POWDERLINE
GUIDE · LANDINGS

Landings

The four bands, the angles between them, and what the stomp assist actually does.

Snowboarder touching down with a burst of snow chunks thrown up around the board
Touchdown after a long air. The splash only fires for airs over a second and a half, and grows with the drop.

The four bands

Every landing is judged from the board's real orientation at the moment it meets the snow — how far its up-vector is from the slope's normal, and how far the nose is off the line you are travelling. Pure flips reduce to the old "did you finish the rotation" test; off-axis rotations are judged fairly from the whole orientation instead of axis by axis.

BANDBOARD TILTACROSS THE LINEWHAT HAPPENS
PERFECT STOMPwithin ~13°within ~20°full points +15%, the full speed boost, the combo continues
CLEANup to ~34°up to ~46°full points, a boost scaled by how close you were, the combo continues
SKETCHYup to ~57°up to ~63°you ride it out: 40% of the points, speed scrubbed to 72%, knees maxed, the combo reset, no boost, and the board fights for its edge for most of a second
WIPEOUTbeyondbeyondthe run is over

Both tests only apply at speed. The tilt test switches on above about 22 km/h and the sideways test above about 32 km/h; below those a crossed-up or tipped landing is a stumble, not a crash. Slow landings are forgiving because there is nothing to be thrown by.

Notice that the sketchy limits are the same numbers the trick book uses to credit a rotation: 57° and 63°. They have to be. If a flip could land sketchy without being counted as a flip, the popup would name something other than what you rode away from.

The stomp assist

There is help, and it is worth knowing exactly how much. About 0.3 seconds before touchdown an assist arms and starts pulling the board level. It settles roughly half of whatever tilt is left on a rotation you have finished — and it does not finish one for you. Beyond about 43° of tilt it does nothing at all: outside that you ride out exactly what you brought down.

In practice this means a rotation stopped within a few tens of degrees of level will settle into a clean landing on its own, a rotation stopped a quarter turn short will not, and a rotation still spinning when the snow arrives will land wherever it is. The assist rewards stopping the trick; it never rescues not having stopped it.

The wipeout screen: the rider tumbling, the board flying, distance and score shown
Too much tilt at touchdown and the run ends here. Distance and score still count, and the leaderboard still takes them.

Powder gives, ice does not

Deep powder widens every window by up to 17°, scaling with how deep the powder is where you land, and it swallows 45% of the impact. A rotation that would have been a wipeout on hardpack can be a sketchy landing in the fluff, and a sketchy one can come up clean. Ice offers no give; a landing on it is judged at face value and the board slides out from under a sideways one sooner. The surfaces page has the rest of what the snow does.

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