Names and descriptions of various throws
Original posting by Eric Simon, with additions later by
JUDE@gergl1.tamu.edu, and Adamquerque (puttyhead@aol.com
(Puttyhead)).
From: erics@access4.digex.net (Eric Simon)
Newsgroups: rec.sport.disc
Subject: Re: The Fine Art of Throwing
Date: 29 Dec 1994 14:12:20 GMT
Organization: UPA (a/k/a Joshua's daddy)
Sorry - OK, here are some *very* short descriptions (with the
assumption that the thrower is a right hander):
For the Backhand
- Straight throw - this is what I presume you already
know. It's most likely the backhand throw you would make
for someone 20 yards up ahead to the left when no one is
covering you. (Note: it's also the throw I would make for
a straight approach shot in disc golf, and, in fact, my
Ultimate game improved here after I started playing disc
golf. Rutgers, as you probably know, has a course).
- Airbounce - already discussed on the net. I use it
whenever I want the disc to hang a bit, or to make a slow
throw. It's good when you are throwing, e.g., to a wide
open space and you are expecting your receiver to outrun
his/her defender. Just lay it out there and make 'em run
to get it.
- Inside out - that's a throw that goes to the right and
curves to the left, because the disc is tilted down to
the left more than usual. (The "technical" term
is that this throw has lots of "hyzer". This
throw probably marks me as an old-timer and not too many
people use it. For one, you can't throw it when someone
is marking you. Nevertheless, when people are cutting
deep from your left to your right, it can be a useful
throw (although the reverse curve forehand is probably
better for most people).
- Reverse Curve - a throw that starts to the left and
curves to the right. This is a very important throw
because when a person is marking you, most backhand
throws will be for people cutting from the middle of the
field to your left, and you want the throw to curve into
them. Also, if there is a defender halfway between you
and your receiver, this is the throw that will get it
around that defender. The disc is released with much less
hyzer than normal - occasionally even in a position where
the right side of the disc is tilted down.
- High release - this is a short backhand throw that is
released flat, but at about top-of-head level. Since most
markers keep their hands low, this is a good throw to
break the mark if you're throwing short. With a quick
release, it is very hard to block.
For the forehand - you have pretty much just the opposite:
- Straight throw - obvious.
- Inside-out - the disc is tilted *way* down to the left
and can be used to throw a forehand to the left side of
the field when the marker is trying to force you to the
right side of the field.
- Reverse curve - kinds of the opposite of #2. It curves from the
right to the left. It is just as essential, and used for
the same reasons, as backhand #4 above.
- Blade - an extreme verson of the reverse curve - it goes
high up in the air and curves to the left. Excellent for
throwing around and above defenders, but difficult to
control in the wind (esp a crosswind), and difficult for
many to catch.
Others
- Lift Pass - (I don't really know what you would call
this). It's a simple back hand whith a much lower spin to
upward lift ratio. Keeping the disc parallel to the
ground with a backhand grip, bring it up and release at
shoulder level, at the last munute putting a little spin
on the disc with a slight flick of the wrist. The flight
is path will be parabolic ideally. It's essentially a
very short pass with the flight time increased. This is
an excellent throw in high wind situations. (If anyone
else can better describe this throw, please be my guest).
- Scoobie - (aka Scoober, Scooper, Keep that in your pocket
showboat). The disc is held just like a hammer and is
thrown like one, but it's all wrist, no arm. Good for
breaking the force over the right shoulder of your
marker. Not good for more than 8-10 yards.
- Thumber - The inverse of a hammer in terms of flight
path. The grip is the tricky part to explain. Extend hand
palm up, thumb opposed. Place disc in hand (bottom up) so
the dome is resting on your fingers. Rotate the far edge
of the disc clockwise until the rim comes to rest upon
the side of your thumb. Keep your grip loose when you
throw. Arm should be at about a 45 to 50 degree angle.
Use more wrist than arm.
- Squanto - Hold disc upside down with thumb inside rim,
release as you would a blade. (settles upside down like
overhead. There is an as-yet-unnamed version of this in
which the release is more over your head and it flies in
a more right-side-up manner, but definitely on a high
blade arc.)
- Falafel - Hold disc with thumb and pinky along outside
edge, other three fingers on top (tricky, but can be
done... sort of like palming a basketball). Throw in
backhand motion. Very push-passish.
Well - there ya' go. That should get you started. Hope it
helps.
-- Eric