Stances Map_FSBS

Click to enlarge.

Understanding which stance you are in, and how it relates to your relative position to your target and line of momentum is useful for creating both dynamic and functional combos.  It is not uncommon to think of positions as very perfect and precise, and while that may be a goal for some, the reality is that sometimes minor deviations can have a huge impact on how a combo looks and functions.  It is important to remember that this section’s purpose is not to push an agenda, or create “rules”, but instead explain a concept in a controlled state, and hopefully help trickers to organize their thoughts logically, to more efficiently and creatively approach tricking.  In real life application, the lines and measurements associated with this section tend to become more flexible and imprecise.

Stances are simplest in vert kicking, where only 2 positions are really acknowledged, Frontside and Backside.  Historically, these have been thought of as very precise and logical positions, every 180 degrees to sideways facing stances, the commonly idealized positions for the round kick and hook kick.  Unfortunately, rigidly clinging to these exact positions becomes problematic when landing imperfectly, or when comboing out of common invert landings that may end perpendicular to the ideal frontside and backside positions.  To deal with this, there is a generally accepted range of leeway extending a quarter of a turn further.  This means that inside position is relative to backside, and backside rotational kicking, while the outside position is relative to the frontside position and rotational kicking.  Logically, when the line between the feet passes those extremes, then the rotational values change to the opposite stance.  This is because more than half of the rotation between both ideal positions has been passed.  In other words, you are now closer to an ideal frontside rotation than an ideal backside, and the number is rounded to the nearest ideal.  This method also creates situations where you may need to rotate almost as much as 90 degrees more than from an ideal position.  Similarly, using crescent kicks in place of rounds and hooks can also create as much as 90 degrees of shift in the actual rotation, but in terms of rotational name, remain linked to their round or hook kick analogs.  Remember, these concepts of relative position can also be applied to any concept like hypers and gyros, to more efficiently create combo options.

In the diagram above, notice the small target at the top of each circle, and how it relates to the position of the feet.  The larger, outlined feet indicate an idealized position for their stances, while the faint arrows denote the extreme range of the stance, noted by the smaller white feet.  Notice that each quadrant is colored, with the 2 darkest relative to the ideal position, and the the lighter noting the extreme position.  The fourth quadrant, the one without an arrow, is thought of as the beginning, or early-extreme of the opposite stance.


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