Trick guide

Ski & snowboard trick names, explained

"Switch Left Double Cork 1260 Mute." "Cab 720 Melon." "Rodeo 540 Japan." Freestyle trick names look like code, but they follow a few simple rules: which way you took off, how far you spun, how you went over, and what you grabbed.

This guide covers every trick ShredIndex Play calls out as you land it, what each one means on a real mountain, and how to throw it on a keyboard, a controller or a phone.

A skier grabbing both skis mid-air beside a gondola in ShredIndex Play

How a trick name is built

Read it left to right, in this order:

  1. Take-off: switch if you left the lip backwards, or a butter or knuckle huck you popped from.
  2. Direction: left or right on skis; frontside, backside or cab on a snowboard.
  3. Inversions: double, triple, quad, if you went upside down more than once.
  4. Axis: cork, bio, rodeo, misty, flatspin, or a backflip or frontflip.
  5. Degrees: how far round you spun, in 180s.
  6. Grab: what you held, in order if you changed.

So "Switch Left Double Cork 1260 Mute" is: took off backwards, spun left, went upside down twice on a tilted axis, three and a half turns, holding a mute.

Spins

Spins: 180, 360, 540 and up

A spin is named by how far round the skis or board pointed, in halves of a turn: 180, 360, 540, 720, 900, 1080, 1260, 1440. Riders shout the short version, the first figures: a 720 is a "7", a 1080 a "10".

Words in front say which way and how: "Switch Left 1080" is three turns to the left taking off backwards. On a snowboard it is frontside or backside instead of left or right.

A skier spinning under a chairlift in ShredIndex Play

How to throw it in the game

Keyboard

Hold Space to crouch, hold ← or → to wind up the spin, let go of Space to pop. Keep the arrow held to keep spinning; let go and it slows to land straight. Space in the air tucks you to spin faster.

Controller

Hold A (Xbox) or Cross (PlayStation), push the left stick sideways to wind up, let go to pop. The left stick keeps it going in the air.

Phone

Hold your right thumb still to crouch, push the left stick sideways to wind up, lift the thumb to pop. Steer the spin with the left stick in the air.

Spin sizes and their calls
TrickCalledWhat it is
180Half a turn: you take off forwards and land backwards (or the other way round).
3603One full turn, landing the way you took off.
5405One and a half turns: land backwards.
7207Two full turns.
9009Two and a half turns.
108010Three full turns. The point where spins start to be called big.
126012Three and a half turns.
144014Four full turns. Past this the numbers keep going in 180s: 1620, 1800 and beyond.
The words around a spin
TrickWhat it is
Left / RightOn skis, which way you turned, said once it is a 360 or more: "Left 720".
Frontside / BacksideOn a snowboard, whether your chest or your back opened up to the way you were going first. Said from a 180: "Backside 540".
SwitchTaking off riding backwards. A switch take-off is worth more than landing switch.
CabSnowboard only: a switch frontside spin, named after the skater Steve Caballero. "Cab 720".
Half-cabA switch frontside 180 on a snowboard.
Bring-backSpun one way and brought back the other before landing.

Off-axis

Corks, bios, rodeos and misties

An off-axis trick spins and goes upside down at the same time, on a tilted axis. What it is called depends on how the body went over: sideways while spinning is a cork (going back) or a bio (going forward); over the back or front with the spin along for the ride is a rodeo or a misty.

The spin number still counts the whole turn, so a Double Cork 1080 is three turns round with two times upside down along the way. Off-axis tricks score more than flat spins for the same rotation.

How to throw it in the game

Keyboard

Wind up a spin and a flip together before you pop: ↓ with ← or → for a cork or a rodeo, ↑ with ← or → for a bio or a misty. More spin than flip goes over sideways (a cork); more flip than spin goes over the back (a rodeo).

Controller

In the air the right stick flips: diagonally down throws a rodeo, diagonally up a misty. Spin the left stick as well and the same flip comes round as a cork or a bio.

Phone

Hold the left stick on a diagonal while you wind up and in the air: down and across for corks and rodeos, up and across for bios and misties.

Off-axis tricks
TrickCalledWhat it is
CorkCork 7, Dub 10Spinning while the body goes over sideways, head dropping below the feet on a tilted axis. A backward-going off-axis spin. Two inversions is a Double Cork, a "dub".
BioThe forward-going cousin of the cork: going over sideways while spinning, but leading with the front of the body.
RodeoRodeo 5Mostly a backflip, with the spin along for the ride: you go over the back, off-axis. "Rodeo 540".
MistyMisty 7Mostly a frontflip, with spin: you go over the front, off-axis. "Misty 720".
FlatspinFlat 5Laid right out, nearly horizontal through the spin, but never actually upside down.
Double, Triple, QuadHow many times you went upside down: "Double Cork 1260", "Triple Cork 1440".

Flips

Backflips, frontflips and layouts

A flip goes over with hardly any spin. Each time you are upside down counts, so two backflips is a Double Backflip. How you hold your body matters: tucked, you come round faster; laid out straight with nothing held, it is a Layout and worth more.

How to throw it in the game

Keyboard

Hold Space, hold ↓ to wind up a backflip (↑ for a frontflip), let go of Space to pop. Keep the arrow held to keep flipping. Hold nothing and stay straight through it for a layout.

Controller

Hold A or Cross and push the left stick down (back) or up (front), then let go to pop. Or flip in the air with the right stick: down back, up front.

Phone

Hold your right thumb still and push the left stick down or up, then lift your thumb to pop.

Flips
TrickWhat it is
BackflipOver backwards with hardly any spin. Two is a Double Backflip.
FrontflipOver forwards with hardly any spin.
LayoutA flip done stretched out straight with nothing held, instead of tucked: "Layout Backflip". Slower to come round, so it is worth more.
TuckedKnees pulled to the chest. A tucked flip turns faster and is named plainly: "Backflip".
WildcatSnowboard: a backflip end over end along the way you are going, over the tail.
TamedogSnowboard: the frontflip version, over the nose.

Ski grabs

Ski grabs: from a safety to a venom

A grab is a hand on a ski in the air. It goes on the end of the trick's name, in order if you change grab mid-air: "Left 900 Mute → Japan". The longer you hold it the more it scores, up to about two seconds, and a tweak adds half again. Let go before you land; grab too late and the trick is worth half.

The names follow how judges describe them in the freeski rulebook.

How to throw it in the game

Keyboard

Q is the left hand, E the right. The W A S D keys pick where it reaches: nothing for a safety, W for the tip, S for the tail, across the body for a mute, across and forward for a critical, across and back for a japan, out to the hand's own side for a seatbelt, out and back for a stale. Both hands at once make the doubles. Shift tweaks.

Controller

The shoulder buttons are fixed grabs: LB/L1 mute, RB/R1 safety, LT/L2 tail, RT/R2 tip. Together they make the rest: LB+LT japan, RB+RT critical, LB+RT rocket, LT+RB octograb, all four a venom. X or Square tweaks.

Phone

Slide the right stick out in the air; each of its eight directions is a grab (right safety, up tip, left mute, down tail, and the diagonals critical, japan, seatbelt and stale). Push it right out to the edge for both hands, tweaked.

Ski grabs
TrickWhat it is
SafetyHand on the outside of its own ski, under the boot. The easiest grab there is.
TipHand on the tip of its own ski, the ski pulled up to meet it.
TailHand back for the tail of its own ski.
MuteHand across the body for the outside edge of the other ski, in front of the binding. The skis cross.
CriticalHand across for the inside edge of the other ski, in front of the binding. The skis stay parallel.
JapanOne leg stretched out ahead, the other ski tucked up behind it, and the hand reaching round the straight leg for it.
SeatbeltA safety across the body: the hand reaches over both knees for the other ski, under the boot.
StaleAll the way back and round for the other ski's tail. Awkward, which is the point.
Truck driverBoth hands on both tips, held like a steering wheel, knees up at the chest.
RocketBoth hands on their own tips.
VenomTwo mutes at once: tips crossed evenly, each hand on the tip that has come over to its side.
OctograbOne hand on a tip, the other on a tail, crossing the skis.
Indi-truckA critical with one hand and a safety with the other.
Double tail, Double safetyThe same grab with both hands.

Snowboard grabs

Snowboard grabs: indy, melon, method and the rest

On a snowboard the same buttons reach for the board, and the grab's name depends on which hand and which edge. Toe edge is the side your toes point at, heel edge the side behind your heels. A spin and a grab together read like "Cab Double Cork 1080 Melon" or "Backside 540 Indy".

A snowboarder grabbing big air off a park jump in ShredIndex Play

How to throw it in the game

Keyboard

The same keys as on skis: Q and E for each hand, W A S D to aim. Which hand is the front one depends on whether you ride regular or goofy, set in the menu.

Controller

The same shoulder buttons as on skis. RB/R1 alone is a mute with the front hand or an indy with the back, depending on your stance.

Phone

The same eight ways on the right stick as on skis.

Snowboard grabs
TrickWhat it is
IndyBack hand on the toe edge, between the bindings. The classic.
MuteFront hand on the toe edge, between the bindings.
MelonFront hand on the heel edge, between the bindings, reaching behind the front leg.
StalefishBack hand round behind the back leg for the heel edge.
MethodFront hand on the heel edge, the board pulled up behind you and the body arched.
Roast beefBack hand reaching between the legs for the heel edge.
JapanFront hand on the toe edge, front knee tucked, the board pulled up behind.
CrailBack hand reaching all the way forward to the toe edge near the nose.
LienFront hand on the heel edge near the nose, leaning out over it.
SeatbeltFront hand reaching across the body to the tail.
TindyBack hand on the toe edge between the back binding and the tail.
Nose / TailA hand on the nose or the tail of the board.
StiffyA mute and an indy at once, both legs straightened.
Japan indy, Method indy, Double heel, Nose + tailTwo hands, two grabs: the front hand's grab first, then the back's.
TweakedAny grab pushed further: the board or skis pulled out of line for style. Worth half as much again.

Want to know which grabs are hardest? See the snowboard grab difficulty ratings.

Rails and jibs

Rails, boxes and pipes

Ride or drop onto a box or rail in a terrain park and you lock on. Pointing along it is a 50-50; across it is a slide. You score for how long and how far you stay on, with more for a rail than a box, for a slide, for switch, for spinning on, for each switch-up and for staying steady.

A terrain park gate with jib, flow and jump lines in ShredIndex Play

How to throw it in the game

Keyboard

Pop onto it, then balance with A and D against the lean. Flick ← or → and back to switch between a 50-50 and a slide; hold it over to wind up and spin off the end. Q and E grab on a rail too.

Controller

Balance with the left stick; flick the right stick across and back to switch between a 50-50 and a slide, or hold it over to wind up a spin off the end.

Phone

Balance with the left stick. On a rail the right stick grabs, the same eight ways as in the air.

Rail and pipe tricks
TrickWhat it is
50-50Sliding along a box or rail with the skis (or board) pointing along it.
Switch 50-50A 50-50 riding backwards.
SlideSkis across the rail instead of along it. On a snowboard it is a boardslide.
270 onSpun onto the rail: "270 on 50-50". Every 90 degrees of spin onto it adds points.
Switch-upChanging stance on the rail: "50-50 to slide". Each change scores.
Straight air / Air to fakieOut of a halfpipe or quarterpipe and back in with nothing thrown; to fakie if you land backwards.

Butters and presses

Butters and presses

A butter is a trick on the snow: pressing onto the tips or the tails and pivoting round on them. It scores on its own for how long you hold it and how far round it goes, and if you pop off it into the air the butter leads the name and the whole trick is worth more.

How to throw it in the game

Keyboard

T presses the nose, G the tail. Steer while you hold it to spin round on it, and pop off it with Space.

Controller

On the snow the right stick butters: up on the nose, down on the tail, across to twist.

Phone

Slide the right stick up for the nose or down for the tail.

Butters and presses
TrickWhat it is
Nose butter / Tail butterPressing onto the tips or the tails on the snow, the other end lifted. Scored for how long you hold it.
Nose butter 360Spinning round on the pressed end. Ending it straight is clean, and worth half as much again.
Nose press / Tail pressThe snowboard words for a butter.
Nose roll / Tail rollSnowboard: spinning round on an end of the board.
Ollie / NollieSnowboard: popping off the tail or the nose. Pop off a press and it goes in the name: "Backside nollie 360".
Nose butter 540On skis, popping out of a butter into a spin puts the butter first in the name, and is worth more.

Hand drags

Hand drags and knuckle hucks

A hand dragged in the snow is a trick of its own, and better over a jump's knuckle. A knuckle huck skips the kicker: you pop off the rounded edge of the table instead, which scores extra for the style.

How to throw it in the game

Keyboard

On the snow, Q drags the left hand and E the right. In a butter the hand plants and swings you round.

Controller

On the snow the bumpers and triggers drag that side's hand.

Phone

Slide the right stick out to a side to drag that hand.

Hand drags
TrickWhat it is
Hand dragA hand trailed in the snow mid-turn. The longer, the more it is worth.
Double hand dragBoth hands down at once.
Knuckle dragA hand dragged over the knuckle (the rounded top edge) of a jump's table.
Knuckle huckPopping off the knuckle instead of the kicker, for the style: "Knuckle huck nose butter 540 hand drag".
Hand drag (in a butter)The pivot hand planted through a butter spin: "Nose butter 360 hand drag".
TripodSnowboard: a press with a hand planted, making three points on the snow.

Scoring

How tricks are scored in ShredIndex Play

Points reward the same things judges look for: rotation, difficulty, a held grab and a clean landing. A trick comp goes to whoever banks the most points by the finish line.

Rotation
100 points for each 180 of spin and 400 for each time upside down, times an off-axis bonus: a quarter more for a cork or bio, 30% more for a rodeo or misty.
Grabs
100 points a grab plus 250 for each second held, up to two seconds. A tweaked grab is worth half again.
Clean landing
Landing straight and smooth multiplies the trick by one and a half.
Switch
Taking off switch is worth a quarter more; only landing switch, a tenth.
Late grab
Still holding the grab as you touch down halves the trick.
Combos
Land another trick within three seconds on the snow of the last and they chain. The combo's points are multiplied by how many tricks are in it and banked when you have been on the snow too long. Crash and the combo is lost.
Other airs
Nothing thrown still counts if it is big: a cliff drop, a heli drop off the skid, or plain big air off a kicker. Getting bounced by a bump in the terrain does not count.

Questions

What is a double cork?

A double cork is an off-axis spin where you go upside down twice, on a tilted axis, while spinning. A Double Cork 1080 is three full turns with two inversions. Riders call it a "dub": a "dub 10".

What is the difference between a cork and a rodeo?

Both go over the back off-axis. A cork is mostly spin, going over sideways; a rodeo is mostly a backflip with spin along for the ride. A misty is the forward version of a rodeo, and a bio the forward version of a cork.

What does 540 mean in skiing?

It is the degrees of rotation: 540 is one and a half turns, so you take off forwards and land backwards. Spins go up in 180s: 180, 360, 540, 720, 900, 1080, 1260, 1440.

What is a cab on a snowboard?

A cab is a switch frontside spin: riding backwards, turning so your chest opens up first. A half-cab is a switch frontside 180. The name comes from the skateboarder Steve Caballero.

What is the difference between a mute and an indy?

On a snowboard both grab the toe edge between the bindings: a mute with the front hand, an indy with the back hand. On skis a mute is a hand across the body for the outside edge of the other ski, crossing the skis.

What is a japan grab?

On skis, one leg stretches out ahead while the other ski tucks up behind it, and the hand reaches round the straight leg to hold it. On a snowboard, the front hand grabs the toe edge with the front knee tucked and the board pulled up behind.

What is a butter in skiing?

A butter is pressing onto the tips or tails of your skis on the snow and pivoting round on them, often spinning a 180 or 360 on the snow. Snowboarders call it a press.

Can I practise these tricks in a game?

Yes. ShredIndex Play is a free ski and snowboard game in your browser, on the real runs of over 5,700 ski resorts. It names every trick on this page as you land it, and scores it the way this guide describes. It works with a keyboard, an Xbox or PlayStation controller, or a phone.

Go and land one

The park at Whistler has jump lines, rails and a superpipe. Free in your browser.

Powered by Amazing Partners

We're proud to collaborate with these incredible organizations who share our vision and help make our platform possible