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Shown for a regular-footed rider. Teal ring + arrow = the rider's facing direction; teal band = the tail; a dot is where a hand holds the board - bright yellow for the front hand, amber for the back one, which is the whole difference between a mute and an indy. Board and rider rotate independently - each follows its own component. Drag to orbit.
How it works
Three full rotations - a spin so long it was first landed not on a vert ramp but on a MegaRamp quarterpipe, where roll-in speed buys the necessary hangtime. As an even multiple of 360 it swaps direction on the wall, re-entering opposite to takeoff, and the entire trick is an exercise in rotational bookkeeping: three spins of blur, board held by the grab, with a single narrow window to unwind and land. Tom Schaar was twelve when he proved it possible in 2012.
Step by step
- Roll in from maximum height (MegaRamp-scale speed) and launch the biggest air achievable.
- Throw everything at takeoff: full coil release, immediate mute grab, hard off-axis tip.
- Corkscrew through three rotations in the tightest tuck the body can form.
- Count the wall's flashes; at two-and-three-quarters, snap the head out to spot re-entry.
- Release, open, extend, and absorb a landing arriving with enormous compressed energy.
Body mechanics
| Front foot | Folded into the spin-mass; its only job is to be exactly where the grip is when the wall arrives. |
|---|---|
| Back foot | Presses the tail through three rotations of centripetal load. |
| Shoulders | Deliver more angular impulse than any other trick in skateboarding demands at takeoff. |
| Arms | The mute grab is structural for three full spins; the free arm's position is the spin-rate dial. |
| Gaze | Blind faith for two and three-quarter rotations, then one head-snap to find the world again. |