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Reviewed on Jan 22, 2019 , Sam Vafaei, Simon Barbier, Jean-Simon Bonneterre, Yannick Khong

Skullcandy Push Truly Wireless
HEADPHONES REVIEW

Usage Ratings - Version 1.2

Test Benches:

  • 1.2: Winter 2018
  • 1.1: Summer 2017
  • 1.0: Winter 2017
  • 0.9: Winter 2016
6.7
Mixed Usage
What it is: This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
6.6
Critical Listening
What it is: The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
7.2
Commute/Travel
What it is: How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
8.0
Sports/Fitness
What it is: How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
7.0
Office
What it is: How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
5.4
TV
Score components:
4.6
Gaming
Score components:
Type : In-ear
Enclosure : Closed-Back
Wireless : Truly Wireless
Noise-Cancelling : No
Mic : Yes
Transducer : Dynamic

The Skullcandy Push are decent mixed usage truly wireless headphones. They have an average sound quality and feel slightly cheap for their price point, which is disappointing. However, they are very lightweight and comfortable in-ears. They also have an amazing wireless range and isolate a decent amount of noise, making them a decent choice for commuting or to use at the office. Their portable design is also great for active people who want to train with music since they don't pop out of your ears and are breathable.

Test Results
Design 7.6
Sound 6.4
Isolation 7.3
Microphone 6.1
Active Features 5.0
Connectivity 3.0
Pros
  • Portable design.
  • Stable and breathable for sports.
  • Excellent wireless range.
Cons
  • High latency.
  • In-ear fit might not be for everyone.

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Psychotropical Teal Push
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Amazon.com
7.6

Design

Score components:
Skullcandy Push Design Picture

The Skullcandy Push are well designed truly wireless headphones, but they don’t feel as well-built as their price point suggests. They are plasticky and their build quality isn’t the sturdiest, but they have a comfortable and lightweight design. Since they are in-ears, they are also breathable, and their fins help for better stability. Unfortunately, they do not come with different fins sizes. On the upside, they are very portable and easy to fit in pockets, even when placed inside their charging case.

Style
Skullcandy Push Design Picture 2

The Skullcandy Push have a unique style. These truly wireless earbuds have a more elongated design and protrude quite a bit out of your ear. They have a plasticky look and don’t feel like high-end headphones. They also have one big button on each earbud which acts as their control scheme. They only come in two color variants (grey and teal), so you won’t have that many options to suit your preferred style.

7.0 Comfort
What it is: Adjustability and degrees of freedom, pressure, stiffness and weight.
When it matters: When the headphones are going to be used for long durations.
Score components: Subjectively assigned
Skullcandy Push Comfort Picture
Weight : 0.04 lbs
Clamping Force
What it is: The force that the headphones exert on your head, once you have them on. This is purely a measurement of the force applied, which does not take into account the earpad's surface area and the resulting pressure you will feel, on or around your ears.
When it matters: The tighter the headphones, the more force they put on your head. This can get uncomfortable or cause pain and soreness during long listening sessions.
:
0 lbs

These headphones are fairly comfortable, and they come with 3 tip sizes (but no stability fin options) for you to find the best and most comfortable fit. However, in-ears aren’t as comfortable for everyone as some may feel some fatigue after a while. On the upside, they have an angled earbud design that doesn't apply too much pressure on your ears. Even if they have a bulkier design for in-ears, they are still very lightweight headphones. Additionally, the control buttons are very sensitive, so you don’t need to push the headphones further inside your ear canal to register a functionality.

7.2 Controls
What it is: The control scheme of the headphones, the number of functions provided, button layout and ergonomics as well as the quality of tactile feedback.
When it matters: If you want to control volume, pause your music or make phone calls without directly interacting with your audio device.
Skullcandy Push Controls Picture
Ease of use : Average
Feedback : Good
Call/Music Control : Yes
Volume Control : Yes
Microphone Control : No
Channel Mixing
What it is: Being able to mix audio channels directly on the headphones.
When it matters: This is most useful when using a separate chat software so that you can mix in-game audio and chat audio depending on your needs.
:
N/A
Noise Canceling Control : N/A
Talk-Through : N/A
Additional Buttons : No

The Push have a control scheme that offers good feedback but may be slightly flawed for some. The biggest issue we found was the fact that holding the button for 3 seconds skips tracks, forward or backward depending on which earbud you’re using, but turning off the headphones is a 5-second hold. You do get a small beeping sound when you reach the 3-second mark, but if you don’t immediately take your finger off, you power off the headphones. Thankfully, you still get common functionalities such as music/call management, volume control, and voice assistant triggering. The buttons are also very responsive, and only a light touch is needed to register a command, meaning you don’t have to push the earbuds even further inside your ears.

9.2 Breathability
What it is: How hot the headphones get when you wear them for an extended period of time.
When it matters: If you often have long listening sessions or use your headphones while doing physical activities like running or working out.
Score components:
Skullcandy Push Breathability After Picture
Avg.Temp.Difference : 0.8 C

Even with a bulkier in-ear design, these headphones are very breathable. Their design doesn’t trap heat under an ear cup, and you shouldn’t feel a warmth difference while using them. You also shouldn’t sweat more than usual while wearing these, making them a good option for sports.

9.5 Portability
What it is: The volume of space occupied by the headphones when folded into their most compact format.
When it matters: If you're often on the move and need to carry your headphones in a bag, purse , or pocket.
Score components:
Skullcandy Push Portability Picture
L : 1.7 "
W : 1.3 "
H : 0.7 "
Volume : 1.5 Cu. Inches
Transmitter required : N/A

Like the Altec Lansing True Evo and most truly wireless in-ears, the Skullcandy Push are very portable. You can easily fit the two earbuds inside your pockets or in a bag. They also come with a decently small case that's a bit bulkier than similarly designed headphones, but should still fit in most pockets.

7.0 Case
What it is: The provided carrying options to protect your headphones when transporting them.
When it matters: To prevent damaging your headphones, if you often carry them in your bag or pocket.
Score components: Subjectively assigned
Skullcandy Push Case Picture
Type :
L : 3.3 "
W : 1.7 "
H : 1.5 "
Volume : 8.4 Cu. Inches

The Skullcandy Push come with a decent charging case that protects the headphones against scratches and small impacts. There is also a locking mechanism which is nice, but the lid is very thin and feels fragile. Even if there are magnets to help hold the earbuds in place, the buds can still fall out of the case if the impact is significant. On the other hand, you have a battery indicator for the charge left in the case, which is not something you find on every truly wireless headphones case.

7.0 Build Quality
What it is: Durability, material quality, cheap/expensive feel.
When it matters: When the headphones are going to be used by multiple users (classes/studios), by children, in tough conditions, on a daily basis, or for exercise.
Score components: Subjectively assigned
Skullcandy Push Build Quality Picture

The Skullcandy Push are decently well-made headphones. They are made of plastic and don’t feel like premium headphones but should still be solid enough to survive a few accidental drops. They are rated IPX3 for sweat and splashing water resistance, which isn’t as good as some of the other truly wireless headphones we’ve tested. However, we do not currently have a way to accurately measure this for now. They also come with a decent case, but it feels somewhat cheaply made.

7.5 Stability
What it is: How the headphones are designed to prevent them from slipping off your ears or falling off your head.
When it matters: If you plan on using the headphones while doing sports or other physical activities that requires a lot of movement.
Score components: Subjectively assigned
Skullcandy Push Stability Picture

These truly wireless headphones are stable enough for running and light physical activity. They have nice stability fins which help to keep a stable fit, and they won’t pop out during your workouts. However, to change the volume, you have to hold down the button controls, meaning you’ll slightly change the fit while doing so. On the upside, their design eliminates any cable in your way, so you won’t have to worry about it getting hooked on something and yanking the headphones out of your ears.

Cable
Skullcandy Push Cable Picture
Detachable : N/A
Length : N/A
Connection : N/A

These truly wireless headphones don’t come with any wired connection, but you do get a USB-C charging cable.

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Headshots 1
Headshots 2
6.4

Sound

What it is: How accurately the audio is reproduced. The tests are performed with the headphones' most commonly used features enabled (noise-cancelling, wireless, etc.)
Skullcandy Push Frequency Response

The Skullcandy Push True Wireless headphones are average sounding closed-back in-ears. They have a powerful, thumpy and consistent bass, a decently well-balanced mid-range, and a good treble. Unfortunately, their bass is also overemphasized and boomy, and their mid-range is recessed, pushing back vocals and lead instruments. Their treble range is mostly even, but slightly underemphasized, resulting in a small lack of detail and brightness on vocals, leads and S and T sounds. Overall, these headphones are decent for bass-heavy music, but may not be the ideal choice for vocal-centric genres.

7.0 Bass
What it is: Frequency Response from 20Hz-250Hz
When it matters: When the material is heavy on bass frequencies, such as those of kick drums and bass guitar.
Score components:
Skullcandy Push Bass
Std. Err.
What it is: The amount of deviation (weighted standard error) in bass frequency response (20Hz-250Hz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) bass performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
4.42 dB
Low-Frequency Extension
What it is: The lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: Shows how extended the bass is.
Good value: <40Hz
Noticeable difference: 5Hz
:
10 Hz
Low-Bass
What it is: The average amount of over/under-emphasis in frequency response from 20Hz-60Hz.
When it matters: Kick drums and low frequency effects get their 'thump' from this range. Mostly felt than heard.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
5.37 dB
Mid-Bass
What it is: The average amount of over/under-emphasis in frequency response from 60Hz-120Hz.
When it matters: Melodic bass instruments have most of their fundamental frequencies in this range. This is where the 'body' and 'punch' of the bass sits.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
4.82 dB
High-Bass
What it is: The average amount of over/under-emphasis in frequency response from 120Hz-250Hz.
When it matters: Most instruments get their warmth and full-ness from this range. When over-emphasized, mixes tend to get muddy and boomy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
4.75 dB

The Skullcandy Push have a decent bass performance. LFE (low-frequency extension) is at 10Hz, which is excellent. Low-bass, responsible for the thump and rumble common to bass-heavy music is over our neutral target by 5dB, which fans of bass may like. Also, mid-bass, responsible for punch, and high-bass, responsible for warmth, are overemphasized by about by 5dB. This means that the bass is flat and even, but consistently over our neutral target, which makes the bass of these headphones deep and heavy, but also noticeably boomy and muddy.

7.5 Mid
What it is: Frequency Response from 250Hz-2KHz
When it matters: When the material is heavy on mid-range frequencies. This is the case for the majority of audio content.
Score components:
Skullcandy Push Mid
Std. Err.
What it is: The amount of deviation (weighted standard error) in mid frequency response (250Hz-2.5KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) mid performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
3.3 dB
Low-Mid
What it is: The average amount of over/under-emphasis in frequency response from 250Hz-500Hz.
When it matters: Most instruments have their fundamentals or low harmonics in this range. Over-emphasis in this range sounds muddy and cluttered. Under-emphasis, thins out the vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
0.48 dB
Mid-Mid
What it is: The average amount of over/under-emphasis in frequency response from 500Hz-1KHz.
When it matters: This range is occupied mostly by upper harmonics. Over-emphasis sounds forward and boxy. Under-emphasis pushes instruments to the back of the mix.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-4.32 dB
High-Mid
What it is: The average amount of over/under-emphasis in frequency response from 1KHz-2KHz.
When it matters: Most instruments, especially vocals, get their intensity and clarity from this range. Over-emphasis sounds honky and harsh, under-emphasis sounds weak and distant.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-3.11 dB

The mid-range performance of the Skullcandy Push is good. Low-mid is within 1dB of our curve, which is great. However, mid-mid is about 4dB under our target curve, which will push the vocals and lead instruments to the back of the mix. Also, high-mid is under our target by 3dB which will have a small negative effect on the intensity and projection of instruments in the mix.

7.8 Treble
What it is: Frequency Response from 2KHz-20KHz
When it matters: When the material is heavy on high-range frequencies, such as voice, cymbals, and any other material where brightness, brilliance and airiness is desired.
Score components:
Skullcandy Push Treble
Std. Err.
What it is: The amount of deviation (weighted standard error) in treble frequency response (2.5KHz-20KHz) as compared to a target response that would sound perfectly balanced to most people.
When it matters: When a balanced and neutral (reference) treble performance is desired.
Good value: <4dB
Noticeable difference: 0.1dB
:
3.63 dB
Low-Treble
What it is: The average amount of over/under-emphasis in frequency response from 2KHz-5KHz.
When it matters: Almost all instruments rely on this range for their presence, detail, and articulation. Over-emphasis can sound harsh and painful. Under-emphasis hurts the comprehensibility of vocals and lead instruments.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-2.85 dB
Mid-Treble
What it is: The average amount of over/under emphasis in frequency response from 5KHz-10KHz.
When it matters: This is the sibilance range. Cymbals, vocals, and lead instruments rely on this range for brightness and presence. Over-emphasis sounds piercing and painful, under-emphasis sounds dull and lispy.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-0.32 dB
High-Treble
What it is: The average amount of over/under-emphasis in frequency response from 10KHz-20KHz.
When it matters: This range gives brilliance and airiness to the sound. Over-emphasis sounds hissy, under-emphasis sounds closed-up and lifeless.
Good value: +/-3dB
Noticeable difference: 0.1dB
:
-7.31 dB

Their treble performance is good. The whole range is mostly under our target curve, but it is fairly even. However, low-treble is 3dB under our curve, resulting in a slight lack of brightness on vocals and lead instruments, and the dip at 9-10KHz will make sibilances (S and T sounds) lack detail, but this may not sound the same for everyone.

Raw Frequency Response
What it is: The average uncompensated frequency response of the headphone. For in-ears and earbuds, this corresponds to the average of 5 measurements/re-seats on the dummy head (HMS). For over/on-ear headphones, this corresponds to the average of 5 measurements/re-seats on the HMS (Head Measurement System) for the mid and treble ranges, and 5 measurements/re-seats on 5 human subjects for the bass range.
When it matters: This is for those who want to see the raw and uncompensated frequency response of the headphone. Some of the more advanced users, are able to read and evaluate headphone frequency response in its raw form and without compensation. This will be especially useful to them if they have their own headphone compensation/target curve, which may differ from the compensation curve/target response used by RTINGS.com.
9.2 Frequency Response Consistency
What it is: The amount of deviation of each frequency response pass, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Score components:
Skullcandy Push Consistency L Skullcandy Push Consistency R
Avg. Std. Deviation
What it is: The average amount of deviation in frequency response of 5 re-seats, from the average frequency response.
When it matters: Shows how consistently the headphones perform after re-positioning them.
Good value: <0.5
Noticeable difference: 0.1
:
0.16 dB

The frequency response consistency is excellent. If the user is able to achieve a proper fit and an air-tight seal using the assortment of tips that come with the headphones, then they should be able to get consistent bass and treble delivery every time they use the headphones.

9.4 Imaging
What it is: Imaging qualities are inherent to the audio content, the headphones have to 'reproduce' them rather than 'create' them. They determine how accurately the objects are positioned in the stereo image, and how transparent the imaging is.
When it matters: When accurate positioning of the objects in the stereo image, and clear and transparent imaging is desired.
Skullcandy Push Group Delay Skullcandy Push Phase Response
Weighted Group Delay
What it is: The average amount of group delay calculated based on a perceptual weighting filter. Group delay indicates how long it takes for each frequency to reach their maximum amplitude. This is a monaural quality and can be perceived even with one ear.
When it matters: Headphones with lower group delay have more transparent imaging and a tighter bass. Headphones with higher group delay in the bass range tend to have a wimpy and loose bass, and headphones with higher group delay in the treble range tend to have a less transparent imaging.
Good value: <0.5
Noticeable difference: 0.1
:
0.15
Weighted Amplitude Mismatch
What it is: The Left/Right balance of our test unit, that is, the amount of amplitude difference between the left and right drivers. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When a properly balanced stereo image and low manufacturing tolerance is desired. A poor score indicates a noticeable difference in level between the left and right drivers.
Good value: <1.5
Noticeable difference: 0.1
:
0.2
Weighted Frequency Mismatch
What it is: The amount of difference (Std. Err.) between the frequency response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance, is desired. A poor score indicates there may be 'holes' in the stereo image at certain frequencies.
Good value: <2
Noticeable difference: 0.1
:
0.82
Weighted Phase Mismatch
What it is: The amount of difference (Std. Err.) between the phase response of the left and right drivers of our test unit. This is not a design test, but a marker for manufacturing tolerance and ergonomics.
When it matters: When an even and stable stereo image, as well as a low manufacturing tolerance is desired. A poor score indicates there may be inaccuracies in the stereo image reproduction at certain frequencies.
Good value: <16
Noticeable difference: 3
:
1.13

The imaging is great. The weighted group delay is at 0.15, which is very good. The GD graph also shows the entire group delay response is below the audibility threshold, suggesting a tight bass reproduction and a transparent treble. Additionally, the L/R drivers of our test unit were well-matched in amplitude, frequency, and phase response, which is important for the accurate placement and localization of objects (voices, instruments, video games effects) in the stereo image. However, these results are only valid for our test unit, and yours may perform differently.

1.3 Soundstage
What it is: Soundstage qualities are not inherent to the audio content, the headphones have to 'create' them rather than 'reproduce' them. They determine whether the sound is perceived to be coming from inside or in front of the head, how open and spacious the soundstage is, how much the headphones acoustically interact with the environment, and how strong the phantom center is.
When it matters: When an accurately produced, large and spacious soundstage, similar to that of a stereo loudspeaker setup is desired.
PRTF Accuracy (Std. Dev.)
What it is: The standard deviation of the PRTF (Pinna-related transfer function) of the headphones compared to a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: An accurate pinna activation is mainly responsible for how natural and speaker-like the soundstage is perceived to be. The less error in the shape of the PRTF, the more natrual and speaker-like the perception of the soundstage will be. High amounts of error may indicate a soundstage that is unnatural or odd.
Good value: <2.5
Noticeable difference: 0.1
:
N/A
PRTF Size (Avg.)
What it is: The average amplitude of the PRTF (Pinna-related transfer function) of the headphones compared to that of a reference loudspeaker's PRTF at 30°. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is responsible for the perceived size of the soundstage. The higher the value, the larger the perceived size of the soundstage. However, values above the reference (5.0dB) could result in a soundstage that is perceived as unnatural or odd.
Good value: >3.7
Noticeable difference: 0.1
:
N/A
PRTF Distance
What it is: The depth of the "10KHz notch" of the headphone's PRTF, which is caused by phase cancellations at the concha. This quality is monaural and can be perceived even with one ear. This test does not apply to in-ears and earbuds, due to the lack of pinna interaction.
When it matters: This value is mainly responsible for the perceived distance and elevation of the soundstage. A small distance value may result in a soundstage that is perceived to be located inside the head. Larger values may help pull the soundstage out from inside of the head and bring it to the front.
Good value: >13
Noticeable difference: 1
:
N/A
Openness
What it is: How open the headphones are, and how open and spacious they sound. This quality is monaural and can be perceived even with one ear. This test differentiates between acoustically and electronically produced crosstalk and only takes the acoustically generated crosstalk into account. This value is the inverse of the Noise Isolation test score, and could be indirectly related the acoustic impedance of the headphones.
When it matters: When a headphone with a sense of an open, and spacious soundstage is desired. A value of 10 indicates a fully open headphone, and a value of 0 indicates a fully closed headphone.
Good value: >7.5
Noticeable difference: 0.5
:
3.5
Acoustic Space Excitation
What it is: How loud the headphones are, and how much they excite their environment acoustically. If the headphones are loud and open enough, the sound leaking from the headphones will be affected by the environment (reflections/reverb) before reflecting back into the open headphones and to the listener's ears. This quality is monaural and can be perceived even with one ear. This value is the inverse of the Leakage test score.
When it matters: Headphones with higher excitation values, similar to openness, tend to have soundstages that are perceived as more open and spacious.
Good value: >7.5
Noticeable difference: 0.5
:
1.4
Correlated Crosstalk
What it is: How strong and solid the phantom center is. This is mostly a stereo quality and its effects on mono content are minimal. This test is sensitive to the phase of the crosstalk and whether it is produced acoustically or electronically.
When it matters: When a true reproduction of the stereo image is desired. A value of 0 indicates no crosstalk, or that the existing crosstalk is not correlated enough to affect the phantom center. A negative score means the crosstalk is out of phase with the original signal, resulting in a slightly wider stereo image at the expense of creating a 'hole' at the center of the stereo field. A positive score means the crosstalk is in phase and positively affecting the phantom center.
Good value: >1dB
Noticeable difference: 0.3dB
:
0.0 dB

The soundstage is poor. This is because creating an out-of-head and speaker-like soundstage is largely dependent on activating the resonances of the pinna (outer ear). The design of in-ears and earbuds is in such a way that fully bypasses the pinna and doesn't interact with it. Also, because these headphones have a closed-back enclosure, their soundstage won't be perceived to be as open as that of open-back earbuds like the Apple AirPods, Google Pixel Buds, or the Bose SoundSport Free.

6.2 Total Harmonic Distortion
What it is: The subtle, unwanted frequencies (harmonics) produced alongside the intended frequencies.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Score components:
Skullcandy Push Distortion
Weighted THD @ 90
What it is: The overall amount of harmonic distortion measured at 90dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at moderate listening levels.
Good value: <0.100
Noticeable difference: 0.1
:
28.716
Weighted THD @ 100
What it is: The overall amount of harmonic distortion measured at 100dB SPL. To make the score more perceptually relevant, more weight is given to the higher frequencies.
When it matters: How pure the sound is at loud listening levels.
Good value: <0.300
Noticeable difference: 0.1
:
8.177

The harmonic distortion performance of the Skullcandy Push is mediocre. The amount of THD in the bass-range is low and within good limits, but it gets elevated in the mid-range, making these frequencies sound impure. On the upside, THD at 100dB SPL is lower than at 90dB SPL, which may be due to the flexibility of the drivers under heavier loads.

7.3

Isolation

Score components:

The Skullcandy Push are truly wireless headphones that do not have any ANC features but still do an above-average job at passively isolating noise. If you can get a good seal with the provided tips, they will prevent a decent amount of ambient noise from seeping into your audio. Their leakage performance is also very good, meaning you’ll be able to raise your listening volume without bothering people surrounding you on the bus, or even at work.

6.5 Noise Isolation
What it is: How much outside noise is blocked out by putting the headphones on.
When it matters: If the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
Score components:
Skullcandy Push Noise Isolation
Isolation Audio
What it is: The simulated noise isolation of the headphones, demonstrating how much outside noise is blocked out by putting the headphones on. This recording is created using an EQ and is not an actual recording. For headphones with ANC (active noise cancellation), the playback simulates the isolation with ANC enabled.
When it matters: When the headphones are going to be used in a noisy envinronment (airplane, subway, etc.)
:
Overall Attenuation
What it is: The overall amount of environmental noise reduction in dB.
When it matters: In loud envinronments like planes, trains, offices, etc.
Good value: <-20dB
Noticeable difference: 1dB
:
-19.2 dB
Bass
What it is: The overall amount of noise isolation in the bass range (20Hz-250Hz).
When it matters: When the outside noise is bass-heavy, like in airplanes.
Good value: <-15dB
Noticeable difference: 1dB
:
-7.46 dB
Mid
What it is: The overall amount of noise isolation in the mid-range (250Hz-2.5KHz).
When it matters: When the environment's noise is mid-heavy, like in an office.
Good value: <-15dB
Noticeable difference: 1dB
:
-21.39 dB
Treble
What it is: The overall amount of noise isolation in the treble range (2.5KHz-20KHz).
When it matters: When the environment's noise is treble-heavy. Although uncommon, areas with sharp sounds fall under this category.
Good value: <-30dB
Noticeable difference: 1dB
:
-30.2 dB
Self-Noise
What it is: The amount of noise created by the active electronics of the headphones (if applicable), measured from 300Hz-20KHz. Applies mostly to wireless and noise-cancelling headphones.
When it matters: If too loud, it could become distracting when listening to quiet material like podcasts and audiobooks.
Good value: <16dB
Noticeable difference: 1dB
:
22.21 dB

The isolation performance of the Push is about average. In the bass range, where the rumble of airplane and bus engines sits, they achieved more than 7dB of isolation which is average, but decent for in-ears headphones. In the mid-range, important for blocking out speech, they reduce outside noise by more than 21dB, which is very good. In the treble range, occupied by sharp S and T sounds and fan noise like A/C systems, they isolate about 30dB, which is also good.

8.8 Leakage
What it is: The amount of sound bleeding out of the headphones.
When it matters: When the listener doesn't want people around them (in office, recording studio, etc.) to hear what is being listened to.
Score components:
Skullcandy Push Leakage
Leakage Audio
What it is: The simulated sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal. This recording is created using an EQ and is not an actual recording.
When it matters: When you don't want people to hear what you are listening to.
:
Overall Leakage @ 1ft
What it is: The amount of sound leakage heard 1 foot away from the user, while the user is listening to a 100dB SPL signal.
When it matters: When you don't want people hear what you are listening to.
Good value: <35dB
Noticeable difference: 1dB
:
29.17 dB

Their leakage performance is great. These headphones don't leak in the bass and mid ranges, which results in a thin-sounding leakage. The significant portion of their leakage is between 3KHz and 9Khz, which is a relatively broad range. However, the overall level of the leakage is quiet. With music at 100dB SPL, the leakage at 1 foot away averages at about 29dB and peaks at 49dB SPL, which is about the noise floor of an average office.

6.1

Microphone

What it is: The microphone section shows the quality of speech capture and transmission by the mic, as well as how well the microphone under test handles noisy environments.
When it matters: For your speech to be transmitted to and understood properly by the listener, the microphone needs to have a good recording quality. If the environment the microphone is being used in is noisy, a microphone with a good noise handling performance would be needed as well.
Score components:
Integrated
What it is: The microphone integrated in the ear cup or ear bud of a wireless headphone.
When it matters: For calls, gaming and voice over IP software or for any other use of the microphone.
Good value: Yes
:
Yes
In-line
What it is: The microphone inside the in-line remote of audio cables for wired and wireless headsets.
When it matters: In-line microphone are usually better than integrated mics. If you need better recording quality and noise handling for calls, gaming and voice over IP software then use the audio cable of your wired or wireless headphone if it has an inline microphone.
Good value: Yes
:
No
Boom
What it is: A typically better microphone, that's also adjustable and extends so that the mic is closer to your mouth.
When it matters: Much better recording quality and noise handling than in-line or integrated mics. Primarily used for gaming and voice over IP software.
Good value: Yes
:
No
Detachable Boom
What it is: A boom mic that is detachable from the headset.
When it matters: If you want to use your headphone outdoors without the bulk and hassle of the Boom mic.
:
N/A

The Skullcandy Push have a mediocre integrated microphone. In quiet environments, speech recorded or transmitted with this mic will sound relatively thin and slightly lacking in detail. In noisy situations, the mic will struggle to separate speech from ambient noise, even in moderately loud environments such as a busy street. Also, the microphone and call audio are only available on the left earbud.

6.1 Recording Quality
What it is: Microphone recording quality shows how natural, neutral, extended and intelligible speech would be with the device under test, in a quiet environment.
When it matters: A microphone with a good recording quality ensures that the person listening to you would hear a full, clear, and easily understandable speech. Therefore, it is important whenever a good quality of speech transmission and intelligibility is needed.
Score components:
Skullcandy Push Microphone Frequency Response
Recorded Speech
What it is: Actual audio recording of the headphone's microphone, recorded while placed on the dummy head, with speech being played back through the dummy head's mouth simulator.
When it matters: When a clean, full, and intelligible speech transmission is required.
:
LFE
What it is: Low-frequency extension shows how deep the bass response of the microphone is, and therefore, how deep and full your voice would sound to the listener. It is the lowest frequency at which the frequency response reaches -3dB of the target response.
When it matters: LFE is not a big factor in speech intelligibility and even speech recorded with a mic that has an LFE of 500Hz could still be easily understood. Therefore, it is mostly important if you are concerned with how deep and full your voice would be heard.
Good value: <150Hz
Noticeable difference: 30Hz
:
320.0 Hz
FR Std. Dev.
What it is: Frequency Response Standard Deviation shows how accurately and balanced sound is captured by the microphone at each frequency. FR Std. Dev. is calculated between LFE and HFE, and the rest of the spectrum is ignored.
When it matters: A good frequency response is desired when a natural and neutral speech quality is desired. As opposed to HFE which is more a metric for speech intelligibility, frequency response could be considered as a metric for a natural and neutral sound.
Good value: >3.5dB
Noticeable difference: 0.5dB
:
3.71 dB
HFE
What it is: High-frequency extension is the highest frequency at which the frequency response reaches -3dB of the target response. It shows how extended the treble response of the microphone is.
When it matters: HFE is one the most important factors in speech intelligibility. The higher the HFE, the brighter, more open, and more extended the speech quality will be which makes it a lot easier to understand by the listener.
Good value: >8KHz
Noticeable difference: 1KHz
:
3088.65 Hz
Weighted THD
What it is: The unwanted frequencies (harmonics) produced alongside the intended frequencies, which cause deformation of an output signal compared to its input.
When it matters: When clean and pure sound reproduction is desired, though its effect is not as noticable as frequency response.
Good value: <1.5
Noticeable difference: 1.0
:
8.83
Gain
What it is: Shows how much louder the microphone can go above our reference loudness level. The gain value is reported relative to our reference level, which is 94dB at a distance of 5cm from the mouth.
When it matters: A microphone with a high gain is important when the input signal (speech) is very quiet. For example when whispering, or talking on the phone in a library.
Good value: >18dB
Noticeable difference: 3dB
:
41.26 dB

The recording quality of the Push’s microphone is mediocre. The LFE (low-frequency extension) of 320Hz suggests that speech recorded with this mic will sound relatively thin. The HFE (high-frequency extension) of 3.1KHz indicates speech that sounds noticeably muffled and lacking in detail. The response between the LFE and HFE is quite uneven which negatively affects the quality of speech. However, it'll still be decently understandable in quiet environments since speech intelligibility mostly depends on the 500Hz-4KHz range.

6.1 Noise Handling
What it is: How well the microphone is able to separate speech from background noise, so that the transmission would include more voice and less noise.
When it matters: When a clean and intelligible speech transmission is desired in a noisy situation like talking on the phone on a busy street or on the bus.
Score components:
Skullcandy Push SpNR
Speech + Pink Noise :
Speech + Subway Noise :
SpNR
What it is: Speech to Noise Ratio is the difference in level between speech and background noise as heard by the listener
When it matters: If the microphone is going to be used in a noisy environment, it is important for it to be able to separate the speech from background noise, so the voice would be easily audible and understandable.
Good value: >24dB
Noticeable difference: 3dB
:
13.75 dB

The integrated microphone of the Skullcandy Push is mediocre at noise handling. In our SpNR test, it achieved a speech-to-noise ratio of about 14dB, indicating that they are best suited for quiet environments. However, they won't be ideal for moderate and loud environments, as they will have difficulty fully separating speech from ambient noise.

5.0

Active Features

What it is: Headphones with active components that require a battery. This includes noise cancelling and wireless headphones that actively reduce noise or transmit audio via a wireless connection.
When it matters: How suitable the power and wireless specifications of an active headphone will be, depending on your listening habits. The range and/or discharge time of the active headphone you select will be important if you're often on the move or have long uninterrupted listening sessions.
Score components:

The Skullcandy Push have a 6.5-hour battery life on one charge, and their case also provides an additional charge, which means you get an estimated 12 hours of playback. They should last you a few workouts or a full work day if you take a break to charge them. Unfortunately, they do not have an app to enhance your listening experience. 

5.6 Battery
What it is: The power source of your headphones. All headphones with active features have a battery that will deplete over time.
When it matters: To continue using the active features of your headphones. Some models lose features or switch off completely when the battery is drained, which limits what you can do with them until the next charge.
Battery Type
What it is: The type of battery that the headphones use. Usually AAA or embedded, Li-ion rechargeable batteries.
When it matters: When your headphones run out of power. Rechargeable batteries usually charge via the headphones Micro-USB port whereas AAA batteries have to be replaced or charged with an external device.
:
Rechargable
Battery Life
What it is: The amount of time it takes for a headphones' battery to be completely drained. Battery life will vary depending on the active features used and volume level.
When it matters: For active headphones that connect wirelessly, have noise cancellation or other audio-enhancing features, that cease to work once the battery is dead.
Good value: >10hrs
Noticeable difference: 0.5hrs
:
6.5 hrs
Charge Time
What it is: The amount of time your active headphones have to be connected to a power source to charge from 0 to a 100%. However, charging time will vary depending on your power source.
When it matters: To be able to use the active features of your headphones. Especially, wireless ones that completely switch off and need to be recharged when the battery is dead.
Good value: 2h or less
Noticeable difference: 0.25h
:
2.0 hrs
Power Saving Feature
What it is: A feature that turns off the headphones, after a set time, when they're not in use.
When it matters: To prolong battery life when the headphones are not being used, or if you forget to manually turn off your headphones.
:
No
Audio while charging
What it is: Some active headphones remain usable while charging. They continue to stream audio and do not disable other active features.
When it matters: This makes sure that your headphones's battery are not being drained when you're relatively close to a power source. However, this means wireless headphones will need a wired connection to the power source during the charging process.
:
No
Passive Playback
What it is: Active headphones that still work when all their active features are turned off or out of power.
When it matters: If you run out of power and do not have spare AA/AAA batteries or access to a power source to recharge your headphones.
:
No

The Skullcandy Push have a 6.5-hour battery life, which is good for truly wireless headphones. However, their case only holds one additional charge, for an estimated total of about 12 to 13 hours, which is a bit shorter than some of the other truly wireless headphones we've tested. Unfortunately, they don’t have any power saving feature to extend the battery life, but they do automatically turn off once in the case. They should last you a full workday if you take a 2-hour break to charge them fully.

0 App Support
What it is: The additional app provided to enhance your listening experience. They typically deliver a set of practical features that give you more control over the sound, noise cancelling and effects that the headphones produce.
When it matters: An app with a lot of features allows you to customize your listening experience to suit your taste and preferences. For example, additions like an equalizer can give you more bass or treble and room effects can simulate a bigger Soundstage in closed back headphones.
Score components: Subjectively assigned
App Name : N/A
iOS : N/A
Android : N/A
Mac OS : N/A
Windows : N/A
Equalizer
What it is: Parametric, graphic or preset sound profiles that slightly alter the frequency response.
When it matters: If you want to tailor, your listening experience. Depending on what you're listening to you may want more or less bass for some tracks or more mid-range for vocals-heavy audio.
:
N/A
ANC control
What it is: Control over the Active noise canceling technology. This could be either a simple on/off button, and adjustable slider or even adaptive self-regulating noise cancellation.
When it matters: If you're in an environment where you need to monitor your surroundings or completely isolate yourself from ambient noise.
:
N/A
Mic Control : N/A
Room effects
What it is: Room effects that enhance the audio quality to make it more immersive.
When it matters: If you want to further tweak your listening experience. Adding room effects, can simulate a more spacious Soundstage or deliver a surround sound-like feel.
:
N/A
Playback control
What it is: An in-app player that gives you access to play/stop, track skipping or volume controls directly with the app.
When it matters: It's a shortcut that allows you to control your audio without leaving the application.
:
N/A
Button Mapping : N/A
Surround Sound : N/A

These headphones do not have a companion app with customization options.

3.0

Connectivity

What it is: The inputs and outputs of wired and wireless headphones, as well as their latency performance and range.
When it matters: To know how compatible your Bluetooth device, console or PC will be with your wired or wireless headset.
Score components:
  • 10% Bluetooth
  • 33% Wired
  • 10% Base/Dock
  • 22% Wireless Range
  • 25% Latency

These truly wireless Bluetooth-only headphones can’t be used passively in any way. They also can’t connect to multiple devices simultaneously which would have been convenient if you often switch between a phone and PC. Unfortunately, they also have higher-than-average latency, which isn’t ideal for watching videos and gaming. On the upside, their case acts as a charging dock that gives you an additional 6 hours of battery life.

6.0 Bluetooth
What it is: Bluetooth support for wireless headphones.
When it matters: To connect wirelessly to Bluetooth sources like your phone, tablet, console, PC and TV.
Score components:
  • 80% Multi-Device Pairing
  • 20% NFC
  • <1% PS4 Compatible
  • <1% Xbox One Compatible
Bluetooth Version : 4.2
Multi-Device Pairing
What it is: A Bluetooth profile that allows some headphones to be simultaneously connected to multiple Bluetooth sources, and have full call and media support on both/all devices they are connected to.
When it matters: To quickly switch between your Bluetooth sources. For example, switching from your phone to your home or work PC and still have call and media support on both devices.
Good value: 2 devices.
:
No
NFC
What it is: Near Field Communication technology that allows you to quickly, pair your headphones with your Bluetooth and NFC-enabled device.
When it matters: This makes pairing with an NFC-enabled device a lot easier than the typical and often tedious hold-to-pair procedure that most wireless headphones have.
Good value: Yes
:
No
PS4 Compatible
What it is: Bluetooth compatibility with the PlayStation 4.
When it matters: To connect your headphones wirelessly with your PS4.
Good value: Audio + Microphone
:
No
Xbox One Compatible
What it is: Bluetooth compatibility with the Xbox One.
When it matters: To connect your headphones wirelessly with your Xbox one.
Good value: Audio + Microphone
:
No

These Bluetooth headphones can only connect to one device at a time, and they also don’t support NFC for quicker and easier pairing. Skullcandy says they are compatible with the PS4 and Nintendo Switch. However, we couldn’t connect the Push to our PS4, and we currently do not own a Switch to test it on this console.

0 Wired
What it is: The type and compatibility of audio cables for wired and wireless headphones.
When it matters: For all devices with a regular audio jack (line-out) and also compatibility of the in-line remote/boom microphone with consoles and Personal computers.
Score components:
  • 13% Analog
  • 9% USB
  • 26% PS4 Compatible
  • 26% Xbox One Compatible
  • 26% PC Compatible
Cable Tested : N/A
Analog
What it is: A regular 1/8" TRS audio jack or a 1/4 or 1/16 TRS with a 1/8 TRS adapter.
When it matters: For all devices with a line out.
Good value: Yes
:
N/A
USB
What it is: A USB or USB adapter to connect to your devices for audio and microphone.
When it matters: A digital USB adapter usually offers a slight advantages over a regular audio jack, like a DAC, and amplifier module or software support and compatibility with PCs. However it may not be as compatible with consoles.
Good value: Yes
:
N/A
PS4 Compatible
What it is: PS4 compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PS4 controller.
Good value: Audio + Microphone
:
N/A
Xbox One Compatible
What it is: Xbox One compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your Xbox One controller.
Good value: Audio + Microphone
:
N/A
PC Compatible
What it is: PC compatibility with a regular 3 or 4 pin 1/8 TRS audio cable.
When it matters: When you want to use a wired headphone with your PC.
Good value: Audio + Microphone
:
N/A

These truly wireless headphones do not have a wired connection.

2.1 Base/Dock
What it is: The base station, dock or dongle transmitter of wireless headphones that receive data/audio via a proprietary frequency range.
When it matters: Knowing the inputs and outputs of the base/dock/dongle as well as its compatibility with consoles and Personal Computers. Also whether the base supports dock charging to easily recharge the headphones without any cables.
Score components:
  • 5% Optical Input
  • 22% Line In
  • 5% Line Out
  • 22% USB Input
  • 4% RCA Input
  • 9% PS4 Compatible
  • 9% Xbox One Compatible
  • 9% PC Compatible
  • 2% Power Supply
  • 13% Dock Charging
Wireless Type
What it is: The type of wireless connection used by the base station/dock to communicate with the headphones.
When it matters: For latency and range. For example Radio frequency has low latency but mediocre range when obstructed and proprietary docks have their own 2.x GHz or 5 GHz frequency which varies in performance.
:
N/A
Optical Input
What it is: Optical input for audio.
When it matters: Optical can carry a bit more data at faster speeds than typical wired connection which allows for more high quality, lossless audio.
Good value: Yes
:
No
Line In
What it is: The regular wired input via a 1/8" TRS audio jack.
When it matters: For any device that has a line out for audio transmission.
Good value: Yes
:
No
Line Out
What it is: A regular 1/8TRS audio jack output.
When it matters: If you need to share the audio source with other devices. A line out lets you connect other headphones or speakers to the dock/base station.
Good value: Yes
:
No
USB Input
What it is: A digital USB input instead of a typical 1/8 TRS line-in.
When it matters: A USB connection can provide both an audio input and power to the Dock or Base station.
:
No
RCA Input
What it is: Audio input using via an RCA connectors.
When it matters: Provides better stereo audio to the dock/base that's then transmitted to the headphones.
Good value: Yes
:
No
PS4 Compatible
What it is: Dock/Base station compatibility with the PlayStation 4.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Xbox One Compatible
What it is: Dock/Base station compatibility with the Xbox One.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
:
N/A
PC Compatible
What it is: Dock/Base station compatibility with your Personal Computer.
When it matters: To be able to use all the features of the dock/base station with out losing audio or microphone capability.
Good value: Audio + Microphone
:
N/A
Power Supply
What it is: The connector type of the power source.
When it matters: The accessibility of the power source. For example a power supply with USB/USB-C connects to multiple devices, PC , PS4, Xbox One or even with your regular phone charger whereas a A/C adapter is less common.
Good value: USB/USB-C
:
USB-C
Dock Charging
What it is: Charging the headphones via the dock/base station instead of a charging cable.
When it matters: It makes charging your headphones easier and gives you a sport to store your headphones when they are not in use.
Good value: Yes
:
Yes

The Skullcandy Push True Wireless headphones come with a charging case that holds one more 6-hour charge, but the case doesn't have any inputs.

10 Wireless Range
What it is: Headphones that offer a cable-free listening experience over a wireless network, typically via Bluetooth or radio frequency.
When it matters: If you don't want to be limited by the length of an audio cable. This means having the freedom to move around in your home or office with a much greater range than an audio cable could provide, especially, if the Bluetooth source is heavy or difficult to carry. Note that wireless range also depends on your Bluetooth sources' signal strength which may vary from device to device or depending on your phone model.
Score components:
Obstructed Range
What it is: The range that the wireless headphones can reach before dropping any audio when the Bluetooth source was placed in another room. We test our obstructed range with a Moto E4 Plus. Results may vary depending on your phone model or Bluetooth source.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in an indoor environment. Although, the obstructed wireless range will slightly depend on your home or office layout. Note that wireless range also depends on your Bluetooth sources' signal strength which may vary from device to device or depending on your phone model.
Good value: >35ft
Noticeable difference: 5ft
:
72 ft
Line of Sight Range
What it is: The range that the wireless headphones can reach before dropping any audio when in direct line of sight of the Bluetooth device.
When it matters: If you can't or prefer not to carry your Bluetooth source on you, while listening to your audio in a large and open environment.
Good value: 170ft or more
Noticeable difference: 10ft
:
292 ft

The Push have an amazing wireless range. With 72ft of range when the source was obstructed by walls, you’ll be able to move around a small office or apartment without getting too many audio cuts. They actually maxed out our test facility range. However, these results may vary depending on your Bluetooth source.

0 Latency
What it is: How long it takes for audio to play through your headphones once the audio signal has been sent from a source.
When it matters: When gaming or watching movies. High latency means you will hear the audio much later than the images you see on screen.
Score components:
Default Latency
What it is: The Base RF latency or the default sub-band coding (SBC) of most Bluetooth headphones.
When it matters: When watching videos a high latency can cause sync issues between the images you see and the audio you hear.
Good value: 50ms or less
Noticeable difference: 15ms
:
313 ms
aptX Latency
What it is: An audio coding algorithm (Codec) that improves bit rate efficiency. It reduces latency and improves sound quality over Bluetooth.
When it matters: For better sound quality if your often streaming music over Bluetooth. Also it slightly improves latency when watching videos with wireless headphones.
Good value: 50ms or less
Noticeable difference: 15ms
:
N/A
aptX(LL) Latency
What it is: Low latency variation of aptX that significantly reduces sync issues between video and sound when using Bluetooth headphones.
When it matters: When watching videos or gaming latency is a lot more noticeable than just listening to music.
Good value: 50ms or less
Noticeable difference: 5ms
:
N/A

These headphones have too high latency to be suitable for watching videos and gaming. Bluetooth headphones usually average around 200-220ms of delay, so their performance of 313ms is higher-than-average and what you see on the screen won’t match what you hear. However, some video content apps such as YouTube and Netflix offer some sort of compensation, and you might not notice the delay that much.

In the box

Skullcandy Push In the box Picture

  • Skullcandy Push headphones
  • 3 tip options
  • Charging cable
  • Charging case
  • Manuals

Compared to other Headphones

Skullcandy Push Truly Wireless Compare Picture

The Skullcandy Push are truly wireless in-ears with a bulky design and average sound quality. They are made for fans of bass, like most of the Skullcandy lineup. They have an amazing wireless range and are decently comfortable for in-ears, but their latency is too high for videos and gaming. Unfortunately,  they only have one additional charge provided by their charging case, but they offer a longer continuous playback time on a single charge than other truly wireless headphones. See our recommendations for the best true wireless earbuds, the best sounding wireless earbuds, and the best earbuds for bass.

Apple AirPods 1 Truly Wireless 2017

The Skullcandy Push are better headphones than the Apple AirPods if sound is the most important thing for you. They are more packed with bass thanks to their closed-back design, and they also isolate better. However, the AirPods are better made, more comfortable and have a better build quality. They also have more battery charges stored in the case, which can be useful. If you’re looking for truly wireless headphones to jog with outside, then the open-back AirPods will allow you to be more alert to your surroundings.

Samsung Gear IconX Truly Wireless

The Samsung Gear IconX are better headphones than the Skullcandy Push. They have 4GB of onboard storage and a more health-focused app that includes a built-in coach to keep track of your workout progress. Their sound quality is also superior and more accurate than the bass-heavy Push. On the other hand, the Skullcandys have more battery life on a single charge and have an excellent wireless range. Overall, the IconX are one of the best truly wireless earbuds we’ve tested so far.

Sony WF-SP700N Truly Wireless

The Skullcandy Push and Sony WF-SP700N perform similarly and also have a similar design. Even if the Sonys have an ANC feature, they don’t isolate more noise than the Push. Their control scheme is also a bit hard to use, and you don’t even get volume controls on the buds. Also, the Skullcandy Push have better wireless range and battery life, making them slightly more versatile throughout the day. On the hand, the Sonys and their case are slightly better made and feel more like premium headphones.

Anker SoundCore Liberty Air Truly Wireless

The Anker SoundCore Liberty Air are better truly wireless in-ears than the Skullcandy Push. They have a more lightweight design, and their case is more portable. The sound quality is also more neutral, but some may prefer the heavy bass of the Push. The Ankers isolate more noise and are more versatile for everyday casual use. However, the Push have a better control scheme that offers volume control, which the Liberty Air lacks. They also have a longer battery life on one charge and maxed out our testing facility for wireless range.

Jaybird Run Truly Wireless

The Jaybird Run are better headphones than the Skullcandy Push. They have a more accurate audio reproduction and also have a mobile app to let you EQ them to your liking. Their design is also more comfortable, and they included different stability fin sizes, which don't come with the Push. However, the Push have a better control scheme to use on the go, and they offer more battery life on a single charge.

JBL Endurance Peak Truly Wireless

The JBL Endurance Peak are better truly wireless in-ears than the Skullcandy Push for most uses. The Peak have a more stable fit, thanks to their secure ear-hook design, and they isolate more noise. They also sound much better and have a more balanced sound profile. However, the Push are more comfortable and have a better control scheme. The Push also have a longer battery life, but they take longer to charge. Their charging case holds less additional charges and they don’t have a power-saving feature like the Endurance Peak.

Altec Lansing True Evo Truly Wireless

The Skullcandy Push are better headphones than the Altec Lansing True Evo. Their control scheme is more complete and volume controls is a must-have for some, which the True Evo lack. They also have longer battery life on a single charge, but their case only holds one additional charge, which is disappointing when compared to the True Evo’s four. The True Evo also feel better-built and less plasticky than the Push, especially in regards to their case.

SoundPeats TrueFree/True Wireless

The SoundPeats TrueFree and Skullcandy Push are two truly wireless headphones that perform similarly, so the low price tag of the TrueFree make them a better choice for most users. They even feel better made than the Skullcandys and have better isolation performance, which is useful for commuting and at the office. They also have a more low-profile and compact design. Some may prefer having volume control directly on the headphones and longer battery life, which would then make the Push a better choice.

TREBLAB X5 Truly Wireless

The TREBLAB X5 are better truly wireless headphones than the Skullcandy Push. They are more stable in the ear thanks to their stability fins and have a more accurate audio reproduction that isn’t as bass-heavy as the Push. While they have lower battery-life on one charge, the case of the X5 can hold more charges than the single one of the Skullcandy’s case. On the other hand, the Push have amazing wireless range and will be better-suited for bass-heavy music. They might not feel very durable, but they feel less cheap than the X5. However, their latency is pretty high and you will notice a delay when watching video content.

+ Show more

Conclusion

6.7Mixed Usage
What it is: This is the combination of the different use cases to evaluate how versatile the headphones are. Therefore an everyday headphone should be well-rounded enough to adapt to most situations and environments without significant losses in sound quality, design ergonomics or isolation.
Score components:
Decent for mixed usage. These truly wireless headphones are great for sports thanks to their portable and stable design, but their sound quality is for fans of bass and might not be ideal for critical listeners. Their in-ear fit won’t be the most comfortable for some, which might not be ideal for the office or long flights, and they only have one additional charge from the case. They also have very high latency which won’t be suitable for TV and gaming.
6.6Critical Listening
What it is: The level of audio fidelity a headphone can reproduce. Therefore a balanced and true representation of bass, mids, treble, soundstage and imaging, as well as a comfortable listening experience, is essential for critical listening.
Score components:
Average for critical listening. The Skullcandy Push have a powerful bass, a decently well-balanced mid-range, and a good treble. Unfortunately, their bass is also overemphasized and boomy, and their mid-range is recessed, pushing back vocals and instruments. Their treble range is mostly even, but slightly underemphasized, resulting in a small lack of detail and brightness on vocals, leads and S and T sounds. These headphones will be better suited for bass-heavy genres rather than vocal-centric music.
7.2Commute/Travel
What it is: How well the headphones handle the loud environments involved in commuting or traveling. Therefore your listening experience should be comfortable, hassle-free and as isolated from noise as possible.
Score components:
Above-average for commuting and traveling. Their portable design is easy to carry around and they are comfortable for short bus trips and commutes, but the in-ear fit might be fatiguing during flights. They have decent isolation performance, and you’ll be able to mask more ambient noise by raising your listening volume without bothering people around you.
8.0Sports/Fitness
What it is: How well-adapted the headphones are, to use while doing sports or strenuous exercise. Therefore the headphones should not be too cumbersome and deliver a stable and comfortable listening experience.
Score components:
Great for sports. These headphones are very portable, breathable and stable for physical activities. They don’t come out of the ear, even if they have a bulkier design, but don't have different fin size options. On the other hand, their sound signature is good for bass-heavy genres which can be great to get you pumped during your workouts.
7.0Office
What it is: How well the headphones can deliver a comfortable and isolated listening experience in an office-like environment. They should not leak much and should block the noise of a busy office.
Score components:
Decent for the office. They have longer-than-average battery life for truly wireless in-ears, but their case only offers one additional charge, which is disappointing. They isolate a good amount of ambient chatter and don’t leak much, which is great. However, the in-ear fit might not be comfortable for a whole workday. On the upside, if you have a good Bluetooth source, you’ll be able to walk around the office without the source due to their excellent wireless range.
5.4TV
Score components:
Sub-par for watching TV. While the Skullcandy Push have great wireless range to watch TV and movies from the comfort of your couch, their latency is too high for this use case. You might notice that what you see doesn’t match what you hear.
4.6Gaming
Score components:
Bad for gaming. These truly wireless headphones are not designed for gaming. They have very high latency, and their microphone can’t compete against a gaming headset’s boom mic. You shouldn’t consider these headphones for gaming, even if you don’t care much for a microphone to talk online.

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