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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 Another side effect of changing nicknames, is outdated names such as "pixie" or "butterfly" have been changed to more descriptive, timeless names such as "open" or "down" respectively.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".
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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.
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