Killer Bunny: Difference between revisions

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* This can also be done as a pattern of zap-zip-zip ([[Lame Duck]]) i.e. do two zips between throwing the zaps.
* This can also be done as a pattern of zap-zip-zip ([[Lame Duck]]) i.e. do two zips between throwing the zaps.


<!-- == Half-Synchronous Killer Bunny ==


== Friendly Killer Bunny ==
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).
[[File:friendly-killer-bunny.webp|thumb|upright=1|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.
* A has 2 clubs and B has 2 clubs
* A starts with the right hand


Do you see how friendly it is?
[[Siteswap]], long form:
<pre>
A (hand): R L R L R L
A (2|1): 2p 3 2 3 2p 3
B (1|1): 3 2p 3 2p 3 2
B (hand): L R L R L R
</pre>


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


Sequence: self, zap, hold
== Friendly Killer Bunny ==
[[File:friendly-killer-bunny.webp|thumb|upright=1.3|This killer bunny can kill your time at most]]


Basically, one juggler just waits for the incoming zap and reacts with "self, zap".
The Friendly Killer Bunny is the same pattern as the Killer Bunny, but done with a hold instead of a [[flip]] in the sequence.


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


== Killer Bunny==
{{Template:AnimateSiteswap|645}}
[[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'''
Sequence: self, zap, hold

or:


Sequence: self, zap, flip
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.
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.

{{Template:AnimateSiteswap|645}}


== Compatible Patterns ==
== Compatible Patterns ==

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