Kickflip Cancel
also known as: Cancel 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 kickflip abandoned halfway and undone. The front foot flicks the board into the roll as usual, and once it is part-way over the same foot comes back down on top of the rising rail and drives it back the way it came - the flip is not completed, it is reversed, so the deck arrives wheels-down having netted nothing at all. Half out and half home is one full turn of travel for zero rotation. The downward flick from above is what separates it from an underflip, where the foot goes beneath the deck and lifts: here the board is pushed back over, not scooped.
Step by step
- Set up as for a kickflip, front foot angled at the pocket, back foot on the tail.
- Pop and flick, but commit only to half the roll.
- Watch the near rail rise as the grip turns over.
- Stamp the front foot back down onto that rising rail to reverse the roll before it completes.
- Follow the grip back the way it came rather than round.
- Catch wheels-down over the bolts and roll away.
Body mechanics
| Front foot | Flicks for the half roll, then comes back down on top of the rising rail to drive it home - one foot does both beats, both from above. |
|---|---|
| Back foot | Pops, then lifts clear and waits over the tail for the board to come back. |
| Shoulders | Square and quiet; nothing rotates, so any turn here only makes the catch harder. |
| Arms | Low and level, balancing a trick that stays under the body the whole way. |
| Gaze | On the near rail as it comes up - that is the cue to push it back down. |