Figure Skating Jumps - Technique

Technique

Jumps can be performed with either clockwise or counter-clockwise rotation. The vast majority of skaters rotate all their jumps and spins in the same direction; counter-clockwise jumping is more common than clockwise. All jumps are landed on a back outside edge (except stylized variations on some jumps like the half loop or one-foot axel). The type and amount of steps before a jump do not affect the jump's definition, but certain jumps have common and recognizable set-ups that help the skater do the element correctly and that also help spectators in identifying the jumps.

Jumps are classified as either edge jumps or toe jumps. An edge jump takes off directly from the edge without assist from the other foot; while in a toe jump, the skater spikes the toe picks of the free foot into the ice at the same time he or she jumps off the edge of the skating foot, providing a kind of pole-vaulting action to convert the skater's horizontal speed over the ice into a vertical leap.

Most jumps have a natural rotation; that is, the approach and landing curves both have the same rotational sense as the jump in the air. A few jumps, notably including the lutz and walley, are counter-rotated, with the approach edge having an opposite rotational sense to the rotation in the air and landing curve.

In the modern jumping technique first developed by Gus Lussi and his pupil Dick Button, skaters are taught to jump up first, and then assume a back spin position in the air to complete the rotation. For a jump with counterclockwise rotation, the left leg should be crossed in front of the right at the ankles, with the feet together, the arms pulled into the chest and the head turned to look over the left shoulder. If the legs are crossed above the knee, it is referred to as a wrap, and is considered poor technique, not only because it looks unattractive but because it interferes with the jump's mechanics. For multi-rotational jumps, it is important that the skater assume a "tight" position in the air by holding the arms close to the body, to concentrate their body mass around the axis of rotation and minimize the rotational moment of inertia.

Jumps can also be performed with variations in the arm positions in the air to add difficulty. These variations include one or both arms overhead, both hands on the hips, or arms folded in front of the chest. The variation with one arm overhead is often called a Tano position, after Brian Boitano, who performed a triple lutz in this position as one of his signature moves.

When landing a jump, skaters uncross the free leg from in front of the landing leg and swing it to the rear. Extending the arms and free leg checks the rotation and allows the skater to flow out of the jump on a strong edge. Ideally, a skater should exit the jump with just as much speed as on the entrance.

In skating parlance, a jump that is cheated is one in which the skater either begins or completes the rotation of a jump on the ice instead of in the air. While this error is often not obvious to casual observers, under the ISU Judging System, cheated jumps are heavily penalized, in many cases as much as or more than a fall on a fully rotated jump.

Jumps are referred to by how many times the skater turns in the air. One revolution (one and a half for the axel) is a "single" jump. Two revolutions (two and a half for the axel) is a "double" jump. Three revolutions (three and a half for the axel) is a "triple" jump. Four revolutions is a "quadruple" or "quad" jump. The first triple jump landed in competition was a loop jump. It was landed by Dick Button in 1952. The first quadruple jump landed in competition was a toe loop jump. It was landed by Kurt Browning in 1988. Currently, men in world-class competition usually attempt a full set of triples and sometimes one or two quadruple jumps in their free skating programs. Triple axels are rare for ladies, and quadruple jump attempts even more so.

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