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Aggressive Inline Skating

Technical terms and vocabulary

Aggressive inline skating has its very own language, full of technical terms, scene slang, and style elements. If you're new to the world of grinds, soulplates, and skate parks – or if you want to deepen your knowledge – you'll find the ultimate vocabulary here to help you keep up with the scene and improve your own riding.

Knowing these terms not only helps you learn tricks faster, but also allows you to better understand video edits, communicate more easily with the community, and fine-tune your setup. Whether you're at the park, on the street, or at your next session with friends – with this vocabulary, you're ready to roll!

Technical terms and vocabulary – Aggressive Inline Skating

Table of contents

In these alphabetically sorted lists, you’ll find the most important technical terms related to aggressive inline skating, clearly explained, whether you’re a beginner, advanced skater, or simply curious.

The best part: Our glossary is continuously being expanded by us.

  • Technical terms related to hardware in aggressive inline skating
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  • Technical terms for trick descriptions and skating techniques in aggressive inline skating
    View
  • Names of skatepark ramps, obstacles, and features
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Vocabulary – Aggressive Inline Skating

Technical terms relating to hardware in Aggressive Inline Skating

  • A (wheel hardness / Shore hardness)
    The hardness of wheels is indicated in A-grades (e.g. 85A) and has a significant impact on ride performance.
    It affects, among other things, the rolling resistance, speed, and grip of the wheel.

    On smooth, even surfaces, softer wheels are advantageous as they offer better grip and absorb small bumps effectively.
    On rough asphalt, however, harder wheels are more suitable because they are more durable, roll more easily over uneven surfaces, and do not wear down as quickly.
  • Adjustable Rocker
    The rocker function means that on an inline skate or its frame, the height of individual wheels can be adjusted.
    This allows you to switch between a flat setup (all wheels at the same height) and a rockered setup (middle or outer wheels slightly higher or lower for more maneuverability), depending on your needs.
  • Antirocker Frame
    A classic antirocker frame is generally designed for four wheels per skate. However, unlike conventional setups, only the two outer positions are fitted with soft, grippy wheels, usually between 55 mm and 60 mm in size. The inner positions are occupied by mini wheels (antirocker wheels) made of hard plastic. These typically have a diameter between 40 mm and 47 mm and are extremely hard (often 100A or more), so they don’t slow you down when grinding, even if you make contact with the grind wheels.
  • Anti-rocker setup
    An anti-rockered setup is a wheel arrangement where the middle wheels are positioned higher than the front and rear ones.
    This setup is often used in aggressive inline skating because it provides more space for grinds, whereas it is not used in freestyle slalom skating.
  • Backslide Groove
    The backslide groove is a specially shaped indentation on the soulplate, the hard shell of the skate itself, or both. It provides a recessed notch where the rail, coping, ledge, or curb rests securely during a backslide.

    This ensures a stable hold that prevents slipping and enables controlled grinds.
  • Carbon shell
    The carbon shell, also known as the carbon shell, is an ultra-light yet extremely stable shell construction primarily used in high-end inline skates. It is made of carbon fiber composite material, which is also used in aerospace and motorsports to provide maximum stiffness with minimal weight.

    In the world of aggressive inline skating, the carbon shell is synonymous with performance, precision, and direct power transfer.
  • Flat Frame
    A flat frame is a classic frame setup in aggressive inline skating where all four wheels on each skate are the same size and make direct contact with the ground. This configuration provides an especially smooth and natural skating experience, similar to fitness or freeskates, but adapted to meet the high demands of street and park skating.
  • Flat Setup
    In a flat setup, each frame is equipped with four wheels of identical diameter, for example, 4x 58mm, 4x 60mm, or even up to 4x 68mm on modern aggressive skates. Unlike the anti-rocker setup, all four wheels make contact with the ground at the same time, resulting in especially stable and fast skating performance.
  • Frame
    Central connecting element between the wheels and the boot of an inline skate.
  • Frame length
    Length of the frame, i.e., from the first to the last wheel. The shorter the frame length, the more agile the skating; the longer the frame length, the more stable the skating.
  • Freestyle Frame
    A freestyle frame is a special type of frame for aggressive inline skates, characterized by a continuous, flat grinding surface between the wheels. The grind groove runs from the rearmost to the frontmost wheel. Unlike traditional H-blocks or anti-rocker setups, this frame has no cut-out for middle wheels but instead features a smooth surface that is ideal for grinding. The focus is entirely on providing maximum control and versatility for grinds and tricks.
  • Grind wax
    Grind wax (also known as "curb wax," "skate wax," or "rail wax") is a special type of wax used by skaters to make edges, rails, curbs, and ledges more slippery. It reduces the friction between your skates and the surface, resulting in smoother grinds and a lower risk of injury.
  • Grind wheels
    Grind wheels, also known as antirocker wheels, are special, usually very small and hard wheels that sit in the middle section of antirocker frames on aggressive inline skates.

    Unlike regular wheels, they are not designed for rolling, but primarily serve to make grinding on rails, curbs, or ledges easier. They minimize rolling resistance while grinding and ensure a stable and smooth slide across the grinding surface.
  • Groove
    The "groove" or "fastslide groove" refers to the specially shaped recess or insert in the center of the frame (between the inner wheels). This area is specifically designed for grinds on rails, ledges, copings, and other obstacles, ensuring that the wheels do not get stuck. The groove is also known as the "H-block," named after the characteristic H-shape of this part of the frame.
  • Hardboot
    A hardboot is the framework of a hardboot skate, meaning a rigid outer shell that provides particularly strong support, stability, and hold. In contrast to a softboot skate, which is softer and more flexible.
  • H-Block
    The H-block is a key component in aggressive inline skating. It refers to a specially shaped cut-out or insert in the center of the frame (between the inner wheels). This area is specifically designed for grinds on rails, ledges, copings, and other obstacles, ensuring that the wheels don't catch or block. The term "H-block" comes from the characteristic H-shape formed by the gap between the middle wheels. This area is also commonly referred to as the "groove" or "fastslide groove."
  • Interlink
    Interlink is a technology developed by Powerslide (Iqon) that combines multiple frame mounting standards using an adapter system: 165mm Classic Dual Point Mounting, UFS, UFS 2.0, and Trinity.
  • Rocker (Setup)
    A rockered setup refers to a wheel configuration in which at least one of the outer wheels (front or rear) is positioned slightly higher than the middle wheels.

    This type of arrangement is widely used in freestyle slalom skating and allows for particularly agile movements and precise changes of direction.

    There are also special frames for aggressive skating that support such a setup, enabling skaters to fully express their creativity.
  • Skate Wax
    Skate wax (also known as "grind wax", "curb wax", or "rail wax") is a special type of wax used by skaters to make edges, rails, curbs, and ledges more slippery. It reduces friction between your skates and the surface, resulting in smoother grinds and lowering the risk of injury.
  • Soulplate
    The soulplate is one of the most important components of aggressive inline skates and the core element of many tricks on rails, copings, curbs, or ledges. It is located on the underside of the skate between the boot and the frame and provides a wide, flat surface that makes a variety of grinds possible in the first place and allows them to be executed safely.
  • UFS (Universal Frame System)
    UFS stands for Universal Frame System and is a standardized mounting system for attaching frames (i.e., the chassis or base) to aggressive inline skates. The introduction of this system revolutionized the world of aggressive skating by finally enabling cross-brand compatibility between boots and frames.

    Using just two central bolts spaced exactly 167 mm apart, the UFS system connects the skate boot to the frame. This standardization allows skaters to mix and match different brands and models freely, according to their riding style, trick preferences, or terrain. Thanks to UFS, it is possible to mount any UFS frame onto any UFS aggressive inline skate, regardless of the brand or shoe size.
  • Unibody
    The term Unibody (also known as “One-Piece Construction”) refers to a design in inline skating where the boot and frame are permanently connected, forming a single molded piece or module. Unlike modular systems such as UFS, Trinity, or 165mm mounting — where the boot and frame are separate — the unibody design integrates the entire lower structure of the skate, from the footbed to the wheel mount, into one solid unit.

    This construction is commonly found in entry-level skates, urban skates, or certain aggressive models that prioritize maximum stability, power transfer, and low weight.
  • Wheel base
    The wheelbase refers to the distance from the center of the frontmost wheel to the center of the rearmost wheel that simultaneously touch the ground.
  • Wheel profile
    The wheel profile refers to the shape or contour of the wheel's tread – in other words, how rounded it is and how large the surface area is that comes into contact with the ground.

    In aggressive inline skating, most skaters opt for a rounded profile. This ensures consistent contact with the ground at various angles of movement, promoting smooth directional changes, precise spins, and clean edge control – even when skating on ramps and in pipes. This profile is ideal for lines that run across the entire skatepark.

    Other common wheel profiles in aggressive inline skating include the bullet profile and the flat profile. The bullet profile tapers to a point, resulting in a very small contact area and therefore achieving very high skating speeds. The flat profile, on the other hand, has the largest contact area, offering the best rolling stability – which can be particularly beneficial when skating in a halfpipe.

Vocabulary – Aggressive Inline Skating

Technical terms for trick descriptions and skating techniques in inline Aggressive Inline Skating

  • 1080°
    1080° indicates the degree of a turn and thus describes a “triple turn”.
  • 180°
    180° indicates the degree of a turn and thus describes a “half turn”.
  • 360°
    360° indicates the degree of a turn and thus describes a “full turn”.
  • 360° Revert
    The term 360° Revert describes a specific way of jumping out of a grind — more precisely, out of a backwards grind with a full spin away from the obstacle.

    In a 360° Revert, you are grinding backwards on the obstacle and perform a 360° spin in the opposite direction of the obstacle during the takeoff, so that you land backwards again after exiting the grind. The key here is the direction of rotation in relation to the obstacle's position.

    Example:
    You are grinding backwards and the obstacle is on your left side. If you spin 360° to the right — that is, away from the obstacle — during the takeoff and land backwards, then this is a 360° Revert.

    Another example:
    You're grinding backwards and the obstacle is on your right. If you spin 360° to the left — again away from the obstacle — and land backwards after the grind, this also qualifies as a 360° Revert.

    Important: The spin is always directed away from the obstacle, and you land backwards after the grind. This is exactly what sets the 360° Revert apart from other spin variations like the 360° Rewind, where you rotate toward the obstacle.
  • 360° Rewind
    The term 360° Rewind describes a specific way of exiting a grind – more precisely, it's a full-spin exit from a backwards grind toward the obstacle.

    In a 360° Rewind, you're grinding backwards on the obstacle and spin 360° toward the obstacle during the takeoff. After popping out of the grind, you land backwards again. The crucial factor is the direction of the spin relative to the obstacle.

    Example:
    You're grinding backwards and the obstacle is to your left. If you spin 360° to the left – that is, toward the obstacle – during the takeoff and then land backwards, this is a 360° Rewind.

    Another example:
    You're grinding backwards and the obstacle is to your right. If you now spin 360° to the right, again toward the obstacle, and land backwards after exiting the grind, this also counts as a 360° Rewind.

    Important:
    The spin always goes toward the obstacle, and you land backwards after the grind. This is what distinguishes the 360° Rewind from other rotation variants like the 360° Revert, where you spin away from the obstacle.
  • 540°
    540° indicates the degree of a turn and thus describes a “1.5x turn”.
  • 720°
    720° indicates the degree of a turn and thus describes a “double turn”.
  • 900°
    900° indicates the degree of a turn and thus describes a “2.5x turn”.
  • Air
    The term "Air" in skating simply refers to a jump during which the skater is noticeably airborne, meaning any moment when the skates lose contact with the ground and the skater is in the air.

    The word originally comes from aggressive skating, skatepark, and vert skating, and is closely related to terminology from skateboarding and BMX slang.
  • Air Time
    Air Time simply refers to the duration of a jump – the time you are in the air before landing back on the ground or on an obstacle.

    We talk about Air Time when the jump lasts longer than just a brief moment – not just a little hop, but a clearly noticeable "flight through the air."

    An example:
    If a jump has an air time of about one second, that means you were in the air for a full second before landing – which, depending on setup, takeoff, and trick, is already quite an achievement.

    The higher or farther you jump – for example during gaps, transfers, or disaster grinds – the more air time you have. And the more air time you have, the more room you get for tricks, grabs, or stylish elements in the air.
  • Alleyoop (AO)
    The term alleyoop (AO) describes the way you rotate into a grind—that is, the movement with which you turn toward and jump onto the obstacle (e.g., a rail or curb).

    Two key factors come into play:
    Where is the obstacle located? And in which direction are you rotating in relation to it?

    In an alleyoop grind, you skate forward toward the obstacle and perform a 180° rotation toward it before jumping into the grind. This means:

    If the obstacle is on your left, you rotate left into the grind.
    If it’s on your right, you rotate right accordingly.

    In both cases, you're turning toward the obstacle. After the 180° spin, you automatically land backwards on the obstacle, continuing the grind in a fakie position.

    This pre-rotation not only gives the trick a more dynamic appearance, but also increases its technical difficulty, as you're executing it with your back to your original direction of travel.

    Typically, the term alleyoop is placed before the name of the actual grind, for example:

    → Alleyoop Soul Grind
    → Alleyoop Mizou Grind
    → Alleyoop Makio Grind

    The combination of rotation, backwards grinding, and control makes alleyoop tricks a popular stylistic element among advanced skaters, both in skateparks and on the street.
  • Backside Grind (BS Grind)
    The Backside, often abbreviated as BS, is one of the most fundamental grinds in aggressive inline skating and is among the first tricks beginners learn.

    In a Backside Stall, the skater stands firmly on the obstacle with both skates without sliding. In the actual Backside Grind, however, the skater glides with both skates parallel on a rail, curb, or coping, with the obstacle behind the body – hence on the "backside."
    This is exactly where the name of this trick comes from.

    Technically speaking, in the Backside both skates are positioned in the so-called H-block or fastslide groove, the recess in the frame between the middle wheels.
    Due to this specific positioning, the center of gravity is low, which provides extra stability – especially for beginners.

    The Backside is not only a perfect entry into the world of grinds but also remains a trick with great style potential later on – especially when combined with spins or grabs.
  • Backside Groove Grinds
    For all groove grinds (also known as H-block grinds), there are basically two fundamental directional variations:

    One in which the backs of the skates are facing the obstacle – this is referred to as a Backside (the heels point toward the obstacle).

    And one in which the skates are facing away from the obstacle – in this case, it’s a Frontside (the toes point toward the obstacle).

    In practice, however, the direction is often explicitly named only for the Backside version. For example, if someone simply says “Unity,” it usually refers to the Frontside version. If the grind is performed on the back of the obstacle – i.e., a Backside Unity – this is explicitly stated.

    Important: The determining factor for classification is not the orientation of the body, but that of the skates. Even if your upper body is facing the obstacle, what matters is whether your skates are also pointing in that direction or away from it.

    The classic Backside grind (BS) is one of the most fundamental tricks in aggressive inline skating – and at the same time forms the basis for numerous other Backside-oriented H-block grinds, such as Backside Royale, Backside Unity, Backside Torque, or Backside Savannah.
  • Backslide
    A backslide is a challenging grind where you slide exclusively on one edge of the soulplate of a single skate.
    Your entire body weight is deliberately shifted onto the rear edge of the skate’s soulplate on your back foot.

    The front foot remains in the air and serves only to help with balance.

    This trick is typically performed on rails, curbs, or copings and is considered one of the most technically difficult grinds in aggressive inline skating. It requires a high level of balance, body control, and precision, even the slightest mistake in angle or weight distribution can cause you to slip off.

    Precisely because of its difficulty and elegance, the backslide is a true classic among experienced skaters.
  • Backwards
    The term "Backwards" refers to skating backwards in inline skating, or to a trick that is performed while skating backwards.
  • Channel Grind
    Channel Grinds refer to all grinds in which we grind using a channel of our aggressive skates or frames. The channel is the area between our wheels or antirockers.
    Important: The H-block or fastslide groove does not count as a channel!

    A channel can be one of the following areas, for example:

    → The space between the frontmost and second frontmost wheel (in 4-wheel or anti-rocker setups)
    → The space between the rearmost and second rearmost wheel (in 4-wheel or anti-rocker setups)
    → The space between one of our grind wheels and the groove (in anti-rocker setups)

    The term channel is placed in front of the actual grind name, for example:

    Frontside Grind → Channel Frontside Grind
    Unity Grind → Channel Unity Grind
    Backside Grind → Channel Backside Grind
  • Christ Grind
    Christ grinds refer to a grind variation where one skate performs the grind while the other skate stands on top of the grinding skate.

    This variation can be applied to any grind that is executed with one foot.

    Examples of Christ grind variations include:

    Makio Grind → Christ Makio Grind
    Fishbrain Grind → Christ Fishbrain Grind
  • Darkside Grinds
    The term "Darkside" refers to a special way of jumping into a grind – specifically relating to the position of your body in relation to the obstacle.

    A grind is called a Darkside when the obstacle is not approached on the body-facing side, but deliberately on the side opposite to the approach angle. This means: you skate toward a rail or ledge but jump in such a way that you land on the "backside" of the object – that is, the side that is harder to reach from your perspective.

    Important: The obstacle must be grindable from both sides – the difference lies not in the geometry of the spot, but in the conscious choice of the harder-to-reach side. This type of grind often looks more spectacular and technical because it requires an unusual body position, precise foot placement, and good balance.

    In contrast, a Farside grind refers to situations where the obstacle can only be grinded from the opposite side – for example, because the side you would normally approach from is blocked or unsuitable. In this case, you’re forced to jump over the obstacle and land on the “farside” – which is technically comparable to a Darkside grind, but not a voluntary choice; rather, it’s dictated by the architecture of the spot.

    In summary:

    Darkside: The obstacle is grindable from both sides – you consciously choose the side opposite your body.

    Farside: The obstacle is only grindable from the opposite side – you're forced to jump over it in order to grind.

    Darkside tricks are considered technically demanding and often add an extra dose of style to your skating – especially when executed cleanly.
  • Disaster Grinds
    Disaster grinds are among the most spectacular – but also most dangerous – grind variations in aggressive skating.
    The term is aptly chosen: if you don’t land this trick cleanly, you literally risk a “disaster” in the form of a hard fall. It's exactly this mix of adrenaline, risk, and control that makes a disaster grind so appealing.

    What turns a grind into a disaster grind is the distance from which you jump into the trick. It’s not enough to jump right in front of the obstacle – instead, you start from a significantly greater distance, often one or two meters or more before the obstacle. The skater practically flies through the air before landing precisely in the grind on the obstacle.

    A classic example: You grind a rail, but beforehand you jump over a box or a gap and land directly in the grind – without any intermediate step.

    Whether it's a frontside, royale, soul, or topside – every grind variation can also be performed as a disaster. The technique remains the same, but the distance and difficulty level increase significantly.

    Disaster grinds require perfect timing, body tension, confidence – and above all: the ability to land cleanly under pressure. They don’t just look impressive, they also show how much control a skater has over their movements and their setup – even at full speed and with serious airtime.
  • Edge Control
    Edge control is the "invisible technique" that makes many tricks possible. It is a sign of advanced skating skills and a key to a clean, expressive slalom style.
    The inside edge is the side of the wheel facing the center of the body.
    The outside edge faces away from the body.
    In skating, these edges are activated by shifting body weight and angling the skates.
    Clean edge control allows for controlled spins, slides, and changes in direction – especially important in combos and transitions.
  • Edging
    Edging (German: Kantenfahren or Kanteneinsatz) in inline skating refers to the technique where the skater deliberately shifts their body weight onto the inside or outside edge of the wheels in order to turn, brake, or improve control. In doing so, the skates are tilted slightly to the side, so that not the full surface of the wheels, but rather their edge makes contact with the ground.
  • Fakie
    The term “Fakie” refers to a trick that is either performed while riding backwards or one that ends in a backwards landing.

    The term Fakie can be applied to grinds, airs, or any other tricks that are initiated from backwards skating or that end in backwards skating.
    Important: Fakie only refers to the approach being backwards or the landing being backwards after the trick.

    Here are a few examples:

    → Fakie to Soul Grind (you approach riding backwards and jump into the Soul Grind)

    → Soul Grind to Fakie (you perform a Soul Grind and exit the trick by landing backwards)

    → Fakie 360° (you skate backwards and perform a 360° spin out of the backwards movement)

    → 180° to Fakie (you approach forwards, jump with a 180° spin, and land backwards)
  • Farside Grinds
    The term Farside describes a specific way of jumping into a grind – namely when we cannot grind the obstacle from the side we are approaching it, but instead have to deliberately jump to the opposite or simply a different side.

    Specifically, this means: you approach an obstacle – for example, a rail or a ledge – jump over it, and land on the opposite or adjacent side in a grind. Since the obstacle is only grindable from this opposite side, the grind is referred to as a Farside grind.

    In contrast, the term Darkside is used when an obstacle is grindable from both sides – that is, both from the approach side and the far side. A grind is called Darkside when you consciously choose to grind on the side opposite your natural approach. Choosing to perform a trick “Darkside” is usually a stylistic decision and is considered technically demanding.

    Summary:

    Farside: Obstacle can only be grinded on the opposite side → you have to jump over the obstacle

    Darkside: Obstacle is grindable from both sides → you choose the more difficult, body-turned-away side
  • Frontside (FS Grind)
    The Frontside, often abbreviated as FS, is one of the most fundamental grinds in aggressive inline skating and is among the first tricks beginners learn.

    In a Frontside stall, you stand steadily on the obstacle with both skates without sliding. In the actual Frontside grind, however, you glide with both skates parallel along a rail, curb, or coping, with the obstacle positioned in front of your body – hence on the “front side.”
    This is exactly where the trick gets its name from.

    Technically, during a Frontside grind, both skates are positioned in the so-called H-block or Fastslide groove – the recessed area in the frame between the middle wheels.
    This specific position lowers your center of gravity, which provides extra stability, especially for beginners.

    The Frontside is not only an ideal introduction to the world of grinds, but also remains a trick with a lot of style potential – especially when combined with spins or grabs.
  • Frontside Groove Grinds
    In all groove grinds (also known as H-block grinds), there are basically two directional variations:

    One where the skates are facing the obstacle – this is referred to as a Frontside (the toes point toward the obstacle).

    And one where the skates are turned away from the obstacle – in this case, it's called a Backside (the heels point toward the obstacle).

    In practice, however, the direction is often explicitly stated only for the Backside version. For example, if someone simply says “Unity,” they usually mean the Frontside variant. If the backside of the obstacle is to be grinded – in other words, a Backside Unity – this will be explicitly specified.

    Important: The decisive factor for classification is not the orientation of the body, but that of the skates. Even if your upper body is facing the obstacle, what matters is whether your skates are also pointing in that direction or away from it.

    The classic Frontside grind (FS) is one of the most fundamental tricks in aggressive inline skating – and it also forms the basis for numerous other Frontside-oriented H-block grinds, such as Royale, Unity, Torque, or Savannah.
  • Full Cab
    The term Full Cab refers to a specific way of jumping into a grind – more precisely, from riding backwards with a full 360° spin away from the obstacle.

    In a Full Cab, you approach the obstacle riding backwards and spin 360° at takeoff in the direction away from the obstacle, so that you land backwards into the grind. The key factor is the spin direction relative to the position of the obstacle.

    An example:
    You're riding backwards and the obstacle is on your left. If you spin 360° to the right during the takeoff – that is, away from the obstacle or in the opposite direction – and then land backwards in the grind, it's a Full Cab.

    Another example:
    You're riding backwards and the obstacle is on your right. If you spin 360° to the left – again, away from the obstacle – and land backwards in the grind, this is also a Full Cab.

    Important: The spin always goes away from the obstacle, and you land backwards in the grind. This is exactly what sets the Full Cab apart from other rotational variations like the Inspin, where you spin 180° toward the obstacle.

    Full Cab grinds look especially dynamic and smooth but are also technically demanding – as they require good timing and precise takeoff technique from backward motion.
  • Gap
    A gap in aggressive inline skating refers to a jump over a space — from one point to another — where a void or distance must be overcome.

    Gaps can take many different forms:
    For example, a jump from a curb to the opposite edge, from a ramp onto a bench, or over a set of stairs. Jumps between two rails, over cracks in the ground, or from one obstacle to another also fall under this category.

    Depending on the size and nature of the gap, these jumps require a high level of body tension, timing, and jumping power, and are often spectacular to watch — especially when combined with grabs, 180s, or grinds.
  • Grab
    Grabs are tricks in inline skating where the skater, during a jump (air), uses one or both hands to grab one or both skates (or the frames or boots), hence, they are “grabbed.”
    The term originally comes from skateboarding and BMX, but is now firmly established in both aggressive skating and vert skating.
  • Grabbed
    The term "Grabbed" refers to a stylish and technically demanding variation of any given grind.
    What characterizes it is that during the grind, we grab one of our skates — usually at the soulplate — with one or both hands.

    The "Grabbed" variation of a grind is therefore a version that can be applied to any grind.

    The term "Grabbed" is placed before the actual name of the grind to indicate this special execution. Here are a few classic examples:

    Makio Grind → Grabbed Makio
    Backslide → Grabbed Backslide
    Fishbrain → Grabbed Fishbrain

    Grabbed grinds are not only more technically demanding than their regular versions but also significantly more impressive visually.
  • Grind
    Grinding means sliding on an obstacle such as a rail, curb, coping, or ledge with your inline skates. Instead of rolling on the ground with your wheels, you glide over the obstacle using specific parts of your skates.
    In aggressive inline skating, grinding is one of the core elements and gives the sport its real adrenaline rush.
  • Groove Grind
    Groove Grinds refer to all grinds where the skater grinds not on the soulplate, but exclusively on the H-block – also known as the fastslide groove – of one or both skates.

    The H-block is the distinctive indentation in the middle of the frame, typically located between the middle wheels of an aggressive inline skate in classic setups. In freestyle frames, which do not have middle wheels, the groove is positioned between the outer wheels instead. The H-block was specifically designed to provide stable support and controlled sliding when grinding on rails, curbs, or copings – without the risk of wheelbites.

    Typical groove grinds include:

    → Royal Grind
    → Frontside Grind
    → Backside Grind
    → Backslide Grind
    → Unity Grind

    All of these tricks make intentional use of the H-block for weight distribution and control. Unlike soul grinds, the focus in groove grinds lies on precisely placing and balancing the skates within the groove – which requires a high level of technique and core tension, especially on round rails.

    Groove grinds are among the most important foundational techniques in aggressive skating and, together with soul grinds, form the basis for many advanced trick variations.
  • Half Cab (Outspin)
    The term Half Cab (also known as Outspin) describes a specific way of jumping into a grind – more precisely, from skating backwards with a half rotation away from the obstacle.

    In a Half Cab, you approach the obstacle while skating backwards and spin 180° in the direction opposite to the obstacle as you jump, so that you land forward in the grind. The crucial factor here is the direction of rotation in relation to the position of the obstacle.

    Example:
    You’re skating backwards and the obstacle is on your left. If you jump and spin 180° to the right – that is, away from the obstacle – and then grind forward, it’s a Half Cab.

    Another example:
    You’re skating backwards and the obstacle is on your right. If you spin 180° to the left, again away from the obstacle, and land in the grind, this is also considered a Half Cab.

    Important: The spin is always away from the obstacle, and you land forward in the grind. This is what distinguishes the Half Cab from other rotational styles such as the Inspin, where you spin toward the obstacle.

    Half Cab grinds appear especially dynamic and smooth, but they are also technically challenging – as they require precise timing and a well-executed take-off from the backward approach.
  • Inspin
    The term Inspin describes a specific way of jumping into a grind – more precisely, from skating backward with a half rotation toward the obstacle.

    In an Inspin, you approach the obstacle while skating backward and rotate 180° toward the obstacle during takeoff, so you land in the grind facing forward. The key here is the direction of your rotation in relation to the obstacle’s position.

    An example:
    You are skating backward and the obstacle is to your left. If you spin 180° to the left during takeoff – that is, toward the obstacle – and then grind forward, it’s considered an Inspin.

    Another example:
    You are skating backward and the obstacle is to your right. If you now rotate 180° to the right, again toward the obstacle, and land in the grind, that’s also an Inspin.

    Important: The rotation is always directed toward the obstacle, and you land facing forward in the grind. This is exactly what distinguishes the Inspin from other rotation types like the Outspin, where you rotate away from the obstacle.

    Inspin grinds look especially dynamic and fluid, but they are also technically demanding – requiring good timing and precise takeoff technique from a backward approach.
  • Lip Tricks
    Lip tricks are creative and technically demanding moves performed directly on the coping edge of miniramps, halfpipes, or quarterpipes.
    Unlike traditional airs or long grinds, lip tricks are not about speed or distance, but about control, balance, and style.

    What makes lip tricks unique is that the skater lingers briefly on the coping – whether in a static position, an artistic movement, or a mix of both. There are countless variations: from simple stalls to stylish handplants and even trick combinations with grabs.

    Stalls are particularly popular – standing intentionally in a specific position or stance without sliding along the coping.
    The names of these tricks usually correspond to their grind counterparts. For example, we have:

    → Soul Stall
    → Mizou Stall
    → Acid Stall
    → Makio Stall

    The difference between a stall and a grind is easy to explain:
    While a grind involves sliding across the coping, a stall is about holding a fixed position – like a frozen moment within the trick. These controlled “stops” are not only visually striking but also ideal for learning new movements before attempting the rolling version.

    Lip tricks are an expression of creativity and finesse on skates – and an essential part of any good miniramp session.
  • Manual
    Manuals are a category of tricks in inline skating, originally adopted from skateboarding. In these tricks, the skater rides on only part of the wheels, for example, only on the rear wheels (back manual) or only on the front wheels (toe manual).

    The term manual refers to the controlled, balanced ride on one or two wheels, with neither the boot nor the frame touching the ground.
    The trick requires precise balance and fine control over body posture.
  • Mondopoint (MP / cm)
    Mondopoint is a sizing system — in fact, it’s the most important unit of measurement for us skaters when it comes to finding the right boot size.

    While EU, US, and UK sizes can vary slightly between manufacturers and models, the Mondopoint size (measured in centimeters) always indicates the actual internal length of the skate — in other words, the exact foot length the skate is designed to fit.

    👉 How to find the right Mondopoint size (quick guide):

    Measure your foot length:
    Do this barefoot and under full weight (while standing). The best method is to place your heels against a door frame and measure the distance from the heel to the tip of the longest toe.

    Add some allowance:
    Depending on your personal preference (and whether you want to wear thick or thin socks), we recommend adding 5–9 mm of allowance to your measured foot length.

    Choose your size:
    Compare your result to the size chart provided by the manufacturer.
    → The listed Mondopoint size (cm) should not be smaller than your foot length + allowance.
  • Negative
    Negative grinds are a variation of soul grinds. When a grind is performed as a negative, the prefix “Negative” is added to the original grind name.

    Examples:

    Soulgrind → Negative Soulgrind
    Makio Grind → Negative Makio Grind
    Acid Grind → Negative Acid Grind

    In a negative grind, you don’t grind on the outer soul area (Positive Soul) of the skate, but rather on the inner soul side (Negative Soul). These grinds are significantly more difficult than regular soul grinds.

    Positive Soul: The outer soul area is located on the outer right side of your right foot and on the outer left side of your left foot.
    Negative Soul: The inner soul area is located on the inner left side of your right foot and on the inner right side of your left foot.
  • One Foot
    In Aggressive Inline Skating, the term "One Foot" refers to skating on only one foot, while the other foot is lifted off the ground. All wheels of one skate are in contact with the ground – in contrast to Wheeling, where only one wheel (toe or heel) touches the ground.
  • Outspin (Half Cab)
    The term Outspin (also known as Half Cab) describes a specific way of jumping into a grind – more precisely, from skating backwards with a half rotation away from the obstacle.

    In an Outspin, you approach the obstacle riding backwards and perform a 180° jump in the direction opposite to the obstacle, so that you land forward in the grind. The key aspect is the direction of rotation in relation to the position of the obstacle.

    An example:
    You’re skating backwards and the obstacle is to your left. If you jump and spin 180° to the right – that is, away from the obstacle – and then land in a forward grind, that’s an Outspin.

    Another example:
    You’re skating backwards and the obstacle is on your right. If you spin 180° to the left, again away from the obstacle, and land in a grind, that’s also an Outspin.

    Important: The rotation always goes away from the obstacle, and you land forward in the grind. That’s what sets the Outspin apart from other rotational styles like the Inspin, where you spin toward the obstacle.

    Outspin grinds appear particularly dynamic and fluid, but they’re also technically demanding – since they require good timing and precise take-off technique from a backward approach.
  • Positive
    Positive grinds are the standard version of soul grinds, which is why the term “positive” is usually not mentioned.
    So, when we talk about an Acid Grind, we actually mean a Positive Acid Grind. When we refer to a Makio Grind, we’re referring to a Positive Makio Grind, and so on.
    Since a regular grind—without any specific designation—is always performed on the outside (positive side) of the soulplate, the term “positive” is simply omitted.

    In a negative grind, you grind on the outer soul area (positive soul) of the skate.

    Positive Soul: The outer soul area is on the right side of your right foot and on the left side of your left foot.
    Negative Soul: The inner soul area is on the left side of your right foot and on the right side of your left foot.
  • Revert
    The term Revert describes a specific way of exiting a grind – more precisely, it's when you exit a backward grind with a half turn away from the obstacle.

    In a Revert, you are grinding backwards on the obstacle and perform a 180° spin in the direction opposite to the obstacle as you jump off. As a result, you land forwards after exiting the grind. The key point is the direction of the spin in relation to the position of the obstacle.

    An example:
    You're grinding backwards and the obstacle is on your left. If you spin 180° to the right as you jump – away from the obstacle – and land forwards, it’s a Revert.

    Another example:
    You're grinding backwards and the obstacle is on your right. If you spin 180° to the left – again, away from the obstacle – and land forwards after the grind, that’s also a Revert.

    Important: The spin is always directed away from the obstacle, and you land forwards after the grind. That’s exactly what distinguishes the Revert from other rotation types, such as the Rewind, where you spin towards the obstacle.
  • Rewind
    The term Rewind describes a specific way of jumping out of a grind – more precisely, out of a backwards grind with a half rotation towards the obstacle.

    In a Rewind, you grind backwards on the obstacle and rotate 180° towards the obstacle as you jump out, so that you land forwards after leaving the grind. The key element here is the direction of the spin in relation to the position of the obstacle.

    An example:
    You're grinding backwards and the obstacle is on your left. If you spin 180° to the left – towards the obstacle – as you jump out and then land forwards, it's a Rewind.

    Another example:
    You're grinding backwards and the obstacle is on your right. If you spin 180° to the right – again towards the obstacle – as you exit the grind and land forwards, that's also a Rewind.

    Important: The rotation always goes towards the obstacle, and you land forwards after the grind. That’s exactly what distinguishes a Rewind from other types of rotation, such as the Revert, where you spin away from the obstacle.
  • Rocket
    The term „Rocket“ refers to a stylish and technically demanding variation of a one-footed grind. The defining feature is that the leg not used for grinding is extended forward — resembling a rocket — and the skater grabs the skate of the extended leg with one hand.

    This position requires not only balance and core strength, but also flexibility and precise timing to maintain control during the grind while holding the pose.

    The word "Rocket" is placed in front of the actual grind name to indicate that it’s this special variation. Here are a few classic examples:

    Makio Grind → Rocket Makio

    Backslide → Rocket Backslide

    Fishbrain → Rocket Fishbrain

    Rocket grinds are not only technically challenging but also visually striking. They add an extra aesthetic element to well-known tricks and highlight the skater’s personal style.
  • Rough (Heel)
    Rough (Heel) is a particularly spectacular variation of grinds in Aggressive Inline Skating. In this trick, the rear part of the skate or the soulplate is used as the contact point for grinds or stalls.

    While traditional grinds are performed using the entire soulplate or the H-block, a Rough Grind or Stall involves standing only on the rear part of the soulplate or skate.
    This style demands courage, body control, and a strong feel for the equipment.

    Here are a few examples:

    Soul Grind → Rough Soul Grind
    Acid Grind → Rough Acid Grind
    Mizou Grind → Rough Mizou Grind
  • Slide
    Slides are a category of tricks in inline skating where the skater glides with controlled sliding across the surface, instead of simply rolling on the wheels.

    In a slide, the skater deliberately creates lateral pressure or a tilted position, causing the wheels — or parts of the frame or boot — to slide smoothly over the ground.
    Maintaining balance and body control is key to precisely steering or controlling the slide.

    Slides can be used in many ways:

    as tricks in freestyle or urban skating
    as a control or braking technique (e.g. power slide)
    as a stylistic element in trick combinations and runs.
  • Snake (Snaked)
    "Snake" is a slang term borrowed from English that figuratively describes a person who cuts in line dishonestly or inconsiderately. In the skatepark context, it's a clear breach of etiquette — comparable to cutting ahead in a queue, crossing someone's trick line, or interrupting a run.

    Snaking is considered rude and disrespectful because it disrupts the flow of other skaters, can lead to collisions, and often causes conflict in the park. Someone who constantly “snakes” quickly becomes unpopular and loses the respect of the community.

    Skatepark Etiquette:
    → Pay attention to the order: Who was there before you? Who is getting ready to drop in?
    → Communication is key: A quick look or a nod can clarify who goes next.
    → Respect lines: Many skaters follow set lines they repeat — watch where they start and land.
  • Soul Grind (Soulplate Grinds)
    Soul Grinds or Soulplate Grinds refer to all grinds where at least one skate is grinding on the soulplate.

    The soulplate is the wide platform between an aggressive boot and its frame.

    Typical soulplate grinds include:

    → Soul Grind (the classic among soul grinds, sharing its name with the general category of grinding on the soulplates, i.e., soulplate grinds).
    → Mizou Grind
    → Pornstar Grind
    → Acid Grind
    → Makio Grind
  • Spin
    The term spin refers to a rotation through a specific angle (measured in degrees).

    Examples:
    A 180° spin equals a half rotation.
    A 360° spin is a full rotation.
    A 540° spin equals one and a half rotations — and so on.

    In practice, the word “spin” is often omitted. Instead, only the degree of rotation is mentioned, and usually pronounced in English:

    One eighty = 180° rotation
    Three sixty = 360° rotation
    Five forty = 540° rotation, and so on.
  • Stall
    In Aggressive Inline Skating, a stall means briefly coming to a stop or standing still on an obstacle (such as a rail, curb, coping, or ledge) with one or both skates.
    Unlike grinds, you don’t slide across the obstacle but intentionally remain stationary on it.

    These moves are part of the basics of street and park skating and are ideal for beginners, as they train control, balance, and technique without immediately diving into riskier grinds.

    Examples include:

    Frontside Stall, Backside Stall, Soul Stall, Acid Stall, Makio Stall, etc.
  • Step Grind
    A Step Grind is a special variation of classic soulplate grinds and is therefore one of the many grind variations in aggressive skating.

    In contrast to regular soulplate grinds, where the skate slides on the obstacle using the soulplate – the wide, grind-friendly surface on the side of the boot – the Step Grind is performed not on the soulplate but on the narrow bottom edge of the frame.

    This position requires a high level of precision and balance, as the contact point with the obstacle is significantly smaller than with a classic soul trick. The technique can be applied to both positive and negative soulplate grinds, making it a versatile but difficult-to-control variation.

    In practice, Step Grinds often occur unintentionally, for example, when a soul attempt goes wrong and the weight shifts too low onto the frame. Especially on round obstacles like rails, executing a clean Step Grind is extremely challenging and rarely done in a controlled manner. On angular or flat curb edges, however, the trick can be maintained much more easily and used intentionally.

    Despite (or perhaps because of) their difficulty, Step Grinds appear both technical and stylish – offering advanced skaters the opportunity to reinterpret existing tricks and develop their creativity further.
  • Straight
    The term straight is rarely used explicitly in skating. It simply refers to forward skating and is typically used as an additional descriptor for tricks that are performed without rotation while moving forward.

    Example: A trick that could normally also be performed with a spin is called straight [trick name] when it is executed in a straight line from a forward approach.
  • Switch
    Every skater naturally has a dominant side: a preferred leg, a favored direction of rotation, a more comfortable direction for shoulder checks, a preferred braking foot, and usually also a side on which certain tricks (such as grinds) feel more natural and secure to perform.

    The term switch refers to performing techniques and tricks on or with the non-dominant side, meaning with the weaker leg or in the less familiar direction.

    Example 1:
    If a skater usually spins clockwise, then spinning counterclockwise would be considered a switch spin.

    Example 2:
    If a skater normally performs a grind to the right, then doing the same grind to the left (on the non-dominant side) would be called a switch grind.
  • Switchups
    The term switch-up refers to changing foot position or switching trick position while performing a trick, for example, during a stall, slide, or grind.

    A typical example:
    If you perform a grind and, while still grinding, transition into a different grind, this transition is called a switch-up.

    A switch-up increases the difficulty and dynamics of a trick and is especially popular in aggressive skating, park skating, and also in various freestyle disciplines.
  • Topside (Top)
    A topside grind is a special type of grind where you grind on the outside (topside) of the frame. In this trick, you position your frame "above" the obstacle, unlike the traditional soul grind, where the frame slides along the side of the obstacle.

    This means: in a topside grind, you primarily rely on your frame and shift your body weight onto it to stabilize the trick, rather than depending mainly on your soulplate.

    The term “topside” serves as a name addition and represents a variation of other soul grinds.

    If a grind is normally performed on the soulplate, but instead is executed on the outside of the frame, the term “topside” is placed at the beginning, for example:

    Soulgrind → Topside Soulgrind (Top Soul)
    Mizou Grind → Topside Mizou Grind
    Makio Grind → Topside Makio Grind (Note: the topside version of the Makio has its own name and is called “Fishbrain”)
  • Tough (Toe)
    Tough (Toe) is a spectacular variation of grinds in Aggressive Inline Skating. In this style, the front part of the skate, or more precisely the front section of the soulplate, is used as the contact point for grinds or stalls.

    While traditional grinds are performed using the full soulplate or the H-block, in a Tough grind or stall, the skater balances only on the front part of the soulplate or skate.
    This style requires courage, body control, and a strong feel for the equipment.

    Here are a few examples:

    Soul Grind → Tough Soul Grind
    Acid Grind → Tough Acid Grind
    Mizou Grind → Tough Mizou Grind
  • Transfer
    Transfers in Aggressive Inline Skating refer to the transition from one surface to another, often involving jumps and grinds.

    An example:
    You approach and jump out of the quarter pipe of a jump box (take-off surface), clear the tabletop (the top surface of the jump box), and land in the bank (the landing surface of the jump box).
    By doing this, you’ve jumped over the top part of the jump box and completed a “transfer.”

    Key elements include proper technique when approaching the transition, maintaining balance, and executing a clean landing.

    For safety and progression, it’s essential to start with small, controlled jumps and gradually increase height and distance.
  • Transition
    The connection between two tricks, a change of direction, or linking two different obstacles.
  • Trick line or trick run
    The term trick line or trick run refers to a sequence of multiple tricks that are performed continuously and smoothly, one after the other, without interruption.

    A line or run can theoretically include as many elements as desired, such as street sections, objects, ramps, obstacles, and other features of the environment.

    Difference between line and run:

    A line ends as soon as the skater falls, crashes, or stops.

    A run ends after a set time (e.g. 120 seconds), regardless of whether the skater continues rolling or falls.

    In practice, people usually just say “run” or “line”, the word “trick” is often omitted.
  • Truespin (Tru)
    The term Truespin (often abbreviated as Tru) describes the way you rotate into a grind – specifically, the movement with which you turn toward the obstacle (e.g., a rail or curb) and jump into the trick.

    Two factors are key here:
    Where is the obstacle located? And in which direction do you spin in relation to it?

    In a Truespin grind, you skate forward toward the obstacle and perform a 180° spin in the opposite direction of the obstacle before jumping into the grind. This means:

    If the obstacle is on your left, you spin to the right into the grind.
    If it’s on your right, you spin to the left.

    In both cases, you spin away from the obstacle. After the 180° spin, you land backwards on the obstacle and continue grinding the trick in a fakie stance.

    This pre-spin not only adds a dynamic visual element to the trick, but also increases its technical difficulty, since you're executing it with your back facing your approach path.

    Typically, the term “Truespin” is placed before the name of the actual grind, for example:

    → Truespin Soul Grind
    → Truespin Mizou Grind
    → Truespin Makio Grind

    The combination of rotation, fakie grinding, and control makes Truespin tricks a popular style element among advanced skaters – both in skateparks and in street skating.
  • Wallride
    Wallrides are a category of tricks in inline skating (originally adopted from skateboarding) where the skater intentionally rides or slides along a wall or a vertical or steep surface.

    The skater uses momentum to bring the skates, or part of the boot or frame, briefly onto the wall to glide or roll on it in a controlled manner, before returning to the ground.

    Depending on the technique, a wallride can be performed:

    using the wheels,
    using the boot, or
    using the frame.

    Wallrides are especially popular in aggressive skating, street skating, and park skating, and can be combined with other tricks in versatile and creative ways.
  • Warm-up
    The term warm-up refers to the preparatory phase for us skaters before we start our actual training, practice new techniques, or perform tricks.

    A warm-up can take many forms, from a few easy laps on the inline skates to targeted stretching exercises and repeating basic techniques or fundamental tricks.
    The goal is to get the body warmed up, prepare the muscles, and reduce the risk of injury.
  • Wheel Bite
    Wheel Bite refers to the sudden blocking of the wheels during aggressive inline skating, usually while grinding or due to incorrect or less precise landings.

    This effect can cause abrupt stops, especially when grinding on rails, curbs, copings, or ledges, posing a risk of falling. Wheel bites occur when a wheel unexpectedly comes into contact with the grinding surface, causing you to slow down or stop abruptly.
  • Wheeling
    In Aggressive Inline Skating, the term "Wheeling" refers to skating on only one wheel of a skate – either on the front wheel (Toe Wheeling) or the rear wheel (Heel Wheeling). The body weight is intentionally shifted onto a single wheel, while the other skate either rolls along or is lifted.
  • Zero Grind (Zero)
    The term Zero Grind, or simply Zero, refers to a specific way we jump into a grind.

    In a Zero Zero Grind, we approach the obstacle backwards and also jump into the grind backwards, without performing any spin during the jump.
    Because we don’t rotate — meaning we spin 0° — this grind variation is called “Zero”.

    Here are a few examples:

    Mizou Grind → Zero Mizou Grind
    Makio Grind → Zero Makio Grind
    Acid Grind → Zero Acid Grind
  • Zero Spin
    The term zero spin is used as an additional descriptor for tricks that are performed without rotation.

    In practice, this term is most commonly used for jumps, to indicate that the trick is executed without any spin, meaning with 0° rotation.

    Example: A jump that could normally be performed with rotation is called a zero spin [trick name] when it is executed straight and without rotation.

Vocabulary – Aggressive Inline Skating

Names of skatepark ramps and obstacles

  • Banks
    Appearance & Shape: Sloped surface, often used as a run-up or take-off ramp (like a quarterpipe, but with a straight incline or rounded radius).

    Material: Usually concrete, wood, or asphalt.
  • Bowls / Pools
    Appearance & Shape: Bowl-shaped, organically designed basins with transitions and vertical walls.

    Material: Usually concrete or wood.
  • Curbs / Ledges
    Appearance & Shape: Flat edges made of concrete or metal, often found on curbs, walls, or park benches.

    Material: Usually concrete, granite, or marble, sometimes with a metal edge.
  • Funbox
    Appearance & Shape: Combo obstacle featuring ramps, ledges, and rails – a kind of "playground" for lines and creative tricks.

    Material: Usually wood, steel, or concrete.
  • Halfpipes
    Appearance & Shape: Semi-circular ramp with a steep radius that necessarily transitions into vertical and is at least 2.5 meters high (typically 4 meters or more), used for approaches, jumps, grinds, or lip tricks. Two opposing quarterpipes with a flat platform in between.

    Material: Usually wood, steel, or concrete.
  • Jumpbox
    Appearance & Shape: The jump box is a combination of a take-off ramp (kicker), a tabletop (flat middle section), and a landing ramp. It enables controlled take-offs, “flying” over the flat middle part, and safe landings on the opposite side.

    Material: Usually concrete or wood.
  • Kicker / Launch Ramps
    Appearance & Shape: Small, steeply inclined ramp for take-offs.

    Material: Usually wood, metal, or concrete.
  • Manual Pads
    Appearance & Shape: Flat box for balancing and manual tricks.

    Material: Usually wood or concrete.
  • Pole Jams
    Appearance & Shape: Slanted or curved posts embedded in the ground, ideal for jumping and short slides/grinds ("kisses").

    Material: Usually metal.
  • Pumps
    Appearance & Shape: A pump in a skatepark refers to a specific obstacle or structure designed to generate speed through weight shifting and body movement – known as “pumping” – without actively pushing with the feet. It is a key element in so-called flow parks, pump tracks, or bowls.

    Material: Usually concrete or wood.
  • Pyramid (Pyra)
    Appearance & Shape:
    The pyramid is a box made up of several sloped surfaces or banks, arranged in such a way that they form a pyramid-like shape.

    Material:
    Usually made of concrete or wood.
  • Quarterpipes
    Appearance & Shape: Semi-circular ramps with a steep radius, ranging from 0.5 to about 2.5 meters in height (typically 1.5 meters or higher), used for approaches, jumps, grinds, or lip tricks. Two opposing quarterpipes with a flat platform in between.

    Material: Usually wood, steel, or concrete.
  • Rails (Handrails, Flatrails, Roundrails)
    Appearance & Shape: Metal rails in round, square, or rectangular form, often attached to stair sets or designed as free-standing structures in skateparks.

    Material: Usually powder-coated or stainless steel.
  • Roll-Ins
    Appearance & Shape: Slightly inclined entry with a smooth transition, allowing for fluid entry into bowls or other ramps and pipes.

    Material: Usually concrete, metal, or wood.
  • Spines
    Appearance & Shape: Two quarterpipes connected back-to-back – like a rooftop ridge.

    Material: Usually wood or concrete.
  • Stairs
    Appearance & Shape: Standard stairs in urban areas or skateparks, with or without handrails.

    Material: Usually concrete, granite, or marble.
  • Wallrides
    Appearance & Shape: Slanted or vertical walls.

    Material: Usually concrete or brick walls.