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.
- Travel Spin – A spin in which the axis moves.
- 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. - 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. - 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. - Combination Spin – A spin in which the position is changed or the spinning edge is changed, or both, without involving a change of feet.
- Change-Foot Spin – A spin, which involves a change of feet.
- Jump Spin – A spin with a jump as the means of entry.
- Spin-Jump-Change-Foot – A spin that involves a jump and a change of feet between the component spins.
- Spin Variation – Any spin that is out-of-the-ordinary in both body positions and unusual methods of spinning.