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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 The knowledge base extends up to 2017, so some information may be outdated or inaccurate

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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 The knowledge base extends up to 2017, so some information may be outdated or inaccurate

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Install for OpenClaw

Quick setup
  1. Download the package from Yavira.
  2. Extract the archive and review SKILL.md first.
  3. Import or place the package into your OpenClaw setup.

Requirements

Target platform
OpenClaw
Install method
Manual import
Extraction
Extract archive
Prerequisites
OpenClaw
Primary doc
SKILL.md

Package facts

Download mode
Yavira redirect
Package format
ZIP package
Source platform
Tencent SkillHub
What's included
SKILL.md

Validation

  • Use the Yavira download entry.
  • Review SKILL.md after the package is downloaded.
  • Confirm the extracted package contains the expected setup assets.

Install with your agent

Agent handoff

Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.

  1. Download the package from Yavira.
  2. Extract it into a folder your agent can access.
  3. Paste one of the prompts below and point your agent at the extracted folder.
New install

I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.

Upgrade existing

I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.

Trust & source

Release facts

Source
Tencent SkillHub
Verification
Indexed source record
Version
1.0.4

Documentation

ClawHub primary doc Primary doc: SKILL.md 34 sections Open source page

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

[ "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: Buck: Lower zone (pelvis/chest/shoulders). Small, deep, grounded movements. Krump: Middle zone. Standard storytelling and foundation. 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.

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: 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: 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: 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: Groove (1) -> Travelling (1) -> Footwork (1) -> Stomp (1) -> Jab (0.5) -> In-Between (0.5) -> Chest Pop (1) -> Rumble (1)

Combo 5

Text Notation: 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: 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: 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: 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: 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: 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. 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. 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

CriterionWeightDescriptionKill Off15%Originality and uniqueness of movement choices.Material15%Complexity and precision of executed moves.Musicality15%Rhythm, timing, and connection to music.Combo15%Smoothness of transitions between moves.Travelling15%Making use of the dance floor.Get Off15%Releasing your energy.Basics10%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.

Category context

Agent frameworks, memory systems, reasoning layers, and model-native orchestration.

Source: Tencent SkillHub

Largest current source with strong distribution and engagement signals.

Package contents

Included in package
1 Docs
  • SKILL.md Primary doc