Throwing Techniques

Refining techniques for Ultimate using the backhand and forehand. We describe how to perform the 'Hammer' and selection of other special throws.

See Frisbee Skills first.

 

BACKHAND THROW

All instructions based upon right handed throwers, so reverse directions if you're a lefty!
 
Grip -
This is quite a peronal thing but most top players use a fan like grip but with the index finger tucked inside the rim too

Form -
Body position, footwork, balance and form are vital for accurate good quality passes.  If passes are going astray from their intended target it is quite likely one or more of these factors is the cause.

Footwork - 
A good pivot will get your feet in a good position. it is important for your feet to both point the same direction as your knees and hips to prevent possible injury.

Both knees should be bent to allow the upper body to remain upright.  This helps retain balance through the throw by keeping your centre of gravity over your hips.

When throwing, look to release the disc inline with your feet, rather than out in front of your body, with lots of wrist snap, or zzz's. This will prevent the disc from turning over, especially when throwing long or into wind.
 
Throwing in the wind -
In windy conditions the wind tends to be stronger above heights of around 2 metres, so try to avoid throwing discs too high. However you should also be aware of the effect the ground can have on the wind, such as eddies and turbulence, which can make flight patterns unpredictable and frisbees difficult to catch.

zzz's make discs fly better; this is even more important when throwing in the wind!

The hyzer and mung angles (see disc golf glossary) effect on the flight of the disc will be strongly influenced by the wind velocity.

Whenever the wind can get to the underside of the disc it will cause it to lift dramatically.  If the wind is hitting the top of the disc it will push it down.

Examples:

When throwing downwind any ramping or mungage on the disc will cause it to be pushed down as a result discs need to be thrown higher than expected and as flat as possible.

When throwing with a crosswind blowing from right to left  a right hand IO or skip curve throw will get lifted, whereas roll curve will be pushed down.  The opposite would be true for a left handed throw.

Headwinds also have the effect of turning the disc over (making it roll and hit the ground) therefore when throwing into a head wind throws need to be released IO or with skip curve to counteract the wind, which will flatten their flights out.

Mastery of throwing in the wind only really comes with experience so if it's a bit grim outside still get out and throw!  Challenge yourself to move around and make throws into, across and down wind.


Flights -
Variation of release speeds are used by the best throwers in ultimate to make passes to fast moving recievers. With lots ans lots of spin it is possible to throw discs so slowly that other players can run faster than the disc! Wow! You can throw into space way in front of the receivers cut to allow them to run on to it. 

Fast powerful throws can be thrown to players to make sure their defender can't get close to them or the disc before the catch.  However before throwing this option you should consider the increased difficulty of catching a disc at that speed and the increased need for accuracy.  For instance, if it needs to be thrown so hard is the reciever really free or in space? There should be a better option with a higher likelihood of retaining possesion somewhere else? Perhaps a dump pass?

Varying the release height of your throws will help you throw through agressive forces which aren't evaded with pivoting alone.  If you don't vary your release height good players will remember where you throw from and soon enough they'll get a point block!

Curving of passes is also important and can be used to throw to recievers in space, put throws well out of the way of the defence and make running on to the catch much easier.  It will also give you a greater margin of error to throw to your receiver.
 

SIDEARM THROW

Grip -
Either split finger grip or pistol (fingers together) grip can be used.  It is important that you can instantaenously switch between backhand and forehand grip.  This skill requires extensive practice so it becomes completely natural to find each grip.  For this reason some ultimate players use all 4 fingers inside the rim when throwing forehand, or 'flick',  although i feel it saves so little time and the resulting throw is never as controlled.

Form - As well as fast switching between grips, the pivot or transfer from good balanced positions for backhands to a good balanced position for forehands, and vice versa, should be as fast as possible.  Practice this! Always make a pivot and fake the opposite throw whenever you are throwing, even if just playing catch on the beach!  This will lead to wonderfully natural grooved technique and movement.

Footwork - A good wide pivot perpendicular to the intended throwing direction will get you around the force. When you step into the throw it causes the shoulders to turn into the throw causing the disc to turn over!
The angle of your right foot placement should be around 45-75 degrees to your intended throw.  A common habit seen in top level ultimate of facing toes out at 90 degrees or more to the shoulders and hips can lead to common knee and ACL damage.

Body Position - Your right knee should be bent to allow you to get down low to release the disc IO (very important in throwing sidearm as disc turns over easily).

 

HAMMER THROW

The Hammer throw is a valuable skill to have; especially for Ultimate. It is used to throw over the heads of other players.  However use with caution outdoors as the flight is affected by the wind a great deal.

  • With the forehand grip, stand facing the receiver with the feet shoulder width apart (or more).
  • Lean over to the left slightly and hold the disc above the head angled towards 11 o’clock.

  • Bend the arm back from the elbow and coil the wrist back.

  • Like with the forehand, think ‘flick’ rather than ‘throw’.

  • Bring the forearm forwards rapidly and snap the wrist vigorously to release the disc towards the sky at a 45 Degree angle.

  • The disc will fly upside down and should set out to the left before drifting round to the right.


Stig, player for 'The Brown' Ultimate team releases a Hammer throw

 

 

ALTERNATIVE THROWS

Other throws can be observed in a game of Ultimate. They can look pretty flashy which is cool for a casual game, but they can often lead to turnovers, so use with caution! They are mainly used in indoors and can be useful against a "zone" defence.

Scoobie or Scuba - Flys like the hammer with the same grip but thrown from over your left shoulder rather than from behind your head.  Good for short range passes over the top of a wall in "junk zone".


Blade or Knife - Sidearm thrown vertically, mainly used indoors as it is unpredictable in the wind and it has to be length perfect as it doesn't float.  Flys much like a ball in a hyperbola but is difficult to catch.

Push Pass - Thrown like a discus spinning off the index finger.  The range is very short and ther is no real need to throw it has a very similar release height and flight as a sidearm.

Left Handed Dump Pass - Very useful if you have the ambidexterity! Some players will use it as a quick dump pass rather than having to throw a short forehand which some people struggle to throw very short distances.