What is footbag?
Footbag is the sport commonly misreferred to as "Hacky Sack". Hacky sack is to footbag as Ping Pong is to table tennis. As Roller Blade is to inline skating. As Kleenex is to tissue. Hacky sack is a brand name [of footbag].
The generalization 'footbag' includes a collection of subgenres. There are many different forms of footbag in practice around the world. The two most popular are freestyle and net. Others include consecutives, four square, and golf. However, the term generally refers to the freestyle discipline, net being referred to as "net" or "footbag net".
What is freestyle footbag
Freestyle footbag involves kicking a small bead-filled bag in the air, while performing trick elements of various difficulty levels. Between kicks and stalls (also known as delays), adds are combined to form moves. 'Adds' constitute an approximated difficulty-level system. Adds are components of all freestyle footbag moves. By combining different add combinations, one can perform a limitless count of unique moves.
Every part of the body, except hands, are permitted to contact the footbag in freestyle. Freestyle is generally played in a group of two or more. Players take turns linking moves (also called shredding) before dropping or passing the bag. (Advanced circles usually pass clockwise to the next player.)
Freestyle is very unique in that it is generally a non-competitive sport. Competitions and freestyle events are rampant, however, 90% of players will tell you that they attend tournaments not for the competition, but for the friends and fun.
What is net footbag?
Essentially net footbag is a combination of volleyball and badminton played with the feet. (See footbag worldwide)
What are "adds"?
'Adds' (short for additions) comprise the approximated difficulty level in freestyle footbag. The most basic move is composed of one add, while moves containing seven or eight adds are currently among the most difficult. There are seven unique add categories. By combining adds, a move of more than one add can be created. For example: the 'delay'. The delay is an add category in itself. The delay add. Catching the footbag on the top of the foot, is called a "toe delay": a move composed of one add (the delay add). Now by adding a second, single add -- a dexterity (circling the bag with your leg before catching on your foot), for example -- the move becomes a 'two add': a move composed of two adds (a 'delay' add, plus a 'dexterity' add). Adds can be combined in a theoretically endless fashion. And although generally a higher-add move constitutes a higher rate of difficulty in execution, this is not always the case. The seven add categories are as follows: body (bod), crossbody (xbd), delay (del), dexterity (dex), paradox (pdx), unusual (uns), xdex (the xdex add is in somewhat experimental use. this site will not consider xdex).
What is "Job's Notation"?
A quick and easy way for freestylers to transpose concepts for different moves. This system was developed by Ben Job (pronounced "JOE-b"). An example of "Job's Notation":
toe > same in/out [dex] > same in/out [dex] > same toe [del]
Jobs for "double around the world"
The arrows are used to seperate elements of a move. The first element is always the set surface. Often the set is a 'free' set -- meaning the move does not require any particular surface to be set from. In this case (of a free set) the set element will be represented as simply "set", as opposed to this (the above) Jobs' 'toe'. The three-letter abbreviations in square parenthesis represent the adds in the move. The portions prior to the square parenthesis in the same element explains how that add is performed. For example, the second element of this jobs states "same in/out [dex]". This indicates that this particular dexterity ('dex') is performed with the same leg as the previous element of the move, in an in-to-out [dexterity] or out-to-in [dexterity] motion. In-to-out refers to moving ones leg from the inside of the body, outwards. For example, setting the bag up from the right foot, crossing the leg over the bag, from left to right (clockwise), and back around to catch again. Out-to-in simply refers to a dexterity moving the opposite direction. Using that same example, performing the dexterity from right to left (counter-clockwise). Most often a dexterity will be restricted to either in or out, not giving you the freedom to choose. In this case, where two dexterities in a row are free direction [in-to-out or out-to-in], the two dexterities' directions must coincide. (For example, performing the first dexterity in a double around the world from in-to-out, and the second dexterity from out-to-in is a move differing completely from double around the world).
Other adds will have different components in their individual element statements. For example, prior to a crossbody, or body, or unusual adds, instead of stating a dexterity direction, the component will state the crossbody surface, or body action (spin/jump/symposium), or unusual body surface. For example:
toe > op out [dex] > op clip [xbd][del]
Job's for "butterfly"
"Clip" is the abbreviation for clipper. Other, less common crossbody surfaces are dragon and anchor.
toe > jump [bod] > same cloud kick [uns]
Job's for "flying cloud kick"
An example of body and unusual in a Job's. (The assumption in freestyle is that every move ends in a delay. If this is not the case, it is indicated by adding 'kick' to the move name. The 'cloud' is the calf of ones leg. Irregularly, a move will have statements in rounded parenthesis added. Such as "(no plant while)". These statements are difficult to interpret independently, though an explanation of the move should make it possible.
toe > (no plant while) op in [bod][dex] > op toe [del]
Job's for "symposium mirage"
"No plant while" refers to a dexterity 'symposium'-style.
What is a "set"?
A set is like the introduction of any move; it is tossing the footbag into the air from the given surface. In the more advanced aspect of freestyle footbag, however, a set will often refer to adding a move, or element thereof, to the beginning of another move. For example, a pixie-set mirage (smear): to set, one must perform the setting move (pixie) very quickly. (If the bag is not still moving up in the air, after the dexterity of the set has been performed, it is not technically a set. Essentially, a set is a move performed while the bag is still going up.) For smear, one would perform a pixie, and immediately following, a mirage. There are many different sets. The most basic are "pixie" and "fairy". Setting either a pixie or a fairy [minus the ending delay] before another move. However, countless other sets with unique names are being constantly conceptualized within the sport. A few essentials are as follows: pixie, fairy, stepping, atomic, quantum. (See 'sets' for more)
What is a "plant"?
Planting simply refers to touching your foot to the ground. Regaining balance and support, and/or creating clear definition within a move. In more advanced moves plants must be executed many times within a single move.
What does "shred" mean?
The term 'shred' refers to 'tearing up the bag with ones blades (legs)'. Shredding is simply hitting moves one into another -- stringing moves together. This to that, that to this, and so on.
Terms like 'guiltless' and 'tiltless' are used in freestyle to denote a general level of difficulty in play. For example, "Ryan Mulroney pulled a 'hundred guiltless contact run!!". 'Guiltless' refers to stringing together moves composed only of three adds and up. It is said as 'shredding guiltless' because two add moves are called 'guilts'. Shredding without guilts. Guiltless. Add levels, in order, are: drop (zero-add), tilt (1-add), guilt (2-add), trip (3-add), fear (4-add), quint (5-add). (Quintless shred is now referred to as "Beastly")
How/when should i wash my footbag?
Footbags should be washed whenever noticably grungy. Dirt wears on the material, and if washed carefully it should last longer washed semi-frequently than not. 'When to wash' depends on frequency of play. If youre skooling every single day, a wash once a week should suffice. If you shred once or twice a week then wash maybe once or twice a month.
To wash (bead-filled facile footbag): soak footbag either in sink or during shower. Apply liquid handsoap/dish detergent, away from waterflow. With both hands, gently (you dont want to bust a stitch) knead soap into material. Periodically squeeze in fist (if soap hasnt turned grey and gross then your bag probably isnt dirty enough to be washing). This shouldnt take more than half a minute. Again soak bag under water. Knead and squeeze to rinse soap. When rinsed, squeeze as dry as possible in a fist. Then, wrapping bag in a towel (several layers thick [so, again, no harm comes to the material]), beat semi-solidly a few times. Remove from towel, sit it out to dry, and wait. Drying takes about twelve hours (or overnight). Kicking a bag when it's wet does more harm than good (unless youre busting gyro symposium barroque). Though some players do prefer to sacrifice a bag's life for playability, which moistening can often provide.
This system also works well with 'Revolution'/'Mr. Sandbag' sand-filled footbags as the seams are machine-sewn and no sand leaks from them.
Why do you name your footbags?
It's like symbiosis. You depend on each other. Respect your bag and bust huge!
What music do you play to?
Something with a particularly groovin' beat. House has a great shred beat, but tends to be kinda dry. I can say pretty safely that Hackrifice agrees on electro. Breakbeat is another good one.
Alpine
Alpine is directly correlated to ducking. This term aids in simplifying the naming of moves. Alpine is a duck performed between two seperate dexterity groupings of a single move. Alpine moves are not restricted to two dexterities. However, moves composed of more than two dexterities usually remain within two dexterity 'groupings'. For example: double over down and double legover each consist of two dexterities, yet are performed in a single fluent motion. Moves such as these, consisting of more than a single dexterity yet acting as one, are constituted as single dexterity groupings. Therefore, a [double dexterity] double legover is comparable to a [single dexterity] mirage. For example: pixie ducking mirage translates to alpine smear. The duck is performed after the pixie set (the first dexterity grouping), but before the mirage (the second dexterity grouping). And: atomic ducking double over down translates to alpine fusion. Where the duck is performed after the single dexterity atomic set (first dexterity grouping), but before the double over down (second dexterity grouping).
Backside/Frontside
'Backside' and 'frontside' are to symposium as alpine is to ducking. (These terms only apply to moves containing at least two 'dexterity groupings' [see 'alpine'].) They come into play when one of the dexterity groupings in a [at least two dexterity grouping] move is symposium. The terms in question aid in differentiating between which of the dexterity groupings in the move is symposium. Frontside refers to the first dexterity grouping, while backside refers to the last. And since three dexterity grouping moves are very rare, this move naming aid should continue to work for sessions to come (though some players prefer a more complex system that uses a letter of the Greek alphabet to indicate each single dexterity rather than dexterity groupings). An example of backside: atom smasher. Rather than an atomic-set mirage, backside atom smasher becomes atomic-set symposium mirage. Vice-versa for frontside atom smasher: atomic-set mirage becomes symposium-atomic set mirage.
Beast, The
The beast is any three six add moves in a row. Hitting the beast is linking three six adds back-to-back -- 666.
Big Add Posse (/bap)
The Big Add Posse is the elitest of the elite. A group of the best freestylers from around the globe. Members are chosen for the Big Add Posse by current BAP members once or twice a year at the big tournaments. The Big Add Posse was founded by Kenny Schults and company. Current members include: Rick Reese, Peter Irish, Ryan Mulroney, Chad Devlahovich, Lon Smith, Yacine Merzouk, and lots more.
BigAddPosse.com
Ducking/Diving (/zulu/weaving)
Ducking and diving refers to the footbag passing over the back of ones neck -- another method of performing a body add. Rather than jumping, or spinning while the bag is in the air, the head is used to circle the bag. To perform a duck, the bag would be set from one side of the body, up, over the neck, to the other side. From one side to the other. For example, set from a left toe, ducking your head under the bag, and catching on the right toe. A dive is simply performing a duck, but rather than setting from one side to the other, the bag is caught on the same side as the set (or rather the opposite side from that which it would be caught with in a duck). This involves more of a head-jerk-movement to get the head around the bag. There also are two directions the head can be moved when performing either a duck or dive (left to right/right to left). The direction of the head movement does not effect whether the body add is a duck or dive. However subtitles have be given to the seperate directions; zulu and weaving. Consider examples: right clipper set (up the right side of the head), duck head from left to right, left clipper delay -- this is a ducking clipper (where the bag simply passes over the neck). Zulu, compared to the same example, differs thusly: right clipper set (to the left side of the head), duck head from right to left, left clipper delay -- zulu clipper (a full revolution with the head-circulation). Furthermore: right clipper set to the left side of the head, duck head from right to left, right clipper delay -- diving clipper, and: right clipper set up the right side of the head, duck head from left to right, right clipper delay -- weaving clipper.
Paradox/Xdex (/pdx/xdex)
Paradox is a "move element", much as symposium and spinning are move elements. They are not sets, though they can be components of sets. Paradox is applied to a dexterity in a move. Paradox is also its own add category -- the paradox add. There are two fundamental rules to paradox: First, a paradox move is always set from a clipper (unless a spin is involved -- in which case things get complicated). And second, the dexterity is always performed with the setting leg (again, spinning creates exceptions). From here on everything is in constant debate in the freestyle community. Paradox is unfriendly to freestylers.
A dexterity of a move is paradox when a significant shift of the body is required to circle the bag. Drifter is the definitive paradox move. Arguably every move containing a drifter [if compliant with the above rules] is paradox. The most basic example of paradox is paradox mirage. Set from a clipper, in to out dexterity with the same leg, and caught on the opposite toe. The sensation of twisting the dexterity leg around to where the support leg should be is paradox -- the twisting -- the contorting. A dexterity is generally paradox when it has this feel.
The xdex was conceived for toe-set moves. Because moves that are set from a toe cannot receive the paradox add (unless spinning is involved). The single rule for xdex moves is that the move must contain at least two dexterities before awarded the xdex add (which is not in "official" use, unlike paradox). Xdex uses the same paradox feel as paradox moves, though there is great debate, currently, over this as well. Something about the x and y axis of the body and how ones legs must cross a certain axis a certain number of times given a certain number of dexterities for a dexterity to be xdex. Illusions are more of a definitive move xdex move in comparison to Paradox's drifter, as the bag is almost always circled entirely to perform the dexterity. Toe-set moves like omelette (atomic illusion) are incredibly xdex. Moves where the dexterities are on the same side of the body are usually not xdex. Xdex requires a full rotation of the leg around the footbag. A move like smear (pixie mirage) is debatable as it is really just two half dexes, however omelette (atomic illusion) is without a doubt xdex. Atomic moves, where the dexterity after the atomic set is on the other side of the body, are very often xdex. Moves like ripwalk and double legover are not xdex. And thats enought examples. Additionally, you can't receive more than a single paradox or xdex add in one move -- though this is also debatable.
Even less commonly used is the x-spin add which grants a trick an extra add for inspinning, wrecking, and double spinning. This isn't commonly used at all, so it really doesn't need to be addressed. It is best to not concern oneself with adds as it limits the potential one wields for creativity.
Sets
These are the fundamental sets of which every freestyler should be aware:
Pixie. Similar to the two-add this set was derived from, the pixie set involves a single in-to-out dexterity performed by the setting leg. Working the pixie magic involves a sudden twist of the heel, immediately after setting from your toe, and jerking your leg away from you body to allow the bag to come up between your legs. The dexterity leg should be planted before the bag reaches its peak, giving you time to add a move after your set. Pixie is considered the most fundamental of the sets.
Fairy. Fairy can be considered, virtually, a reverse dexterity pixie set. Though the dexterity also relates greatly to the feel of the atomic set. Rather than 'flinging' the bag by setting and dexing at the same time, as the pixie, a pause seperates the set and the dexterity. A pause of a fraction of a second that is. Barely a pause at all. But rather than flinging the bag, for the fairy set it is best to set the bag, then, with a jerk of the hips quickly get your thigh over the bag as it ascends for the dexterity. Think 'hippy atomic'. On a side note, fairy seems to be a less common set with current freestylers.
Stepping. Stepping, on the other hand, is most vital after pixie. The stepping set is the single set, of those listed here, involving a clipper surface. To perform the stepping (clipper-mirage) set, you want to toss the bag up between your legs, throwing the opposite leg [from the setting surface] in an in-to-out dex. It might help to think; dex before set. When the element directly following the set [in a stepping move] is performed on the opposite side of the body, the set label changes to 'blurry'. Stepping and blurry are the same set [the stepping set]. Blurry simply refers to an opposite side dexterity or what have you. For example: ripwalk (stepping opposite butterfly) translates to blurry butterfly. While sidewalk (stepping same butterfly) remains stepping butterfly. Stepping assumes a same side component to follow. Furthermore, blurry moves do not have to end on the opposite side as the set. An example: blurry drifter. The stepping set is executed, and the opposite leg is used in the second dexterity, but the same leg catches the bag on the original setting side to end the move. Another diversion of the stepping set is 'pogo'. Pogo is simply a symposium style stepping set. Though it doesnt recieve a body add for symposium, the pogo set requires that the setting clipper foot remain unplanted during the set's dexterity.
Atomic. Atomic is a toe illusion set. Performing the atomic set is quite different from all the above sets. It relates vaguely to pogo, though, in that the setting leg doesnt touch the ground during the set's dexterity. The setting leg does touch the ground for atomic, but only barely. Follow these steps to pull off atomic: begin with [the bag on] the setting foot raised from the ground. Hop off the opposite leg (while the setting foot remains in the air), springing the knee sharply inwards. As the knee springs, quickly plant the setting foot (you should feel a slight symposium sensation while performing the dex). And finally add endless combinations for the look that suits you. While atomic is almost symposium, 'flailing' is. Flailing is a symposium atomic set, taken from symposium toe illusion (flail). It is like atomic, but the plant during [or slightly after] the dexterity is nonexistant. Finally: 'tapping'. Tapping is similar to stepping's blurry, as tapping is an atomic set where the following element of the move is performed on the same side (opposed to blurry's opposite side, from stepping). Let us compare tap to atom smasher. Tap (tapping mirage) is an atomic same side mirage, where the atomic set is performed, after which the dexterity leg planted, and lifted again for the mirage dex. Atom smasher (atomic mirage) is an atomic opposite mirage, where the atomic set is performed, and the leg planted, however the opposite leg performs the following dexterity. Atomic assumes an opposite side element will follow. Post-finally a note: there are two different styles of the atomic set. These styles are 'leggy' and 'hippy'. Leggy refers to performing the atomic dexterity with the leg below the knee, whereas hippy refers to dexing with the thigh. Hippy atomic proves more difficult, yet more appealing.
Quantum. Quantum [like fairy to pixie] is a reverse dexterity atomic set. Compared to the steps for atomic are the following: raised foot set. Practically symposium dex. Plant at the last second. Make up a move. The only real difference is the direction of the dexterity. The toe mirage set dexterity does require more "umph" than that of the atomic, and is practically impossible to perform hippy style. Try it and see. Quantum and 'slapping' are as atomic and tapping. Quantum and 'wonton' are as atomic and flailing.
Nuclear. This is a paradox atomic set. The feel is very different from atomic, however. Nuclear is set from a clipper and involves an immediate dexterity with the setting leg in an out to in motion. Set the bag from a clipper, and before the bag leaves your foot, begin the dexterity by shifting your hips towards the bag. Make sure, when you do this, to leave a great space between the dex leg and the support leg. A great big space. Just ask derek "nuclear-ducking" vandall.
Quasi. Quasi is paradox quantum. Few freestylers have mastered this set. Presumptuously, though, it follows, basically, the same rules as nuclear -- and with the margin of difference as shared by atomic and quantum. Moves like voodoo and paradox "toe" blur dont necessarily require a quasi set as its possible to set the bag straight up and throw your legs around it in a rather mischievous manner. Think about voodoo (quasi symposium mirage) and try it.
Spinning (/back/front/in)
Spins, like ducking, add variation to shred. And similar to ducking there is more than a single spin motion that can be incorporated into freestyle moves. Spinning to the left and spinning to the right, essentially. However level of difficulty comes into play when spinning different directions from the same side of the set. For example: setting from a right clipper and spinning to the left [360 degrees to catch a right clipper (spinning clipper)], or set from a right clipper and spinning to the right [for that same spinning clipper]. Spinning in to the direction of the set [side] (as in the preceding example) is more difficult. Spinning into the direction of the set is called 'inspinning' (also 'frontspinning'). Where spinning away from the set is simply 'spinning' (also 'backspinning'). Spinning usually takes a lot of practice to master, but adds spice to your sessions. A tip for spinning is to set the bag as youre spinning, rather than setting the bag and then spinning -- though be careful not to "pull" the bag as that spoils the trick's "cleanliness".
Symposium
The symposium element is like an anti-plant during a dexterity of a move. While the symposium dexterity of the move is performed, [rather than setting off one foot, planting that foot quickly, and lifting the other leg to dex the bag] set the bag from the first foot without planting, and hop off the other leg to preform the dexterity. This leaves you with neither foot on the ground. For example: a mirage. Set from a toe, planting the setting foot immediately before bringing the opposite leg around for the dexterity. The dexterity leg is then planted, while lifting the setting foot, to catch the bag again. To perform this same mirage with a symposium dexterity the setting foot would never touch the ground. Both feet are in the air as the dexterity is performed.
The
A 'the' is an unclean dexterity -- when a dexterity is performed sloppily. For example the bag is off to the side during a whirl dexterity and the dexterity circles the air rather than the bag. The dexterity misses the bag. In context: "that paradon in your last run was the." Or exclaiming, "the!" when a move is clearly the'd.