360 Fingerflip

flip freestyle difficulty 5/10

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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

The varial fingerflip taken a full turn further: the hand loads one flip rotation plus a complete 360 of yaw, so the deck corkscrews through a hand-thrown analogue of a 360 flip and returns to its original end orientation for the catch. The throw is a spiral - wrist roll for the flip, a circular arm whip for the spin - released at the top of the jump so the board has the full descent to finish rotating. Reading when both rotations complete together is the catch's entire art.

Step by step

  1. Crouch and grip the nose firmly, rolling slowly or stationary, lifting it into a wheelie on the back wheels.
  2. Jump tall and whip the hand in a spiral: wrist rolling the flip, arm circling the yaw.
  3. Release at the top of the jump with both rotations loaded.
  4. Hover the feet wide of the corkscrewing deck.
  5. Watch for the moment grip-down yaw and flip both resolve - wheels down, ends back home.
  6. Stomp the catch on the bolts and absorb.

Body mechanics

Front footHangs clear during the corkscrew and drives down onto the front bolts the moment rotation resolves.
Back footLands in unison on the back bolts to pin both residual rotations at once.
ShouldersQuiet and level; all rotation is delegated to the hand so the body stays a stable reference frame.
ArmsThe throwing arm blends wrist roll and circular whip into one spiral release; the other arm balances the asymmetric throw.
GazeTracks the board's compound rotation continuously - this catch cannot be timed by feel.