Jumps and Drops

Mastering the Art of Bike Jumps and Tricks

Learn to read a jump line at a bike park: lip shapes, tabletops versus gaps, speed checks and why walking the features first is a sound habit.

On this page
  1. What a jump line is
  2. Start with the signs and grades
  3. Walk the line first
  4. Lip shapes
  5. Tabletops versus gaps
  6. Speed checks
  7. Berms and the rest of the line
  8. Etiquette in a jump line
  9. Knowing when to stop

What a jump line is

A jump line is a series of ramps and landings, often in a row, that you ride one after another. At a bike park or skills park, lines are usually graded and signed, so riders can pick one that suits their level. Reading a line means looking at the whole sequence before you ride it, working out what each feature asks for, and deciding whether it is right for you today.

This is a risky activity. Jumps can lead to falls with serious injuries, and a line of features means mistakes can stack up. A helmet and suitable protection are essential, along with a bike in good working order. Progress in small steps, start with the smallest line, and be willing to roll the features rather than jump them. Nobody can promise a crash-free day, and judgment matters more than courage.

Start with the signs and grades

Most parks mark their trails with a grading system that suggests difficulty, though the details vary between parks and countries. Understanding trail grading helps you avoid choosing something far beyond your level. Read signs at the start of the line, look for warnings about closures or damage, and ask park staff if you are unsure. If there is a beginner or skills area, begin there. The basics of how to get started at a bike park cover etiquette and what to bring.

Walk the line first

Before riding, walk the line on foot. Walking a feature gives you information that you cannot get from the saddle:

  • How steep and long the take-off is.
  • Whether the top of the jump is flat and how long it is.
  • The shape and angle of the landing.
  • Surface condition, such as loose stones, ruts, roots or wet patches.
  • What comes after the landing, since the exit of one jump is the approach to the next.

Walking also helps you picture your speed. Many riders find that this slow look removes a lot of their nerves.

Lip shapes

The lip, or take-off, determines what the bike does. A short, steep lip tends to throw you up and forward, while a long, shallow one is gentler. A curved or rounded lip usually gives a smoother launch, and a lip with an edge can be harsh. You do not need to memorise shapes, but notice how abrupt the change in angle is. The steeper and sharper the lip, the more sensitive the jump is to speed and body position.

A beginner is typically better off on a gentle, rounded lip where the shape does most of the work. It is worth understanding that the path through the air follows basic physics: the science of a jump’s trajectory explains why speed and take-off angle matter so much, even if you never calculate it.

Tabletops versus gaps

The two features you will meet most often are tabletops and gaps.

Tabletop. The top of the jump is flat, connecting the take-off to the landing. If you come up a little short, your wheels can still land on the flat top, which makes mistakes more forgiving. This is why tabletops are normally the starting point.

Gap. There is empty space between the take-off and the landing. You must carry enough speed to clear the gap, and falling short can mean landing in the hole or on the edge. Gaps demand more accurate speed and timing, and they are not for beginners.

A quick check of any feature is whether you can roll it safely at low speed. If you can roll a tabletop, you can approach it step by step. If a gap cannot be rolled, you need to commit to a speed, which makes it much riskier.

Speed checks

Speed is the most important variable in a jump line, and it is easy to get wrong. Too slow can mean casing the landing, and too fast can mean overshooting it. A sensible approach is to build up gradually:

  1. Roll the feature at a slow pace to learn the shape.
  2. Increase speed in small steps over many runs, not in one jump.
  3. Take notes on what you see and feel: where you landed, how it felt, what you would change.

Learning to judge speed and distance is a skill that improves with experience, and the habit of carrying speed through a line comes from rhythm, not from pedalling harder into each lip. In a line of several jumps, the approach to the second depends on your landing from the first, so always check what comes next. If a landing is poor, ride off to the side rather than continuing.

Berms and the rest of the line

Many lines include corners, often banked turns known as berms. Berm technique helps you hold speed between jumps, and a poor corner can ruin the approach to the next feature. Take them seriously and treat them as part of the line.

Etiquette in a jump line

Jump lines are shared. Wait for the rider ahead to clear the landing before you roll in. Never stop on a landing or the top of a jump. If you crash, get out of the way and signal others. Skills park etiquette also includes checking that the line is clear, using clear verbal calls and respecting other riders’ lines. If you are not sure, ask.

Knowing when to stop

Tiredness, rain and changing light all make jump lines riskier. If you feel your concentration drop, rest. If a feature looks different from the last run, walk it again. Learning to bail out of a trick or jump by committing early, rolling or running off the side, can prevent a bad outcome.

If you want to build up skills with someone watching, a skills lesson with a qualified instructor often shortens the learning curve. Bigger lines, gap jumps and tricks belong to a later stage, and there is no rush to get there.

The complete guide to jumps and drops

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