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How to Practice Part IV by Nick Anhyzer

Following up on the last article where I talked about why it's important to make the disc move right and how to throw the big anhyzer shot, today I'll cover the 3 most often used alternate shots to the backhand. Next time I'll get into putting.

The three basic alternatives to the backhand shot are the sidearm, the roller, and the overhand.

SIDEARM

Also known as the forehand or two-finger, this is the shot that new players are always asking me how to improve. Their backhand isn't that strong but when they get a hold of a good sidearm shot they can often throw it further than even their best backhand airshot. But the sidearm can be dangerous. It has to be thrown at just the right angle and with a lot of finger snap. It involves a lot more flick than a big backhand shot, because the fingers are in a stronger position and the plane is much shorter. The tendency is for new players to want to use the arm a lot, and then they end up turning the disc over immediately out of their hand and making the shot almost a sidearm roller.

To effectively throw the sidearm, you have to master the angle of release out of your hand. You have to find the level of hyzer that will make the disc fly consistently for shots of different lengths. Start off practicing with putters and Rocs, which you should only use for approach shots on the forehand. Keep the disc from turning over by releasing it hyzer and letting it flatten out for 100-150 feet. Then start throwing more overstable discs, keeping the disc fairly flat during the flight. It's best to throw the sidearm fairly low and keep your elbow out in front at all times. Some players start with their elbow back but they eventually must move it toward their right hip and in front of the disc before snapping it. It's also critical to release the disc out in front of your body, getting some of your weight behind the throw. If the disc is flying to the right and hyzering even more right, it means you're not finishing the throw or you may be using a disc that's too overstable. If the disc is turning over quickly, check the wind-into a headwind it's real easy to turn the disc to the left inadvertently. If you're not into the wind then you really need to work on getting a clean snap and not letting your arm get out of control.

The sidearm can be very effective once you're comfortable controlling the angle of release, but it can be a nightmare when you lose control of the shot. For instance, you may be throwing sidearm because there is a lot of trouble left, but if you tend to turn the disc over a little too much than you're not giving yourself much room for error, since you'll have to make the disc travel either over or right at the hazard if you want to throw a good hyzer shot. Avoid throwing the sidearm into the wind if possible-your margin for error is very slight. Also, I wouldn't recommend it when it's raining because a good firm grip is required.

HOW TO PRACTICE THE SIDEARM DRIVE:

Like I mentioned before, you need to master the hyzer approach shot before you start trying to throw it over 250 feet with the forehand. After throwing some simple approach shots with no run up, practice snapping your fingers harder through the release and pivoting your body a little-just be careful not to let your arm rise up and change the angle of release at the last second. It's when you try to give it that extra power that causes the disc to dive left. Different players take different approaches when lining up the sidearm. Some turn their body to the side and pivot off their front foot. I've also seen players with good forehands who stand open to their target line and can still fire it deep that way. Either way, be sure to load up on your back leg with the disc cocked behind you while your elbow stays in front. Then step into it and snap it low and hyzer out in front of you and slightly left. Pay attention to the wind. If it's blowing right or from behind, you should throw moderately overstable discs like an XL, a Cyclone, or a Cheetah or KC Eagle . If it's blowing left or slightly into you, take out the more overstable CE Eagle, KC Teebird, Roc, or XS or X2. As you release the disc your hand should end up with your palm facing the sky. Otherwise you're flipping the disc instead of snapping it.

On the course, be sure to feel which way the wind is blowing before you throw the sidearm. It's much easier to pull the throw off with a tailwind or a left to right wind. When throwing into the wind or into a right to left wind, it becomes a lot harder to release the disc at the exact right angle. The more snap the better, which is why it's good to initially practice just throwing putters and Rocs. Those discs will not fly well if you get your arm involved too much. You'll know you're throwing well when you can keep the disc flying level for several seconds before it fades right. Just remember that the path the disc takes before leaving your hand is much shorter than on a backhand, so you really have to flick it with your fingers and wrist, keeping your upper arm relaxed.

Here's an advanced amateur unloading a sidearm drive.



ROLLER

This is the shot that can allow for the greatest total distance off the tee. When the pros have a wide open driving hole with short grass and a nice downslope in the landing area, they like to bust out the roller for that 500 foot bomb-if they have the shot in their bag. They key to a good roller is to generate a lot of speed and topspin on the disc so that when it lands on its edge it maintains speed and eventually stands up before turning over at the end of its path. The path of a good roller should look like a backwards question mark for the right handed player. It will travel left on a fairly straight line, then curl right sharply almost completing a circle as it stands up. Eventually when it slows to a crawl it should make a tight loop and finish the question mark (hopefully right under the basket). It should be thrown like a big anhyzer with a very exaggerated downward follow through. It's a very difficult shot to pull off if you haven't mastered the big anhyzer shot.

The angle at which the disc hits the ground is very important when you throw a roller, as is the speed it's traveling at and the amount of topspin it has. Years ago the conventional wisdom was that the disc should travel two-thirds of the way to the target in the air and roll the remainder of the distance. These days most players seem to only throw the disc about halfway to the target in the air, and on short grass or hardpan I occasionally see guys put it on the ground almost right out of their hand and roll it over 300 feet. The harder you throw the less vertical the disc should be when it hits the ground. When you first learn this throw you'll probably have to aim it almost up the middle and try to land the disc just about vertical to the ground. Gradually you should look to start laying it down and letting the topspin turn it over. Regardless of where you want the disc to land, you'll need to aim your throw left because the disc will fly out and then back to the right as an anhyzer shot would.

The roller can be dangerous when thrown at the wrong time. For instance, if the landing area you wish to use is a mound, there's a high degree of risk in throwing a roller. It could either go way left or right depending on which side of the mound the disc lands on. Look to land the disc on a slight downslope, without too much horizontal slant. When your roller gets good you can use it on holes where there is a low ceiling 250 or 300 feet away. The roller should land and travel underneath the ideal line for an airshot, avoiding the overhanging tree limbs. Avoid using this shot if there is long grass in your way or lots of exposed roots or shrubs. Know how much body needs to be used to make the disc turn over hard. You shouldn't have to manipulate the disc too much with your hand. It's almost always better to throw a roller that turns over a little too much than one that never turns over, so be sure you know where that fine line is.

The discs that I have my players use most often to throw the roller are the Stingray and the SE Leopard. Those who have a lot more power can throw almost any disc they want and make it turn over, but most players will need to use an understable disc. One underused approach shot is the "mini-roller", which would be a roller that only travels about 150 feet or so. Thrown with a Rocs or even a putter, this is an interesting way to approach a basket with a low ceiling in front of it. The shot needs to be thrown high without a lot of speed, and the disc must land almost vertical if you want it to turn over and around the target.

PRACTICING THE ROLLER:

It's best to start practicing this shot on a wide open field with fairly short grass. Figure out where you need to land the disc with varying amounts of speed and different angles of release. Is the disc turning over at all? Is it turning over too fast? Adjust your throws accordingly. Make sure the disc is flying as fast as you can make it fly with maximum topspin. It should move hard to the right after reaching its peak in the air, and you really need to "sell out" your body to pull the shot off. The follow through should be exaggerated and you'll probably end up getting turned around so your back is facing the target after the follow through.

OVERHAND

When there's trouble right in front of you and the only place to go is up and over, turn to your trusty overhand shot. You can throw either a two-finger (also known as a tomahawk) with the top of the disc facing left, or you can throw a thumber, with the thumb hooked on the rim and the top of the disc facing right. The two shots are basically opposites, with the thumber being used to make the disc finish right (to stick with today's theme). The corkscrew flight path of these shots makes it versatile when you need to make the disc move in two directions as well as up and down.

This shot is a lot easier for players that have experience throwing a round ball hard. It's pretty similar to a centerfielder "throwing home", except for a slightly altered angle of release and of course the fact that you're gripping a disc and not a ball. You'll need to grip it really tight with your fingers while keeping your arm and wrist soft. The thumb shot should be released at around the one o'clock position. It will fly left, then drop a little and fly upside down, then finish hard to the right. It should come back right more than it flew left, so you'll have to aim left of your target. Play close attention to the wind! If the wind is blowing from the left than be careful because as your disc slows down it will get shoved way right at the end. It's better to throw the thumber when the wind is from the right, and you'll get more distance too.

When playing into heavy winds, the thumber thrown with an overstable disc is a good defensive shot. Most players can learn to control this throw better than a backhand air shot. The thumb shot is also called the "thumb-hook", because of the way the disc comes DOWN and left after it reaches its peak. In contrast, the tomahawk (two-finger overhand) is more of a fade, because the disc flies UP and to the right. Most beginners have a much easier time mastering the thumber because it doesn't require as much speed to take a full flight. To throw a good two-finger, though, you'll need to put some mustard on it. You'll probably need to throw the disc at least 60 mph to get it to take a full flight; otherwise it looks sort of like a dying bird. Release the tomahawk at around eleven o'clock, and snap it high with a lot of spin. Thrown with enough speed the tomahawk will carry farther than the thumber, and will drop straight down onto the target.

As far as which discs work best for the overhand, I would lean toward the most overstable discs, like the KC Teebird or the Z X2. You can generate the most speed with these and they will fly straight longer before corkscrewing.

WORKING ON THE OVERHAND:

When practicing the overhand shots, be sure to take it easy on your arm and shoulder. I know a lot of competitive players who end up using the overhand a lot during tournaments and end up having to rest their arm for a week when they get home. Make sure you're not straining too hard and keep it smooth, accelerating the disc with the uncoiling of your body and then at the last second snapping your wrist and fingers as hard as you possibly can. This will take stress off of your elbow and rotator cuff, which are under a lot of stress when you throw a hard overhand.

The overhand shots are truly impressive when pulled off. Onlookers who've never played the game are constantly dazzled by the way the disc flies upside down before arcing toward the target. Most players save this shot for when they HAVE to use it, but I would suggest mastering the thumb shot as an approach early on in your game development. The wizardry you develop can then be applied to the tomahawk, which will allow you to climb over trees 100 feet high and bring the disc straight back to the ground (even backwards if you're throwing into a stiff breeze). One last advantage of the overhand: it always lands upside down so if you're trying to clear a water hazard and you don't make it you can count on the disc to float-you may have to go swimming for it but it won't sink to the bottom on you.

SPEND SOME JACK

As a young sport, disc golf needs business people to invest money in it and have a stake in its growth. It's up to the players to support those businesses who are helping to spread the word about the game. No one's getting rich selling discs, so we've all got to respect the efforts of the small businessmen trying to operate an online web retail store. At everythingdiscgolf.com, you can get your gear for discount prices and shipping is free when you place a good sized order. Does anyone you know need a bag? How many of your discs are broken in versus your new discs? Is it time to reload on some of those older discs that you always throw? You know there's someone that wants to play but has no equipment-get them a bundle and save a few bucks! Make sure they know to place their orders here!

Check out all the things on this website on the right hand menu...the disc golf '03 game, 160+ scorecards, the disc wizard, cartoons, plus all the advertisement to promote this stuff. The advertisement to promote this stuff and the developmental costs for these things aren't cheap folks, and it takes a good amount of sales to offset the cost of this promotion, which is good for the game. Everythingdiscgolf.com is helping to put disc golf on the map, and they need your help to get to the next level. So the next time you read an article and you like what you see, drop me an email. Then spend some jack on the website. Then practice what I told you and enjoy those new discs!


Disc Golf (also known as "Frisbee Golf" and "Folf" or "Frolf" and even "Disk Golf") is played much like traditional golf. Players throw flying discs (golf discs or Frisbees®) from a tee area toward a Disc Golf Basket or Target. The object: complete the hole by putting your golf disc in the basket in the fewest number of throws. Formalized in the 1970s, disc golf is governed by the Professional Disc Golf Association (PDGA). There are more than 1,750 disc golf courses worldwide, with over 1,400 in the USA.
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