First of all, some interesting posts, where some of this notation is already discussed.
UPSB Sonics - http://forum.upsb.info/showthread.php?t=15542&page=2
FPSB linkage abreviations - http://www.thefpsb.com/t1639p45-rpd-s-sexy-super-saiyan-ultimate-breakdown-tool
This is more an info post than a discussion post, but well, discussion is more than accepted
As eurocracy wrote on UPSB, sonic 23-12 is an incomplete way of notating the sonic. Because if we follow sonic definition as half-charge > fswitch > half-charge > fswitch, and "-" as a fingerswitch, there is one fingerswitch missing there. So the correct FORMAL way of notating it should be.
Sonic 23-13-12
Also, as a simple around is (fingerswitch+tp.charge)>(fingerswitch+tp.charge) , TA T1-T1 is also incomplete. It should be TA T1-T*-T1. The same happens with passes, but its also annoying to say aaall the time.
Another topic
For abreviating multiple tricks, we already discussed a notation in the second link. For example
pass 12-23 > pass 23-34
This can also be notated as
pass 12-23>34
A chart with all the abreviations
- Citation :
- trick slot-slot = trick slot fingerswitch slot
trick slot(fl)slot; trick slot-(fl)slot; trick slot-slot(fl) = trick slot Fl fingerswitch slot
trick slot>slot = trick slot > trick slot
trick slot~slot = trick slot ~ trick slot
Does everyone agree in this?
Now, the discussion part.
Yesterday I started a research project, with hex 6 tricks notation. Is really interesting, and you'll have news soon about it.
One of the points of the research is to make definitions of the tricks, to notate them better (formally, obv) and to find more variations of it.
So lets start. The 6 tricks
a – fswitch
b – tp charge
c – wiper
d – roll concept
e – slide concept
f – aerial fswitch
*
x - Repeated x times, x can be 0
And some of the definitions I already made. Are they fine?
c - wiper
a+b - half pass/half around
(a+b)>(a+b) - pass, regular around
(a+c)>(a+c) - bak-style arounds
(b+c) - half charge
(b+c)>(b+c) - charge
(b+c)>a - half sonic
(b+c)>a>(b+c)>a - sonic/tw sonic/inv sonic
(a+c)>c*
x(fl)(a+c) - fingerspin
d+(a*
x) - roll (the point of the a*x is that for doing a roll, you have to do multiple fingerswitches. Same happens with slides, but as we dont have mod notation...)
(b+c)>(b+c)>a>(a+b)>(b+c)>(b+c) - flush sonic
if you want to continue making definitions, or to understand them better, there are some "rules" when making those
b and c are movements. Dont think that wiper is the classical wiper. most of the time is done in the center of the mod.
d and e are displacements. The concept is the same as in classical rolls and slides.
a and f are slot modifiers. Without them, the trick would occur in only 1 slot.
f nor is aerial throw, f rev is aerial catch
(a+a), (b+b), (c+c), (d+d) nor (e+e) do not exist in 1p1h
(a+d) nor (a+e) exist in all slots in 1p1h
Got too abstract in the end? sorry t.t