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OK, this is my 3D Manoeuvre Matrix.

Only attempt these manoeuvres if you are 100% confident in your model and your abilitys. And try not to run before you can walk. Time spent on the BASICS is time well spent.

Before attempting any new trick, think about what could go wrong and plan your escape route. This way if things start going wrong you will hopefully automatically perform the pre-planned escape route.

Also, from club-to-club there can be quite alot of confusion about certain 3D Moves. A specific manoeuvre name can have many different definitions, a good example is the Chaos, which has multiple definitions. So this is just my personal understanding of the move/name.

I have added a 3D BASICS SECTION, this should give you a good starting point, if you are considering 3D flying.


Manoeuvre Description Picture
Auto - Pushover Start out in an inverted auto and then pushover to a tail first landing. The key to this trick is getting the right amount of forward speed while inverted. Start out high to get the Fwd speed and timing correct. Then how low will you go ??!!??
Auto - Tumbling S See Pic. Another trick to be performed while autoing.
Chaos 1 There are 2 different definitions of this manoeuvre that I know of:

The first and most common is that the 'Chaos' is sustained piro-flips with a high pirouette rate.
Chaos 2 The second version is MUCH more complex. Again this involves piro-flips. But this time between each individual piro-flip, the axis of the flip is rotated. You follow the same principle that is being applied in the Piro-Globe. -
Death Spiral As the name suggests this can be a quite dramatic man'vre when performed to the limits.

Start with plenty of height in a stationary hover then 1/4 roll the model to knifedge then Set collective to 0 deg. As the model falls apply fwd or bwd cyclic. The model will be rotating about the axis which it is falling. To exit, stop the application of fwd/bwd cyclic and 1/4 roll again. Depending on the direction you roll out, will lead to a normal or inverted pullout.

The rate of descent can be slowed by applying the Stationary Death Spiral philsophy.
Death Spiral - Stationary The stationary death spiral is a development of a Fwd inverted circuit. By decreasing the diameter of the circuit until the model is effectively turning on the spot. To sustain height the model obviously isn't knife-edge, as with the death spiral. However the model is at a very steep angle.

Once the stationary death spiral has been mastered the heli can be sent round circuits and climb in this manner, with the use of collective.
Detonator One of the 3D Masters set manoeuvres. See pic. Basically a climbing then falling funnel. But, for this manoeuvre a skids in and out funnel are required.

Start in a Funnel, skids IN, and low (tail down for this example). Then power up vertical, maintaining the funnel. At no point should the diameter of the funnel increase/decrease.

At the top put the model Knifedge tail down, but keep rolling the heli. Then transition to a funnel but this time skids OUT. Now bring the heli back down to the starting point, in the funnel.

For clarity the upwards and downwards section are shown side-by-side in the picture. But, the idea is to go straight up, then straight down. Like the Plunger on a 'Detonator'.
Funnel See Pic. The example shown is tail-down inverted. This seems to be the most popular variant. But there are of course many different variants.

The funnel is a development of sideways circuit flying. By reducing the size of the circuit until the tail (in this example) is turning almost on the spot. Increasing the collective pitch while still maintaining height will force you to increase the angle of the model, and vice-versa.

The transitioning between the diferent variants of a funnel, is known as morphing funnels.
Hurricane The 'Hurricane' is a high speed knifedge circuit (Basically the same as a Wall of Death).

By using high collective values the angle of the model can be made to appear on the knifedge.

TIP: By flattening out the circuit @ positions B/D allows more lift to be created, so that @ positions A/C the model can actually be put on the knifedge. As A/B are the positions at which the spectators view the model on the knifedge, it increases the illusion that the model is knifedge all the way round.

Metronome A metronome is a way of achieving 'knife-edge' flight with a helicopter. See Pic. When viewed on (A) it appears that the heli is holding a knifedge attitude. Also known as a Tic-Toc. Using the metronome as a flight mode, it is then possible to perform, metronoming circuits, Figure 8s, Loops and the Big Ben Clockface.
Pie Dish See Pic. Similar to a funnel but the size of the circuits is much bigger and the angle of the heli is lower, giving the 'pie dish' shape to the man'vre.
Pirouetting 4 Leaf Clover See Pic. A move I thought of myself, but haven't tried yet or seen performed either.
Pirouetting Globe OK, another one of the new 3D Masters Set Manoeuvres. This is my personal interpretation. Here goes, it's a complicated one!!!


1 - Enter manoeuvre pirouetting travelling E to W.
2 - When central (C) to pilot/judges start Piro-Loop (PL1) travelling E to W.
3 - Complete PL1.
4 - When back at the centre (C) rotate direction of travel by 45°.
5 - Perform PL2, starting loop travelling NE to SW.
6 - When back at the centre (C) rotate direction of travel by 45°
7 - Perform PL3, starting loop travelling N to S. (i.e., looping into yourself to start).
8 - When back at the centre (C) rotate direction of travel by 45°.
9 - Perform PL4, starting loop travelling NW to SE.
10 - When back at the centre (C) rotate direction of travel by 45°.
11 - Perform PL5, starting loop travelling W to E (Parallel to flight line).
12 - Once PL5 is complete exit manoeuvre travelling W to E pirouetting.

So you enter and exit the manoeuvre at the same point (C), but exit travelling in the opposite direction.

Now you could decrease the angle of rotation change to say 30°, 15°, 10°………etc. Therefore increasing the number of piro-loops to the globe. To make it look good, I think a 45° change is the minimum requirement.

The other variation is to continue rotating by another 45° after PL5 and continue round. This would give 9 piro-loops and exit travelling E to W. This is gonna be WELL 'ARD, because you now have to be able to piro-loop away from yourself :-0.
Pirouetting Loop See Pic for example. The example shows 2 complete pirouettes per loop, you can of course do as many piro' you like per loop. The pic shows a piro-loop, using right tail rotor input.
Pirouetting Outside Loop The outside version of the pirouetting loop.

TIP:I find it easier to enter and exit the manoeuvre from the top (As shown in pic). This is because you enter and exit with the model pirouetting right-side up instead of inverted.
Pirouetting Vertical 8 See Pic for example. One of the 3D Masters set manoeuvres.
Pitch Pumping Not really a man'vre in itself I believe. Pitch pumping has arrived with the advent of big block powered machines, were pitch can now be used to add a dramatic visual effect to a more 'traditional' manv're. As it sounds, pitch pumping is basically moving the collective from say -5deg to + 5deg in rapid succession. -
Rainbow A rainbow is basically a large 1/2 flip but holding the collective until the end of the flip. By varying the amount of cyclic and collective determines the size of the rainbow. The rainbow can be carried out Fwd/Bwds, Sideways and Piro'ing.
Ripper Basically a Pirouetting Tail Slide. As the falling speed increases, the demands on the tail system become VERY HIGH. Only attempt this man'vre if you are 100% confident in your model. -
Slapper 3D Masters Move - This manoeuvre consists of a series of tailboom-vertical metronomes with a half aileron roll between the metronome stop points. 6 pitch reversals are required, and the model will retain contstant tailboom orientation. The roll will be centred at the mid-point of the arc.
Snake The snake is performed on the 'knifedge'. Pic shows a birds eye view.

To perform the example shown, you need to be able to perform (1) A tail-first inverted clockwise knifedge circuit and (2) A tail-first normal anti-clockwise circuit. Then bring the 2 together and perform 1/2 circuit (1) then transition to the other (2), and so on down the flightline.

Like most tricks there are multiple variants to practice and master. (NOTE: Pic shows the heli completely knifedge, this obviously is not possible, but it was much easier to create the pic that way)
Sudden Stop One of Jason Krause' signature moves. First get the heli travelling @ great speed Fwd Normal Flight. Then pull back elevator quickly and do a 1/4 back flip to vertical, then punch more positive collective. The heli will suddenly stop its Fwd motion. The key to getting a dramatic sudden stop is the cyclic to collective timing. -
Tail Slide Take the model up high and then point the tail at the ground. The model will accelerate and end up falling tail first very fast !!!

Throw in the odd roll and piro for added effect.
Tic-Toc See Metronome Above -
Tornado The Tornado is a combination of a pie dish up-high morphing into a funnel down- low.
Touch N Goes This involves landing the heli on the ground during a low flip or roll. Once confident in low rolls and flips, this variation is quite straightforward. -
Wall of Death See Pie Dish. The Wall of Death is basically the same as a Pie Dish, but with the heli at a near vertical attitude. LOTS of power required !!! -
Waltzer See Pic. Another one of the new 3D Masters Set Manoeuvres

The manoeuvre involves performing multiple funnels while sending the heli around a circuit.

An example of this can be seen on the Lance DV - 3D Masters 2003 DVD , by Petr Novotny - Own Music Freestyle Round.