Explanation of Changes in the Descriptive System

Explanation of Changes In the Descriptive System

 

One goal for the descriptive system was to reduce the number of nicknames, so that the vocabulary is easier to remember, and describe. This was done by officially changing things like "barfly" or "flail" by reducing them to their more common components.

 

By changing some of the names, it becomes more efficient to communicate, as seen with the former "around the world" nickname, which formerly described two tricks. Another side effect of changing nicknames, is outdated names such as "pixie" or "butterfly" have been changed to more descriptive, timeless names such as "open" or "down" respectively.

 

Additionally, some concepts that players have been doing for years now have been improperly described because of the lack of tools given to players to describe them. For this reason, new names have been added, such as "late" or "twin".

 

 

Click here to see the full Descriptive System

 

 

1-Cross

Is: a leg position.

Was: cross body.
Why: shorter.

 

2-Far

Is: a body side.

Was: opposite side.

Why: easier to visualise.

 

3-Near

Is: a body side.

Was: same side (ss).

Why: easier to visualise.

 

4-Core:

Is: a continuous mid to downtime part of a move. (i.e. whirl, mirage)

 

5-Front set

Is: front to far set.

Was: toe set.

Why: not always from toe.

 

6-Near set

Is: front to near set.

Was: toe set ss.

Why: not always from toe. Shorter.

 

7-Far set

Is: side to far set.

Was: far or paradox.

Why: We use only the term far, negating the need to differentiate between far and paradox.

 

8-Side set

Is: side to near set.

Was: clipper set.

Why: not always from clipper.

 

*Rule: Each trick has only one name regardless of the basic set. There are two exceptions: around-the-world (near pickup) and orbit (near switch).

 

No more paradon, terrage, reaper, voodoo, etc.

Why: less nicknames to remember.

 

9-Late

Is: a downtime half spin at the last moment before the end of a move. (i.e. osis = late clipper)

 

10-Axle

Is: late toe stall.

Was: gyro toe.

Why: not a gyro.

 

11-Spindle

Is: late far inside stall.

 

12-Torsion

Is: late frigid osis.

 

13-Tilt

Is: late outside stall.

 

14-Wait / quick

Are: 2 different timing of core concept.

Were: downtime/midtime or original/crispy.

Why: concise and short terms which describe the timing of the leg dexing the footbag.

 

15-Wait

Is: describes a dex done downtime, after the footbag peaked.

 

16-Quick

Is: describes a dex done midtime, as the footbag peaks.

 

17-Around-the-world

Is: near pickup.

Was: around the world in-out.

Why: no more need to specify direction.

 

18-Orbit

Is: near switch.

Was: around the world out-in.

Why: no more need to specify direction.

 

19-Switch

Was: legover.

Why: it removes the confusion from double legover, where the "double" term implies something different than what is named today. Switch was taken from "Double Switchover".

 

20-Down

Was: butterfly.

Why: not a flying move and childish name. Comes from “double down”.

 

21-Whip

Was: reverse whirl.

Why: no more reverse, fits with whirl.

 

22-Twist

Was: reverse swirl.

Why: no more reverse, fits with twirl.

 

23-Twitch

Was: reverse swirl toe / blink.

Why: fits with twist and twirl.

 

24-Down Axle

Was: wauxspin.

Why: not common, so no need for a nickname. Down axle is efficient.

 

25-Unusual stalls

Is: all stalls except toe and clipper.

Was: all surfaces except toe, inside and outside.

Why: the greatest majority of tricks are based upon toes and clippers, so other surfaces such as outside and inside are considered unusual.

 

26-Rotor

Is: swirl spindle.

 

27-Double Down

Was: barfly, paradon, double over down, down double down.

Why: no more basic set nicknames.

 

28-Double Switch

Was: double switch over, reaper.

Why: no more basic set nicknames.

 

29-Double Whirl

Was: whirr.

Why: double whirl is efficient, and whirr can be confused in verbal conversation with whirl.

 

 

30-Double Swirl

Was: ripstein.

Why: double swirl is efficient.

 

31-Double Torque

Was : barroque.

Why: not common, so no need for a nickname. Double torque is efficient.

 

32-Drifter Swirl

Was: swifter.

Why: not common, so no need for a nickname. Drifter swirl is efficient. Swifter was mostly used for stepping muted far swirl.

 

33-Rewind

Is: two similar component where the second's direction is reversed. Can be a dex, duck or spin.

 

34-Whirling Whip

Was: bling blang.

Why: not common, so no need for a nickname. Whirling whip is efficient.

 

35-Swirling Twist

Was: zigzag.

Why: not common, so no need for a nickname. Swirling twist is efficient.

 

36-Symposium Illusion

Was: flail.

Why: basic symposium tricks have no need for a nickname, as seen with mirage, whirl, etc.

 

37-Superdown

Is: symposium double down.

Was: superfly, dolomite, blackula, shaft.

Why: no more basic set nicknames. Kept “super” from superfly.

 

38-Twin

Is: when two dexes are done with either leg in a core or a set. (i.e. eggbeater, whirling swirl.)

 

39-Mixer

Was: double legover.

Why: not a “double” dex, fits with eggbeater.

 

40-Twistup

Was: revup.

Why: no more reverse so “rev” doesn’t fit.

 

41-Illusioning Symposium Illusion

Was: massacre.

Why: not common, so no need for a nickname.

 

42-Down Symposium Twitch

Was: what?!

Why: not common, so no need for a nickname.

 

43-Symposium Whipping Swirl

Was: double helix.

Why: not a double dex. Not common, so no need for a nickname.

 

44-Triple Mirage

Was: triage.

Why: not common, so no need for a nickname. Triple mirage is efficient.

 

45-Triad

Is: a core or set with 3 dexes, with one single dex with one foot and a double dex with the opposite foot. Either combination qualifies to be a triad dex. (i.e. flurry, double down swirl)

 

46-Double Whirling Swirl

Was: whirring swirl.

Why: no more whirr. Not common, so no need for a nickname.

 

47-Triplet

Is: a core or set with 3 dexes done with a different leg each time. (i.e. illusioning symposium eggbeater)

 

48-Illusioning Symposium Eggbeater

Was: chainsaw massacre.

Why: not common, so no need for a nickname.

 

49-Quartet

Is: a core or set with 4 dexes, done in a mix of single, double and triple dex moves. (i.e. barraging symposium eggbeater)

 

50-Open

Was: pixie.

Why: childish name. Open describes the movement of the hip.

 

51-Shut

Was: fairy.

Why: childish name. Shut describes the movement of the hip.

 

52-Stepping (far)

Was: blurry (when paradox).

Why: no more paradox, so no more blurry. No more need to differentiate between stepping and blurry.

 

53-Blazing

Is: whirling set.

Was: whirling set (when paradox).

Why: no more paradox.

 

54-Blasting

Was: reverse whirling set.

Why: all 6 basic dex need a nickname for a set, to differentiate between possible midtime confusion. Fits with Blazing.

 

55-Slashing

Was: swirling set.

Why: all 6 basic dex need a nickname for a set, to differentiate between possible midtime confusion.

 

56-Slicing

Is: twisting set.

Was: gyro reverve swirling set.

Why: all 6 basic dex need a nickname for a set, to differentiate between possible midtime confusion. Fits with slashing.

 

57-Symposium Atomic

Was: flailing.

Why: not common, so no need for a nickname. Symposium atomic is efficient.

 

58-Symposium Stepping

Was: pogo.

Why: not common, so no need for a nickname. Symposium stepping is efficient.

 

59-Open Quantum

Was: frantic.

Why: not common, so no need for a nickname. Open quantum is efficient.

 

60-Open Atomic

Was: sailing.

Why: not common, so no need for a nickname. Open atomic is efficient.

 

61-Shut Slashing

Was: phasing.

Why: not common, so no need for a nickname.

 

62-Symposium Stepping Atomic

Was: shooting.

Why: not common, so no need for a nickname.

 

63-Atomic Near

Was: tapping.

Why: no more nickname for "set + near".

 

64-Front Spinning

Was: toe spinning.

Why: not always from toe.

 

65-Front Ducking

Was: toe ducking.

Why: not always from toe.

 

66-Hunching / Shrugging

Are: when the footbag is set over the head symmetrically with your body. (front/back)

 

67-Hunching

Is: footbag set from blind to front.

 

68-Shrugging

Is: footbag set from front to blind.

 

69-Mixed set

Is: any combination of dex, spin and duck. (i.e. open ducking, atomic gyro)

 

70-Flying Down

Was: flying butterlfy.

Why: no more butterfly.

 

71-Floating

Is: when a player jumps with one foot and stalls the footbag with opposite foot while in the air. (floating toe)

Was: symposium quantum quantum. Floating concept was called flying stall.

Why: all concepts deserve a nickname. Floating fits perfectly with what it looks like.

 

72-Floating Toe

Was: foe.

Why: not common, so no need for a nickname. Floating toe is efficient.

 

73-Swing

Is: with a continuous movement, the footbag is stalled and carried from one point to another. (i.e. rake, pendulum)

 

74-Rake

Was: cross body rake.

Why: we've been using it like that for a few years already.

 

75-Sweep

Is: like a rake, but the footbag drops behind the ankle.

 

76-Side Rake

Is: a rake done on the side instead of in cross position.

Was: rake.

Why: most people don’t even know that rake alone was not cross body.

 

77-Pendulux

Is: a front to cross swing.

Was: pendulous.

Why: pendulous was used as a set. Pendulux is not a set, it's a pendulum ending in cross position.

 

78-Body Over

Is: while the footbag is stalled, the other foot and body both transfer over the footbag, ultimately changing the stall position. There is 3 types of body over: plant over, jump over and float over.

 

79-Stepover

Was: reverse walkover.

Why: no more reverse.

 

80-Transfer

Is: when a player stalls the footbag, and carries it from one stall position to another. (i.e. wrap)

 

81-Unwrap

Was: reverse wrap.

Why: no more reverse.

 

82-Trade

Is: when a player transfers the footbag from one foot to another, with continuous footbag contact. (i.e. toe-toe trade)

 

83-Squeeze

Is: when the footbag is delayed between two surfaces of the entire body. (i.e. pincher)

 

84-Jam

Is: inside-inside squeeze.

 

85-Pound

Is: a stall done by landing on the ground with the stalling foot only. (i.e. toe pound)

Was: rooted stall.

Why: each concept deserves a name. Rooted was used for 2 similar concepts.

 

86-Bent

Is: a move done with the knee bent in front of the body parallel to the ground. (i.e. bent down)

 

87-Bent Flying Clipper

Was: bent knee clipper.

Why: had no flying in the name and it’s a flying move.

 

88-Link set

Is: using an unusual surface to do a set. (i.e. inside to atomic) Link sets are 2 moves, so they don't get a nickname.

 

89-Inside to Shut

Was: neo.

Why: link set don't have nicknames.

 

90-Mini

Is: when there are unusually very low alternating stalls done consecutively. (i.e. mini toe stalls)

 

91-Standard Juggling

Is: 1 foot, 2 footbags.

 

92-Columns Juggling

Is: 2 feet, 1 footbag on each foot.

 

93-Compound move

Is: move done with a set followed by a core component. (i.e. atomic mirage, open double down, spinning clipper, ducking whirl)

No compound moves have a nickname in the DS, such as: ripwalk, smear, scorpion’s tail, legbeater, food processor, mobius, mullet, nemesis, etc.

 

94-Start

Is: the initial contact before a move/link/string.