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What is X-Dex?
“X-dex” is a concept created by Eric Wulff in an attempt to make the add system more accurate. An x-dex is an add given to moves with dexes that require more of the legs to go around the bag than other moves – something which before the introduction of x-dex wasn’t recognised by the add system.
With the improvement of freestyle footbag a better understanding of dexes has led to people realising that even though a particular move involves only going around the bag once or twice – there are different degrees to which you can go around the bag. These differences are often referred to as “half dexes” and “full dexes.”
A good example of a each is clipper set mirage and paradox mirage. A mirage from a clipper set – clip>op in>op toe involves the bag going behind the dexing leg before being stalled. A paradox mirage involves the bag going in front of the dexing leg, then behind before finishing on the toe. As you can see – even though both moves only involve one dex, the player has to do more to get that dex with a paradox mirage than with a non paradox mirage.
According to the rules of x-dex any move that has two full dexes gets an extra add to represent this increase in components. These components, like paradox, are much harder to see in a move than a dex add or a bod add. However when you compare a move such as tap – toe>op out>same in>op toe – to atomsmasher – toe>op out>op in>op toe – it’s fairly clear that more is required of a player to hit atomsmasher than to hit tap.
The following is a list of the sets and downtime components that are considered full dexes because the bag passes both in front and behind of the dexing leg. There are always new moves being invented so I haven’t included every example – however keeping in mind that a move requires two full dexes to receive an x-dex you should be able to work out which moves get it and which do not.
Sets:
Atomic (toe>op out>op component)
Quantum (toe>op in>op component)
Nuclear (clip>same out>op component)
Quasi (clip>same in>op component)
Shooting (clip>same in>op out>op component)
Components:
Mirage (…>op in>op toe)
Symposium Mirage (…>(no plant while) op in>op toe)
Illusion (…>op out>op toe)
Symposium Illusion (…>(no plant while) op out>op toe)
Drifter (…>op in>same clip)
Grifter (…>op out>same clip)
Torque (…>op in>spin (back)>op clip)
Double Leg Over (…op in>op out>op toe)
Eggbeater (… op out>op out>op toe)
Whirl (… op in>op clip)
Downtime beta symposium toe blur and similar moves (ie. Voodoo) also receive an x dex – toe>op in>(no plant while)>op in>op toe. Since they have two full dexes on the way down.
Moves receive one x dex add for every full dex after the first one. So for example if somebody were to hit a levitating toe blur – toe>(no plant while) op in>op in>op in>(no plant while) op in>op toe – it would receive three x-dex adds – bod, dex, xdex, dex, xdex, dex, xdex, bod, dex, xdex, del. Of course an 11 add move would be very difficult.