There is also a create-a-skater feature and an unlockable character for every skater the player completes the game as. It consists of several popular skateboarders, such as Rick McCrank, Arto Saari, Kerry Getz, and Danny Way. It was released in 2002 by Konami for the PlayStation 2 and GameCube. It does not store any personal data.Evolution Skateboarding was Konami’s attempt to jump in on the popularity of the sport and owed a lot to the Tony Hawk’s titles with its licensed professional skateboarders and music. The cookie is set by the GDPR Cookie Consent plugin and is used to store whether or not user has consented to the use of cookies. The cookie is used to store the user consent for the cookies in the category "Performance". This cookie is set by GDPR Cookie Consent plugin. The cookie is used to store the user consent for the cookies in the category "Other. The cookies is used to store the user consent for the cookies in the category "Necessary". The cookie is set by GDPR cookie consent to record the user consent for the cookies in the category "Functional". The cookie is used to store the user consent for the cookies in the category "Analytics". These cookies ensure basic functionalities and security features of the website, anonymously. Necessary cookies are absolutely essential for the website to function properly. Once settled, stand up straight and head to the next jump – you’ve just landed your first frontside 3 indy. Most good riders try to do a little heel edge check there, but you can use your toe edge if you prefer, or if the angle of the landing deems that a better edge to use. 7. As soon as you land, try and get the board on its edge just for a micro second, and use that stable point to re-align yourself and get back to your normal riding position. It’s very, very difficult to land a frontside 360 absolutely perfectly straight, so aim to land a little more on your tail so if the board is a few degrees off it’ll right itself. This part of the trick is basically the same as a backside 180.Ħ. As you come down to land, extend your legs to meet the floor. Keep looking downwards so you can see the ground moving, and use this to gauge your height and align your board correctly. For extra style points, push your front foot out to ‘bone’ the indy.ĥ. Now comes the tricky part: you’re about to do the last 180 back to the landing, and you’ll be effectively travelling backwards. As your board approaches 180 degrees, go for the grab: reach down and hold on to your toe edge with your trailing hand, just in front of your rear foot. If you drop your rear shoulder/raise your leading one then you’ll cork the spin.Ĥ. Now you’re in the air, suck your legs up towards your chest and look down at the ground between your bindings (like the backside 180). in line with each other and parallel to the ground. When throwing your arms into the spin, make sure your shoulders stay flat i.e. As you get airborne, your arms will be further into the spin than your board, but your lower body will then start to catch up. As your nose leaves the jump, throw your arms in a frontside direction and – at the same time – extend your legs so you’re popping off the lip. You’re aiming to be travelling in a straight line right up to take-off, so resist the instinct to lean back and do a full-on heel edge carve! If you do, you’ll drift sideways in the air and go slightly inverted – not good. As you ride up the jump, try to keep a flat base with your weight slightly over your heels (just as with the backside 360, it might help to do a set-up turn – only this time the other way around, so you’re coming onto your heels as you hit the jump). Your weight should be evenly balanced across both feet. Focus on the kicker’s lip, and ‘pre-wind’ the spin by pushing your leading shoulder slightly forwards and your trailing arm backwards, primed to unleash them in the opposite direction.Ģ. As with all of the spins, approach the kicker with a low centre of gravity and minimal movement to keep control. But… do them right and you’ve got a bona fide snowboarding classic in your trick bag.ġ. Add in the indy grab and it gets complicated. you’re turning away from the landing as you descend) so you will have to trust in your abilities to land with the board pointing forwards. The frontside 360 is a fairly advanced trick off a kicker, owing to the fact that the second half of the spin is blind (i.e.
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