
Two performers, one videographer, and a drawn set of sequences flown against the clock. Acro is wingsuit flying as a team sport: rotations, transitions and grips, judged on precision, control and style under the FAI/ISC rules.
Two performers, one videographer, and a drawn set of sequences flown against the clock. Acro is wingsuit flying as a team sport: rotations, transitions and grips, judged on precision, control and style under the FAI/ISC rules.
Acrobatic wingsuit flying was first organised as a competition in 2008 at Skydive Spa in Belgium and became an official FAI/IPC discipline in 2015. It is wingsuit flying as a team sport: two performers fly sequences of rotations, transitions and grips while a videographer films everything for the judges.
An acro team is three people. The two performers execute the manoeuvres; the videographer's footage is the only evidence the judges score from, which makes camera flying a discipline in its own right. Teams are scored not just on completing the manoeuvres but on how well they fly them: precision, control, teamwork and body position all count.
The format below follows the 2026 FAI/ISC Wingsuit Flying Competition Rules.
Each compulsory round is a routine of three sequences drawn at random from the fifteen in the rules (shown below), drawn publicly with at least two hours' notice. The sequences must be flown in the order drawn and may be repeated until working time runs out; the last position of each sequence leads into the next and counts as one grip.
Compulsory rounds are scored on two criteria:
The free routine is entirely the team's choice and does not have to include grips. Teams may fly the same free routine in every free round. It is scored on three criteria: style, dive plan (variety, difficulty, originality and choreography) and camerawork (framing, smoothness, proximity, creativity).
For each criterion, the highest and lowest of the five judges' scores are discarded and the middle three averaged. Every team's score is then weighted against the best team in that round: free-round criteria scale to 100 points each, and the two compulsory-round criteria scale to 150 points each. The final ranking is the sum of every completed round.
A hand grip is contact with the front or back of the hand, on or below the wrist. A foot grip is contact with the front or back of the hand on the foot, below the ankle bone. Gripping wingsuit fabric alone does not count.
Build your team. You need three flyers: two performers and a camera flyer. Roles can change between jumps, but each person flies one role per jump.
Learn the sequences. All fifteen compulsory sequences are below, each with an interactive 3D animation you can play, orbit and scrub. The difficulty tags are our guidance for where to start: the FAI draw makes no distinction, but national events often run rookie, intermediate and advanced classes with progressively larger sequence pools. Start with the foundation sequences and add rotations and inverted grips as they become consistent.
Train with the tools. AcroDeck is our free acro training companion: browse the manoeuvre library, chain sequences together in the builder, and practise against a proper random draw with the draw generator.
Study the rules. This page gives you the working knowledge, but fly to the source: download the 2026 FAI/ISC Wingsuit Flying Competition Rules (PDF), and check the FAI International Skydiving Commission for future editions.
Each sequence below is exactly as defined in Addendum A of the FAI/ISC rules. Press play to load the interactive animation from AcroDeck - you can orbit the camera, change playback speed and scrub the timeline.
Guides get you the framework. A coach gets you the reps. Find someone for where you are in your flying.
Three people: two performers who fly the manoeuvres, and a videographer whose footage is what the judges score from. Team members can swap roles between jumps but fly one role per jump.
Seven, flown in the order Free, Compulsory, Compulsory, Free, Compulsory, Compulsory, Free. That is four compulsory rounds and three free rounds, and a valid competition needs at least one completed round.
Each compulsory round is three sequences drawn publicly at random from the fifteen in the rules, flown in the drawn order and repeated until working time runs out. Teams get at least two hours notice of the draw. Scoring counts every clean grip plus a style mark out of ten.
A hand grip is controlled, stationary contact with the front or back of the hand, on or below the wrist. A foot grip is the same hand contact on the foot below the ankle bone. Gripping wingsuit fabric alone does not count, and each grip must follow a correctly completed manoeuvre.
Exit is between 12,000ft and 12,500ft geometric altitude. Working time runs inside an altitude window that starts where the designated team member reaches 10m/s vertical speed and ends 7,500ft lower, with deployment by 5,000ft at the latest.
No. The free routine is entirely the team's choice and is scored on style, dive plan and camerawork. A team may fly the same free routine in every free round.
Build a three-person team, start with the foundation sequences like Up and Over and Rock and Roll, and use AcroDeck to learn the animations, build practice sequences and fly against a proper random draw. A wingsuit coach can qualify you into two-way flying safely.
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