Monday, April 9, 2007
A to Z on Snowboard Slang
A's
Air-to-Fakie
Any trick in the halfpipe where the wall is approached riding forwards, no rotation is made, and the snowboarder lands riding backwards.
Alley-oop
A term used to describe any maneuver in the halfpipe where one rotates 180 or more degrees in an uphill direction; that is, rotating backside on the frontside wall or rotating frontside on the backside wall.
Alpine Snowboarding
This term is most often used to describe riding a directional carving board with hardboots and plate bindings. Since there is no such thing as Nordic or cross-country snowboarding it is not used to describe snowboarding in general.
Andrecht
A rear handed backside handplant with a front handed grab.
Asymmetrical Sidecut
Snowboard sidecut design in which the toe edge and heel edge have different sidecut radii. In shifted asymmetrical sidecut boards the center of the heel sidecut radius is shifted farther back than the toe side radius in order to compensate for the center of weight distribution which differs between toe and heel edges.
B's
Backside
The backside of the snowboard is the side where the heels rest; and the backside of the snowboarder is the side to which his/her back faces.
Backside Air
Any air performed on the backside wall of the halfpipe.
Backside Rotation
A rotation in which your back the first thing to cross the vector in which you're traveling. i.e. clockwise for a regular-footer, and counter-clockwise for a goofy-footer.
Backside wall
If you ride straight down the pipe the backside wall is the wall that your back faces.
Bail
A term used to describe crashing or falling. e.g. "He bailed and landed on his head."
Banked Slalom
A slalom race course in which the turns around the gates are set up on snow banks. Originated at Mount Baker, Washington where the course is set through a ravine.
Baseless Bindings
Snowboard bindings without a base plate. Thus, one's boots are in direct contact with the top of the snowboard and are as close to the snow as possible. Some people say it gives them a better "feeling" of the snow and terrain beneath the board; hence, better control. Other say it's a silly sales gimmick.
Beat
A term used to describe something that is not good. e.g. "It's pretty beat that we have to shape the pipe all day."
Bevel
The degree of angle to which the edges of a snowboard are tuned. Snowboards used for racing and carving should have a greater bevel than say a snowboard used in the halfpipe.
BFM
See Elguerial
Blindside
A term given to any rotation where the snowboarder has oriented themselves "blind" to their takeoff or landing and must stretch to look over their shoulder. Such a technique usually increases the difficulty. (e.g. A backside alley oop air in the halfpipe is often harder than a frontside alley oop air because it is blindside).
Boarder Cross Competition
A race course in which gates have been set up through an obstacle course. It is a snowboarding version of a Motocross. Racers run head to head, usually in heats of four or six, over various jumps and banked turns.
Boned
A term used to explain the emphasis of style in a trick. In other words, if someone "boned out a method" they would grab hard and create an emphasis of the maneuver such that his/her legs or arms may appear extended or stretched to a maximum degree. To "Bone" means to straighten one or both legs.
Bonk
The act of hitting a no-snow object with the snowboard (e.g. A tail bonk could be hitting a picnic table with the tail of the snowboard).
Boost
A term used to describe catching air off of a jump. e.g. "He boosted ten feet out of the halfpipe."
Burger Flip
A halfpipe trick in which the rider performs a switch 180 to late McTwist. One approaches the backside wall riding fakie, rotates 180 degrees in the air, and then reenters the pipe while doing a McTwist. Invented by Todd Richards.
Bust
A term used the same as the verb "to do" only with more emphasis. e.g. "He busted a huge air over that tree."
C's
Caballerial (Cab)
A halfpipe trick which begins fakie, spins 360 degrees, and lands riding forward. Named after skateboarding guru, Steve Caballero. Also see Half-Cab and Gay Twist.
Camber
When a snowboard is placed on a flat surface, the center portion of the board is raised and it rests only on the tip and tail. This curvature in the snowboard effectively aids in turning. Camber is measured by looking at the amount of space between the center of the base and the flat surface on which it rests.
Canadian Bacon Air
The rear hand reaches behind the rear leg to grab the toe edge between the bindings while the rear leg is boned.
Cant
A term used to describe the angle at which either foot is positioned medial or lateral from a vertical axis. In other words, how much angle beneath your feet from side to side bends your knees together or apart.
Cap Construction
Snowboard construction in which the top sheet wraps around to the steel edges. Provides increased torsional stiffness over a traditional top sheet and is of a simpler and cleaner cosmetic design because it does not require sidewalls.
Centered Stance
Mounting the bindings on a snowboard such that there is the same distance between the tail and the rear binding as the nose and the front binding. This allows the board to be ridden backwards and forwards with similar control.
Chatter
When the snowboard vibrates unnecessarily. Usually this happens at higher speeds and through turns. Racers are always trying to reduce chatter in their boards so they can stay in control.
Chicken Salad Air
The rear hand reaches between the legs and grabs the heel edge between the bindings while the front leg is boned. Also, the wrist is rotated inward to complete the grab.
Coping
A reference to the edge of the lip which runs the length of a halfpipe wall. Borrowed from pool coping.
Corduroy
When a snowcat freshly grooms a trail it will leave a finely ridged surface. Corduroy is usual very nice for laying out clean turns.
Corkscrew
A term used to describe a very fast and tightly performed rotation, either free riding or in the halfpipe. A term used to describe any rotation which is off-axis.v
Crail Air
The rear hand grabs the toe edge in front of the front foot while the rear leg is boned.
Crater
A term used to describe a crash or fall. e.g. "He fell off the lift and cratered into a snow bank."
Crippler Air
An inverted aerial where the snowboarder performs a 180 degree flip. In other words, the athlete approaches a halfpipe wall riding forward, becomes airborne, rotates 90 degrees, flips over in the air, rotates another 90 degrees, and lands riding forward.
Crossbone Method Air
A Method Air where the back leg is boned. See Method Air.
Crooked Cop Air
Free riding version of the mosquito air. See Mosquito Air.
Cruiser Run
What you call making a relaxed and mellow run on a fairly smooth trail.
D's
Dampening
The technique of reducing vibration of the snowboard in order to increase handling at high speeds. Some boards have a dampening material such as rubber laminated into the snowboard. As an alternative, some racers attach various materials to the topsheet.
Delaminate
When the layers in your snowboard come apart. It usually happens from crashing, long term use, or a defect in the snowboard.
Detune
The process of "unsharpening" the edges of the snowboard. Most people detune the edges around the nose and tail so they don't catch in the snow.
Directional Stance
Having a stance on a snowboard which allows one to ride differently in one direction than the other. In otherwise, your feet may be situated so that riding forwards is easier than riding backwards.
Disaster
A halfpipe lip trick where one lands with the coping perpendicular to the snowboard. Originated in skateboarding when skaters would land on the coping and allow their skateboard trucks (axle) to hang-up. With no trucks it's really not a disaster, but we'll call it that anyway.
Double Grab
Doing two separate tricks while in the air. One goes off of a jump, grabs the board one way, then grabs it in another way, then lands.
Double Handed Grab
Simultaneously grabbing the snowboard with both hands while in the air.
Duckfoot
A term used to describe stance angles with toes pointing outward like a duck.
E's
Effective Edge
The length of metal edge on the snowboard which touches the snow; it is the effective part which is used to make a turn. Therefore, it does not include the edge of the tip and tail.
Eggflip
An Eggplant where the athlete chooses to flip over in order to re-enter the pipe instead of rotating 180 degrees. Thus, this trick is performed forward to fakie......or switchstance (fakie to forward).
Eggplant
A one handed 180 degree backside rotated invert in which the front hand is planted on the lip of the halfpipe wall.
Elgeurial (BFM)
An invert where the halfpipe wall is approached fakie, the rear hand is planted, a 360 degree backside rotation is made, and the rider lands going forward.
Eurocarve
A term used to describe a certain mode of riding in which the rider makes large and hard carving turns; usually riding high on the edge and leaning the body parallel to the ground. Certain equipment may also be associated with the eurocarver such as hard shell boots, plate bindings, and certain clothing. The style was popularized by Peter Bauer and Jean Nerva, two of the best slalom racers ever.
Extruded Base
P-tex base of a snowboard which is formed by extrusion of sheets. It is of lower quality, doesn't hold and absorb wax very well, and is less durable.
F's
Fakie
A term for riding backwards. See also Switchstance.
Fall Line
The path of least resistance down any given slope, the direction that gravity would pull you.
Fat/Phat (slang)
Used to describe how exceptional something is like a "Phat Air" might be a really styled out trick as well as being "large", that is, very high.
50/50
To slide with the board parallel to the coping. Also see Grind.
540 Air (a.k.a. five)
The snowboarder rotates 540 degrees in the air and lands riding fakie. In the halfpipe, the rider approaches the wall riding forward, rotates 540 degrees, and lands riding forward.
Flail
A term used to describe riding badly and out of control. e.g. "He flailed off the jump and hit a tree."
Flat Bottom
The area in a halfpipe between the two opposing transitional walls.
Flatland
Term used to describe tricks performed on a flat slope without obstacles. (e.g. nose slide, blunt slide, tail wheelie, etc...)
Flex
Term used to describe the stiffness and pattern of how a snowboard flexes. i.e...stiff, medium, soft.
Flow
If someone gives you free product, they "flowed" you some stuff. a.k.a. Bro-form.
Flying Squirrel Air
Bending at the knees and grabbing the heel edge of the snowboard with both hands; the front hand near the front foot, and the rear hand near the rear foot.
Forward Lean
The angle of degree to which the highbacks of soft bindings, (or the boots of plate bindings), keep your ankles bent in a forward leaning position.
Freeriding
Snowboarding on all types of terrain for fun...no contests, no halfpipe, no gates, no rules, etc...
Freestyle Snowboarding
The kind of snowboarding which is mostly associated with riding the halfpipe, but which may also be used to describe any type of snowboarding which includes tricks and maneuvers.
Fresh Fish Air
The backside version of the Stale Fish. See Stale Fish.
Front Hand
The hand closest to the nose of the snowboard. In other words, the left hand for regular footers and the right hand for goofy footers.
Front Foot
The foot mounted closest to the nose of the board
Frontside Air
A true Frontside Air is performed on the toeside wall of a halfpipe with a grab to the toeside edge between the feet. A frontside air can be any air performed on the toeside wall of the halfpipe.
Frontside Rotation
Rotating the direction your front heel points.
Frontside Wall
The wall that your toes point to when you're riding straight down a halfpipe. For goofy-footers it's the left wall, for regular footers it's the right.
Gap Jump
A jump constructed with empty space in-between the takeoff and the landing. Not clearing the gap usually has detrimental consequences.
Gay Twist
A Caballerial which includes a grab. See Caballerial.
Goofy Footed
Riding on a snowboard with the right foot in the forward position.
Grab
To grab either edge of the snowboard with one or both hands.
Grind
To slide with the board parallel to the coping. Also see 50/50. (This is not a snowboard trick but we put it in here anyway.)
Grommet (Grom)
Another name for a small, young snowboarder. Especially one who is very "in" to snowboarding.
H's
Haakon Flip
An inverted switch 720. A halfpipe trick in which the rider approaches the backside wall riding fakie and rotates in the backside direction while going upside down. Invented by Terje Haakonsen.
Half-Cab
Cannot be performed in the halfpipe. It is the freeriding version of the Caballerial in which one rotates 180 degrees from fakie to forward off of a straight jump. Also see Caballerial and Gay Twist.
Halfpipe
A snow structure built for freestyle snowboarding. It consists of opposing radial transition walls of the same height and size. Snowboarders utilize the halfpipe to catch air and perform tricks by traveling back and forth from wall to wall while moving down the fall line. The following are some recommended dimensions:
Measurement Dimensions
Inclination 20 degrees
Length 110 meters
Width wall to wall 15 meters
Height of walls 3 meters
Transition radius 2 meters
Vertical 20 centimeters
Rollout deck width 1 meter
Drop in height 3 meters
Handplant (Backside)
A 180 degree handplant in which both hands or the rear hand may be planted on the lip of the wall and the rotation is backside.
Handplant (Frontside)
A 180 degree handplant in which the front hand is planted on the lip of the wall and the rotation is frontside.
Handplant (Layback)
A 180 degree handplant in which the rear hand is planted on the lip of the wall behind the take off point and the rotation is frontside.
Hard Boots
Footwear designed for use in carving and racing. Boots are stiff and may use hard plastics to provide maximum support. Similar to alpine ski boots.
Head Wall
When a road cuts across a ski run it creates a flat spot on the hill; which also makes a good place to catch air.
Heel Drag/Overhang
If the bindings of a snowboard are mounted so that the heel hangs off the edge, the heel may drag, catch in the snow, and cause one to slide out while turning.
Heel Edge
A snowboard has two different edges. The heel edge is the one at which the heels rest.
Heelside Turn
A turn made on your heelside edge.
High Back Bindings
A binding system which includes a highback component that extends perpendicularly from the board, lies flat against ones calf, and provides support, especially for edging and turning on the heel edge.
Highway
A large groove that forms across the flat bottom and/or up the wall of a halfpipe. Usually it forms on the first hit of both sides of the walls where everyone is riding in the same place.
Ho Ho
An old-school general term given to any two handed handplant.
Hole Pattern
The current standardized hole patterns for snowboard bindings are one of two types, four hole and three hole. The majority of snowboard companies use four hole.
Hucker
One who throws himself/herself wildly through the air and does not land on his/her feet.
I's
Iguana Air
The rear hand grabs the toe edge near the tail. Made famous by Damian Sanders.
Indy Air
A true "Indy Air" is performed backside with the rear hand grabbing between the bindings on the toe edge while the rear leg is boned. Done correctly the board will be even over high than the riders head.
Insert
A piece of metal with a threaded hole. It is laminated into a snowboard in order to screw the bindings to the board.
Invert
A trick where the head is beneath the level of the board and the snowboarder balances on one or two hands.
Inverted Aerial
A maneuver where the snowboarder becomes airborne and upside down at any given moment.
Inverted 180
See Crippler.
Inverted 540
See McTwist.
Inverted 720 (720 McTwist)
An inverted aerial where the snowboarder performs a 720 degree rotational flip. In other words, the snowboarder approaches the wall riding forward, becomes airborne, rotates 720 degrees in a backside direction while performing a front flip, and lands riding fakie.
Jam Session Halfpipe Competition
An event where all competitors are allowed to ride the halfpipe continuously during one allotted amount of time. The top winners are chosen by judges who watch the jam session and decide who is the best.
J-Tear
An invert where the athlete rotates roughly 540 degrees in a frontside direction while planting one or both hands on the lip of the wall. Invented by Mike Jacoby.
Japan Air
The front hand grabs the toe edge in front of the front foot(mute), both knees are bent, the rear leg boned, and the board is pulled to the level of the head.
Jib
The act of riding on something other than snow, i.e. rails, trees, garbage cans, logs.
K's
Kink
When riding halfpipes or other jumps, one may come into contact with various abnormal and not smoothly transitional surfaces. These kinks cause problems when trying to ride over them.
L's
Lame
A term used to describe when something is not good. e.g. "This really lame guy cut me off in the lift line.
Late
A term used to describe incorporating something into a trick just before its' completion and landing, i.e. a Method to Late 180 would mean doing a method air and at the last possible second rotating 180 degrees and landing fakie.
Leash
A retention device used to attach the snowboard to the front foot so that it doesn't run away.
Lien Air
The front hand grabs the heel edge and the body leans out over the nose. Named after skateboarder Neil Blender. (Lien is Neil spelled backwards).
Lien Method Air
A cross between a Method and a Lien.
Lip
The top edge portion of the halfpipe wall. See Coping.
Lip Trick
Any trick performed on or near the lip of the wall of the halfpipe.
M's
McEgg
An invert where the athlete plants the front hand on the wall, rotates 540 degrees in a backside direction, and lands riding forward.
McTwist
An inverted aerial where the athlete performs a 540 degree rotational flip. In other words, the athlete approaches the halfpipe wall riding forward, becomes airborne, rotates 540 degrees in a backside direction while performing a front flip, and lands riding forward. Named after skateboarder Mike McGill.
Melonchollie Air
The front hand reaches behind the front leg and grabs the heel edge in-between the bindings while the front leg is boned.
Method Air
The front hand grabs the heel edge, both knees are bent, and the board is pulled to level of the head.
Miller Flip
An invert where the halfpipe wall is approached riding forward, the front hand is planted, a 360 degree frontside rotation is made, and the rider lands riding fakie.
Misty Flip
An inverted backside 540 performed off of a straight jump. It is the straight jump version of the McTwist. Therefore the approach is riding forward and the landing is fakie.
Mosquito Air
A halfpipe trick in which the front hand reaches behind the front leg and grabs the heel edge between the bindings. The front knee is then bent to touch the board tuck knee style.
Mute Air
The front hand grabs the toe edge either between the toes or in front of the front foot.
900 Air (a.k.a. nine)
The snowboarder rotates 900 degrees in the air and lands riding fakie. In the halfpipe, the rider approaches the wall riding forward, rotates 900 degrees, and lands riding forward.
Nollie
Much like an Ollie only you spring off of your nose instead of your tail. See Ollie.
Nollie Frontflip
Springing off of the nose while going off of a jump and leaning forward, allows you to do a frontflip.
Nose
The front tip of the snowboard.
Nose Bonk
To hit an object with the nose of the snowboard.
Nose Grab Air
The front hand grabs the nose of the snowboard.
Nose Poke Air
Any maneuver where you bone your front leg and "poke" the nose of the snowboard in a direction away from your body usually while grabbing, i.e. Indy Nose Poke Air.
Nose Slide
To slide along the ground or an object solely on the nose of the snowboard.
Nuclear Air
The rear hand reaches across the front of the body and grabs the heel edge in front of the front foot.
O's
Ollie
A method to obtain air without a jump by first lifting the front foot then lifting the rear foot as you spring off of the tail. First invented in skateboarding by Alan Gelfand, (Ollie was his nickname).
180 Air
The snowboarder rotates 180 degrees in the air and lands riding fakie. In the halfpipe, the rider approaches the wall riding forward, rotates 180 degrees, and lands riding forward.
P's
Pack
A term used to describe a crash or fall. e.g. "He packed into that snow bank and broke his leg."
Palmer Air
A kind of method where the grab is near the nose, the board is pulled across the front of the body, and the nose is pointed downward. Named after Shaun Palmer.
Phillips 66
An invert where the athlete approaches the halfpipe wall riding fakie, plants the rear hand on the lip of the wall while doing a "front flip" and lands in the transition riding forward. Named after skateboarder Jeff Phillips.
Pipe Dragon
A grooming machine invented by Doug Waugh that shapes the walls of a halfpipe. It has a transitionally shaped cutting arm which is towed behind a snowcat.
Plate Binding
A binding system in which hard shell boots, similar to those used in downhill skiing, are attached to the board by a flat "plate." Similar to ski bindings. However, most snowboard binding are non-releasable.
Poach
If the Halfpipe is closed, or the powder field is roped off... and your rode it anyway... you poached it.
Polyurethane Injection Construction
More common in lower-priced snowboards, this snowboard construction is made by injecting Polyurethane foam into a mold to comprise the core. These snowboards are usually lighter than wood core boards but are also less durable and lose flex and camber after a hard season of riding.
Pop Tart
Airing from fakie to forward in the halfpipe without rotation.
Poseur
One who pretends to be something one is not.
Pro Jump
A drop off built on a race course which is usually two to four feet in height.
Q's
Quadratic Sidecut
Sidecut design shape which is based on a quadratic formula; rather than the arc of a circle. Simply, this design allows for camber and board flex to be integrated into the board design.
Quarterpipe
A halfpipe with only one wall. In other words, a snow sculpted shape which contains a transition and a vertical, and is used as a jump to catch air.
Rail
There are two rails on a snowboard; each comprised of a sidewall and an edge.
Railing
A term used to describe making fast and hard turns. e.g. "He was railing around that turn before he slid out."
Rail Slide
To slide the rails of the snowboard onto almost anything, other than a flat slope. Some good rail sliding surfaces include: fallen tree branches/logs, the coping of a halfpipe, a picnic table.
Reaction Injection Molding (RIM)
Snowboard construction in which a wood core is placed into a mold, and resin is injected into the mold around the core. These boards are very durable and efficient to make, but are sometimes a little heavy.
Rear Hand
The trailing hand closest to the tail of the snowboard. In other words, the right hand for regular footers and the left hand for goofy footers.
Rear Foot
The foot mounted closest to the tail. A regular-footers right foot and a goofy-footers left foot.
Regular Footed
Riding on a snowboard with the left foot in the forward position. In other words, the left foot is closest to the nose, furthest from the tail, and in between the right foot and the nose.
Revert
To switch from riding fakie to forward, or from forward to fakie, usually while the snowboard is still touching the ground.
Rewind
A term used to describe any maneuver where a rotation is initiated, stopped, and its' momentum reversed.
Roast Beef Air
The rear hand reaches between the legs and grabs the heel edge between the bindings while the rear leg is boned.
Rocker
The opposite of camber. Some early snowboards were built with rocker, presumably for riding in powder.
Rocket Air
The front hand grabs the toe edge in front of the front foot (mute) and the back leg is boned while the board points perpendicular to the ground.
Rodeo Flip
An inverted frontside 540. Off of a straight jump, it feels like doing a backflip and landing riding fakie. In the halfpipe, it is more like performing a 540 degree rotation which is inverted and off-axis.
Rolling down the windows
A phrase used to describe when someone is caught off balance and they
rotate their arms wildly in the air to try and recover.
Rollout Deck
The very top horizontal portion of the halfpipe wall where one can stand and look into the halfpipe. Also used as a walkway in order to hike to the top of the halfpipe.
Running Length
The length of the base of the snowboard which touches the snow.
S's
Sad Plant
A term used to describe any handplant where the front leg is boned for style.
Sandwich Laminated Construction
Snowboard construction which is the most labor intensive and therefore the most expensive to make. Can use either foam or wood core and usually provides the lightest weight and most lively flex.
Seatbelt Air
The front hand reaches across the body and grabs the tail while the front leg is boned.
Segmented Edges
Steel edges which do not form one or two solid pieces around the edge of the snowboard. Snowboards with segmented edges usually have many pieces around the nose and tail. They are less durable, but easier to replace than solid steel edges.
Session
A name for a certain interval in which one snowboards. e.g. "That was a good halfpipe session, but the powder session was even better."
720 Air (a.k.a. seven)
The snowboarder rotates 720 degrees in the air and lands riding forward. In the halfpipe, the rider approaches the wall riding forward, rotates 720 degrees, and lands riding fakie. Of course, it may also be performed switchstance by riding fakie and landing riding forward.
Shifty Air
A grabless trick where the upper torso and lower body are twisted in opposite directions and then returned to normal. Usually the front leg is boned.
Shovel
The lifted or upward curved sections of a snowboard at the tip and tail.
Sick (Slang)
An expression used to describe something exceptionally good.
Sidecut Radius
The measure (usually in cm) of the circle radius to which the sidecut of a snowboard corresponds. A small circle or sidecut (under 900cm) will make tighter turns than a large sidecut (over 900cm).
Sintered Base
High molecular-weight base formed by the heating and compression of small fragments of P-tex. Sintered bases absorb and hold wax better and are more durable than extruded bases, i.e. they are faster.
Sketching
The act of riding along precariously and near falling.
Slob Air
The front hand grabs mute, the back leg is boned, and the board is kept parallel with the ground.
Slopestyle Competition
A freestyle event in which the competitor rides over a series of various kinds of jumps. He or she is then judged on the performance of tricks and maneuvers.
Smith Grind
A lip trick where one slides with the coping perpendicular to the snowboard, the front leg is boned, and the nose is oriented below the coping while the tail is above. This is another skate trick that doesn't really make sense in snowboarding.
Soft Boots
Footwear designed for use in freestyle and freeride snowboarding. Boots are soft and pliable and allow a large range of motion while maintaining sufficient support.
Snake
A term used to describe someone who cuts in front of you in the lift line, or drops in front of you in the halfpipe.
Spaghetti Air
The rear hand reaches between the legs and behind the front leg to grab the toe edge in front of the front foot while the back leg is boned.
Speed Check
If you are approaching a jump too fast, you may need to slow down by making quick speed check. In other words, sliding sideways to slow down.
Spine
A snow sculpted jump which has two transitional walls coming together to form a spine. One may air off either side and land on the other.
Spoon Nose
A nose of a snowboard which is shaped so the edges curve up like a spoon.
Stale Egg
An eggplant with a stalefish grab. See Eggplant and Stalefish
Stalefish Air
The rear hand grabs the heel edge behind the rear leg and in between the bindings while the rear leg is boned.
Stalemasky Air
The front hand reaches between the legs and grabs the heel edge between the bindings while the front leg is boned.
Stalled
When a maneuver is performed such that the point of emphasis in the maneuver is held or "stalled" for an extended period of time. Usually the best time to take a picture.
Staircase
A series of ledges where one jumps down from one to the next. For example, a staircase could be on a naturally occurring cliff jump or on a manmade BoarderCross course.
Stance
The position of one's feet on the snowboard. Includes: stance types, such as regular or goofy, and also stance specifications, such as widths and angles.
Step-in Binding
Binding system in which no major manual adjustment is needed in order to attach and detach the boot from the binding. You simply "step in" and then pull a lever to "step out". It has been developed for hard as well as soft boot binding configurations.
Stick
1. Another name for a snowboard.
2. A term used to describe making a good landing. e.g. "He stuck a huge Method Air off of that jump."
Stiffy Air
Any maneuver in which both legs are boned and a grab is incorporated, i.e. Mute Stiffy.
Stinky
Riding with the legs spread open, (knees apart).
Stoked (slang)
An alternate term for the word psyched. In other words, to be excited.
Stomp
A term used to describe making a good landing. e.g. "He stomped that McTwist."
Stomp Pad
The no slip pad attached to the snowboard between the bindings for aiding in getting on and off the lift with the rear foot out of the binding.
Suitcase Air
A maneuver similar to the Method Air; only once the knees are bent, the front hand reaches under the base of the snowboard to grab the toe edge.
Swiss Cheese Air
The rear hand reaches between the legs behind the front leg and grabs the heel edge in front of the front foot while the back leg is boned.
Switchstance (Switch)
The term for performing a trick while riding fakie (backwards). It is important to note that it's a specific term given to a maneuver which is performed exactly like riding forwards. The only difference is the rider is going backwards, hence the term "switched stance". Thus, any trick may be performed switchstance. Also, see Fakie
T's
Table Top
A jump in which the take off and landing is connected by a long flat surface. Ideally, one wants to clear the "table" and land on the down slope.
Tail
The rear tip of the snowboard.
Tail Bonk
To hit an object with the tail of the snowboard.
Tail Grab Air
The rear hand grabs the tail of the snowboard.
Tail Grab Land
When a snowboarder does a tail grab air (see above) and land on the front end of the board, keeping the tail end in the air and holding on to the grab as long as you can.
Tail Poke
Any maneuver where you bone your rear leg and "poke" the tail of the snowboard in a direction away from your body, usually while grabbing.
Tail Slide
To slide along the ground or an object solely on the tail of the snowboard.
Tail Tap
See Tail Bonk
Tail Wheelie
To ride solely on the tail of the snowboard with the nose in the air.
Taipan Air
The front hand reaches behind the front foot and grabs the toe edge between the bindings. The front knee is then bent to touch the board tuck knee style.
360 Air (a.k.a. three)
The snowboarder rotates 360 degrees in the air and lands riding forward. In the halfpipe, the rider approaches the wall riding forward, rotates 360 degrees, and lands riding fakie. This trick may also be performed by riding fakie and landing riding forwards; in which case it is called a Caballerial. See Caballerial
Toe Edge
A snowboard has two different edges. The toe edge is the one at which the toes rest.
Toe Overhang/Drag
If the bindings of a snowboard are mounted so that the toe hangs off the edge, the toe may drag, catch in the snow, and cause one to slide out while turning.
Toeside Turn
Making a turn on your toe side edge.
Transition (Tranny)
The radial curved section of a halfpipe wall between the flat bottom and the vertical. A snowboarder pumps and rides the transition to gain speed, to catch air, and to land.
Traverse
To ride perpendicular to the fall line. A halfpipe rider traverses from wall to wall in the halfpipe.
Tuck
A crouched position of low wind resistance used to attain higher speed.
Tuck knee
A technique where one knee is bent and the ankle bent sideways in order to touch the knee to the snowboard between the bindings. (e.g.. Tuck Knee Indy Air).
Tweaked
1. A term used to explain the emphasis of style in a trick. In other words, if someone "tweaked out a method" they would grab hard and create an emphasis of the maneuver such that their ankles or other joints may appear bent or twisted to a maximum degree. 2. A term used to describe an injury. i.e. "He tweaked his ankle." 3. Someone who isn't quite right, "He is seriously tweaked."
Twin Tip
A snowboard which has both nose and tail shaped identically. The board is meant to ride the same both ways.
V's
Vertical (Vert)
The vertical top portion of a wall in a halfpipe.......which allows the snowboarder to fly straight up into the air; and not out of the pipe....or into the pipe.
W's
Wack
Something that is not good. e.g. "It's pretty wack that my board broke in half."
Wall
The wall of a halfpipe is comprised of a transition and a vertical section.
X's
Y's
Yard Sale
When a snowboarder falls wrecks losing his or her equipment, normally scattered all over the trail.
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Preparing your Snowboard
THE IRONING METHOD
1. Set the iron to medium heat in a well vented area.The board should be at room temperature.
2. Hold the heated iron upside down vertically so the pointy tip touches your base. Hold the wax against the iron and the wax will pour down onto the tip of the iron.
3. Move up and down the board drawing lines of wax. Circles are cool too. Don't use too much wax, less is better. You want just enough to spread a THIN layer across the entire base.
**** if the wax smokes off of the iron it is too hot not to mention really bad for your lungs ****
4. Now lay the iron flat on the base and spread the wax. Just like for clothes, keep it moving around.
DO NOT LET IT STAY IN ONE SPOT OR
YOU WILL MELT YOUR BASE!!!
Work it in good until all is covered.
5. Let stand for 30 mins or so.
SCRAPING THE BASE
Scraping and the base should not feel warm or it will get damaged.
1.Hold the scraper at a 45 degree angle and scrape with the top leading. Like this -> / If you scrape with the bottom leading, it may gouge your base. Scrape until all the wax is gone.
Although you can't see it, plenty of wax has melted into the pores of the p-tex base and that is what the board slides on. Not wax, but wax-filled p-tex.
2. Now take a scotch brite pad and buff buff buff. Just like buffing a car. The buffing gets what the scraper can't and will give a super-smoothe glide.
Some riders finish with a nylon or brass brushing, or a speed wax paste.
by www.rockitfish.com
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Snowboarding History
There were some people, though, who built snowboard like sleds before. One of them was M.J. "Jack" Burchett. He cut out a plank of plywood in 1929 and tried to secure his feet with some clothesline and horse reins.
Burchett came up with on of the first "snowboards". Before the next step for the snowboard was taken, it had to wait over 30 years until 1965.
In this year Sherman Poppen, a chemical gases engineer in Muskegon, invented "The Snurfer" (his wife came up with the name) as a toy for his daughter. He made the Snurfer by bounding two skis together and putting a rope at the nose, so the rider could hold it and keep it more stable. Many of his daughters friends wanted one of those new Snurfers, and soon Poppen lincensed his new idea to a manufacturer. The Snurfer was sold over half a million times in 1966, but was only seen as a toy for kids, even though Poppen organized competitions with this new board.
Jake Burton took part in those competitions and became really interested in the snurfer. For him it was a cool thing to do, not having the oppurtunity to go surfing (his parents would not buy him a board). Burton was really serious about skiing. After breaking his collarbone in a car accident, he was not able to take part in skiing competitoins anymore. While Burton was into riding the Snurfer, Dimitrije Milovich started making snowboards in 1969. After sliding down some hills on a cafeteria plate in College, he comes up with the idea. His boards were based on surfboards combined with the way skiis work.
In 1972 Milovich started a new company called "Winterstick". He produced several boards, and even got articles in the "Newsweek", "Playboy" and "Powder" which helped to make snowboarding better known. Even though Milovich left the snowboarding business in 1980, he is still recognized as a very important pioneer of the sport.
In 1977 Jake Burton, who now finished NYU, moved to Londonderry, Vermont to make some money by building different versions of the Snurfer, which he still remembered. His first boards were made of laminated hardwood. Burton shocked all the Snurfer riders by winning a Snurfer competition with his own board, which had the first binding. This first binding made a big difference fro handling the board, and thus made it easier for him to beat the other riders.
After that, in 1979, Poppen stopped producing the Snurfer and went back to his old profession. He was out of the business, and never came back.
Parallel to Burton, Tom Sims produced his first snowboards in 1977. Beeing obsessed with skateboarding, Sims tried to go out in the snow and slide down the hill with a "snowboard" he built in a junior high shop-class. He just glued some carpet to the top of a piece of wood, and put an aluminium sheeting on the bottom. After he focussed on producing skateboards in his garage, with the help of his friend and employee Chuck Barfoot, he started making snowboards
in 1977.
Barfoot, who actaully made the snowboards, came up with the "Flying Yellow Bannana". It was just a skateboard deck on top of a plastic shell with skegs.
Oficially the first real ski technology for snowboards was introduced by Burton 1980 (it is said Winterstick already used a P-Tex base in 1974). The new prototype had a P-tex base and combined more of the ski technology into snowboards with that. In the same year Sims signed a skate- and snowboarding deal with a big mainstream company (Vision Sports), which helped him solving his financial problems. Barfoot was left out, and tried to built his own firm.
He did not succeed agianst the big competitors Sims and Burton.
In 1982 the first National Snowboard race was held in Suicide Six, outside Woodstock, Vermont. The goal of the race apeared mostly to be "survival" because the race consists of a steep icy kamiaze downhill run, called
"The Face".
In 1985 still only 39, of the approximatly 600 snowboard areas allow snowboards. The same year one of the first (there was another one in 1981, called "Snowboarder") Snowboarding magazin comes out. It's name is "Absolutely Radical". Later on the name is changed into "International Snowboarding Magazine".
In 1986 Regis Rolland, a French snowboarder, stars in "Apocalypse Snow". His staring launches a new European Snowboarding generation of fans who organize their own regional events, such as the Swiss championship in St. Moritz. Snowboarding is becoming a more and more popular sport. The rest is history...
by www.rockitfish.com
Snowboarding history, snow park, snowboarding, snow, powder, skii, ski, boarding, riding, snowboard, boarding
Learning Snowboarding
Snowboarding has become one of the fastest growing sports over the past
ten years. If you are just getting into the sport the process of determining what equipment is "right" for you is probably the most subjective purchasing procedure you will experience. For most riders, the purchase of a Snowboard is an emotional experience that fulfills not only a physical need, but also reflects the user personality.
Here are the fundamentals of Snowboarding if you've skied before you get on a Snowboard You'll probably pick up Snowboarding quicker.
First of all make sure that your Snowboard is right for you. Not too long, not too short, not too wide or narrow. It is also important to have the right boots, being comfortable is very nice, especially after Snowboarding all day. Any one of those above will make Snowboarding more difficult then it has to be.
Stay relaxed. When you tense up you lose control and can hurt your self. If you fall down but stay loose you can not only recover the fall but not get hurt or pull anything. An easy way to stay loose is to keep your knees slightly bent. Absorb the bumps that are in the snow, kind of like shock absorbers. Stretching your leg muscles and back at least 5 minutes before you start is really good and will also prevent injuries.
Start off by playing around with your board on your front foot.
Once you are comfortable doing that, strap your other foot in.
Remember to use your front foot to steer your board. Putting your hand that is facing up hill behind you, helps you keep you nose pionting down hill.
To make a toe-side turn lift your heel up, press your toe down and move your knee over top of your foot.
Your back foot will follow, you don't have to worry about it.
A toe-side turn is the same as walking forward.
So that means that a heel-side turn will be follow the same movements you make when you walk backwards. You will lift your toe up, press your heel down and roll your hips backward.
Now stop yourself. To do this all you have to do is turn more and more.If you turn yourself so that you are heading up the hill you aren't going to get far and will stop. As you get better you can kick out you back foot, a little at a time. Doing this slows down a little at a time.
There is a lot more to Snowboarding, and it's a good idea to take a lesson your first time out, and you may want to continue taking lessons as your instructor can teach you a lot.
Practice the three basic positions:
1.) Heelside – like sitting onto a stool
2.) Toeside – Pushing your weight forward, driving knees downward
3.) Flat – just standing up tall on the board
Here is the percentage you should be on the positions: 1) Heelside – 49.5% 2) Toeside – 49.5% 3) Flat – 1%
The only time you should be in the flat position is when transitioning, or moving from heelside to toeside.
See how there are so many degrees of toeside and so many degrees of heel side? Feel how the edge doesn’t fully engage into the carpet (or snow) it just gives pressure on one side or the other? That is finesse riding. You are ready to move to this next level, it will just take some practice. Be ready for the trail when you get there. Practice the finesse moves on the carpet first. Try toeside with more tail pressure–
Now with equal pressure.
by www.rockitfish.com
snow park, snowboarding, snow, powder, skii, ski, boarding, riding, snowboard, boarding
Skateboarding. Gearing Up
Helmets
Knee pads
Elbow pads
Wrist pads and gloves
Skateboarding safety equipment mainly consists of the following: helmets, knee pads, elbow pads, wrist guards, and gloves.
The proper use of this equipment will result in a safe, comfortable riding experience.
Helmets need to be worn by all skaters, at all ability levels, at all times to prevent head injuries.
The helmet must fit securely and be buckled or fastened Do not buy a helmet that moves on the head when the head moves.
The front of the helmet should come down to just a finger's width above the eyebrows.
Bike-style helmets, made from expanded polystyrene, offer the most protection on impact, but must be replaced after every impact
Knee pads: All skaters, and especially beginners, should wear knee pads to prevent knee injuries and scrapes
Pads need to be fastened securely around the leg
Pads are usually sized small, medium and large according to body size.
Elbow pads are also highly recommended for beginners as well as all aggressive skaters.
Elbow pads are sized small, medium and large according to body size.
Wrist guards and gloves:
Hand protection is recommended to be worn at all times
Some guards and gloves are manufactured with a hard plastic splint.
These offer the maximum protection against injury.
They are sized small, medium and large according to body size.
by www.rockitfish.com
skateboard equipment, skate park, Skate Slang, Skate, skating, tony hawk, bowls, ramps, stairs, skateboarding, OLLIE
SKATE BOARDING IS NOT A CRIME.
Skateboarding. Buying Equipment
Skateboarding. Buying Equipment
Deck - Skateboard
Trucks
Wheels
How to Buy A Skateboard
There is a lot more to a skateboard than meets the eye. The Skateboard is actually a highly technical piece of equipment comprised of many parts, all working together for speed,agillity, and most of all tricks.
Your style of riding, budget, and terrain is how you will disided on what type of skateboard and components are right for you.
- Length
- There are two general length classifications of skateboard: Traditional/Street: under 33 in; and Longboard; over 35 in
- Traditional decks are the most common, and most versatile, while long boards are generally used for cruising only and provide the rider a very "surfy" feel
- Length choice is a purely personal decision, although a general rule states that smaller skaters should choose shorter boards (for control)
- Width
- Street decks range between 7.5 in and 8.25 in, although some decks are wider or narrower
- Width choice is also a purely personal decision, although smaller skaters (especially smaller footed skaters) will find a deck under 8 in makes it easier to learn tricks
- Concave
- Most decks (except for some longboards) have a raised nose, tail, and sides. This is called the concave.
- The depth and overall shape of the concave has a dramatic effect on the response of the skateboard to the skater
- The deeper the concave, the more aggressive the skater can be with their tricks
- The shallower the concave, the more forgiving the deck is for newer skaters
- Shape
- All of the above characteristics are commonly referred to as the deck shape
- While each characteristic plays a role in overall deck feel, it is the combination of all these factors from which a buying decision is made
Materials
- Wood
- The most common deck material is wood
- Almost all wood deck skateboards are made from Canadian Maple
- Each deck maker uses a varying number of plys (layers), usually no less than 5 and no more than 9
- Plastic
- Some less expensive skateboards utilize plastic for the deck. While this material is cheaper and more durable than wood, it does not offer the same responsivness.
- Other materials
- More recent materials of skateboard design include aluminum and fiberglass/carbon composites
- These materials are being used to try to improve upon the durability of wood, while maintaining its characteristics (pop/responsiveness)
Size
- Size is determined purely by deck width (although some skaters prefer certain truck widths)
- Most trucks range between 4.75 in and 5.5 in
- A slightly wider truck will offer a more stable landing platform and shorter turning radius, but is heavier
- Certain trucks can be found up to 7 in. This size truck is strictly used in conjunction with longboards.
Material
- Every truck is made from various versions of alloy metal (although some inexpensive skateboards use plastic)
- Increasingly, truck manufacturers are experimenting with space age metals in their alloy, like titanium
- The goal is to maintain the strength of the truck while reducing the weight
- Trucks also incorporate a bushing, which is the mechanism by which a truck turns. These bushings are available in varying degrees of hardness, which effect the ease by which a skateboard turns.
All skateboard wheels are made from polyurethane. However, the composition and color of skateboard wheels varies greatly.
Size
- Small/Street
- Most common skateboard wheels are between 52 mm and 60 mm
- Smaller riders might find the small wheels to be lighter and easier to control, however, wheel size is very much a rider preference item
- Large/Longboard
- Larger wheels (above 60 mm) are almost exclusive to longboards
- They are very fast and usually wider than smaller wheels
Size | Description |
52-55MM | Good for many uses. Street, skate parks, bowls. Smaller riders. |
56-60MM | Good for many uses. Street, skate parks, bowls, vert ramps. Bigger riders. |
60+ MM | Specialty rides. Long boards, hill riding, dirt boards. |
Hardness
- Hard/Street
- All street skateboard wheels are considerably hard. This hardness is rated in a measurement called durometer.
- Any wheel over 90a is considered hard
- The harder the wheels, the more pop a skater can get, but the harder they land
- Soft/Longboard
- Large wheels are also usually soft wheels (less than 90a durometer)
- The softness of these wheels creates a much smoother ride and offers more traction than a harder/smaller wheel
- These wheels are what allow a longboard skateboard to "surf" the earth
Type | Description |
87A | Cruiser riding, long boards, hill riding. Very rough surfaces. |
95A | Street riding, rough surfaces, smooth, fast, and durable. |
97A | All around street, skate park, ramp and pool. Smooth surfaces. |
100A | Very hard with least grip. Not good on rough or too slick surfaces. Choice of many top pros. |
by www.rockitfish.com
skateboard equipment, skate park, Skate Slang, Skate, skating, tony hawk, bowls, ramps, stairs, skateboarding, OLLIE
SKATE BOARDING IS NOT A CRIME.
Skateboarding. Parts of a Skateboard
The Skateboard consists of three major parts: The Deck, Trucks and Wheels.
Here is the Anatomy of a Skateboard
by www.rockitfish.com
skate park, Skate Slang, Skate, skating, tony hawk, bowls, ramps, stairs, skateboarding, OLLIE
SKATE BOARDING IS NOT A CRIME.
Skateboarding. Parts of a Skatepark
Skateparks have many types of parts and transitions and no park is ever the same.
There all kinds of Bowls, small, big, deep and shallow. There are all kinds of angles and hieghts to Launch ramps, Quarterpipes, Halfpipes, Ramps to walls, Volcanos and Pyramids. Each have a different approch and different take offs and landings. Unlike waves or snow falling from these hurt a great deal, and until you try this you can't truly apprieciate Skateborders and how they can do those awesome tricks.
by www.rockitfish.comskate park, Skate Slang, Skate, skating, tony hawk, bowls, ramps, stairs, skateboarding, OLLIE
SKATE BOARDING IS NOT A CRIME.
Skateboarding. Skate Slang
.: Skate Slang :.
Acid Drop: Dropping off something such as a ledge, and landing on the bottom.
Air: What you get when you hit a ramp or fly off a ledge. Any time a skater and board leave the riding surface together.
Ali oop: Spinning in the air the opposite way you are traveling. Mainly used on quarter pipes, halfpipes and transitions.
Backside: A move where a skater's back faces an obstacle.
Coping: The material on the edge of a ramp or pool used for grinding or sliding.
Dropping in: When a skater goes down a ramp from a still position.
Fakie: Riding backwards
Frontside: A move where a skater faces an obstacle.
Grab: When a skater reaches down and grabs the deck of the skateboard.
Grind: To scrape one or both axles on the edge of an object.
Nollie: Like an ollie, but instead of snapping the tail down you snap the nose down to get air.
Slide: When any part of the deck slides on a surface.
Stall: Resting a part of your board on something for a second or two.
Street skating: skating on streets, curbs, benches and handrails.
Transition: Refers to any curved incline rising from a flat riding surface.
Vert skating: Skating on ramps and other vertical structures designed for skating.
by www.rockitfish.com
Skate Slang, Skate, skating, tony hawk, bowls, ramps, stairs, skateboarding, OLLIE
SKATE BOARDING IS NOT A CRIME.
Skateboarding. Tricks and Talk
THE OLLIE
The Ollie, is a great trick because it is the fundamental maneuver that gets you onto things, over things, into other tricks or just up in the air.
Start with the ball of your back foot on the tail and your front foot in the middle of the board.
Bend your knees and get into a compressed position.
The key is to simultaneously snap the tail of your board to the ground while jumping up and foward.
While jumping, slide your front foot toward the nose, using the friction between your shoe and the grip tape to drag the board higher. Keep your body centered over the board at all times.
At the peak of the ollie, push your front foot down to raise the tail and level out the board. Remember to lift your back leg to get it out of the way of the rising tail. If done correctly, your back foot and the tail of the board should rise in unison and appear to be stuck together.
Keep both feet touching the board and bend your knees to absorb the impact of the landing.
Land with your feet centered over each truck to prevent your board from breaking.
~ Other Tricks ~
The Ollie Kick-flip
Doing an Ollie while rotating the board under the feet 180 degrees.
The Frontside 180
Doing an Ollie while rotating 180 degrees.
Basic Grinds & Slides
Railslide
Sliding on the underside of the deck, either on the sidewalk edge or handrails or poles.
Noseslide
Sliding on the underside of the nose end/front of the board.
Crooked grind
Grinding on the front trucks.
5-0 grind
Sliding along with only the back truck in contact with the edge. Also called a manual grind.
50-50 grind
Sliding along with both trucks in contact with the edge.
Nose maunal
A wheelie on the front two wheels.
.: Skate Slang :.
Acid Drop: Dropping off something such as a ledge, and landing on the bottom.
Air: What you get when you hit a ramp or fly off a ledge. Any time a skater and board leave the riding surface together.
Ali oop: Spinning in the air the opposite way you are traveling. Mainly used on quarter pipes, halfpipes and transitions.
Backside: A move where a skater's back faces an obstacle.
Coping: The material on the edge of a ramp or pool used for grinding or sliding.
Dropping in: When a skater goes down a ramp from a still position.
Fakie: Riding backwards
Frontside: A move where a skater faces an obstacle.
Grab: When a skater reaches down and grabs the deck of the skateboard.
Grind: To scrape one or both axles on the edge of an object.
Nollie: Like an ollie, but instead of snapping the tail down you snap the nose down to get air.
Slide: When any part of the deck slides on a surface.
Stall: Resting a part of your board on something for a second or two.
Street skating: skating on streets, curbs, benches and handrails.
Transition: Refers to any curved incline rising from a flat riding surface.
Vert skating: Skating on ramps and other vertical structures designed for skating.
by www.rockitfish.com
Skate, skating, tony hawk, bowls, ramps, stairs, skateboarding, OLLIE
SKATE BOARDING IS NOT A CRIME.
Learning to Skate? This info is intended to help you learn more about basic Skateboarding.
Learning to Skate? This info is intended to help you learn more about basic Skateboarding.
In Southern California?
Ocean Beach, in San Diego California, is recognized as a great spot to Skateboard. Home of Robb Field Skate park, located at the end of Bacon, you can skate in a highly rated top class cement Skate park all day for $6 or $37 per year.
Inline Skaters are now allowed to skate here.You can even bring the little ones to the "free" mini-skate park located just outside of the main park, located on Bacon, please bring equipment.
Thanks to Skateboard Heaven, located on 5020 W. Point Loma, just north of Ocean Beach, You can Skate a half pipe for as long as you like for Free!
All you have to do is register to ride, Skaters under 18 years of age must have parents signature, and use a helmet and pads at all times.
by www.rockitfish.com
Skate, skating, tony hawk, bowls, ramps, stairs, skateboarding, OLLIE
SKATE BOARDING IS NOT A CRIME.
CATCH IT
.: CATCH IT :.
~ Paddle Out. Paddling-out requires as much time to figure out, and practice doing, as much as learning to ride a wave. Surfers and anyone trying to attempt to go out past the breaking waves must learn to dive under the and away from the break surf. It can take a few times to get out to the main section and better waves. This attempt can frustrate many surfers, especially new to the experience.
1.Select a wave.
2. Look to see if you are at the peak, swim a far and fast as you can to catch up to the "peak" of the wave, and look for surfers around you so you don't drop in on someone coming towards you.
3. Point your board toward the shore, away from the "peak". The board and you should be going left or right of the wave and down toward the Shoulder.
4. Begin paddling before the wave gets to you, and build momentum.
5. Ride the wave on your stomach until you get the momentum you need,Grab the rails and arch your back, and get ready to stand up and ride.
6. Your weight should be slightly back to avoid the nose of your board from going under, "pearling", "pearl-diving". "Pearling/Pearl-diving" is when you go straight down head first in to the sand. i.e. "looking for peals".
7 . Paddle with the wave until you feel it lift the board, then push yourself to a squatting position.
8. When you achieve the speed required stand to your feet *pop-up. Beginners should practice pop-ups on the beach beforehand to figure out which foot is most comfortable in front.
9. Ride the board to the middle of the wave, and depending on angle, push, height, and speed of the wave, adjust your board to achieve stability and setup for turning.
10. Learn the wave. Learn how to steer by shifting your weight and angle of board.
11. Try to avoid running over other surfers.
12. Be sure to dismount before reaching the shore. A collision with reef, surfers, surfboards, rocks and even sand can ruin you surfing experience.
13. Return to the "Peak" Area, and do it again.
* Practice popping to your feet on dry land first. This is an important skill that you should be able to perform without a thought. Try getting up in one smooth motion. Now is the time to figure out what foot goes in front. A "regular" foot has the left foot forward. A "goofy" foot has the right foot forward. *
by www.rockitfish.com
PADDLE OUT
.: PADDLE OUT :.
Learning how to paddle a surfboard from the shore out to the "lineup", the place beyond the breaking waves where surfers wait to catch waves, is one of the hardest and most frustrating of things to acomplish in surfing. You must learn a few things to do this.
Learn Perfect Form 1. Adjust your weight forward or backward until you feel the board staying the most level in the water. When you're in the "sweet spot", paddling produces the greatest speed. To paddle, alternate your arms like a swimming stroke. Lift your head and neck, arching your back slightly to get maximum leverage and angle. 2. If you're lying too far back on the surfboard, the nose lifts up too much and it's difficult to get decent paddling speed. 3. Lying too far forward will cause the nose to dig into the water, decreasing paddling efficiency and speed.
Rules of the road Don't paddle out where the waves are peaking. Surfers will be running you down. Paddle in on either side of the breaking waves. The person riding the wave has the right-of-way. Paddle into the soup rather than into the path of a surfer. When two or more surfers head in the same direction on a wave, the surfer closest to the peak has priority. Don't crowd surfers. If there are only a few surfers, be considerate and surf a little way down the beach. If you can't go anywhere else, as a beginner you should ride the soup or leftovers.
Turtling: You can also "turtle" the board, that is, grab it by the rails and flip it over so the fins are on top.
Duck diving: If you're on a shorter board, the preferred technique of wave avoidance is called duck diving.
1. Push the nose of the board under the water, using your knee, arms and body as leverage.
2. When you are fully submerged, keep pressure on the tail of the board. When the wave passes over you, pull the board back to the surface and through the back of the wave, using you free leg as a ancor and your board as a bobber.
The best conditions for learning to surf are when the sun is out, the water is at least 65 degrees and the waves are not too large. Find a beach that's not swarming with other surfers.
Tips for getting outside: It's often frustrating for beginners as they attempt to paddle through the white water and breaking waves. More often than not, the waves slap beginners around like a washing machine. Try to avoid being hit by a wave while the board is perpendicular or sideways to the wave.
by www.rockitfish.com
WAVES
.: WAVES :.
Rolling waves As a beginner, you're looking for a wave that breaks gently or "rolls" at the top. Also called spilling waves.
Pitching waves Waves that break quickly from top to bottom are far more difficult to catch.
Beginner wave Waist high or smaller is a good size for the beginner.
Expert wave Anything head high or above could hurt the novice surfer.
Rip Currents When water is carried toward shore by waves, it sometimes gets funneled back to sea in strong currents called rips. If you get caught in one, paddle parallel to the beach until you pop out. Don't tire yourself trying to fight against it. Many surfers use rips to get outside the breaking waves.
As for sharks, don't even worry about them. Your chances of getting struck by lightning or killed by an automatic garage door are far greater than getting bit or eaten by a shark. If you think you see a shark, it's probably a dolphin. If you see a really big dolphin, it's probably a whale. Seals and sea lions are not a threat to humans. However, shuffle your feet as you enter the ocean in shallow water. Stingrays can be numerous at beaches with sandy bottoms and their "sting" can be very unpleasant. Stingrays can't bite, but they have a nasty, poisonous spike on their tails that they will lash at you when stepped upon.
Attitude counts: Adopt the a good surfing spirit if You're a beginner, a KOOK, be humble out in the water. Say hello. Be overly friendly. Defer to the locals and relish every scrap of wave you can get. Learning to flash the "stink eye" at intruders invading your home break will come naturally.
by www.rockitfish.com
Surf, Surf Respect, surfing gear, wetsuits, wetsuit, beach, break, beach break, beach boys, surfboards, shapers, shaping, glassing, foam, tubed, greenroom, overhead, pearled, longboard, shortboard, rockitfish
SURF GEAR
.: SURF GEAR :.
It's better to borrow or rent your first surfboard rather than purchase one before you've ever ridden a wave. Inexpensive surfboards usually are worth every penny you spend, but renting a surfboard from a local surf shop is the best and usually the cheapest way at first.
It's not only cheaper, it's smart. You can always buy a surfboard once you like it.
A beginner's surfboard should be wide and long, advanced surfers will progress into a narrower and shorter board, you will have have to catch a few to progress into a shorter board.
To reduce the chances for injury, some surf instructors put beginners on boards made out of a soft foam. Soft-deck boards seem to work best and don't weigh much. The ideal would be to find an old surfboard that floats you like a barge or "battleship".
Find a surfboard at least as tall as your hand raised above your head. A leash prevents your board from getting away from you and hurting others, you must pay attention to the board returning back at you.
A wet suit is necessary if the water is colder than 65 degrees.
You can always borrow or rent a wet suit, but remember that rubber suits restrict your arm and shoulder movements and can make learning to surf more difficult.
Most beginners wait until Summer and until the sun comes out.
Recruiting an instructor The best way to get started, or persuade a friend who surfs to help you learn the little tricks that will make your first attempts less frustrating, and successes shared.
Guys love to teach girls to learn to surf.
So Get out there and Surf!
by www.rockitfish.com
Surf, Surf Respect, surfing gear, wetsuits, wetsuit, beach, break, beach break, beach boys, surfboards, shapers, shaping, glassing, foam, tubed, greenroom, overhead, pearled, longboard, shortboard, rockitfish
The Surfers Number One Rule is to Never Drop-in on anyone
having fun learning to surf
Waves are best surfed when either "Lefts" or "Rights", or a "Left" & "Right" together a being formed. A wave has a "peak", the Best and Highest Spot of the Breaking wave, a "height", angle, speed, and a shoulder which is the part of the angle.
A great surfing experience is when you are able to ride at least 4 really "killer" waves, 3-4 great waves and 6 or more OK waves with no conflicts or injuries.
Since waves are either "Lefts" or "Rights", or a "Left" & "Right" and tend to show every 5 minutes for OK waves, and 20-30 minutes for the better waves. You can share allot between even three to four.
Practice popping to your feet on dry land first. This is an important skill that you should be able to perform without a thought. Try getting up in one smooth motion. Now is the time to figure out what foot goes in front. A "regular" foot has the left foot forward. A "goofy" foot has the right foot forward.
by www.rockitfish.com
If you are a beginner you should consider a few things before paddling out.
If you are a beginner you should consider a few things before paddling out.
Is there a lot of surfers out?
You should learn as far away as possible from others.
How are the conditions, and the surroundings?
Pay attention to rip-tides and other Hazards.
Is there a lifeguard nearby?
It is highly recommend to learn as close to a lifeguard Tower as possible.
Surf with Responsibility and Respect
Surf with Responsibility and Respect
The Surfers Number One Rule is to Never Drop-in on anyone. Dropping in on someone is when you get in the way of the surfer on the main "peak" of the wave. If a surfer is coming towards you, and you are on the "shoulder", you can ruin a wave for both you and the surfer, and is very dangerous and costly. This happens all the time, but mostly on accident. One simple thing to prevent this is to look for the surfers around you, and DON'T DROP IN ON SOMEONE.
This is one of the most talked about subjects with all surfers, and can be debated for hours upon hours.