Greetings, All!
Below is the first in a series of Four Way tips Team Fastrax is providing at the April Skills camp.
1. Team building
Probably the hardest single step of getting into 4-way is building a team. Often, the next hardest step is keeping that team together for the first month or two. A team is usually most cohesive and successful when the members are similar in the following ways:
1. The amount they want to train
2. Their level of ambition in the sport
3. Their current skill level
These factors are sorted by importance. Flying skills can be upgraded with a little training, but a person who wants to make 50 jumps a year will not commit and follow through on a 300-jump schedule, and a jumper wanting to train 6 days per month will soon be frustrated with a 2-day-per-month schedule.
Personality compatibility will often prove to be one of the greatest challenges of the sport. Learning to work with people different from oneself, under adverse conditions, is sometimes the test of a successful 4-way jumper.
2. Slots
As in many other sports, each member of the team plays a particular position. Each position, or slot, has particular responsibilities and uses certain abilities and strengths. This section includes a brief description of the slots and their nature of their jobs.
Note: all examples in this document assume the team exits a left-door plane such as an Otter .
Inside Center:
The inside center is the "quarterback" of the team. He or she tends to move less than the other slots and spend most of the time facing in. Accordingly, this slot is responsible for most of the keys. An inside center must be mentally acute, maintaining awareness of the entire team at all times and remaining calm and focused. This slot need not be the most agile of the players, but must provide a reliable, solid center for the other players. The inside center is usually inside the plane, in the center or toward the back of the door.
Outside Center:
The outside center shares some of the responsibilities of the inside center. This slot must help provide the reliable, solid center for the point and tail, and shares many of the keys. However, the outside center is a much more mobile slot than the inside center. It involves a great deal of turning and outfacing work in addition to forming the center of most single-person center formations. An outside center must be mentally acute, agile, and solid. The outside center usually exits from outside, near the center or toward the front of the door.
Point:
This player must be both agile and precise. A point spends much of the time facing out and may have dives where he or she takes no grips. In triad blocks (blocks 2, 3, 4) where a single jumper orbits a three-person piece, the point is usually the solo flyer. Speed is this player's primary need, with precision while outfacing a strong second. The point usually exits from inside, toward the front of the door. Because he or she spends so much time facing out, the point has few keys.
Tail:
The tail is the "go-getter". The tail takes many grips, frequently switching grips between the inside center and the outside center, and often finds him- or herself making large moves to compensate for small inaccuracies at the front of the formation. Due to these large moves, the tail is often the last one on grips and must be a very aggressive flyer to avoid being last. The tail usually exits from outside, at the back of the door. The tail has almost no keys
Remember on Saturday, April 12, we will be hosting a Meet-n-Greet event at Start Skydiving. Skydivers of all experience levels, who are interested in doing 4-way at any level, from extremely casual, to hardcore training, and everything in between are invited to attend.
If anyone has an interest in doing some 4-way this summer, feel free to contact me directly at
This email address is being protected from spam bots, you need Javascript enabled to view it
. We're here to serve.
Here's to a great season in 2008!
-Mike