Level System
Level 1 – 4
Level 1 - Fundamentals of parkour are built here across all movement series. The Groundwork and foundation are laid here with a strong emphasis of quadrupedal movements (QMs) where, much like a spider, we focus on crawling.
Level 2 – This is the turning point from untrained novice to a recognizable practitioner. Precisions with proper form and basics in other movement series serve as an Anchorpoint for growth.
Level 3 – Movements here are used in quick flow-based scenarios, including basics in the bar and vault series. In a standard environment, students should be able to Speed Run a course, whether chasing or evading.
Level 4 – Students will be able use their Counterweight in multiple facets of parkour using their body. Intermediate skills in balance, swinging, climbing, and flips are developed and acquired here.
Level 5 – 8
Level 5 – This rank marks a milestone of strength and brawn: the first muscleup. A vital component to working with bars, ascensions, and climb-ups is developing upperbody strength and developing a Strong Arm.
Level 6 – Working from higher elevations, students will be moving at greater heights requiring substantial practice and training. Airborne movements will require them to Takeoff with a higher degree of confidence, consistency, and accuracy.
Level 7 – Adept focus is required to achieve elevated movements for precision and without distraction. Students will hone their Tunnel Vision by practicing movements that require minimal room for errors such as a tunnel dive roll.
Level 8 – Extreme levels of aerial movements are developed here as students Freefall in the air. Advanced levels of balance, aerial awareness, confidence, and scrappiness are needed to avoid higher impacts.
Level 9 – 10
Level 9 – Advanced levels of projectile motion are achieved here for maximum output. Students will Swingshot themselves around a bar and at heights greater than their launch point to overcome obstacles not thought possible before.
Level 10 – With the greatest level of confidence, students will weight their capability against the highest degree of movements and determine if they can execute it given the Calculated Risk.