Dragon Flip
also known as: 360 Dolphin Flip · Forward 360 Flip · Reda Flip · 360 Forward Flip
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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 dolphin flip taken all the way round. The board wraps a full 360 degrees end-over-end forward around its short axis while completing a whole kickflip roll around its long axis, both fed by the front foot's down-and-forward punch off the nose. Where a dolphin flip stops at halfway - two half turns that cancel to leave the wheels down and the ends traded - the dragon flip carries each rotation through a complete revolution, so the deck comes back to the orientation it left, nose still leading. Among the hardest established flatground flips: the board has to pass through the space the rider is standing in on both axes at once, and the catchable moment is a single instant.
Step by step
- Set up as for a dolphin flip: front foot square across the nose pocket, back foot on the tail.
- Pop as tall an ollie as you have - a whole forward cartwheel needs every bit of the hang time.
- Punch the front foot down and forward off the tip of the nose, angled toward the heels so the roll loads with the pitch.
- Split the legs fore-aft and hold the tuck while the board cartwheels underneath you.
- Let both rotations run all the way round - a whole forward end-over-end and a whole kickflip together.
- Read grip and nose orientation together, catch wheels-down with the ends where they started, and land over the bolts.
Body mechanics
| Front foot | A down-and-forward punch off the nose tip that drives the full forward cartwheel and carries the kickflip roll with it. |
|---|---|
| Back foot | Pops, then clears high and rearward to leave the tail room to come over the top. |
| Shoulders | Square and hinged forward; the rider must not chase either axis. |
| Arms | Low and forward for the dive, then wide to steady the compound catch. |
| Gaze | Locked on the board's cartwheeling silhouette to pick the one catchable moment. |