Whoops
A long series of closely spaced bumps on a track, which riders either skim across the tops of at speed or roll through more slowly. Doing it the fast way requires holding the throttle steady when instinct suggests slowing down.
Whoops are a common feature of both outdoor motocross and supercross tracks and are frequently a place where races are won or lost through small differences in technique.
Rhythm Section
A sequence of closely spaced jumps that can be ridden in different combinations — for example, jumping over three obstacles in two hits rather than three. Choosing and executing the fastest combination consistently is one of the biggest skill differentiators in supercross specifically.
Rhythm sections are usually the most heavily analyzed part of a supercross track before an event, since the fastest line through one is rarely obvious and often changes as the dirt breaks down across a night of racing.
Holeshot
The achievement of being first into the opening corner from the start, widely considered one of the most valuable positions to secure in either outdoor motocross or supercross given how difficult and risky overtaking can be on tight, technical tracks.
Some events award a dedicated holeshot award or bonus separate from the race result itself, recognizing how significant a good start genuinely is to a rider's chances.
Berm
A built-up, banked corner that supports a bike and allows genuinely high corner speed, common on both outdoor and supercross tracks, in contrast to a flat or off-camber corner offering no such support.
A well-formed berm can be the fastest way through a corner, while a berm that has broken down over a race can become significantly less useful or even hazardous.
Moto
An individual race within an outdoor motocross event — typically two per class per event day — as distinct from a supercross main event, which is usually a single decisive race per class per round.
The term is specific to outdoor motocross's two-race format and is one of the clearest indicators, when used correctly, that content is discussing outdoor racing rather than stadium supercross.
Triple (Jump)
A jump combination requiring a rider to clear three obstacles in a single leap rather than landing between them. Committing fully is mandatory once attempted — coming up short means landing on the face of the next jump rather than its intended landing area.
Triples are among the more physically demanding and higher-consequence obstacles on a supercross track, and misjudging one is a common cause of serious injury in the sport.
Frequently asked questions
What are whoops in motocross?
A long series of closely spaced bumps that riders either skim across at speed or roll through more slowly — riding them fast requires holding the throttle steady against instinct.
What is a rhythm section?
A sequence of closely spaced jumps in supercross that can be ridden in different combinations. Choosing and executing the fastest combination consistently is a major skill differentiator.
What is a holeshot?
Being first into the opening corner from the start of a race, widely considered one of the most valuable positions to secure given how difficult overtaking can be on tight, technical tracks.
What is a berm?
A built-up, banked corner that supports a bike and allows high corner speed, in contrast to a flat or off-camber corner offering no such support.
What is a moto in motocross?
An individual race within an outdoor motocross event, typically two per class per event day, distinct from supercross's usual single main event per round.
What is a triple jump in supercross?
A jump combination requiring a rider to clear three obstacles in a single leap. Committing fully is mandatory, since coming up short means landing on the face of the next jump.
Why is the holeshot so valuable in motocross?
Because overtaking is difficult and risky on tight, technical tracks, being first into the opening corner significantly improves a rider's chances for the rest of the race.


