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← Back to [[Selfs and Zaps]] ←


Each passer waits for the incoming pass and reacts with "self, pass".
Each passer reacts on an the incoming pass with "self, zap" (or rather "self, zap, flip")


== Pre-requisite ==
* Exercise for both hands (recommended): A passes diagonal, B passes straight.
* [[Zap 2-count (5 clubs)]]
* 4-count like passes only right hand: A and B both pass straight


* [[Breakfast at Tiffany's 56662]]
== Dead Bunny ==


== Preliminary Exercises ==
The half-synchronous version of this, in which the left hand of one juggler does a throw at the same time as the right hand of the other juggler:


* One juggler only has one club and just throws the zaps to alternating hands whenever the other person is ready.
* both do straight passes:
* This can also be done as a pattern of zap-zip-zip ([[Lame Duck]]) i.e. do two zips between throwing the zaps.


[[Siteswap]], longe form:
<pre>
A: R L R L (hand)
A: 2p 3 2p 3
B: L R L R
B: 3 2p 3 2p (hand)
</pre>


== Friendly Killer Bunny ==
Sequence: zap, self
[[File:friendly-killer-bunny.webp|thumb|upright=1|This killer bunny can kill your time at most]]


A and B start at the same time, A starts with the right hand throwing a zap, B starts with the left hand throwing a self.
The Friendly Killer Bunny is the same pattern as the Killer Bunny, but done with a hold instead of a [[flip]] in the sequence.

* Both throw straight zaps
Do you see how friendly it is?
* Both throw diagonal zaps - then both start with the right hand and B throws zaps from the left hand

* One juggler does straight passes, the other does diagonal passes

Sequence: self, zap, hold

Basically, one juggler just waits for the incoming zap and reacts with "self, zap".

Make sure your self is high and goes far enough to the side so that you have enough space to throw a clean zap underneath the self.

If your zaps are really fast and low, this is because your "self" throw is forcing you to throw the zap early.


== Killer Bunny==
== Killer Bunny==
[[File:killer-bunny.webp|thumb|upright=1|Don't mess wid da bunny, cuz it's a killah]]


The same pattern as above, but instead of waiting holding 2 clubs, you can do a full-turn [[flip]] with the club in the hand that won't receive the pass from your partner. The pattern is then called '''Killer Bunny'''
* If one does straight passes, the other does diagonal passes, this is called '''Killer Bunny'''


Sequence: self, zap, flip
[[Siteswap]]: 645


Try to get the pattern somewhat stable without doing the flip, then try to do the flip. This pattern is compatible with "[[Lame Duck]]", i.e. zap-zip-zip. If doing the flip seems really difficult, have someone throw you just the zap and you react with self, zap, flip (while the other juggler waits)... then have the club thrown to you to the other hand after a pause so you can react… do that until the speed at wich you get the club roughly fits the speed of "zap,zip,zip" with slowly done zips. Then try to have both sides run the pattern.
Sequence: self, zap, hold

{{Template:AnimateSiteswap|645}}

== Compatible Patterns ==

Many asynchronous 3-count like patterns

For all patterns that are compatible and have single passes:

There are two variants: straight zaps vs straight passes or diagonal zaps vs diagonal passes. Diagonal is probably a bit easier, because then both just have to throw far enough outside.
[[File:passes_vs_zaps.svg]]

When both throw straight, there is no such clear-cut best option to avoid the collision, although timing and type of throw can also make it easy to do this collision-free.

=== 3 Club Patterns ===

* [[Lame Duck]]


=== 5 Club Patterns ===
[https://passist.org/siteswap/645?jugglers=2 Animation and diagrams]


* [[Coconut Laden Swallow]]
While you wait with only 2 clubs, you can do a single-turn [[flip]] with the hand that won't receive the pass from your partner.


=== 7 Club Patterns ===
* Additional things to do: do a [[flip]] on the "4" in the pattern as shown in the animation.
* [[7-club French 3-count 786]]
* [[7-club 3-count 966]]

Latest revision as of 23:08, 7 March 2025

← Back to Selfs and Zaps

Each passer reacts on an the incoming pass with "self, zap" (or rather "self, zap, flip")

Pre-requisite

Preliminary Exercises

  • One juggler only has one club and just throws the zaps to alternating hands whenever the other person is ready.
  • This can also be done as a pattern of zap-zip-zip (Lame Duck) i.e. do two zips between throwing the zaps.


Friendly Killer Bunny

This killer bunny can kill your time at most

The Friendly Killer Bunny is the same pattern as the Killer Bunny, but done with a hold instead of a flip in the sequence.

Do you see how friendly it is?

  • One juggler does straight passes, the other does diagonal passes

Sequence: self, zap, hold

Basically, one juggler just waits for the incoming zap and reacts with "self, zap".

Make sure your self is high and goes far enough to the side so that you have enough space to throw a clean zap underneath the self.

If your zaps are really fast and low, this is because your "self" throw is forcing you to throw the zap early.

Killer Bunny

Don't mess wid da bunny, cuz it's a killah

The same pattern as above, but instead of waiting holding 2 clubs, you can do a full-turn flip with the club in the hand that won't receive the pass from your partner. The pattern is then called Killer Bunny

Sequence: self, zap, flip

Try to get the pattern somewhat stable without doing the flip, then try to do the flip. This pattern is compatible with "Lame Duck", i.e. zap-zip-zip. If doing the flip seems really difficult, have someone throw you just the zap and you react with self, zap, flip (while the other juggler waits)... then have the club thrown to you to the other hand after a pause so you can react… do that until the speed at wich you get the club roughly fits the speed of "zap,zip,zip" with slowly done zips. Then try to have both sides run the pattern.

Compatible Patterns

Many asynchronous 3-count like patterns

For all patterns that are compatible and have single passes:

There are two variants: straight zaps vs straight passes or diagonal zaps vs diagonal passes. Diagonal is probably a bit easier, because then both just have to throw far enough outside. File:Passes vs zaps.svg

When both throw straight, there is no such clear-cut best option to avoid the collision, although timing and type of throw can also make it easy to do this collision-free.

3 Club Patterns

5 Club Patterns

7 Club Patterns