Biggerspin

also known as: Bigger Spin

spin flatgroundstreet difficulty 7/10

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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 bigspin with an extra half revolution of board yaw: the board wraps 540 degrees backside while the body rotates 180 backside, so the board turns a full 360 relative to the rider and lands ends-swapped under a fakie-landing body. The scoop must carry 540 of yaw - a 540 shove - while the shoulders meter out only a half turn, demanding strict decoupling between a violent lower-body scoop and a restrained upper-body rotation.

Step by step

  1. Crouch low with the back foot wrapped deep in the tail pocket, shoulders wound slightly frontside.
  2. Pop tall and drag the longest backside scoop you can while releasing only 180 of shoulder turn.
  3. Ride the body's half rotation while the board spins one-and-a-half times beneath you.
  4. Count the nose past the extra half turn and catch just before touchdown.
  5. Land fakie on the swapped ends and roll away.

Body mechanics

Front footClears early and travels with the 180 body turn, poised over the fast-spinning deck.
Back footMaximal 540 scoop; contact time on the tail determines whether the extra half-turn happens.
ShouldersDeliberately limited to 180 of backside release - the crux is not letting them chase the board.
ArmsHigh for hang time, then braking the body at half rotation.
GazeLocked on the spinning nose, counting half-turns to time the catch.