Body [bod]

The “body” add category represents the additional degree of difficulty when a spin, jump, duck, or double-hip-pivot is required to execute a move.

In some sense, the “body” add category is a catch-all for moves that require extra strength, speed, and/or balance in order to execute them.

The following are the various ways in which moves may contain a body component. Note that a single move may contain multiple body components.


There are many, many different spinning combinations. Here are some basic ones.

  • Spinning / Back-Spinning
Spinning is typically set from a clipper stall or an outside kick (but can be set from other sets as well). After the set, the bag seems to travel behind the back (hence the term, “back-spinning”) as the player pivots to spot the bag on the other side, and to position their body for the rest of the move (e.g., a down-time move from the falling set).
  • In-spinning
In-spinning means that the player spins the other direction from back-spinning, where the footbag seems to travel across the front of the player, and then behind them (generally thought to require more of a spin and more complex foot-work than back-spinning).
  • Gyro / Gyrating
Gyro (also known as “gyrating”) is a specific type of back-spin move, wherein the setting foot (without being planted) does a dexterity immediately after the spin (usually mid-time). “Gyro” is actually the name of a move (now called “gyro butterfly”, but originally just “gyro”), which is a prototype for this concept. The term “gyro” was usurped to mean “any move that fits the model of the move originally called gyro”.
  • In-Gyro
In-Gyro is an in-spinning version of a gyro (wherein the player spins the other direction, but the dexterity is still done with the setting foot without a plant).


Flyers are moves where the kick or stall is performed entirely in the air.

Some examples are:


There are 4 main types of ducks. They are defined by which side of the body the bag comes from, and which side of the body the bag goes to.

In ducking, the bag moves from one side of the body, over the same side of the neck, to the other side of the body
In diving,the bag moves from one side of the body, over the opposite side of the neck, back down to the original side of the body.
In weaving, the bag moves from one side of the body, over the same side of the neck, to the original side of the body
In zulu, the bag moves from one side of the body, over the opposite side of the neck, to the opposite side of the body
Alpine is a concept that means a duck of some sort is being performed in between other move components, such as dexterities.


Symposium (Symp) is a concept for moves where the leg performing a dexterity is planted immediately before and after the dexterity, while the other (setting) leg does not touch the ground.

Symposium moves include:

Symposium is a body concept that only applies to Dexterities. However, not all dexterity moves include it. This is due to the fact that in some moves, the leg that does the dex, is also the one that does the delay. When a move that cannot be symposium is done in a symposium style, it’s called “ symple“. Dexterities that can be symposium can also be done in a symple style, but symple does not represent an additional degree of difficulty in the current ADD system.

Also to be noted, butterfly and the stepping set are not “symposium”, but are instead called symple butterfly, and the Pogo set, respectively.


“Paradox” (pdx) is a term that applies to moves that have an extra body add due to a dexterity that is harder to do because of the set (which in the original add system is not supposed to be possible, hence the “paradox”).

→ Click here for more on Paradox.


X-Dex is an unofficial concept, because it has yet to be accepted by the IFPA as part of the official Rules of Footbag Sports. However, it is in common usage within the advanced freestyle community today.

X-Dex is similar to the symposium and paradox concepts above — it is a dexterity add that represents the added difficult of certain types of dexterities. In the case of X-Dex, the added difficulty involves a complete “circling” of the footbag in the context of any move (as opposed to most dexterities, which are not really forcing the player’s leg/foot to completely circle the bag).

For example, after two full dexterities (e.g., double around-the-world) are completed, the difficulty of doing the first dexterity was much greater than for a single around-the-world.

Thus, X-Dex represents the additional degree of difficulty of doing a “full” dexterity.

Full dexteries include MiragesIllusionsWhirls, and Swirls, if after the swirl there isn’t a same side Cross Body contact. (E.g., Twirl)