I have seen many lists of siteswaps, personal and on the web, with many of them just random lists of numbers, and only sorted to amount of objects, and others are organized according to highest value in siteswap, and the length of a siteswap.
What I have done is to organize siteswaps into families.
I do this for two major reasons:
Firstly, when exploring any area of juggling, I like to explore areas, or families, with similar characteristics.
Secondly, these families are great ways of building up to siteswaps with more balls and/or higher throws, and also developing your skills in throwing particular heights.
Remember, when working on siteswaps that there is no definite height for a particular number. They need to be correct relative to one another. One major problem I have noticed is that people have their throws too close together. This will cause crashes, or make you loose your timing.
Also, I think that 3’s in siteswap are one of the hardest heights to throw, and most people juggle them too high in relation to their other throws. Either make the 3’s smaller, or the other throws higher, or both.
Alternating
High Low Ground State Tables
This family of siteswaps involves a high throw, or repetition of the same high throws, followed by a low throw, or repetition of the same low throws. These tables enable you to focus on only two heights at a time. This is helpful when you are learning siteswaps, or learning new throws in siteswaps, because it is harder to throw a whole lot of different height throws in combination, particularly when you are still developing the heights and rhythms that suit you when running siteswaps.
These tables can be used for building up to a number, for example when working on 7 balls, you can work on all patterns with less balls that have a 7 in them. The 5 ball and 6 ball siteswaps are particularly good. Another example is that if you are working on 4 club flats, you could work on the 3 club patterns with 4’s in them, on flats.
You can also use the tables to create more complicated siteswaps. Wherever you see a repetition of numbers, you can replace them with a siteswap from the table with that amount of objects.
For example, take the two ball siteswap 411. Replace the 11 with the one ball siteswap 20, and you get 420.
Taking the example further lets take 6222. You can then replace the 222 with 312 or 231 or 330 or 411 or 420 and get 6312 or 6231 or 6330 or 6411 or 6420.
Another example is to replace the larger numbers. Lets take 552, and replace it with the five ball siteswap 64 to get 642. You can also do the reverse and make more complicated siteswaps simpler.
They are also just nice siteswaps to juggle. Enjoy!
1 object
20
300
4000
50000
2 Objects
31
330
411
4400
5111
55000
61111
660000
3 Objects
42
441
4440
522
5511
55500
6222
66111
666000
72222
771111
7770000
4 Objects
53
552
5551
55550
633
6622
66611
666600
7333
77222
777111
7777000
83333
882222
8881111
88880000
5 Objects
64
663
6662
66661
666660
744
7733
77722
777711
7777700
8444
88333
888222
8888111
88888000
94444
993333
9992222
99991111
999990000
6 Objects
75
774
7773
77772
777771
7777770
855
8844
88833
888822
8888811
88888800
9555
99444
999333
9999222
99999111
999999000
a5555
aa4444
aaa3333
aaaa2222
aaaaa1111
aaaaaa0000
7 Objects
86
885
8884
88883
888882
8888881
88888880
966
9955
99944
999933
9999922
99999911
999999900
a666
aa555
aaa444
aaaa333
aaaaa222
aaaaaa111
aaaaaaa000
b6666
bb5555
bbb4444
bbbb3333
bbbbb2222
bbbbbb1111
bbbbbbb0000
Pyramid – up by one
These are very nice looking patterns, because the throws keep getting higher, then drop down low and grow again.
2 objects
3 objects
4 objects
5 objects
6 objects
7 objects
2
3
4
5
6
7
312
423
534
645
756
867
34012
45123
56234
67345
78456
89567
4560123
5671234
6782345
7893456
89a4567
567801234
678912345
789a23456
89ab34567
6789a012345
789ab123456
89abc234567
789abc0123456
89abcd1234567
89abcde01234567
Pyramid – down by two
Objects peak at the same time in this family of patterns (except for the single digits). I believe this occurs when there is difference of 2 in right/left hand throws, and a difference of 4 in right/right hand (or left/left hand).
2 objects
3 objects
4 objects
5 objects
6 objects
7 objects
7
6
86
5
75
975
4
64
864
a864
3
53
753
9753
b9753
2
42
642
8642
a8642
ca8642
31
531
7531
97531
b97531
db97531
420
6420
86420
a86420
ca86420
eca86420
Period 2 siteswaps
These patterns have all their entry and exit throws. Compare these to the “Pyramid – up by one” patterns above.
2 objects
3 objects
4 objects
5 objects
6 objects
7 objects
31
42
53
64
75
86
3 40 1
4 51 2
5 62 3
6 73 4
7 84 5
8 95 6
45 60 12
56 71 23
67 82 34
78 93 45
89 a4 56
567 80 123
678 91 234
789 a2 345
89a b3 456
6789 a0 1234
789a b1 2345
89ab c2 3456
789ab c0 12345
89abc d1 23456
89abcd e0 123456
Period 3 siteswaps
These patterns have all their entry and exit throws. The first pattern for each number of balls is a combination of period 2 ground state and the base pattern. The ground state patterns (no entry/exit throws) can be used in combination with the ground state tables above.
2 objects
3 objects
4 objects
5 objects
645
663
6 672 4
744
753
66 771 3
6 67 780 2 4
66 825 3
534
6 834 4
552
6 852 4
66 861 3
66 8 690 25 3
5 561 3
6 67 915 2 4
633
7 933 44
642
7 942 44
55 660 2
6 67 960 2 4
55 714 2
66 8 a14 25 3
423
5 723 3
6 8 a23 34 4
441
5 741 3
6 8 a41 34 4
55 750 2
66 8 a50 25 3
4 450 2
5 56 804 1 3
6 67 9 b04 15 2 4
522
6 822 33
7 9 b22 33 44
531
6 831 33
7 9 b31 33 44
44 603 1
55 7 903 14 2
66 8 a c03 14 25 3
312
4 612 2
5 7 912 23 3
6 8 a c12 23 34 4
330
4 630 2
5 7 930 23 3
6 8 a c30 23 34 4
411
5 711 22
6 8 a11 22 33
7 9 b d11 22 33 44
420
5 720 22
6 8 a20 22 33
7 9 b d20 22 33 44
3 501 1
4 6 801 12 2
5 7 9 b01 12 23 3
6 8 a c e01 12 23 34 4
4 600 20
5 7 900 20 22
6 8 a c00 20 22 33
7 9 b d f00 20 22 33 44
Family of patterns that build up to b444b333444 – all are ground state
4 objects
5353
63623
633633
737223
7337233
73337333
8382223
83382233
833382333
8333383333
93922223
933922233
9333922333
93333923333
933333933333
a3a222223
a33a222233
a333a222333
a3333a223333
a33333a233333
a333333a333333
5 objects
6464
74734
744744
848334
8448344
84448444
9493334
94493344
944493444
9444494444
a4a33334
a44a33344
a444a33444
a4444a34444
a44444a44444
b4b333334
b44b333344
b444b333444
b4444b334444
b44444b344444
b444444b444444
Pirouettes
With pirouettes you generally need a 22, 20 or 00 to do a pirouettes (or more of these in a row)
Basic Pirouettes
These patterns can be used in combination with the ground state tables or other ground state patterns.
2 objects
3 objects
4 objects
5 objects
6 objects
7 objects
1 up
420
522
2 up
4400
5520
6622
3 up
55500
66620
77722
4 up
666600
777720
888822
5 up
7777700
8888820
9999922
6 up
88888800
99999920
7 up
999999900
7792244 variations
3 objects
4 objects
5 objects
6 objects
7 objects
72222
682233
7792244
888a2255
9999b2266
777790044 variations
3 objects
4 objects
5 objects
6 objects
7 objects
5570022
66680033
777790044
88888a0055
999999b0066
779227722 variations with more/less objects
3 objects
4 objects
5 objects
6 objects
7 objects
72222
6822622
779227722
888a2288822
9999b22999922
7225500
68226620
779227722
888a228842
9999b229944
5570022
66820622
779227722
88a4288822
99b44999922
557005500
668206620
779227722
88a428842
99b449944
Notes:
Line 1 – varying number of initial throws and midway throws
Line 2 – varying number of initial throws, but keeping midway throws constant at 2 – after 5 balls, pirouette in first section, not in second
Line 3 – keeping initial throws constant, but varying the number of midway throws – after 5 balls, no pirouettes first section, but a pirouette in second section
Line 4 - keeping number of throws at start constant (3) and number of throws in middle constant (2)
Some of them loose there pirouette ability – but it is a nice exercise is looking at variations of a pattern – some of them created nice pirouettes with more objects, some with less
Can be done as half pirouette/half pirouette, half pirouette/full pirouette, full pirouette/half pirouette, and full pirouette/full pirouette
Two stage pirouettes
3 objects
4 objects
5 objects
6 objects
7 objects
5570022
66880022
779990022
88aaaa0022
99bbbbb0022
Can be done as half pirouette/half pirouette, half pirouette/full pirouette, full pirouette/half pirouette, and full pirouette/full pirouette
Couple of other notable patterns for 5 objects: d66226622 and 7777b006622
Synchronous and Synchronous Multiplex
Maximum Height 4
3 objects – 4/2
(4,2)
(4x,2x)
(4,2x)*
(4x,2)*
(4,2)(2x,4x)
(4,2)(4x,2)*
(4x,2)(4x,2x)*
(4x,2)(4,2x)
(4,2x)(4,2)*
(4x,2x)(4,2x)*
(4,2x)(4,2)(4x,2)
(4,2)(4x,2)(4x,2x)*
(4x,2)(4x,2x)(4,2x)
(4x,2x)(4,2x)(4,2)*
(4,2)(4,2x)(4x,2x)(4,2x)
3 objects – 4/2/0
([4x,4],0)(4x,0)(2,4x)(2,4x)
([4x,4],2x)(4x,0)(2,2x)
([4x,4],0)(4x,0)(4x,2)*
([4x,4],2x)(4,0)(2x,2)*
4 objects
(4,4)
(4x,4x)
4 objects – 4/2
([4x,4],2)(2,4x)
([4x,4],2)(4,2x)
([4x,4],2x)(2,4)
([4x,4],2x)(4x,2x)
([4x,4],2)(4x,2)*
([4x,4],2)(2x,4)*
([4x,4],2x)(4,2)*
([4x,4],2x)(2x,4x)*
5 objects - 4/2
([4x,4],2)*
Maximum Height 6
6/4 Family
Note:
I thought that I would mention the fact that I could do the 4 ball patterns before the three ball patterns, most probably because the zeros are hard to deal with.
Also, with 4 balls, you get a definite response as to whether the heights are correct because you need to come back to synch first, whereas with 3 balls it is a lot easier to fudge it back to synch.
3 objects - 6/4/2/0
(4,6x)(6,0)(2x,0)
(6,4x)(6,0)(2x,0)
3 objects – 6/4/2/0
(6,4)(2,0)
(6,4)(0,2x)*
(6,4)(2,0)(4x,2)*
(6x,4x)(0,2)
(6x,4x)(2x,0)*
(6x,4x)(0,2)(2,4x)*
(6,4x)(2x,0)
(6,4x)(0,2)*
(6,4x)(0,2)(4,2)*
(6x,4)(0,2x)
(6x,4)(2,0)*
(6x,4)(2,0)(2,4)*
4 objects – 6/4/2
(6,4)(2,4)
(6,4)(4x,2x)
(6x,4x)(4,2)
(6x,4x)(2x,4x)
(6,4x)(4x,2)
(6,4x)(2x,4)
(6x,4)(2,4x)
(6x,4)(4,2x)
(6,4)(2,4)*
(6,4)(4x,2x)*
(6x,4x)(4,2)*
(6x,4x)(2x,4x)*
(6,4x)(4x,2)*
(6,4x)(2x,4)*
(6x,4)(2,4x)*
(6x,4)(4,2x)*
Note:
The patterns above can be combined in any manner as every pattern comes back to ground state. This includes star and non star patterns
5 objects – 6/4
(6,4)
(6x,4x)
(6,4x)*
(6x,4)*
(6,4)(4x,6x)
(6,4)(6x,4)*
(6x,4)(6x,4x)*
(6x,4)(6,4x)
(6,4x)(6,4)*
(6x,4x)(6,4x)*
(6,4x)(6,4)(6x,4)
(6,4)(6x,4)(6x,4x)*
(6x,4)(6x,4x)(6,4x)
(6x,4x)(6,4x)(6,4)*
(6,4)(6x,4)(6x,4x)(6,4x)
6/2 Family
4 objects – 6/2
(6,2)
(6x,2x)
(6,2)*
(6x,2x)*
(6,2)(6x,2x)
(6,2x)(6x,2)*
(6x,2)(6x,2)*
(6,2)(2x,6x)
(6x,2)(6,2x)*
(6,2x)(6,2x)*
(6,2)(6,2x)(6x,2)
(6x,2)(6x,2)(6x,2x)*
(6,2x)(6x,2x)(6x,2)
(6,2x)(6,2x)(6,2)*
(6,2)(6x,2)(2x,6x)(6,2x)
(6,2)(2,6x)(2x,6x)(2x,6)
(6,6)(2,2)
(6,6)(2x,2x)
(6x,6x)(2,2)
(6x,6x)(2x,2x)
Note:
All the patterns above are non ground state. I will leave the entry and exit throws to the reader.
The patterns in the last row do not really fit into the pattern of this family, but are very nice variations, so I have included them here.
(6,2)* was a new pattern for me when I was working on this family.
Also, (6x,2x)* is one of my favorite patterns
5 objects - 6/2
(6,6)(6,2)
(6,6)(6x,2x)
(6,6)(6,2x)*
(6,6)(6x,2)*
(6,6)(6,2)(6,6)(2x,6x)
(6,6)(6,2)(6,6)(6x,2)*
(6,6)(6x,2)(6,6)(6x,2x)*
(6,6)(6x,2)(6,6)(6,2x)
(6,6)(6x,2x)(6,6)(6,2x)*
(6,6)(6,2x)(6,6)(6,2)*
(6,6)(6,2x)(6,6)(6,2)(6,6)(6x,2)
(6,6)(6,2)(6,6)(6x,2)(6,6)(6x,2x)*
(6,6)(6x,2)(6,6)(6x,2x)(6,6)(6,2x)
(6,6)(6x,2x)(6,6)(6,2x)(6,6)(6,2)*
(6,6)(6,2)(6,6)(6x,2)(6,6)(6x,2x)(6,6)(6,2x)
Note:
At any time you can replace (6,6) with (6x,6x) in the table above.
5 Objects - 6/4/2
Combining these patterns:
(6,6)(6,2)
(6,6)(6x,2x)
(6,6)(6,2x)*
(6,6)(6x,2)*
With these patterns:
(6,4)
(6x,4x)
(6,4x)*
(6x,4)*
We get:
(6,4)
(6x,4x)
(6,4x)
(6x,4)
(6,6)(6,2)
(6,6)(6,2)(6,4)
(6,6)(6,2)(4x,6x)
(6,4x)(6,6)(6,2)*
(6,6)(6,2)(6x,4)*
(6,6)(6x,2x)
(6,6)(6x,2x)(4,6)
(6,6)(6x,2x)(6x,4x)
(6,6)(6x,2x)(6,4x)*
(6x,4)(6,6)(6x,2x)*
(6,6)(6,2x)
(6,6)(6,2x)(6,4)*
(6x,4x)(6,6)(6,2x)*
(6,6)(6,2x)(4x,6)
(6,6)(6,2x)(6x,4)
(6,6)(6x,2)
(6,4)(6,6)(6x,2)*
(6,6)(6x,2)(6x,4x)*
(6,6)(6x,2)(6,4x)
(6,6)(6x,2)(4,6x)
5 objects - 6/4/2
(Multiplex Variations)
([6x,6],4)(2,2)*
([6x,6],4)(2,2x)
([6x,6],4x)(2,2)
([6x,6],4x)(2x,2)*
([4x,4],6)(4,2)*
([4x,4],6)(2,4x)
([4x,4],6x)(2,4)
([4x,4],6x)(4x,2)*
([6,4],2)(2,6)
([6,4],4)(2,4)
([6,4],6)(2,2)
([6,4],2x)(6,2)*
([6,4],4)(4x,2)*
([6,4],6)(2x,2)*
([6x,4x],2)(6x,2)*
([6x,4x],4x)(4,2)*
([6x,4x],6x)(2,2)*
([6x,4x],2x)(2,6x)
([6x,4x],4x)(2,4x)
([6x,4x],6x)(2,2x)
([6,4x],2)(2,6x)
([6,4x],4x)(2,4)
([6,4x],6)(2,2)*
([6,4x],2x)(6x,2)*
([6,4x],4x)(4x,2)*
([6,4x],6)(2,2x)
([6x,4],2)(6,2)*
([6x,4],4)(4,2)*
([6x,4],6x)(2,2)
([6x,4],2x)(2,6)
([6x,4],4)(2,4x)
([6x,4],6x)(2x,2)*
Maximum Height 8
5 objects – 8/2
(8,2)
(8x,2x)
(8,2x)*
(8x,2)*
(8,2)(2x,8x)
(8,2)(8,2x)*
(8,2x)(8x,2x)*
(8x,2)(8,2x)
(8x,2)(8,2)*
(8x,2x)(8x,2)*
(8x,2)(8x,2)(8x,2)*
(8,2x)(8,2x)(8,2x)*
(8x,2)(8x,2)(8x,2)(8x,2x)*
(8,2x)(8,2x)(8,2x)(8,2)*
(8,2)(8,2x)(8x,2x)(8x,2)
Note:
The patterns in the 4th & 5th rows do not really fit into the pattern of this family, but are very nice variations, so I have included them here.
5 objects – 8/4
(8,4)(4,4)
(8x,4x)(4,4)
(8,4x)(4,4)*
(8x,4)(4,4)*
Note:
Can replace (4,4) with (4x,4x).
Can combine exactly like the 6/4 patterns table, so not worth repeating
5 objects - 8/6/4/2
Combining this family:
(6,4)
(6x,4x)
(6,4x)*
(6x,4)*
With this family:
(8,2)
(8x,2x)
(8,2x)*
(8x,2)*
We get:
(6,4)
(6x,4x)
(6,4x)
(6x,4)
(8,2)
(8,2)(4,6)
(8,2)(6x,4x)
(6,4x)(8,2)*
(8,2)(6x,4)*
(8x,2x)
(8x,2x)(6,4)
(8x,2x)(4x,6x)
(8x,2x)(6,4x)*
(6x,4)(8x,2x)*
(8,2x)
(6,4)(8,2x)*
(8,2x)(6x,4x)*
(8,2x)(4x,6)
(8,2x)(6x,4)
(8x,2)
(8x,2)(6,4)
(6x,4x)(8x,2)
(8x,2)(6,4x)
(8x,2)(4,6x)
Combining the 3 object patterns 4/2 with the 7 object patterns 8/6 (average of 3 and 7 is 5).