There are four
major pushes in hockey skating (one or
two others are not mentioned here).
I have named these pushes so that
players can easily visualize and
remember them. The "stride push"
is used for skating straight forward.
The "backward C-cut push" is used for
skating straight backward. The
"X-push" is the second push of forward
and backward crossovers. Since a
crossover is a two- step maneuver it is
also a two-push maneuver. A
forward crossover requires both a stride
push (first push and an X-push (second
push). A backward crossover
requires both a backward C-cut push
(first push) and an X push (second
push). The forward C-cut push is
the first push (entry phase) of a pivot
or tight turn, and is used for maneuvers
that require both agility and stability,
such as when warding off an opponent
(bulling) or protecting the puck.
Whether skating
straight forward, straight backward,
crossing over (forward or backward),
starting or turning, all skating pushes
must adhere to common principles.
There are four
elements of every push in hockey skating
- the windup, release, follow-through
and return. The windup is a
coiling action in preparation for
pushing; the release and follow through
are the actual work done by the pushing
leg to generate power and speed; the
return is the preparation for the next
push.
Windup:
Edges: Every push is executed against
the edges. Some pushes (as in the
forward and backward stride) are
executed against the inside edge.
Others (as in the second push of forward
and backward crossovers) are executed
against the outside edge. An
effective pushing edge is to have the
edge of the pushing skate gripping the
ice at a 45 degree angle. It is
impossible to push against the flat of
the blade. Knee Bend: The knee of
the pushing leg must be bent strongly
during the push. An effective
angle of the knee bend during the push
is 90 degrees. Popping up, jumping (as
too many players do while crossing
over), destroys the next push, as well
as forward (or backward) motion.
STAY LOW at all times! Body Weight
and Balance: It is imperative to place
all (100%) of the body weight directly
above the pushing leg, and to be totally
balanced over the pushing edge.
Center of Gravity: Every push in skating
must be initiated directly under the
center of gravity. The center of
gravity, which I often refer to as the
"battery pack" or "power source" is an
imaginary circle, approximately 3 inches
in diameter, in the midsection of the
body. The reason for this is that
when we push, we actually are pushing
our body weight; the pushing leg does
the work, but we are really pushing
ourselves forward or backward.
This means that the skates must be close
together in order to push effectively -
no more than three inches apart.
Release:
Every push in skating is executed by
driving the pushing leg straight out
against the pushing edge. Too many
players allow their pushing leg to "slip
back" in a walking/running motion. All
skating pushes are outward/inward, not
backward/forward.
Follow-Through: A push is
complete only at the point when the
pushing leg is fully extended. Full
extension is the point in a push where
the entire leg is locked - the hip, the
quad, knee, calf, ankle, and toes.
The correct finish of the push produces
the all important and powerful
"toe-flick". Full extension is
based upon maintaining a strong (90
degree) knee bend of the glide leg at
the point of full extension. A
lesser knee bend produces less range of
motion and subsequently an inadequate
push.
Return:
The importance of the return is to
prepare for the next push.
Remember that the push must be initiated
directly beneath the center of gravity.
An incomplete return means the skates
will be wide apart at the beginning of
the next push. If the skates are
wide apart the pushing leg will
necessarily be outside the center of
gravity (battery pack). The
subsequent push will be "empty" - in
other words, inefficient and
ineffective. Players who push from
a wide base work hard and accomplish
little. They feel as though
they're going fast because they move
their legs rapidly. Of course they
move their legs rapidly - they have a
very short range of motion. In
actuality they go nowhere fast, and tire
very quickly. The goal is
efficient speed. To accomplish this, the
push must go through the full range of
motion.
The One Third
Principle: I adhere to a principle which
I call the One Third Principle. It
is as follows: The first third of a push
comes from the back third of the blade,
the second third of the push comes from
the middle third of the blade, and the
final third of the push is comes from
the front third of the blade **.
Each third of a push is equivalent to
one third of the power generated by that
push.
What does this
really mean? It means that if
technique is faulty at any point during
the push the player will lose a
percentage of the thrusting power
(potential speed) of that push. If
technique is incorrect at the beginning
of the push (windup), the player loses
the first third of that push. The second
third, or middle of the push (release)
is easier than either the beginning or
end; most players get this part of the
push. Unfortunately, many players
ONLY get this one- third of the push. If
technique is faulty at the finish of the
push (follow-through and toe-flick), the
player loses the all important final
third of that push.
Loss of even one
third of one's potential power results
in damaging loss of speed. Loss of two
thirds of one's potential power almost
guarantees slowness. Fast legged
skaters do look fast, but they look fast
only because they are churning their
legs furiously. Remember -
correct, complete and powerful pushes,
done rapidly, are the goal.
While walking
and running are natural motions of the
body, skating motions, and pushes, are
not. They must be learned/taught
properly and then practiced (correctly
and repeatedly) over a period of many
years.
** This principle
does not apply to "toe starts".