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This page is dedicated to frequently observed and implemented ideas within the context of DDR gameplay.

Single Play Theory Edit

  1. Micro-patterns
    1. Steps - The catch-all term for a Singular arrow within a stepchart.  Best isolated in Novice stepcharts.  Sometimes called Arrows or Notes, although arrows may be ambiguous between instances of steps, and directions on the dance pad.
    2. Jumps - Used to describe two Steps executed in unison.  Executed by physically jumping and landing on time.
    3. Alternations - Multiple steps in a series, executed by alternating the feet used to hit each of the steps
      1. Foot Switches - Multiple steps in a series, specifically of the same direction, executed by lifting one foot off of the arrow and hitting each following step with the opposing foot.  Most commonly found in series of 2.
    4. Breaks - Multiple steps in a series, executed by using the same foot to hit each of the steps. Sometimes called Double-Steps.
      1. Chops - any Break in which the foot used must be fully lifted off one button to hit the other.  Most often, this is to move a foot forward in relation to the player's facing.
      2. Slides - any Break in which the foot used does nott, and is not, lifted from the dance pad to hit another.  It is, arguably, easiest to do this when moving the foot backwards in relation to the player's facing.
      3. Crosses - any Break in which the foot used must press opposing directions.  That is, Up to Down, Down to Up, Left to Right, or Right to Left.  Note, an extension of a Cross is the Crossover.
      4. Jack - any Break in which the foot used hits the same direction multiple times.  Presumably, the name comes from "a JackHammer".  The Anti-pattern to a Jack is a Footswitch.
    5. Mines
    6. Hands
    7. Center Return
  2. Patterns
    1. Staircases
      1. Walk-forward
      2. Walk-back
    2. Candles
    3. Drills
      1. Corner Pockets
      2. Marches
    4. Crossovers
      1. Standard
      2. Crossunders
      3. Laterals
    5. Slam Steps
      1. Interject! example: Cartoon Heroes, Heavy Mode.
      2. "The Be Lovin". example: Be Lovin', Heavy Mode.
      3. "The Hop Scotch". example: 20, November, Heavy Mode.
    6. Spins - Any step pattern that forces the player to rotate their full body during gameplay. Presumably, this causes the player to divert gaze from the game screen.
      1. Butterfly Spins. examples: Butterfly, Heavy Mode. Paranoia, Heavy Mode. - Following a clock-wise or counter clock-wise motion around the arrows, intended to force the player to briefly lose gaze from the screen. The two base patterns are: Up, Right, Left, Down (repeat) Up, Left, Down, Right (repeat) and may start or end at any point in the middle of the pattern.
      2. Triplet Spins. - any sequence of three arrows stepped in such a manner as to divert the player's gaze away from the screen. Traditionally, the three-step pattern repeats two or more times to strongly imply a spin, but this can be assigned to any specific sequence of just three steps that cause a spin. Two example Triplet Spins would be: Left, Down, Right, (repeat) Up, Down, Left, (repeat)
      3. Complex Butterfly Spins. examples: Long Train Runnin', Heavy Mode. - By augmenting the traditional Butterfly Spin, either with explicit steps or by injecting steps inbetween those of the initial spin, the player reverses the orientation of the would-be Butterfly Spin. An example injection of steps would be: Up, -pause-, Left, -pause-, Down, -pause-, Right, -pause-, (a counter-clockwise spin) Up, Down, Left, Right, Down, Up, Right, Left,
      4. Lateral Spins
      5. CO-Rejection Spins - Following the pattern of a repeated cross-over or candle, the player uses a paradiddle foot pattern instead of an alternating one, forcing a spin. Example step patterns and associated foot patterns: Candle: Up, Left, Down, Left, Up, Left, Down, Left. Footing: RightFoot, LeftFoot, RightFoot, RightFoot, LeftFoot, RightFoot, LeftFoot, LeftFoot,
      6. Power-Jump Spins
      7. Corner-Jump Spins
        1. Full Rounds
        2. Half Rounds. examples: Scorching Moon, Heavy Mode.
  1. Anti-Patterns
    1. Anti-Staircases
      1. Pivot Staircase
      2. Skank Staircase
      3. Skiers
    2. Anti-Candles
      1. Tapdancing
      2. Pivoted Candle
    3. Anti-Drills
      1. Skank Drill
      2. One-footed Drill
    4. Anti-Crossovers
      1. Carltons
      2. Jigs
      3. CO-Rejection Spins
    5. Anti-Spins
      1. Anti-Butterfly Spins
      2. Tapdancing
      3. Anti-Complex Butterfly Spins
      4. Anti-Lateral Spins
      5. Crossovers (Anti-CO-Rejection Spins)
      6. Jumps (Anti-Power-jump Spins)
      7. Jumps (Anti-Corner-jump Spins)
  2. Rhythms
    1. Streaming
      1. Quarters
      2. Triplets
      3. 8ths
      4. 6-tuplets
      5. 16ths
      6. Offbeats
    2. Chaos
      1. Gallops
      2. Skips
      3. 3/4 Skips
    3. Flavor Rhythms
      1. Grace notes
  3. Foot-Patterns
    1. Single-Stroke Roll
    2. Double-Stroke Roll
    3. Paradiddle
    4. Swiss Army Triplet
  4. Concepts
    1. Facing
    2. Reaction Time
    3. Reading Comprehension
    4. Short Term Memory
    5. Straight Play
    6. Streaming
    7. Pivoting
    8. Accuracy
    9. Freestyling
    10. Backbarring
    11. Tempo Changes.  example:  Wild Rush
    12. Meter Changes.  example:  A