Killer Bunny: Difference between revisions

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← Back to [[Selfs and Zaps]] ←
Each passer reacts on an the incoming pass with "self, pass" (or rather "self, pass, flip" - so it's not really a 2-count)

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


== Pre-requisite ==
== Pre-requisite ==
* [[Zap 2-count (5 clubs)]]


* [[Breakfast at Tiffany's 56662]]
* [[Breakfast at Tiffany's 56662]]
Line 8: Line 11:


* One juggler only has one club and just throws the zaps to alternating hands whenever the other person is ready.
* 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 ==
<!-- == Half-Synchronous Killer Bunny ==
[[File:friendly-killer-bunny.webp|thumb|upright=1.3|This killer bunny can kill your time at most]]


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:
This is a half-synchronous pattern in which both jugglers throw diagonal zaps (or both jugglers throw straight zaps, but then you will have to work around collisions).


* A has 2 clubs and B has 2 clubs
* both do straight passes
* A has 3 clubs and B has 2 clubs
* A starts with the right hand
* A starts with the right hand


[[Siteswap]], longe form:
[[Siteswap]], long form:
<pre>
<pre>
A (hand): R L R L
A (hand): R L R L R L
A (2|1): 2p 3 2p 3
A (2|1): 2p 3 2 3 2p 3
B (1|1): 3 2p 3 2p 3 2

B (hand): 3 2p 3 2p
B (hand): L R L R L R
B (1|1): L R L R
</pre>
</pre>


-->
Syntax explanation:


== Friendly Killer Bunny ==
2p is a zap (a throw that arrives 2 [[beat]]s later and is thrown as a pass)
[[File:friendly-killer-bunny.webp|thumb|upright=1.3|This killer bunny can kill your time at most]]

3 is a self (a throw that arrives 3 beats later)


Sequence: zap, self


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
* Both throw diagonal zaps - then both start with the right hand and B throws zaps from the left hand


== Killer Bunny==
== Killer Bunny==
[[File:killer-bunny.webp|thumb|upright=1.3|Don't mess wid da bunny]]
[[File:killer-bunny.webp|thumb|upright=1.3|Don't mess wid da bunny, cuz it's a killah]]
* If one does straight passes, the other does diagonal passes, this is called '''Killer Bunny'''
* If one does straight passes, the other does diagonal passes, this is called '''Killer Bunny'''



Latest revision as of 17:53, 10 January 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.

Killer Bunny

Don't mess wid da bunny, cuz it's a killah
  • If one does straight passes, the other does diagonal passes, this is called Killer Bunny

Siteswap: 645

Sequence: self, zap, hold

or:

Sequence: self, zap, flip

Animation and diagrams

Instead of waiting holding 2 clubs, you can do a single-turn flip with the hand that won't receive the pass from your partner.

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