is the result of movements which are Leg.MovementIntensity(High) SingleLegSquat
ClimberPart.MovementIntensity(--) β
MovementIntensity(Low) β
MovementIntensity(++) β
- Increase intensity to a ClimberPart
EnvironmentIntensity affects MotoIntensity β
- OverhangWall localizes Intensity to Forearms.
- SlabWall localizes Intensity to LowerLeg.
Endurance β
Definition(Endurance)
- The ability of a given muscle to exert force, consistently and repetitively, over a period of time
Persistence
PowerEndurance
- Definition(PowerEndurance)
- Many PowerMovements without Rest.
- See Definition(Power)
- Definition(PowerEndurance)
Endurance.I-C+
- Pacing
- βRest whenever possibleβ
- βSlow and steady wins the raceβ
ArmPump
ArmPump increases proportional to Time spent Gripping.
- GripTime
- DeadhangTraining increases GripTime and decreases RiskOfArmPump
- Movement.RI(--)
- DeadhangTraining increases GripTime and decreases RiskOfArmPump
- GripTime
FlashPump
- WarmUpError
- FlashPump can occur when Climber doesnβt properly WarmUp by Climbing TooIntense TooSoon.
LacticAcid
GripStrength
Energy β
Definition(Energy)
- Measurement
- Units
- Joules
- Units
- Measurement
EnergyTransformation
- EnergyLeak
- Definition(EnergyLeak)
- A leak happens when movement generated in one ClimberPart is supposed to be transferred to another ClimberPart, but some of the energy is lost along the way.
- MovementError
- AbsorbMovement
- EccentricContraction to store ElasticEnergy in Muscles
- AbsorbMovement
- Sag
- OverhangWall
- PelvicFloor not Activated.
- AirResistance
- KineticFriction
- BodySmear
- BodySlide along SlabWall can cause MovementError(MovementTooShort) during FallOver.FlightPhase.
- Not traveling with enough momentum.
- Sound
- ContactSlap
- WallKick
- Thud
- Hit
- Definition(EnergyLeak)
- EnergyLeak
GravitationalPotentialEnergy
- OverloadContactSurface
- Overcome StaticFriction.
- DownDyno
- DownClimb
- FallOver.FootStab
- MovementSpeed
- MovementAcceleration
- OverloadContactSurface
ElasticEnergy
KineticEnergy
- Climbers should never be expected to evaluate a KinematicEquation with numbers. Instead Climber would benefit from understanding the relationships between Movement, Position and Time, through the rearrangement of KinematicFormulas.
- KinematicEquations
- KinematicFormulas
- Rearrange Formula
Gravity β
- Definition(Gravity)
- The Force that pulls Climber and Route towards the center of the Earth.
- Measurement
- Units
- Newton
- Acceleration
- Units
MovementIntensity(+) β
- Gravity affects VerticalMovements more than HorizontalMovements
- UpMovement
- VerticalDeadpoint, VerticalDyno
- Gravity affects the Movements which have a large VerticalComponent(Up), since gravity directly opposes UpMovement
- ProjectileMotion
MovementIntensity(-) β
- DownMovement
- FallOver
- DropMovement
- BodyDrop
- ArmDrop
- LegDrop
- DropInto
KinematicPhysics β
Definition(KinematicPhysics)
ProjectileMotion
- Movements on an OverhangWall use ProjectileMotion, Climbers must pull into the wall to counteract gravity pulling Climbers away from the wall
MovementNameList
- UpThenOver
- LateralDyno.LegPressUp(VerticalWall, SlabWall)
- LateralDeadpoint.LegPressUp(VerticalWall, SlabWall)
InThenUp
- Dyno.PullIntoWall(OverhangWall)
- LateralDeadpoint.PullIntoWall(OverhangWall)
InThenOver
- Dyno.PullIntoWall(OverhangWall)
- Deadpoint.PullIntoWall(OverhangWall)
Velocity
- (Speed+Direction)
Acceleration
- ((Velocity/Time)+Direction)
- Climber must attain a high acceleration or must decelerate
- βGenerate from Hold (Hold, position)β, βGenerate off of (Hold, position)β
- LaunchPhase of Dyno
- AbsorbMovement
Mass
- Definition(Mass)
- A fundamental measure of the amount of matter in the object.
- The mass of a Climber affects the required acceleration.
- Units
- Kilogram
- Definition(Mass)
DynamicsPhysics β
- Definition(DynamicsPhysics)
- Inertia\Newtonβs First Law
- Definition(MomentOfInertia)
- RedirectMovement
- AbsorbMovement
- Brachiation
- LegSwing
- AbsorbMovement
- Definition(MomentOfInertia)
- Momentum
- Force
- Definition(Force)
- Newtonβs Second Law Acceleration of an object is dependent upon two variables - the net force acting upon the object and the mass of the object
- CentripetalForce
- Mass
- Velocity
- Radius
- ArmLength
- MovementNameList
- RotationMovement
- Barndoor on Dyno.HandCatch
- Definition(Force)
MovementSize β
- (GripIntensity)ProportionalTo(PinchGrip.Width)
- Intensity is proportional to the DisplacementMagnitude between RouteSurfaces.
- MovementSize increases the Intensity since more force must be generated to move further.
- MovementNameList
- IronCross
- DynamicMovement
Pain β
ArmPump
LegPump
PainfulPosition
- Contortion
- PressurePain
- Kneebar
- JamMovement
PainTolerance
- Swearing Increases PainTolerance
SkinPain
- Kneebar without a Kneepad
InjuryPain
- AcuteInjuryPain
- OveruseInjuryPain
- RawFingerpadPain
- JointInjuryPain
- CrimpGrip
On(Pain)
- Vocalization
AnticipationOfPain
- Dread
Power β
- Definition(Power)
- Units
- Watt
- Rate at which Energy is transferred.
- Watt
- Units
Quote β
βRaw powerβ
RequiredPower
- Minimum required power.
PowerResistance
The North Face Presents: "Return of the Sleepwalker" (9A/v17) (First Ascent)
- (0:57)\βSleepwalker in itself is a power resistance climb. Every move is roughly the same difficulty. Going from lower, itβs just going to be a whole other game. The low start adds seven moves of around V13. A very powerful style straight into another power resistance problem with no rest, making this full this a power resistant beast.
MovementNameList
- Expansion.2_Undercling.1PadHold
- MaintainMovement
- CompressionMovement
- ActiveKneebar
PowerEndurance
- Definition(PowerEndurance)
- Many PowerMovements without Rest.
- See(Definition(Power))
- Definition(PowerEndurance)
Overpowered
- Definition(Overpowered)
- Too much power.
- TooHigh
- When Climber Falls into a Hold they may overload the maximum StaticFrictionForce into KineticFriction, into a SlideMovement or SlipMovement which leads to Fall.
- FallInto.FootStab when Wall isnβt close to perpendicular to Leg on Contact
- TooFar
- Overshoot
- TooMuch
- Overgripping
- Definition(Overpowered)
Underpowered
- Definition(Underpowered)
- Not enough power.
- (Intensity+Complexity)
- TooShort
- Undershoot
- SpeedClimbing
- Are there any StaticMovements in SpeedClimbing?
- Jump
- DynamicMovement
- Dyno
- Definition(Underpowered)
MovementTypeFrequency β
Definition(MovementTypeFrequency)
Many instances of movement type along route, which can localize MuscleFatigue to particular ClimberPart or ClimberPartGroup.
- Laybacking
- Jamming
- CrimpGrip
- 2 CrimpGrip
- RouteSequence[CrimpGrips] in a row is greater RouteIntensity than CrimpGrip
Rest β
- Definition(Rest)
- AlsoKnownAs(RestPosition)
- Resting decreases MuscleFatigue, therefore reducing RiskOfMuscleFailure
- Allows Climber to ArmShakeOut and LegShakeOut
Quote β
βThereβs a rest just a couple bolts upβ
ClimberPartRestingCount
- Definition(ClimberPartRestingCount)
- The number of ClimberParts which are Resting.
- (ClimberPartRestingCount)InverselyProportionalTo(Intensity)
- The more ClimberParts Resting the lower the Intensity
- Definition(ClimberPartRestingCount)
Observation of Climber in need of Rest
- βHow can you tell if a Climber needs a rest?β(Coaching, Routesetting)
- Learning how to set PowerEndurance, what is the maximum that a Climber can climb between RestPosition? Find their limit.
- PreventKneebar
- AdamOndra frequently finds Kneebars during Competitions which many other competitors donβt find.
- PreventKneebar
- Learning how to set PowerEndurance, what is the maximum that a Climber can climb between RestPosition? Find their limit.
- ChickenWingArm when Arm requires a Rest.
- (ElvisLeg, SewingMachineLeg) when Leg requires a Rest.
- ArmPump when Arm requires a Rest
- βOut of breathβ
- βHow can you tell if a Climber needs a rest?β(Coaching, Routesetting)
ArmRest
- OneArmRest
- ChalkUp
- ArmAlternatingRest
- RelativeJugHold
- ChalkUp
- NoHandsRest
- Kneebar
- PassiveKneebar, ActiveKneebar
- Shawn Raboutou - Story of 3 Worlds (8C+/V16) First Ascent
- (0:54)
- Silence | World's Hardest Route 9c | Adam Ondra
- (12:00)
- Kneebar
- OneArmRest
RestTime
- How much RestTime is needed on the Route?
- Seconds, Minutes
- How much RestTime is needed between (Route, Movement) attempts?
- Minutes, Hours, Days
- Seconds
- RestPosition
- Resting between attempts in a Competition.
- βTime to catch your breathβ
- Minutes
- Climber can rest in with a KneebarRest.
- Climbers get to Rest when they swap positions with their Belayer.
- Hours
- MultipitchRoute
- Ledge
- BelayStation
- Portaledge
- Time between Sessions
- Projecting
- MultipitchRoute
- Days
- RestDay
- Tent
- Climbers must know how to Heal themselves on RestDays.
- Time between Sessions
- ChrisSharma said that he needed a couple days Rest between attempts on Alasha(5.15) because it was so βfingeryβ
- How much RestTime is needed on the Route?
Unrelenting
- Not yielding in strength, severity, or determination
- Endurance
- An unrelenting Route increases the need for Rest.
- RouteRICscore.Description
- βIt doesnβt ease upβ
- RouteCrescendo
RestPosition
- RouteIntensity(-)
- RestingClimberPartCount\The number of ClimberParts which are - Resting during a RestPosition.
- Sitting
- Standing on Ground
- KneebarRest
- StemmingRest
- ArmRest
- LegRest
NoRest
- Definition(NoRest)
- No RestPosition available.
- Not able to ShakeOut ArmPump or LegPump
- Not able to RechalkHand
- Definition(NoRest)
ConstantCoreTension
- Breathing
- Being unable to breathe greatly increases the RouteIntensity.
- βOut of breathβ
- Being unable to breathe greatly increases the RouteIntensity.
- Quote
βNowhere on the Route to shake outβ
- NoRestPosition
- RouteIntensity(+)
- OverhangWall
- NoMentalRest
- DecisionFatigue
- Breathing
Strength β
- Definition(Strength)
- MuscleContraction
Quote β
GripStrength
LegStrength
MaintainPosition
Power
MuscleSize
MuscleContraction
Differentiation(AbsoluteStrength, RelativeStrength)
- Relative strength refers to the ability to produce maximal force relative to your bodyweight. This differs from absolute strength which is the ability to produce maximum force irrespective of body weight.
GripStrength
- Definition(GripStrength)
- Quote
- Tenacity
- MovementIntensity(+)
- PinchGrip
- CrimpGrip
- MovementIntensity(-)
- JugGrip
- RungGrip
- RouteIntensity(+)
- RepeatedGripType
- βThis route is full of pinchesβ
- TufaRoute
- RouteIntensity(-)
- MovementNameList
- PinchGrip on OverhangWall.
- CrimpGrip
- SmallHold
- ThumbPinchGrip
- Crimp2FingerGrip
- MonoHold
- Crimp1FingerGrip
- Climbing The World's Hardest Crack Boulder (Kraken 8B)
- CobraCrack CruxMovement.OneFingerJam
- MovementNameList
AbsoluteStrength
- PinchGripStrength
RelativeStrength
- The Climberβs ability to Move their own weight.
- MovementNameList
- FrontLever
- OneArmPullUp
- PressUp
- Deadhang
- PullUp
- MuscleUp
- SingleLegSquat
Vocalization β
- Yell, Scream, Shout, Hiss, Screech, Howl, Wail
- Scream
- Fear
- Fall\ScreamerFall
- Pain
- βScreaming in Painβ;βScream through the painβ
- ConstantCoreTension
- Exhale to ContractCore
- ExampleClimber
- AdamOndra
- DanielWoods
- Sound of tense breath out like Martial Artists
- ChrisSharma
Work β
Definition(Work)
- Work, in physics, measures the energy transfer that occurs when an object is moved over a distance by an external force at least part of which is applied in the direction of the displacement. If the force is constant, work may be computed by multiplying the length of the path by the component of the force acting along the path.
- No work is done unless the object is displaced in some way and there is a component of the force along the path over which the object is moved. Holding a heavy object stationary does not transfer energy to it, because there is no displacement.
Units
- Joule
PositiveWork
- TransferEnergy into System
NegativeWork
- Transfer Energy out of System