Tailstop 360 Fingerflip
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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 360 fingerflip thrown from a tailstop rather than from a roll. The board is already standing on its tail with the nose up, so the hand has nothing to lift and there is no speed to manage and no moving target to land on - which strips the trick back to the throw and the catch. A full 360 of shove is a lot to fit into one jump, and taking the roll out of it buys back all the room. It is the version to learn first, and the version to fall back to when the rolling one stops working.
Step by step
- Come to a tailstop, board balanced on the tail with the nose up.
- Take the raised nose with the front hand, fingers underneath and thumb on the grip.
- Jump off both feet, splitting them wide of the rails.
- Hover the feet wide of the corkscrewing deck.
- Watch for the moment grip-down yaw and flip both resolve - wheels down, ends back home.
- Stomp both bolts as the wheels arrive, and settle.
Body mechanics
| Front foot | Hangs clear during the corkscrew and drives down onto the front bolts the moment rotation resolves. |
|---|---|
| Back foot | Lands in unison on the back bolts to pin both residual rotations at once. |
| Shoulders | Quiet and level; all rotation is delegated to the hand so the body stays a stable reference frame. |
| Arms | The throwing arm blends wrist roll and circular whip into one spiral release; the other arm balances the asymmetric throw. |
| Gaze | Tracks the board's compound rotation continuously - this catch cannot be timed by feel. |