Double Rail Flip
also known as: Double Railflip
Sign in to add this trick to your list.
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 rail flip with another whole revolution in it: two turns and three quarters of roll out of the rail stand, still with the same 180 degrees of frontside yaw, still landing wheels-down the other way round. The push is the same shear; what changes is that it has to be violent enough to spin the deck twice over inside a single hop, and that the catch has to be picked out of a blur rather than tracked round. It is the Godzilla rail flip without the rider turning - add an opposing body varial to this and you have one.
Step by step
- Set a strong rail stand with both feet loaded and the knees fully compressed.
- Jump as high as a rail stand allows - two revolutions need every bit of it.
- Shear the rail down and away explosively, dragging toward the toes to feed the frontside 180.
- Tuck the knees hard and stay square; there is no time to correct anything.
- Read the grip tape's strobe rather than following the deck round, and pick the second time it comes level.
- Stomp the bolts as the wheels arrive and absorb deep.
Body mechanics
| Front foot | Pushes and gets out of the way fast, then drops onto the front bolts on the second pass. |
|---|---|
| Back foot | Supplies most of the explosive shear, then clears high and finishes the two-foot catch. |
| Shoulders | Square and still - a rider who turns here is doing a Godzilla instead. |
| Arms | A hard upward snap for maximum hang time, then wide to steady a fast catch. |
| Gaze | Fixed on the deck, counting revolutions rather than following the grip. |