360 Air

also known as: Three-Sixty Air · 360 to Fakie

air parkvert difficulty 6/10

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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

A full upright 360 of body and board above the coping from a forward takeoff. The wall's geometry sets the arithmetic: taking off forward, a complete 360 brings you back down riding fakie (odd multiples of 180 land forward - that family runs through the 540). Riders grab, usually indy or mute, to bind board to body through the spin, and the fakie re-entry is the trick's sting - the ramp arrives behind you at the end of a full rotation.

Step by step

  1. Ride up the wall forward with strong speed and wind your shoulders hard backside before the lip.
  2. Leave the coping and release the wind-up, grabbing immediately to couple the board to the spin.
  3. Rotate a flat, upright 360, head leading and finding the wall again at three-quarters.
  4. Hold the grab until the rotation completes and the coping is back in view.
  5. Release, stop the spin with your shoulders, and re-enter fakie, absorbing deep.

Body mechanics

Front footPinned to the grip by the grab, tracing the spin without independent movement.
Back footOn the tail, keeping the board flat so the spin stays parallel to the ground.
ShouldersDeliver all the angular momentum with a violent pre-wind and release at takeoff.
ArmsGrabbing arm holds board and body as one flywheel; free arm tucks to speed the spin.
GazeWhip the head around early to re-spot the coping - the eyes finish the spin before the body.