This video is a demonstration of the flying sit spin.
An important requirement of the flying sit spin is that the skater’s position during the ‘fly’ or in the air resembles a sit spin position with the free leg straight and the landing leg tucked high enough that the thigh is at least parallel with the ice. Additionally, the arms should be extended forward. This position is depicted in the image above and can be practiced at a hockey box doorway alongside the ice; the skater can support themselves by placing a hand on the barrier to either side of the door while kicking their legs into the fly position. For skaters who struggle with this position, it may be helpful for them to aim for the cannonball spin position. Additionally, skaters can stretch for the straight free leg position on the floor by extending each leg in front of them and reaching for their toes.
When the skater in the demonstration enters the flying sit spin, she keeps the left arm in front of her. Her right leg and arm begin to her right and slightly behind her, then come around in a counterclockwise direction. When she jumps, after almost a whole revolution on the ice, she kicks her right leg through and brings her right arm with it, forming the fly position described above; skaters can imagine grasping a steering wheel directly before them as they jump. Finally, when the skater lands, she drives her right heel counterclockwise. Typically, flying sit spins are landed in the sit spin position; this skater adds a cannonball position by grasping her right leg and leaning forward. She stays forward throughout the entrance, jump, and resulting sit spin, keeping her center of mass balanced and not leaning backward — like the cannonball spin.
This skater also includes a difficult exit: a back illusion. Once finished with her flying sit spin she pushes onto her right leg and kicks her left leg up behind her higher than her hip level, while reaching for the ice with her arm straightened. In competition, IJS rules require an extra ‘gateway’ in order for a spin to ascend from a level three to a level four — and this back illusion is one way to achieve a level four, provided the other spin requirements are met.