1080

air vert difficulty 10/10

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roll yaw pitch body

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

  1. Roll in from maximum height (MegaRamp-scale speed) and launch the biggest air achievable.
  2. Throw everything at takeoff: full coil release, immediate mute grab, hard off-axis tip.
  3. Corkscrew through three rotations in the tightest tuck the body can form.
  4. Count the wall's flashes; at two-and-three-quarters, snap the head out to spot re-entry.
  5. Release, open, extend, and absorb a landing arriving with enormous compressed energy.

Body mechanics

Front footFolded into the spin-mass; its only job is to be exactly where the grip is when the wall arrives.
Back footPresses the tail through three rotations of centripetal load.
ShouldersDeliver more angular impulse than any other trick in skateboarding demands at takeoff.
ArmsThe mute grab is structural for three full spins; the free arm's position is the spin-rate dial.
GazeBlind faith for two and three-quarter rotations, then one head-snap to find the world again.