Biggerspin
also known as: Bigger Spin
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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
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
- Crouch low with the back foot wrapped deep in the tail pocket, shoulders wound slightly frontside.
- Pop tall and drag the longest backside scoop you can while releasing only 180 of shoulder turn.
- Ride the body's half rotation while the board spins one-and-a-half times beneath you.
- Count the nose past the extra half turn and catch just before touchdown.
- Land fakie on the swapped ends and roll away.
Body mechanics
| Front foot | Clears early and travels with the 180 body turn, poised over the fast-spinning deck. |
|---|---|
| Back foot | Maximal 540 scoop; contact time on the tail determines whether the extra half-turn happens. |
| Shoulders | Deliberately limited to 180 of backside release - the crux is not letting them chase the board. |
| Arms | High for hang time, then braking the body at half rotation. |
| Gaze | Locked on the spinning nose, counting half-turns to time the catch. |