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 (
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