Killer Bunny: Difference between revisions
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Each passer reacts on an the incoming pass with "self, pass" (or rather "self, pass, flip" - so it's not really a 2-count) |
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== Pre-requisite == |
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Each passer waits for the incoming pass and reacts with "self, pass". |
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* [[Breakfast at Tiffany's 56662]] |
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* Exercise for both hands (recommended): A passes diagonal, B passes straight. |
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* 4-count like passes only right hand: A and B both pass straight |
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== Preliminary Exercises == |
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* One juggler only has one club and just throws the zaps to alternating hands whenever the other person is ready. |
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== Killer Bunny== |
== Friendly Killer Bunny == |
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[[File:friendly-killer-bunny.webp|thumb|upright=1.3|This killer bunny can kill your time at most]] |
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* A has 3 clubs and B has 2 clubs |
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* A starts with the right hand |
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Syntax explanation: |
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2p is a zap (a throw that arrives 2 [[beat]]s later and is thrown as a pass) |
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3 is a self (a throw that arrives 3 beats later) |
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[[File:killer-bunny.webp|thumb|upright=1.3|Don't mess wid da bunny]] |
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* 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''' |
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Sequence: self, zap, hold |
Sequence: self, zap, hold |
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or: |
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Sequence: self, zap, flip |
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[https://passist.org/siteswap/645?jugglers=2 Animation and diagrams] |
[https://passist.org/siteswap/645?jugglers=2 Animation and diagrams] |
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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. |
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== Compatible Patterns == |
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* Additional things to do: do a [[flip]] on the "4" in the pattern as shown in the animation. |
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Many asynchronous 3-count like patterns |
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For all patterns that are compatible and have single passes: |
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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. |
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[[File:passes_vs_zaps.svg]] |
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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. |
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=== 3 Club Patterns === |
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* [[Lame Duck]] |
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=== 5 Club Patterns === |
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* [[Coconut Laden Swallow]] |
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=== 7 Club Patterns === |
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* [[7-club French 3-count 786]] |
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* [[7-club 3-count 966]] |
Latest revision as of 19:16, 19 December 2024
Each passer reacts on an the incoming pass with "self, pass" (or rather "self, pass, flip" - so it's not really a 2-count)
Pre-requisite
Preliminary Exercises
- One juggler only has one club and just throws the zaps to alternating hands whenever the other person is ready.
Friendly Killer Bunny
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:
- both do straight passes
- A has 3 clubs and B has 2 clubs
- A starts with the right hand
Siteswap, longe form:
A (hand): R L R L A (2|1): 2p 3 2p 3 B (hand): 3 2p 3 2p B (1|1): L R L R
Syntax explanation:
2p is a zap (a throw that arrives 2 beats later and is thrown as a pass)
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.
- 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
- 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
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.