Master the Basics of Figure Skating Spins - Tips from a Pro Coach

Figure Skating Learning Channel
12 followers
Feb 28, 2025
What makes a figure skating spin?
Hi everyone. This is Aimée. Welcome to my channel.
I've done a lot of videos about finger skating spins.
Today I'm going to go over the basics.
There are four principles you need to know about spins. First,
a spin must have a minimum number of three continuous revolutions.
A spin with less than three revolutions is regarded as a skating movement,
not a spin. Number two, for any spin with a change of foot,
the spin must have three revolutions before and three revolutions after the
change of foot. Number three,
the minimum number of required continuous revolutions will be counted from the
entry of the spin until its exit,
except the final windup in one position and flying spins.
Ensure that you don't count your entrance and exit in the number of revolutions.
To play it safe,
it's a good practice to get at least five revolutions in total for all your
spins. Number four, when your foot goes down with a weight change,
the spin is over. There are three basic spin positions.
Upright. This is any position with the skating leg extended or slightly bent.
That is not a camel position.
A sit spin is when the upper part of the skating leg or your thigh is at least
parallel to the ice.
A camel is when your free leg is backward with the knee higher than hip level.
Then there's a layback spin,
which is an upright spin with the head and shoulders leaning backward and your
back is arched. The position of the free leg is optional.
There's also a Beelman spin.
This is a difficult variation of an upright position.
When your free leg is pulled from behind into a position higher than and towards
the top of your head, close to the spinning axis. All spin positions,
not according to those definitions are considered non-basic positions.
Types of spins. Spin combination.
This must include a minimum of two different basic positions with two
revolutions in each of those positions, anywhere within the spin.
The number of revolutions in positions that are non-basic is counted in the
total number of revolutions.
Changing to a non-basic position is not considered a change of position.
A change of foot may be executed in the form of a step over or a jump.
The change of foot and the change of position may be made either
simultaneously or separately.
A spin combination must include all three basic positions to receive a full
value. For a spin in one position,
you may change feet if that's permitted by your program requirements,
but you may not change position.
Non-basic positions are permitted and counted in the total number of
revolutions. However, in IJS events,
they're not eligible for features to increase the level.
The final upright position at the end of a spin is not considered another
position, regardless of the number of revolutions.
So if no additional feature like a change of edge,
variation of position is attempted in the final windup,
it's not counted as anything. A flying spin.
This is a spin with a flying entrance, no change of foot,
and no change of position.
Non-basic positions are permitted and counted in the total number of
revolutions. But in IJS events,
they're not eligible for features to increase the level.
Spins may be performed on the outside and inside edges, plus a true flat.
Spins can also be performed with forward and backward rotation
in either or both clockwise and counterclockwise directions.
Traditional forward upright sit and camel are spins initiated by a hook forward
outside three turn and rotate on the inside edge or a flat.
Back upright sit camel spins are initiated by a hook forward inside three
turn, and then rotate backward on the outside edge or flat.
Each spin performed in a well-balanced free skate must have a different
character. Abbreviations can be found in the ISU scale of values or
SOV tables. Character is also referred to as the nature of a spin.
Rules and requirements should always be checked regarding what spin features are
permitted in the level that you're competing.
A spin that begins with a backward entry and a spin that starts with a forward
entry are considered to have the same character if they are otherwise the same
type of spin. Of course, as is often the case, there's an exception.
The exception is if you're testing pre-preliminary or adult pre-bronze singles
free skate. For these tests only,
a backward upright one foot spin is considered of a different character than a
forward one foot upright spin. For those tests, both may be performed,
but that is an exception for those lower levels only. Otherwise,
examples of spins with different character.
A sit spin with a forward entry has the same character as a sit spin with a
backward entry.
A spin combination with a change of foot with a forward entry is the same code
and value as a combination spin with a change of foot that begins from a
backward entrance.
A spin with a flying entry has a different character than a spin without a
flying entry. For example,
a flying sit spin would read FSSP after flying SSP for sit spin.
The F before the SSP makes it a different character.
A spin with a change of foot has a different character than a spin without a
change of foot. For example, a camel spin,
a change of foot to a back sit spin to an upright spin would read CCOSP.
The C is for change of foot and the COSP is for combination spin giving us CCOSP.
A camel sit upright spin without a change of foot would read COSP.
All spin combinations without a change of foot and no flying entry are
considered to have the same character regardless of the number or types of
positions.
All spin combinations with a change of foot and no flying entry are considered
to have the same character regardless of the number or types of positions and
the number of changes of the foot. If a combination spin has a flying entry,
The code is F-S-O-S-P.
If a combination spin has a flying entry and a change of foot,
the code is F-C-C-O-S-P.
Once a skater has developed strong basic positions,
with camel, sit, and upright,
it's time for you to start learning what IJS refers to as features,
or difficult variations.
A difficult variation is a movement of a body part,
leg, arm, hand, or head,
that requires more physical strength or flexibility,
and influences the balance of the main body core.
Only these variations can increase the level.
There are different categories in which a difficult variation can be executed.
These are called level features.
Difficult variations count as many times as performed,
with limitations specified.
Change of foot executed by a jump.
Jump within a spin without changing feet.
Difficult change of position on the same foot.
Difficult entrance.
Difficult exit.
Clear change of edge in a sit spin.
Only from backward inside to forward outside.
Camel.
Layback.
Beelman.
Or difficult variation of upright position.
Both directions immediately following each other.
In a sit or camel spin.
A clear increase of speed in camel, sit, layback, beelman.
Or difficult variation of an upright position,
except in cross foot spins.
At least eight revolutions without changes in position,
variation, foot, or edge.
Camel, layback.
Difficult variation of any basic position.
Or for combinations only, non-basic position.
Difficult variation in flying entry.
In flying spins.
Spins with a flying entrance.
Additional features for the layback spin.
One evident change of position.
Backwards, sideways, or reverse.
At least two revolutions in each position.
This also counts if the layback position is part of another spin.
Beelman position after layback spin.
In the short program, after eight revolutions in layback spin,
for junior and senior.
Each category can only be used once per program for a level feature.
The first attempt is the only one counted.
Whether the difficult variation is actually achieved or not.
A difficult variation is considered attempted when this variation is clearly visible.
Independent of the fact that the variation was actually counted or not.
A difficult variation in a non-basic position
is only considered for a level feature in spin combinations.
If a difficult variation in a non-basic position of a spin combination
is quite similar to one executed difficult variation in a basic position.
The last performed of these two variations will not be counted as a level feature.
Once a difficult variation has been attempted
and another difficult variation of the same category is executed.
The second of the two difficult variations cannot be counted.
But any additional feature such as eight revolutions, edge change,
increase in speed that are executed in the difficult variation can still be counted.
Defining spin variations.
Simple variation of position is a movement of the body part, leg, arm,
hand or head which enhances but does not change the basic position of the main body core.
A simple variation does not increase the level.
A difficult variation is the movement of a body part, leg, arm,
hand or head that requires more physical strength or flexibility
and influences the balance of the main body core.
Only those variations can increase the level.
Upright spin variations.
Focus on the direction of the torso.
The torso is either facing, leaning, forward, upright or straight up.
That's an upright straight or it can be sideways or in a Beelman position.
Upright Beelman.
A windmill or illusion can be considered a level feature for difficult variations
of non-basic positions or difficult entry or difficult change of edge
or difficult change of position.
Only the first time you attempt it.
This movement must show physical strength or flexibility
and influence the balance of the main body core.
The windmill is performed by the skater keeping their head,
torso and free leg in a straight line and rhythmically bobbing above
and below the position of the standard camel spin.
This can be considered a difficult variation of a non-basic position
if performed three times in a row.
Categorizing difficult variations.
Sit spin variations.
These variations depend on the direction of the free leg.
The free leg can be in front.
That's a sit forward.
To the side.
That's a sit side or behind.
That's a sit behind.
There are a variety of ways to achieve each feature.
Camel spin variations.
These variations depend on where the shoulders are facing.
The shoulders are either forward.
That's a camel forward where they're parallel to the ice.
To the side.
Twisted vertical.
That's a camel sideways or facing upward toward the ceiling.
Past vertical is a camel upward.
As with the sit spin,
there are a variety of ways to reach each feature.
Flying spins.
The flying camel is intended with a forward outside edge jump entry to a back camel spin.
A regular flying camel is not counted as a difficult feature or difficult entrance.
The flying sit spin is initiated with a forward outside edge jump
entry to a forward or back sit position.
A flying sit spin entry achieves a total sit spin position in the air
with height and total movement control
or an open butterfly position in the air,
taking a sit position immediately after landing.
The sit spin can be rewarded as a difficult flying entry.
When performed correctly,
the death drop is a unique way to enter the flying sit spin.
It may be regarded as a difficult flying entry.
The best way to approach your spins is to start with solid spins in your basic positions.
Upright, including your backspin.
Sit spins and camel spins.
Then begin to build on a combination spin and change combination spins.
Start with forward upright to backward upright,
then forward sit spin and backward sit spin.
Then work on spin features to create leveled spins
with the goal of achieving all three basic positions within each spin.
Then get creative.
Work towards eight revolutions in a camel sit and upright.
Add difficult variations and flying entries.
If this video inspired you to work on your spins,
please give it a like and share it with somebody else you think it could help.
Just post it to your social media too.
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I have more videos that can help you with spins right here and here.
This is Aimée.
Thank you for watching.
Happy skating and happy spinning.
I will see you real soon.
Bye!
