Quadruple Kickflip

also known as: Quad Flip · Quadruple Flip · 4-Flip

flip flatgroundstreet difficulty 10/10

Sign in to add this trick to your list.

roll yaw pitch body

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

  1. Find as much pop as you have - this trick is airtime first and flick second.
  2. Set the front foot well back with the toe hanging off, so the flick is all ankle.
  3. Snap the flick the instant the tail leaves the ground, as hard and as short as you can.
  4. Pull both knees to your chest and hold, keeping your weight stacked over the board.
  5. Watch four passes of the grip tape go by without reaching for the deck early.
  6. Catch with the back foot first on the fourth pass, then stamp the front and ride out compressed.

Body mechanics

Front footOne explosive ankle flick, then as high out of the way as it will go.
Back footMaximum pop, then waits to make the first contact of the catch.
ShouldersDead level. At this rotation rate any tilt corkscrews the board out of reach.
ArmsSwung up hard on the pop for every millimetre of height, then out for balance.
GazeStraight down at the deck; the count is the trick.