interactive trick simulator

a trick is not footage. it's maths in the air.

deckmath builds a real board from a handful of shapes and makes it flip by hand-written kinematics, not a physics guess. pop it, tune it, break it down. every rotation you see was solved, not filmed.

running kickflip. press 1 to 5to swap tricks, space to pop.

the instrument

four numbers decide every trick. move one and the board changes on the next pop. these are the same trade-offs your body is solving mid-air.

0.25s0.50s0.75s1.00s1.25sland · 0.85scaught 0.59s
1 flip turn255ms room before land
1.00×

how hard the tail cracks. more pop, more height, more time for the flip.

1.00×

how fast the flip winds. faster, and you catch it earlier with room to spare.

1turns

whole flips (and shove turns) stacked in one jump. two is a double, three is showing off.

0.85s

how long you hang. the whole trick has to resolve before the wheels touch down.

phase
set
flip
0°
spin
0°
turns
0.00

the library

five tricks, from the one that teaches you air to the one that humbles everyone. pick one and it runs. the line under each is what the feet do, not what it looks like.

the breakdown

the same jump, five phases. run a trick up top and watch the marker travel the arc. the lit phase below is the one the board is in right now.

popscoop / flickflipcatchland
  1. 01

    pop

    the tail hits the ground. the board levers up off it and starts to rise. everything after this is airborne.

  2. 02

    scoop / flick

    the front foot flicks the edge or the back foot scoops the tail. this is the input that decides which trick it becomes.

  3. 03

    flip

    your feet are off. the board rotates on its own, one whole turn per rotation, no more, no less.

  4. 04

    catch

    the grip comes back around to your feet and you stop the rotation dead. the whole trick lives or dies here.

  5. 05

    land

    wheels down, knees bent, roll away. the rotation reads a whole number or you were never going to make it.

slow it down

the catch happens too fast to learn from at full speed. drag the scrubber to walk kickflip frame by frame, or drop the speed and let it run in honey.

0%
through the air
phase
set
flip
0°
turns done
0.00
1.00×

landing your first one

nobody's first kickflip lands. that's not the goal. the goal is the flick becoming a thing your foot knows without you.

01

commit or bail, never half

the board flips whether or not you're over it. the only way to get hurt is to catch it with your weight in the wrong place. jump with it, not next to it.

02

roll before you learn to flip

a kickflip rolling is a different animal than one stationary. the moving board wants to stay under you. learn it at a slow push, not from a dead stop.

03

watch the bolts, not the board

stare at the front trucks in the air. your eyes drag your feet to where they need to be. looking away is how you kick it out sideways.

04

one variable at a time

too high, land on it and slam. too low, no time to catch. change one thing, take ten tries, then change the next. same as the sliders up top.