Frisbee Throwing Techniques and Physics
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.
Techniques
Right-side up
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).
Backhand
This is probably the most commonly learned throw, and also one of
the most powerful. There is a long windup for the throw, both in terms
of path length and time.
- 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).
Control Backhand Grip, Top View
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Control Backhand Grip, Bottom View
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Power Backhand Grip, Top View
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Power Backhand Grip, Bottom View
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- 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.
Variations
The backhand is an excellent general-purpose throw. Several modifications have been created; some are listed here.
- 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.
Forehand
This throw (also known as the flick or the two-finger, or the side-arm in the UK) is a staple of the disc fan's repertoire, as well as the bread-and-butter throw of Ultimate players. Focused in the wrist, this throw takes little time to execute.
Forehand Grip, Bottom View
- Grip: The index finger is extended and laid along the rim of
the disc. The middle finger is placed against the index finger for
power, or pressed on the bottom of the disc pointing towards the middle
for accuracy. Varying the middle 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, your index finger should point
to your target.
Note that 90% of this throw is below the elbow, and most of that at
the wrist. A common mistake is to attempt to use the upper arm and
shoulder to add power to the throw. Usually, this results in little or
no spin being imparted on the disc, which causes it to fall quickly.
It's also common for the flick of the wrist to pull the outside edge of
the disc up; to compensate, hold the disc somewhat loosely, so that the
outer edge hangs down slightly. Experiment with the cocking and
flicking motions to determine how best to produce a level throw.
As you learn how to throw a flick, it may help to tuck your elbow in
towards your body; this is a bad habit to get into if you play Ultimate,
but may assist with preventing you from using too much shoulder and
arm. As you improve, work on extending your arm out away from your
body. Advanced throwers will note that the arm and wrist action is much
like a bullwhip cracking sideways; the addition of whip-like motion in
your upper arm, shoulder, and even upper body (by rotating the hips)
can impart more power onto your throw, but is difficult to control.
Variations
The forehand is an extraordinarily 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. In order to be thrown
flat so that it will travel without curving, the middle finger is
pulled in to the edge of the disc with the index finger and the outer
edge of the disc is rotated down, so that the disc lies at a slight
angle to the line of the knuckles.
Push Pass
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Push Pass Grip, Bottom View
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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.
Beach Thumber
The Beach Thumber (also known as a Peach) is unpopular in Ultimate
circles due to its unpredictable flight path and proximity of release
to the thrower's body. 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.
- 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.
Overhand
The Overhand (also known as the waffle, discus, wrist-hook, chicken wing, or biscuit
in the UK) varies in popularity 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 grip. It is similar to the Hammer in
that release typically (but not always) occurs above shoulder level,
but comes with a different set of drawbacks. This throw is often used
in attempts at The Greatest.
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Overhand Grip, Bottom View
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- 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.
The Overhand is a situationally dependent throw. It can be extremely
useful in the right situation, especially when there is no time to
change grip. But the fact that the thrower typically must lean in
towards the defender on release hampers its effectiveness for ultimate.
This throw is popular for advanced catch and freestyle, but some
ultimate players deride it as the "Useless", the "Push Noodle", or even
the "Nazi Throw" as when the throw is finished, the arm is in the Nazi
salute.
Duck
The Duck (also known as a bear claw, a duder, or a useless)
is thrown with a similar grip to the waffle, except it is the backward
version of it. While the waffle 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).
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. Thus, these 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.
To facilitate discussion, the following convention is used: a disc
that is level and flying right-side up is considered to be flying at 0
degrees relative to the ground (DRtG). A disc that is level and flying
upside-down is considered to be flying at 180 DRtG. A disc that is
flying exactly vertically would be at 90 DRtG, etc.
Hammer
The Hammer is one of the more difficult throws to master,
despite being gripped just like a normal forehand throw, and the
throwing motion being relatively natural. Hammers are difficult to aim
well due to their high, arcing flight path, and their tendency to catch
any amount of wind.
- 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 properly (and in no wind) 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. Ideally, it should
reach its target at between 135 and 180 DRtG to make catching it as
easy as possible.
However, hammers are notoriously difficult to throw "properly". Common failure modes include:
- the Blade (also known as the Knife in the UK), in
which the disc does not turn over at all, but instead keeps its
original orientation towards the ground. Blades tend to fall very
sharply and quickly and are difficult (and often painful) to catch.
However, it can be used very effectively in low wind conditions when
throwing over an obstacle, as the blade has a speed-to-catch advantage
over a hammer.
- the Double Helix, when the disc over-rotates past 180 DRtG.
These throws tend to float as they fall, drifting right and then left
again (for a right-handed thrower) before landing flat.
A Blade can be corrected by increasing the angle of release (closer
to 180 DRtG); a Double Helix can be corrected by decreasing it.
Experimenting with the angle of release should produce a happy medium
which works for the individual thrower. Angle of release will also
affect the horizontal travel of a hammer, which is difficult to judge
even in the lightest breeze. The near-vertical release of the hammer
makes them highly susceptible to crosswinds, blowing them well off
target. Hammers rely on spin for stability even more than most throws;
a hammer thrown with insufficient spin will flop about as it flies,
making the receiver's job even more difficult.
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. This throw is difficult to block (in
Ultimate) but tends to arrive very fast and at an unpredictable angle,
since it often flies like a Double Helix. Hammers are often last ditch
efforts in a game of Ultimate when the thrower has reached a stall
count of 8 or 9 and needs to get rid of the disc; either as a "punt" or
"hail mary" to a deep in the end zone. (See also the Scoober, below.) A Blade can also be thrown intentionally; this is commonly called a Roller in disc golf, as they tend to hit the ground and roll for long distances if thrown very near 90 DRtG.
Wheel of Death
The Wheel of Death (also known as The Corkscrew, The Bammer and The Bowler)
is the “backhand version” of the hammer. It is a very difficult throw
to master, and not very useful. The throwing motion is nearly as
unnatural as possible. The wheel of death inherits all of the
limitations and challenges of the hammer, and it has a few of its own.
- Grip: Identical to the backhand
- Throw: Swing the throwing arm more over its shoulder than
over the head, turning the disc upside-down (somewhere between 45 and
90 DRtG) and throwing it up at an angle. The action is somewhat similar
to bowling a cricket ball.
The wheel of death, when thrown properly (and in no wind), should
fly in a path entirely similar to that of the hammer, only with left
and right directions interchanged; this is, perhaps, its only
advantage. The wheel of death has many more disadvantages than
advantages, however. These disadvantages include:
- The rotation of the forearm required to throw a wheel of death prevents the arm from being fully extended above the body.
- The forearm's awkward position during the throw can make a release
with sufficient wrist snap to keep the disc stable painful to the wrist
of the thrower.
Furthermore, the wheel of death can fail in all of the ways a hammer
does, plus, if any upward pressure is placed on the trailing edge of
the disc, the throw will air-bounce downwards, resulting in a highly
deceptive flight path and a very short pass. Due to its myriad of
deficiencies, the wheel of death is not generally implemented as
anything more than a curiosity.
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 is an
advanced throw that 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.
A variant of this throw is termed the blind scoober. Rather
than being thrown over the left shoulder (by a right-handed thrower), a
blind scoober is thrown backwards with an outstretched arm without ever
looking to see where the intended receiver is. Though rarely
successful, the comedic value of the throw is unquestionable.
Other throws are also known as a scoober; these seem to vary by geography. The hammer is sometimes referred to as a scoober.
Thumber
The Thumber (not to be confused with the Beach Thumber)
is an advanced 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, 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. The disc should be approximately 135
DRtG at the point of release.
Viggiano/Underhand Hammer
The "Viggiano" is a throw without much power, but it is remarkably
stable, considering its aerobatic nature (because the disc ends up in a
0 DrtG orientation). Its initial flight path is similar to that of the
hammer, but opposite (flipped 180 degrees) about a plane that is
horizontal relative to the ground. When thrown correctly, the disc will
initially fly at about 80 degrees relative to the ground, but will turn
right side up in mid-flight and remain as such, flying much like a
weakly-thrown backhand after the turn. The short-windup throw is useful
for short-distance passes only, but is especially helpful if no one
else, including a blocker, expects it. For instance, if another player
is trying to block your throw, you may be able to throw the disc
underneath and around his or her arms. Typically, in competitive
ultimate, however, this throw seeing that it is released to close to
the body is often frowned upon unelss the thrower is being marked very
tightly. It is very easy on the joints to throw.
- The Grip: The grip is identical to that of the hammer
- The Throw: Start with a straight arm rested against the side
of the body, in a neutral position (the top of the disc will naturally
face the side of the body). Bring the arm forward in a partial
upside-down arc, keeping the arm relatively straight, and flick the
wrist up prior to release to impart spin, simultaneously twisting the
wrist slightly in a clockwise manner (as though one is tightening a
typical-thread screw). At release, the disc should be at about 80 DrtG
and waist to chest height. Alternatively, one can wind-up prior to the
throw by moving the arm backward a few tens of degrees in order to
impart more kinetic energy to the spin and achieve more distance.
Variation: Reverse Viggiano: This throw is similar to the Viggiano,
except one starts with the top of the disc pointing away from the side
of the body, with the thumb underneath and two fingers on top. Like the
Viggiano, the disc will initially have a vertical orientation (about
halfway between right side up and upside-down), with the top of the
disc very slightly facing the sky (280 DrtG) and turn in mid-flight,
flying right-side up (0 DrtG) the rest of the way. The throw is
different in that one twists his or her wrist in the opposite way prior
to release (i.e., counter-clockwise, as though one is loosening a
typical-thread screw) and flicks his or her wrist toward the front of
the body to impart spin, much in the same way a cellist flicks his or
her wrist with the bow hand toward the cello while playing.
See also
References
External links
Frisbee Physics & Aerodynamics
A flying disc can fly through the air because of its shape, weight, initial direction of throw, and spin. The successful flight of a particular disc is determined by these variables as well as others such as deformation.
Suitability of a disc
A disc is suitable for flight if its air resistances
in different directions are of an appropriate relationship, allowing
its flight path to be more efficient in the direction in which it is
thrown; and it can therefore be thrown farther than a ball.
It must be made of an adequately dense material such that its air
resistance is low and the force exerted by gravity is low enough for
air flight. Additionally, the shape of the disc must be suited to the
throwing action: a flat disc would be inappropriate due to the lack of
grip that the thrower could get from the disc, resulting in accidental
release.
Air resistance
The two major types of flying disc are the conventional design used in both Ultimate and Disc Golf and the aerobie ring. Although these designs are very different, they both use air resistance in the same way to fly.
Effect on flight distance
When a spherical ball flies through the air, it has the same
cross-sectional profile causing air resistance in all directions, while
a flying disc does not. Its shape causes it to have much more vertical
air resistance (assuming horizontal flight) than horizontal air
resistance. This is partly due to the large circular cross-sectional
area vertically, but is enhanced by the rim around the edge of the disc
which encloses air inside the disc in the same way as a parachute.
Because of this effect the disc is able to fly a longer horizontal distance in a flatter parabola.
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| In the image above the arrows represent the force of air resistance acting upon the disc in horizontal and vertical components. |
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| The flight of a disc lasts longer than that of a ball due to high
resistance to vertical velocity. The disc lands only when its velocity
has decreased, therefore almost floating to the ground. The ball, on
the other hand, hits the ground when it is still travelling at a high
speed horizontally causing it usually to bounce or roll. |
Effect on shape of path
The angle at which the disc is thrown alters the ratios of air
resistances in different directions, affecting the direction of flight.
At low speed this can have the opposite effect, and a disc that is
pitched upwards will usually fall backwards on its path as it falls
through the plane of low resistance. The diagram below shows the path
of a pitched disc that is thrown downwards.
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| The plane that matches the angle of the disc, as shown in the
diagram, is the easiest direction for the disc to move in due to low
air resistance, so if the disc is pitched or tilted it will follow a
curved path as shown below. |
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| The tilt of the disc can also cause the disc to ascend vertically
if the disc is tilted upwards, without the need for the disc to be
thrown in the upwards direction. This is because of the lift effect
caused by the rim of the disc. This is the same principle that is used
in the wing of an aeroplane. A disc that is thrown downwards at a
tilted angle, and then ascends, performs a movement known as the
airbounce. The diagram below shows the airflow acting upon the disc. |
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The aerobie
An 'Aerobie Sprint' flying ring
The aerobie
is an alternative design of flying disc that, although differently
shaped, still has very similar properties to the conventional disc. It
has less air resistance both horizontally and vertically, but these
forces are of a similar ratio to each other. Because there is less
overall resistance to motion, the aerobie can fly farther than the
conventional disc and holds the world record for the longest flight by
a human-thrown projectile. However, due to the lack of a rim, the
aerobie is less suited to angled, curved flights and air-bouncing.
Spin of the disc
The spin of the disc helps to keep the disc stable in flight and prevent unplanned tilting. This is because a large angular momentum stabilises the disc in the same way that it keeps a gyroscope
steady, with the angular force forcing the mass of the disc away from
the centre of mass, perpendicular to the axis of rotation. Any unequal
force acting on a particular area of the disc is quickly redirected to
be equal over the circumference of the disc.
As the disc spins faster, it becomes more stable due to the rapidity of the equalisation of forces.
The centre of mass
On neither the aerobie nor the conventional design is the centre of
mass located on the disc itself. It is instead located in the space in
the disc's centre in the case of the aerobie, or just below the center
of the physical disc in the case of a Frisbee.
Mass of the disc
The force required to accelerate the disc is directly proportional
to the mass of the disc. This decreases the acceleration of the disc,
assuming that the force of projection is constant. Therefore, discs
come in a variety of weights, although those used for Ultimate are mainly 175 g in mass, heavier than the majority of discs and considerably heavier than an aerobie.
This article is licensed under the GNU Free Documentation License. It uses material from Wikipedia Encyclopedia article "Frisbee"
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