Double Fingerflip
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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 fingerflip with two full rotations around the board's long axis, driven by a harder wrist snap and a fractionally later release. The hand's mechanical advantage makes doubles far more consistent than double kickflips - the difficulty migrates to the catch, since the board is spinning fast and the feet must pin it dead at exactly wheels-down on the second rotation. The rider buys time with a taller jump and reads the grip tape's strobe to time the stomp.
Step by step
- Set up as for a standard fingerflip: grip the nose firm and lift it into a wheelie on the back wheels.
- Jump taller than usual - two rotations need the extra hang time.
- Snap the wrist through a harder, faster roll and release a beat later.
- Track the double rotation by the flashing of the grip tape.
- Catch the second wheels-down with both feet on the bolts, smothering the spin.
- Absorb and ride out.
Body mechanics
| Front foot | Clears high over the fast-spinning deck and stomps the front bolts on the second rotation. |
|---|---|
| Back foot | Mirrors the clearance and lands together with the front foot - a split catch lets the board keep flipping. |
| Shoulders | Square and rising through the jump, giving the hand a stable platform for the harder snap. |
| Arms | Flipping hand delivers maximum wrist torque; the free arm drives upward to maximize jump height. |
| Gaze | Locked on the grip-tape strobe, counting rotations to time the catch. |