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## SS Ben's Guide to Juggling PatternsBen Beever - 20 [Page 1] [Page 2] [Page 3] [Page 4] [Page 5] [Page 6] [Page 7]^{th} January, 2002.## 7) MISCELLANEOUS## BALLS(A) The type of balls you juggle with can make a big difference. Different kinds have different positive and negative attributes. These include: grip, give, weight, size, and visual impact. How important some of these aspects are, depends on the type of juggling you want to do, as well as personal preference. However, with most of them, there is a balance to be found, as illustrated by the table below, which describes the problems encountered with balls at either end of the scales.
Grip: Cloth is nice material for grip purposes. Suede is particularly pleasant, although it does start to flake off after a couple of years of use. The plastic-type coatings commonly found on cheap balls are decidedly too sticky for high-skill work, whilst smooth solid balls can become very slippy when your hands start to sweat. Give: Lentils, seed (preferably sterilised), rice, shot, and small plastic pellets are all good fillings for balls if you want a fair amount of give. How compactly they are filled is also crucial. I personally prefer balls which can be squashed quite a bit, but equally, some like very little give, such as with hard silicone. Weight: If you want to build up your muscles, or improve your endurance, then 400+ gram balls are in order. For normal practising purposes though, most jugglers prefer balls weighing somewhere between 50 and 200 grams, depending on the number of balls in their pattern, and the stamina of their arms. Generally, balls weighing 120 grams or more are desirable when juggling 4 (or less). With 5, 80 to 150 grams seems to give the optimum balance between endurance and accuracy. With 7, lighter balls are definitely advantageous; 60 to 100 grams is recommended. With 9 or more, 50 to 80 gram balls will probably afford the best chance of achieving decent runs. If you get to this stage though, taking your watch off could make a difference. Size: Again dependent on how big a pattern you want to juggle. Most jugglers prefer balls between 2˝ and 3 inches (6 to 8 cm) in diameter, and use these same balls for all their patterns. In fact, when juggling 6 or more, smaller balls can help considerably, as they greatly reduce the likelihood of collisions. I personally find 4 to 5˝ cm (about 1˝ - 2 inch) balls preferable for high numbers. Visual Impact: White, bright, or multicoloured balls are recommended, both for performance and general juggling. Many-a-time I’ve thrown some dark coloured balls up, only to lose them against the ceiling. For ultimate visual impact, Aerotech’s glowballs are a must (Tel: 0151 637 2200 for info or to order). ## MOTIVATIONThis goes back to what I said in the introduction about juggling being fun. Well, to some people it is, and (bizarrely) to some people, it isn’t – we all like different things. In general though, the more you enjoy something, the more motivated you are to do it. You will then practice more, and therefore get better at it. Juggling is no exception – if you love it, you’ll probably become an expert. Now there’s nothing better for boosting your motivation, than seeing someone else perform a gorgeous trick or pattern. As I said earlier, it was the ‘Tomorrow’s World’ TV program back in 1993 which made me decide to get seriously into juggling. In case you haven’t seen it, a chap called Mike Day was juggling the synchronous pattern (6x,4)*, with white balls against a black background. At the time, I could only just manage a shaky 4 ball fountain, and I couldn’t work out Even after you learn to juggle proficiently, motivation levels can still go up and down. Discovering siteswap notation for example, can be very satisfying for jugglers who enjoy mathematics, allowing them to understand and learn ever more complex patterns, or attempt ever higher throw values. The more competitive-minded jugglers can be spurred into practice by watching someone pull off a feat of skill which they themselves might just be able to do. Numbers jugglers get excited when they manage to flash one more ball, or pull off their longest run. Other turn-ons include buying a new set of balls, finding the joys of passing patterns, joining a local juggling club, or going to a juggling convention. There are also reasons why motivation levels can drop. For example, if you’ve been working on a pattern for months without any apparent progress, it can be very disheartening. There is good evidence however, that even though you seem to have reached a plateau, your subconscious ## NUMBERS JUGGLINGSome jugglers relish the challenge of keeping ever higher numbers of balls in the air. Not surprisingly though, the more balls you are juggling, the harder it is to do ‘tricks’ and pattern variations. With 2 hands, 3 balls is the minimum number you can ‘properly’ air-juggle with (I expect some will disagree), and therefore allows the maximum amount of creative freedom; there are vastly more variations performed with 3 balls, than with all higher numbers put together. Initially with 4 balls, you struggle just to keep the basic fountain going – it may take months of practice to get it comfortable. With time though (and luck), it is possible to do fairly complex tricks, such as behind the back throws, Mills Mess, Rubenstein’s Revenge, and so on. However, the slow graceful elegance, which was possible with 3 balls, is no longer attainable. Also, being about twice as many balls in the air, much more effort is required just to keep the balls dancing, so there is little in reserve for smoothing out inaccuracies which (now more commonly) occur. 5 is considered by most jugglers to be very much more difficult than 4. It often takes years to get confident with the 5 ball cascade. The amount of freedom afforded whilst juggling 5, is greatly reduced (ie you can’t just throw balls whenever you feel like it), and throws need to be quite a lot higher, faster, and more accurate than with 4. Again, the number of realistic, ‘non-siteswap’ patterns is slashed. A few jugglers learn the ‘5 ball Mills Mess’, but not without a lot of dedication. In fact, getting the basic 5 ball cascade ‘solid’ is quite an achievement – there may well be less than a thousand 5 ball jugglers in Britain. If you The first 6 ball pattern I attempted, was a half-shower, involving 5 sellotaped-up plastic-coated monstrosities and a battered lime. The idea came from trying to do 5 balls, with my right hand throwing higher than my left (over the top of the pattern), and my hands throwing alternately (this was before I knew about SS notation). It soon dawned on me that there was a bit of a gap in the pattern. Immediately, I ran downstairs to hunt for an approximate sphere, and returned with the fruit item. I launched the objects as before, and to my delight, the pattern worked; I found myself juggling 6 balls for the first time (in the SS 75 half-shower). Many jugglers agree that this pattern is the easiest way to handle 6, as the fountain requires much more accurate throws, to prevent the 3 balls (in each hand) from hitting each other. Indeed, not many jugglers spend a lot of time on the 6 ball fountain before trying 7. The 7 ball cascade can take forever to learn, and very few jugglers get the pattern solid. The sheer number of balls in the pattern makes it a bewildering sight when you first attempt it, even though you know (in theory) exactly what to do. It can be weeks before you even ‘flash’ the pattern (throw and catch all 7 balls starting with 4 balls in one hand is half of the problem. Having said all this, if you really want to learn 7, then you will probably get there eventually. 7 ball patterns are almost exclusively ‘SS patterns’ – that is, they play with the height (whilst keeping the rhythm constant), and sometimes use synchronous or multiplex throws, but rarely do the other pattern-features (such as throw site/position/type) vary from the basic. If and when you manage to get somewhere with 7, you might even think of attempting more. There are a handful of jugglers who can maintain a 9 ball cascade for a few seconds, but as yet, no-one has ‘qualified’ 11 (made 22 consecutive catches). If you are that way inclined, why not see how close you can get? Finally, for those who like to have some idea of how remarkable their numbers juggling skill is, below are some probable ‘ball-park’ figures of the number of people in the world who have flashed different numbers of balls. These figures are based partly on my own beliefs, and partly on the figures put forward by someone on the rec.juggling newsgroup, who I believe wants to remain anonymous (although I think he was fairly accurate):
(M = 1,000,000 ; K = 1,000). These figures are very likely accurate to within a factor of 10, and the accuracy probably increases as the number of balls increases. ## PRACTISINGPractising requires a combination of enthusiasm and patience. If you have both in abundance, you will have no problems putting in the hours needed to reach the higher levels of skill. If you are not so fortunate, then you may have to practice sometimes when you don’t really feel like it. Anyway, in this section I will try to give some tips for making the most of your practice time: Firstly, I’ve found that juggling with different types of balls (even at the same time) can be very useful in a few ways: 1) It enables you to get a good idea of which type you most prefer. 2) It allows you to improve different skills – for example, juggling larger balls will improve your endurance, and your skill in dealing with collisions, whilst small balls will allow you to carry on for longer (with bigger patterns) and improve both your confidence and accuracy. 3) It gives you a slightly better understanding of the available juggling-space in front of you, and how to use it most effectively. Secondly, it is important to remember that your subconscious mind tries to ‘solve’ your juggling problems long after you stop practising. This means that spending 10 minutes on a trick or pattern, resting, then trying again later that day or week (say for another 10 minutes), can be as beneficial as an hour’s practice all in one go. The conclusion is, that it doesn’t matter too much if you have several days of rest in-between practice sessions. A post I saw on the ‘rec.juggling’ newsgroup (due to Iain Duncan, June 5 "Why does our skill seem to improve in-between practice sessions?" "Neurologists call this the reminiscence effect, and it has been studied quite a bit in sport science in many other sports. It is definitely real, though of course no one knows exactly how it works. The prevailing theory is that new training of a motor activity sends neurons down new synapse pathways in your brain. As you do the motion more and more, these pathways become more deeply ingrained, and are called engrams. It is when they are much easier for your brain to fire than other related pathways that a trick becomes automatic. Hence the difficulty of breaking bad habits in any training. One is trying to ingrain a different but similar synapse pathway while it is a already easier for your neurons to fire down the old engram. Also, you can never erase learnt engrams (nothing to do with the scientologists misuse of the same word you can only make the newer ones stronger. As to the reminiscence effect, the prevailing theory is that after a certain density of training is reached, the development of engrams cannot keep up with the training. However, when training is stopped, the brain continues to mull over these new engrams. A week, two days, whatever later, when training is resumed, the engrams are stronger as they were still being developed during rest. This is thought to be the same process that goes on during sports visualization, and there have been a number of double blind studies showing that neural pathways actually get further ingrained in the same way during visualization as during actual practice. At any rate, at the elite level in almost every sport, coaches have their athletes use visualization a lot, and deliberately schedule total rest as part of the training cycle, often as much as 6 weeks of scheduled rest ( not injury time ) in the training year. Personally, I've noticed the effect most when I have been practising something more than I'm used to for a while, and then take a lay off for whatever reason." Here’s one from Anthony Gatto: balance things on your chin whilst juggling. I can’t really emphasise this, as I am hopeless at balancing, but he says it allows him to see where the middle of the pattern is, thereby helping him to keep his pattern in the same place, and make more accurate throws. A tip for the numbers juggler: if you are trying to flash 7 (say), for the first time, then start with 2 balls, and throw them as you would the first 2 throws in a 7 ball cascade (ie do 7700000), and catch them. Try it with your right hand throwing first, then the other way round. If you don’t drop, then get 3 balls and do the first 3 throws (ie 7770000), and so on, until you are attempting to flash the 7. By doing this, your brain can work on dealing with 1 extra ball at a time, and will be able to build up a model of where each ball goes, piece by piece. Similarly, if you are learning to juggle a SS, try increasing the length of your run by 1 throw on each successive attempt, until you can throw the whole sequence twice round. If you want to improve your 4 ball fountain, it will almost certainly help to attempt 5. Even though you may catch none of the balls, have about 10 tries at flashing a 5 ball cascade. After this, have a rest for a minute, then try your 4 ball fountain again, and you should find that it feels more relaxed than before. In simple terms, this is because Sometimes, when you watch someone practising a trick, they make the same kind of mistake again and again (eg their 2 A more general tip: think positive and talk to your body. A positive attitude and positive words are very important in juggling (and life in general) – if during your pattern you start to think, "There are at least 5 balls in the air – I can’t possibly deal with that many", then your 7 ball cascade will collapse. Ideally, you should (make yourself) think, ‘I can do this’. If you find it impossible to be so optimistic, then just try to not think about anything. Also, I am pretty certain that when you say something, what you say alters or reinforces what your brain thinks, and your body responds appropriately. This means that if you pull-off your longest ever run of the 4 ball Mills Mess, it might be a good idea to verbally congratulate your brain and hands for doing so well. This may encourage them to remember how they did it. From time to time, people post tips on practising technique to the rec.juggling newsgroup. These can be read at www.juggling.org (then click on ‘News and old news’). ## WORLD RECORDSAs you may have noticed, the Guinness Book of Records now seems to be more interested in tracking the longest cow pat throw, than the most number of balls, rings or clubs juggled. Here then, are the (unofficial) records (as far as I am aware) for the number of objects flashed and qualified, in solo and 2-person passing patterns (usually ultimates), with balls, rings and clubs: ## Solo
## Passing:
A ‘flash’ is when each object is thrown and caught at least once. ‘Qualifying’ is when each object is thrown and caught at least twice (at least, these are the definitions as I understand them). There is every chance that one or more of the above records has been surpassed, as we seem to be in a time when juggling records are being improved upon every year or so. If you have good reason to believe that any of them are out of date, then drop me an email, and I’ll update them. ## 8) SITESWAP APPENDIXThis chapter contains some of the more interesting siteswaps. The lists are by no means exhaustive, but they do provide a wide range of different-feeling patterns. For concision, throw-values will be written next to each other (without spaces or commas), so the SS 5 3 1 for example, will be written 531; any 2-digit throw values will be separated off by a comma, eg 10,47531. I have also underlined the throws which occur whilst the pattern is in ‘ground state’ - these are the places where the pattern can be entered/exited from/to the standard cascade or fountain. For example, with 5141 As a visual-aid, below are the relative heights to which the SS values 3 to 7 should be thrown, when juggled with 1.6 beat holdtimes - which is about what most jugglers use: Remember that ‘2’s do not have to be thrown at all, ‘1’s are ‘zipped’ across to the other hand (in any pattern containing ‘3’s or higher), and ‘0’s should involve an empty hand. ## 2 BALLS(J) Siteswapping with 1 ball is rather trivial, so we’ll start with 2. Although the possibilities are still very limited, 2 ball siteswaps do provide a useful introduction for those who are new to the concept of juggling a string of numbers. Period 2: 31 40 (31 = Shower; 40 = 2 in 1 hand) Period 3: Period 4: Period 5: 401 ## 3 BALLS3 balls is just enough for some reasonably complicated SSs, of which ‘1’s are ‘bread and butter’. ‘2’s can also be used to great artistic effect, as they allow a bit of time to wave a ball around randomly, or take a bite out of an apple. ‘0’s (unless immediately followed by a ‘1’) tend to feel rather wasteful, so try putting the free hand on your hip to keep it active. Period 2: 51 60(51 = Shower, 60 = 3 in 1 hand) Period 3: Period 4: Period 5: 512 Others: Multiplex: [4,3]0 Synchronous (Remember, ‘*’ means, ‘repeat on the other side.’): (4x,2x) (4x,2x)(2,4) (4,2x)* (4x,2x)(4,2x)* (8,2x)(4,2x)(2x,0)* Synch-([4x,4],0)(6,0)(2,2x) ([6x,6],0)(2x,0)(0,6x)(2,2x) multiplex:([4x,4],0)(6x,0)(2x,2)* ([6x,6],0)(2x,0)(0,6)(2x,2)* ## 4 BALLSSiteswapping with 4 balls affords a vastly increased amount of creative scope. From the immensely versatile 534, to the ridiculous but strangely addictive 9313, the possibilities are endless. If you are new to 4 ball SSs, I recommend starting with 5344, 6334, or 6424. The most common mistake jugglers make with 4+ ball SSs, is to throw their ‘3’s too high - remember, ‘3’s should be as low as you can possibly make them (preferably less than 10cm high). Period 2: Period 3: 74183191210,1111,01 Period 4: Period 5: Others: 66151 Multiplex:[43] [53]52 [54]51 [54]51 Synchronous: (4,4) (4x,4x) (6x,2x) (6x,2x)(6,2) (6x,2x)(2,6) (6,4)(2,4) (6,4)(4x,2x) (6,4x)(4x,2) (6,4x)(2x,4) (6x,4)(4,2x) (6x,4)(2,4x) (6x,4x)(4,2) (6x,4x)(2x,4x) (8x,2x)(2,4) (8,2x)(2x,4) (8x,2x)(4x,2x) (8x,2x)(2x,4x)(2x,6x) (6x,2x)* (6,2x)(6,2x)* (6,4)(4x,2x)* (6,4)(2,4)* (6,4x)(4x,2)* (6,4x)(2x,4)* (6x,2)(6,2x)* (6x,2)(2x,6)* (6x,4)(4,2x)* (6x,4)(2,4x)* (6x,4x)(4,2)* (6x,4x)(2x,4x)* (8,2x)(4,2x)* (8,2x)(2,4x)* (8x,2x)(2x,4x)* (8,2x)(2x,4)(6x,2x)* Synch- ([4x,4],2)(4,2x) ([4x,4],2)(2,4x) ([4x,4],2x)(4x,2x) ([4x,4],2x)(2,4) multiplex:([6x,6],0)(2,2x) ([4x,4],2)(6,4)(2,2x) ([4x,4],2)(4x,6x)(2,2x) ([4x,4],2)(4x,2)* ([4x,4],2)(2x,4)* ([4x,4],2x)(4,2)* ([4x,4],2x)(2x,4x)* ([6x,6],0)(2x,2)* ([4x,4],2)(4,6)(2x,2)* ([4x,4],2)(6x,4x)(2x,2)* ## 5 BALLS5 balls is perhaps the most satisfying number for siteswapping with. When juggled well, a complex 5 ball SS is a glorious fusion of art and mathematics. Throwing a 744 from a running 5 ball cascade is one of the best ways to get started. For the more advanced jugglers, try throwing balls high out of the pattern, then doing a 3 or 4 ball trick underneath, before going back into a 5 ball cascade as the high-throws land. Period 2: Period 3: Period 4: 7166 734 Period 5: Others: Multiplex:[3,2 Synchronous: (6,4) (6x,4x) (8x,2x) (6x,2x)(6,6) (6x,4)(6,4x) (6x,4x)(4,6) (8,2x)(4x,6) (8,2x)(6x,4) (8,6)(2x,4x) (8,6x)(2x,4) (8x,2)(8,2x) (8x,2)(8,2x) (8x,2x)(2,8) (8x,2x)(6,4) (8x,2x)(4x,6x) (8x,4x)(4,4) (8x,6)(4,2x) (8x,6x)(4x,2x) (10x,2x)(6x,2x) (10x,2x)(6x,2x) (8x,2x)(10x,2x) (10x,2x)(4x,2x) (12x,2x)(8x,2x)(4x,2x) (6,4x)* (6x,4)* (8,2x)* (6,4x)(6,4)* (6,6)(6,2x)* (6x,4)(4,6)* (6x,4)(6x,4x)* (6x,4x)(6,4x)* (8,2x)(4,6)* (8,2x)(6x,4x)* (8,2)(8,2x)* (8,4x)(4,4)* (8,6)(4,2x)* (8,6x)(4x,2x)* (8x,2)(8,2)* (8x,2x)(2x,8)* (8x,2x)(4,6x)* (8x,2x)(8x,2)* (8x,2x)(6,4x)* (8x,4)(4,4)* (8x,6)(2x,4x)* (8x,6x)(2x,4)* Synch - multiplex: ([4x,4],6)(2,4x) ([4x,4],6x)(2,4) ([6,4],6)(2,2) ([6,4x],4x)(2,4) ([6,4x],6)(2,2x) ([6x,4],4)(2,4x) ([6x,4],6x)(2,2) ([6x,4x],2x)(2,6x) ([6x,6],4)(2,2x) ([6x,6],4x)(2,2) ([8x,6x],2x)(2,2x) ([6x,6],2x)(6x,2x)(2,6) ([6x,6],4)(6,2x)(2,4) ([8x,6]),4x)(2x,4)(2,4x) ([8x,8],4)(4,2x)(2x,6)(2,4x) ([8x,6x,4x],2x)(2,2x)([2,2],2x) ([4x,4],6)(4,2)* ([4x,4],6x)(4x,2)* ([6,4],4)(4x,2)* ([6,4x]),6)(2,2)* ([6x,4]),4)(4,2)* ([6x,4]),6)(2x,2)* ([6x,6],2)(2,[2,2])* ([6x,6]),4)(2,2)* ([6x,6],4x)(2x,2)* ([8,6]),2x)(2,2)* ([6x,6]),4)(6,2x)(4x,2)* ([6x,6]),4)(6x,2x)(4,2)* ([8,6]),4x)(2x,2)(4x,2)* ## 6 BALLSWith 6 balls or more, the effort required (just to keep the balls in the air) can quickly lead to muscle tiredness; which in turn leads to loss in throw-accuracy, making the necessarily high SS throws (‘7’s, ‘8’s, ‘9’s etc) very difficult to catch. The easiest ‘real’ 6 ball SS is probably 756, although throwing a 9555 out of a half-shower (75) is also quite feasible. With this many balls, patterns containing ‘3’s are hideously difficult, due to having to make them much lower than most of the other throws, as well as extremely fast and accurate. Also, some jugglers find multiplex patterns easier than ‘uniplex’ ones, as they can involve lower maximum heights. Period 2: 75 84 93 Period 3: Period 4: Period 5: Others: Multiplex: [5,4] Synchronous: (6,6) (6x,6x) (8,4) (8x,4x) (10x,2x)(8,6)(6x,4x) (8,6x)(2x,8) (8,6x)(4x,6) (8,6x)(6x,4) (8,8)(4,4) (8x,2x)(6,8) (8x,4x)(4,8) (8x,4x)(8,4) (8x,6)(4,6x) (8x,6)(6,4x) (8x,6)(8,2x) (8x,6x)(4x,6x) (8x,6x)(6,4) (8x,6x)(8x,2x) (8x,8x)(4x,4x) (10x,2x)(6,6) (12x,2x)(8x,2x) (12x,2x)(8x,2x)(10x,2x) (8,4)* (8x,4x)* (10x,2x)* (8,4x)(8,4x)* (8,6)(6x,4x)* (8,6x)(4x,6)* (8,6x)(6x,4)* (8,6x)(8,2x)* (8x,2x)(6,8)* (8x,4)(4x,8)* (8x,4)(8,4x)* (8x,4)(8x,4)* (8x,6)(2x,8)* (8x,6)(4,6x)* (8x,6)(6,4x)* (8x,6x)(2x,8x)* (8x,6x)(4x,6x)* (8x,6x)(6,4)* Synch-multiplex: ([6,4],6)(2,6) ([6x,4],4)(2,8x) ([6x,6],4)(2,6x) ([6x,6],4x)(2,6) ([8,4x],6)(2,4x) ([8,6],4)(2,4) ([8,6x],4)(2,4x) ([8x,6],4x)(2,4) ([8x,8],2)(2,4x) ([8x,8],2x)(2,4) ([6,4],[6,4])(2,2) ([6x,6,4],4)(2,6x)([2,2],4) ([6,4],6)(6,2)* ([6x,4],4)(8x,2)* ([6x,6],4)(6x,2)* ([6x,6],4x)(6,2)* ([8x,4x],6)(4,2)* ([8,6],4x)(4x,2)* ([8,6x],4x)(4,2)* ([8x,8],2)(4x,2)* ([8x,8],2x)(4,2)* ([6x,6,4],4)(6x,2)(4,[2,2])* ## 7 BALLSAnother problem which becomes particularly prevalent in SSs with this many balls, is having to get the different heights accurate enough so that the throw-rhythm remains sufficiently constant; make a throw slightly too high or too low (in relation to the other values), and you will find yourself with 2 balls landing too close together (in time) in the same hand, making them impossible to deal with. There are no easy 7 ball SSs, but the multiplex pattern [4,3] - juggled as ([6x,6],2)*, is amongst the easiest. If you have any success with this, then the 7 ball version of ‘Gatto’s Multiplex’: [7,6]26 is also worth a try. Whilst on the subject, the SS for Gatto’s ‘high throw’ (out of a 7 ball cascade, as seen on his ‘To be the best’ video), is 11,6666. Having the power in reserve to throw the 11, necessitates either big muscles or light balls, the latter being the easier option. Period 2: Period 3: Period 4: Others: Duplex:[6,5] Triplex:[6,5,4][2,2]2 [7,6,4] Quadruplex:[7,6,5,4] Synchronous: (8,6) (8x,6x) (10,4) (10x,4x) (12x,2x) (8,8)(8,4) (8x,4x)(8,8) (8x,6)(8,6x) (8x,6x)(6,8) (10,4)(6,8) (10,4x)(6x,8) (10,4x)(8x,6) (10,6)(6,6) (10,8)(6,4) (10,6)(10x,2x) (10x,4x)(6x,8x) (10x,6x)(6,6) (8,6x)* (8x,6)* (10,4x)* (10x,4)* (8,6x)(8,6)* (8,8)(8,4x)* (8x,4)(8,8)* (8,6)(8x,6)* (8x,6)(8x,6x)* (8x,6x)(8,6x)* (10,4)(8x,6)* (10x,6)(6,6)* (10x,8x)(4x,6)* (10x,8x)(6x,4)* Synch-multiplex:([6x,6],8x)(2,6) ([8,6],6)(2,6) ([8x,6],6)(2,6x) ([8x,8],6)(2,4x) ([8x,8],6x)(2,4) ([10x,8],4)(2,4x) ([8x,8],6)(8x,2x)(2,8x) ([8x,8],6)(4,8x)(2,6) ([8x,8],6x)(8x,2x)(2,8) ([8x,8,6],4)(2,4)([2,2],6x) ([8x,8,6],4x)(2,4)([2,2],6) ([8x,8,6],[4x,4])(2,4)([2,2],2) ([8x,8,6],[6,4])(2,2x)([2,2],2) ([8x,8,6],[6,4x])(2,2)([2,2],2) ([6x,6],2)* ([6x,6],8x)(6x,2)* ([8,6],6)(6x,2)* ([8x,6],6)(6,2)* ([8x,8],6)(4,2)* ([8x,8],6x)(4x,2)* ([10x,8],4x)(4x,2)* ([8x,8],6)(8,2x)(8x,2)* ([8x,8],6)(4,8x)(6x,2)* ([8x,8],6x)(8,2x)(8,2)* ([8x,8,6],4x)(4x,2)(6,[2,2])* ([8x,8,6],[4x,4])(4x,2)(2,[2,2])* ([8x,8,6],[6,4])(2,2)(2,[2,2])* ([8x,8,6],[6,4x])(2x,2)(2,[2,2])* ## BOUNCE PATTERNS(M) If you can find a hard flat surface (such as in an airport), bouncing balls can be lots of fun to juggle with. Many SSs work well as bounce patterns, and are quite a bit easier than when juggled in the air, as SS values do not have to be thrown as high. But how high should throws be? Well, there are general rules-of-thumb which can help you to estimate: if you let the ball bounce once, then a SS value V can be thrown to the same height as if it were a V/2 in an air-pattern. So for example, 6b 33 feels like: 3sb 3 3 (‘b’ or ‘b So how do you choose which throws to bounce? Well it seems reasonable to bounce the higher values rather than the lower ones. Bouncing a ‘3’ in a pattern where a higher value is not bounced, will mean having to throw the higher value stupidly high. More generally, for any value you choose to bounce, all higher values should also be bounced, unless you want to make life very difficult. In what follows, patterns which flout this rule will be ignored. Bounced SSs can be split into 2 sets: those which feel vaguely similar to their air-equivalent, and those which do not. For example, 6b 33 is in the first category, as the highest valued throw (the ‘6’) is still thrown at least as high as the ‘3’s, even though it is allowed to bounce. Compare this with 6b 15: this feels like (has SS(As) values) 3sb 1 5, so the ‘6’ is no longer thrown as high as the ‘5’. The pattern is difficult because you almost have to look up (to follow the ‘5’) The easiest way to bounce juggle 615, is to bounce the ‘5’s as well - ie juggle 6b 1 5b, which will feel like 3sb,1,2˝xb. Because the highest throw is now only like a ‘3s’, it can be juggled very slowly. Below is a table of suggestions for bounce-siteswapping:
See Charlie Dancey’s EBJ for more bounce-ideas (eg Dyer’s Straights, Orbit Bounce, Robot Bounce). ## PASSING PATTERNS(J) Here are some more ideas for passing patterns. Most of these can be found in Charlie D’s EBJ on the pages indicated (where they are described in words rather than numbers). 2 Person Patterns (Jugglers face each other, passes are tramlines unless otherwise indicated) 6 Balls: 4 count: Basic pattern: J1: { 3p 3 3 3 } (p79)J2: { 3p 3 3 3 } Tricks:(For the sake of concision, J1 will be the one throwing the trick, although it could equally be J2 in practice.) (end of p79)J1: { 4xp 3 3 3 } J2: {3p 2 3 3 } (bottom-left p80)J1: { 3p 3 5p 2 2 3 3 3 } (J2 as normal) (top-middle p80)J1: { 3p 3 4 2 } (J2 as normal) (centre p80)J1: { 3p 3 3 4xp 2 3 3 3 } (J2 as normal) (bottom-middle p80)J1: { 3p4 2 3 } (J2 as normal) (top-right p80)J1: { 3p 33 5p2 3 3 3 } J2: { 3p 3 3 3 3p 2 3 3 } 3 Count: Basic pattern: J1: { 3p 3 3 } (p170)J2: { 3p 3 3 }
(right p170, 2 (right p170, 3 (p171, 1 J2: { 3p 2 3 } (p171, 2 J2: { 3p 3 3 3p 2 3 } (p171, 3 J2: { 3p 3 3 3p 2 3 } 2 Count: Basic pattern: J1: { 3p 3 } (p178)J2: { 3p 3 } Tricks: (p178, 1 J2: { 3p 2 } (p178, 2 (p178, 3 Other Counts:/p> Three-Three-Ten (p173):J1 & J2: { 3 3 3 3 3 3p } x 3, { 3 3 3 3p } x 3, { 3 3p } x 10 Four-Four-Eight (p81):J1 & J2: { 3 3 3 3 3p } x 4, { 3 3 3p } x 4, { 3p } x 8. Right-left-self-left-right-self (p126):J1 & J2: { 3p 3p 3 } 7 Balls (See also pages 50-51 of this book) 4 count: Basic pattern: J1: { 5p 3 3 3 } (middle of p132)J2: { 3 3 5p 3 } 2 Count: Basic pattern:J1(R,L): { 4p 3 } (p131)J2(L,R): { 3 4p } Tricks: (bottom-left p132): J1: { 5xp 3 4p 3 } [Page 1] [Page 2] [Page 3] [Page 4] [Page 5] [Page 6] [Page 7]
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