Synchronized Skating Primer
by Janet Swan Hill
Synchronized figure skating is deceptively
simple. Skaters don't do jumps or spins, so it is easy
to assume that anyone who can skate will find
synchronized skating easy, but it isn't necessarily
true. Synchronized skating has its own difficulties,
challenges, and vocabulary, and requires some
specialized techniques. Skaters who have synchronized
skating experience tend to forget how much they had to
learn, and so they forget to tell new skaters all that
they need to know. This can lead to frustration for both
the new skaters and the experienced team members.
The following information is a
compilation of hints and terminology originally prepared
for the Cutting Edge, Denver Figure Skating Club) and
the Rocky Mountain Figure Skating Club synchronized
skating teams. It was designed to help new synchronized
skaters not feel so lost.
THE BASIC RULES
- DON'T LET GO --
The cardinal sin in synchronized skating is
letting go when you are not supposed to. A break in
a line, a spoke, or a circle is disruptive. It looks
bad by itself, and rapidly gets people out of place
so that they can't successfully do the NEXT move.
So, hang on for dear life. The only exception to
this is rule #2:
- LET THEM FALL --
When your neighbor falls, LET GO. If you fall,
LET GO. Being dragged is dangerous, and may pull
others down as well, and it takes longer to recover
if you don't have your own hands to help you up.
- LOOK IN -- In a
pivot or pinwheel, took down the line toward the
pivot. Check your alignment and adjust your speed to
make the line straight between you and the pivot.
- SKATE IN -- In
a pivot or pinwheel, skate in toward the pivot. Lean
toward the pivot, inside leg bent more than the
outside. The faster you go, and the farther you are
from the pivot, the greater the lean. It feels like
walking sideways up a hill toward the pivot.
Centripetal force will try to fling you away from
the center, so you must counteract that by skating
in. The more everyone skates in, the less pull there
is.
- LEFT-RIGHT --
Unless otherwise instructed, any forward step
sequence begins with the left foot.
- ODD-EVEN --
Unless otherwise instructed, in any two-beat step
sequence, the first step is on the odd-numbered
beat. For example in a sequence of
step-cross-step-chasse, performed to a four-count,
the "steps" take place on beats 1 and 3, the "cross"
and the "chasse" take place on beats 2 and 4.
- TURN AROUND THE LEFT
SIDE -- In a turn from forward to back or
back to forward, unless otherwise instructed, turn
"around your left side". (counter-clockwise). In a
clockwise maneuver it may be necessary to turn
around the right side in order to maintain momentum,
but ask first, because everyone has to turn in the
same direction.
- ARMS STRAIGHT --
Elbows locked. Limp arms and loose elbows give
no support to your neighbors, and may pull them off
balance. Limp arms allow lines and circles to
buckle.
- DIFFERENTIAL SPEED --
In order for pinwheels to work, skaters at
and near the middle skate very slowly. Sometimes
they are hardly moving at all. With each position
outward from the center, skaters go a little faster.
Skaters at the end go the fastest of all. It's
important that the center people skate slowly enough
to let the skaters on the ends keep up.
- LEARN YOUR NEIGHBORS'
PARTS -- In a performance or competition you
will not be able to refresh yourself on what your
role will be if your neighbor falls or drops out of
the formation. You must know what to do, who to hold
onto, where to pass through, etc. if your neighbor
is suddenly not there.
- DON'T STOP --
If someone falls or drops out of a routine .... even
during practice .... don't stop. You will not have
the opportunity to stop during competition, so
practice coping with accidents even in practice.
Keep the routine going until the coach tells you to
stop.
- GRAB IN FRONT --
When you are joining with someone in front and
someone behind, you are responsible for looking to
the person in front and grabbing their hand (or
whatever). You are responsible for putting your hand
out in back for someone to grab. HAVE FAITH the
person behind you will grab without your watching.
- CHECK YOUR ALIGNMENT --
constantly. Adjust your speed to keep lines
straight, circles round, etc.
- SHOULDERS ON THE LINE
-- No matter what direction your hips and
legs are skating, your shoulders must be lined up
along the direction of travel. This isn't always
comfortable, but if your shoulders are not along the
line of travel, you pull your neighbors out of the
path they must take. This is true in straight lines,
curved lines, and circles.
- FLOW -- A
routine should flow from one formation to another,
with no stops or pauses while skaters "wait for the
music" to begin the next maneuver. It's important to
get to formations at exactly the right moment so
that you can be stable enough to begin the next
move, but so you will not look as if you had to
"wait".
- HEADS / HANDS / SMILE
-- Each step consists of the feet, location,
head, and hands. As soon as you know the step,
always practice it WITH the correct head and hand
position, and with a smile (unless the move or music
requires some other expression)
- LOOK UP -- Hold
your head up, and look at the top of the stands. If
you look down, or straight out at eye level, the
audience and judges will see only the top of your
head. Practice this every time.
- SMILE -- Smile
throughout the program unless otherwise instructed.
A frown or a serious look gives the impression that
you are uncertain of the routine. It is hard to
remember to smile, especially with the stress of
competition, so remember to smile during practice,
to make it a habit.
- PERFORM -- A
precision routine is a performance, not an exam.
Look as if you are delighted to be there, and can
hardly wait to show what a great routine you have.
Perform as if you had just jumped out of a cake.
Concentrating on the fun and on projecting the
performance will make the steps easier and faster,
and will help get the audience and judges "into" the
routine.
- EXAGGERATE --
Make every move big. The audience and judges are a
long way away, and whatever you do looks smaller
from a distance.
- PRACTICE --
Every move needs to be automatic. The only way to
make this happen is to practice it. Practice on your
own, on ice, in your living room, and in your
dreams.
- MATCH -- The
second most serious sin in synchronized skating is
not matching the rest of the team in your steps
(remember that the first was letting go). You must
all be the same in timing, in style, and in degree.
Kicks and chasses should be the same height,
extensions should match, spirals should be equally
high, head turns should be equally sharp, etc. It is
not a virtue to show how high you can kick if no one
else can match it.
- KNOW THE MUSIC --
The third most serious sin of synchronized
skating is not skating to the music. The only way to
make sure that you skate to the music, and on time
with it is to know the music intimately. Get
especially familiar with changes between pieces of
music, pauses, and changes of tempo, so that your
body just KNOWS when the change is coming and how
long it takes, and so that if you miss a step or
fall and have to get back to the routine, you know
just what to do as soon as you have gotten over the
problem.
- KNOW THE COUNTS --
You can't rely on watching other people to let
you know when to do things, or what to do. You must
know for yourself how many of what is done and in
what order. If you wait for a hint from other
skaters, you will do the steps late.
- DON'T RUSH --
In the excitement of competition, the tendency is to
rush. Keep track of the music, and don't get ahead
of it. Finish each move before starting the next.
Rushing and "anticipation" shows up especially in
kicklines, and in transitions where a team gets to a
new formation so early that they have to wait for
the music before beginning the next formation. If
you are getting someplace too quickly, adjust your
speed.
- WHEN A CIRCLE BREAKS --
the ends drift out, and the skaters at the
break cannot rejoin by themselves. They need help
from the whole circle. All skaters near the break
(within about 4 or 5 from the end) need to skate IN,
trying to make the circle smaller. Pull in with the
inside foot, and push in with the outside foot. The
skater on the trailing end of the break needs to aim
NOT toward the person they are trying to join, but
farther in, several people in from the other end of
the break.
- WHEN THE LINE BREAKS --
, skate in toward the break. Skaters on both
sides of the break need to help. If the line that
breaks is in a pinwheel, skaters outside the break
need to skate in as hard as they can, and skaters on
the inside need to take care not to let the pinwheel
speed up now that fewer skaters are attached.
- WHEN YOU FALL --
Let go. Get out of the way. Pull your hands in.
Rejoin as quickly and with as little disruption as
possible. BUT ......
- WHEN YOU FALL IN
COMPETITION -- Let go. Get out of the way.
If you cannot rejoin immediately, skate to the side
of the rink near the judges and crouch down so you
cannot be seen. Wait until the formation comes
close, and rejoin as unobtrusively as possible. If
you cannot rejoin before the end of the routine,
skate to your place in the formation after the
closing pose, and skate off with the team.
HOLDS
There are many different ways to
hold on to other skaters, and a good routine will have a
variety of holds. Holds are constantly evolving, but
these are the basic ones
- Shoulder --
Left arm in front, right arm in back. Arms straight.
The one-in-front/one-in-back hold gives stability.
If you have both arms in front you will be pushed
forward off the line. If both are in back, you will
drop off the back. (Note that on some teams, the
left arm is in back and the right is in front. Do
whatever is the practice for the team with which you
are skating)
- Hands -- Palms
in. (Place your hands at your sides, palms on your
thighs, then extend forward or back as appropriate,
keeping your palms "facing in" to your body). The
front thumb will be pointing up and the back one
will be pointing down. You are responsible for
grabbing the hand in front: wrap your thumb and
forefinger around your neighbor's wrist, and have
her thumb (which will be pointing downward) between
your little finger and the next finger. Having the
thumb between two fingers is what gives this hold
its stability. The front hold will feel more secure
than the back, but remember that to the person in
back of you, her hold on YOUR hand feels secure.
- Wrists --
Wrists facing. Wrap your whole hand around your
neighbor's wrist, extend your forefinger up the
inside of her arm. Wrist holds can be painful on a
curve, when half the wrists are forced to bend
backward
- Elbows, Open Elbow --
Grab above the elbow, not on it.
- Open Arm --
Grab below the elbow.
- Choo-choo --
There are several types. The most common is with
both hands on hips/waist of skater in front of you.
Sometimes one hand will be on the waist, and the
other on the shoulder. Sometimes both hands will be
resting on the shoulders of the skater in front.
- Basketweave --
there are several types, but each involves holding
the hand of the skater just beyond your neighbor on
either side. The basketweave puts skaters very close
to each other, and can be extremely stable. The
important thing, once you have gotten connected, is
to keep your elbows locked to give support to the
line:
- Front basketweave --
Stand in a line, side by side, hip to hip.
Extend your right hand to the side, reaching across
in front of your neighbor, and take the hand of the
person just beyond her. The neighbor to your left
will extend her right arm across your front to hold
the hand of the person to your right. Now put your
left arm over the hand that is stretched across you
from the left, and grab the hand of the person just
beyond. The person to your right will put her left
arm over your right, to take the hand of the person
to your left. You have one hand over and one under,
one palm facing out and one facing in. The skater on
the end of the line takes the "last free hand" with
her outside hand.
- Back basketweave --
as above, but hands are in back, one over and
one under, one palm out, and one in.
- Mock basketweave --
Two lines of skaters in a hand-to-hand hold
merge into one, with one line ducking under the arms
of the other line, and coming up in the "spaces",
still holding on. If the line that ducks comes from
the back, the basketweave will be in back. If the
line backs in from the front, the basketweave will
be in front. Another type of mock basketweave has
one line ducking under into the spaces of another
line, letting go of hands and reconnecting on the
other side, while the line that didn't duck keeps
its original hold.
- Teapot, Teacup --
Crook one elbow and place that hand on your hip.
The other hand holds onto the upper arm of the
neighbor who has crooked HER elbow. You have to HOLD
the crooked arm in place and not let it get pulled
out, or else the neighbor holding it will slide
away.
- Goalpost --
Arms out at shoulder height, bent at elbows, lower
arms pointing upward, palms in to form a "goal". The
upper arms are "wrapped" so that your arm and palm
are pressing inward toward you AGAINST your
neighbor's arm and palm which are pressing inward
toward her.
- Half Goalpost --
Shoulder hold, but one arm is bent upward at the
elbow. Each skater has the "same" arm up, e.g. all
skaters have left arm holding right shoulder of
their neighbor, and right arm bent upward. In this
hold, the only thing keeping the line together is
the single arm (in this case the left) holding the
neighbor's shoulder.
- Lattice -- In a
block or a parallel pinwheel, one arm connects to
the skater beside you, and the other to the skater
in front of you.
FORMATIONS
Formations are constantly
evolving, and many have a variety of names. All
formations are some variation of the five basic types:
wheel, line, circle, block, and intersecting move
- Wheel, Star, Pinwheel
-- Spokes should be evenly spaced, and each
spoke extends straight out from the center unless
otherwise instructed. A pinwheel can have as few as
one line rotating around a spot in the center of the
line, or it can be composed of as many spokes as can
fit around a common center. Pinwheels with more than
six spokes are unusual.
- Hollow Wheel, Open
Wheel -- A Wheel in which the spokes are not
joined at the center.
- Pivot or One Pin --
A line that pivots around one end. The line should
extend straight out from the pivot point.
- S-Wheel -- A
pinwheel composed of a single line in which the two
ends are curved strongly opposite each other to form
an S. The ends of the S should not extend beyond the
pivot.
- Infinity, Eight --
An S-Wheel in which the ends are joined across
the pivot to form an infinity sign, or a figure 8.
- Wrapped Wheel --
A pinwheel with three or more spokes in which
the spokes are curved all in the same direction to
"wrap around" the center. Spokes should be evenly
spaced around the center.
- Hurricane or Travelling
Star or Traveling Pinwheel -- A pinwheel in
which the center of rotation (the pivot point)
changes position on the rink.
- Parallel pinwheel --
A wheel in which two or more parallel lines
rotate as if they were one. The hardest thing in a
parallel wheel is keeping the centers of the lines
aligned with each other.
- Oreo -- A
three-line parallel pinwheel, in which the center
line is doing something different from the other
two. For example, the middle line may be in a
spiral, with skaters holding the waists of the line
in front, and having their feet held by the skaters
in the line behind.
- Add-On Pinwheel --
A wheel in which skaters join onto the ends as
the pinwheel rotates, adding to the length of the
line. This is considered more a show move than a
competition move.
- Egg Beater --
Two or more pinwheels rotating close to each other
in opposite directions and slightly out of phase, so
that the spokes overlap.
- Jump Rope -- An
eggbeater in which one or more lines or circles of
skaters are not in the pinwheels, and skate through
the middle of the eggbeater as it rotates, rather
like double-Dutch jump rope.
- Gear -- An egg
beater in which one pinwheel remains in place, while
a smaller pinwheel travels around the outside,
meshing with the spokes of the larger wheel as it
goes.
- Revolving Door --
Pivots and/or pinwheels that overlap slightly so
that skaters must release and rejoin in order for
the lines to pass by each other.
- Egg, Ball, Snowball --
A small circle that travels in or through a
larger formation
- Block -- Any
arrangement of multiple lines in a block. The
alignment of lines and rows needs to be maintained
throughout a block maneuver. Blocks are often
nicknamed by what footwork is contained in them, or
by the music they are skated to in a particular
program (e.g. the waltz block, the lunge block)
- Pyramid Block --
A block in which lines are graduated in length
and offset so that a solid triangular shape is
formed (e.g. three lines 3, 5, and 7 skaters long).
Alignment of lines is extremely important so that
the pyramid shape is maintained throughout the
maneuver.
- Rotating block --
A block in which the entire formation rotates
around a common center, maintaining the block form
throughout. (like a parallel pinwheel with three or
more short lines)
- Line, Kickline --
A straight line, usually of the entire team.
- Hinge -- A line
folds in the middle and the sides approach each
other as in the closing of a hinge. Skaters can
either stop at the point the lines meet, and form
two parallel lines, OR, one or both of the lines can
let go, and skaters pass through to let the hinge
open up again.
- Pass-through,
Intersection -- Any move in which two lines
or sets of lines pass through each other usually
(but not always) by having one or both of the lines
or sets of lines let go and rejoin following the
pass.
- Cross or Pass --
Two lines, originally end-to-end, skim past each
other face to face or back to back, trading places
and usually forming a single line after the
pass/cross. The skaters that were on the outside at
the beginning are in the middle after the cross. If
the two lines are opposite spokes of a pinwheel, it
is usually called a cross, if the lines are not part
of a pinwheel, it is usually called a pass.
- V, Arrow, Chevron --
A line or set of parallel lines shaped like
a V or a V within a V.
- Peel-Away, Swoop,
Swoosh, Tangent, Zipper -- Two or more lines
come very close to each other and then curve away,
"glancing off" each other. Lines are usually face to
face, skaters have feet held in line with each
other, both travelling on the same "tracing", one
foot in front of the other, one on an inside edge,
one on an outside edge.
- Circle -- The
fewer the skaters, the greater the torque and the
more difficult it is to perform complex footwork.
- Thread the needle --
A move in which one or more lines pass
through perpendicular to another formation by
passing between the skaters of the other formation.
- Clock or Lollipop --
A line pivots around one end. A circle forms
around the pivot end, with the center of the circle
being the pivot point of the line. Both the line and
the circle rotate, sometimes in the same direction
(but at different speeds), sometimes in opposite
directions. The skaters in the circle duck under the
line as it passes over them. If the line is short in
relation to the size of the circle, it's a clock. If
the line is long, it's a lollipop.
- Snail -- A line
that curves in on itself. The formation is circular,
but the ends are not attached, and the inner end is
"wrapped" by the remainder of the line.
- Traveling --
Any rotating formation can be made to "travel", that
is to change the position of its center on the rink.
- Saturn -- A
pinwheel consisting of a single line pivoting at its
center, with a circle formed around the center
portion of the pinwheel. The circle can either be
attached to the line, or it can move independent of
the line, passing through at 2 points.
- Intersecting Move --
This is official term for any move in which
skaters or groups of skaters "pass through" other
skaters or groups of skaters. It can apply to lines,
blocks, circles, etc.
NOTE/REQUEST. If your
team has a different name for any of the holds or
formations listed above, or has some other formation
that you believe is basic enough that it needs to be
included, please let me know at
hilljs@colorado.edu.
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