UPSB v4
Linkages & Combos / Combo Design (Ceru's Method)
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Date: Mon, Sep 8 2014 02:25:44
Designing combos, by Ceru Seiyu [spoiler=”Introduction”] Welcome to my first thread on combo design! I would like to say first thread because I have the feeling that as I improve still, I'll be able to use my experience to add improvements to how I create combos and spin them. This is not an end-game thread for combo creation and is merely my take on combo creation and how I like to go about it, with the theories that I use and the ideas that I have. This is not a research department thread and I haven't taken other input in the creation of this thread. This is very much likely to conflict with how you or other pen spinners, particularly professional pen spinners, design their combos. I'd like to spam “IMO” here. Warning! This thread has no pictures or videos and is theory based, if you're sensitive to walls of text, please leave now! Comments about the thread being too complicated or too long are always a waste of time! Without further delays, let's continue on with the thread![/spoiler] [spoiler=”Basic Concepts”]You are going to need a bit of knowledge before reading this thread, first of all a good idea of notation is very useful, viz. formal notation as it is most accurate and will be invaluable when discussing precise spins, as well as simultaneous notation as it comes in handy when discussing foundational tricks. Additionally you may wish to view Fel2Fram's “Japanese Motion” video, as it will be mentioned here as an example a few times. The most basic concepts that need to be grasped in order to understand how to construct a combo are what make it up: tricks, linkages and the combo itself. This may sound straightforward, and it really is, with the exception of some explanation on tricks that is absolutely necessary in order to discuss which tricks are most suitable for a certain task. The explanations are as follows: [spoiler=”Tricks”] Thanks to research on the FPSB board, it has been found that pen spinning only has six tricks in total. I will quote a post from RPD for this: [quote=”RPD”]Time ago, hexbinmos developed a notation system (quite complex btw) based in only 6 tricks α = fingerswitch β = half-tipped charge γ = wiper δ = roll ε = slide ζ = stall half-release[/quote] Interestingly, a lot of the tricks in pen spinning only use the first three tricks that have been named, the wiper, the fingerswitch and the half tipped charge. So just what are these tricks and why do they matter? Well, each trick has a different visual effect and when combined with other tricks we can create a linkage out of the tricks that has precisely the desired visual effect. Let's take a more in depth look at the tricks individually:
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[*]Fingerswitch – When the fingerslot that holds the pen is changed, in the way that fingers/a finger is released and fingers/a finger takes hold of the pen. This provides absolutely zero spinning or motion of the pen when not done in conjunction with other tricks. An interesting point to make is that a fingerswitch can be used (with difficulty/fingercrossing) to manipulate the pen into any position in the hand from any position, without turning the pen.
[*]Half Tipped Charge – When fingers are moved back and forth to shift the pen's pitch, may also be done fingerlessly and outside of a fingerslot hold. Creates a “seesaw” motion when done continuously. A common combination is with the fingerswitch to create the fundamental trick the Pass.
[*]Wiper – When a force from gravity, hand flicks, conserved momentum or finger movement causes the pen to turn in a fingerslot or outside of a fingerslot fingerlessly. The wiper can also be considered a form of the tipped charge as the motion is the same with the exception that it occurs at 90 degrees, perpendicular, to the tipped charge. It and the tipped charge are the only two tricks where the pen visibly spins, the rest focus on position and other non-spinning forms of movement. With both of these tricks you can position a 1 Dimensional object (pen) at any rotation possible in 3D space (your hand).
[*]Roll – While the wiper and the tipped charge can be considered the pitch and yaw rotations that are directly visible, as we are dealing with 3D space the third degree of angular motion is Roll, which can be interesting as it can delicately allow positioning of the fingers and its rare use means that linkages involving it can appear incomprehensible. Examples of roll tricks can be seen in Fel2Fram's i-o charges and 1p1h twirls as well as in several of RPDs combos, namely his 2013 R2 spanish tournament combo.
[*]Slide – Where the length of the pen is slid along a fingerslot, or vice versa, allowing the fingers that currently held the pen to be shifted to a new position without changing the fingers holding the pen or rotating it. Known commonly as the “Seasick” trick and can be accomplished with a finger push, with gravity or a hand flick.
[*]Stall Half Release – Where the pen is released and held on a finger. All power tricks can be observed to use this trick as they require the pen to be released.
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[*]Wiper + Half Tipped Charge – Half charge
[*]Tipped Sonic > Fingerswitch – Pass
[*][Wiper + Half Tipped Charge]x2 + [Fingerswitch > Fingerswitch] – Sonic
[*][Wiper + Half Tipped Charge]x2 + [Fingerswitch] – Twisted Sonic
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Date: Mon, Sep 8 2014 20:48:55
This is awesome! :DD Musht shee da furder conshepts :3