Tuesday, October 10, 2006

Throw Me the Money - TW

As you progress as a player, and more specifically, as you progress as a thrower the question is what throws are necessary, and how much practice do they need.

The main two throws are obviously the backhand and the forehand (a.k.a. flick). Both need to be practiced regularly including the inside out (IO) and the outside in (OI). Inside out means the disc is thrown from your throwing arm, will curve cross the plain of your body, and will curve back to your throwing side (this is a rough written explanation of the throw).

To throw the IO and OI it is key to mainly adjust the plain of your arm and maybe slightly your wrist. Of all these throws, the hardest to get good at will be the IO forehand.

Some upside down throws that are key to have include both the hammer and the scoober. The hammer is arguably more important than the scoober, and the hammer can be used in place of a weak scoober.

The last two throws that are important to have are used in dump situations - the backhand pop pass and forehand push pass. These throws are hard to describe, and I'm sure that many veteran ultimate players can help you with these throws. Both throws are float throws that give a dump cut lots of time to retrieve the disc.

These five throws should be practiced regularly with good form. This means for the forehand and backhand it is good to step out and stay low. It is also important to work on these throws with proper fakes. This should give you a simple set of basic throws.



honeyhands said...

I'm somewhat shocked that the blade is not mentioned amoung these throws. Surely such an efficient and emotionally devestating technique deserves at least 0.5% of one's practice time?

Jeters said...

My love for the blade unfortunately does not make is mandatory. Let's call it an advanced throw.


Anonymous said...

Blades, hammers and thumbers are all advanced throws in my view. Anything over the top requires a lot more precision (and receiver hotness) than flatt throws. Yes, hammers are easier to throw when playing catch for a beginner, but in a game, they all require a similar level of expertise and comfort for a captain to be happy with it.

Hammers have to be DEAD ON to even be considered.

The only reason I exclude the scoober from this group is that scoobers are very effective when you're playing three-man from a sideline trap. Everon'e gotta have a 10-15 yard dump scoober. Once that scoober's going over a wall, or breaking a man D, or clocking 30+ yards, it's time to put that one away until you can handle...


Anonymous said...

Also, anyone who wants to learn any of the over the top throws should first read Idris' post on learning the proper hammer (hint: the blade comes first). I'll assume ya'll are websavvy enough that I don't need to post a link.


Anonymous said...

Last thoughts:

Pete, maybe my "scoober" includes your "weak hammer" but I don't see why any players who aren't key handlers should be throwing hammers below the near-elite level.

I've never seen a push pass that wouldn't have been better as a high release flick, and I've never seen a pop pass that wouldn't have been better as a scoober.