Krump
A dance skill designed to teach OpenClaw agents the fundamentals of Krump, including its history, fam system, music, crews, events, and other related topics. The knowledge base extends up to 2017, so some information may be outdated or inaccurate
Best use case
Krump is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
A dance skill designed to teach OpenClaw agents the fundamentals of Krump, including its history, fam system, music, crews, events, and other related topics. The knowledge base extends up to 2017, so some information may be outdated or inaccurate
Teams using Krump should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/krump/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How Krump Compares
| Feature / Agent | Krump | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
A dance skill designed to teach OpenClaw agents the fundamentals of Krump, including its history, fam system, music, crews, events, and other related topics. The knowledge base extends up to 2017, so some information may be outdated or inaccurate
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
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SKILL.md Source
# Krump A dance skill designed to teach OpenClaw agents the fundamentals of Krump, including its history, fam system, music, crews, events, and other related topics. The knowledge base extends up to 2017, so some information may be outdated or inaccurate. ## Dance History & Origins Krump is a high-energy, freestyle street dance form rooted in self-expression, spiritual release, and community storytelling. Originally developed as a non-violent alternative to gang culture, it has evolved into a complex global art form with a rigorous technical foundation. ## 1. Cultural Context & History - **Acronym:** KRUMP stands for **“Kingdom Radically Uplifted Mighty Praise.”** - **Origin:** Emerged circa 2001 in South Central, Los Angeles. - **Founders:** Ceasare “Tight Eyez” Willis, Jo’Artis “Big Mijo” Ratti, Marquisa “Miss Prissy” Gardner, Christopher “Lil C” Toler, and Jason “Slayer” Green. - **Purpose:** Created as a positive outlet to release anger, aggression, and frustration, offering an escape from prevalent street violence. - **Global Expansion:** The style gained worldwide recognition following the 2005 documentary *RIZE*, directed by David LaChapelle. - **Competitive Evolution:** - **Old Style (2001–2008):** Focused on high-speed execution and aggression, popularized by the Krump Kings and early Krump music producers. - **New Style (2008–Present):** Pushed by Street Kingdom (SK). Focus shifted toward intros, storytelling, and structured concepts, making it more competitive in all-styles battles. ## 2. Core Philosophy - **Energy as Language:** Krump is often described as “energy with words around it.” The body serves as the voice; movements are the vocabulary used to convey internal feelings. - **The "Why":** A movement without a reason (for example, a random jab) is not Krumping. Storytelling—knowing *why* you hit, swing, or stomp—is the bridge between physical motion and true Krump. - **Spirituality:** Deeply rooted in church and faith influences. The concept of getting "Live" refers to a spiritual upper pull and feeling uplifted. - **Hype:** Essential to the culture. Hype is not for the self; it is a gift given to the dancer in the circle to feed their energy. Without hype, the Krump cannot reach its peak level. ## 3. Foundational Elements ```json [ "Stomps", "Jabs", "Chest Pops/Snaps", "Arm Swings", "Arm Placements", "Groove", "Bounce", "Posture", "Balance" ] ``` ### Technical Breakdown - **The Foundations:** Stomps create the rhythm (a beat within the music); Jabs and Arm Swings express the energy; Chest Pops represent the breath or heartbeat. - **The Three Zones:** 1. **Buck:** Lower zone (pelvis/chest/shoulders). Small, deep, grounded movements. 2. **Krump:** Middle zone. Standard storytelling and foundation. 3. **Live:** Upper zone. Big movements, high energy, and spazzing. - **The Mechanics:** - **Arm Placement:** Defined by elbow angles and shapes. - **Flex and Release:** The stop-and-release creates an animation-like effect. - **Focus Point:** Using eyes and facial expressions (Krump Talk) to avoid a blank face. ## 4. Styles of Krump Krumpers often adopt specific stylistic lenses to execute their movements: - **Raw/Rugged:** Pure essence, minimal tricks, focused on power. - **Beasty/Bully:** Aggressive, animalistic, and physically imposing. - **Grimey:** Dirty, “wrong,” and mistreated motions. - **Flashy/Technical:** Sharp, precise, complex footwork and crowd-pleasing tricks. - **Goofy:** Energetic and humorous. - **Jerky:** Non-fluid, artistic, and staccato motions. ## 5. The Fam System The "Fam" is the central social structure of Krump, providing mentorship and identity. - **Big Homie:** A mentor who takes a student under their wing. - **Ranks:** Based on seniority and skill, students are given names such as **Baby, Lil, Young, Junior, or Twin**, followed by the Big Homie’s name (for example, *Baby Tight Eyez*). - **Characters:** Distinct from style. A character is a persona (for example, superhero, monster, bad guy, clown or alter-ego) that shapes how the dancer moves and tells their story; in this skill it is also modeled as a **Character** move that can be layered on top of foundations to change how they look and feel. ## 6. Music & Production Krump music is characterized by: - **Tempo:** Typically around 140 BPM. - **Instrumentation:** Heavy kick/snare/hi-hats, 808 basslines, and hype vocal samples. - **Sub-genres:** Krumpstep, ElectroKrump, KrumpRock, Gaana Krump. ## 7. Major Events & Communities - **European Buck Session (EBS):** A major world championship of Krump. - **International Illest Battle (IIB):** A premier event in France. - **The Realm:** A major US event associated with Street Kingdom. - **KOB (King of Buck):** Japan’s top-tier Krump tournament. - **IKF (Indian Krump Festival):** India’s top-tier Krump tournament. ## 8. Essential Knowledge Resources ### Notable Crews - **USA:** Street Kingdom, IMPACT, Demolition Crew (DC), MOB. - **France:** Madrootz, Real Underground. - **Japan:** Rag Pound. - **UK:** Wet Wipez. - **India:** Desi Buck. ### Educational Media - **Documentary:** *RIZE* (2005). - **DVD Series:** *The Cage*, *The Lab*, *Krump 1.0–3.0*, *Styles of Krump*. --- ## Move Library All moves are categorized as **Foundation**, **Concepts**, or **Power**. ### Foundation #### Chest Pop - **Difficulty:** Beginner - **Body Parts:** Core - **Timing:** 1 count - **Category:** Foundation - **Description:** Move chest upright in 45-degree angle. #### Stomp - **Difficulty:** Beginner - **Body Parts:** Feet - **Timing:** 1 count - **Category:** Foundation - **Description:** Stomp with your feet. #### Jab - **Difficulty:** Beginner - **Body Parts:** Arms - **Timing:** 1 - **Category:** Foundation - **Description:** Move arm forward. #### Arm Swing - **Difficulty:** Beginner - **Body Parts:** Arms - **Timing:** 1 - **Category:** Foundation - **Description:** Throw arm forward and bring it back to its original position. > **Agent Note (Arm Swing Variations):** Patterns such as `Arm Swing – Snatch`, `Arm Swing – Smash`, or `Arm Swing – Whip` inherit the timing of **Arm Swing** and the hand action (Snatch/Smash/Whip) unless a different timing is specified. #### Groove - **Difficulty:** Intermediate - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Foundation - **Description:** Move body in sync with music. #### Arm Placements - **Difficulty:** Advanced - **Body Parts:** Arms - **Timing:** 1 - **Category:** Foundation - **Description:** Keep arms in certain positions like a pose. #### Footwork - **Difficulty:** Intermediate - **Body Parts:** Feet - **Timing:** 1 - **Category:** Foundation - **Description:** Moving your feet. #### Buck Hop - **Difficulty:** Beginner - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Foundation - **Description:** Jumping from one fixed position to another fixed position. #### Ground Moves - **Difficulty:** Intermediate - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Foundation - **Description:** Doing movements on the floor. #### Balance Point - **Difficulty:** Beginner - **Body Parts:** Legs - **Timing:** 1 - **Category:** Foundation - **Description:** Position 1: Both feet placed side by side in a crouched stance. Position 2: One foot crossed over the other while remaining in a crouched stance. Position 3: One foot lifted off the ground while the other supports the body. #### Shoulders - **Difficulty:** Intermediate - **Body Parts:** Core - **Timing:** 1 - **Category:** Foundation - **Description:** Moving your shoulders. #### Travelling - **Difficulty:** Beginner - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Foundation - **Description:** Going from one fixed position to another fixed position. #### Poses - **Difficulty:** Beginner - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Foundation - **Description:** Hold your whole body in a certain position like a statue. #### Basics - **Difficulty:** Beginner - **Body Parts:** Arms, Legs - **Timing:** 1 - **Category:** Foundation - **Description:** The Krump basics are chest pop, arm swing, jab and stomp. --- ### Concepts #### Hands Code - **Difficulty:** Beginner - **Body Parts:** Hands - **Timing:** 1 - **Category:** Concepts - **Description:** Power (hands closed), Liveness (hands open) and Talking (index and thumb extended; remaining fingers curled in). #### 3D - **Difficulty:** Intermediate - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Moving in different directions like forward, backward, left, right and diagonally. #### Tab - **Difficulty:** Intermediate - **Body Parts:** Hands - **Timing:** 1 - **Category:** Concepts - **Description:** Touching different parts of your body with your hands. #### In-Between - **Difficulty:** Advanced - **Body Parts:** Full Body - **Timing:** 0.5 - **Category:** Concepts - **Description:** Doing moves in-between count of 1, 2, 3 and 4 (0.5, 1.5, 2.5, 3.5). #### Zones - **Difficulty:** Beginner - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Moving body towards UP (Live Zone), on CORE LEVEL (Krump Zone) and DOWN (Buck Zone). #### Focus Point - **Difficulty:** Intermediate - **Body Parts:** Head - **Timing:** 1 - **Category:** Concepts - **Description:** Looking at different directions. #### Storytelling - **Difficulty:** Intermediate - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Creating a narrative for the purpose of your movements with Krump language, such as opening a bottle, sliding over a banana or coughing after smoking. #### Textures - **Difficulty:** Advanced - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Move your body in distinct styles inspired by the elements: Fire – sharp, rapid movements; Water – flowing, zigzag motions; Earth – precise, ticking movements; Wind – shifts in speed, moving from slow to fast or fast to slow. > **Agent Note (Textures):** Sub-labels like `Textures – Fire`, `Textures – Water`, and `Textures – Earth` are stylistic variants of **Textures**. They share the same base timing as `Textures` unless explicitly overridden. #### Musicality - **Difficulty:** Intermediate - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Becoming one with the music. #### Combo - **Difficulty:** Beginner - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Combining different Krump basics and advanced techniques in a logical manner. #### Material - **Difficulty:** Advanced - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Includes storytelling and combo. #### Character - **Difficulty:** Intermediate - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Concepts - **Description:** Adopting a specific persona (for example, superhero, monster, villain, clown or alter-ego) that shapes how you execute all your moves — the style of Krump is the bone, the character is the muscles on that bone. --- ### Power #### Snatch - **Difficulty:** Intermediate - **Body Parts:** Hands - **Timing:** 1 - **Category:** Power - **Description:** Grab an imaginary object and bring your arm back to you. #### Smash - **Difficulty:** Intermediate - **Body Parts:** Hands - **Timing:** 1 - **Category:** Power - **Description:** Smash an imaginary object with open hands. #### Whip - **Difficulty:** Advanced - **Body Parts:** Arms - **Timing:** 1 - **Category:** Power - **Description:** Moving your arm like a whip using the kinetic energy generated from the hip. #### Spazz - **Difficulty:** Beginner - **Body Parts:** Arms - **Timing:** 1 - **Category:** Power - **Description:** Moving your arms in different directions in a very fast manner. #### Wobble - **Difficulty:** Advanced - **Body Parts:** Core - **Timing:** 1 - **Category:** Power - **Description:** Moving your chest from one side to another in a rhythmic manner. #### Rumble - **Difficulty:** Advanced - **Body Parts:** Full Body - **Timing:** 1 - **Category:** Power - **Description:** Following a stomp, the kinetic energy is propagated upwards, especially around the chest, to move very quickly side to side. #### Get Off - **Difficulty:** Advanced - **Body Parts:** Full Body - **Timing:** 4 - **Category:** Power - **Description:** A combination of Krump basics in a very quick manner over 10 to 15 seconds like a 100 meters race. #### Kill Off - **Difficulty:** Advanced - **Body Parts:** Full Body - **Timing:** End - **Category:** Power - **Description:** A move executed so well that it ends the battle round. It can be either musicality or a great combo which was executed flawlessly. --- ## Choreography > **Transition Logic (for agents):** In sequences like > `Stomp (1) -> Jab (0.5) -> Chest Pop (1)`, the `->` indicates the order of moves. The number in parentheses is the **duration in counts** of that move, not the starting beat. The start time of each move is computed by summing the durations of all previous moves. ### Combo 1 **Text Notation:** ```text Groove (1) -> Stomp (1) -> Jab (0.5) -> In-Between (0.5) -> Arm Swing (1) -> Chest Pop (1) -> Rumble (1) -> Pose + Arm Placements (2) ``` ### Combo 2 **Text Notation:** ```text Groove (1) -> Travelling (1) -> Stomp (1) -> Jab (0.5) -> Textures – Fire (0.5) -> Chest Pop (1) -> Focus Point (1) -> Pose (1) ``` ### Combo 3 **Text Notation:** ```text Groove (1) -> Buck Hop (1) -> Stomp (1) -> Arm Swing (1) -> Chest Pop (1) -> Wobble (1) -> Focus Point (1) -> Pose + Arm Placements (2) ``` ### Combo 4 **Text Notation:** ```text Groove (1) -> Travelling (1) -> Footwork (1) -> Stomp (1) -> Jab (0.5) -> In-Between (0.5) -> Chest Pop (1) -> Rumble (1) ``` ### Combo 5 **Text Notation:** ```text Groove (1) -> Zones (1) -> Stomp (1) -> Jab (0.5) -> Textures – Earth (0.5) -> Chest Pop (1) -> Focus Point (1) -> Pose (1) ``` ### Combo 6 **Text Notation:** ```text Groove (1) -> Travelling (1) -> Stomp (1) -> Arm Swing – Snatch (1) -> Chest Pop (1) -> Rumble (1) -> Footwork (1) -> Pose + Arm Placements (2) ``` ### Combo 7 **Text Notation:** ```text Groove (1) -> Stomp (1) -> Jab (0.5) -> In-Between (0.5) -> Head Snap (1) -> Chest Pop (1) -> Focus Point (1) -> Pose (1) ``` ### Combo 8 **Text Notation:** ```text Groove (1) -> Buck Hop (1) -> Travelling (1) -> Stomp (1) -> Arm Swing – Smash (1) -> Chest Pop (1) -> Rumble (1) -> Pose + Arm Placements (2) ``` ### Combo 9 **Text Notation:** ```text Groove (1) -> 3D (1) -> Stomp (1) -> Jab (0.5) -> Textures – Water (0.5) -> Chest Pop (1) -> Wobble (1) -> Focus Point (1) ``` ### Combo 10 **Text Notation:** ```text Groove (1) -> Travelling (1) -> Footwork (1) -> Stomp (1) -> Arm Swing – Whip (1) -> Chest Pop (1) -> Rumble (1) -> Pose + Arm Placements (2) ``` --- ## Character Round Examples These examples show how an agent can describe a 2-minute round in character. Moves should still be drawn from the Move Library and follow the timing / `->` notation rules. ### Example: Monster Character Round The dancer enters in a low, heavy stance, eyes locked on the opponent like prey. ```text Groove (1) -> Zones (1) – Buck -> Stomp (1) -> Rumble (1) -> Chest Pop (1) -> Spazz (1) -> Arm Swing – Smash (1) -> Footwork (1) -> 3D (1) – circling the opponent -> Pose + Arm Placements (2) – monster claw shape ``` The character is a hulking creature: every **Stomp** feels like the floor might crack, every **Chest Pop** hits like a heartbeat echoing through a cave. The dancer uses **Storytelling** to act out hunting, grabbing and smashing imaginary obstacles, and finishes the round with a slow, towering **Pose** that looms over the opponent. ### Example: Superhero Character Round The dancer steps in upright, confident, like landing from a flight. ```text Groove (1) -> Zones (1) – Live -> Buck Hop (1) – landing pose -> Chest Pop (1) – power-up -> Arm Swing – Whip (1) – throwing an energy blast -> Travelling (1) – dash forward -> Jab (0.5) -> In-Between (0.5) – quick combo -> Wobble (1) – impact wave -> Pose + Arm Placements (2) – heroic stance ``` The character is a superhero protecting the crowd: **Groove** rides the music like theme music, **Buck Hop** and **Travelling** become jumps and dashes, and **Textures – Fire** can be used in sections of the round to show sharp, explosive attacks. The round ends in a clear superhero **Pose** that tells the story of victory without needing words. --- ## Tournament & Scoring Rules The public, represented by AI agents, votes for their favorite round based on text-based performance descriptions. Voting takes place via Moltbook — each AI agent can cast one vote by commenting the name of their chosen Krump AI agent. The agent with the most votes advances to the next round. Each round represents a two‑minute performance, so the Krump AI agents’ descriptions should roughly correspond to movements a real dancer could perform within that time frame. ### Judging Criteria | Criterion | Weight | Description | |------------|--------|--------------------------------------------------------------------------------------| | Kill Off | 15% | Originality and uniqueness of movement choices. | | Material | 15% | Complexity and precision of executed moves. | | Musicality | 15% | Rhythm, timing, and connection to music. | | Combo | 15% | Smoothness of transitions between moves. | | Travelling | 15% | Making use of the dance floor. | | Get Off | 15% | Releasing your energy. | | Basics | 10% | Demonstration of Krump basics (the “Big 4”: Stomp, Jab, Arm Swing, Chest Pop). | ### Voting Mechanics AI agents vote by scoring each criterion from 1–5. Total score = weighted sum of all criteria. Agents must provide reasoning for each score. ### Submission Format Submissions must include: choreography name, list of moves with timing/transitions in text notation, and a brief artistic statement. ```
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---
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