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Flying disc techniques - Wikipedia, the free encyclopedia

Flying disc techniques

From Wikipedia, the free encyclopedia

Flying discs (including Frisbees) can be thrown in many ways. All involve spinning the disc to give it gyroscopic stability, and accelerating its mass to a certain velocity. Without spin, a disc will wobble and fall; without velocity, the disc will not go anywhere. Using these two guidelines, any number of throws are possible. Most discs are designed to create lift when thrown with the flat side up.

Contents

[edit] Techniques

[edit] Right-side up

Trajectories of tilted discsRed: Axis of thrower's bodyBlue: Outside-in curveGreen: Inside-out curve
Trajectories of tilted discs
Red: Axis of thrower's body
Blue: Outside-in curve
Green: Inside-out curve

Right-side up throws are all similar in that they react the same way to the tilt of the disc when it is released. A disc thrown right-side up will accelerate in the direction of the low end of the disc. A disc tilted leading-edge up will lose speed at the end of the throw and make a gentle landing; if tilted sideways (known in aeronautics terms as roll), it can curve around objects.

There is a language for describing throws that curve. Both descriptions are relative to the direction the person is facing and intends to throw. This axis is marked in red in the picture.

  • Inside-out (i-o) throws (green paths) occur when the thrower releases the disc in such a way that it initially comes towards the throwing axis (inside-). However, the disc is tilted with the side closest to the body highest, which causes the disc to curve away from the thrower (-out).
  • Outside-in (o-i) throws (blue paths, sometimes also called a bender) follow the opposite path. The thrower releases the disc moving away from the throwing axis (outside-), but with the side of the disc closest to the body lowest. This tilt causes the disc to bend back towards the thrower (-in).

[edit] Backhand

This is probably the most commonly learned throw, and also one of the most powerful.

  • Grip: Fingers are curled under the disc's rim, and the thumb is placed on top of the disc to hold it in place. The index finger may either be on the edge of the disc (to help aim), or four fingers may be tucked underneath the rim (to aid power).
Backhand Grip, Top View
Backhand Grip, Top View
Backhand Grip, Bottom View
Backhand Grip, Bottom View
  • Throw: The thrower draws the throwing arm across the body to build velocity for the disc. During this movement, the arm straightens out. As the arm becomes straight, the wrist is flicked, to impart spin. After release, the arm usually points towards the target.

[edit] Variations
  • The High Release: Used to get around an object (or a person), the High Release is thrown above the thrower's shoulder, mostly powered by the flick of the wrist instead of the arm and shoulder.
  • The Air Bounce: By putting downward pressure on the trailing edge (back side) of the disc as it is released, this throw will sail a short distance at a low height, then "bounce" up into the air. This is done by pressing down with the thumb, which is on the trailing edge at the point of release. Skilled throwers can execute this throw such that the disc travels under a parked car.

[edit] Forehand

This throw is also known as the flick, dorsal, two-finger, or the side-arm in the UK. Focused in the wrist, this throw takes little time to execute.

Forehand Grip, Top View
Forehand Grip, Top View
Forehand Grip, Bottom View
Forehand Grip, Bottom View
  • Grip: The middle finger is extended and laid along the rim of the disc. The index finger is placed against the middle finger for power, or pressed on the bottom of the disc pointing towards the center for accuracy. Varying the index finger from these positions allows for the throwing of curves. The edge of the disc is tucked under the thumb. The disc is cocked back at the wrist, and the arm is extended out from the body.
  • Throw: A flick of the wrist imparts spin off the middle finger as well as some forward velocity. Some snap of the lower arm can provide additional power. After release, the index finger should point to the target.

[edit] Variations

The forehand is a versatile throw, and can be adapted to many different situations.

  • Most upside-down throws (see below) use the forehand grip and throw, and are therefore variants of the forehand to some degree.
  • The High Release: Used to get around an object (or a person), the High Release is thrown above the thrower's shoulder, and is completely powered by the flick of the wrist.

[edit] Push Pass

Push Pass Grip, Top View
Push Pass Grip, Top View
Push Pass Grip, Bottom View
Push Pass Grip, Bottom View

The Push Pass: A little-used variant of the forehand, it is thrown with a grip similar to a backhand (index finger on the outer rim of the disc, thumb on top, fingers curled underneath) but is released on the forehand side. The wrist "pushes" the disc forward while spin is imparted "backwards" by rolling the disc off the index finger. A final flick of the index finger finishes the release. Frequently, very little spin is actually imparted, which makes this throw tend to flutter and fall more often than not. However, with practice the thrower can add much more spin to this throw and it may become useful over short distances. It is also useful in Ultimate as the typical form of this throw can be placed in the region between a defender's body and extended arms.

[edit] Beach Thumber

The Beach Thumber (also known as a Peach) is unpopular in Ultimate circles due to its unpredictable flight path, proximity of release to the thrower's body, and the comparatively slow motion needed to switch to the appropriate grip. Its primary advantage is that it can be a very hard, very accurate throw, and therefore useful for those uncomfortable with the staple throws of the game, the forehand and backhand. It is often seen used in a game of Guts due to its power and velocity.

Beach Grip, Top View
Beach Grip, Top View
Beach Grip, Bottom View
Beach Grip, Bottom View
  • Grip: The thumber derives its name from the grip: it is thrown on the forehand side with the thumb under the rim and the rest of the hand against the outside of the disc. The arm should also be tucked against the side, and the elbow bent. Keeping the disc parallel to the ground, (any tilt and it will fall) cock your wrist back so your thumb is pointing as far back as you can.
  • Throw: To release, simply flick your wrist forward. Spin is imparted off the flat part of the thumb; power can be gained by rotating the body at the hips. A flat release is critical to a successful thumber. After release, the flat part of the thumb should point towards the target.

[edit] Overhand

The Overhand (also known as flamingo, dragonwing, windmill , waffle , discus, wrist-hook, chicken wing , or biscuit in the UK) is rarely used among ultimate players, because the alternative, the traditional forehand, allows greater sideways arm extension, useful in moving the disc around defenders. The Overhand is most useful when the disc is caught above the head and must be thrown quickly without changing grips, such as during a Greatest attempt.

Overhand Grip, Top View
Overhand Grip, Top View
Overhand Grip, Bottom View
Overhand Grip, Bottom View
  • Grip: The fingers of the hand are spread out over the top, with the thumb under the disc and perpendicular to the rim. For greater control, extend the index finger along the rim, as in the control grip for the forehand.
  • Throw: Hold your arm horizontal and behind you, then quickly bring it forward, snapping the wrist laterally as you release. Typically, release occurs at or above shoulder height, although it is possible to release at waist height or lower. The whole body and arm can be allowed to rotate, and the forearm must move very quickly to impart enough momentum to send the disc a significant distance. For maximum power, the entire body rotates, as in the ancient discus throw seen in track and field events; for a right-hander, the torso starts leaning right, and ends leaning left. Wrist snap is especially important, as the throw has no stability without a strong spin.

[edit] Duck

The Duck (also known as a bear claw, a duder, or a useless) is thrown with a similar grip to the Overhand, except it is the backward version of it. While the Overhand is thrown with counter-clockwise spin (for right-handers), the duck is thrown with clockwise spin. It is usually thrown with the arm out to the side or above the head. It is called the duck due to the shape of the gripping hand during the throw, as if making a duck shadow puppet. This throw is used in attempts at The Greatest (jumping out of bounds and throwing the Frisbee back in to play while in the air).

[edit] Upside-down

A disc thrown upside-down has a very different flight path than one thrown right-side up. Lift is applied towards the rounded side of the disc; if the disc is completely upside-down, the lift is now propelling the disc straight into the ground. Upside down throws typically have a stronger arc to them, tend to bank or roll as they fly, and are much harder to catch. Where a right-side up throw tends to spend a considerable portion of its flight path at a catchable height, an upside-down throw tends to land abruptly at a certain point.

[edit] Hammer

The Hammer is gripped just like a normal forehand throw, and is generally a mid-range, high and arching throw.

  • Grip: Identical to the forehand, when throwing a hammer one grips the disc under the thumb, with the index finger extended against the underside of the disc for stability and the middle finger pressed against the inside rim to impart spin.
  • Throw: Swing the throwing arm over the head, turning the disc upside-down (somewhere between 90 and 180 DRtG) and throwing it up at an angle. The wrist flicks to impart spin off the middle finger, just like when throwing a forehand.

A hammer, when thrown by a right-handed thrower, will arc up and to the left as it moves away from the thrower. As it flies, the disc will roll over until it is completely upside-down (180 DRtG), falling down and to the right again.

A hammer, like most throws, can be released with any amount of angle and pitch and at any strength. A hammer released at nearly-180 DRtG and straight ahead (i.e. with a pitch close to 0) will stay mostly flat and fly directly at a receiver.

[edit] Scoober

Another upside-down variant of the forehand, the scoober (also known as the "Spoon pass" or Hiawatha) is similar to a hammer, but thrown over the left shoulder for a right-handed thrower instead of over the head. The scoober travels in a path similar to the hammer, although it cannot be thrown as far because it relies almost exclusively on the wrist for power. The scoober can be an effective short-range (10 to 20 yards/meters) throw and is used in ultimate for breaking the mark and against zone defenses.

  • Grip: Identical to a forehand or hammer.
  • Throw: Stepping towards the backhand side, hold the disc upside down and bring the throwing arm across the body. Leading with the elbow, swing the throwing arm forward and flick the disc off the middle finger (as in a forehand), releasing the disc somewhere between 140 and 180 DRtG. The steeper the angle of release, the more similar the path of the scoober will be to that of a hammer, and thus may the double helix pattern be avoided.

[edit] Thumber

The Thumber (not to be confused with the Beach Thumber) is a throw that is rarely used in competitive play, compared to the Hammer or standard forehand. It has a flight path that is the mirror-image of the Hammer (arcing high and to the right for a right-handed thrower). It can be useful when the disc needs to drop quickly and fly with an opposite helix to the Hammer.

Thumber Grip, Top View
Thumber Grip, Top View
Thumber Grip, Bottom View
Thumber Grip, Bottom View
  • Grip: The thumber derives its name from the grip: the disc is held upside-down with the thumb tightly against the rim and the rest of the hand against the outside of the disc.
  • Throw: Cock the arm backwards, then bring it forward and snap the wrist to impart spin.


[edit] See also

[edit] References

[edit] External links


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