Triple Kickflip
also known as: Triple Flip · 3-Flip (rotations) · Triple Kick
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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
Three full rotations of the board around its long axis off a single flick. The flip rate, not the hang time, is what makes it hard: the board has to be spun roughly three times faster than a kickflip within the same airtime, which means a very sharp flick off the pocket of the nose rather than a bigger one. The rider pops high and tucks the knees to buy room, then has to count rotations by sight and catch on the third pass - catching early leaves the deck upside down.
Step by step
- Set the front foot further back than for a kickflip, angled, so the flick has room to accelerate.
- Pop hard and high - the trick needs airtime the rotation can happen inside.
- Flick down and out off the nose pocket sharply and immediately, snapping the ankle rather than sweeping the leg.
- Suck both knees up high and hold them there while the board blurs beneath you.
- Count the grip tape past three times, spotting the tail band each pass.
- Stamp both feet down over the bolts as the third rotation completes and absorb deep.
Body mechanics
| Front foot | Delivers one very sharp flick and then lifts high; a slow, long flick cannot produce three rotations. |
|---|---|
| Back foot | Pops hard for height, then rises well clear so it does not stall the flip. |
| Shoulders | Level and square - any rotation bleeds into board yaw and turns it into a varial. |
| Arms | Thrown up on the pop for amplitude, then held wide for the landing correction. |
| Gaze | Locked on the flipping deck the whole time, counting rotations rather than guessing. |