Whether you're starting AFF or working toward your A-License, the skydiving world comes with its own language. This glossary covers the terms you'll hear at the dropzone, in your training, and during your progression. We've organized everything by category so you can find what you need quickly.
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Aircraft & Exit
Cut — This word gets used in two very different contexts in skydiving. "The cut" is when the pilot throttles back on jump run so that climbers can more easily get into position outside the aircraft. "Cut away" means releasing your main canopy during a malfunction — a completely different and much more critical action. Context matters.
Exit Order — The sequence in which groups leave the aircraft on a pass. Typically, faster-falling groups (freefly, head-down) exit first, followed by slower-falling groups (belly flyers, larger formations), then groups that pull higher like students and tandems, and finally wingsuiters and high pulls. The order matters because it helps maintain safe separation between groups under canopy.
Exit Separation — The time delay between groups exiting the aircraft. Proper separation ensures that groups don't end up in the same airspace when they open their parachutes. The amount of separation needed depends on the aircraft's ground speed and the size of the groups — larger groups need more time between them.
Floaters / Divers — Floaters are jumpers positioned on the outside of the aircraft before exit; divers exit from inside. These terms are typically used in formation skydiving to describe each person's role on the exit.
Forward Throw — When you leave the aircraft, your body doesn't immediately start falling straight down. You continue moving forward at roughly the aircraft's speed for several seconds before the relative wind slows you down. In light to moderate winds, forward throw carries you approximately 0.2 miles in the direction the plane was flying. In stronger winds, you'll experience less forward throw. Learn more about forward throw and freefall drift →
Jump Run — The aircraft's flight path during which skydivers exit. The pilot flies a specific heading — usually into the wind — but the path may be offset from the dropzone depending on wind conditions so that jumpers can still land on the airport after accounting for drift.
Spotting — Determining when and where to exit the aircraft so that you (and everyone else on the load) can safely land on the dropzone. Good spotting accounts for upper winds, freefall drift, exit separation, and the location of the landing area. It's part science, part experience, and a critical skill for every skydiver. Learn more about spotting →
Freefall
Altitude Awareness — The practice of continuously monitoring your altitude throughout a skydive — in freefall and under canopy. This means checking your altimeter regularly, not just at pull time. Altitude awareness is one of the most fundamental safety skills in skydiving because everything else depends on knowing where you are vertically.
Arch — The foundational belly-to-earth body position in skydiving. A proper arch involves pushing your hips forward, relaxing your shoulders back, and keeping your head up. This position creates stability in freefall by presenting the most surface area to the relative wind. You'll hear "arch" more than almost any other word during AFF.
Belly Flying — Freefall in a face-down, belly-to-earth orientation. This is the position you'll learn first during AFF and is the foundation for all other freefall disciplines.
Breakoff — The altitude at which a group of skydivers stops the planned skydive and separates from each other to create safe distance before deploying their parachutes. Breakoff altitude varies depending on group size and experience level, but commonly occurs at 5,500 feet AGL or higher. During breakoff, jumpers track away from the center of the formation in different directions.
Delta Position — The most basic tracking position, learned in Category F. Arms are swept back along the body (like a delta wing) and the body angle is steepened to cover horizontal distance while descending. The delta is your introduction to tracking and is used during breakoff to create separation from other jumpers.
Dock / Docking — Making physical contact with another skydiver in freefall by taking a grip. You'll first practice docking in Category G, taking grips on the wrists. Docking is a controlled maneuver — you approach slowly, match fall rate, and take a grip gently rather than slamming into someone.
Drogue — A small parachute that looks like an oversized pilot chute, deployed behind a tandem pair during freefall. Because two people together fall much faster than a solo jumper, the drogue regulates their fall rate to a manageable speed. It also serves as the deployment mechanism for the main parachute.
Freefall Drift — The horizontal distance your body travels during freefall due to upper winds. Drift is calculated by averaging the winds aloft at different altitudes. Understanding drift is essential for choosing the right exit point so you open your parachute within reach of the landing area. Learn how to calculate freefall drift →
Heading — The direction you are facing, whether in freefall or under canopy. Heading awareness becomes important early in your progression — in Category C you're working to maintain your heading and not turn unintentionally, in Category D you're deliberately changing your heading during freefall turns, and it continues to matter for tracking, breakoff, and general overall awareness throughout your skydiving career. Learn more about headings in the context of runways and landing →
Practice Touch / Practice Pull — Reaching back in freefall to locate and touch your deployment handle without actually pulling it. Practice touches build muscle memory so that when it's time to deploy, you can find your handle immediately without searching for it.
Relative Wind — The airflow you feel hitting your body, which changes depending on your situation. It's most commonly discussed during the exit — as you leave the aircraft, the relative wind is coming from the direction of flight, not from below. As you accelerate to terminal velocity, the relative wind shifts to coming from beneath you. Understanding where the relative wind is coming from helps you maintain stability, especially on exit.
Stability — Being in a controlled, predictable body position during freefall. A stable skydiver can maintain heading, altitude awareness, and the ability to deploy their parachute cleanly. Stability is the first goal of AFF training — everything else builds on it.
Terminal Velocity — The maximum speed reached during freefall, where the force of gravity equals air resistance. For a belly-to-earth skydiver, terminal velocity is roughly 120 mph. It takes approximately 10-12 seconds to accelerate to terminal after exit — this transition period is commonly called "the hill." Different body positions create different terminal velocities.
Tracking — A freefall body position designed to move horizontally across the sky while descending. Tracking is used primarily during breakoff to create separation from other jumpers. A good track involves flattening the body, bringing the arms to the sides, and pointing the toes — like a human arrow.
Deployment & Canopy
AAD (Automatic Activation Device) — A small electronic device installed in your container that monitors altitude and descent rate. If you're still in freefall below a preset altitude and above a certain speed, the AAD fires a cutter that severs the reserve closing loop, deploying your reserve parachute. Each manufacturer uses slightly different activation parameters, so always check the manual for the specific unit in your rig. AADs are a backup — not a substitute for pulling on time. Common brands include Cypres and Vigil.
Bag Lock — A malfunction where the deployment bag fails to release the canopy. The pilot chute and bridle are deployed, but the bag stays closed with the canopy packed inside. This results in nothing over your head and requires immediate emergency procedures.
Bridle — The webbing that connects your pilot chute to your deployment bag. When you throw your pilot chute, it catches air, the bridle goes taut, and it pulls the deployment bag off the container, which in turn releases the canopy.
Closing Loop — A small loop of cord that holds your container shut. The closing pin passes through the closing loop to keep everything packed until deployment. Closing loops wear over time and need regular inspection — a worn loop can cause a premature deployment. Learn about closing loop maintenance →
Cypres / Vigil — The two most common brands of AAD (Automatic Activation Device). Both serve the same function — deploying your reserve if you're still in freefall below a critical altitude — but they use slightly different activation parameters and settings. Your instructor or rigger can explain which one is in your rig.
Deployment Handle / Pilot Chute — The handle you pull or throw to initiate deployment of your main canopy. For students, this is typically a "hacky" — a ball-shaped handle named after the hacky sack — located on the bottom of the container. When you throw the pilot chute into the air, it catches wind and extracts the deployment bag, which releases your canopy.
Line Over — A malfunction where one or more suspension lines pass over the top of the canopy instead of running cleanly from the risers to the canopy's lower surface. This prevents the canopy from inflating properly and typically requires a cutaway.
Line Twist — A condition where the suspension lines are twisted around each other after opening. Minor line twists can often be kicked out by spreading the risers apart and bicycling your legs. Severe line twists — especially on a spinning canopy — may require a cutaway.
Main Canopy — Your primary parachute. This is the canopy you intend to fly and land under on every jump. Modern main canopies are rectangular ram-air parachutes that fly and are steered using toggles.
MARD (Main Assisted Reserve Deployment) — A system that uses the departing main canopy as a giant pilot chute to extract the reserve. MARDs work in conjunction with the RSL to deploy the reserve faster than either an RSL alone or pulling the reserve handle manually. Different manufacturers have their own versions — Skyhook is one of the most well-known.
On-Heading Opening / Off-Heading Opening — An on-heading opening means your canopy inflates and begins flying in the same direction you were facing when you deployed. An off-heading opening means the canopy turned during inflation and is now flying a different direction. Off-heading openings are common and usually manageable — you simply turn back to your intended heading. They become a concern when they turn you toward other canopy traffic.
Reserve Canopy — Your backup parachute, packed by a certified rigger and inspected every 180 days. After cutting away your main canopy, you must pull your reserve handle to deploy it. If you have an RSL and/or MARD connected, those systems are designed to initiate reserve deployment even if you haven't pulled the handle — but the training is always to pull it yourself. Reserve canopies are designed to open reliably and are slightly more conservative in design than most main canopies.
RSL (Reserve Static Line) — A lanyard connecting your main canopy's risers to your reserve deployment system. If you cut away your main, the departing risers pull the RSL, which initiates reserve deployment. RSLs can be disconnected and may need to be in certain situations — such as high winds, landing hazards, intentional water landings, or canopy relative work (CReW). Learn about RSL considerations during water landings →
Slider — A rectangular piece of fabric with grommets at each corner through which the suspension lines pass. During deployment, the slider sits at the top of the lines near the canopy and slides down as the canopy inflates. Its purpose is to slow the opening, reducing the opening shock on your body. After full inflation, it rests near the risers.
Toggle / Toggle Turn — Toggles are the steering handles attached to the brake lines of your canopy. Pulling the right toggle turns you right; pulling the left turns you left. Pulling both toggles simultaneously slows the canopy (braking) and is how you flare for landing.
Two-Out / Downplane — A "two-out" situation means both your main and reserve canopies are deployed simultaneously. Depending on how they interact, the canopies can often be landed together safely. A downplane occurs when the two canopies fly in opposite directions, pointing you toward the ground — this is the dangerous configuration that requires immediate action.
Canopy Flight & Landing
Base Leg — The crosswind segment of your landing pattern. After flying your downwind leg (with the wind at your back), you turn onto base leg, flying perpendicular to the wind. This sets you up for your final turn into the wind for landing. Learn more about landing patterns →
Braked Turn — A turn made using your toggles while the canopy is in a partially or fully braked state. Braked turns are slower and lose less altitude than harness or riser turns, making them appropriate for lower altitudes and in the landing pattern.
Canopy Traffic Pattern — The planned flight path canopy pilots follow to land safely. Similar to how airplanes use traffic patterns at airports, skydivers fly a downwind leg, base leg, and final approach. Consistent patterns prevent collisions and keep everyone predictable. The direction of the pattern (left-hand or right-hand) is usually set by the dropzone.
Downwind Leg — The first segment of a standard landing pattern where you fly with the wind at your back. This leg runs parallel to your intended landing direction but in the opposite direction. You fly downwind to position yourself for the turn onto base leg.
Final Approach — The last leg of your landing pattern where you're flying directly into the wind toward your landing area. This is where you set up for your flare. During final, the wind is slowing your ground speed, giving you a softer landing.
Flare — The landing maneuver where you smoothly pull both toggles down to slow the canopy's forward and downward speed just before touchdown. Good flare timing is one of the hardest skills to develop. Flare too early and you'll stall and drop; too late and you'll hit the ground with forward speed. Learn about flaring for water landings →
Front Riser Turn — A turn initiated by pulling down on a front riser instead of using toggles. Front riser turns increase the canopy's speed and descent rate — they make you go faster and come down quicker. These are not appropriate for students or low-altitude use.
Holding Area — The airspace where you fly your canopy while waiting to enter the landing pattern. Think of it as a staging area. The holding area is typically upwind and offset from the landing area, at higher altitude. You fly in the holding area until it's time to begin your downwind leg.
Hook Turn — An aggressive, high-speed turn close to the ground used by experienced canopy pilots to build speed for a long, swooping landing. Hook turns are the leading cause of canopy-related fatalities in skydiving. They are absolutely not appropriate for students or low-experience jumpers.
PLF (Parachute Landing Fall) — A technique for distributing landing impact across your body to reduce injury risk. Instead of trying to land on your feet and stop, a PLF involves touching down and rolling through the balls of your feet, calf, thigh, hip, and back. PLFs are essential for hard landings, no-wind days, or any time your landing isn't going as planned. Learn more about PLFs →
Rear Riser Input — Steering the canopy by pulling on the rear risers instead of the toggles. Rear riser inputs provide faster response than toggles and are introduced in Category D. They're used in specific situations like avoiding a collision or adjusting during an off-heading opening when your toggles are still stowed.
Runway Heading — The compass heading of the runway, expressed as a two-digit number. For example, Runway 27 means the runway heading is 270 degrees (west). Understanding runway headings helps you determine wind direction and plan your landing pattern. Learn all about runway headings →
Wind Line — An imaginary line on the ground running in the direction the wind is blowing. Understanding the wind line helps you visualize your entire landing pattern — where to fly downwind, when to turn base, and where you'll touch down. Everything in your canopy pattern is oriented relative to the wind line.
Malfunctions
Cutaway — The act of releasing your main canopy by pulling the cutaway handle (usually a red pad on your right main lift web). You cut away when your main canopy has a malfunction that cannot be safely corrected. After cutting away, you immediately deploy your reserve.
Decision Altitude — The altitude by which a student must decide whether to cut away or keep their main canopy. If you haven't resolved a malfunction by your decision altitude, you cut away — no hesitation.
Hard Deck — The altitude (typically 1,000 feet AGL) below which you no longer cut away unless your reserve has already inflated and can be landed. Below the hard deck, cutting away doesn't leave enough altitude for a reserve to deploy and inflate in time.
High-Speed Malfunction — A malfunction where nothing (or almost nothing) is over your head and you're still falling at or near terminal velocity. Examples include a total malfunction, bag lock, or pilot chute in tow. High-speed malfunctions are treated as immediate emergencies.
Low-Speed Malfunction — A malfunction where the canopy is out of the bag and has partially or fully inflated, but something is wrong — line twists, line overs, tears, or other issues. You're descending more slowly than terminal, which gives you a bit more time to assess. However, some low-speed malfunctions (like a spinning canopy) can still be immediately dangerous.
Spinning Malfunction — A malfunction where the canopy is spinning rapidly and continuously. This can happen due to line twists that can't be cleared, a broken brake line, or a line over. Spinning malfunctions are dangerous because they can be disorienting and increase your descent rate. If the spin can't be stopped quickly, cut away.
Total Malfunction — Nothing comes out. You pull your deployment handle and nothing happens — no pilot chute, no bag, no canopy. This is a high-speed malfunction requiring immediate action: skip the cutaway (there's nothing to cut away) and go straight to your reserve.
Gear
Altimeter — The instrument that tells you your altitude. Most altimeters are worn on the wrist, though they can also be mounted on the chest strap or mud flap. Altimeters come in analog and digital varieties — and some digital altimeters feature an analog-style face. Learn about altimeter considerations for water jumps →
Audible Altimeter — A small electronic device mounted inside your helmet that beeps or buzzes at preset altitudes. Audibles are a backup device — not a replacement for checking your visual altimeter. Research suggests that hearing is one of the first senses to diminish under stress, so you can't rely on an audible alone.
Chest Strap — The strap running across your chest connecting the two main lift webs. The chest strap keeps the harness from spreading apart. It should be snug but not restrictive. During certain emergency procedures, you may need to loosen the chest strap — but that's situation-specific and your instructor will cover when and why.
Container / Harness — The backpack-like system that holds both your main and reserve canopies. The container is the part on your back; the harness is the system of straps that secure it to your body (leg straps, chest strap, main lift webs). Together, they're often just called a "rig."
D-bag (Deployment Bag) — The bag that holds your main canopy in a neat package inside the container. When your pilot chute pulls the D-bag out of the container, the D-bag holds the canopy briefly while the lines deploy, then releases the canopy for inflation. This staged process keeps openings orderly.
Leg Straps — The straps that pass between your legs and secure the lower part of the harness. These must be tight and properly routed — loose leg straps can cause serious injury on opening or make your harness dangerously unstable. Always double-check your leg straps before every jump.
Pin Check — A pre-jump inspection where you (or a fellow jumper) visually and physically confirm that your closing pins are properly seated, your handles are secure, and your rig looks normal. Pin checks are standard practice before every jump — even for experienced skydivers.
Rig — The common term for your complete parachute system: container, harness, main canopy, reserve canopy, and AAD. When someone says "nice rig," they're talking about the whole package.
Three-Ring Release System — The mechanism that allows you to disconnect from your main canopy during a cutaway. It uses three interlocking rings of decreasing size to create a mechanical advantage — a small pull on the cutaway handle releases a large amount of force holding the risers. Invented by Bill Booth, it's one of the most important safety innovations in skydiving history.
People & Licensing
AFF (Accelerated Freefall) — The most common training method for learning to skydive. AFF progresses through categories that build on each other, with the goal of getting you to the point where you can safely solo skydive. You jump with instructors who freefall alongside you until you demonstrate the ability to jump on your own. Start your AFF journey →
A-License / B-License / C-License / D-License — The four levels of USPA skydiving licenses, each requiring progressively more jumps, skills, and knowledge. An A-License (25 jumps minimum) is your first license and allows you to jump without instructor supervision. B-License (50 jumps) opens up more activities like water jumps. C-License (200 jumps) and D-License (500 jumps) allow you to participate in more advanced activities and take on mentoring roles. Learn about all USPA license requirements →
Coach — A USPA-rated skydiver who works with students after they've completed AFF and been cleared for self-supervision. Coaches develop your skills so that you can safely jump with other licensed skydivers once you earn your A-License. A good coach can dramatically accelerate your progression.
DZ (Dropzone) — The skydiving facility where you jump. A dropzone includes the landing area, packing area, aircraft, manifest, and all the infrastructure that makes skydiving operations possible.
Examiner — A USPA-rated individual who can administer rating courses and evaluate candidates for USPA instructor and coach ratings. Examiners are among the most experienced and qualified people in skydiving education.
Fun Jumper — A licensed skydiver jumping for recreation rather than as a student or instructor. Once you finish your AFF progression and get your A-License, you're a fun jumper. The term distinguishes you from students and working staff (instructors, videographers, tandem instructors).
Instructor — A USPA-rated skydiver qualified to teach students. AFF Instructors jump with students during freefall. Tandem Instructors take passengers on tandem skydives. Instructor ratings require significant experience, training, and examination.
Manifest — Both a place and a process. The manifest office is where you sign up for loads, pay for jumps, and check in. "Manifesting" means putting your name on a load. The manifest staff coordinates who's on which aircraft and in what order.
S&TA (Safety & Training Advisor) — A volunteer USPA position at each dropzone responsible for overseeing safety and training standards. The S&TA is a resource for questions about rules, safety concerns, and training issues. They also coordinate with USPA on incidents and regulatory matters.
SIM (Skydiver's Information Manual) — USPA's comprehensive reference manual covering everything from basic safety requirements to advanced skydiving disciplines. The SIM contains the regulations, recommendations, and information standards that govern skydiving in the United States. If someone says "check the SIM," this is what they mean.
USPA (United States Parachute Association) — The national governing body for skydiving in the United States. USPA sets training standards, issues licenses and ratings, promotes safety, and represents skydivers' interests. Membership is required to jump at most dropzones in the US. Learn about USPA licenses →
Weather & Winds
Ground Winds / Surface Winds — The wind speed and direction at ground level. Ground winds directly affect your landing — they determine which direction you land (into the wind), how fast your ground speed is on final approach, and whether conditions are safe for your experience level. Student limits for ground winds are typically set by the dropzone.
Winds Aloft — The wind speed and direction at various altitudes above the ground. Winds aloft are often very different from surface winds — they can be stronger, from a different direction, or both. Understanding winds aloft is critical for calculating freefall drift and selecting a good exit point. Learn how to read and use winds aloft →
Zulu Time / UTC — The standardized time system used in aviation, including winds aloft forecasts. Zulu time is the time at the Prime Meridian (Greenwich, England) and doesn't adjust for daylight saving time. All aviation weather products are reported in Zulu time. If you're in the Eastern time zone, Zulu is 5 hours ahead during standard time and 4 hours ahead during daylight saving time. See our UTC conversion guide →