Watched your video. You seem to be doing fine.
Anyways, lemme just throw out a few tricks of the trade:
1) When you first begin training your muscles to hit (since they obviously do not naturally produce that hitting illusion), it's advisable to hold the hardest flex you can possibly do for 4 counts, relax for 4 counts, and repeat, to condition that muscle into wanting to hit. This works for legs, arms, and neck too (neck and legs are tricky though).
2) When you hit please lock your wrist. There's separate technique in doing the wrist to make it look sharper/harder (it's not Pete's method where he snaps his wrist up). It'll make your hits look cleaner at sharper at the beginning.
3) To produce a nice CLEAN hit, you want to
a. Dimestop cleanly right before your hit.
b. Hold the hit (flexing part) slightly longer then you normally would.
Doing these two things clean up the hit because the hit is almost the only noticeable movement in the body.
4) Practice, practice, practice! And when you do, practice hard. If your conditioning your muscles flex as hard as you can. When you're practicing your hit, flex as hard as you can. It's not saying that you have to do that when you hit all the time (in fact I barely hit 50% in the majority of my popping). It's that you do this so you know your limit. You can increase the limit over time and on average your hits will become harder.
There you go. On a side note let's do high level hitting defining/discussion:
The "shake hit" you guys talk about, there're 2 different versions of it to my knowledge:
Bopping hit (which has another condition behind it) and
Animated hit.
The bopping hit is a very hard hit, that trembles intentionally after the hit has finished. This "shake" after the hit is produced by the popper using vibrational techniques. The vibrational technique is achieved by moving the pieces of the body back and forth very quickly.
VIBRATION IS NOT ACHIEVED THROUGH FLEXING REALLY HARD OR SHAKING AT THE LEGS.
That's bad technique and gives you no control over what you're doing. The bopping hit also carries another condition which is a hit without any previous momentum. Like I explained above, to get a nice crisp clean hit you want to dimestop before your hit. The dimestop before the hit creates additional illusion to the hit that makes it look sharper because the momentum in the movement beforehand is completely taken out of the piece of the body that is hitting (like miming/hitting a wall). The boppers hit moves to achieve the powerful clean hit without needing that.
The animated hit is a little more simple to explain, but still incredibly difficult to achieve... *edit* had to take out the rest of the animated hit stuff because my friend didn't want it out there. Sorry folks
