rocket
03-07-2005, 10:16 AM
I composed a bunch of tips and advice of what riders had to say from a lot of past threads on how to do 360's. Read all of it and you should have plenty of information to help you learn them. If you still have questions, just ask.
DeathisCertian wrote:
As your going up the lip, carve it a little to the direction your going to spin, then throw your shoulders and head into the spin. Keep turned until you come around and spot your landing.
Shif0rx wrote:
You gotta keep you head turned until you've spotted your landing. Once you spot your landing, you should have the bike about 300 degrees around, your bike should follow you around with a little help from your legs and arms. Go faster, it will give you more kick and that means more height and you guessed it.....more time. Hope this helps, the best thing to really do is trial and error, it always works in the end.
PAdkRider wrote:
Heres a little trick they teach you at woodward- When your in the air try to bite your shoulder (the shoulder on the side your spining) this makes it so your head is turned. When your head is turned, your body will follow.
bikerbcs wrote:
Hey i remember having problems with doing 360s and even 180s over table tops and launches...1 word man...practice.
Mattarchy wrote:
Learning how to do a 360 flatground first is a good way to start, 180 and pivot on your back tire to complete the 3.
Trimix wrote:
Spin like hell. Look at your back tire, or further.....spinning has a lot to do with the head
Trimix also wrote:
You just have to start your rotation as you come OUT of the ramp, and look hard with your head in the direction of the spin. Just spin for all it's worth, and turn that head. You may find over-rotating is better than under-rotating......as then you can back it off a little. Just go throw one hard!!
Jezie R. wrote: (edited a lot by icerocket)
Just carve smoothly but not too abrupt and not too wide either. Try not to get squirelly. The speed in which you are aproaching the launch must be slightly faster than if you were just jumping it normal. Don't pull the front end too high when you start to spin - doing that there is a likeliness that you'll be off balanced and be too far back to complete the 360 - It also makes it harder to spin.
Remember, having the correct balance point with the right momentum is very important.
When you land, make sure to keep yourself centered and ready to make quick body and feet position adjustments to keep you from crashing.
OdysseyRider wrote:
turn ur head like there is no tomorrow.
oibmxpunx wrote: (edited by icerocket)
Turn your head and sholders, just keep looking at ur ass all the way around. You might not be geting high enough too- i was always scared i was going to land backwards and fall but the longer your in there air, the more time u have to spin.
infantry43RIDER wrote:
Don't force the spin.
^ Thats a good point - the spin should feel natural, not forced.
icerocket wrote:
360s are my best trick on any jump.
Carving the last few inches is critical to get a proper rotation. If you do it too late or too early it will screw you up every time. Try experimenting with this and youll be throwin down 360s in no time.
Taken from other sources:
Start turning before the bike is off of the jump. Lead hard with your head and body. It just takes practice.
Get the 360 bunny hop down pat first so you get the feel of the rotation.
First of all, I'd suggest learning this trick on a tabletop or a small double. You don't really need much air to do a 360. Before you jump, it would be best to practice on flat ground. Simply try to do a bunnyhop 360. You probably won't come anywhere close to a 360 on flat ground, but try to at least do a 180. When you go to bunnyhop, start turning before your bike leaves the ground. Turn your head and handlebars hard to the left (or right, whichever you prefer) and turn with everything you've got. Remember - where your head leads, your body follows. This bunnyhopping is not necessary; it merely helps you some by practicing the rotation on flat ground first. When you go to jump, you need to start the rotation before the bike completely leaves the jump. Don't go too fast at first. Going slow, you can usually get away with an under-rotation (like a 270 or so), but at full speed, things are less forgiving. Once you can pull a clean 360 consistently, then you can begin the real fun; 360s at high speeds over big doubles. That's where the difficulty comes in; it takes some guts.
If all else fails, Street Cowboy wrote:
Weld a rocket facing one way on your head tube and another facing the otherway on your seat stays then put them on a trigger mechanism that will set them off simutaniously. Find a big jump, as your comming off the lip, trigger the rockets and bam! ...your doing 360s like a badass.
DeathisCertian wrote:
As your going up the lip, carve it a little to the direction your going to spin, then throw your shoulders and head into the spin. Keep turned until you come around and spot your landing.
Shif0rx wrote:
You gotta keep you head turned until you've spotted your landing. Once you spot your landing, you should have the bike about 300 degrees around, your bike should follow you around with a little help from your legs and arms. Go faster, it will give you more kick and that means more height and you guessed it.....more time. Hope this helps, the best thing to really do is trial and error, it always works in the end.
PAdkRider wrote:
Heres a little trick they teach you at woodward- When your in the air try to bite your shoulder (the shoulder on the side your spining) this makes it so your head is turned. When your head is turned, your body will follow.
bikerbcs wrote:
Hey i remember having problems with doing 360s and even 180s over table tops and launches...1 word man...practice.
Mattarchy wrote:
Learning how to do a 360 flatground first is a good way to start, 180 and pivot on your back tire to complete the 3.
Trimix wrote:
Spin like hell. Look at your back tire, or further.....spinning has a lot to do with the head
Trimix also wrote:
You just have to start your rotation as you come OUT of the ramp, and look hard with your head in the direction of the spin. Just spin for all it's worth, and turn that head. You may find over-rotating is better than under-rotating......as then you can back it off a little. Just go throw one hard!!
Jezie R. wrote: (edited a lot by icerocket)
Just carve smoothly but not too abrupt and not too wide either. Try not to get squirelly. The speed in which you are aproaching the launch must be slightly faster than if you were just jumping it normal. Don't pull the front end too high when you start to spin - doing that there is a likeliness that you'll be off balanced and be too far back to complete the 360 - It also makes it harder to spin.
Remember, having the correct balance point with the right momentum is very important.
When you land, make sure to keep yourself centered and ready to make quick body and feet position adjustments to keep you from crashing.
OdysseyRider wrote:
turn ur head like there is no tomorrow.
oibmxpunx wrote: (edited by icerocket)
Turn your head and sholders, just keep looking at ur ass all the way around. You might not be geting high enough too- i was always scared i was going to land backwards and fall but the longer your in there air, the more time u have to spin.
infantry43RIDER wrote:
Don't force the spin.
^ Thats a good point - the spin should feel natural, not forced.
icerocket wrote:
360s are my best trick on any jump.
Carving the last few inches is critical to get a proper rotation. If you do it too late or too early it will screw you up every time. Try experimenting with this and youll be throwin down 360s in no time.
Taken from other sources:
Start turning before the bike is off of the jump. Lead hard with your head and body. It just takes practice.
Get the 360 bunny hop down pat first so you get the feel of the rotation.
First of all, I'd suggest learning this trick on a tabletop or a small double. You don't really need much air to do a 360. Before you jump, it would be best to practice on flat ground. Simply try to do a bunnyhop 360. You probably won't come anywhere close to a 360 on flat ground, but try to at least do a 180. When you go to bunnyhop, start turning before your bike leaves the ground. Turn your head and handlebars hard to the left (or right, whichever you prefer) and turn with everything you've got. Remember - where your head leads, your body follows. This bunnyhopping is not necessary; it merely helps you some by practicing the rotation on flat ground first. When you go to jump, you need to start the rotation before the bike completely leaves the jump. Don't go too fast at first. Going slow, you can usually get away with an under-rotation (like a 270 or so), but at full speed, things are less forgiving. Once you can pull a clean 360 consistently, then you can begin the real fun; 360s at high speeds over big doubles. That's where the difficulty comes in; it takes some guts.
If all else fails, Street Cowboy wrote:
Weld a rocket facing one way on your head tube and another facing the otherway on your seat stays then put them on a trigger mechanism that will set them off simutaniously. Find a big jump, as your comming off the lip, trigger the rockets and bam! ...your doing 360s like a badass.
