Invert
Inverts look great, if you can do them the right way. Basicly, it's a handstand on the coping of the halfpipe. They can be done with one or two hands
You need to be sure of what you are doing on the half-pipe, and you need to be able to get at least a foot of air. Approach the coping as you would doing an air, and when you reach the it - bend over and put both hands on it. If done right, your momentum will cary your feet over and above you, and you will be facing back into the half-pipe. Try to get your body as straight as possible to begin with, becaue this also helps with progression into more complicated inverts.
To get down from here, you have to bring your feet down onto the ramp, and push off with your hands. You must try and do these two things simultaneously, so you can get the move right.
If you are on a big ramp, it may be easier to do this on a vert part of the ramp below the coping. Get used to 'planting' your hands on the ramp, and letting your legs draw an arc to get directly above your head. Have your skating friends tell you if you are getting completely upside down - if you aren't it looks bad.
Once you have got this basic invert right, and you are confident you can pull it off without any problems, try using one hand to grab. This will make your invert look even better. you should start with a judo grab first or a liu kang, and then you can progress onto more complicated ones like rocket invert or a mute.
VARIATIONS
HIP-HOP: This is where you follow the same line as you would for a grind. Instead of jumping up and grinding, go for an invert. Your momentum will carry you up and over, and you will get an upside down air after your initial hand plant. Instead of closing your eyes and wondering why you are doing this, concentrate on your landing. As you come down put your hand back on the coping, push off with your hands, and drop back in.
SPIN INVERT: This is where you spin before you invert. You can do 360 inverts and 540 inverts.
HAND-PLANT MCTWIST: A hand-plant is another name for an invert. This is where you go for your invert (180) and then as you go up, you keep spinning upside-down (mctwist) to complete the 540.
McTwist
Travel across the ramp and up the transition.
As you reach coping, start to tuck as if you are going to do a flip, but turn sideways at the same time.
Make sure you look over your shoulder as you start to spin. (A lot of people think you look under your arm, but a true McTwist
is done by looking over your shoulder.)
Continue to rotate and keep looking over your shoulder until you can see the ramp again.
Once you can see the ramp, spot your landing.
In order to land, plant both feet and keep your weight slightly forward.
Roll away.
Stalls
Stall-180-off:
Drop in and do a forward (frontside) stall on the coping. Keeping your weight above the coping (so you are just standing there), turn your waist at least a quarter of a turn and look directly down the ramp. Using your head to keep you going the right direction, do a little hop straight up, and turn followin you upper body. Just be careful not to push off too much or you will miss the transition.
180-Stall-off:
This is a basic, basic trick. As you drop in and head up the other side, turn quickly as you hit the coping so that you will land in a 'backside' stance. Make sure to look down at your feet, so that you can spot your landing, and be careful to keep your weight above the coping. Otherwise you will fall down and hurt yourself.
Variations:
If you are a beginner, and have learned the stalls, you can actually make a 'run' out of this! There are several different easy variations of stalls. For instance you can stall on only one foot - you can stall on one foot, put the other down on the coping with the toe pointing the opposite way, and then lifting the first foot, and putting it beside the other in a backside stance - you can stall on the coping with your soul foot in either regular soul or topside soul - and many more!
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Other keywords are: Stall
Backsides:
Every trick that doesn't involve a soul foot can be done backside. Backside is doing a grind opposite of the frontside grind. If the obstacle you're about to grind is on the right, you should spin left to land in the backside position, and right if you want to land in the frontside position.
Topsides:
Every trick that involves a soul foot can be done topside. If you're topside grinding a curb, then your skate is vertical to the ground. Normally, it would be horizontal to the ground. When doing topsides, you have to jump up from the opposite side of the obstacle to grind with your normal soul foot.
Alleyoops:
Alleyoops means going backwards. For instance you can do an alleyoop soul, alleyoop makio, etc. When doing alleyoops, it is important that you look over the right shoulder. If the non-souling foot is in front of the souling foot, you have to look over your shoulder the way your soul foot is. So if your soul foot is the right foot, you have to look over the right shoulder. If the non-souling foot is behind the souling foot, you have to look over the opposite shoulder of your soul foot. So if you soul foot is the right foot, you have to look over your left shoulder.
Negatives:
Negatives are somewhat hard, and you can't do them on all skates. You have to make sure you have enough 'negative' space - that is the sole space on opposite site of your normal soul space under your boot.
Disasters:
When you do an air before you land the grind. For instance you can do a stale japan and land a royale, do a unity grab and landing a unity, doing mute air and doing a fahrvergnugen. It is a lot harder than just jumping into the grind. Partly because you have to concentrate about grabbing your skates, but also because you usually can't spot your landing from where you launch into the air.
Spins:
Spin in and out of your grinds.
Rewinds:
When you spin into a stall or grind, and then spinning the opposite way the same amount of degrees out.
Truespins / Blindside:
The easiest way to spin into a grind - for instance when you spin into an alleyoop soul - is to spin so that you can see the obstacle you're going to grind on all the time. For instance - if you are to spin into an alleyoop soul, and you're going to soul with your right foot, the easiest way to spin is counter-clockwise. To truespin, you spin clockwise instead. This is way harder, since you can't spot your landing, and have to trust your skills. You either call this truespin or blindside, for instance blindside soul or truespin soul. You don't say alleyoop, since it's given that you're going to do the trick alleyoop.
Fakies:
You approach the obstacle going riding backwards. It is common to spin 180 degrees into the grind from the fakie position.
Zerospins:
When riding fakie, doing the grind, and landing the grind fakie, without spinning.
Changing grinds:
While grinding an obstacle, you can switch into another grind. For instance from a soul to fahrvergnugen soul or to a sweatstance. Just any grind. Normally you would choose a combination, where both feet change positions. Soul to Mizou isn't really a combination.
Switch grinds:
Grind with your switch foot instead of what you've always practised. For instance, if you normally do a soul with your right foot, try it with your left instead. This way you can also add more interesting grind combos - like soul to topsoul, etc. |