Throwing
General tips:
- Generally speaking, the higher the level of play, the more efficient offenses are. So risky throws are generally not desired at the higher levels.
- On the other hand, some risks are worth taking. For example, it is easier to complete a 65% huck than it is to complete 10 95% passes.
- Make sure the mark is legal. His upper body must be one disc's diameter away from yours at all times, he can't use his arms to prevent you from pivoting, and he can't plant his feet by your pivot foot. In the 10th edition rules, hands and feet basically be used only to block the disc, not the thrower's motion. If your marker is violating these rules, pivot into him, put up a huck and call foul.
- The default position is with the disc on your forehand side. It is easier to switch from forehand to backhand than vice-versa.
- Don't pass to a receiver who isn't looking for the disc.
- A favorite technique of some markers is to start the stall count
while you're bending over to pick up the disc. This is illegal.
Don't let him do this.
- Another favorite technique of some markers is to start the count with "1". This too is illegal; the marker must start the count with "Stalling" (0 seconds elapsed) and then 1 second later say "1".
Throwing in the wind:
- A headwind will cause discs with little spin to turn outside-in. So put extra spin and a little inside-out angle on your throws into the wind.
- A headwind will also cause discs to float, so start your throws low and aim up a little bit.
- A tailwind will cause discs with little spin to drop like rocks. So put extra spin on then, but take a little velocity off of them so that you're not throwing bullets.
- Don't let the wind catch the underside of the disc.
Forehands:
- Make sure you're not throwing it too close to your body, as these throws can be point-blocked.
- Inside-out hucks will fly farther but can be point-blocked.
- Outside-in hucks are less stable than inside-outs. Too sharp an angle and they will crash into the ground. Not enough spin will cause them to helix.
- Once you get used to the motion, low forehands can be thrown really quickly.
Backhands:
- The same comments about throwing too close to your body and about hucks apply here.
- Try not to get too off-balance when throwing a low, wide backhand.
Hammers:
- The design on the disc should not be facing forward. Otherwise the hammer will fly like a wounded goose. Turn your wrist outward a little bit if necessary.
- The farther the throw, the more vertical your release should be.
- Your release should also be vertical if the wind is in your face or blowing to your right (for a righty, left for a lefty).
- Make sure your receiver has enough time to read the flight of the hammer and can catch it two-handed.
Dumping:
- Look for the dump at stall 6. Perhaps even earlier, if the field is completely clogged.
- Look for the dump at stall 6.
- Look for the dump at stall 6.
- Look for the dump at stall 6.
- Look for the dump at stall 6.
- Unless you're trapped on the sideline, dumps should be backhands.
- If the dump defender is concentrating on you, the receiver should initiate the cut.
- If the dump defender is concentrating on the dump receiver, you should direct him. A nearly foolproof method is to fake a throw one way and then throw the other way. Your receiver will react to you. The defender, who is reacting to the receiver, will always be a step behind.
- If the dump defender is standing sideways and attempting to watch both of you, he will probably be standing to one side. The dump receiver should run into the defender and back him up, then break the other way.
- If you're trapped on the sideline, turn 90 degrees and face straight across the field. This way the trap mark is effectively converted to a straight-up mark, and the dump receiver can get open either upfield or back.
- The preferred dump is towards the break side of the field, so that the flow can continue down the break side. However, at a really high stall count, take whatever you can get.
- A useful dump cut when the disc is trapped is for the dump receiver to fake up the sideline, then cut back, flaring *away* from the thrower at a 45 degree angle. Since the disc moves across the field in this case, it's easy to flow down the break sideline.
- Look for the dump at stall 6.
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