Teeing Off - Throws & Strategy of Tournament Play by "Steady" Ed Headrick.

Covering the start of the game as the last throwing subject in this book may seem upside down. The reason it's last is that you don't need to throw 100 yards to enjoy Disc Golf or to finish in the money, only if you want to win! If you have learned what the previous chapters teach and added some expertise of your own, you should be ready to focus on POWER. The word power needs to be analyzed as it relates to the disc and the tee-off throw.

A Disc Golfer is not lifting a tremendous weight or pulling a box car. His power is utilized to launch a 170 gram disc at a maximum velocity, bordering on 90 miles per hour, while imparting a violent spin to the disc and controlling its aim and elevation. Some baseball pitchers can break 100 miles per hour with a throw that only has to be accurate a comparatively few feet of flight. Not many ball players can throw a disc 100 yards in the air. The power must be converted to velocity.

The Back Hand Throw: The distance game has become so specialized that it is dominated by back hand throwers so we will dedicate most of this section to back hand.

The Back Hand Grip:

A look at the history of the grip is enlightening, particularly if you are a player who suffers from that painful middle finger affliction called Frisbee Finger. In the early 1960's, a throw that exceeded 60 yards was unusual. It was obvious that if a disc was to be thrown 70 yards, it would have to be redesigned, at least that was what most players thought. Then, along came Berkeley, a small school in Northern California with a new grip and a throw of 87 yards with the old #1 pro, no Frisbee Finger, and the World's Record. A lot of fast study came up with an obvious answer. The old grip had the index finger on, or just under, the rim. The thumb pressure on the flight plate pressed the rim into the side of the middle finger. At time of release the finger had no place to go but straight out, the disc had no place to go but straight out, so the rim had no choice but to drag the length of the finger. The finger pain wasn't as bad as the pain of losing to a player from Berkeley. The disc went further because it didn't lose velocity tearing up the middle finger. Needless to say, the "Berkeley Grip" and its many variations are now the standard for distance. If you still get the finger, change over. Experiment and find the modification that fits your hand anatomy the best, but remember the main grip is between your thumb and index finger. If you hear a snap between your thumb and index finger when the disc is launched, you're on the right track.

The most common mistake players make is not using the proper grip, without which power, accuracy, and control of the flight will all suffer. Have a friend hold the disc waist high and horizontal to the ground. Reach out, like shaking hands, with the back of your hand approximately straight up and down. Without turning your hand, close your fingers around the rim. Put your thumb on top of the disc, on the first few ribs. (See fig. 11) The rim should rest between the first and second joint of your index finger. Pinch down with your thumb until you feel the pressure on your index finger. The middle finger, ring finger, and little finger may rest on the bottom of the disc or be curled against the inside of the rim. The grip is primarily between the thumb and index finger. The other fingers adjust the angle of the disc in your hand.

Back hand grip

Figure 11. Back Hand Grip

The Throw:

To better understand the distance throw, let's start flat footed with the toes touching the line drawn from the hole through the lie. Now without flexing or rotating your torso, see how fast you can move your hand in a back hand motion.

Next, do the same motion only keep your torso rigid from the waist down and move with your arm and shoulders. Your hand speed should almost double. Now relax clear down to your ankles, take a back swing as far back as you can, like winding up a spring. Now release the spring from your ankles up in sequence. Start to uncoil your ankles, then hips, then shoulders, then arm, and last, the wrist. To insure a flexible movement before you start the back swing sit down 2 inches. Try the motion again and follow through. An adequate follow through will pull your left foot off the ground; A good follow through will pull both feet off the ground. Put a disc in your hand and try each step we have just covered. Practice the last step until it feels like your computer has everything in sequence.

There are many schools of thought as to bending the elbow during the back-swing. The fully extended arm is the longest fulcrum we have available to throw with. Why take the chance that it may not be fully extended during the throw? Start with it straight and end with it straight. This will insure maximum hand velocity and you won't have to worry about timing.

Back Hand Throw:

Back hand throw sequence.Stand with your shoulders and feet in line with the direction of flight. Start the back-swing with your wrist cocked and the side of the disc furthest away from you aimed at the spot on the ground about 20' away from you. Your right elbow may be rigid or slightly flexed. Complete your back-swing at a point as far back as you can stretch, like winding a spring. Flex your knees, squat down 2" and start your throw (unwind) from your ankles, knees, hips, stomach, shoulders, arm, and last, but most important, your wrist. Then follow through, let your arm continue to swing until it pulls your shoulders around with it.

If the disc wants to turn over as it leaves your hand, you may have allowed the edge furthest from you to come up, or your grip between your thumb and index finger needs to be increased.

Figure 12 . The Back hand throwing sequence.

Look at the windup from a different angle - THINK SPRING - Wind it up slowly, one step at a time from the bottom up. When your shoulders have reach the maximum stretch start to unwind from the bottom up. Let your ankles pull your knees, your knees pull your hips, your hips pull your shoulders, your shoulders pull your arm, your arm pull your hand and your hand pull the disc.

Try to keep your wrist cocked through the whole throw. Do not try to snap your wrist, it will snap all by itself and your hand speed can exceed 90 mph. This is not a putt so don't aim over your disc at the target with your wrist extended. (See figure 13, position #1) Cock your wrist before you do anything else and keep it cocked. To be certain, push the disc over your right forearm with your left hand. This will also insure a slightly negative angle. It may feel uncomfortable for awhile but stretching your wrist to the maximum greatly increases the velocity of your thumb and index finger which are pUlling the leading edge of the disc in excess of 90 miles per hour.

When your arm hits maximum extension and velocity, your wrist will snap open like the cracking of a whip. Your grip between your thumb and finger give the disc its final acceleration and spin. As the disc tears itself free from your grip, the snap of your thumb into your index finger signals the beginning of your follow-through. Relax and enjoy the sensation of unwinding. Let everything flow together smoothly.

The coil backswing

Figure 13. The coil back swing.

Two Step throw

Figure 14. Stand up with a disc in your hand and follow each diagram in sequence. Stop in each position and hold it long enough to compare it with the diagram then shift to the next position in slow motions. This will teach your muscles the proper order and will input the correct information into your computer.

Now let's see if we can wind the spring tighter. Toe the line again and sit down 2 inches. As you start your back swing, step behind your right foot with your left foot. Reach as far back as you possibly can with your right hand. When you hit the stops, step towards the target with your right foot quickly and firmly. When your right foot plants, your spring will be at maximum tension. Your hips will already be unwinding with the step. Keep them moving and start unwinding your upper torso. Now start unwinding your shoulders. Give your arm everything you've got and hang on to your grip. Think follow-through and finish just like your back swing, but in the opposite position. Don't worry about letting go of the disc. It will launch itself at maximum velocity. This throw is called a two-step.

Practice the two-step until your computer has it all sorted out. Remember it as to get thousands of contractions and relaxations in the proper sequence and timing before the whole thing comes automatic. If you want to add a run-up to the two-step, don't add more than one step a month. Practice it and add it to your computer bank. Don't add more than 5 steps unless you need the exercise an excessive run-up will not add any more velocity to your throw.

After you become an accomplished two-stepper, you can start to learn the turn around. The best place to learn this highly specialized throw is at a national distance contest from one of the few people who are accomplished turn around throwers. It is a rare throw in Disc Golf and not necessary to win the money.

Two step Follow Through

Figure 15. The two step follow through.

Two step backswing.

Figure 16. Start of the back swing. TAke step No. 1 - Hold maximum back swing. Take step No. 2 - Start swing when step no. 2 is firmly on ground. Throw with maximum follow-through.

As you know from all the other throws we have discussed and from your own experience the angle at time of release is extremely critical. The harder you throw the more important it is to release at the proper angle. The angle will vary from player to player but it is always below horizontal. Start at 45 degrees and work your way up. If the disc starts to turn to the right you have come up too far.

hizer and anhizer disc releases

Figure 17. Hizer and Anhizer disc release. To throw a right curve curve (anhizer) tilt disc to the right, and a left curve (hizer), tilt the disc to the left .

The Airbounce:

The Berkeley grip is ideally suited to the need to vary the angle of attack. The normal grip should launch the disc with a slight angle of attack aimed directly at the target. The airbounce grip has an exaggerated positive angle of attack and is aimed at a point beneath the target. To change the angle keep a tight grip between your thumb and index finger and without moving your wrist let your other fingers move up or down, against the bottom of the flight plate. Everything else remains the same. The disc should change angle easily. This will allow you to keep everything else grooved while giving you an infinite range of attack angles. The Airbounce

Figure 18. This throw is valuable if you need to throw under a low hanging limb or turn a tight corner. It is normally thrown with no Hizer and positive angle of attack. Then flat "bounce" is not difficult to learn but the curve requires a great deal of practice to be reliable.

Slider:

Negative angle throws are the finesse of the distance thrower. The purpose of this throw is to increase distance. It is accomplished by aiming the throw higher than usual with a negative angle of attack. Figure 19 shows an exaggeration of the flight. The easiest way to master this throw is to set the back edge of the disc on your right forearm when you cock your wrist. The rest of the throw is roughly the same except the aiming point should be about 5 degrees higher for a long hard throw. This throw is more difficult to control when used in a soft approach or a putt. The disc is in a stall, has no lift and very little stability on its upward climb and is therefore much more susceptible to wind currents and variations of angle. Again the Berkeley grip is deal.

Even though several top players have used the slider as a putt, it is very dangerous. A flat putt thrown with the correct amount of velocity and spin will normally fly through the catch zone and beyond. The slider, sometimes called a drop putt, crosses the catch zone at an angle of up to 35°. This means the disc must start its slide at an exact place in the air or it will be either short or long. A good putt is difficult enough without the addition of an unnecessary dimension.

Slider

Figure 19. Accomplished by aiming the throw higher than usual with a negative angle of attack. (This example is an exaggeration of the flight).

Next Up: Disc Flight - Throws & Strategy of Tournament Play by "Steady" Ed Headrick.