In 2001, Ceasare "Tight Eyez" Willis and Jo'Artis "Big Mijo" Ratti channeled South Central Los Angeles's raw energy into Krump—a dance form built on explosive, confrontational movement that transforms aggression into artistic expression. Two decades later, its vocabulary has evolved while retaining the "buck" intensity that defines the culture.
If you've moved beyond foundational grooves and want to command the session with authority, this guide breaks down three intermediate pillars: technical refinement, physical conditioning, and battle literacy. These aren't just moves—they're entry points into Krump's competitive ecosystem.
1. Chickens: From Basic Flap to Dynamic Levels
Terminology note: In authentic Krump lexicon, this move is typically called "Chickens" or "Chicken," not "Chicken Feet." Precision in language signals respect for the culture.
The Intermediate Refinement
At beginner level, Chickens involves rapid foot stamping with simultaneous arm flapping. The intermediate evolution demands dimensional control:
Foot pattern: Alternate strikes (right-left-right-left) rather than simultaneous stomps. Strike with the ball of the foot—your heel rarely touches. This creates sharper percussion and protects your joints during extended sessions.
Arm mechanics: Break symmetry intentionally. Drive one elbow high (90-degree angle, wrist cocked) while the other stays low, sweeping across your torso. Switch planes every four counts. This asymmetry creates visual tension that reads from across the room.
Level integration: Drop from upright stance to deep squat while maintaining rhythm. The descent should accelerate—start slow, then collapse into the beat's downbeat. Power this from your core, not isolated leg action.
Common Errors & Fixes
| Mistake | Fix |
|---|---|
| Flat-footed landing | Strike with ball of foot, absorb through ankles |
| Tension in shoulders | Isolate movement through scapula, not neck |
| Losing tempo during level drops | Practice descent separately before adding arms |
Suggested Drill Progression
- 30 seconds: Slow tempo (70 BPM), upright only—focus on foot clarity
- 60 seconds: Performance tempo (90–100 BPM), full range
- 30 seconds: With level changes, adding intentional asymmetry
2. Trix: Decoding Circular Momentum
"Trix" derives from "tricks" but refers specifically to arm-driven circular patterns that punctuate footwork. The term's ambiguity causes confusion—understand it as transitional vocabulary rather than a single static move.
Mechanical Breakdown
Arm trajectory: Horizontal circles at chest level, driven from the shoulder socket. Both arms move simultaneously but in opposition—when right arm sweeps forward, left sweeps back. This creates torque through your torso.
Integration with footwork: Trix typically overlays "stomps" or "jabs." The arm circles provide visual continuity while feet deliver rhythmic punctuation. Think of your arms as the melody, feet as the percussion.
Energy distribution: Explode through the first 180 degrees of each circle, then float the completion. This "snap-and-glide" quality distinguishes intermediate execution from beginner uniformity.
Training Recommendations
- Relaxation check: Shake out hands between attempts; tension migrates to shoulders and kills flow
- Metronome discipline: Practice at 80 BPM until circles are perfectly even, then increment by 5 BPM
- Mirror work: Verify horizontal plane—drooping circles read as lazy, elevated circles as frantic
3. Session Culture: Battling Beyond the Basics
Krump battles operate within specific structural and ethical frameworks. Generic dance battle advice misses the culture's unique dynamics.
The Session Architecture
| Element | Function |
|---|---|
| The Cipher | Circular formation; dancers enter from perimeter |
| Rounds | Typically 30–60 seconds; structured exchange |
| Call-and-response | Your movement "answers" your opponent's previous statement |
| The Buck | Peak intensity moment—full-body commitment to a single beat or phrase |
Building Your Round
Intermediate dancers must construct rounds with narrative arc:
- Entrance: Establish your presence (walk-in, stance, eye contact)
- Build: Escalate from grooves through technical sequences
- The Buck: Commit fully—this is your statement moment
- Exit: Clean recovery, maintaining energy through the handoff
Getting "Killed" vs. "Getting Murdered"
Krump terminology distinguishes between defeat types:
- Killed: Outperformed technically—recoverable, educational
- Murdered: Dominated so completely your round becomes invisible—requires psychological reset
Both outcomes carry value. The culture rewards resilience over undefeated records.















