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Wingsuit Acrobatic

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.

What is Acrobatic Wingsuit?

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 competition format

The format below follows the 2026 FAI/ISC Wingsuit Flying Competition Rules.

  • Rounds: seven in total, flown in the order Free, Compulsory, Compulsory, Free, Compulsory, Compulsory, Free. That is four compulsory rounds and three free rounds.
  • Exit altitude: between 12,000ft and 12,500ft geometric altitude at the start of jump run.
  • Working time: measured inside an altitude window that starts where the designated team member reaches 10m/s vertical speed after exit and ends 7,500 vertical feet lower. A position logging device worn by one team member records it.

Compulsory rounds

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:

  • Grips: one point per scoring grip, whole numbers only. A scoring grip is a controlled, stationary grip that is clearly presented and preceded by a correctly completed manoeuvre. Omit a grip and a point comes off; omit a manoeuvre and each judge deducts 1.5 style points and the associated grip is lost too.
  • Style: 0 to 10, judged on flying skill, precision and control, teamwork, body position, grip smoothness, levelling, proximity and clean transitions.

Free rounds

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).

How the scores add up

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.

What counts as a grip?

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.

How do you get started?

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.

The Compulsory Sequences // 2026 ISC Rules

All 15 sequences, in 3D.

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.

A
Up and Over
Sequence A
Foundation
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions over Performer B to the other side
  3. Hand grip in normal flight
  4. Total separation, then Performer B transitions over Performer A to the other side
  5. Hand grip in normal flight
B
Rock and Roll
Sequence B
Intermediate
  1. Hand grip in normal flight
  2. Total separation, then Performer A performs a barrel roll
  3. Hand grip in normal flight
  4. Total separation, then Performer B performs a barrel roll
  5. Hand grip in normal flight
C
Revolutions
Sequence C
Foundation
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions over Performer B and back under to the original position
  3. Hand grip in normal flight
  4. Total separation, then Performer B transitions over Performer A and back under to the original position
  5. Hand grip in normal flight
D
Roll Over
Sequence D
Intermediate
  1. Hand grip in normal flight
  2. Total separation, then Performer A performs a barrel roll over Performer B to the other side
  3. Hand grip in normal flight
  4. Total separation, then Performer B performs a barrel roll over Performer A to the other side
  5. Hand grip in normal flight
E
Duck and Roll
Sequence E
Intermediate
  1. Hand grip in normal flight
  2. Total separation, then Performer A performs a barrel roll under Performer B to the other side
  3. Hand grip in normal flight
  4. Total separation, then Performer B performs a barrel roll under Performer A to the other side
  5. Hand grip in normal flight
F
Déjà Vu
Sequence F
Foundation
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions over Performer B to the other side
  3. Hand grip in normal flight
  4. Total separation, then Performer A transitions back over Performer B
  5. Hand grip in normal flight
  6. Total separation, then Performer B transitions over Performer A to the other side
  7. Hand grip in normal flight
  8. Total separation, then Performer B transitions back over Performer A
  9. Hand grip in normal flight
G
Yin Yang
Sequence G
Foundation
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions to inverted flight
  3. Hand grip in mixed orientation
  4. Total separation, then Performer A transitions to normal flight
  5. Hand grip in normal flight
  6. Total separation, then Performer B transitions to inverted flight
  7. Hand grip in mixed orientation
  8. Total separation, then Performer B transitions to normal flight
  9. Hand grip in normal flight
H
Back to Back
Sequence H
Intermediate
  1. Hand grip in normal flight
  2. Total separation, then both performers transition to inverted flight
  3. Hand grip in inverted flight
  4. Total separation, then both performers transition to normal flight
  5. Hand grip in normal flight
I
Pancakes
Sequence I
Intermediate
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions to inverted flight over Performer B to the other side
  3. Hand grip in mixed orientation
  4. Total separation, then Performer A transitions back to normal flight over Performer B
  5. Hand grip in normal flight
  6. Total separation, then Performer B transitions to inverted flight over Performer A to the other side
  7. Hand grip in mixed orientation
  8. Total separation, then Performer B transitions to normal flight over Performer A
  9. Hand grip in normal flight
J
Reversed Pancakes
Sequence J
Intermediate
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions to inverted flight under Performer B to the other side
  3. Hand grip in mixed orientation
  4. Total separation, then Performer A transitions to normal flight under Performer B
  5. Hand grip in normal flight
  6. Total separation, then Performer B transitions to inverted flight under Performer A to the other side
  7. Hand grip in mixed orientation
  8. Total separation, then Performer B transitions to normal flight under Performer A
  9. Hand grip in normal flight
K
Hand to Foot
Sequence K
Foundation
  1. Hand grip in normal flight
  2. Total separation
  3. Performer A takes a foot grip on Performer B in normal flight
  4. Total separation
  5. Hand grip in normal flight
  6. Total separation
  7. Performer B takes a foot grip on Performer A in normal flight
  8. Total separation
  9. Hand grip in normal flight
L
Reversed Hand to Foot
Sequence L
Advanced
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions to inverted flight
  3. Performer A takes a foot grip on Performer B in inverted flight
  4. Total separation, then Performer A transitions to normal flight
  5. Hand grip in normal flight
  6. Total separation, then Performer B transitions to inverted flight
  7. Performer B takes a foot grip on Performer A in inverted flight
  8. Total separation, then Performer B transitions to normal flight
  9. Hand grip in normal flight
M
Hand to Opposed Foot
Sequence M
Advanced
  1. Hand grip in normal flight
  2. Total separation, then Performer A transitions over Performer B to the other side
  3. Performer A takes a foot grip on Performer B in normal flight
  4. Total separation, then Performer B transitions over Performer A to the other side
  5. Performer B takes a foot grip on Performer A in normal flight
  6. Total separation, then Performer B flies back to the original starting position
  7. Hand grip in normal flight
N
Corkscrew
Sequence N
Advanced
  1. Hand grip in normal flight
  2. Total separation, then Performer A performs a 540° barrel roll over Performer B, ending in inverted flight
  3. Hand grip in mixed orientation
  4. Total separation, then Performer B performs a 540° barrel roll over Performer A, ending in inverted flight
  5. Hand grip in inverted flight
  6. Total separation, then both performers transition to normal flight
  7. Hand grip in normal flight
O
Scary Roll
Sequence O
Advanced
  1. Hand grip in normal flight
  2. Keeping the grip, both performers transition to inverted flight with Performer A over Performer B (holding the grip throughout scores an extra grip point)
  3. Total separation, then both transition to normal flight
  4. Hand grip in normal flight
  5. Keeping the grip, both performers transition to inverted flight with Performer B over Performer A (holding the grip throughout scores an extra grip point)
  6. Total separation, then both transition to normal flight
  7. Hand grip in normal flight
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FAQ

Frequently asked.

What is an acrobatic wingsuit team?

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.

How many rounds are in a competition?

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.

How do the compulsory rounds work?

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.

What counts as a grip?

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.

What altitude do teams jump from and how long is working time?

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.

Do free routines have to include grips?

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.

How do I start flying acro?

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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