Tailstop Double 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 double 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. Two rotations off a standstill throw, which is how most people get the second one at all. 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.
- Track the double rotation by the flashing of the grip tape.
- Catch the second wheels-down with both feet on the bolts, smothering the spin.
- Stomp both bolts as the wheels arrive, and settle.
Body mechanics
| Front foot | Clears high over the fast-spinning deck and stomps the front bolts on the second rotation. |
|---|---|
| Back foot | Mirrors the clearance and lands together with the front foot - a split catch lets the board keep flipping. |
| Shoulders | Square and rising through the jump, giving the hand a stable platform for the harder snap. |
| Arms | Flipping hand delivers maximum wrist torque; the free arm drives upward to maximize jump height. |
| Gaze | Locked on the grip-tape strobe, counting rotations to time the catch. |