Juggling Pattern Calculator
Siteswap notation and throw timing for juggling patterns.
About this calculator
This calculator applies siteswap notation — the standard mathematical language jugglers use to describe throw patterns — to a simple uniform case: a cascade (odd object count) or fountain (even count) where every throw is identical. In that special case the siteswap digit itself equals the number of objects, so a 3-ball cascade is siteswap "3". From your throw rate (throws per second, combining both hands) it derives the beat period, the time between consecutive throws. Flight time — how long each object is actually airborne — is modeled as the beat period times the siteswap value minus twice the dwell ratio, where dwell ratio is the fraction of each beat a ball spends resting in the hand rather than flying; a higher dwell ratio (lazier catches) means less flight time for the same throw rate. Given flight time, the calculator treats each throw as a symmetric parabolic toss under gravity (9.81 m/s²) with no air resistance, so peak height and launch velocity come straight from basic projectile-motion equations using half the flight time (time up equals time down).
Balls in the air at any instant and a cycle period (time for the whole pattern to repeat) fall out of the same beat-period and dwell-ratio relationships. The difficulty index is explicitly a heuristic — objects squared divided by beat period — meant to give a relative sense of how demanding a pattern is, not a validated skill metric. The biggest thing to know: this only models uniform patterns. Real siteswap sequences with mixed digits (like 441 or 5551) have per-throw variation this calculator doesn't capture — it's built for cascades and fountains, not asymmetric patterns.
Inputs
Results
Siteswap value
3
Throw height (m)
0.31
How to Use This Calculator
- Enter the number of objects (balls, clubs, or rings) in your pattern.
- Set throws per second for both hands combined (typical cascade: 3–5).
- Adjust the dwell ratio — how long each object is held before being thrown.
- Review the Siteswap value, air time per object, and hand-to-hand beat.
- Use the pattern timing to refine technique or design new siteswap sequences.
What each input means
- Number of objects
- How many balls, clubs, or rings in the pattern.
- Throws per second
- How many throws per second across both hands (typical cascade is 3-5).
- Dwell ratio
- Fraction of the beat the object is held in hand (0.5 is typical lazy style, lower is more snappy).
What each result means
- Siteswap value
- The siteswap digit for a uniform pattern with this many objects.
- Throw height (m)
- Peak height above release point in metres.
- Throw height (ft)
- Peak height above release point in feet.
- Beat period (ms)
- Time between consecutive throws.
- Flight time (ms)
- How long each object is airborne per throw.
- Launch velocity (m/s)
- Initial upward velocity at release.
- Dwell time (ms)
- How long each object rests in the hand.
- Full cycle (ms)
- Time for the complete pattern to repeat.
- Objects airborne
- Average number of objects in the air at any instant.
- Difficulty index
- Heuristic difficulty score (higher = harder).
How this is calculated
Worked example, using the default values
- Identify Input ParametersNumber of objects = 3, Throws per second = 4, Dwell ratio = 0.5 = 3 input(s) provided
- Calculate Siteswap valueSiteswap value3 = 3
- Calculate Throw heightThrow height = 0.5 * gravity * halfFlight * halfFlight0.31 = 0.31
- Calculate Throw heightThrow height = 0.5 * gravity * halfFlight * halfFlight1.01 = 1.01
- Calculate Beat periodBeat period = 1 / throwsPerSecond250 = 250
Engine last updated . Checked against 3 independently-derived tests — how we verify calculators. Built by Paul Gunder, a software engineer, not a licensed financial, medical, or legal professional.
Frequently Asked Questions
Why does raising the dwell ratio lower the calculated throw height?
Flight time is modeled as beat period times siteswap value minus twice the dwell ratio, so a larger dwell ratio directly subtracts more from flight time at the same throw rate. Less flight time means a lower, quicker parabolic arc under gravity, which is why a lazier, longer-holding style (higher dwell ratio) produces a lower calculated peak height than a snappier one at the same throws-per-second.
Can I use this calculator for an asymmetric pattern like 441 or 5551?
Not directly — the calculator only models uniform patterns where the siteswap digit equals the number of objects and every throw is identical, such as a cascade or fountain. Real mixed-digit siteswaps have per-throw variation in height and timing that this model doesn't capture, so treat results here as representative of a single-digit pattern only.
What does the difficulty index number actually mean?
It's number of objects squared divided by beat period, an explicit heuristic rather than a validated skill rating. It rises with more objects and with a faster throw rate (shorter beat period), so it's meant to give a relative sense of how demanding two patterns are compared to each other, not an absolute or scientifically calibrated difficulty score.
How does throw rate (throws per second) turn into a physical throw height?
Throws per second gives the beat period (1 divided by throws per second), which combines with the siteswap value and dwell ratio to produce flight time. The calculator then treats that flight time as a symmetric parabolic toss under gravity with no air resistance — using half the flight time as "time up" — so a faster throw rate at the same siteswap value shortens flight time and lowers the calculated peak height.
Related Calculators
The questions that sit next to this one — chosen by subject, including calculators filed under a different category.
Acrobatic Force Calculator
Forces on flyer and base from acrobatic move and body weights.
Performance ArtsFire Performance Fuel Calculator
Fuel volume from prop count, wick size, and performance duration.
Performance ArtsCircus Tent Sizing Calculator
Tent capacity from ring size and seating configuration.
More in Creative, Media & Design.