Skating
On this page
- Overview
- The Basic Stance
- Knee bend — the one that matters
- Chest up and back straight
- Weight over the balls of the feet
- Head up
- Hands in front, off your body
- Arriving at the boards — head up, skates parallel, take it along your side
- Edges — Hockey Is Played on Edges, Not on Flat Blades
- What an edge is
- What each edge is for
- Basic edge drills
- The Forward Stride
- The push — sideways-and-back, never straight back
- The recovery — bring it back under you
- The glide
- Arms — and an honest disagreement between coaching schools
- Common stride faults
- A self-test
- Acceleration and the First Three Steps
- Why the first three steps matter more than top speed
- The technique
- The transition out of the start
- Crossovers
- The mechanics
- Body position
- Strong side and weak side
- Backward Skating
- Why it's a defenceman's skill specifically
- The backward stride — C-cuts
- Stance — even lower than forwards
- Backward crossovers
- Backward skating drills
- Pivots and Transitions
- Forward to backward — the open-hip pivot
- The mohawk
- Backward to forward
- Which way to pivot — a coaching default, not a law
- Falling and Getting Up
- How to fall
- How to get up
- Stops and Starts
- The two-foot hockey stop
- The one-foot stop
- The snowplough
- The point most players never fix
- Starting out of a stop
- Tight Turns and Agility
- A turn is not a crossover
- How to turn tighter
- Edge work in traffic
- Skating With the Puck — and by Position
- How to Actually Get Better
- The highest-value drills, in order
- Power skating
- Off-ice work
- Skate fit and sharpening
- How long it takes
- Common Mistakes
- Key Takeaways
Rule set: Written to NHL rules. Where IIHF, USA Hockey or typical rec-league rules differ in a way that changes how you play, it is flagged inline. Skating technique itself is not governed by rule — nothing in this document changes between rule sets.
Overview
Skating is the only skill in hockey that you use on every single second of every shift. Everything else — passing, shooting, checking, reading the play — is performed while skating, and is limited by how well you skate. This document covers the physical technique: how to stand, how to push, how to turn, how to stop, and how to get faster. It is the "how to get there" that the rest of this guide assumes you already have.
It is also the highest-leverage thing you can work on, for three reasons worth stating once: every other skill is performed while skating and is limited by it; every tactical system in this guide — Forechecking Systems, Defensive Zone Coverage, Breakouts, Time and Space — describes places you have to reach before the play turns; and skating is technique before it is athleticism, so it responds to deliberate practice at any age. What separates fast skaters is usually knee bend, edge control and recovery speed, not what they were born with.
If you only read one section, read The Basic Stance. Almost every skating fault in adult and youth hockey traces back to standing too tall.
If you cannot yet skate at all, this document is one step too early. Learn to skate first or alongside — public sessions and a learn-to-skate course, not a hockey practice; Getting Started covers how to find both, and why programmes tell you to do it in that order.
The Basic Stance
Everything starts here. Get the stance right and half the faults in the rest of this document disappear on their own.
Knee bend — the one that matters
Bend your knees until they are over or past your toes. The most common single description is a knee angle in the region of 90 degrees — thigh heading toward horizontal — with your knees "covering" your toes, so that looking straight down you cannot see the toes of your skates.
Two cautions about the cues you will hear for this, because both are widely repeated in forms that do not survive contact with geometry:
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"Shoulders, knees and toes in a straight vertical line" is a different position from a 90-degree knee bend, and you cannot have both. If your knee is bent to 90 degrees, the knee is out past the toe and the shoulders are back behind it — that is the point. Treat the stacked-line image as a description of a shallower athletic stance, not as something to combine with a deep bend.
Careful with the reference point here, because the next bullet says "chest over the toes" and that sounds like the opposite. It is not. Behind the knee and over the toes are measured against two different landmarks: the knee is out past the toe, so your shoulders can be behind the knee and still be out above the toes at the same time. The order front to back is toe, then knee out in front of it, with your chest somewhere between the two. What you are ruling out is the third position — shoulders back behind the toes, which is sitting back on your heels.
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"Sitting on an invisible stool with your backside almost parallel to the ice" belongs to backward skating, not to the forward stride. That is Robby Glantz's cue and he gives it for the backward stance (see Backward Skating below), where you genuinely do sit that low. Carried into the forward stride it produces the sitting back fault: weight onto the heels, hips behind the feet, no ability to extend. Forwards skating: chest over the toes, backside back but not down on a chair.
Standing too tall is the single most common fault in hockey skating, and it costs you four separate things. Power — your push comes from extending a bent leg, and a straight leg has nothing left to extend, so you are shuffling rather than striding. Balance — a low centre of gravity is harder to knock over, which is why players get bumped off pucks by opponents who are not stronger than them. Reaction time — from a deep bend you can push in any direction immediately; from a straight leg you must bend first, and that extra beat is a goal. Edge angle — you cannot tilt a blade onto a steep edge without bending the knee and ankle, so tall skaters are stuck on flat blades.
A useful self-check: if your thighs don't burn after a hard shift, you probably weren't low enough.
Chest up and back straight
Bend at the knees and hips, not at the waist. Hunching your upper body forward puts your weight onto the front of the blade, kills your extension and blocks your view. The image most coaches use is "chest proud, backside back" — like the bottom of a squat, not like reaching for your toes.
There is one deliberate exception, covered later: during hard acceleration you do lean the torso forward, roughly 45 degrees, because you're trying to drive horizontally rather than glide.
Weight over the balls of the feet
Not on your heels, not on your toes. The balls of the feet — the pads just behind your toes. Heel-heavy weight makes you slow to start and easy to knock backwards. Toe-heavy weight makes you unstable and encourages "toe running" (see the stride faults below).
You should be able to lift your toes slightly inside your boot and still feel pressure through the front of the foot.
Head up
Not "chin up" — eyes up, scanning the ice. This is a skating point, not just a hockey-IQ point: your head weighs a lot relative to your balance, and looking down at the puck pulls your whole upper body forward off the balls of your feet. Players who skate with their head down are also skating with their weight wrong. See Scanning and Anticipation for what to do with the information once your eyes are up.
Hands in front, off your body
Stick on the ice, hands out in front where you can see them in your peripheral vision, elbows relaxed and away from your ribs. Hands tucked into your hips do three bad things: they shorten your reach, they lock your upper body so it can't counterbalance your legs, and they leave you with no stick in the passing lane.
Arriving at the boards — head up, skates parallel, take it along your side
There is one skating decision inside the most important safety rule in hockey, and this is it. Go into the boards on an angle, never straight at them — "Skating into the boards at an angle means better puck control and less risk of injury… A leg or side or an arm will absorb most of the impact" (USA Hockey, Introduction To Body Contact, "Angling In"). This is the case you control completely, because it is decided several strides out, in the route you pick long before anybody is near you — which is why it belongs in a skating document at all.
Everything after that point is contact, not skating: what to do once a hit is unavoidable, why a chin tucked to the chest straightens the cervical spine and is the posture behind almost every catastrophic neck injury (it can happen at walking speed), the parallel-skates and forearm-and-hip orientation, the spread-the-load fallback, and being hit from behind. Body Contact and Battles → Receiving a Hit Safely owns all of it — read that section in full. It is the most important section in that document, and nothing here replaces it.
Edges — Hockey Is Played on Edges, Not on Flat Blades
What an edge is
A hockey skate blade is not flat across its width. It is ground with a hollow down the middle, leaving two edges:
- The inside edge — the side nearest your other foot, on the big-toe side.
- The outside edge — the side away from your other foot, on the little-toe side.
Standing on a flat blade means both edges are lightly touching. That is a resting position, not a skating position. Almost every functional thing you do on skates is done with the blade tilted onto one edge.
Which edge you're on is set by how far you lean and how much you bend your knee and ankle. Deeper bend, steeper edge, tighter arc.
What each edge is for
- Inside edges generate power. The forward stride, the first push of a crossover, hockey stops, tight-turn drive and acceleration all come off inside edges.
- Outside edges give control. Turning, holding an arc, cutting back against pressure, puck protection, lateral escapes and deception all live on outside edges.
Most players are far better on their inside edges than their outside edges, for a simple reason: inside edges are what you land on naturally when you're upright and nervous. Outside edges require you to commit your weight out over the skate, which feels like falling until you trust it. Coaching sources consistently name the same obstacles: standing too upright, not enough knee bend, weak ankles, and fear of leaning into the edge.
Your outside edges are almost certainly your biggest single skating weakness. That's where the improvement is.
One equipment note, because it directly changes what your edges do: how deeply your blades are hollowed sets how much they bite. Deeper grips more, shallower glides more, neither is correct — but skate on a consistent hollow, because your whole feel for the edges is calibrated to it. See Equipment.
Basic edge drills
Do these slowly and cleanly. Edge work is not conditioning — one source recommends about ten to fifteen focused minutes, done often, over long exhausting sessions. Quality repetitions beat volume.
- C-cuts. On one foot, push out and curve the blade back in so it carves a "C" into the ice. Do them forward and backward, on inside edges and then on outside edges, one foot at a time. This is the purest isolation of a single edge under load.
- Inside-edge circles. Skate a faceoff circle on one foot, on the inside edge of the outer foot. Then the other direction. Then the other foot.
- Outside-edge circles. The same circle, but held on the outside edge of the inner foot. This is the hard one, and it is the one people fall on, because committing your weight out over the skate feels like falling until the edge catches. Build up to it: start at walking pace on a wide arc, helmet on, and increase the lean only as the edge holds. Feeling wobbly means you are at the edge of your current control, which is where the improvement is — feeling out of control means you have gone past it, so slow down rather than pushing through.
- Figure eights. Two markers (or two faceoff circles) and a continuous figure-eight path. Each lobe forces one foot onto an inside edge and one onto an outside edge, and the crossing point forces you to change edges under momentum. Do them forward, then do them backward — backward figure eights are where most players fall apart, which is exactly why they're valuable.
- Slalom / edge transfers. Glide straight on two feet and roll both ankles left, right, left, right, weaving down the ice. Cheap, quick, and it builds the ankle strength everything else depends on.
- One-foot glides. Glide the length of the ice on one foot, flat, then tilted in, then tilted out. Pure balance.
The Forward Stride
The stride has three parts that cycle continuously: push (extension) → recovery → glide.
The push — sideways-and-back, never straight back
This is the most misunderstood point in hockey skating. You do not push backwards. A skate blade pushed straight back just slides along the ice and gives you nothing. You push out to the side and slightly back, at an angle, against the inside edge — the blade grips because it's cutting across its own direction of travel.
Laura Stamm's power-skating material calls pushing straight back "one of the most common errors in hockey skating", and explains why it happens: it's what walking and running feel like. Skating is not running. The motion has to be learned deliberately.
Full extension. Finish the push. Coaching references put the pushing leg's extension in the range of roughly 160–180 degrees at the knee — essentially straight — though at least one high-performance source argues the effective power range is nearer 130–170 degrees and that chasing a locked-out leg wastes time. (That 130–170° is the secondary source's retelling. The primary it traces to — Pagé's 1975 thesis — says "maximum power range of 130-155 degrees", and takes it from a general kinesiology textbook rather than measuring it on skaters. See the verification note at the foot of this document.) Either way, the practical instruction is the same: most players stop their push far too early. Extend until the leg is done.
Finish with the toe. The last part of the push comes off the front of the blade — the "toe flick". Stamm's material puts its contribution at roughly one third of the total power of the push, which makes it the largest single thing most players are leaving on the table. It is a snap of the toe out and back, not a stab downward into the ice.
The recovery — bring it back under you
After full extension your foot is a long way out to the side. Bring it back in under your hips, not down in front of you. The recovery leg returns with the knee flexed (one source suggests roughly 90–110 degrees; the primary that figure traces to, Pagé 1975, actually reports 95–114° — see the verification note at the foot of this document) and the foot lands under your centre of mass, ready to become the next glide leg or the next push.
Recovery speed is one of the clearest differences between fast and slow skaters. The Hockey Institute's summary of the skating-biomechanics literature puts it plainly — "faster skaters return the recovery skate to the ice after push-off quicker than slow skaters" — attributing it to Page (1975). That study backs the claim with numbers: Pierre Pagé's 1975 Dalhousie master's thesis Biomechanics of Forward Skating in Ice Hockey measured "the mean total recovery time of the skate blade" at 0.37 seconds for the fast skaters compared with 0.48 seconds for the slow skaters — a quarter off the return time. In a discriminant analysis with velocity removed, recovery time "accounted for 74.2 percent of the differentiation" between the fast and slow groups. (Read it for what it is: fourteen players — six bantam, two recreational, three university varsity and three professional — filmed on 16 mm in 1975, and correlational. The effect is large and the direction is not in doubt, but this is a small mixed-level sample, not a modern controlled study.) Speed is not just a bigger push; it's a faster return.
Landing the recovery foot in front of you is a specific and common error — it acts as a brake on every stride.
The glide
Between pushes, your weight rides on a single bent leg. Keep the knee bent during the glide. Straightening up while you glide is the standing-tall fault reappearing mid-stride, and it means you have to re-bend before the next push.
Arms — and an honest disagreement between coaching schools
The traditional and most widely taught method is front-to-back — arms driving straight forward and straight back, elbow bending on the way back, shoulders staying square up the ice. But this is a coaching choice, not settled fact. Some high-performance coaches argue the opposite: because the legs push laterally, the arms should mirror that with a side-to-side action. At least two coaching sources teach the lateral swing explicitly.
Both camps agree the action must be rhythmic and coordinated with the legs, not a random flail, and both call the "across-the-body" swing — hands crossing the centreline of your chest — a fault, because it twists your shoulders off line. Use whichever your coach teaches; if nobody has taught you either, start front-to-back.
Common stride faults
- Short, choppy strides. Lots of leg movement, no extension, no distance covered. Looks busy, goes nowhere. Cure: exaggerate the finish of the push and the width of the leg.
- Running on your toes. Digging the front of the blade in and taking little running steps. This is the correct technique for the first two or three steps of a start, and wrong for everything after that. Cure: consciously get back onto the whole blade once you're moving.
- Arms swinging across the body. See above.
- Standing tall. The root cause of most of the others.
- Recovering the foot in front instead of underneath. A brake on every stride.
- Pushing straight back. No grip, no power.
A self-test
Skate goal line to goal line at a comfortable pace and count your strides. Then do it again trying to use fewer. If your count drops significantly, you weren't extending. Repeat it monthly — it's a free, honest measure of your extension that requires no equipment and no coach.
Acceleration and the First Three Steps
Starting is a different technique from striding, and this catches almost everybody.
Why the first three steps matter more than top speed
Hockey is not a sport of long straight sprints. The Hockey Institute's summary of game-play analysis reports that "the average length of time spent in a skating characteristic is 1.5 seconds", attributing it to Bracko (1998) — you are constantly starting, stopping, turning and re-starting. (The study is Bracko, Fellingham, Hall, Fisher and Cryer, "Performance skating characteristics of professional ice hockey forwards", Sports Medicine, Training and Rehabilitation 8(3):251–263. It observed twelve NHL forwards, and a "skating characteristic" is one of 27 discrete on-ice movement states — 15 scored by time, 12 by frequency — with two-foot glide the largest at 39.0% of on-ice time. But the 1.5-second figure itself is not in the published paper's abstract or in Bracko's own published tables; it appears in his coaching handout, self-cited to the 1998 study. The nearest published sequence — seventeen consecutive characteristics timed from a faceoff — averages nearer 1.8 seconds. Treat 1.5 s as the author's rounded rule of thumb rather than a reported statistic.) The direction — that game skating comes in bursts of a second or two — is not seriously disputed. Almost every race you contest in a game is decided within about three strides: the race to a loose puck, the race to a rebound, the step you gain on a defender, the recovery when you get turned around.
Your top speed is rarely the deciding factor. Your first three steps almost always are.
The technique
Starting is short, quick and toe-driven. Striding is long, extended and whole-blade. Specifically, for the start:
- Run the first few strides on the toes — roughly the front two to three inches of the inside edges of both blades. Your feet are turned out slightly (heels closer together than toes), so both blades bite.
- Lean the torso forward, around 45 degrees, "nose over toes". You want to generate horizontal force, not lift yourself upwards. If you feel like you'd fall on your face if you stopped moving your feet, that's roughly right.
- Short strides first, lengthening with each step. The acceleration pattern goes short-short-short and then progressively longer as you convert into the full stride. Note that "short" describes what it looks like — the pushing leg should still extend fully; it just doesn't have far to travel yet.
- Quick feet, high stride rate. In the start, cadence beats reach.
- Arms drive hard. This is the one phase where everybody agrees the arms are doing real work.
One high-performance reference asserts that skaters reach full speed in as few as two to three strides when the start is done well. The biomechanics literature contradicts that flatly, and it is worth knowing why the claim persists. Budarick and colleagues tracked elite male and female players through a 34-metre sprint from a standing start and found that "the skaters did not reach their ultimate maximum speed even after 34 m, as marginal increases in speed (acceleration) still occurred" — elite men were still only around three-quarters of peak speed seven steps in, and did not enter the maximal-speed zone until the tenth step. Marino's review of the power-skating research says the same in plain words: "it takes several strides and a considerable distance for a skater to reach full velocity."
But something real does happen at the third stride, and that is almost certainly what the claim has garbled. It is the run-to-glide transition — the point where the running-style start turns into true skating. Budarick found that "the run to glide transition can be identified at approximately the third stride (fifth step), where marked differences in forward COM acceleration and step widths occurred", and the same transition had already been measured a decade earlier: Buckeridge and colleagues (2015) summarise it as "as hockey players reached the third stride, skating technique shifted towards a gliding motion, as characterised by larger knee flexion amplitudes" — note that this sentence sits in Buckeridge's literature review and reports Lafontaine (2007), not Buckeridge's own data, so it corroborates Budarick from a genuinely separate study rather than from the Buckeridge measurements themselves. So: not full speed in three strides, but the change from digging out to skating in three strides — which is still why the first three matter so much. The uncontroversial half of the same point is the part worth acting on: horizontal-driving starts beat vertical ones. The T-start (pushing skate set perpendicular behind you, like the top of a T) drives you along the ice; hopping or crossover starts from a standstill spend energy going up.
The transition out of the start
Once you're moving, get off your toes and onto the full blade and lengthen into the stride described in the previous section. Players who stay on their toes are permanently accelerating and never gliding — they burn enormous energy and hit a low top speed.
Drills: whistle starts (three explosive steps from a dead stop, then glide — ten of them); starting out of a hockey stop in both directions, because most game starts begin from a stop rather than from standing still; and short races of 10–15 metres against a teammate. Anything longer stops being an acceleration drill.
Crossovers
A crossover is how you generate speed while travelling on a curve. Instead of losing speed through a turn, you gain it.
The mechanics
Skating around a circle to your left, your left skate is the inside skate and your right is the outside skate. There are two pushes per crossover, and most players only do one:
- The stride-push (outside leg). Your outside (right) skate drives low and hard against the ice on its inside edge, to full extension, finished with the toe flick. It then recovers low across the ice and crosses over in front of the inside leg.
- The under-push (inside leg). While that is happening, your inside (left) skate pulls under and out from beneath your body, held on its outside edge, until it reaches full extension and snaps at the toe. Robby Glantz calls this the "y-pull" because of the leg shape at the finish; it's also widely called the crossunder or X-push.
The under-push is the half that most players are missing. If you are simply picking one foot up and putting it over the other, you have a crossover with 50% of its propulsion switched off. The way to feel it: skate a circle and, for a few laps, do nothing but the under-push — never cross the outside foot over at all, just repeatedly pull the inside leg out from under you on its outside edge.
To go faster around a turn, drive the under-push leg back under your body faster. Not wider, not harder — faster.
Body position
- Knees deeply bent, back straight, and lean the whole body into the circle from the ankles, not from the shoulders. Glantz's cue is again "the back of your helmet out in front of your knees."
- Don't lean the upper body into the turn while your legs stay upright. That's the classic amateur crossover: it looks like leaning, but the edges aren't engaged, so you're just falling sideways.
- Land each skate on a genuine edge — the inside skate lands on its outside edge, the crossing skate lands on its inside edge, both at a real angle rather than flat.
- Don't cross over too early. The under-push has to happen out to the side before the outside foot comes over, or your skates collide.
Strong side and weak side
Almost everyone has a stronger crossover direction and a weaker one. This is not only a beginner problem — power-skating coaches report that professional players routinely ask for work on their weak side. (Which side is more commonly weak is not established anywhere; ignore any claim that it is always one particular direction, and just find out which is yours.)
The cost of a weak side in games is concrete and specific:
- You will drift toward turns in your strong direction without noticing, which makes you predictable.
- A defenceman with a weak backward crossover side gets beaten wide on that side once an opponent notices, and good opponents notice within a period.
- Wingers with a weak side take a worse route on the backcheck — the race back to your own end — because turning that way costs them speed.
Fix: whenever you do circle work, weight it deliberately toward the weak side — a common coaching prescription is two laps weak for every one strong, sustained over a season rather than a week. It's the most boring high-value thing in this document. The ratio is a rule of thumb, not a measured optimum; the part that matters is that the imbalance is deliberate and persistent.
Backward Skating
Skating backwards well is the defining physical skill of a defenceman, and the single clearest divide between defencemen who can hold a tight gap and those who cannot. See Defender and Defending the Rush for what you do with it tactically; this is how you do it physically.
Why it's a defenceman's skill specifically
Gap control — the distance you maintain between yourself and an oncoming puck carrier — is the core defensive skill, and it is entirely a skating problem. You cannot hold a stick-and-a-half gap against a forward with speed unless you can travel backwards nearly as fast as they travel forwards. A defenceman who can't will do one of two things: leave a huge gap (and get walked into the zone), or pivot early to skate forwards (and get beaten by the first change of direction). Both of those are skating failures being scored as decision failures.
Forwards need it too, in smaller doses: reading the play while retreating through the neutral zone, and any forward covering for a pinching defenceman — pinching means a defenceman stepping down from the offensive blue line to keep a puck in the zone, which leaves their spot empty and someone else has to fill it.
The backward stride — C-cuts
The engine of backward skating is the C-cut: one foot at a time carves a "C" or half-moon into the ice, pushing out and then back in, while the other skate glides straight back beneath your body.
- Push one foot at a time to full extension, finishing with a snap of the toes inward. Pushing weakly with both feet at once is the slow way that most beginners default to.
- Transfer your full weight onto the pushing foot during the thrust. Weight left behind on the other skate is power you didn't apply.
- Recover the foot back underneath you, exactly as in the forward stride.
Stance — even lower than forwards
Glantz's material describes the backward stance as sitting on a stool with your backside almost parallel to the ice, knees bent deeply enough that they cover your toes, back straight, and the back of your helmet in front of your knees.
The critical error is the reverse of the forward-skating one: leaning too far forward puts your weight on the front of the blade, which kills both speed and control when you're travelling backwards.
"Too far" needs a boundary you can actually feel, because the cue above and the fault here point in the same direction. Use two different checks for two different body parts:
- Upper body — use Glantz's cue. The back of your helmet in front of your knees. That is a hip-hinge position: you get there by sitting your backside down and back onto the stool, which throws your chest forward as a counterweight. It is not achieved by tipping over at the waist.
- Feet — use blade pressure as the referee. Weight sits over the middle of the blade. If you can feel the front of the blade digging, or you are up on the ball of your foot, you have gone past it regardless of what your helmet is doing. You should be able to lift your toes slightly inside the boot and still feel the blade fully loaded underneath you.
The failure mode is bending at the waist instead of sinking at the hips: that moves your chest forward without moving your backside back, so your weight goes onto the toe of the blade. Sink first, then let the chest follow. Swivelling your hips during the recovery is the other common fault — it destroys your directional control and sends you drifting off the line you meant to hold.
And, as always: standing tall is why defencemen get beaten wide.
Backward crossovers
C-cuts are your cruising gear; backward crossovers are your acceleration and your lateral coverage. When an attacker steps on the gas or attacks a lane, C-cuts alone will not keep up.
The mechanics mirror the forward crossover — the outside leg crosses, the inside leg pulls under. Skating backwards around a circle to your left, your left skate is the inside skate (nearest the centre of the circle) and your right is the outside skate.
- The outside leg crosses over. Your outside (right) skate lifts and steps over the top of the inside leg, landing on its inside edge on the far side. How To Hockey states it directly: "cross the outside leg over the inside leg. By crossing over with your outside leg you will be forced to bring the inside leg under."
- The inside leg pulls under and pushes. As the outside foot crosses, your inside (left) skate is pulled under and out from beneath you, rolling from its inside edge onto its outside edge, finishing at full extension with a drive off the toe. Same source: "Your inside leg will start on its inside edge, you will pull it under your body and transfer to your outside edge, and then get a final push by fully extending your leg and driving off with the toe."
- The legs form an "X" before recovery, and the inside leg recovers back underneath your hips.
- Keep your shoulders level and your hips open to the play so you can still see the puck and the attacker while you're covering ground sideways.
If you take one thing from this section: the under-pull of the inside leg is the half most players are missing. Stepping the outside foot over without pulling the inside leg out from under you is a crossover with most of its power switched off — and for a defenceman, that is the difference between holding a gap and getting beaten wide.
Learning progression. How To Hockey's step-by-step method has three steps: practise crossovers while standing still, and backward C-cuts; then try using both together; then try it going around the circles. Three further steps are worth inserting, but they are added scaffolding, not part of that source's method: around a circle, isolate the inside leg's under-pull on its own; then isolate the outside leg's cross on its own; then, once both are clean, make them quick. Treat the extras as coaching craft.
Backward skating drills
- Goal line to goal line C-cuts. Nothing else. Full extension each push.
- Backward figure eights around two faceoff circles, and single-leg backward skating for edge strength.
- Partner mirroring. Your partner skates forwards with changes of speed and direction; you skate backwards holding a constant stick-length gap. This is the drill that most directly transfers to games.
- Transition combinations. Backward crossovers → mohawk turn → forwards → pivot back to backwards → repeat. This builds the conditioning needed to keep your technique clean when you're tired, which is when gaps get lost.
Pivots and Transitions
A pivot (or transition) is changing between skating forwards and skating backwards without stopping. Losing speed in a pivot is losing the play.
Forward to backward — the open-hip pivot
You're skating forwards and need to be skating backwards, facing the same way you were.
- Stay square as long as you can. Every moment you're still going forwards is a moment you could still step up on the puck.
- Open your hips, not your shoulders. The hips and the lead leg initiate; the upper body follows. Turning your shoulders first spins your head off the play and takes your eyes off the puck carrier.
- Open the lead skate outward, transfer weight onto it, bring the trailing skate around, and immediately start C-cutting so you don't decelerate.
- Keep your knees bent through the whole thing. Most players stand up as they pivot, which is precisely when they get beaten.
The mohawk
A mohawk is a pivot in which your heels come together and your feet open out toward 180 degrees, so you rotate through a heel-to-heel position without crossing your feet. It's fast, it keeps you low, and it lets you go forwards-to-backwards or backwards-to-forwards without a crossover step.
It also requires real hip mobility and comfortable outside-edge control, which is why it's usually taught after crossover-based pivots. It's worth the work: elite defencemen flow between C-cuts, crossovers, edge changes and mohawks without thinking about which one they're using.
Backward to forward
The reverse transition — you're retreating, the puck turns over, and you need to go. Open the hip toward the direction you want to travel, plant, and drive out on your inside edge with a short toe start. This transition is where most forwards lose a step on a rush going the other way, and it's worth drilling both directions specifically.
Which way to pivot — a coaching default, not a law
The standard coaching instruction for defencemen is to pivot toward the boards, not toward the middle of the ice. The reasoning is about failure mode, not aesthetics: if the pivot goes wrong or the attacker beats you during it, you want to be beaten toward the wall — where the boards act as a second defender and the shooting angle is poor — rather than beaten into the slot, which is a scoring chance.
Two honest caveats:
- It's a default, not an absolute. Some coaches will have you pivot to the middle in specific reads — for example when you must keep your eyes on the puck and pivoting away would blind you, or when you have inside help and the greater risk is the attacker cutting behind you. Ask your coach which they want.
- It requires you to be competent pivoting both ways, because the correct pivot direction is decided by where the attacker is, not by which way you happen to be good at. Drill both.
The more universal version of the instruction: pivot late. Once you've turned to skate forwards, you have given up your ability to react to a change of direction. Hold your backward skating as long as you possibly can.
Falling and Getting Up
Learn-to-skate progressions teach this before they teach stopping, and for a good reason: you will fall long before you can stop, and a fall you have rehearsed costs you a bruise while a fall you have not can cost you a wrist or a head. It takes about five minutes to learn and almost nobody who came to hockey as an adult has been shown it.
How to fall
- Get low first. As you feel yourself going, bend the knees and sink. The closer you are to the ice when you land, the less there is to absorb.
- Go to the side, onto the fleshy part. Aim for your hip, thigh and the side of your backside. Those have padding, both anatomically and in your kit. Avoid landing on your tailbone, your knees, or a straight arm.
- Do not stick a hand out to catch yourself. A locked, outstretched arm concentrates your whole body weight into a wrist. Keep the hands loose and close, and let your side take it.
- Slide with it. Ice lets you slide, and sliding spreads the impact over time instead of delivering it all at once. Fighting the fall is what turns it into a collision.
- Tuck your chin toward your chest if you are going over backwards. This one stops the back of your head hitting the ice.
How to get up
- Assess first. The cited get-up sequence opens with "take a moment to assess" — two or three seconds to check you are not injured. Do this before anything else, and do not let the rest of this section talk you out of it. Getting up fast off a fall you have not checked is how a stinger becomes a serious injury, and if you are hurt the correct action is to stay down and let play be stopped.
- Roll onto your hands and knees, facing the ice.
- Bring one skate up and plant it flat beside your hands, knee bent to roughly a right angle. This is the whole trick — you are building a base under yourself before you try to rise.
- Push down through that front skate and your hands, and bring the second skate up beside it.
- Come up into your stance — knees bent, chest up — not up to standing tall. Rising all the way up just means you fall again.
Practise it at home on a carpet until it needs no thought, then do it on the ice a few times deliberately at the start of a session. Once you have cleared step 1, speed matters: a shift does not stop because you fell over, and the difference between two seconds and six seconds on the ice is a scoring chance. The order is assess, then hurry — not the other way round.
Stops and Starts
The two-foot hockey stop
The standard stop. From forward motion, rotate your hips roughly 90 degrees so both skates turn perpendicular to your direction of travel, and let the blades scrape the ice.
- Feet roughly shoulder-width apart, shoulders level.
- The outside skate (the one further from the side you're turning toward, which ends up leading) rides its inside edge; the inside skate rides its outside edge.
- Knees stay bent and sink further as you stop. The stop is absorbed by your legs. Straightening up throws you over.
- Weight toward the balls of the feet, chest up, head facing forward.
- Don't lean back away from the stop — that's the instinct, and it puts you on your backside.
The reason both edges matter: a stop on only the leading skate's inside edge does work, but it takes longer, costs more energy and wears the edge out faster. It also leaves you off-balance for the start out of the stop, which is the point of stopping in the first place.
The one-foot stop
Same idea, on one skate — usually the leading foot on its inside edge, with the other skate lifted or trailing. It's quicker to initiate and lets you keep one foot free to immediately push off in a new direction, which is why you see it constantly in games. It demands more balance. Learn the two-foot stop first.
The snowplough
The beginner's stop: point both toes slightly inward, press on both inside edges, and bend the knees to push the blades outward against the ice. It's slow and it doesn't leave you in an athletic position, but it always works, and the half-version (one foot ploughing) is genuinely useful for shedding a little speed without committing to a full stop.
The point most players never fix
Most players can only stop properly one way, and it costs them constantly. If your other side is a wobbly snowplough you will, unconsciously, take longer routes to avoid stopping that way, turn instead of stopping (which carries you further from the puck), arrive at battles decelerating instead of set, and lose the stop-and-start-back-the-other-way exchange — one of the most common races in the game.
Fix: in any stop-and-start drill, alternate sides deliberately rather than always stopping the comfortable way, and in your own skating stop at every blue line and goal line, half of them on the weak side.
Starting out of a stop
A stop is only valuable because of what follows it. The stop should leave you loaded — low, on your edges, weight balanced — so the first step out is immediate. Practise them as one movement: stop, three explosive steps the other way, stop, three steps back. That single drill contains most of what hockey actually asks of your legs.
Tight Turns and Agility
A turn is not a crossover
These are different tools and players conflate them constantly:
- A crossover is for generating speed through a wide arc. Your feet cross; you're accelerating.
- A tight turn is for changing direction in the smallest possible space. Your feet stay parallel and both skates stay on the ice; you carve around a very small radius on two edges — the outside skate on its inside edge and the inside skate on its outside edge — leaning your whole body into the turn.
You take a crossover route when you have room and want speed. You take a tight turn when you have no room — coming off the wall, escaping a checker, cutting back on the forecheck — the pressure you apply in the opposition's end to win the puck back, as opposed to the backcheck, which is racing back toward your own end — or turning back into the middle after a rush is dead.
How to turn tighter
Radius is set by lean angle, and lean angle is set by knee and ankle bend. You cannot make a tight turn standing up. Sink lower, get the edges to a steeper angle, keep the chest up, and let your body — not just your feet — go into the circle.
Keep your head and eyes up through the turn. Turning is one of the moments where players reflexively drop their gaze, and it drags their weight forward.
Edge work in traffic
Games rarely give you a clean circle. What you actually need is:
- The cutback / escape turn. With the puck along the wall, tight-turn back against your own momentum to shake a checker who is committed to your original direction. This is entirely an outside-edge skill.
- Lateral escapes. One or two hard lateral pushes to move sideways out of a stick-check without giving up the puck.
- Turning under a stick. Dropping your shoulder and your knee bend at the same time so you pass under a checking stick rather than into it. See Body Contact and Battles.
- Turning both ways at speed. The tight turn also has a weak side. Same fix as everything else in this document.
Skating With the Puck — and by Position
Two topics that belong to skating but are owned by other documents, so they are cross-linked rather than repeated here.
Skating with the puck. Adding a puck degrades your stride until you deliberately train it: your arms stop driving, your head drops, your feet narrow, and most players simply stop striding and coast. The visible symptom is a player receiving the puck and immediately slowing down, at the moment they most needed speed. The fixes — skate first and handle second, push the puck into space and skate onto it, one-handed carries, head up with the puck in peripheral vision — are owned by Puck Handling → Carrying at Speed, which covers them in full. Only one instruction belongs on the skating side: do your crossover, transition and tight-turn drills with a puck at least half the time, because that is how you will use them.
Skating by position. Everyone needs everything, but if practice time is limited: a centre should prioritise transitions, turning both ways, and holding technique together when tired; a winger should prioritise the first three steps, straight-line speed, and the stop-and-start reversal from forecheck to backcheck; a defenceman should prioritise backward skating, backward crossovers and pivots in both directions, plus lateral mobility along the blue line. These are practical coaching priorities, not rules, and a team playing a heavy forecheck or a stretch-pass system will weight them differently. The full treatment of each position's demands is in Center, Winger and Defender. If you are changing position, the skating is where the switch is won or lost — Switching Positions covers which direction demands a genuine technical rebuild rather than a set of new decisions.
Goaltenders skate a genuinely different discipline — short lateral pushes (shuffles and T-pushes), movement in and out along the angle, post-to-post, and recovery to the feet, almost all inside-edge work over very short distances in a deep stance. Goalies still benefit from ordinary skating work for leg strength and edge feel, but the position-specific movement should be trained with a goalie coach. See Goaltender.
How to Actually Get Better
The highest-value drills, in order
If you get thirty minutes of open ice, this is the order to spend it in:
- Edge work — C-cuts, inside and outside circles, figure eights forward and backward. Ten to fifteen focused minutes, often, beats an hour occasionally — coaching guidance from a single source rather than a measured optimum, but consistent with what Puck Handling says about hands.
- Weak-side crossovers — forward and backward, two laps weak for every one strong.
- Stops and starts both directions — stop, three explosive steps, stop, repeat.
- Transitions — forward to backward to forward, continuously, down the length of the ice.
- Full-extension stride work — goal line to goal line, counting strides, trying to reduce the count.
- The same things with a puck.
Notice that long top-speed sprinting isn't on the list. That is a judgement, not a measured finding, and it follows from the point made under acceleration: game skating comes in bursts of a second or two, so the minutes you spend on edges, starts and transitions buy you more than the minutes you spend on a full-length sprint.
Power skating
Power skating is coached skating technique as a standalone discipline, separate from team practice. It is worth it, for one reason above all others: you cannot see yourself skate. Almost every fault in this document is invisible from the inside — you genuinely do not know whether you're finishing your push or recovering under your body. A coach (or video of yourself) is the only reliable way to find out.
One provider's guidance suggests roughly one dedicated power-skating session per week in season, or two to three per week in the off-season, for meaningful change. Treat that as a reasonable order of magnitude rather than a proven prescription.
A cheap substitute if there's no coach available: have someone film you skating from the side and from behind. The faults are obvious on video and invisible in the moment.
Off-ice work
Off-ice training doesn't teach you technique, but it removes the physical limits that stop you executing it — ankle stability, single-leg strength and hip mobility, which is what deep knee bend, outside edges and the mohawk actually run on. The four things that map most directly onto skating are slide boards (the lateral push and the weight transfer between feet), single-leg strength (split squats, single-leg deadlifts, step-ups — skating is a single-leg sport and two-legged squats don't cover it), lateral bounds (push off one leg, land on the other, stick it), and single-leg balance work. Programming and volume live in Conditioning and Recovery.
Skate fit and sharpening
Before you conclude you have a technique problem, check that you don't have an equipment problem. Boots that are too big, too soft, or not done up properly make deep knee bend and hard edges physically impossible — the foot moves inside the boot instead of the blade moving on the ice. Blades that are dull, unevenly ground, or on a hollow you're not used to will change everything about how the edges feel. See Equipment.
How long it takes
Honest expectations, drawn from one coaching provider's guidance rather than from measurement: weeks for noticeably better knee bend and edge feel (it is mostly a matter of deciding to stay low); a few months for competent stopping and turning both ways; a season for a genuinely rebuilt stride or a weak side brought up to match the strong; multiple years for elite edge control and explosive transitions.
The realistic framing for an adult player: you will not become fast this month, but you can become noticeably more stable, lower and more balanced this month, and that alone changes how many battles you win.
Common Mistakes
- Standing too tall. The root cause of most other faults. If nothing else changes after reading this, bend your knees.
- Pushing straight back instead of out to the side. The blade slides instead of gripping. It feels like running, which is exactly why it's wrong.
- Not finishing the push. Cutting the extension short — and skipping the toe flick, which coaching sources put at around a third of the push's power.
- Recovering the foot in front of the body instead of under your hips. A brake on every stride.
- Running on your toes past the first few steps. Correct for a start, exhausting and slow for everything after it.
- Arms swinging across the chest. Wrong under every school of skating instruction.
- Living on your inside edges. Outside edges are where turning, deception, escapes and puck protection come from, and most players never train them.
- A crossover with no under-push. Half the propulsion, switched off.
- Only being able to stop one way — and quietly reorganising your entire game to avoid the other way.
- Leaning too far forward when skating backwards. The mirror of standing tall; it puts weight on the toe of the blade and kills speed and control.
- Standing up during pivots. The moment you rise, you're beaten.
- Pivoting to the middle rather than the boards by default as a defenceman, so that being beaten costs you the slot rather than the wall. Pivoting to the middle is sometimes the correct read — the mistake is doing it unthinkingly, or because it is your only competent direction. See Which way to pivot.
- Slowing down the moment you get the puck. The most common and least-noticed fault in the game — see Puck Handling → Carrying at Speed.
- Ducking your head going into the boards, or arriving perpendicular to them. Go in on an angle, get your skates parallel to the wall, and take it on your forearm and hip — not on the point of your shoulder, and never head-first.
- Never having learned to fall or get up. You will do both far more often than you will do a mohawk, and only one of them can hurt you. And getting the chin backwards. Tuck your chin falling backwards to the ice — it keeps your skull off the surface. Do not tuck it going forwards into the boards: that is the "Heads Up, Don't Duck" case, where a tucked chin straightens the cervical spine to take an axial load.
- Practising only your strong side, because it's more fun to do things you're good at.
Key Takeaways
- Bend your knees. Knees over the toes, chest up, weight on the balls of your feet, head up, hands in front. Standing tall is the fault behind most other faults. The one deliberate exception is hard acceleration, where the torso does lean forward.
- Hockey is played on edges, not flat blades. Inside edges make power; outside edges give control — and for most players the outside edges are the biggest single weakness, because they are the ones you never land on by accident.
- Push out to the side and back, never straight back, and finish with the toe. Coaching sources put the toe flick alone at roughly a third of the push's power.
- Recover the foot under your hips, and recover it fast. Coaching research says fast skaters return the recovery skate to the ice more quickly than slow ones — speed is not just a bigger push.
- Starting is a different technique from striding — short, quick, toe-driven steps on the inside edges, torso leaning about 45 degrees forward. The first three steps win most races in hockey.
- A crossover has two pushes. If you're just stepping one foot over the other, you're using half of it.
- Backward crossovers are the defenceman's skill. You cannot hold a gap you're not fast enough to hold, and you cannot pivot late unless your backward skating is good enough to survive holding it.
- Pivot late, open the hips before the shoulders, and — as a default — pivot toward the boards so that being beaten costs you the wall rather than the slot.
- Learn to stop both ways. Every player has a weak side; the ones who don't fix it spend the whole game taking longer routes to avoid it.
- Train the weak side deliberately and persistently — two laps weak for every one strong is the common prescription, a coaching rule of thumb rather than a measured optimum. Get someone to film you, and expect months for the basics and years for the rest; those timeframes come from one coaching provider's guidance, not from measurement.
- Head up, don't duck, and never arrive at the boards perpendicular or head-first. Go in on an angle; if contact is coming, get your skates parallel to the wall and take it on your forearm and hip — not the point of your shoulder, and never your back. A chin tucked to the chest straightens the cervical spine and is the posture behind almost every catastrophic neck injury in hockey; it can happen at walking speed. This is the most important thing on this list. See Arriving at the boards and Body Contact and Battles.
- Learn to fall and learn to get up. You will do both far more often than anything else here, and falling is the only item on this list that can hurt you. Tuck your chin falling backwards to the ice; do not tuck it going forwards into the boards.
Sources — retrieved 27 July 2026
Stance, stride and mechanics: Prodigy Hockey – Hockey Skating Mechanics: Stance, Extension, Recovery, Arm Swing · NTC Hockey – Skating Stride Mechanics: Glide, Recovery and Extension · Hockey Institute – Characteristics of High Performance Skating
Power skating technique: Laura Stamm Power Skating – The Toe Flick · Robby Glantz Power Skating – Backward Skating · Robby Glantz Power Skating – Forward Crossunder
Edges: Better Hockey – Hockey Edge-Work Drills · Edge Ice Academy – Inside Edges vs. Outside Edges
Backward skating and transitions: How To Hockey – How to Perform Backwards Crossovers · RinkHive Training – Elite Backwards Skating for Defensemen
Stops: Hockey Monkey – The Ice Hockey Stop · Wikipedia – Hockey stop (note: this article carries no citations; used only to corroborate the edge description given by the Hockey Monkey source)
Falling, getting up, and boards safety: USA Hockey – Introduction To Body Contact (Coaching Education Program, PDF) — "Contact Confidence" (Checked Into / Along / Away From The Boards) and the Heads Up Hockey appendix ("Angling In", "Hitting the Boards", "Taking a Check"); this is the source for the "Angling In" quotation above and for the full three-case boards rule, which is owned by and quoted verbatim in Body Contact and Battles · USA Hockey – Heads Up Hockey Program Guide (PDF) · Look Up Line – Heads Up, Don't Duck · Hockey Equipment Certification Council – Heads Up, Don't Duck! · Minnesota Hockey – Heads Up Don't Duck · Adults Skate Too – How to Fall Safely and Get Back Up on Ice
Development and timeframes: Athletes Untapped – How Skating Technique Impacts Overall Hockey Performance
Skating biomechanics (primary research): Pagé P — Biomechanics of Forward Skating in Ice Hockey, MSc thesis, Dalhousie University, 1975 — the source behind the Hockey Institute's "Page (1975)"; recovery-time and knee-angle figures · Bracko MR, Fellingham GW, Hall LT, Fisher AG, Cryer W — "Performance skating characteristics of professional ice hockey forwards", Sports Medicine, Training and Rehabilitation, 1998;8(3):251–263 — twelve NHL forwards; paywalled, cited from the published abstract and from Bracko's own 2004 restatement of its tables, and the "1.5 seconds" figure is not in either · Budarick AR, Shell JR, Robbins SMK, Wu T, Renaud PJ, Pearsall DJ — "Ice hockey skating sprints: run to glide mechanics of high calibre male and female athletes", Sports Biomechanics, 2020;19(5):601–617 · Buckeridge E, LeVangie MC, Stetter B, Nigg SR, Nigg BM — "An on-ice measurement approach to analyse the biomechanics of ice hockey skating", PLoS ONE, 2015;10(5):e0127324 (PMID 25973775) — note that the third-stride run-to-glide sentence quoted in the text is Buckeridge's summary of reference [2], Lafontaine D (2007), "Three-dimensional kinematics of the knee and ankle joints for three consecutive push-offs during ice hockey skating starts", Sports Biomechanics 6:391–406 (PMID 17933200); the underlying measurement is Lafontaine's, not Buckeridge's · Marino GW — "Biomechanics of Power Skating: Past Research, Future Trends", ISBS Conference Proceedings, 1995 · Chou PH, Chou YL, Lin CJ, et al. — "Effect of elbow flexion on upper extremity impact forces during a fall", Clinical Biomechanics, 2001;16(10):888–894 (PMID 11733126) — fall biomechanics, not hockey; cited only to show what the locked-arm warning does and does not rest on
Goaltender skating movement: USA Hockey Goaltending – T-Push · USA Hockey Goaltending – Shuffle · IIHF – T-push with stops · IIHF – Continuous shuffle · IIHF – Positioning behind the net · Hockey Alberta – Goaltender Guide (PDF) — "Progressions of Skating" (T-push, shuffle, knee shuffle, sliding into posts, post-to-post play)
Not verified, and flagged where used: the boards-safety disclosures sit with the material they qualify. The warning against bracing a locked, straight arm into the boards is widely repeated but appears in no USA Hockey, HECC or Look Up Line material, and USA Hockey positively teaches getting gloves and stick spread onto the glass; it is kept as labelled coaching craft, together with the Chou fall-biomechanics evidence that makes it plausible without sourcing it, in Body Contact and Battles, which carries the three-case boards rule and every caveat attached to it — including that USA Hockey does publish a body position for being checked while facing the boards, and does tell a player who cannot skate through a check to keep "arms up, knees bent and, of course, their heads up," while no source gives a technique premised on genuinely zero warning. Goaltender-specific skating movement is sourced: USA Hockey Goaltending, the IIHF coaching drill library and Hockey Alberta's Goaltender Guide all teach the shuffle, T-push and post play directly, and are cited above; the paragraph in the text remains an orientation rather than instruction, but not for want of a source. The improvement timeframes in "How long it takes" come from a single coaching provider's guidance and are not measured findings. The knee-angle figures trace to Pagé (1975) and have drifted in the retelling: the thesis reports 95–114° for the deep pre-thrust position (not 90–110°) and a "maximum power range of 130-155 degrees" (not 130–170°) — and Pagé takes that power range from a general kinesiology textbook rather than measuring it on skaters. The 160–180° extension endpoint is supported by modern work; Budarick and colleagues record the stance phase ending at roughly 20° of flexion. Much of the apparent disagreement between sources is convention and stride phase rather than genuine conflict: studies differ over whether they report included angle or flexion angle, and knee angles differ systematically between acceleration and steady-state strides. The "two to three strides to full speed" claim is positively contradicted by the biomechanics literature — see the text. Both research claims taken from the Hockey Institute's "Characteristics of High Performance Skating" trace to identifiable originals: Pagé's 1975 Dalhousie thesis confirms the recovery-time finding with figures (0.37 s versus 0.48 s, n=14 across bantam, recreational, varsity and professional levels), and Bracko et al. (1998) is a study of twelve NHL forwards across 27 movement categories. The one figure that remains unverified is the 1.5 seconds itself, which is self-cited in a Bracko coaching handout and appears in neither the published abstract nor his own published tables; both points are labelled where they appear. The "two laps weak to one strong" ratio is a coaching rule of thumb, not a measured optimum. Which crossover side is more commonly weak at professional level is not established in any published source — disregard any claim that it is always one particular direction. The front-to-back versus side-to-side arm swing is a genuine and unresolved disagreement between coaching schools, presented as such in the text.