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SKATING TRIKS

The Ollie
By Ed Templeton

The ollie is the basis for almost every skateboard trick. Nine out of ten tricks require an ollie of some sort. If you have the ollie mastered then you are not far from mastering streetstyle. The ollie itself is the act of jumping into the air while keeping your board on your feet. So if you are skating down the sidewalk and all of a sudden an old lady were to fall in front of you and block your path, you would want to ollie over her and keep going on your way.
Step one: Place your front foot in the middle of the board and your back foot on the tip of the tail (or back). This is your preparatory foot placement, it will help you to go higher.
Step two: With your back foot you want to "tap" your tail onto the ground. Do this by smashing your tail downward while jumping up. Once the tail has "popped" off the ground, slide your front foot up from the middle of your board toward the nose (or front). The secret to this trick is timing your "jump" with your "tap," and your "tap" with your "foot slide" - this takes practice, so be patient and you will improve. Tip: You are jumping off of your back wheels, before your tail actually hits the ground.
Step three: Leveling off. Once airborne, the "foot slide" levels your board out. The "foot slide" is the process of scraping your foot (or more likely, your shoe) upward and forward across the grip tape toward the nose. You do this just after the tail tap and jump. Fact: The tap and the foot slide combined are the ollie's essence, your jump determines its height.
Step four: Land. Tip: A good thing to remember with any trick is what I call the "box." Imagine yourself in an invisible box the size of your skateboard. Always keep your body centered above your board and in this box. I find it helps you to land tricks because a common mistake is to lean too far forward or backward. Thank you and have a nice day, bunghole.


The Ollie Flip
Also By Ed Templeton


Well, as you can tell from the name of this trick you need to learn the ollie first. The ollie flip is an ollie variation: you jump into the air with your board, but your board does a flip before you land on it.
Step one: Your back foot goes on the tail and your front foot goes in the middle of the board, but hangs a bit over the heel edge.
Step two: Do an ollie, but rather than only sliding your front foot upward and forward, you must also slide your foot (again, probably your shoe) to the heel side enough to start your board in a spin. This action requires you to actually kick your front foot off of your board. The spinning board hovers for a second between your sprawling, supple legs.
Step three: "Catch" your board in mid-air once it has spun completely around, and land.


Pop Shove-it
Performed by John Reeves

The pop shove-it involves an ollie and a slight of foot that turns the board, but not the rider, 180 degrees. It becomes useful in situations when the rider desires that the board be reversed (i.e. pointed in the opposite direction).
To perform the pop shove-it, roll at a moderate to fast speed and assume the ollie position. Ollie upwards, but instead of sliding your leading foot to the nose - as you would for a straight ollie - keep it near the center of the board. Push the tail slightly with your trailing foot to the heel side and guide the board around with your leading foot. As the leading end of the board swings around, "catch" it with your trailing foot, and land.


Heelflip
Performed by John Reeves

The heelflip is like the ollie flip, except that the board spins toward the toe edge rather than the heel edge. It would be wise to learn the ollie flip before attempting the heelflip. Once having mastered the ollie flip, the heelflip is but a variation.
The heelflip entails ollieing and kicking your leading foot towards the toe-side edge of the nose, rather than towards the heelside edge as you would for an ollie flip. Your leading foot should be placed just behind the front bolts, not in the center of the board as for an ollie. The combined motions of ollieing upwards by pushing down with your trailing foot and kicking forward and to the toe-side edge with your leading foot will make the board spin. As it spins around, "catch" it with your feet once the topside is up again. Land and rock on.


Backside Noseslide
Performed by Jamie Hart

Approach the obstacle at medium speed, parallel to it. Ollie with your body swinging frontside. Press down on the nose when it hits the top of the obstacle so that the front truck is hanging over the edge. Your weight should be centered over the nose and slightly to the rear. Do not lean forward. Slide until you slow down or feel ready to land it. Push your body away from the obstacle with your front foot. Push down on your back foot and turn your body backside as the nose slides off the obstacle. Land your back wheels and pivot the nose away from the obstacle until you are again rolling alongside it.


Frontside Fifty-Fifty
Performed by Jamie Hart

Learn to ollie onto the curb or obstacle, or at least as high, and be able to land your axles on its edge. Approach almost parallel to, but slightly at it. Ollie and try to level the board as you guide your back truck toward the edge. When your back truck makes contact with the edge, set your front truck down in the fifty-fifty position. Try to land on top of the curb or obstacle with just the two heelside wheels hanging over the edge. Remain totally on top of the board. Grind along until you start slowing or until disengagement is desired. Lift your front truck and pivot away from the edge. Push against the edge with your back foot as the board pivots off of it. Level the board as you descend for a smooth landing.


The Ollie Manual
By Mario Rubalcaba
The ollie manual is a good trick to help develop your balance and ollie control. The idea is to ollie and land on your back wheels, riding a "wheelie" for a distance before setting the front wheels down. It can be done on the flat ground or over an object, but is most commonly done up onto an element, like a curb or block. It requires a fair sense of balance, and you should be comfortable ollieing. It might be good to get accustomed to manualling on flat ground before ollieing onto something, but a curb is a good element on which to learn the ollie manual. Ride at the curb at a normal ollie speed - you'll want to go fast enough to get up onto the curb and still have momentum for the manual. Pop into an ollie and get up over the curb. Instead of levelling the board in the air beneath you, keep your leading foot up and your weight centered over the back wheels. Land on the back wheels and try to balance on them in this position for a distance. You'll notice your body arched forward over your board as you ride the manual. This is how you keep your weight balanced on the back wheels. It is useful to try and manual a set distance, like to a line on the sidewalk or off the curb again. This will give you something specific to strive for until you've got the ollie manual so wired that you can just ride it for days. Then you can try variations like the ollie manual to kickflip off of an element, or even the ollie flip to manual. The options are endless.


The Nollie Manual
By Mario Rubalcaba

The nollie manual, though derived from the ollie manual, is quite a different trick and requires entirely different dynamics. Beginning with a nollie, it requires that you get enough clearance to tilt the board back into the manual position before the back wheels land. You go from one end to the other, kind of see-sawing from front to back. A curb is a good element on which to learn this trick, and once you're comfortable nollieing up onto it and you've got some clearance, then try landing in the manual position. Nollie up the curb and instead of levelling out the board beneath you, swing it a little further forward - sucking in your leading leg and extending your trailing leg - until you're balance is centered over the back wheels. From there on out it's like the ollie manual.


The Fronside Tailslide



The frontside tailslide is a trick that, although difficult, can be learned in stages and worked up to. It is useful to be comfortable with the frontside 180 ollie, though you won't need to turn around all the way. Practice landing in the tailslide position by riding at the curb slowly and ollieing frontside and landing your tail flat on the top of the curb with the wheels hanging back over the curb. Once you're comfortable landing with your wheels up like that and your weight centered over the tail, try it with a little more speed and roll at the curb almost parallel to it. The faster you go and the more parallel you are to the curb, the longer you'll slide. Once you do get the hang of sliding, get a feel for how long you can push it before the tail slows down and locks in place. You'll want to begin shifting your weight back over the board as it slows down so that you can come off the curb with at least some speed, before it stops completely.
Once you have the frontside ollie tailslide wired on curbs, take it to a ledge or something a little taller. Also, try swinging your torso frontside as you ollie into the tailside position, and instead of shifting your weight back over the nose to come off the object, push the tail ahead of you while bringing the nose underneath and behind you to 180 off.

360 Flip
By Jamie Thomas

The 360 flip is what you might call a "compound trick" because it actually combines two tricks, the kickflip and the 360 shove-it. To do a 360 flip, you should position your front foot like you would for a kickflip, with your toe slid back toward the heel-edge of the board. Your rear foot should be positioned with your toe on the opposite corner of the board, namely the toe-edge of the tail.
Rolling at a moderate to slow speed, pop an ollie, but as you kick your front foot for the "flip," swing your back foot underneath and behind you 360-shove-it-style. This will rotate the board around as it spins. The whole thing should take about the same amount of time a kickflip does, so you won't have to "hang" in the air any longer. When the nose comes back around and the griptape side shows upward, stick your feet back on and land it.
SKATING NEWS
news
NEWPORT, R.I. - The unthinkable happened at the Newport Yachting Center on Saturday afternoon as Tony Hawk, the founding father of skateboarding, finished second. Andy MacDonald, originally from Boston, Mass., pulled off the upset with three outstanding runs at the men's skateboard vert finals at the ESPN X Games for alternative sports.
Hawk, the defending champion in this event, was the crowd favorite, as chants of "Tony, Tony" echoed from the grandstands. It was to no avail, however, as the enthusiasm of the crowd failed to persuade the judges. MacDonald scored an 87.670 on his final run, barely inching out the favored Hawk, who had a 87.500.
"I had the runs of my life," MacDonald said. "To beat a guy like Tony in a competition like this is awesome."
MacDonald, who finished ninth in last year's event, was flawless on all of his runs, making it almost impossible for the judges to find fault with him. His flips were higher, his stunts crisper and his overall performance was worthy of the gold medal.
It looked as though Hawk wrapped it up on his final run, but a stunned crowd looked at the scoreboard to see Hawk finish behind MacDonald.
"I thought he had it won after that final run," said MacDonald, a Hollywood stuntman and pro skateboarder. "I was just as surprised as anybody to see that I held on to win."
The 27-year-old Hawk performed nearly twice as many aerial maneuvers as did MacDonald, but his final run wasn't enough to overtake the 22-year-old MacDonald.
"Andy was tough out there," Hawk said. "I just try to skate my best and leave it up to the judges. That's all I can do."
Hawk, who threw his helmet into the bleachers following his final run and gave two skateboards away after the competition, says winning isn't that important to him.
"People think that I would be devastated by losing an event like this," Hawk said. "I'm really happy for Andy. He deserves it. I had fun here and that's all that counts."
Despite his silver medal performance, Hawk is regarded as the top skater in the world.
"Tony's still the best ever," said third-place finisher Tas Pappas. "He's somebody that I look up to both in skating and in life. I love competing against him because then you realize how good you are."
But if Saturday was any kind of indication, then MacDonald is on his way to stardom in a sport that Hawk has owned for years.
Results of men's skateboard vert finals
Skater Score Prize money
1. Andy MacDonald, USA 87.670 $5,000
2. Tony Hawk, USA 87.500 $2,500
3. Tas Pappas, Australia 86.000 $1,500
4. Mike Frazier, USA 85.330 $1,000
5. Brian Howard, USA 84.000 $900
6. Max Schaaf, USA 82.170 $800
7. Ben Pappas, Australia 80.670 $700
8. Moses Itkonen, Canada 79.500 $600
9. Danny Way, USA 79.330 $500
10. Mathias Ringstrom, Sweden 78.670 $300


NEWPORT, R.I. - On a Sunday afternoon fit more for snowboarding than skateboarding, Rodil de Araujo of Brazil conquered the street course to capture the gold medal in the X Games skateboard street finals at the Newport Yachting Center.
With temperatures in the low 60's and a stiff wind off the Atlantic Ocean, skaters and spectators struggled to stay warm. The stunts and tricks performed by de Araujo fired up the crowd, as he flew around the course.
Tony Hawk, considered the best skateboarder ever, finished a disappointing seventh. "Like I said before, as long as I have fun and entertain the crowd, that's all I care about," he said, repeating his remarks of a day earlier after he placed second in the vert event.
After his final run, Hawk pulled off a stunt that will become legend. Standing on top of the highest ramp on the course, Hawk asked the crowd to stand. Not knowing what to expect, the crowd obliged.
He then skated down the ramp, across the course and off one of the launch boxes along the pier. Hawk flew off the launch box, over the piers and walkway, and into Newport Harbor. The crowd exploded as the chants of "Tony, Tony" rained down from the grandstands.
"It was just something I thought of in practice," he said. "I didn't know if I was actually going to try it, but after I knew that I wasn't going to win, I figured why not."
Hawk's "off the cuff" stunt clearly got the loudest response of the day, but it was de Araujo who earned kudos from the judges with his unique tricks and flips.
"I try to do things that nobody else does," the Brazilian said through a translator. "If I can pull them off then I look better than everybody else. If I don't, then I look kind of stupid."
Well he certainly didn't look stupid on top of the platform, accepting his gold medal with Hawk watching from a distance.
"I'm happy when other guys get a chance to win," Hawk said. "If somebody's winning all the time, then people lose interest. The guys from Brazil and South America are really good and should dominate the scene for years to come."
Andy MacDonald, the vert champion, finished sixth, but admitted street isn't his scene.
"I'm on the half-pipe a lot more than the street," he said. "I was just happy to win the vert. That's good enough for me."
De Araujo is fairly new to the circuit, but he figures to be around a while.
"I've been doing a lot of events in South America," he said. "I plan to come to the States more now though."
He competed in last year's event, but failed to qualify in the street competition. The 17-year-old is 5-feet, 127 pounds, making his trip around the street course very draining.
"I don't think I could have done another run," de Araujo said. "This course is very big. It was hard work."
Chris Senn, last year's champion in the street competition, finished second, which is fine with him.
"The competition out here is so tough," Senn said. "Just look at today. The guy who won is from Brazil. There are guys all over the world who keep getting better."
Hawk, still dripping wet from his post-run plunge, says the X Games are just going to help his sport.
"I'm sure people in Brazil were watching Rodil on television," Hawk said. "Hopefully I can keep up with all these young guys."
There shouldn't be much doubt about that after watching Hawk entertain the crowds in Newport all week.
Best trick results
Due to inclement weather that moved into the Newport area after the street finals, the best trick competition was decided on tricks performed in the street finals. Gershon Mosley from Boise, Idaho, was the gold medalist, followed by Senn finished with the silver medal and Brian Patch with the bronze.
Mosley, a 22-year-old native Californian, got great air on the course in all three of his runs and pulled off many board tricks while in mid-air.
"I wish we could have had a legitimate competition, but I'm not complaining," Mosley said. "I'm psyched."
Results of street final
Skater Score Prize money
1. Rodil de Araujo, Brazil 90.330 $5,000
2. Chris Senn, USA 87.000 $2,500
3. Brian Patch, USA 85.330 $1,500
4. Eric Koston, USA 85.000 $1,000
5. Willy Santos, USA 84.670 $900
6. Andy MacDonald, USA 84.330 $800
7. Tony Hawk, USA 83.670 $700
8. Andrew Reynolds, USA 83.000 $600
9. Carlos de Andrade, Brazil 79.670 $500
10. Chet Thomas, USA 79.000 $300
Results from the best trick final
Skater Prize money
1. Gershon Mosley, USA $2,500
2. Chris Senn, USA $1,500
3. Brian Patch, USA $1,000
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Pokemon Number Pokemon Name Pokemon Type(s)
001 Bulbasaur Grass/Poison
002 Ivysaur Grass/Poison
003 Venusaur Grass/Poison
004 Charmander Fire
005 Charmeleon Fire
006 Charizard Fire/Flying
007 Squirtle Water
008 Wartortle Water
009 Blastoise Water
010 Caterpie Bug
011 Metapod Bug
012 Butterfree Bug/Flying
013 Weedle Bug/Poison
014 Kakuna Bug/Poison
015 Beedrill Bug/Poison
016 Pidgey Normal/Flying
017 Pidgeotto Normal/Flying
018 Pidgeot Normal/Flying
019 Rattata Normal
020 Raticate Normal
021 Spearow Normal/Flying
022 Fearow Normal/Flying
023 Ekans Poison
025 Pikachu Electric
026 Raichu Electric
027 Sandshrew Ground
028 Sandslash Ground
029 Nidoran (F) Poison
030 Nidorina Poison
031 Nidoqueen Poison/Ground
032 Nidoran (M) Poison
033 Nidorino Poison
034 Nidoking Poison/Ground
035 Clefairy Normal
036 Clefable Normal
037 Vulpix Fire
038 Ninetales Fire
039 Jigglypuff Normal
040 Wigglytuff Normal
041 Zubat Poison/Flying
042 Golbat Poison/Flying
043 Oddish Grass/Poison
044 Gloom Grass/Poison
045 Vileplume Grass/Poison
046 Paras Bug/Grass
047 Parasect Bug/Grass
048 Venonat Bug/Poison
049 Venomoth Bug/Poison
050 Diglett Ground
051 Dugtrio Ground
052 Meowth Normal
053 Persian Normal
054 Psyduck Water
055 Golduck Water
056 Mankey Fighting
057 Primape Fighting
058 Growlithe Fire
059 Arcanine Fire
060 Poliwag Water
061 Poliwhirl Water
062 Poliwrath Water/Fighting
063 Abra Psychic
064 Kadabra Psychic
065 Alakazam Psychic
066 Machop Fighting
067 Machoke Fighting
068 Machamp Fighting
069 Bellsprout Grass/Poison
070 Weepinbell Grass/Poison
071 Victrebell Grass/Poison
072 Tentacool Water/Poison
073 Tentacruel Water/Poison
074 Geodude Rock/Ground
075 Graveler Rock/Ground
076 Golem Rock/Ground
077 Ponyta Fire
078 Rapidash Fire
079 Slowpoke Water/Psychic
080 Slowbro Water/Psychic
081 Magnemite Electric
082 Magneton Electic
083 Farfetch'd Normal/Flying
084 Doduo Normal/Flying
085 Dodrio Normal/Flying
086 Seel Water
087 Dewgong Water/Ice
088 Grimer Poison
089 Muk Poison
090 Shellder Water
091 Cloyster Water/Ice
092 Gastly Ghost/Poison
093 Haunter Ghost/Poison
094 Gengar Ghost/Poison
095 Onix Rock/Ground
096 Drowzee Psychic
097 Hypno Psychic
098 Krabby Water
099 Kingler Water
100 Voltorb Electric
101 Electrode Electric
102 Exeggcute Grass/Psychic
103 Exeggutor Grass/Psychic
104 Cubone Ground
105 Marowak Ground
106 Hitmonlee Fighting
107 Hitmonchan Fighting
108 Lickitung Normal
109 Koffing Poison
110 Weezing Poison
111 Rhyhorn Ground/Rock
112 Rhydon Ground/Rock
113 Chansey Normal
114 Tangela Grass
115 Kangaskhan Normal
116 Horsea Water
117 Seadra Water
118 Goldeen Water
119 Seaking Water
120 Staryu Water
121 Starmie Water/Psychic
122 Mr Mime Psychic
123 Scythe Bug/Flying
124 Jynx Psychic/Ice
125 Electabuzz Electric
126 Magmar Fire
127 Pinsir Bug
128 Tauros Normal
129 Magikarp Water
130 Gyarados Water/Flying
131 Lapras
133 Eevee Normal
134 Vaporeon Water
135 Jolteon Electric
136 Flareon Fire
137 Porygon Normal
138 Omanyte Rock/Water
139 Omastar Rock/Water
140 Kabuto Rock/Water
141 Kabutops Rock/Water
142 Aerodactyl Rock/Flying
143 Snorlax Normal
144 Articuno Ice/Flying
145 Zapdos Electric
146 Motres Fire/Flying
147 Dratini Dragon
148 Dragonair Dragon
149 Dragonite Dragon/Flying
150 Mewtwo Psychic
151 Mew Psychic
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