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[分享] -綜合新手各種問題-

-綜合新手各種問題-

-綜合新手各種問題-
為使新手們可以更快找到應該資料
感謝Nicky 幫大家整理各問題
希望大家看完後不會發問相同的問題
慢用!

目錄:

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簡稱介紹! (07年9月14日更新) (by:kitcat)
香港這邊 人太懶吧?
特別多 簡稱
通常...
T = thumb = 姆指
1 = index = i = 食指
2 = middle = mid = m = 中指
3 = ring = r= 無名指
4 = pinky = 尾指
應用例子:
sonic 23-12 = sonic 在 中指和無名指間 跳到 食指和中指間

a = around
s = spin
fl = fingerless
bak = backaround
fp = fingerpass
inf = infinity
ex = extended

n = normal
r = rev = reverse

COP: Center Of Pen
COP是筆的中間位可以平衡枝筆

TA =  thumaround
TA N = thumbaround normal
bak = backaround
cont  = continues (連續)

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[參考]學習次序(by:kitcat)
學習次序
只供參考

轉載自http://pentrix.com

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招式 中英對照表(by:kitcat)
亢龍有悔 - ThumbAround Normal
見龍在田 - ThumbAround Reverse
雙龍取水 - Sonic Normal
履霜冰至 - Sonic Reverse
神龍擺尾 - Single Extended Infinity
飛龍在天 - Shadow 12-T1
無限幻變 - Double Charge Normal

如有錯誤/更正請通知

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Guide on How to create a good combo or freestyle(by:stephen)
A good combo must not only impress laymen, it must also be smooth and comfortable when executing it.
Speed can impress laymen and beginners, but the smoothness of the combo shows how skillful you are. It can impress everyone. Having a smooth linkage of the tricks can increase the overall effect or impact your combo has on the audience.
There is a saying that goes: the simpler something is, the harder it is to perfect or make it outstanding. This applies to pen spinning as well. Although hard tricks made into combos are impressive, combination of simple tricks with good coordination and linking can create the same amazing effect too. In addition, there is a wider variety of basic and advance tricks. Nowadays, simple tricks are hard to make good combos as the tricks used are often similar. Therefore, if a combo that consists of simple tricks can stand out, the result can be better than combo with difficult tricks.
Example of good combo that consist of basic tricks – (Palm facing down) -> Sonic -> Twisted Sonic -> (Tilt of hand) -> Forward 1.5
Also known as Kam’s 4 Loop Combo
Even though the tricks used are all basic, the coordination and linkage are excellent, giving it a great effect. But that doesn’t mean that difficult tricks or harder tricks cannot be use, just that it should not be overused.
A combo or freestyle that contains a lot of difficult tricks can show or prove how skillful the pen spinner is, but it doesn’t mean that the combo or freestyle is really a good one.
A good and outstanding combo should also be easy to learn. Beginners watching difficult combos will be amazed but they won’t be able to master them. If the tricks are simple and it is a very good combo (good coordination and smooth linkage), they can pick up easily and increase the interest for pen spinning.
Bear in mind that if a combo or freestyle is lack in any factors such as having similar tricks or repeating tricks, try to emphasize and improve a lot on other factors such as the speed and smoothness of the combo or freestyle.
Always try different combinations of tricks. Think of how to link tricks like 720 Degree Normal (Two spins around the thumb) instead of sticking to common combinations.
There are almost an infinite number of tricks. You don’t always have to stick with the same tricks.

Techniques

Tilting of hand – (Palm face down then tilt so that your hand is vertical / tilt to have the palm faced down) Tilting of hand can be done to make the combo smoother and more comfortable. It can also be impressive. Although it can amaze people, it should not be overused. Once or twice is enough. Overuse of it may create negative effect. Some tricks contain tilting of hand such as Neo-Backaround, Backaround, Sonic 1.5 and so on. Such tricks should not be use if you are intending to have your palm facing down in the first place or if you are going to tilt your hand in between tricks. Good examples of tricks that can be combined while you tilt your hand are
Twisted Sonic (Palm facing down) -> (Tilt of hand) -> Forward 1.5
Sonic (Palm facing down) -> (Tilt of hand) -> Fingerpass Reverse

Including minor / less popular tricks – They can be considered while creating a combo. This is because, tricks like Sonic and Thumbspin are too popular and they don’t stand out easily. Try adding tricks like Wiper and Inverse Sonic which make the combo stand out more easily.





Similar visual effect – Tricks in same family often create similar effect. Always remember that laymen or audiences may not be able to differentiate between a Forward 1.5 and a Thumbspin Double, or a Sonic and a Twisted Sonic. Therefore, try not to put two tricks from the same family into a combo, especially putting it right next to the trick. Include tricks from various families. A negative example: Forward 1.5 -> Thumbspin Double

Repetitive combos and repeating tricks – Make sure that in a combo, the tricks must not be repeating again and again. A combo should not have one sonic placed here and another there, unless they serve as an important purpose or you have a good reason for doing so. If you are having a repetitive combo, ensure that they stand out in other factors such as having a unique name, very fast speed or the linking and smoothness is good. Emphasize more on them so that the repetitive combos stand out.

Moving and jerking of hand – Similar to tilting of hand. Improve the visual effect and coordination. Similarly, they should not be overused.

Good coordination – Include tricks that consist of same direction. Try not to have tricks with opposing directions. The linking may be smooth, but may the visual effect may be affected.
A good example: Charge 23 Normal-> Sonic 23 Normal
A negative example: Index Spin Reverse -> Index Spin Normal

To do the impossible – This is another way of proving your skills instead of using hard tricks in combo.
Example: Sonic -> Index Spin
It is also known as Sonic Bust.

Charge family – Although Charges are continuous trick, a single charge can be very useful in making combos or freestyles. Example is Twisted Sonic which consist of Charge 23 Normal -> Last part of Fingerpass Reverse -> Charge 12 Normal



Air spins, stalling and pauses – Can be used in freestyle, creating a better effect. Examples of air spins are Thumb Snap and Snap Flip. Try not to use them in combos as they are shorter compared to freestyles. Use them at the right time. Thanks to Kam for the following guidelines on the use of pauses:

Most pen spinners have always tried to eliminate pauses in their combos, because that was a sign that you couldn't do the tricks continuously (or that you had to reposition the pen before continuing). But pauses have a good potential if used properly.
1. Pauses should be used only when changing the direction of a trick, or to show an impressive hand position (like the Cobra, for example).
2. Pauses should not be used to reposition the pen. Or if it does, the repositioning should not be visible to the audience.
3. Pauses must be clearly identified. You should make sure the pause is at least one second or longer, or the viewers will think you just couldn't do the trick fast enough.
4. Always follow a pause with something more impressive afterwards. A pause is used to give a sense of drama; therefore whatever comes after must be better than what the viewers are expecting.
5. In a freestyle, pauses should be added after a long sequence of tricks. Too many pauses with little tricks in between them are annoying.

Ending a combo – You can end your combo or freestyle with an impressive trick such as Backaround or Air spin to capture the mind of the audiences.

Having a climax – Another way to capture the mind of the audiences is to have a climax. Like writing a story, the freestyle can be plain in the beginning, then become more impressive in the middle till it reaches a climax, then drop naturally. The controlling of the speed or movement is also crucial. Freestyles with the same speed throughout would be bland. Same goes to combos. Unless they are meant to be fast from beginning till the end, try to divide and have different amount of speed in different sections.

Written by: Tohlz
Dated: Saturday 13th September 2003











© Copyright PenstudioZ, 2003. All rights reserved. A Tohlz Production. The guide is for educational purposes. No part of this guide may be reproduced or transmitted in any form or by any means, electronic, photocopying, recording, or otherwise, without prior written permission of the copyright holder.

Credits: PenstudioZ ( http://www.penstudioz.cjb.net )
Courtesy of PenstudioZ

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基礎轉筆名稱之涵義中文解釋(by:stephen)
Thumb around normal - 顧名思義, 就是筆繞過拇指,也就是around the thumb

Sonic normal- 這個是形容23轉到12時非常快速, 如同音速般, 所以稱之sonic

Finger pass normal- 顧名思義, 筆在手指間傳遞, 也就是passing through fingers

Charge normal- 形容再手指間一直迴轉, 如同在充電(集氣)般, 所以稱之為charge

Infinity normal- 如果電動或數學唸的不錯, 因該知道有"無限"這個符號, 由無限的符號來稱名的



基本就這些啦, 我自己一個一個查出來的, 希望經過我同意,才能轉貼

超版, Stephen 敬上

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新手學轉筆(by:Nicky)

首先
工欲善其事,必先利其器
首先要有1枝好筆!
大家可以到交易區買一枝rsvp(最平的)先玩玩
有錢的可以買一枝comssa    XDDDD
最後要求實用的話可以選用g3 jxxnee
如果多新手加入的話我會大量發售rsvp,給你們折扣
首先,你本身懂不懂轉筆?
大部分中學生也可能懂得 sonic n,ta ,charge這幾招
你可以先學好基本招式
還有,只是懂得是不夠的,是要練習,即為你己懂那招
在這我會教大家一些基本招式的秘訣
但是轉筆最重要就是虛心學習
一定要練,沒有可能一步登天
轉筆就是:模仿->練習->創新->(自創的-_-)神人XDDDDDDDD
當你入來到轉筆界,你就要開始記下一些招式的簡稱,以下的我也會用簡稱表達
其他區也會有介紹招式的簡稱,在這玩久了就會認識~
我也會在最後列出一些招式的簡稱
廢話少說,入正題!!!!!!!!!!!!!!!!!!!!!!!!!

TA (Thumbaround normal)
你看完KITCAT在網上的教學,我不再多說
因為大多數人也會遇到一些問題
你推的時侯,T就完全不要動,你首先可以只有手練習,手不動了,再用筆練習
明白了方法當你成功轉到第一次,再練習就可以練成
快則2-3天,慢則可以用數星期(我也用了兩星期)
因為始終是第一次接觸轉筆,所以會用比較多的時間
學完基本招,基本上再學習新的招式就沒有難度,只是練習的問題
所謂萬事起頭難~若果有問題要問,這裡有新手問題區
必定有人會答你喜歡的可以PM我~

TA RE(Thumbaround reverse)
這招都係基本,但是就沒有你想像中那麼易
可以分開來練
首先可以用筷子練,絕對是好練的
還有可以用長筆來練習
即是30cm的筆=_________________-
(我稍後會教大家mod的)
首先找出筷子的COP(筆既平衡點)
然後是用食指推筷子的cop下的地方
就可以,還有一些新手會不明白拿筆的姿勢
以下我會用一段影片來說明
還有如果接不到可以用手來接住
或者是不接,讓它趺

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