What a grind needs
A grind here means the board slides a rail, ledge, or coping instead of rolling. Guides name three things that decide it: approach speed, how parallel you are to the edge, and when you jump.
- Too little speed and the board stalls on contact.
- A sharp sideways angle misses the lock or kicks you off.
- Jumping early lands you in front of the rail. Jumping late drops you past it.
The exact trick button is the on-screen prompt. Do not import a grind list from another skate game.
Learn it in this order
- Get flat-ground jumps landing clean. A grind uses that same pop.
- Start on a low, flat ledge in the open skate area. Mistakes are shorter there.
- Approach almost parallel. Match the ledge, do not T-bone it.
- Use a medium speed you can repeat. Mark it by feel, then keep that feel.
- Jump when the edge is close enough for the board to meet it.
- While you slide, keep directional input quiet. Do not saw the stick left and right.
- Before the end of the rail, set up the landing: center the stick, then roll away.
- Move to a short handrail, then a longer street rail, then a ledge into a rail.
Spot choice
| Surface | Why it is in the progression |
|---|---|
| Flat low ledge | First lock and first balance check. |
| Low handrail | First real rail, still short. |
| Long street rail | Holds the slide long enough to matter in a line. |
| Ledge into rail | Only after the exit of a single grind is reliable. |
Line goal
You are done with the drill when one continuous route includes a grind and you still have speed after the landing. That is the version worth taking into a Spot Battle. A grind you bail at the end does not save the line.
