Glossary and Well-Known Moves

General footbag-related topics that don't fit elsewhere go in here.
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Jeremy
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Glossary and Well-Known Moves

Post by Jeremy »

In the current rules there are the following sections which I think need a major face lift. If you have any changes you think should be made please make them here :).

Please write out the full change though - I'm trying to save myself (and others) some work by sharing the load - it doesn't help much to say "I think the pdx definition should be changed" - please be specific :)

Cheers,


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509. Glossary:

Add: Short for "addition." A movement made in addition to a basic kick. Adds form the basis for determining a move's difficulty. A move may involve more than one add, e.g. a delay and a dexterity add, or a flyer (body add) and a cross-body add.

Body: An add category that involves extra body motions during a move; typically a flyer or a spin.

Add-Contact: A contact of the footbag, either a kick or a delay, made while executing a move with at least one add. Basic kicks are not counted as add-contacts.

Cross-Body: An add category that involves kicking on the opposite side of the body by reaching behind the support leg with the kicking or catching leg.

Delay: The act of catching or trapping the footbag as opposed to kicking or striking it. Delays are one category of adds.

Dexterity: An add category that involves moves like circling the footbag in flight with the foot (an "around-the-world"), carrying the footbag around the support leg (a "wrap"), or carrying the footbag behind you and over the head (a "pendulum").

Unique Move: For the purpose of Composition Judging, a unique move is any move containing an add value whose add components are different from any other move done in that performance. Spin directions and leg direction in dexterity moves are considered different; each side of the body is considered different; moves coming from a different set are not unique unless that set forces another add component (i.e. body, in the case of "paradox" moves) to be added.

Unusual Surface: An add category that involves the use of a surface other than the normal inside, outside, toe, and knee surfaces. Examples include the tip of the toe, the heel, sole, shin, head, chest, and back.


510. Well-Known Moves:
This section lists many of the common footbag moves, giving their name, add count, add categories, and a description. Unfortunately, the explanation of the more complex moves may be incomprehensible if you haven't already seen the move. Many more moves are possible. Experiment!

[Editor's Note: A "living" document of all footbag moves is at http://www.footbag.org/freestyle.]

Toe Stall: 1 add (delay) Delay the footbag on the top of the toes of the foot.

Inside Stall: 1 add (delay) Delay the footbag on the inside surface of the foot.

Outside Stall: 1 add (delay) Delay the footbag on the outside surface of the foot.

Knee Stall: 1 add (delay) Delay the footbag on the knee.

Spin: 1 add (body) Spin around in between kicks.

Flying Outside: 1 add (body) Jump and kick with the outside surface of the foot.

Flying Inside: 1 add (body) Jump and kick with the inside surface of the foot.

Paradox: An element of difficulty that merits a body add because of the unique double-hip rotation required to execute certain types of dexterities. The paradox element is present when: (1) the move is set from a cross-body contact; (2) the setting foot performs the dexterity before any other rotational body moves are executed; (3) the final contact is made either (a) by the non-setting foot in a non-cross-body position, (b) by the setting foot in a cross-body position, or (c) by the non-setting foot in a cross-body position after performing an in-out dexterity (e.g., whirl or blender).

Clipper Kick: 1 add (cross-body) An inside kick made with the kicking leg tucked behind the support leg (i.e., cross-body).

Symposium: An element of difficulty that merits a body add because of the strength and balance required to execute certain types of flying dexterities. The symposium element is present when the leg performing a dexterity is the only method of support immediately before the execution of the dexterity and up until the final contact of the move. In other words, the final contact foot is suspended off the ground while the support foot performs a dexterity in the air, and any remaining move components are executed without the final contact foot touching the ground.

Sole Kick: 1 add (unusual surface) A kick made with the sole. Kick with the right foot on the right side of the body, pointing the knee down to get a flat sole.

Cloud Kick: 1 add (unusual surface) A kick made with the calf of the leg.

Forehead Stall: 1 add (unusual surface) Delay the footbag on the forehead. Note, this move is one add, and does not count in the delay category.

Neck Catch: 1 add (unusual surface) Catch the footbag behind the neck Note, this move is one add, and does not count in the delay category.

Around the World: 1 add (dexterity) Circle the footbag in between toe kicks.

Around the World Stall: 2 adds (dexterity, delay) Circle the footbag and catch it with a toe stall. The set can be a toe stall, inside stall, or kick. Remember that the set is not counted in the 2-add ranking of this move, but the last delay is.

Leg Over Stall: 2 adds (dexterity, delay) Pass the setting leg over the footbag and catch the footbag on an inside delay.

Mirage Stall: 2 adds (dexterity, delay) Set from a toe stall, then circle the footbag with the support leg and catch with the setting foot. Circle the non-setting foot to the inside and below the footbag, then up, over, and back to the ground before catching with the setting foot.

Clipper Stall: 2 adds (cross-body, delay) A cross-body inside delay.

Hop Over: 2 adds (dexterity, delay) Holding an inside delay, jump over the suspended foot with the support leg, ending in a cross-body position.

Bent Knee Clipper: 2 adds. (body, cross-body) A flying cross-body inside kick, except the support leg is tucked under the kicking foot instead of extended as in the Flying Clipper.

Toe Clipper: 2 adds. (body, cross-body) A flying cross-body toe kick.

Knee Clipper: 2 adds. (body, cross-body) A flying cross-body knee kick.

Flapper: 2 adds (cross-body, unusual) A cross-body sole kick.

Sole Stall: 2 adds (delay, unusual surface) Delay on the sole of the foot.

Squeeze: 2 adds (delay, unusual surface) Catch the footbag in the crook of the knee.

Pendulum: 2 adds (dexterity, delay) Toe delay that is carried directly behind and up, with the released footbag going over your head and landing in front of you.

Rake: 2 adds. (delay, dexterity) Reversal of a pendulum. A toe delay is made behind you and the footbag is carried forward.

Wrap: 2 adds. (delay, dexterity) An inside delay is carried around the support leg to a cross-body position.

Walk-Over: 1 add (delay) An inside delay in which the delaying foot is placed on the ground while the other foot steps over the delayed footbag.

Probe: 2-3 adds. ((body), cross-body, delay) A neck or shoulder catch that is dropped behind you to a cross-body inside delay. If the catch is blind, an additional body add is counted.

Butterfly Kick: 3 adds (dexterity, body, cross-body) A flying leg-over cross-body inside kick. The non-kicking leg goes up and over the footbag while the support leg comes up into a cross-body inside kick.

Butterfly Stall: 3 adds (dexterity, delay, cross-body) A leg-over to a cross-body delay. The support leg goes up, over, and lands to support a cross-body inside delay.

Whirl Stall: 3 adds (dexterity, delay, cross-body) From a cross-body inside delay set, the support leg circles the set footbag from back to front, then lands to support a cross-body inside delay.

Osis Stall: 3 adds (body, delay, cross-body) A spin into a cross-body inside delay. Set the footbag to the right of your body. Turn to the left so the footbag passes behind your back. Bring the right foot up into position for a cross-body inside delay. Sink into the catch. Complete the turn in a cross-body delay position

Refraction: 3 adds. (body, cross-body, delay) A spin, cross-body, to a delay. The footbag is set in front of the body, an inside delay is initiated, but a spin towards the support leg and a wrap-like carry brings the delay into a cross-body position. This is similar to an Osis.

Double Around the World: 3 adds (dexterity, dexterity, delay) From a toe delay, circle the footbag twice before catching it with a toe delay. Jump slightly with the support leg and point your toe down during the first circle to make it easier.

Double-Leg-Over: 3 adds. (2 dexterity, delay) After a toe set, the support leg and the setting leg go over the footbag, and a toe delay finishes the move.

Eclipse: 3 adds. (delay, dexterity, body) A flying jump-over. An inside delay is performed in the air as the other leg jumps over the catching foot. Finish in a cross-body delay.

Symposium Mirage Stall: 3 adds (body, dexterity, delay) Like a Mirage, except the setting and catching foot does not touch the ground as the support leg circles the footbag and lands to support the toe delay catch.

Paradox Mirage Stall: 3 adds (body, dexterity, delay) like a Mirage, except the support leg circles the other direction, from the outside, over, and inside to the ground to support the toe delay catch.

Drifter: 3 adds (dexterity, cross-body delay) From a toe delay set, circle the footbag with the support leg to the inside, up, over, and around into a cross-body delay.

Torque Stall: 4 adds (dexterity, body, cross-body, delay) A Mirage into an Osis. From a cross-body set, the support leg goes up and over the footbag, initiating the spin into the cross-body delay, or Osis.

Spinning Osis Stall: 4 adds (body, body, cross-body, delay) A spin into the Osis.

Butterfly Swirl Stall: 4 adds (dexterity, dexterity, delay, cross-body) A hop-over inside around-the-world. From an inside delay, the support leg jumps over the footbag as the other foot completes an inside around-the-world. End in a cross-body inside delay.

Spinning Butterfly Kick: 4 adds (body, dexterity, body, cross-body) Spin into a butterfly kick.

Blur Stall: 4 adds (dexterity, dexterity, body, delay) From a cross-body inside delay, Mirage with the support leg, then Mirage paradox, with the set leg, to a toe delay catch with the non-setting foot.

Da Da Curve: 4 adds (dexterity, dexterity, cross-body, delay) From a cross-body inside delay set, the support leg does a leg-over from inside to out, the setting leg does a leg-over from outside-to-in, and the non-setting foot, which never touches the ground, catches the footbag on a cross-body inside delay.

Whirling Swirl: 4 adds (dexterity, dexterity, cross-body, delay) From a cross-body inside delay, the support leg circles over the footbag from back to front as the other foot completes a cross-body inside around-the-world. End in a cross-body inside delay.

Symposium Whirl: 4 adds (body, dexterity, cross-body, delay) Like a Whirl, except the setting foot does not touch down as the support leg circles the footbag and lands to support a cross-body delay by the setting foot.
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Anz
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Post by Anz »

Probe: 2-3 adds. ((body), cross-body, delay) A neck or shoulder catch that is dropped behind you to a cross-body inside delay. If the catch is blind, an additional body add is counted.
lame.
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Post by Zeb Jackson »

lolz thats the easiest 3 i can do then lol
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Iron Clad Ben
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Re: Glossary and Well-Known Moves

Post by Iron Clad Ben »

The out-of-date Glossary wrote:Add: Short for "addition." A movement made in addition to a basic kick. Adds form the basis for determining a move's difficulty. A move may involve more than one add, e.g. a delay and a dexterity add, or a flyer (body add) and a cross-body add.
I thought ADD stood for "Additional Degree of Difficulty"
The out-of-date Glossary wrote:Body: An add category that involves extra body motions during a move; typically a flyer or a spin.
Add duck, dive, weave and zulu. Add definitions for these components to the glossary
The out-of-date Glossary wrote:Add-Contact: A contact of the footbag, either a kick or a delay, made while executing a move with at least one add. Basic kicks are not counted as add-contacts.
Add in "also known as 'kickless' play"
The out-of-date Glossary wrote:Delay: The act of catching or trapping the footbag as opposed to kicking or striking it. Delays are one category of adds.
I think we need to add this you only get the [DEL] add for moves below the knee. Other stalls only get the [UNS] add.
The out-of-date Glossary wrote:Dexterity: An add category that involves moves like circling the footbag in flight with the foot (an "around-the-world"), carrying the footbag around the support leg (a "wrap"), or carrying the footbag behind you and over the head (a "pendulum").
I'm leaving this one to the experts. But if Pendulum gets a dex add, then I guess Rake should too.
The out-of-date Glossary wrote:Symposium: An element of difficulty that merits a body add because of the strength and balance required to execute certain types of flying dexterities. The symposium element is present when the leg performing a dexterity is the only method of support immediately before the execution of the dexterity and up until the final contact of the move. In other words, the final contact foot is suspended off the ground while the support foot performs a dexterity in the air, and any remaining move components are executed without the final contact foot touching the ground.
Can we just shorten to "a dexterity move done without planting the set foot" and maybe include "...which requires leg strength to perform a large jump". This definition just seems too wordy.
The out-of-date Glossary wrote:Squeeze: 2 adds (delay, unusual surface) Catch the footbag in the crook of the knee.
AKA Pincher

Man this thing is old.
:arrow: Define, kickless, tiltless, guiltless, etc.
:arrow: Perhaps add a section about uptime, listing the uptime sets and a brief explanation of how they can be added to moves.
:arrow: Explain original recipe vs. crispy.

Probably a lot more can be added that isn't touched on here at all. I'll let the better players discuss that.
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Skippy!
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Post by Skippy! »

Leg Over Stall: 2 adds (dexterity, delay) Pass the setting leg over the footbag and catch the footbag on an inside delay.
I dunno, but maybe be more specific about the direction of the dex (counter-clockwise? Right?) and less specific about where the catch is (instead of inside delay, it could be toe, or outside too?) Oh, and also, isn't a legover set from op, not same?
Paradox Mirage Stall: 3 adds (body, dexterity, delay) like a Mirage, except the support leg circles the other direction, from the outside, over, and inside to the ground to support the toe delay catch.


Sounds like an Illusion to me. Definitely not paradox.
Butterfly Swirl Stall: 4 adds (dexterity, dexterity, delay, cross-body) A hop-over inside around-the-world. From an inside delay, the support leg jumps over the footbag as the other foot completes an inside around-the-world. End in a cross-body inside delay.
Not sure quite what can be changed about this one, other than making it make sense. And butterfly swirl doesn't have to be set from inside stall, right?
Blur Stall: 4 adds (dexterity, dexterity, body, delay) From a cross-body inside delay, Mirage with the support leg, then Mirage paradox, with the set leg, to a toe delay catch with the non-setting foot.
Same as the last one. Really vague. I mean, in order to be a little bit more specific, instead of saying "mirage with the support leg" it should be "stepping set" or something?
Da Da Curve: 4 adds (dexterity, dexterity, cross-body, delay) From a cross-body inside delay set, the support leg does a leg-over from inside to out, the setting leg does a leg-over from outside-to-in, and the non-setting foot, which never touches the ground, catches the footbag on a cross-body inside delay.
Again, instead of saying "legover from inside to out and legover from outside to in..." wouldn't it be less confusing to just say miraging butterfly?


That's all I could think of...maybe I'm being over-critical. And also, I guess if this list of tricks is for people who know absolutely nothing about footbag, then maybe I'm in the wrong.
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Jeremy
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Post by Jeremy »

Have to be brief but it's my opinion that these documents should list things that are important to competions - so that means a. cutting out a lot of the moves (especially 1-2 add) and I guess a lot of comments aren't really relevant either. Try to keep this in mind please.

Also thanks for all your help. When I get time I'll comment more.
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King Monkey
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Post by King Monkey »

Duck, Dive, Weave etc should be added but not under the 'Body add' explanation.

Also why would the [DEL] add only be given to tricks done below the knee?

Most of the tricks listed should be done away with and only the most base level tricks left in. eg. toe, inside, outside, clipper, pretty much that.
Then a line that describes how the possibilities for creating more complex moves from these pieces is limited only by the skill and imagination of the player.

Also remove the superfluous 'stall' that is littered throughout the rules here, except for the basic stall moves (toe, inside etc) Clipper also doesnt need the word 'stall' after it.
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janis
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Re: Glossary and Well-Known Moves

Post by janis »

Iron Clad Ben wrote:
The out-of-date Glossary wrote:Squeeze: 2 adds (delay, unusual surface) Catch the footbag in the crook of the knee.
AKA Pincher
More to the point the trick is Pincher (AKA squeeze)
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