Spin

A series of continuous revolutions around an axis that passes through a portion of the body. For full credit as an item in a free skating/pairs program, each position of a spin must be held at least three revolutions, the entrances and exits not being counted.

  1. Travel Spin – A spin in which the axis moves.
  2. Centered Spin – A spin in which the axis is stationary.
    a. Circle Spin – A spin in which no wheels pivot and the tracing skate creates a small circle no more than one skate length radius around the center on which it revolves.
    b. Pivot Spin – A spin in which one wheel pivots while the others slide or roll around it.
  3. Two Foot Spin (or Two Toe Spin) – A spin requiring both feet for its execution. A two-toe spin uses the front wheels only on both skates.
    a. Heel-and-Toe – A combination of an inside-back on one skate and an inside-forward on the other skate with the front wheels of the inside-forward edge and the rear wheels of the inside-back edge sliding.
    b. Crossed-Foot – Executed on two outside edges, one forward and one backward, with the heels and knees turned out and the legs crossed below the knees.
  4. One Foot Spin – A spin executed on one skate.
    a. Upright – a spin in which the body remains in a standing position.
    b. Sit – a spin in which the seat is lower than the employed knee.
    c. Camel – a spin wherein the body is in a continuous arched line from head through free foot while remaining no less than parallel to the floor.
  5. Combination Spin – A spin in which the position is changed or the spinning edge is changed, or both, without involving a change of feet.
  6. Change-Foot Spin – A spin, which involves a change of feet.
  7. Jump Spin – A spin with a jump as the means of entry.
  8. Spin-Jump-Change-Foot – A spin that involves a jump and a change of feet between the component spins.
  9. Spin Variation – Any spin that is out-of-the-ordinary in both body positions and unusual methods of spinning.