Why Not: Difference between revisions
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== Patterns to do before this one == |
== Patterns to do before this one == |
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* one-person 441 (should get 50-100 catches) |
* one-person [[441]] (should get 50-100 catches) |
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* one-person 4 club fountain ( should get at least 10-20 catches) |
* one-person [[4 club fountain]] ( should get at least 10-20 catches) |
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* [[Jim's 2-count]] - This is also a compatible pattern, only two throws are switched |
* [[Jim's 2-count]] - This is also a compatible pattern, only two throws are switched |
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* [[5c why-not]] |
* [[5c why-not]] |
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* 4-count with 441 instead of 3 selfs |
* [[4-count]] with 441 instead of 3 selfs |
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* 3-count with 42 instead of 2 selfs |
* [[3-count]] with 42 instead of 2 selfs |
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* [[9-count why-not]] (the why-not like pattern compatible/based on [[Jim's 4-count]] |
* [[9-count why-not]] (the why-not like pattern compatible/based on [[Jim's 4-count]] |
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Latest revision as of 18:05, 6 November 2024
This pattern was the first pattern with a heff that I learned. It was quite a big step for me at the time, so I would recommend starting with the 5-club why-not and some other patterns/tricks one that may make beginning with heffs in patterns a bit easier.
Patterns to do before this one
- one-person 441 (should get 50-100 catches)
- one-person 4 club fountain ( should get at least 10-20 catches)
- Jim's 2-count - This is also a compatible pattern, only two throws are switched
- 5c why-not
- 4-count with 441 instead of 3 selfs
- 3-count with 42 instead of 2 selfs
- 9-count why-not (the why-not like pattern compatible/based on Jim's 4-count
Why Not
Sequence: A starts with 4 clubs and has straight passes, B starts with 2 clubs and has crossing passes.
A 2|2: P S P H Z B 1|1: H Z P S P
P=pass
Z=zip
H=heff
This start with 4 clubs for A has the advantage, that A can throw the complete (first half) sequence of the pattern plus one pass before running out of clubs. So if B only catches all passes without throwing to A, A can get used to the new sequence without the stress of having to catch incoming passes.
Juggler A should also do this "dry run" starting from the left hand, to get used to both sides of the pattern. This is of course mostly an advantage when B already knows the sequence. If B cannot do why-not well, it is recommended that B juggles a compatible pattern they are comfortable with like Jim's 2-count (see below).
There is an alternate start, where each has 3 clubs:
A 2|1: P H Z P S B 2|1: P S P H Z
Here, B has the start into the sequence that A had with the 4-club start above.
Color coding: Three Clubs always do the heffs and passes, the other three clubs do self-zip and pass. So you could color-code the clubs that do the heffs.
Next Patterns
Other patterns of the Why-Not Family:
7 club patterns with heffs:
Compatible Patterns
4-club patterns - the combined pattern has 5 clubs:
Inverted parsnip is a very good pattern for one to do if both jugglers are still learning why-not to get longer runs and overall faster success:
This one has zaps:
6-club patterns:
Jim's 2-count is also a good pattern for one side to juggle if why-not is new for both jugglers
Not Why is very similar to Why Not in difficulty:
Not Likely has double passes