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The Descriptive System of Freestyle Footbag Elements
The Descriptive System of Freestyle Footbag Elements
By
Ianek Regimbald
With the help of
• Jay Boychuk
• Anssi Sundberg
• Ethan Husted
• Johnny Suderman
• Kevin Regamey
• Jorden Moir
• Eliot Piltz
Index
Part 1
1: Beginning & Ending of A Move
2: Location Around the Body
3: Leg Position
4: Body Side
5: Core & Set
6: Basic Sets
7: Naming Conventions
8: Basic Contact
9: Stalls
10: Kicks & Hits
Part 2
11: Late
12: Type of Dex
13: Dex Direction
14: Dex Cleanliness
15: Wait & Quick
16: Single Dex
17: Single Dex + Late
18: Single Dex + Unusual
19: Single Dex + Late + Unusual
Part 3
20: Double Dex
21: Double Dex + Unusual
22: Two Type Dex
23: Suffix “ing”
24: Rewind Dex
25: Symposium
26: Symple
27: Symposium & Symple + Unusual
Part 4
28: Twin Dex (with Symple)
29: Twin Dex (with Symposium)
30: Twin Dex (without Symp)
31: Twin Dex + Unusual
32: Symposium Twin Dex
33: Symple Twin Dex
34: Triple Dex
35: Triad Dex
36: Symposium Triad Dex
37: Triplet Dex
38: Quartet Dex
Part 5
39: Dexing Set
40: Dexing Set + Near
41: Rooted
42: Spinning
43: Ducking
44: Hunching & Shrugging
45: Mixed Set
Part 6
46: Flying
47: Air
48: Floating
49: Swing
49.1: Rake
49.2: Pendulum
50: Body Over
51: Transfer
52: Trade
53: Roll
54: Squeeze
55: Pound
56: Berger
Part 7
57: Twin Kick
58: Freeze
59: Scooped
60: Muted
61: Planted
62: Dex + Kick
63: Leggy Dex
64: Whirly Dex
65: Bent
66: Stomping
67: Link Set
68: Moving
69: Mini
70: Acrobatic
71: Juggling
72: Compound Moves
73: More Vocabulary
Prelude
The Descriptive System [from now on referred to as “DS”] was a project that started in June 2005, with the goal to make the terminology of footbag meet the demands of our developing sport. Before the DS, there was no official, structured system to describe already existing, and invented moves. As footbag developed its possibilities were still unknown, and as new concepts were invented their description was weak, overlapped with other concepts and led to misunderstandings. Before footbag became a competitive sport there was no need for precise descriptions, but as footbag developed the naming system did not.
During the past two decades the sport has been evolving rapidly and a lot of new concepts have come up that cannot be described well with the old tools. New players were forced to memorize an illogical, unorganized system, which is an impossible task. Although some new nicknames were created, the DS was made to be an efficient way to organize and describe tricks, relying on most of the known conventions.
The DS also addresses the out of date terminology, such as butterfly and pixie. As footbag has grown into a professional sport, there was simply a need for a modernization of terms. Important to note, is that the DS has nothing to do with the ADD-system. The DS does not use the term “Paradox” and does not describe the difficulty of a trick or a concept.
What is new with the Descriptive System is that each concept has its own name. There are now names for what used to be reverse dexterities, for example Reverse Whirl is now called Whip and Reverse Swirl is now called Twist. Then there are new concepts that have not been able to be explained before, like Late.
The Descriptive System does change quite a few terms. The process of changing to the new system might be awkward for those who have been in the sport for a long time and see the old terms as some sort of legacy from the pioneers of the sport. Although inconvenient for patrons of the sport, this new system has no patches or exceptions, making it clearer to newcomers to pick up the vocabulary. With these issues solved, it becomes an easier way to promote and teach our sport to potential interested parties.
Click here to read a detailed Explanation of Changes in the Descriptive System
Part 1
1-Beginning and Ending of a Move
A-a move starts:
1) When the footbag separates from your body.
2) When a component starts from a frozen stall.
B-a move ends:
1) The last moment before the footbag separates from your body.
2) When a stalled footbag is frozen.
3) When a component ends from a frozen stall.
1) Front
2) Side
3) Back
*Rule: To qualify for Back, the footbag must be behind your back and blind. If the footbag is behind you and visible, it becomes Side.
1) Front
2) Side
3) Cross: when your leg crosses behind your second leg, and ends on the opposite side of your body.
4) Blind: when the footbag is behind your back, and not visible.
5) Coil: when the leg which comes into contact with the footbag wraps in front of your support leg, ending up behind you and on the same body side.
6) Top: when your foot is at shoulder height.
1) Far: changes the body side.
2) Near: remains on the same body side.
*Rule: Far and near are used relative to the last contact, dex or spin.
*Note: Inside stall is equivalent to toe stall, even though it can cross in front of your other leg.
1) Core: continuous mid to downtime part of a move. i.e: whirl, mirage, rake.
2) Set: continuous up to midtime part of a move. i.e: atomic, stepping, ducking.
1) Front set: from front to far.
2) Near set: from front to near.
3) Far set: from side to far.
4) Side set: from side to near.
*Rule: Each trick has only one name regardless of the basic set. There are two exceptions: around-the-world and orbit. (See 16-Single dex.)
1) Front: never use Front, unless you want to specify it. (i.e: toe to mirage, toe to whirl)
2) Near: always use Near. (i.e: toe to near illusion, toe to near double down)
3) Far: always use Far. (i.e: clipper to far pickup, clipper to far torque)
4) Side: never use Side, unless you want to specify it. (i.e: clipper to drifter, clipper to eggbeater)
1) Kick: when touched with the leg or foot.
2) Hit: when touched with a part of your upper body.
3) Stall: a momentary delay of the footbag, regardless of where on body.
A-Front:
1) Toe stall
2) Inside stall: the footbag touching the inner arch surface of your foot.
3) Knee stall
4) Lap stall
5) Shin stall
6) Doof: front outside stall.
7) Front Heel stall
8) Front Sole stall
B-Side:
1) Outside stall: the footbag touching the outside flat surface of your foot.
2) Heel stall
3) Sole stall
4) Calf stall
5) Frigid osis: side inside stall.
C-Cross:
1) Clipper: cross inside stall.
2) Dragon: cross outside stall.
3) Zipper: cross toe stall.
4) Flapper: cross sole stall.
5) Cross heel stall
6) Cross calf stall
D-Blind:
1) Blind Frigid Osis
2) Blind Clipper
3) Blind Outside stall
4) Blind Dragon
E-Coil:
1) Monster: coil inside stall.
F-Top:
1) Top Sole stall
2) Top Outside stall
G-Upper Body:
1) Head stall
2) Forehead stall
3) Temple stall
4) Back stall
6) Hip stall
7) Chest stall
A-Front
1) Toe kick
2) Inside kick
3) Knee kick
4) Shin kick
B-Side
1) Outside kick
2) Heel kick
3) Sole kick
4) Calf kick
5) Frigid osis kick
C-Cross
1) Clipper kick
2) Dragon kick
3) Zipper kick
4) Flapper kick
5) Cross Heel kick
D-Blind
1) Blind Clipper kick
2) Blind Outside kick
3) Blind Sole kick
E-Top
1) Top Sole kick
F-Upper Body
1) Head Hit
2) Shoulder Hit
3) Chest Hit
Part 2
A component is described as late when there is a downtime half spin at the last moment before the end of a move.
1) Axle: late toe stall
2) Spindle: late far inside stall
3) Torsion: late frigid osis
4) Tilt: late outside stall
5) Osis: late clipper
6) Late Dragon
A dex (dexterity) occurs when the area between your ankle and knee passes in front, or over the footbag.
1) Mirage type dex: front dex done in front of the footbag.
2) Whirl type dex: side dex done over the footbag.
3) Swirl type dex: cross dex done over the footbag.
1) Mirage : center to side
2) Illusion : side to center
3) Whirl : front to back
4) Whip : back to front
5) Swirl : back to front
6) Twist : front to back
14-Dex Cleanliness
There are three terms to describe how well a dex was executed.
1) Clean: the footbag was dexed between knee and ankle.
2) Thin: the footbag was dexed between ankle and toes.
3) The : the footbag was dexed lower or farther than the toes, so it wasn’t dexed.
*Note: Clean is regarded as the best execution, and The is regarded as the worst.
Wait & Quick are two different timing of a core concept.
1) Wait: describes a dex done downtime, after the footbag peaked.
2) Quick: describes a dex done midtime, as the footbag peaks.
*Note: Specifying wait or quick is not mandatory. They are used to specify an uncommon technique. Wait is generally the regular technique.
A-Mirage dex + toe
1) Mirage: mirage far toe
2) Illusion: illusion far toe
3) Switch: illusion near toe
4) Pickup: mirage near toe
i) Quick Mirage
ii) Quick Illusion
iii) Quick Switch
iv) Quick Pickup
B-Basic set nicknames
1) Around-the-world: near pickup
2) Orbit: near switch
i) Wait around-the-world
ii) Wait orbit
C-Mirage dex + clipper
1) Down: illusion near clipper
2) Loop: mirage near clipper
3) Drifter: mirage far clipper
4) Grifter: illusion far clipper
i) Quick down
ii) Quick drifter
D-Whirl dex + clipper
1) Whirl: whirl near clipper
2) Whip: whip near clipper
i) Wait whirl
E-Whirl dex + toe
See whirly dex, section 64.
F-Swirl dex + clipper
1) Swirl: swirl near clipper
2) Twist: twist near clipper
i) Quick swirl
G-Swirl dex + toe
1) Twitch: twist near toe
2) Tweak: twist far toe
3) Swirl toe: swirl near toe
A-Mirage + axle
1) Drifter axle
2) Down axle
B-Mirage + osis
1) Torque: mirage osis
2) Flux: illusion osis
3) Refraction: down osis
4) Loop osis
i) Quick torque
C-Whirl + axle
1) Whip axle
2) Whirl axle
D-Whirl + osis
1) Blender: whirl osis
2) Dyno: whip osis
E-Swirl + axle
1) Twist axle
2) Swirl axle
F-Swirl + osis
1) Swirl osis
2) Twirl: twist osis
*Rule: Regular stalls are toes and clippers only. Any other surfaces are considered unusual.
A-Inside
1) Mirage inside
2) Illusion inside
3) Switch inside
4) Pickup inside
5) Around-the-world inside
6) Orbit inside
7) Whizz: whirl far inside
8) Tweak inside
9) Twitch inside
B-Outside
1) Mirage outside
2) Switch outside
3) Pickup outside
4) Whirl outside
5) Twitch outside
C-Frigid osis
1) Frigid torque
2) Frigid refraction
3) Frigid blender
4) Frigid dyno
5) Frigid twirl
D-Heel
1) Switch heel
2) Whirl heel
E-Zipper
1) Down zipper
2) Whirl zipper
F-Dragon
1) Down dragon
2) Drifter dragon
3) Whirl dragon
4) Swirl dragon
5) Twist dragon
6) Refraction dragon
G-Cross heel
1) Down cross heel
2) Whirl cross heel
3) Twist cross heel
19-Single Dex + Late + Unusual
A-Spindle
1) Down spindle
2) Whirl spindle
3) Rotor: swirl spindle
B-Tilt
1) Down tilt
2) Whip tilt
3) Whirl tilt
4) Swirl tilt
5) Drifter tilt
C-Torsion
1) Down torsion
2) Drifter torsion
3) Whirl torsion
4) Twist torsion
D-Late dragon
1) Torque dragon
2) Blender dragon
3) Twirl dragon
Part 3
A double dex is when two identical single dexes are done in a row with the same foot.
A-Ending on toe
1) Double around-the-world
2) Double orbit
3) Barrage: double mirage
4) Double illusion
5) Double switch
6) Double pickup
7) Double twitch
i) Quick barrage
ii) Wait double switch
iii) Quick double pickup
B-Ending on clipper
1) Double down
2) Double loop
3) Double drifter
4) Double whirl
5) Double whip
6) Double swirl
7) Double twist
C-Ending with late
1) Double down axle
2) Double torque
3) Motion: double refraction
4) Double blender
5) Double dyno
6) Double twirl
7) Double swirl osis
A-Inside
1) Barrage inside
2) Double switch inside
3) Double pickup inside
4) Double around-the-world inside
5) Double orbit inside
6) Double whizz
B-Spindle
1) Double rotor
C-Frigid osis
1) Frigid double torque
2) Frigid motion
3) Frigid double blender
D-Torsion
1) Double down torsion
2) Double whirl torsion
3) Double swirl torsion
E-Outside
1) Double whirl outside
F-Tilt
1) Double down tilt
2) Double swirl tilt
G-Dragon
1) Double down dragon
2) Double swirl dragon
H-Zipper
1) Double down zipper
Two distinct dexes done with the same foot.
*Rule: Use when you want to tell that a component leads to another component. Used for more common pronunciation.
Two dexes where the second is the opposite of the first.
A-Rewind side dex
1) Whirling whip: whirling near whip
2) Whirling dyno: whirling near dyno
3) Whirling whip axle: whirling near whip axle
4) Whipping whirl: whipping near whirl
B-Rewind cross dex
1) Swirling twist: swirling near twist
2) Swirling twirl: swirling near twirl
3) Swirling twitch: swirling near twitch
C-Rewind front dex
1) Miraging near switch
2) Miraging near down
3) Illusioning near pickup
4) Illusioning near mirage
A symposium dex is performed by jumping off and dexing and landing with the same foot while stalling with the opposite foot.
A-Symposium single dex
1) Symposium mirage
2) Symposium illusion
3) Symposium down
4) Symposium whirl
5) Symposium whip
6) Symposium twitch
i) Quick symposium whirl
ii) Quick symposium whip
B-Symposium single dex + late
1) Symposium down axle
2) Symposium torque
3) Symposium flux
4) Symposium whip axle
5) Symposium twirl
6) Symposium swirl osis
C-Symposium double dex
1) Symposium barrage
2) Superdown: symposium double down
3) Symposium barroque
4) Superdown axle
A symple dex is performed by jumping off, dexing and stalling all with the same foot, while landing with the other foot.
A-Symple single dex
1) Symple switch
2) Symple pickup
3) Symple drifter
4) Symple grifter
5) Symple swirl
6) Symple twist
7) Symple tweak
B-Symple single dex + late
1) Symple refraction
2) Symple blender
3) Symple dyno
4) Symple twist axle
5) Symple swirl axle
C-Symple double dex
1) Symple motion
2) Symple double switch
3) Symple double pickup
27-Symposium & Symple Dex + Unusual
A-Inside
1) Symposium mirage inside
2) Symposium illusion inside
3) Symposium whizz
4) Symple switch inside
5) Symple pickup inside
B-Spindle
1) Symposium rotor
C-Frigid osis
1) Symposium frigid twirl
2) Symple frigid dyno
D-Torsion
1) Symposium whirl torsion
2) Symple swirl torsion
E-Tilt
1) Symposium whip tilt
F-Dragon
1) Symposium whirl dragon
2) Symple swirl dragon
3) Superdown dragon
G-Zipper
1) Symposium down zipper
Part 4
A twin dex move is when you do two dexes with either leg in a core or a set.
*Rule: Symple is implied with the twin dex category.
A-Front + front
1) Mixer: miraging switch
2) Eggbeater: illusioning switch
3) Miraging pickup
4) Illusioning pickup
5) Miraging refraction
6) Illusioning refraction
B-Front + cross
1) Down swirl
2) Loop swirl
3) Down twist
C-Front + side
1) Torquescrew: miraging dyno
2) Illusioning dyno
3) Miraging blender
B-Side + cross
1) Whirling swirl
2) Whirling twist
C-Cross + dex
1) Swirling pickup
2) Twistup: twisting pickup
3) Twisting blender
4) Twisting dyno
A-Front + front + toe
1) Merlin: miraging symposium mirage
2) Miraging symposium illusion
3) Illusioning symposium illusion
4) Illusioning symposium mirage
B-Front + front + clipper
1) Dadacurve: miraging symposium down
2) Illusioning symposium down
3) Miraging symposium torque
4) Miraging symposium flux
C-Front + cross
1) Down symposium twitch
2) Down symposium twirl
3) Down symposium swirl osis
D-Front + side
1) Miraging symposium whirl
2) Miraging symposium whip
E-Cross + dex
1) Twisting symposium whirl
2) Twisting symposium whip
3) Twisting symposium mirage
A-Inside
1) Mixer inside
2) Merlin inside
3) Twisting symposium whizz
4) Twistup inside
B-Spindle
1) Down symposium rotor
C-Dragon
1) Whirling swirl dragon
D-Torsion
1) Down swirl torsion
2) Whirling swirl torsion
1) Symposium mixer
2) Symposium eggbeater
3) Symposium torquescrew
4) Symposium down swirl
5) Symposium whirling swirl
6) Symposium whirling twist
7) Symposium whipping swirl
8) Symposium whipping twist
9) Symposium whipping swirl axle
10) Symposium twistup
11) Symposium twisting blender
i) Quick symposium mixer
ii) Wait symposium whipping swirl
1) Symple miraging illusion
2) Symple illusioning illusion
3) Symple dadacurve
4) Symple down rotor
5) Symple twisting whirl
A triple dex is when three identical single dexes are done in a row with the same foot.
1) Triple around-the-world
2) Triple orbit
3) Triple mirage
4) Triple switch
5) Triple pickup
6) Triple down
7) Triple refraction
8) Triple whirl
9) Triple loop
Triad describes 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.
A-Single + double
1) Miraging double switch
2) Miraging superdown
3) Miraging motion
4) Twisting double pickup
B-Double + single + toe
1) Flurry: barraging switch
2) Barraging pickup
3) Barraging symposium mirage
4) Barraging symposium illusion
C-Double + single + clipper
1) Double dadacurve
2) Barraging refraction
3) Barraging symposium flux
4) Double torquescrew
5) Double down swirl
6) Double whirling swirl
1) Symposium flurry
2) Superdown swirl
3) Symposium double torquescrew
Triplet describes 3 consecutive dexes done with a different leg each time.
1) Illusioning symposium eggbeater
2) Miraging symposium eggbeater
3) Miraging symposium mixer
4) Dadacurve swirl
5) Down symposium twistup
A Quartet is when four dexes are done, in a mix of single, double and triple dex moves.
A-Double + double
1) Symposium barraging double switch
B-Double + twin
1) Barraging symposium eggbeater
C-Triple + single
1) Triple miraging switch
Part 5
Dexing Set: Describes when the footbag keeps rising after the initial dex(es).
*Rule: Far is implied with a dexing set, it is only necessary to specify when it’s near.
A-Single, front set.
1) Quantum: front mirage set
2) Atomic: front illusion set
3) Front blasting
B-Single, near set.
1) Open: near mirage set
2) Shut: near illusion set
3) Near slashing
C-Single, side set.
1) Stepping: side mirage set
2) Side atomic
3) Blazing: side whirl set
4) Blasting: side whip set
5) Slashing: side swirl set
6) Slicing: side twist set
D-Single, far set.
1) Nuclear: far illusion set
2) Far quantum
E-Double
1) Double atomic
2) Double open
3) Furious: double stepping
F-Rewind
1) Open shut
2) Stepping side atomic
G-Symposium single
1) Symposium quantum
2) Symposium atomic
3) Symposium stepping
4) Symposium blazing
5) Near symposium slashing
H-Symposium double
1) Symposium furious
I-Twin (no symposium)
1) Open quantum
2) Open atomic
3) Shut atomic
4) Shut slashing
5) Shut slicing
J-Twin (with symposium)
1) Shut symposium slashing
2) Open symposium atomic
K-Symposium twin
1) Symposium quantum quantum
2) Symposium quantum atomic
3) Symposium atomic atomic
4) Symposium stepping atomic
5) Symposium blazing nuclear
6) Symposium blazing slashing
7) Near symposium slashing stepping
L-Triad
1. Symposium furious atomic
2. Symposium furious quantum
M-Triplet
1) Shut symposium slashing stepping
N-Gyro + dex
1) Gyro slicing
2) Surging: gyro stepping
3) Gyro nuclear
4) Gyro blazing
5) Gyro furious
6) Gyro symposium slicing
O-Dex + gyro + dex
1) Shut gyro stepping
2) Shut gyro furious
1) Open near
2) Shut near
3) Atomic near
4) Quantum near
5) Stepping near
6) Blazing near
7) Slashing near
8) Nuclear near
9) Furious near
etc.
Rooted defines a jumping set from a frozen and planted stall.
A- Surfaces
1) Rooted: rooted toe set
2) Zoid: rooted zipper set
B- Dex
1) Rooted quantum
2) Rooted atomic
3) Rooted open
4) Rooted shut
5) Rooted open atomic
6) Rooted open quantum
7) Zoid stepping
A spin is a rotation of the body that makes the footbag momentarily dissapear behind the player’s back.
A-Side spinning
1) Gyro: spinning near
2) Spinning: spinning far
3) Spinning gyro
4) Double spinning
5) Triple spinning
B-Far spinning
1) Ingyro: far gyro
2) Inspinning: far spinning
3) Inspinning gyro
4) Double inspinning
C-Front spinning
1) Front gyro
2) Front spinning
3) Front ingyro
4) Front inspinning
D-Rewind spinning
1) Double gyro
2) Gyro spinning
3) Ingyro gyro
4) Triple gyro
5) Front double gyro
A duck is a neck dex. The footbag goes over the neck from side to side.
A-Ducking near
1) Ducking
2) Diving: far ducking
B-Ducking far
1) Weaving: ducking far
2) Zulu: diving far
C-Front ducking
1) Front ducking
2) Front diving
3) Front weaving
4) Front zulu
D-Double
1) Double ducking
2) Double diving
E-Rewind
1) Ducking ducking
2) Diving ducking
3) Ducking weaving
4) Diving weaving
5) Front ducking ducking
Hunching and Shrugging describes when the footbag is set over your head symmetrically with your body.
1) Hunching: blind to front
2) Shrugging: front to blind
A-Dex + spin
1. Open spinning
2. Open gyro
3. Open inspinning
4. Shut spinning
5. Shut gyro
6. Atomic gyro
7. Atomic spinning
8. Quantum gyro
9. Stepping inspinning
10. Stepping ingyro
11. Stepping gyro
12. Blazing gyro
13. Slashing gyro
14. Slashing spinning
15. Nuclear gyro
16. Shut slashing gyro
B-Dex + duck
1. Open ducking
2. Open diving
3. Open weaving
4. Open zulu
5. Open ducking ducking
6. Shut ducking
7. Shut diving
8. Shut zulu
9. Atomic ducking
10. Atomic diving
11. Quantum ducking
12. Stepping ducking
13. Stepping diving
14. Stepping weaving
15. Stepping zulu
16. Nuclear ducking
17. Blazing ducking
18. Surging ducking
19. Symposium atomic ducking
20. Symposium stepping ducking
21. Rooted open ducking
C-Dex + shrug
1. Open shrugging
D-Spin + duck
1. Spinning ducking
2. Spinning zulu
3. Gyro diving
4. Gyro weaving
5. Inpinning ducking
6. Ingyro diving
7. Double spinning ducking
8. Gyro ducking ducking
E-Duck + spin
1. Ducking spinning
2. Ducking gyro
3. Diving spinning
4. Diving gyro
5. Front ducking spinning
F-Dex + spin + duck
1. Open spinning ducking
2. Shut spinning ducking
G-Spin + duck + spin
1. Spinning ducking spinning
2. Spinning ducking gyro
3. Gyro diving gyro
H-Duck + spin + duck
1. Ducking spinning ducking
2. Diving spinning ducking
Part 6
Flying is when one jumps with one foot and kicks the footbag with the same foot while in the air.
A-Surfaces
1. Flying toe
2. Flying knee
3. Flying inside
4. Flying outside
5. Flying zipper
6. Flying clipper
7. Late flying clipper
B-Dex + flying
1. Dragonfly: miraging flying inside
2. Illusioning flying inside
3. Flying mirage
4. Flying down
5. Flying whirl
6. Flying whip
7. Flying whizz
8. Flying twirl
9. Double dragonfly
10. Flying double down
11. Flying down zipper
12. Flying double whizz
Air is when one jumps with one foot and kicks the footbag with opposite foot while in the air.
A-Surfaces
1. Air toe
2. Air knee
3. Air inside
4. Air outside
5. Air clipper
B-Dex + air
1) Symple mirage air inside
2) Symple down air clipper
Floating is when the player jumps with one foot and stalls the footbag with opposite foot while in the air.
A-Surfaces
1. Floating toe
2. Floating inside
3. Floating outside
4. Floating clipper
5. Floating knee
6. Floating axle
7. Floating osis
B-Dex + floating
1. Floating switch
2. Floating pickup
3. Floating twist
4. Floating refraction
5. Floating dyno
6. Floating pickup inside
With a continuous movement, the footbag is stalled and carried from one point to another.
*Rule: Regular swings are from toe.
A rake is a back to front swing.
A-Cross to front
1. Rake: footbag drops in front of ankle
2. Sweep: footbag drops behind ankle
B-Side to front
1. Side rake
2. Side sweep
C-Dex + rake
1. Down rake
2. Drifter rake
3. Whirl rake
4. Whip rake
5. Swirl rake
6. Double down rake
7. Double whirl rake
8. Double whip rake
9. Dadacurve rake
D-Dex + sweep
1. Whirl sweep
2. Whip sweep
3. Twist sweep
4. Down sweep
5. Double down sweep
E-Rewind dex + rake/sweep
1. Swirl sweep
2. Whirl side rake
3. Whirling whip rake
F-Symposium dex + rake/sweep
1. Symposium whirl rake
2. Symposium whirl sweep
3. Symposium whip rake
4. Symposium whip sweep
5. Symposium down rake
6. Superdown rake
7. Twisting symposium whirl rake
i) Quick symposium whirl rake
ii) Quick symposium whip rake
A pendulum is a front to back swing.
A-Front to back
1) Pendulum
B-Front to cross
1) Pendulux
C-Dex + pendulum
1. Switch pendulum
2. Switch pendulux
While the footbag is stalled, the players foot and body both transfer over the footbag, ultimately changing the stall position.
A-Plant over
Plant Over is when you plant your stalling foot, and go over the footbag with the rest of your body.
1. Walkover: inside to clipper
2. Stepover: clipper to inside
3. Toe walkover: toe to zipper
B-Jump over
Jump over is when your stalling foot remains in the air, while your support foot jumps over the stall.
1. Hopover: inside to clipper
2. Leapover: clipper to inside
3. Hopover swirl
C-Float over
Float over is when you perform a “body over”, however the stall is a floating one.
1. Eclipse: inside to clipper
2. Flare: clipper to inside
3. Pickup eclipse
Transfer describes when a player stalls the footbag, and carries the footbag from one stall position to another.
A-Front & cross
1. Wrap: inside-clipper transfer
2. Unwrap: clipper-inside transfer
3. Toe-zipper transfer
B-Front & side
1. Inside-frigid osis transfer
2. Frigid osis-inside transfer
C-Side & cross
1. Outside-dragon transfer
2. Dragon-outside transfer
3. Frigid osis-clipper transfer
4. Clipper-frigid osis transfer
A trade is when you transfer the footbag from one foot to another, with continuous footbag contact.
1. Toe-toe trade
2. Inside-toe trade
3. Clipper-toe trade
4. Zipper-toe trade
5. Toe-zipper trade
A roll is when the footbag rolls along body surface.
A-Surfaces
1. Front calf roll
2. Cross calf roll
3. Side calf roll
4. Thigh roll
5. Side leg roll: hip to ankle roll
6. Neck roll
7. Shoulder roll: shoulder to shoulder roll
8. Body roll: chest-thigh roll
B-Dex + roll
1. Symposium whirling cross calf roll
A squeeze defines when the footbag is delayed between two surfaces of the entire body.
A-Surfaces
1. Pincher: knee pit squeeze
2. Shoulder squeeze: shoulder-cheek squeeze
3. Jam: inside-inside squeeze
4. Late jam
5. Blind jam
6. Sole-shin squeeze
7. Shin-calf squeeze
8. Zipper-calf squeeze
9. Throat squeeze: chin-chest squeeze
10. Knee squeeze: knee-knee squeeze
B-Dex + squeeze
1. Mirage jam
2. Illusion jam
3. Twistup jam
4. Symposium mirage jam
A pound is a stall done by landing on the ground with the stalling foot only.
A-Surfaces
1. Toe pound
2. Zipper pound
3. Axle pound
B-Dex + pound
1. Switch pound
2. Pickup pound
3. Mirage pound
4. Illusion pound
5. Twitch pound
6. Whip axle pound
7. Symple mirage pound
8. Symple switch pound
A berger is a squeeze pound.
A-Surfaces
1) Stallberger: sole-toe berger
2) heel-toe berger
3) Sole-inside berger
4) Late stallberger
B-Dex + berger
1. Switch berger
2. Pickup berger
3. Mirage berger
4. Illusion berger
5. Twitch berger
6. Double switch berger
7. Symple switch berger
8. Symple pickup berger
9. Mixer berger
Part 7
A twin kick is when in one motion, you have both legs kick the footbag just after another.
*Note: a twin kick is 2 moves because there is 2 contacts.
1. Twin knee kick
2. Twin inside kick
A freeze is a stall where afterward, both the stall surface and footbag stop moving.
1. Toe freeze
2. Inside freeze
3. Clipper freeze
4. Osis freeze
A scoop is when the delay swings the footbag briefly before releasing it.
1. Scooped toe
2. Scooped osis
3. Scooped dyno
4. Scooped mirage
Muted describes when after a set, the setting foot doesn’t touch the ground before doing the following component.
*Note: Muted is not mandatory, it exists only to describe a non regular technique.
*Note: Far or near doesn’t need to be specify with dexing set, since there is always only 1 possibility.
1. Far muted osis
2. Near muted illusion
3. Diving muted clipper
4. Open muted switch
5. Stepping muted switch
6. Atomic muted mirage
7. Spinning muted clipper
A plant is when after a set, one foot touches the ground before doing the next component.
*Note: Specifying planted is not mandatory, it’s generally used to specify a non-regular technique.
1. Planted around-the-world
2. Gyro planted mirage
3. Planted far whirl
4. Planted far double down
5. Planted far mixer
6. Planted swirl
1. Switch kick
2. Pickup kick
3. Swirl kick
4. Twist kick
A mirage type dex done over the footbag instead of in front.
1. Leggy mirage
2. Leggy pickup
3. Leggy torque
4. Leggy dragonfly
5. Leggy symposium mirage
6. Leggy atomic
7. Leggy shut
Whirly describes a whirl type dex done instead of a mirage type dex.
1. Whirly pickup
2. Whirly switch
3. Whirly mirage
4. Whirly drifter
5. Whirly double pickup
6. Whirly barrage
7. Whirly symposium mirage
Bent is a move that is done with your knee bent in front of you parallel to the ground.
A-Flying bent
1) Flying bent clipper
B-Bent dex
1. Bent down
2. Bent refraction
3. Bent down rake
4. Bent down swirl
5. Flying bent down
6. Symposium bent down
7. Symposium bent down rake
8. Symple bent refraction
9. Miraging symposium bent down
10. Bent stepping
*Note: A bent dex is always an “over the footbag” dex. To be clean, a bent dex should be around the ankle.
A jumping move done by pushing both feet at the same time off the ground.
A-Stomping flying
1. Stomping flying inside
2. Stomping flying clipper
B-Stomping single/double dex
1. Stomping illusion
2. Stomping down
3. Stomping whirl
4. Stomping swirl
5. Stomping double down
C-Stomping twin dex
1. Stomping mixer
2. Stomping whipping swirl
3. Stomping whipping swirl axle
4. Stomping twistup
5. Stomping dadacurve
*Note: Link sets are 2 moves.
A-Unusual surface > set
1. Frigidosis > open
2. Outside > open
3. Inside > open
4. Heel > open
5. Calf > open
6. Calf > open ducking
7. Inside > shut
8. Inside > atomic
9. Dragon > stepping
10. Dragon > slicing
11. Zipper > slashing
12. Inside > ducking
13. Outside > spinning
B-Flying > set
1. Flying inside > atomic
2. Flying clipper > stepping
3. Flying clipper > ducking
4. Flying clipper > spinning
C-Floating > set
1. Floating clipper > stepping
2. Floating toe > open
3. Floating toe > shut
D-Kick > set
1. Calf kick > open
2. Toe kick > open
3. Knee kick > ducking
4. Inside kick > ducking
5. Outside kick > spinning
E-Swing > set
1. Pendulux > stepping
2. Pendulum > hunching
3. Rake > open
4. Rake > atomic
5. Rake > ducking
6. Rake > spinning
F-Walkover > set
1. Walkover > stepping
2. Stepover > shut
G-Jam > set
1. Jam > atomic
2. Jam > ducking
Moving describes when your body moves along the ground while doing moves.
1. Moving toe
2. Moving switch
3. Moving mirage
4. Moving clipper
5. Moving down
6. Moving osis
Mini is when there are unusually very low alternating stalls done consecutively.
1. Mini toe stalls
2. Mini inside stalls
Acrobatic moves are moves that differ from the typical upright, stationary moves, changing your body position while doing a trick.
A-Sitting
1. Sitting toe stall
2. Sitting inside stall
3. Sitting switch
4. Sitting mirage
B-Handstands
1. Pincher handstand
2. Neck stall handstand
3. Pendulum handstand
C-Wheel
1. Throat squeeze cartwheel
2. Lap summersault
D-Trial
1. Upstair down
2. Upstair mirage
3. Downstair down
4. Downstair mirage
*Rule: The regular juggling surface is toe.
A-Juggling patterns
1. Standard: (1 foot, 2 footbags)
2. Inside standard:
3. Toe-inside standard
4. Columns: (2 feet, 1 footbag on each foot)
5. Cascade: (2 feet, 3 footbags)
6. Toe-clipper juggling
Compound moves are ones done by a set followed by a core component.
Examples:
1. Open mirage
2. Atomic down
3. Stepping switch
4. Ducking osis
5. Gyro clipper
6. Ducking whirl
7. Open double down
8. Stepping eggbeater
Link: Doing two moves in a row.
String : Doing many moves in a row.
Start: The initial contact before a move/link/string.
Seal: The final contact at the end of a move/link/string.
Drop: Dropping the footbag on the ground
Bail: Losing control of the footbag and recover with a basic move.
Flipside: The side which is not the strongest or best side.
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