
Aggressive Inline Skating
Technical Terms and Vocabulary
Aggressive Inline Skating has a language all its own, full of technical terms, scene slang, and style components.
Whether you're new to the world of grinds, soulplates, and parks or want to deepen your expertise, you'll find the ultimate vocabulary here to join the conversation in the scene and improve your own riding.
When you know the terms, you can not only learn tricks faster, but also better understand video edits, communicate more easily with the community, and specifically optimize your setup. Whether in the park, on the street, or at the next session with friends – with this vocabulary, you're ready to roll!
Overview
Technical Terms and Vocabulary – Aggressive Inline Skating
Table of Contents
In these alphabetically sorted lists, you will find the most important technical terms related to aggressive inline skating explained in easy-to-understand language, whether you are a beginner, advanced, or simply curious.
The best part: We are continuously expanding our glossary.
Vocabulary – Aggressive Inline Skating
Technical terms for hardware in aggressive inline skating
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A (Roll Hardness / Shore Hardness)
Roll hardness is given in A ratings (e.g., 85A) and has a decisive influence on handling.
It affects, among other things, rolling resistance, speed, and the grip of the skate.
On flat, smooth surfaces, softer skates are advantageous, as they offer better grip and absorb small bumps well.
For rough asphalt, however, harder skates are better suited, as they are more robust, roll more easily over uneven surfaces, and do not wear out as quickly. -
Adjustable Rocker
The rocker function means that the height of individual wheels on an inline skate or its frame can be adjusted.
This allows you to switch between a flat setup (all wheels at the same height) and a rockered setup (middle or outer wheels slightly higher or lower for more maneuverability), depending on your needs. -
Anti-Rocker Setup
An anti-rockered setup is a wheel arrangement in which the middle wheels are higher than the front and rear wheels.
This setting is often used in aggressive inline skating because it offers more room for grinds, while it is not used in freestyle slalom skating. -
Anti-Rocker Frame / Anti-Rocker Frame
A classic anti-rocker frame is usually designed for four wheels per skate. However, unlike conventional setups, only the two outer wheels are replaced with soft, grippy wheels – usually between 55 mm and 60 mm in size. The inner positions are fitted with mini wheels (anti-rocker wheels) made of hard plastic. These usually have a diameter between 40 mm and 47 mm and are extremely hard (often 100A or more), so that they do not brake when you come into contact with the grind wheels while grinding. -
Backslide Groove
The backslide groove is a specially shaped recess in the soulplate, the hard shell of the skate itself, or both. It provides a deepened groove in which the rail, coping, ledge, or curb rests securely during a backslide.
This creates a secure hold that prevents slipping and enables controlled grinds. -
Flat Frame / Flat Frame
A flat frame (or flat frame in German) is a classic frame configuration in aggressive inline skating, in which all four wheels per skate are the same size and rest directly on the ground. This arrangement ensures a particularly even and natural riding feel, similar to fitness or freestyle skates, but adapted to the high demands of street and park skating. -
Flat Setup
In a flat setup, four wheels of identical diameter are mounted on each skate, for example 4x 58mm, 4x 60mm, or even up to 4x 68mm on modern aggressive skates. Unlike the anti-rocker setup, all four wheels touch the ground at the same time, resulting in particularly stable and fast handling. -
Frame
Synonym for frame or rail – the central connecting element between the wheels and the boot of an inline skate. -
Freestyle Frame / Freestyle Frame
A freestyle frame is a special frame for aggressive inline skates, characterized by a continuous, flat grind surface between the wheels. The grind groove extends from the rearmost to the frontmost wheel. Unlike classic H-blocks or anti-rocker setups, this frame offers no recess for middle wheels, but rather a smooth surface that is perfectly suited for grinding. The focus here is entirely on maximum control and versatility when grinding and performing tricks. -
Grind Wheels / Grind Wheels
Grind wheels – also called grind wheels or anti-rocker wheels – are special, usually very small and hard wheels that sit in the middle section of anti-rocker frames on aggressive inline skates.
Unlike conventional wheels, they are not intended for rolling, but rather serve primarily to make grinding on rails, curbs, or ledges easier.
They minimize rolling resistance when grinding and ensure stable and even sliding, or grinding, on the grind surface. -
Grind Wax
Grind wax (also known as "curb wax", "skate wax", or "rail wax") is a special wax that skaters use to make edges, rails, curbs, and ledges more slippery. It reduces friction between your skates and the surface, leading to smoother grinds and reducing the risk of injury. -
Groove
The "groove" or "fastslide groove" refers to the specially shaped recess or insert in the middle of the frame (between the inner wheels). This area is specially designed for grinding on railings, edges, copings, and other obstacles, and ensures that the wheels do not block. The groove is also called an "H-block" and is derived from the characteristic H-shape of this frame area. -
Hard Shell
A hard shell is the frame of a hard-shell skate (hardboot), i.e., a hard outer shell that offers particularly good hold, stability, and support – in contrast to a softboot skate, which is softer and more flexible. -
H-Block
The H-block represents an essential component in aggressive inline skating. It is a specially shaped recess or insert in the middle of the frame (between the inner wheels). This area is specially designed for grinding on railings, edges, copings, and other obstacles, and ensures that the wheels do not block. The term "H-block" is derived from the characteristic H-shape created by the gap between the middle wheels. The H-block area is also often referred to as the "groove" or "fastslide groove". -
Interlink
Interlink is a technology developed by Powerslide (Iqon) that combines several frame mounting standards with an adapter system: 165mm Classic Dual Point Mounting, UFS, UFS 2.0, and Trinity. -
Carbon Shell
The carbon shell, also called a carbon shell, is an ultralight yet extremely stable shell construction that is mainly used in high-quality inline skates. It consists of carbon fiber composite material, which is also used in aviation and motorsport, for maximum stiffness with minimal weight.
In the world of aggressive inline skating, the carbon shell is synonymous with performance, precision, and direct power transfer. -
Frame
Synonym for rail or frame – the central connecting element between the wheels and the boot of an inline skate. -
Frame Length
The length of the rail, or frame, from the first to the last wheel. The shorter the frame length, the more agile the skating; the longer the frame length, the more stable the skating. -
Rocker (Setup)
A rockered setup refers to a wheel configuration in which at least one of the outer wheels (front or rear) is slightly higher than the middle wheels.
This type of arrangement is widespread in freestyle slalom skating and enables particularly agile movements and precise changes of direction. There are also special frames for aggressive skating that enable such a setup, allowing you to fully express your creativity. -
Wheel Profile
The wheel profile refers to the shape or form of the tread surface of a wheel – i.e., how rounded it is and how large the area is that comes into contact with the ground.
In aggressive inline skating, most people opt for a rounded profile. This ensures constant contact with the ground at various angles of movement and thus promotes smooth changes of direction, precise turns, and clean edge control, even when skating on ramps and in pipes. This profile is optimal for lines drawn across the skatepark.
Other common wheel profiles in aggressive inline skating are the bullet profile and the flat profile. The bullet profile tapers to a very sharp point, resulting in a very small contact area of the wheel and thus a very high skate speed. The flat profile, on the other hand, has the largest contact area and thus the best rolling stability, which can be advantageous when skating in a halfpipe, for example. -
Wheelbase
The wheelbase (also called wheel base) refers to the distance from the center of the frontmost wheel to the center of the rearmost wheel that simultaneously touches the ground. -
Rail
Synonym for frame or frame – the central connecting element between the wheels and the boot of an inline skate. -
Skate Wax
Skate wax (also known as "grind wax", "curb wax", "skate wax", or "rail wax") is a special wax that skaters use to make edges, rails, curbs, and ledges more slippery. It reduces friction between your skates and the surface, leading to smoother grinds and reducing the risk of injury. -
Soulplate
The soulplate is one of the most important components, or parts, of aggressive inline skates and the heart of many tricks on rails, copings, curbs, or ledges. It is located on the underside of the skate between the boot and the frame and provides a wide, flat contact area to enable and safely perform a wide variety of grinds. -
UFS (Universal Frame System)
UFS stands for Universal Frame System and is a standardized standard for attaching frames (i.e., the rail or base) to aggressive inline skates. The introduction of this system revolutionized the world of aggressive skating, as it finally enabled manufacturer-independent compatibility between boots and frames.
With just two central screws spaced exactly 167 mm apart, the UFS system connects the skate boot to the frame. This standardization allows skaters to freely combine different brands and models – entirely according to riding style, trick preferences, or terrain. Thanks to UFS, it is therefore possible to mount any UFS aggressive inline skate to any UFS frame, regardless of the brand or shoe size. -
Unibody
The term Unibody (also called "One-Piece Construction") describes a construction in inline skating in which the boot and frame are firmly connected to each other, i.e., made from a single piece or module. In contrast to the modular UFS system, Trinity, or 165mm Mounting, in which the boot and frame are separate, the entire lower structure of the skate in the Unibody design, from the footbed to the wheel mount, forms a stable unit.
This construction is frequently found in beginner skates, urban skates, or certain aggressive models that focus on maximum stability, power transfer, and low weight.
Vocabulary – Aggressive Inline Skating
Technical terms for trick descriptions and skating techniques in aggressive inline skating
-
1080°
1080° refers to the degree of rotation and thus describes a "triple rotation" -
180°
180° refers to the degree of rotation and thus describes a "half rotation" -
360°
360° refers to the degree of rotation and thus describes a "full rotation" -
360° Revert
The term 360° Revert describes a specific way we jump out of a grind – more precisely, out of a fakie grind with a full rotation away from the obstacle.
During a 360° Revert, you fakie grind on the obstacle and rotate 360° in the opposite direction of the obstacle when jumping off, so that you land fakie after jumping out of the grind. The key is the direction of rotation in relation to the position of the obstacle.
An example:
You fakie grind and the obstacle is to your left. If you rotate 360° to the right when jumping off – i.e., away from the obstacle – and then land fakie, it is a 360° Revert.
Another example:
You fakie grind and the obstacle is to your right. If you now rotate 360° to the left when jumping off, i.e., away from the obstacle, and land fakie after the grind, then that is also a 360° Revert.
Important: The rotation always takes place in the opposite direction of the obstacle, and you land fakie after the grind. This is exactly what distinguishes the 360° Revert from other rotation variants such as the 360° Rewind, in which you rotate towards the obstacle. -
360° Rewind
The term 360° Rewind describes a specific way we jump out of a grind – more precisely, out of a fakie grind with a full rotation towards the obstacle.
During a 360° Rewind, you fakie grind on the obstacle and rotate 360° towards the obstacle when jumping off, so that you land fakie after jumping out of the grind. The key is the direction of rotation in relation to the position of the obstacle.
An example:
You fakie grind and the obstacle is to your left. If you rotate 360° to the left when jumping off – i.e., towards the obstacle – and then land fakie, it is a 360° Rewind.
Another example:
You fakie grind and the obstacle is to your right. If you now rotate 360° to the right when jumping off, i.e., back towards the obstacle, and land fakie after the grind, then that is also a 360° Rewind.
Important: The rotation always takes place towards the obstacle, and you land fakie after the grind. This is exactly what distinguishes the 360° Rewind from other rotation variants such as the 360° Revert, in which you rotate away from the obstacle. -
540°
540° refers to the degree of rotation and thus describes a "1.5x rotation" -
720°
720° refers to the degree of rotation and thus describes a "double rotation" -
900°
900° refers to the degree of rotation and thus describes a "2.5x rotation" -
Air
The term "Air" simply refers to a jump in skating where the skater is in the air for a noticeably perceptible amount of time – i.e., any moment when the skates leave contact with the ground and the skater is in the air.
The word originally comes from aggressive skating, skatepark and vert skating and is closely related to terminology from skateboard and BMX slang. -
Air Time
Air Time simply refers to the duration of a jump – i.e., the time you spend in the air before landing back on the ground or an obstacle.
We talk about air times when the jump lasts longer than just a short moment – i.e., not just a little hop, but a clearly perceptible "flight through the air".
An example:
If a jump has an air time of about one second, it means you were in the air for a full second before landing again – which, depending on the setup, take-off, and trick, is already a considerable achievement.
The higher or further you jump – for example on gaps, transfers, or disaster grinds – the more air time you have. And the more air time, the greater your room for tricks, grabs, or style elements in the air. -
Alleyoop (AO)
The term Alleyoop (AO) describes the way we turn into a grind – i.e., the movement with which we turn towards the obstacle (e.g., a rail or curb) and jump into it.
Two things matter here:
Where is the obstacle? And in which direction do we turn relative to it?
In an Alleyoop grind, you approach the obstacle forward and perform a 180° rotation towards the obstacle before jumping into the grind. This means:
If the obstacle is to your left, you turn left into the grind.
If it is to your right, you turn right accordingly.
In both cases, you therefore turn towards the obstacle. After the 180° rotation, you automatically land fakie on the obstacle, and thus continue the trick fakie.
This pre-rotation not only makes the trick look more dynamic, but also makes it technically more demanding, as you perform it with your back to the direction of travel.
Typically, the term "Alleyoop" is placed before the actual grind name, for example:
→ Alleyoop Soul Grind
→ Alleyoop Mizou Grind
→ Alleyoop Makio Grind
The combination of rotation, fakie grinding, and control makes Alleyoop tricks a popular style element for advanced skaters, both in the park and on the street. -
Backside Grind (BS Grind)
The backside, often also called BS for short, is one of the most basic grinds in aggressive inline skating and is among the first tricks that beginners learn.
During a backside stall, you stand stably with both skates on the obstacle without slipping. During the actual backside grind, however, you glide with both skates parallel on a rail, curb, or coping with the obstacle behind your body, i.e., on the "backside".
This is exactly where the name of this trick comes from.
Technically speaking, during the backside, both skates stand in the so-called H-block or fastslide groove, the recess in the frame between the middle wheels.
Due to this special position, the center of gravity is low, which ensures stability, especially at the beginning.
The backside is not only an ideal entry into the world of grinds, but also remains a trick with a lot of style potential later on – especially when combined with rotations or grabs. -
Backside Groove Grinds
For all groove grinds (also known as H-block grinds), there are basically two basic direction variants:
One where the backsides of the skates face the obstacle – this is referred to as a backside (the heels point towards the obstacle).
And one where the skates face away from the obstacle – in this case, it is a frontside (the toes point towards the obstacle).
In practice, however, the direction is often only explicitly stated for the backside version. If you simply say "Unity", for example, the frontside variant is usually meant. However, if the backside of the obstacle is to be grinded, i.e., a Backside Unity, this is explicitly stated.
Important: The deciding factor for the classification is not the orientation of the body, but that of the skates. Even if you look at the obstacle with your upper body, only whether your skates also point in this direction or away from it counts.
The classic backside grind (BS) is one of the most basic tricks in aggressive inline skating – and at the same time forms the basis for numerous other backside-oriented H-block grinds, such as Backside Royale, Backside Unity, Backside Torque, or Backside Savannah. -
Backslide
A backslide is a demanding grind in which you slide exclusively on one edge of the soulplate of a single skate.
The weight is completely transferred to the rear shoe edge/soulplate edge of the back foot.
The entire body weight is deliberately shifted to the back foot, while the front foot remains in the air and merely contributes to balance.
The trick is classically performed on rails, curbs, or copings and is considered one of the technically most difficult grinds in aggressive inline skating. It requires a high degree of balance, body tension, and precision – even the smallest mistakes in the angle or weight transfer can lead to slipping off.
Precisely because of its difficulty and elegance, the backslide is a real classic among experienced skaters. -
Backwards
The term Backwards refers to riding backwards in inline skating, or a trick that is performed while riding backwards. -
Channel Grind
Channel grinds refer to all grinds in which we grind in a channel of our aggressive skates or frames. We refer to the area between our wheels or anti-rockers as the channel. Warning: The H-block or fastslide groove is not considered a channel!
A channel is therefore, for example, one of the following areas:
→ The space between our frontmost and second-frontmost wheel (in 4-wheel or anti-rocker setups)
→ The space between our rearmost and second-rearmost wheel (in 4-wheel or anti-rocker setups)
→ The space between one of our grind wheels and the groove (in anti-rocker setups)
The term Channel is placed before the actual grind name, for example:
Frontside Grind → Channel Frontside Grind
Unity Grind → Channel Unity Grind
Backside Grind → Channel Backside Grind -
Christ Grind
Christ grinds refer to a grind variation in which we grind with one skate and stand on the grinding skate with the other skate.
This variation can therefore be applied to all grinds that are performed with one leg.
Christ grind variations are, for example, the following:
Makio Grind → Christ Makio Grind
Fishbrain Grind → Christ Fishbrain Grind -
Darkside Grinds
The term Darkside describes a special way of jumping into a grind – and refers to the position of the body in relation to the obstacle.
A grind is referred to as a Darkside if you do not grind the obstacle on the side facing the body, but deliberately on the side facing away from the approach angle. This means: You approach a rail or a ledge, but jump so that you land on the "back" of the object – i.e., on the side that is harder to access from your perspective.
Important: The obstacle must be grindable from both sides – the difference is therefore not in the geometry of the spot, but in the conscious choice of the harder-to-reach side. This type of grind often looks more spectacular and technical, as it requires an unusual body position, exact foot placement, and good balance.
In contrast, a Farside grind is spoken of when the obstacle can only be grinded from the opposite side – for example because the side from which you would approach it is structurally blocked or unsuitable. In this case, you are forced to jump over the obstacle and land on the "farside" – which is technically comparable to a Darkside grind, but is not voluntarily chosen, but rather dictated by the architecture of the spot.
In summary:
Darkside: The obstacle is grindable from both sides – you consciously choose the side facing away from the body.
Farside: The obstacle is only grindable from the opposite side – you inevitably have to jump over the obstacle to grind.
Darkside tricks are considered technically particularly demanding and often bring an extra portion of style to your skating – especially when they are performed cleanly. -
Disaster Grinds
Disaster grinds belong to the most spectacular – but also riskiest – grind variations in aggressive skating. The term is aptly chosen: If you do not land this trick cleanly, you literally risk a "disaster" in the form of a hard impact. Precisely this mixture of adrenaline, risk, and control makes the appeal of a Disaster Grind.
What makes a grind a Disaster Grind is the distance from which you jump into the trick. It is not enough to jump off directly in front of the obstacle – instead, you start with significantly more distance, often one to two meters or more in front of the obstacle. The skater literally flies through the air before landing precisely on the obstacle in the grind.
A classic example: You grind on a rail, but jump over a box or a gap beforehand, and land directly in the grind – without an intermediate step.
Whether Frontside, Royale, Soul, or Topside – every grind variant can also be performed as a Disaster. The technique remains the same, only the distance and the difficulty increase significantly.
Disaster grinds require perfect timing, body tension, confidence – and above all one thing: the ability to land cleanly under pressure. They not only look impressive, but also show how much control a skater has over their movements and their setup – even at full speed and with plenty of air time. -
Edging (Edge Riding)
Edging (German: Kantenfahren or Kanteneinsatz) refers to the technique in inline skating where the skater deliberately shifts their body weight to the inner or outer edge of the wheels to turn, brake, or improve control. In doing so, you tilt the skates slightly sideways, so that not the full wheel surface, but rather the edge of the wheels has contact with the ground. -
Fakie
With the term "Fakie", we refer to a trick that we either do out of riding backwards or from which we jump out into riding backwards.
The term Fakie can therefore be placed before, for example, grinds, airs, and any other tricks that we do out of riding backwards or from which we jump into riding backwards.
Warning: It is only about the fact that we ride backwards during the approach or land in riding backwards after the trick.
Below are a few examples:
→ Fakie to Soul Grind (we ride backwards and jump into the Soul Grind)
→ Soul Grind to Fakie (we do a Soul Grind and jump out of the Soul Grind so that we land fakie)
→ Fakie 360° (we ride backwards and then jump out of riding backwards with a 360° rotation)
→ 180° to Fakie (we ride forward, jump with a 180° rotation, and land fakie) -
Farside Grinds
The term Farside describes a special way we jump into a grind – namely when we cannot grind the obstacle from the side from which we approach it, but have to jump deliberately to the opposite or simply another side.
Concretely, this means: You approach an obstacle – for example, a rail or a ledge – jump over the obstacle, and land in the grind on the opposite or adjacent side. Since the obstacle is therefore only grindable from this opposite side, it is referred to as a Farside grind.
In contrast stands the term Darkside. This is used when an obstacle is basically grindable from both sides – i.e., both on the side from which you approach it and on the facing away side. A grind is referred to as a Darkside in this case if you deliberately grind on the side facing away from the approach angle. The decision to perform a trick "Darkside" is usually stylistically motivated and is considered technically demanding.
In summary:
Farside: Obstacle is only grindable on the opposite side → you have to jump over the obstacle
Darkside: Obstacle is grindable from both sides → you choose the harder-to-reach side facing away from the body -
Frontside Grind (FS Grind)
The Frontside, often also called FS for short, is one of the most basic grinds in aggressive inline skating and is among the first tricks that beginners learn.
During a Frontside Stall, you stand stably with both skates on the obstacle without slipping. During the actual Frontside Grind, however, you glide with both skates parallel on a rail, curb, or coping with the obstacle in front of your body, i.e., on the "Frontside".
This is exactly where the name of this trick comes from.
Technically speaking, during the Frontside, both skates stand in the so-called H-block or fastslide groove, the recess in the frame between the middle wheels.
Due to this special position, the center of gravity is low, which ensures stability, especially at the beginning.
The Frontside is not only an ideal entry into the world of grinds, but also remains a trick with a lot of style potential later on – especially when combined with rotations or grabs. -
Frontside Groove Grinds
For all groove grinds (also known as H-block grinds), there are basically two basic direction variants:
One where the skates face the obstacle – this is referred to as a Frontside (the toes point towards the obstacle).
And one where the skates face away from the obstacle – in this case, it is a Backside (the heels point towards the obstacle).
In practice, however, the direction is often only explicitly stated for the Backside version. If you simply say "Unity", for example, the Frontside variant is usually meant. However, if the backside of the obstacle is to be grinded, i.e., a Backside Unity, this is explicitly stated.
Important: The deciding factor for the classification is not the orientation of the body, but that of the skates. Even if you look at the obstacle with your upper body, only whether your skates also point in this direction or away from it counts.
The classic Frontside Grind (FS) is one of the most basic tricks in aggressive inline skating – and at the same time forms the basis for numerous other Frontside-oriented H-block grinds, such as Royale, Unity, Torque, or Savannah. -
Full Cab
The term Full Cab describes a specific way we jump into a grind – more precisely, from a fakie position with a full rotation away from the obstacle.
During a Full Cab, you approach the obstacle fakie and rotate 360° away from the obstacle upon takeoff, so that you land fakie in the grind again. The key is the direction of rotation relative to the position of the obstacle.
An example:
You are riding fakie and the obstacle is on your left. If you rotate 360° to the right upon takeoff – i.e., away from the obstacle, or in the opposite direction of the obstacle – and then land fakie in the grind, it is a Full Cab.
Another example:
You are riding fakie and the obstacle is on your right. If you now rotate 360° to the left, i.e., away from the obstacle, and land fakie in the grind, it is also a Full Cab.
Important: The rotation always takes place away from the obstacle, and you land fakie in the grind. This is exactly what distinguishes the Full Cab from other rotation variants such as the Inspin, in which you rotate toward the obstacle.
Full Cab grinds look particularly dynamic and fluid, but are also technically very demanding – as they require good timing and precise takeoff behavior from a fakie position. -
Gap
In aggressive inline skating, a gap refers to a jump over a gap, i.e., from one point to another, whereby an intermediate space is overcome. The term comes from English and literally means "gap" or "distance".
Gaps can look very different:
For example, a jump from one curb to the opposite edge, from a ramp to a ledge, or over a set of stairs. Jumps between two rails, over gaps in the ground, or from one obstacle to the next also fall under this term.
Depending on the size and condition of the gap, gaps require a high degree of body tension, timing, and jumping power, and are often spectacular to watch, especially when combined with grabs, 180s, or grinds. -
Grab
Grabs are tricks in inline skating in which the skater grabs one or both skates (i.e., frames or boots) with their hands during a jump (air) – i.e., "grabbed".
The term originally comes from skateboarding and BMX, but is firmly established in aggressive skating and vert skating. -
Grabbed
The term "Grabbed" stands for a stylish and technically demanding variant of any grind.
The characteristic here is that during the grind, we grab one or both of our skates with one or both hands (usually on the soulplate).
The "Grabbed" variation of a grind is therefore a variation that can be applied to any grind.
The term "Grabbed" is placed before the actual grind name to indicate that it is this special version. Here are a few classic examples:
Makio Grind → Grabbed Makio
Backslide → Grabbed Backslide
Fishbrain → Grabbed Fishbrain
Grabbed grinds are not only technically more demanding than their simple version, but also visually much more impressive. -
Grind
Grinding means sliding on an obstacle such as a rail, curb, coping, or ledge with inline skates. Instead of riding on the ground with the wheels, you glide over the obstacle with special parts of your skates.
In aggressive inline skating, grinding is one of the central elements and makes the sport a real adrenaline rush. -
Groove Grind
Groove grinds refer to all grinds in which the grind is performed exclusively on the H-block – also known as a fastslide groove – of one or both skates, rather than on the soulplate.
The H-block is the distinctive notch in the middle of the frame, which in classic setups is located between the middle wheels of an aggressive inline skate. In freestyle frames, which do without middle wheels, the groove is accordingly located between the outer wheels. The H-block was specially developed to enable stable support and controlled grinding when grinding on rails, curbs, or copings – without the risk of wheelbites.
Typical Groove grinds include:
→ Royal Grind
→ Frontside Grind
→ Backside Grind
→ Backslide Grind
→ Unity Grind
All these tricks deliberately use the H-block for weight transfer and control. In contrast to soul grinds, the focus in Groove grinds is on the precise placement and balancing of the skates in the groove – which requires a high degree of technique and body tension, especially on round rails.
Groove grinds are among the most important basic techniques in aggressive skating and form the foundation for many advanced trick variants together with soul grinds. -
Half Cab (Outspin)
The term Half Cab (also called Outspin) describes a specific way we jump into a grind – more precisely, from a fakie position with a half rotation away from the obstacle.
During a Half Cab, you approach the obstacle fakie and rotate 180° away from the obstacle upon takeoff, so that you land forward in the grind. The key is the direction of rotation relative to the position of the obstacle.
An example:
You are riding fakie and the obstacle is on your left. If you rotate 180° to the right upon takeoff – i.e., away from the obstacle, or in the opposite direction of the obstacle – and then land forward in the grind, it is a Half Cab.
Another example:
You are riding fakie and the obstacle is on your right. If you now rotate 180° to the left, i.e., away from the obstacle, and land forward in the grind, it is also a Half Cab.
Important: The rotation always takes place away from the obstacle, and you land forward in the grind. This is exactly what distinguishes the Half Cab from other rotation variants such as the Inspin, in which you rotate toward the obstacle.
Half Cab (Outspin) grinds look particularly dynamic and fluid, but are also technically demanding – as they require good timing and precise takeoff behavior from a fakie position. -
Inspin
The term Inspin describes a specific way we jump into a grind – more precisely, from a fakie position with a half rotation toward the obstacle.
During an Inspin, you approach the obstacle fakie and rotate 180° toward the obstacle upon takeoff, so that you land forward in the grind. The key is the direction of rotation relative to the position of the obstacle.
An example:
You are riding fakie and the obstacle is on your left. If you rotate 180° to the left upon takeoff – i.e., toward the obstacle – and then land forward in the grind, it is an Inspin.
Another example:
You are riding fakie and the obstacle is on your right. If you now rotate 180° to the right upon takeoff, i.e., back toward the obstacle, and land forward in the grind, it is also an Inspin.
Important: The rotation always takes place toward the obstacle, and you land forward in the grind. This is exactly what distinguishes the Inspin from other rotation variants such as the Outspin, in which you rotate away from the obstacle.
Inspin grinds look particularly dynamic and fluid, but are also technically demanding – as they require good timing and precise takeoff behavior from a fakie position. -
Edge Control
Edge control is the "invisible technique" that makes many tricks possible in the first place. It is a sign of advanced riding technique and a key to a clean, expressive slalom style.
The inside edge is the side of the wheel that points toward the center of the body.
The outside edge points away from the body.
When skating, these edges are activated by shifting the body weight and tilting the skate.
Clean edge control enables controlled spins, slides, and changes of direction – especially important in combinations and transitions. -
Lip Tricks
Lip tricks are creative and technically demanding tricks performed directly on the coping edge of mini ramps, halfpipes, or quarterpipes. Unlike classic airs or long grinds, lip tricks are not about speed or distance, but about control, balance, and style.
Typical for lip tricks is that you stay on the coping for a short time – whether in a static position, an artistic movement, or a combination of both. There are countless variants: from simple stalls to stylish handplants and trick combinations with grabs.
Particularly popular are so-called stalls – i.e., deliberately standing in a certain position/posture without sliding over the coping. The names of these tricks are usually based on their grind counterparts. For example:
→ Soul Stall
→ Mizou Stall
→ Acid Stall
→ Makio Stall
The difference between a stall and a grind is quickly explained:
While you slide over the coping during a grind, you stand still in one place during a stall – similar to a frozen moment in the trick. These controlled "stops" are not only aesthetically exciting, but are also excellent for learning new movement sequences before attempting the rolling variant.
Lip tricks are an expression of creativity and finesse on skates – and an essential part of every good mini ramp session. -
Manual
Manuals are a trick category in inline skating that was originally adopted from skateboarding. In this case, the skater rides on only one part of the wheels – i.e., for example, only on the back wheels (Back Manual) or only on the front wheels (Toe Manual).
The term manual stands for balanced riding on one or two wheels, whereby neither the boot nor the frame touches the ground. The trick requires precise balance and fine control over body posture. -
Mondo Size / Mondo Point (MP / cm)
Mondo Point is a size unit – more precisely, the most important unit of measurement for us skaters when it comes to the right shoe size.
While EU, US, and UK sizes may vary slightly depending on the manufacturer and model, the Mondo size (in centimeters) always indicates the actual available interior space for the foot – i.e., the exact foot length for which the skate is suitable.
👉 How to find the right Mondo size (rule of thumb):
Measure foot length:
Barefoot and under full load (standing). It is best to stand with your heels against a door frame and measure the distance from the heel to the longest toe.
Add tolerance:
Depending on personal preference (and whether you want to wear thick or thin socks), we recommend adding a tolerance of 5–9 mm to the measured foot length.
Select size:
Compare the result with the size chart of the respective manufacturer.
→ The stated Mondo size (cm) should not be smaller than your foot length + tolerance. -
Negative
Negative grinds are a variant of soul grinds. If a grind is performed negatively, then the name addition "Negative" is placed before the actual grind name.
Examples:
Soul Grind → Negative Soul Grind
Makio Grind → Negative Makio Grind
Acid Grind → Negative Acid Grind
In a Negative Grind, you do not grind with the outer soul surface (Positive Soul) of the skate, but with the inner soul side (Negative Soul). These grinds are significantly harder than regular soul grinds.
Positive Soul: The outer soul surface is on the right outside of your right foot and on the left outside of your left foot.
Negative Soul: The inner soul surface is on the left inside of your right foot and on the right inside of your left foot. -
One Foot
In aggressive inline skating, the term "One Foot" refers to riding on only one foot, while the other is lifted off the ground. In this case, you ride on all the wheels of one skate – in contrast to wheeling, where only one wheel (toe or heel) touches the ground. -
Outspin (Half Cab)
The term Outspin (also called Half Cab) describes a specific way we jump into a grind – more precisely, from a fakie position with a half rotation away from the obstacle.
During an Outspin, you approach the obstacle fakie and rotate 180° away from the obstacle upon takeoff, so that you land forward in the grind. The key is the direction of rotation relative to the position of the obstacle.
An example:
You are riding fakie and the obstacle is on your left. If you rotate 180° to the right upon takeoff – i.e., away from the obstacle, or in the opposite direction of the obstacle – and then land forward in the grind, it is an Outspin.
Another example:
You are riding fakie and the obstacle is on your right. If you now rotate 180° to the left, i.e., away from the obstacle, and land forward in the grind, it is also an Outspin.
Important: The rotation always takes place away from the obstacle, and you land forward in the grind. This is exactly what distinguishes the Outspin from other rotation variants such as the Inspin, in which you rotate toward the obstacle.
Outspin (Half Cab) grinds look particularly dynamic and fluid, but are also technically demanding – as they require good timing and precise takeoff behavior from a fakie position. -
Positive
Positive grinds are the standard variant of soul grinds, which is why the term "Positive" is not even mentioned here
So when we talk about an Acid Grind, we mean a Positive Acid Grind. When we talk about a Makio Grind, we mean a Positive Makio Grind, etc.
Since a regular grind, without a special name addition, is always performed on the outside (Positive side) of the soulplate, the addition "Positive" is omitted here.
In a Negative Grind, you grind with the outer soul surface (Positive Soul) of the skate.
Positive Soul: The outer soul surface is on the right outside of your right foot and on the left outside of your left foot.
Negative Soul: The inner soul surface is on the left inside of your right foot and on the right inside of your left foot. -
Revert
The term Revert describes a specific way we jump out of a grind – more precisely, from a fakie grind with a half rotation away from the obstacle.
During a Revert, you grind fakie on the obstacle and rotate 180° away from the obstacle upon takeoff, so that after you have jumped out of the grind, you land forward. The key is the direction of rotation relative to the position of the obstacle.
An example:
You are grinding fakie and the obstacle is on your left. If you rotate 180° to the right upon takeoff – i.e., away from the obstacle – and then land forward, it is a Revert.
Another example:
You are grinding fakie and the obstacle is on your right. If you now rotate 180° to the left upon takeoff, i.e., away from the obstacle, and land forward after the grind, then it is also a Revert.
Important: The rotation always takes place away from the obstacle, and you land forward after the grind. This is exactly what distinguishes the Revert from other rotation variants such as the Rewind, in which you rotate toward the obstacle. -
Rewind
The term Rewind describes a specific way we jump out of a grind – more precisely, from a fakie grind with a half rotation toward the obstacle.
During a Rewind, you grind fakie on the obstacle and rotate 180° toward the obstacle upon takeoff, so that after you have jumped out of the grind, you land forward. The key is the direction of rotation relative to the position of the obstacle.
An example:
You are grinding fakie and the obstacle is on your left. If you rotate 180° to the left upon takeoff – i.e., toward the obstacle – and then land forward, it is a Rewind.
Another example:
You are grinding fakie and the obstacle is on your right. If you now rotate 180° to the right upon takeoff, i.e., back toward the obstacle, and land forward after the grind, then it is also a Rewind.
Important: The rotation always takes place toward the obstacle, and you land forward after the grind. This is exactly what distinguishes the Rewind from other rotation variants such as the Revert, in which you rotate away from the obstacle. -
Rocket
The term "Rocket" stands for a stylish and technically demanding variant of a one-footed grind. The characteristic here is that the leg with which we do not grind is extended forward – similar to a rocket – and the skater grabs the skate of the extended leg with one hand.
This position requires not only balance and body tension, but also flexibility and good timing to maintain control during the grind while simultaneously maintaining the posture.
The term "Rocket" is placed before the actual grind name to indicate that it is this special version. Here are a few classic examples:
Makio Grind → Rocket Makio
Backslide → Rocket Backslide
Fishbrain → Rocket Fishbrain
Rocket grinds are not only technically challenging, but also visually particularly impressive. They give well-known tricks an additional aesthetic touch and emphasize personal style. -
Rough (Heel)
Rough (Heel) is a particularly spectacular variation of grinds in aggressive inline skating. In this case, the back part of the skate, i.e., the soulplate, is used as the contact point for grinds or stalls.
While we grind on the entire soulplate or the H-block in traditional grinds, in a Rough Grind or Stall, we only stand on the back part of the soulplate or the skate.
This style requires courage, body control, and a feel for the material.
Below are a few examples:
Soul Grind → Rough Soul Grind
Acid Grind → Rough Acid Grind
Mizou Grind → Rough Mizou Grind -
Slide
Slides are a trick category in inline skating where the skater glides across the ground with controlled sliding instead of rolling exclusively on the wheels.
During a slide, lateral pressure or an angled position is deliberately built up so that the wheels or parts of the frame or boot slide across the surface. It is crucial to maintain balance and body control to steer or stop the slide precisely.
Slides can be used in a variety of ways:
as tricks in freestyle or urban skating
as a control or braking technique (e.g., power slide)
or as a stylistic element in trick combinations and runs. -
Snake (Snaked)
"Snake" is a slang term adopted from English that essentially describes a person who cuts in line dishonestly or inconsiderately. In the context of the skatepark, it is a clear rule violation—comparable to cutting in line, crossing or interrupting someone else's trick line or run.
Snaking is considered rude and disrespectful because it disrupts the flow of other skaters, can lead to collisions, and often contributes to conflicts in the park. Someone who constantly "snakes" quickly becomes unpopular and loses the respect of the community.
Skatepark etiquette:
→ Pay attention to the order: Who was there before you? Who is getting ready?
→ Communication is everything: A quick look or a nod can clarify who goes next.
→ Respect lines: Many skaters have set lines that they repeat—pay attention to where they start and land. -
Soul Grind (Soulplate Grinds)
Soul grinds, or soulplate grinds, refer to all grinds in which we grind with at least one skate on the soulplate.
The soulplate is the wide plate between an aggressive boot and its frame.
Typical soulplate grinds include:
→ Soul grind (the classic among soul grinds, which is named after the style of grinding on the soulplates, i.e., soulplate grinds).
→ Mizou grind
→ Pornstar grind
→ Acid grind
→ Makio grind -
Spin
The term spin refers to a rotation by a certain angle (number of degrees).
Examples:
A 180° spin corresponds to a half turn.
A 360° spin is a complete turn.
A 540° spin corresponds to one and a half turns—and so on.
In practice, the addition "spin" is usually omitted. Instead, only the number of degrees of rotation is often mentioned, usually spoken in English:
One Eighty = 180° turn
Three Sixty = 360° turn
Five Forty = 540° turn, etc. -
Stall
In aggressive inline skating, a stall means coming to a brief standstill or standing on an obstacle (such as a rail, curb, coping, or ledge) with one or both skates.
Unlike grinds, you do not glide over the obstacle but deliberately stand on it.
These moves are among the basics of street and park skating and are ideal for beginners, as they develop control, balance, and technique without having to immediately jump into riskier grinds.
For example:
Frontside stall, backside stall, soul stall, acid stall, Makio stall, etc. -
Step Grind
A step grind is a special variation of classic soulplate grinds and thus counts among the numerous grind variations in aggressive skating.
Unlike regular soulplate grinds, in which the skate glides on the obstacle with the soulplate—the wide, grind-friendly surface on the side of the boot—the step grind is not performed on the soulplate but on the narrow bottom edge of the frame.
This position requires a high degree of finesse and balance, as the contact point with the obstacle is significantly smaller than in a classic soul trick. The technique can be applied to both positive and negative soulplate grinds, making it a versatile, albeit difficult-to-control, variation.
In practice, step grinds often occur unintentionally, for example when the weight is accidentally placed too low on the frame during a failed soul attempt. Especially on round obstacles like rails, executing a clean step grind is extremely demanding and rarely possible to perform under conscious control. On angular or flat curb edges, however, the trick can be held and deliberately applied much better.
Despite (or perhaps precisely because of) its difficulty, step grinds appear both technical and stylish—and offer advanced skaters the opportunity to reinterpret existing tricks and develop creatively. -
Straight
The term straight is rarely used explicitly in skating. It simply describes riding forward and usually serves as an additional designation for tricks performed straight out of forward riding without rotation.
Example: A trick that could normally also be performed with a rotation is called a straight [trick name] if it is performed in a straight line out of forward motion. -
Switch
Every skater naturally has a stronger side of the body: a preferred leg, a favored direction of rotation, a more comfortable viewing direction when looking over the shoulder, a preferred braking foot, and usually also a preferred side on which tricks (such as grinds) are performed more readily and safely.
The term switch refers to performing techniques and tricks on or with the unfamiliar side of the body, i.e., with the weaker leg or in the less familiar direction.
Example 1:
If a skater usually jumps a rotation to the right, then a rotation to the left is a switch rotation for them.
Example 2:
If a skater normally performs a grind to the right, then it is called a switch grind if they deliberately ride or perform this trick to the left (i.e., on the unfamiliar side). -
Switchups
The term switch-up refers to changing the foot position or trick position during the execution of a trick—for example, during a stall, slide, or grind.
A typical example:
If you perform a grind and switch to another grind during this grind, this transition is called a switch-up.
The switch-up increases the difficulty and dynamics of a trick and is particularly popular in aggressive skating, park skating, and freestyle disciplines. -
Topside (Top)
A topside grind is a special type of grind in which we grind on the outside (topside) of the frame. In doing so, you position your frame "above" the obstacle, unlike the conventional soul grind, in which the frame glides along the side of the obstacle.
This means: During a topside grind, you rely primarily on your frame and also transfer your body weight to it to stabilize the trick, rather than primarily on your soulplate.
The term topside serves here as a naming addition and represents a variation of other soul grinds.
If we grind on the soulplate during a grind and now instead on the outside of the frame, we put the term "topside" first, e.g.:
Soul grind → Topside soul grind (Top soul)
Mizou grind → Topside Mizou grind
Makio grind → Topside Makio grind (Note: the trick variation Topside Makio grind has its own name and is called "Fishbrain"). -
Tough (Toe)
Tough (Toe) is a spectacular variation of grinds in aggressive inline skating. In this case, the front part of the skate, or the soulplate, is used as the contact point for grinds or stalls.
While we grind on the entire soulplate or H-block in traditional grinds, in a tough grind or stall we stand only on the front part of the soulplate or skate.
This style requires courage, body control, and a feel for the material.
Here are a few examples:
Soul grind → Tough soul grind
Acid grind → Tough acid grind
Mizou grind → Tough Mizou grind -
Transfer
Transfers in aggressive inline skating refer to the transition from one surface to another, often involving jumps and grinds.
An example:
You ride up and jump out of a quarter pipe into a jump box (approach surface), jump over the table top (the surface of the jump box), and land in the bank (the descent surface of the jump box).
In doing so, you have jumped over the upper part of the jump box and mastered a "transfer".
Important elements are the correct technique when approaching the transition, maintaining balance, and landing cleanly.
For safety and progress, it is crucial to start with small, controlled jumps and gradually increase height and distance. -
Transition
The connection of two tricks, a change of direction, or the connection of two different obstacles. -
Trick line, or trick run
The term trick line or trick run describes a sequence of several tricks that are linked together without interruption and performed fluidly.
A line or run can theoretically incorporate any number of elements, such as street sections, objects, ramps, obstacles, and other environmental elements.
Difference between line and run:
A line ends as soon as the skater falls or stops.
A run ends after a set time (e.g., 120 seconds)—regardless of whether the skater rides through or falls.
In practice, people usually simply say "run" or "line"; the addition "trick" is often omitted. -
Truespin (Tru)
The term truespin (tru) describes the way we turn into a grind—i.e., the movement with which we turn toward the obstacle (e.g., a rail or curb) and jump into it.
Two things matter here:
Where is the obstacle? And in which direction do we turn relative to it?
In a truespin grind, you ride forward toward the obstacle and perform a 180° turn in the opposite direction of the obstacle before jumping into the grind. This means:
If the obstacle is to your left, you turn to the right into the grind.
If it is to your right, you turn to the left accordingly.
In both cases, you are therefore turning away from the obstacle. After the 180° turn, you automatically land backward on the obstacle and thus continue the trick backward.
This pre-rotation not only makes the trick look more dynamic but also makes it technically more demanding, as you perform it with your back to the riding path.
Typically, the term "truespin" is placed before the actual grind name, for example:
→ Truespin soul grind
→ Truespin Mizou grind
→ Truespin Makio grind
The combination of rotation, backward grinding, and control makes truespin tricks a popular stylistic element for advanced skaters, both in the park and on the street. -
Wallride
Wallrides are a trick category in inline skating (originally adopted from skateboarding) in which the skater deliberately rides along or slides along a wall or a vertical or steep surface.
In doing so, the skater uses the momentum to briefly bring the skates or part of the boot or frame to the wall and glide or roll off it in a controlled manner before returning to the ground.
Depending on the technique, the wallride is performed:
with the wheels,
with the boot,
or with the frame.
Wallrides are particularly popular in aggressive skating, street skating, and park skating and can be combined creatively and versatilely with other tricks. -
Warm Up
The term warm-up refers to the warm-up phase for us skaters before we begin actual training, practicing new techniques, or performing tricks.
A warm-up can look very different—from a few easy laps on inline skates to targeted stretching exercises and repeating basic techniques and basic tricks. The goal is to bring the body up to operating temperature, prepare the muscles, and reduce the risk of injury. -
Wheel Bite
Wheel bite describes the sudden locking of the wheels in aggressive inline skating, usually during grinding or during incorrect or less precise landings.
Especially when grinding on rails, curbs, copings, or ledges, this effect can lead to abrupt stops—with the risk of falling. Wheel bites occur when a wheel unexpectedly makes contact with the grinding surface and thus slows you down or locks up. -
Wheeling
In aggressive inline skating, the term "wheeling" refers to riding on only one wheel of a skate—either on the front wheel (toe wheeling) or the back wheel (heel wheeling). In doing so, the body weight is deliberately transferred to a single wheel, while the other skate either rides along or is in the air. -
Zero Grind (Zero)
The term zero grind, or simply zero, refers to a certain way in which we jump into a grind.
During a zero zero grind, we ride backward and then also jump backward into the grind without turning.
Because we do not turn, i.e., we turn by 0°, this grind variation is called "zero".
Here are a few examples:
Mizou grind → Zero Mizou grind
Makio grind → Zero Makio grind
Acid grind → Zero Acid grind -
Zero Spin
The term zero spin is used as an addition for tricks that are performed without rotation.
In practice, this term is used primarily for jumps to indicate that the trick is performed without rotation—i.e., with 0° rotation.
Example: A jump that could normally also be performed with rotation is called a zero spin [trick name] if it is performed straight and without rotation.
Vocabulary – Aggressive Inline Skating
Names of skatepark ramps, obstacles, and features
-
Banks
Appearance & Shape: Sloped surface, often used for approaches or as a jump ramp (like a quarterpipe, but with a flat slope or rounded radius).
Material: Mostly concrete, wood, or asphalt. -
Bowls / Pools
Appearance & Shape: Bowl-shaped, organically shaped basins with transitions and vertical walls.
Material: Mostly concrete or wood. -
Curbs / Ledges
Appearance & Shape: Flat concrete or metal edges, often found on sidewalks, walls, or park benches.
Material: Mostly concrete, granite, marble, sometimes with a metal edge. -
Funbox
Appearance & Shape: Combo obstacle with ramps, ledges, rails – a kind of "playground" for lines and creative tricks.
Material: Mostly wood, steel, or concrete. -
Halfpipes
Appearance & Shape: Semi-circular ramp with a steep radius, which must go all the way to vertical and be at least 2.5 meters high (but usually 4 meters or higher), for approaches, jumping, grinding, or lip tricks (two opposing quarterpipes with a flat surface in between.
Material: Mostly wood, steel, or concrete. -
Jumpbox
Appearance & Shape: The jumpbox is a combination of a launch ramp (kicker), a tabletop (middle section), and a landing ramp (landing). It allows for controlled take-offs, "flying" over the flat middle section, and safely landing on the opposite side.
Material: Mostly concrete or wood. -
Kickers / Launch Ramps
Appearance & Shape: Small, steeply angled ramp for jumping.
Material: Mostly wood, metal, or concrete. -
Manual Pads
Appearance & Shape: Flat box for balancing and manual tricks.
Material: Mostly wood or concrete. -
Pole Jams
Appearance & Shape: Slanted or curved posts in the ground, ideal for jumping and short slides/grinds (kisses).
Material: Mostly metal. -
Pumps
Appearance & Shape: A pump in a skatepark refers to a special obstacle or design that allows you to generate speed through weight transfer and body movement – i.e., "pumping" – without actively pushing (i.e., not pushing off with your feet). It is a central element in so-called flowparks, pump tracks, or bowls.
Material: Mostly concrete or wood. -
Pyramid (Pyra)
Appearance & Shape: The pyramid is a box consisting of several sloped surfaces, or banks, arranged to form a pyramid-like shape.
Material: Mostly concrete or wood. -
Quarterpipes
Appearance & Shape: Semi-circular ramp with a steep radius, which are 0.5 to approx. 2.5 meters high (but usually 1.5 meters or higher), for approaches, jumping, grinding, or lip tricks (two opposing quarterpipes with a flat surface in between.
Material: Mostly wood, steel, or concrete. -
Rails (Handrails, Flatrails, Roundrails)
Appearance & Shape: Round, square, or rectangular metal tubes, often attached to staircases or as freestanding structures in the skatepark.
Material: Mostly powder-coated or stainless steel. -
Roll-Ins
Appearance & Shape: Slightly angled approach with a smooth transition, allowing for a fluid entry into bowls or other ramps and pipes.
Material: Mostly concrete, metal, or wood. -
Spines
Appearance & Shape: Two quarterpipes connected back-to-back – like a roof ridge.
Material: Mostly wood or concrete. -
Stairs / Staircases
Appearance & Shape: Normal stairs in urban areas or skateparks, with or without railings.
Material: Mostly concrete, granite, or marble. -
Wallrides
Appearance & Shape: Slanted or vertical walls.
Material: Mostly concrete or masonry walls.