Basic Disc Golf Terminology

Photo: Brandon Beers
Basic Disc Golf Component Terminology:
Tee Pad, Basket, Par and more...
- Tee Pad - The location or designated area in which the first throw of the golf hole is suppose to take place from. Tee Pads are typically be made of concrete or rubber. A portion of a side walk or a utility marker flag or spray painted box may also be used as a tee pad.
- The Basket - Born of the original tone pole, the game of Disc Golf advanced rapidly with the invention of “Steady” Ed’s Pole Hole or “Basket” as it is commonly referred to by disc golfers. Once a disc comes to rest in the trapper basket, the hole is considered complete.
- Throw - The act of advancing the disc towards the basket. This can be accomplished by many different throwing styles; Backhand, Forehand, Rollers. Each throw is counted towards the player’s score.
- Lie - the spot where the disc comes to rest. This is often marked by a mini-disc marker.
- Par - like in ball golf, each disc golf hole has a posted par. The par is the desired number of strokes that a player would need to complete the hole. To the competitive disc golfer, every hole is a par three, making the total par for 18 holes always 54. This serves to simplify the game.
- Drive - any throw off of the tee pad, or a throw from the fairway designed for maximum distance.
- Approach - usually the second shot of a hole, designed to place the disc within putting distance.
- Putt - The final throw(s) of the hole aimed at getting your disc to come to rest in the trapper basket. Any throw within the circle ( 10 meter radius).
- Ace - known as a hole in one in ball golf. An ace occurs when a player makes their first shot, or drive, into the basket. One of the unique practices in disc golf is to have all participants in the ace group or all spectators sign the "ace disc." Aces are more common in disc golf than ball golf as the top pros boast as many as 100+ aces in their careers.
- The Circle - This is what helps defines a true disc golf putt. If a player is throwing his/her disc at the basket with in a 10 Meter or 30 Ft circle of the basket, they must follow an addional set of putting rules defined by the PDGA. Basically if you’re in the circle, your disc has to come to rest in the basket before any part of your body touches past the mini marker towards the basket. Failure to do so can lead to a “falling putt” penalty stroke.
Basic Disc Golf Throwing terminology:
Drives, Approaches, Putting and more...
- Distance Driving - a throw that is designed to produce a great deal of distance. When trying to throw for a max distance, the ideal flight path of the disc, for an RHBH thrower, is to turn slightly to the right, straighten out, and then fade to the left. This will look like a ')' or an elongated ‘?’.
- Approaching - if a player is not driving the disc, he is either approaching or putting. Professional players consider around a 200-250ft shot to be an approach. For many players, however, this is the length of their normal drives. For some players, a shot does not truly become an approach until around 100ft.
- Putting - officially, a disc is being putt if it is being thrown within the circle. However, many players use their putting motion from much further away. There are many different types of putts which are explained below. As with anything, a disc golfer must find what is comfortable for them, and go with it. There is no ‘wrong’ way to putt. A good video of putting instruction can be found at this link: http://www.discraft.com/resources.html
- Backhand - when throwing backhand, a thrower must determine for himself what kinds of discs work best for them, depending on how much ‘snap’ they throw with. ‘Snap’ is generated by high arm speed and by a player cocking his wrist and literally snapping the disc on the release. When thrown correctly, a disc will literally make an audible snapping sound upon release. Players who throw with a great deal of snap should throw over stable discs, whereas a player who doesn’t throw with a great deal of snap should throw under stable discs.
- Forehand - As with backhands, players have to determine for themselves what sort of discs work for them. Generally, forehand throws generate more snap than a backhand throw, so usually, forehand shots require more over stable discs.
- Hyzer - a hyzer is a throw that is designed to take advantage of the natural angle of the disc. For example, an RHBH hyzer is a shot that fades to the left. There are a few types of hyzers. A soft hyzer is a throw that gradually fades, whereas a spike hyzer is a throw where the disc fades hard and drastically. Spike hyzers can result in discs that are literally ‘spiked’ into the ground. These types of throws are used to navigate certain obstacles. A disc that is slightly over stable with a high glide, such as the Innova Valkyrie, are good for soft hyzers, whereas a disc that is very over stable with a low glide, such as Innova Firebirds, are best for spike hyzers.
- Anhyzer - an anhyzer is a throw that is designed to go against the natural angle of the disc. For example, an RHBH thrower who throws a disc that fades to the right would be throwing an anhyzer. To execute an anhyzer, an RHBH would tilt the disc to the right when he releases the disc. Under stable discs are best used for anhyzers. As with hyzers, soft and spike anhyzers are options. The Innova ‘Roadrunner’ and ‘Stingray’ are good for anhyzer shots.
- Helix - a helix throw utilizes both aspects of the throw to produce an "S" flight shape. For example, an RHBH thrower will release and overstable disc (natural flight that finishes to the left) to the right in order for it to return to the left at the end of flight. This is a highly skilled shot requiring knowledge of disc flight dynamics and multiple angles. A very useful shot to avoid the obstacles that grace the disc golf course.
- Turnover - a disc is ‘turned over’ when it flies against the natural angle of the disc. For example, an RHBH thrower has turned a disc over if it flies to the right when released flat. This differs from an anhyzer because of the angle of release. Turnover drives are generally released flat or at a slight angle, whereas an anhyzer is released at a more drastic angle. Ideally, the disc will ‘flex’ back to the natural fade, creating an ‘S’ curve. Some curves are more drastic then others. A more under stable disc will turn over harder than an over stable disc. Depending on the shot, a certain type of turnover drive may be required. Lighter discs will turnover much easier than heavier discs. An ideal drive for max distance is usually slightly turned over. Depending on the thrower, many discs can be used for turnover drives.
- Hammer/Tomahawk - an overhand throw where the thrower grips the disc much like he would a forehand. This throw has a unique flight pattern which is best learned by throwing a few out in a field. It is useful for going over difficult obstacles. Mid-range discs with high glide are best for hammers. The Innova Max and Roc are good discs for hammers.
- Thumber - an overhand throw that involves placing the thumb inside the lip of the disc. Like the hammer, the thumber has a unique flight patter than is best learned by throwing a few out in a field. It is also useful for going over difficult obstacles. The Innova Monster is a good thumber disc.
- Roller - this is a shot designed to travel a short distance in the air and then roll towards the target. Rollers can be thrown forehand and backhand, and should be considered a very advanced throw. Many disc golfers can roll a disc farther than they can throw it. Rollers are very effective in going under obstacles, such as a circle of trees around the basket. They are difficult to control, and require a great deal of practice. Innova Sidewinders and Roadrunners make good long distance rollers, and Innova Leopards and Cheetahs make for good mid to short range rollers.
- In-line Putting - a style of putting where the plant foot is directly behind the lie marker and pointed right at the basket, and the other foot is placed behind the plant foot. The disc is thrown from the chest generally straight at the pin. Some in line putter throw the disc with a bit of snap and run right at the basket, while others try to float the disc into the basket. This is just a matter of personal taste or what the situation dictates. In-line putters almost always putt backhand.
- Straddle Putt - a style of putting where one foot is placed behind the lie marker and the other is parallel, rather than behind, the plant foot. The putter often squats a bit an uses their legs to propel the discs. Straddle putts can be used to navigate around obstacles and provide a clear line to the basket. Some prefer the stability of straddle putting for shorter putts and many use the stance for jump putting. Most straddle putts are backhand putts, though they can be forehand putts.
- Jump Putt - outside the circle, jump putting is used to generate more power. It is similar to straddle putting except the putter jumps forward with the release of the disc. This is a tough skill that requires some practice, but can be very effective. Many golfers do not bother with jump putting, though many use it very effectively. Jump putting is illegal within the circle. Jump putting is almost always done with a backhand throw.
- Turbo Putt - an interesting style of putt where the thumb is placed in the middle of the disc and the fingers are rested on the outer rim of the disc. The putter spins the disc slightly with the release and pushes with his fingers to propel the disc. This style of putting is not very effective outside of the circle.
- Kneeling Putt - in disc golf, the situation often dictates that a throw must be made from a kneeling position. Any point of contact is legal as long as it follows previously stated rules, i.e., in line with the marker disc, no closer to the hole and within the acceptable distance behind the marker.