Double Handflip
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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 handflip with two full kickflip-direction rotations, thrown harder and released a beat later. As with every hand-thrown double, the arm's mechanical advantage makes the extra rotation cheap and moves all the difficulty to the catch: the deck comes round fast and has to be pinned dead at exactly wheels-down on the second pass, read off the strobe of the grip tape rather than followed round.
Step by step
- Set up as for a handflip, hand firm on the nose, board tipped back.
- Jump taller than usual - two rotations need the extra hang time.
- Throw harder and release a beat later than a single.
- Track the double by the flashing of the grip tape rather than the deck's edge.
- 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 a fast deck and stomps the front bolts on the second rotation. |
|---|---|
| Back foot | Mirrors the clearance and lands together - a split catch lets it keep flipping. |
| Shoulders | Square and still through the throw. |
| Arms | The throwing arm goes through faster and further; the other is ready for the catch. |
| Gaze | Reading the grip's strobe, not the board's outline. |