Tuesday, April 10, 2012

The Importance of Traps

by Crazy Ivan


Traditionally, there are eleven categories of tricks in Myachi; High Body Stalls, Low Body Stalls, Strikes, Aerials, Flip Tricks, Body Crosses, Grinds, Portals, Swaps, Centrifugals and Traps.  While some moves combine elements of several of these categories, virtually all moves can be described using some variation of these ten broad categories.

In shreds, we usually see a lot of stalls, aerials and body-crosses.  Grinds, Portals and Strikes more often show up in games of MYACH.  Centrifugals pop up in both instances and are the key to Myachi Fu.  Flip Tricks and Traps are often relegated to the "easy" pile and very rarely find their way into jams or skill competitions.

With flip tricks, it's clear why.  These are moves that rely on the motion of the Myachi itself (such as kickflips, shove-its, hard flips, etc.) and there's no real need for those in a game of MYACH or in a shred.  They're too easy for games of MYACH and they're invisible in a larger shred.

But Traps should not be dismissed so flippantly.  Sure, they're illegal in Fu so you won't use them there and there are only a few traps that are legitimate scoring chances in MYACH (and most of them are primarily body-cross moves that also incorporate traps).  But when it comes to a shred, traps are probably the most under utilized tricks in the game.

For those that don't know the system, a Trap is a move where you actually "trap" the Myachi between two surfaces on your body.  The most common trap tricks are the Hulk, Lotus and Slingshot, but there are hundreds of possible traps using combinations of the hands, feet and body.  Still, these moves aren't usually as flashy or impressive as a fast aerial or a difficult low-body stall and because of that, they are usually nowhere to be found in a jam session.

This is a real shame.  Traps serve a number of purposes in a shred and they can add a lot to the overall look of the routine.  Easy isn't always unimpressive and, depending on how it's framed, a Trap trick can be every bit as impressive as a much tougher foot trick or centrifugal.  Let's take a look at a few of the advantages of trap moves:

#1) They Break the Action

In juggling, breaks in the action are called "applause points".  These are the moments when everything stops moving for a second so that the audience can catch up and, hopefully, warm the palms of their hands with some vigorous clapping.  A good juggler will litter their routine with such stop-and-go pauses so that each motion can be appreciated.  It also has the added benefit of making the audience feel like they got more out of the show.

Myachi shreds are the same.  If you just string all your best tricks together, the audience really doesn't have time to respond to one trick before they're being baffled by another.  Sure, you could use holding pattern moves like Fusions and Fus in between the big elements of your shred, but it's far better to stop the Myachi altogether and give the audience a second to reset.

#2) They Guarantee Odd Placements

Supposing that during your routine, you want to toss in a few Fist tricks.  Let's say you've got a sick Fist of Lightening to a Punsiher combo you want to use.  This means that at the beginning of this part of the routine, you have to get the Myachi to your fist.  There are two ways to do this; you could catch it on your fist from a throw or you could use a trap move like the Hulk and then just come out with the fist stall already in place.

Obviously, the second choice is easier, but less obvious is the fact that it's the more aesthetically pleasing idea from the audience's perspective.  Think about it; the Fist of Lightening involves a Fist Catch.  So even though the fist catch is more difficult, it will take away from the next trick.  Your audience would much rather see two tricks, one easy and one hard, than two difficult tricks that are essentially the same.

And the decision can also be a simple one of consistency.  Catching on your fist is really hard.  If you have an even more difficult starting position for a trick, the knife edge of the hand, for instance, you might not be able to consistently get that catch within a jam.  But you can definitely accomplish it with a Trap.  By using a trap, you might actually be expanding the total number of tricks you can bring to a routine.

#3) They Look Really Cool

Odds are that if you're jamming for a crowd, most of them have never played Myachi before.  They don't know which tricks are harder than others.  I mean, sure, they can just look at a Toe 360 and a Hulk and tell that one is much harder than the other.  But do they know that a Spiderman is a lot harder than a Lotus that ends in a Wrist stall?

One of the toughest tricks that I regularly use in freestyle is the Spidey-Sense (a Spiderman to Spiderman Daredevil).  When I do it, I always start with a Lotus and do the Spidey-Sense from there.  This is a bit easier than just catching a Spiderman, sure, but that's not why I use it.  It simply looks cooler to do a Spidey-Sense out of a Lotus than a simple wrist catch.  There's more going on.  There's more to see.  It looks harder even though it's easier.

#4) They Can Be Really Tough

To be sure, I'm not suggesting that you go out and start peppering every routine with a bunch of Hulk to Lotus transitions.  If you throw down a Duck N Dive, you can't exactly follow it up with an Anvil to a Slingshot and think it's going to impress somebody.  But you could definitely follow up a Duck N Dive with an In-Spin to an Under the Leg Hulk and get some pretty perplexed expressions.

Trap moves are only easy if you do the easy ones.  An Atlas is a tough, impressive Trap move.  Behind the Back Hulks (or the dreaded Hula Hulk) can be great MYACH calls, let alone Jam tricks.  The Figure 4 is a spectacular foot trap.  I'm sure that with only a little bit of effort, you can probably think of a tough trap trick that has never even been attempted before.

#5) Traps Are Great for 2 Sack Shreds

Most serious freestylers focus more on multiple Myachi moves than single sack shreds, but even within a 2 sack shred, it can be fun to toss in some one Myachi moves.  But what do you do with the second Myachi?  Sure, you can stall it on your toe or the top of your head or something just to get it out of the way, but by employing a trap move, you can actually make the dormant Myachi into part of the shred.

Traps and Portals are natural allies.  Think about how much cooler a Jump Rope is if there's a second Myachi trapped in a Hulk while you do it.  How much cooler is a Musketeer if the fist on the hip is trapping a Myachi?  Virtually all portal moves lend themselves to trap variations, but the utility of traps isn't limited to that.  Think about some high-body stall/trap combos like the Pteradon and the Headlock (Slingshot and Bodyguard simultaneously from a split).

Even low body stall work can be improved upon by adding a few simple trap variations with one sack while doing a foot shred with another.  Traps and Swaps are really the only moves that can realistically be used during a foot shred, as anything else would pose some pretty super-human difficulties.  But a Transformer can be executed in the middle of a River Dance without the use of any super powers.

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In summary, every type of Myachi Move has its place.  If you're not using a lot of trap moves in your shreds, it might be fun to start rethinking that.  I'll be highlighting the rest of the trick types over the next few weeks, but I really felt that the most under-rated type of trick deserved top billing on this little countdown.  Look for a post highlighting Centrifugals coming soon...

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