Quadruple Kickflip
also known as: Quad Flip · Quadruple Flip · 4-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
Four rotations around the long axis in one air - the practical ceiling of the flip family, and rare enough that landings are counted rather than assumed. Everything is at its limit at once: the pop has to be maximal for hang time, the flick has to be violently fast without kicking the board away, and the catch window is a fraction of the one a kickflip gives you. Riders usually jump slightly forward off a small roll-in to buy the extra fraction of a second.
Step by step
- Find as much pop as you have - this trick is airtime first and flick second.
- Set the front foot well back with the toe hanging off, so the flick is all ankle.
- Snap the flick the instant the tail leaves the ground, as hard and as short as you can.
- Pull both knees to your chest and hold, keeping your weight stacked over the board.
- Watch four passes of the grip tape go by without reaching for the deck early.
- Catch with the back foot first on the fourth pass, then stamp the front and ride out compressed.
Body mechanics
| Front foot | One explosive ankle flick, then as high out of the way as it will go. |
|---|---|
| Back foot | Maximum pop, then waits to make the first contact of the catch. |
| Shoulders | Dead level. At this rotation rate any tilt corkscrews the board out of reach. |
| Arms | Swung up hard on the pop for every millimetre of height, then out for balance. |
| Gaze | Straight down at the deck; the count is the trick. |