Names and descriptions of various throws

Original posting by Eric Simon, with additions later by, and Adamquerque ( (Puttyhead)).

  • backhand straight
  • backhand air bounce
  • backhand inside out
  • backhand reverse curve
  • backhand high release
  • forehand straight
  • forehand inside out
  • forehand reverse curve
  • blade
  • lift pass
  • scoobie
  • thumber
  • squanto
  • falafel
  • From: (Eric Simon)
    Subject: Re: The Fine Art of Throwing
    Date: 29 Dec 1994 14:12:20 GMT
    Organization: UPA (a/k/a Joshua's daddy)

    Sorry - OK, here are some *very* short descriptions (with the assumption that the thrower is a right hander):

    For the Backhand

    1. Straight throw - this is what I presume you already know. It's most likely the backhand throw you would make for someone 20 yards up ahead to the left when no one is covering you. (Note: it's also the throw I would make for a straight approach shot in disc golf, and, in fact, my Ultimate game improved here after I started playing disc golf. Rutgers, as you probably know, has a course).
    2. Airbounce - already discussed on the net. I use it whenever I want the disc to hang a bit, or to make a slow throw. It's good when you are throwing, e.g., to a wide open space and you are expecting your receiver to outrun his/her defender. Just lay it out there and make 'em run to get it.
    3. Inside out - that's a throw that goes to the right and curves to the left, because the disc is tilted down to the left more than usual. (The "technical" term is that this throw has lots of "hyzer". This throw probably marks me as an old-timer and not too many people use it. For one, you can't throw it when someone is marking you. Nevertheless, when people are cutting deep from your left to your right, it can be a useful throw (although the reverse curve forehand is probably better for most people).
    4. Reverse Curve - a throw that starts to the left and curves to the right. This is a very important throw because when a person is marking you, most backhand throws will be for people cutting from the middle of the field to your left, and you want the throw to curve into them. Also, if there is a defender halfway between you and your receiver, this is the throw that will get it around that defender. The disc is released with much less hyzer than normal - occasionally even in a position where the right side of the disc is tilted down.
    5. High release - this is a short backhand throw that is released flat, but at about top-of-head level. Since most markers keep their hands low, this is a good throw to break the mark if you're throwing short. With a quick release, it is very hard to block.
    For the forehand - you have pretty much just the opposite:
    1. Straight throw - obvious.
    2. Inside-out - the disc is tilted *way* down to the left and can be used to throw a forehand to the left side of the field when the marker is trying to force you to the right side of the field.
    3. Reverse curve - kinds of the opposite of #2. It curves from the right to the left. It is just as essential, and used for the same reasons, as backhand #4 above.
    4. Blade - an extreme verson of the reverse curve - it goes high up in the air and curves to the left. Excellent for throwing around and above defenders, but difficult to control in the wind (esp a crosswind), and difficult for many to catch.
    1. Lift Pass - (I don't really know what you would call this). It's a simple back hand whith a much lower spin to upward lift ratio. Keeping the disc parallel to the ground with a backhand grip, bring it up and release at shoulder level, at the last munute putting a little spin on the disc with a slight flick of the wrist. The flight is path will be parabolic ideally. It's essentially a very short pass with the flight time increased. This is an excellent throw in high wind situations. (If anyone else can better describe this throw, please be my guest).
    2. Scoobie - (aka Scoober, Scooper, Keep that in your pocket showboat). The disc is held just like a hammer and is thrown like one, but it's all wrist, no arm. Good for breaking the force over the right shoulder of your marker. Not good for more than 8-10 yards.
    3. Thumber - The inverse of a hammer in terms of flight path. The grip is the tricky part to explain. Extend hand palm up, thumb opposed. Place disc in hand (bottom up) so the dome is resting on your fingers. Rotate the far edge of the disc clockwise until the rim comes to rest upon the side of your thumb. Keep your grip loose when you throw. Arm should be at about a 45 to 50 degree angle. Use more wrist than arm.
    4. Squanto - Hold disc upside down with thumb inside rim, release as you would a blade. (settles upside down like overhead. There is an as-yet-unnamed version of this in which the release is more over your head and it flies in a more right-side-up manner, but definitely on a high blade arc.)
    5. Falafel - Hold disc with thumb and pinky along outside edge, other three fingers on top (tricky, but can be done... sort of like palming a basketball). Throw in backhand motion. Very push-passish.
    Well - there ya' go. That should get you started. Hope it helps.

    -- Eric