BMX Trick
360
A 360 is a BMX trick where the rider spins the bike and body one full rotation in the air and lands rolling in the original direction.
Updated 3 min read567 words
A 360 is a BMX trick where the rider spins the bike and their body one full rotation in the air and lands rolling in the same direction they started. It is the natural step after the 180 and is one of the most common spins in park, dirt and street riding.
Overview
The 360 is a half turn longer than the 180, and it asks for more height or more air time. Many riders learn it on flat ground, then on a small ramp, and later on bigger transitions.
The skill is mostly head, shoulders and spotting the landing. The bike follows the upper body, so the spin is mostly controlled by where you look and how you commit your shoulders.
Flat versus ramp
| Flat ground | Ramp | |
|---|---|---|
| Air time | Short, from a hop | Longer, from the ramp lip |
| Speed | Slow | Faster |
| Spin feel | Quick and tight | Slower, rounder |
| Landing | Flat concrete | Transition or flat |
| Best for | Learning rotation | Style and height |
On flat, you rely on a strong bunny hop. On a ramp, the lip gives you air, so you can spend less effort on the jump and more on the spin. See quarter-pipe, hip and spine for common launch types.
How to do it
Learn the 180 first. Then work on this trick on smooth, flat ground.
- Roll in slowly. Keep your pedals level and your knees bent.
- Hop. Use a balanced bunny hop with a bit of extra height.
- Start the turn. Rotate your head and shoulders in the direction of the spin.
- Keep rotating. Your hips and the bike follow. Let your chin lead the turn.
- Spot the landing. At roughly the three-quarter point, find the ground with your eyes.
- Finish the turn. Stop your shoulders and square up to the landing.
- Land. Both tyres touch down together, knees soft, rolling forward.
Spotting the landing
Spotting means finding the ground with your eyes before you land. Your head moves first in a spin, so your eyes should see the landing area while the bike is still finishing. This gives your body time to stop rotating and prepare. If you cannot spot the landing, you will probably over or under-rotate.
Variations
- 360 over a gap. Spin while clearing a gap, ledge or stair set.
- Fakie 360. Start rolling backwards and spin a full rotation.
- Switch 360. Spin the opposite way to your usual direction.
- 360 barspin. Add a bar spin during the rotation.
- 360 tailwhip. Rotate the frame while you spin.
- 360 x-up. Add an x-up at the top.
- 360 no-hander. Take your hands off. See no-hander.
- 360 to manual. Land into a manual.
Common mistakes
- Not hopping high enough. A low hop leaves no time to finish the turn.
- Spinning with the bike only. Your head and shoulders drive the spin.
- Over-rotating. Landing sideways or backwards means you spun too far.
- Under-rotating. The same, in the other direction. Check your timing.
- Looking at your feet. Eyes on the landing.
- Wrong pressure. A hard front tyre and a loose headset can make landings unpredictable.
History
Full spins have been part of BMX freestyle since its early years, and no single rider is credited with the first 360. As ramps and park riding grew, the 360 became a standard air. It remains a base for larger rotations such as the 540. See freestyle BMX boom 1980s and park.
Related tricks
Frequently asked questions about 360
How long does it take to learn a 360?
Riders with a solid 180 often learn a flat 360 within a few weeks. Taking it to a ramp or gap usually takes longer.
Should I learn a 360 on flat or a ramp first?
Flat ground first. It is slower, safer and lets you feel the spin without worrying about speed. Once the rotation is automatic, move to a small ramp.
How do I stop over or under-rotating?
Spot your landing early. Keep your eyes on the ground as the spin finishes, so your head leads the turn and your body knows when to stop.
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