Showing posts with label R1. Show all posts
Showing posts with label R1. Show all posts

Thursday, 22 August 2019

WT19 R1 combo (2p2h theory)

Hello everyone, it's been a over a year since I last posted here.

The 2p2h concepts I'll outline in this post are largely paraphrased from what I remember about a post Zombo made back in UPSB V3 era (2007-2010 or earlier). As far as I know, there have only been several short clips or brief applications of these ideas in the past by s777, eriror and tmrw; but not really any complete combos that use varying degrees of synchrony.

Synchrony: happening at same time.

I'm still not sure about what the difference in asynchrony or desynchrony is, so I will be using 'asynchrony' to represent opposite of synchrony (i.e. different things happening).

As inspired by musical theory, there can be varying degrees of discordance (i.e. difference in effect) in what each hand does.




i. The most basic 2p2h is perfect synchrony (no discordance) - where each hand does the same tricks at the same time. This is fairly boring and quite simple, but it can be expanded with transfers like below at 0:27:


ii. Slight discordance - same palm orientation, similar tricks in same slots with slight variation  (e.g. doing inverse sonic 34-23 in right hand and sonic 34-23 in left hand). I made a combo with this concept in 10 year solo at 1:31

iii. Moderate discordance - different palm orientation, similar tricks (e.g. doing sonic 34-23 in right hand with palm up, and sonic 34-23 in left hand with palm down). I made a combo with this concept in PSO18 2 hands R1.

iv. Above moderate discordance - different palm orientations, different tricks but with similar changes in motion (e.g. having right hand go from palm down to palm up, and left hand go from palm up to palm down). I made a combo with this concept in 10 year solo at 0:43, tmrw's WC14 qualification combo also applies this.

v. High discordance - different palm orientations, different tricks, different changes in motion and pen spinning in different planes of rotation. This is probably the hardest form of 2p2h (assuming other factors are equal), and most difficult to achieve a cohesive effect with.

In my WT19 R1 combo, 0:01-0:03 has moderate discordance, 0:04-0:07 mainly has slight discordance; 0:08-0:13 has above moderate and high discordance.

It is tempting to consider 2p2h in terms of what each hand does separately, but this is just an initial consideration. Proper depth of 2p2h lies in understanding how the parts fit together.

Besides the consideration of structure, a 2p2h combo is far more difficult than its separate parts. If the breakdown for the right hand part can be done once every 1 minute (1 in 20 success rate) and the left hand part is once every 2 minutes (1 in 40 success rate), then the chance of doing the parts successfully one after the other is 1/20 x 1/40 = 1/800 (once every 2400 seconds = once every 40 minutes). However, it is more difficult to do the breakdowns at the same time, so the difficulty is even higher.

I also put some basic fingercross with left hand at 0:06 and 0:12, but it's just a minor addition to the overall picture.

I have very high respect for Zombo for documenting these theories so long ago, and I thank all pioneers of 2h concepts for giving me inspiration.

Looking forward to seeing people explore 2p2h more in the future! 2p2h does not usually do well in WT, so I hope I can pass to next round.



Thursday, 10 August 2017

WT17 R1 combo

Hello everyone, haven't posted here in a while. Anyway, this post will discuss my r1 combo, and I'll cover WT17 combos throughout the tournament as they come out in future posts.


DL: https://drive.google.com/file/d/0B4V5qSRN2Zi-dmhNOF9GdzgtaFE/view clip is cropped to 1200 x 900p, so the Google Drive player has it on 360p; it has proper resolution when you download it.

The selected draft with (comparatively) less bad control turned out to be the one I filmed at hospital accommodation instead of at home where I am used to recording, so I didn't get chance to adjust setup much. As a result, the lighting or exposure is not ideal -._-. The parts below are from rejected drafts which turned out clearer.


Starting (0:00 - 0:03 of actual combo): basically pinky fxxk idea translated into 14 slot, I still need to work on making this more like an around rather than an aerial. Added ring spiderspin (ss) rev 0.5 before the mirr powerpass too.



0:04 - 0:06 of actual: raimo bak 12-34 (over middle and under ring finger), a bit like bak and east sonic combined (?), which is fairly uncommon. Kept previous finger positions for inv sonic 34-14 ~> mid ss rev 0.5 to add to the effect of the ring ss rev earlier; the catch in 24 ring up was pretty annoying because pen kept getting stuck or there was excess wrist motion.



0:06 - 0:10: east sonic 12-34 > extended spiderspin rise (mirr powerpass rev on mid+ring ~ pinky ss → index+mid ~ ring ss → fl ta ~ fl ia ~ mid+ring ss). Wanted to try less common way of linking into power sequence; ext ss rise is also quite hard. 

For comparison, mid+ring ~ pinky ss is far harder than index+mid ~ ring ss (about 3x difference in records). Index+mid ~ ring ss is a bit harder than fl middlearound ~ ring ss, which is far far harder than fl indexaround ~ mid+ring ss (entirely different levels of practice and margin of error). Doubt anyone except powertrick addicts will really appreciate this as actual experience, but trivialising power sequences as 'just same power tricks' is quite stupid.

Next clips from random webcam filming of another draft, not from actual WT video.



 0:11 -  0:13: aerial hai tua and ss on different fingers. Different effect with aerials; and counter used for unexpected transition to non-power stuff.




0:14 - 0:16: middle fxxk - powerpass rev. fxxk in simple linkages is overused, so I tried linking it so something harder and more unusual; needs to work on control for this sequence, hand motion is less than earlier drafts but still way too much. Putting difficult tricks right after each other with no filler is fun, but quite annoying to record (especially late in combo).




0:17 - 0:20: pinky fxxk ~ index fxxk - pd ta ~ pd fl ia x 3. Definitely the least consistent part of the combo which I put as ending to maximise the difficulty, hand went out of frame when recording in so many drafts because it tends to move up during pd fl ia cont. Not satisfied with the index fxxk - pd ta transition in the actual combo, guess I'll work on that type of linkage.

Anyway, I wanted each part of the combo to show a variety of unusual hard tricks and harder variations of different linkages with less common structure, while having no filler material or easy links. Should definitely work on control, but this draft is probably best overall out of the over 20 drafts I filmed for it, for my current level.

Good luck Group H members and rest of participants!