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  • #16
    Originally posted by RonTheWhip View Post
    I'd like to step in and police a few misunderstandings regarding "snap" and sidearms.

    First, what do you mean by snap?

    Snap is a very frequently used word to describe release but doesn't really mean anything. There are three factors I'd like to examine in order to better understand "snap" and how lots of "snap" impacts a sidearm.

    1.) Arm speed. how fast is the arm traveling and therefore how fast the disc is potentially traveling on release

    2.) Spin. how fast the disc is spinning once leaving the hand, this is caused by factor number three

    3.) Clean Release. how well is the hand imparting both the speed of the throw and the rate of spin on the disc

    The flight of the disc and its observed stability is caused by a Spin to Speed (Arm Speed) ratio. If a thrower imparts a great deal of arm speed on the disc, but lacks spin, the disc will flutter and the flight of the disc will be UNDERSTABLE. This is poor technique and this is why many people throw overstable discs (Firebird, Predator, XCal) to compensate. If the thrower imparts lots of spin without much speed than the disc will fly either neutral (like its intended flight path) or overstable. This is good technique and why players like Nate can throw Orcs so far without flipping them over. In Fact, Nate can barely flip over a sidewinder and still get 350' on his sidearm. The reason for this isn't because he has such good "snap" as most people would say (and I would say is a meaningless term), its because he as such clean release and a high spin to speed ratio. But I suppose snap is easier to say and why it has become part of the common vernacular.

    Disc Selection:

    Speed over Spin - Predator, Force, Firebird, Monster, XCal

    Speed and Spin - Pulse, Surge, Wraith, Orc, Destroyer

    Spin over Speed - Surge SS, Wildcat, Valkyrie, Sidewinder

    My advice would be to figure out what you do more, throw fast or impart lots of spin on the disc and pick a disc in the corresponding stability ranges. I personally fall into the equal spin/ratio and throw a Pulse for most sidearm shots. I also like to throw the Force with anhyzer for max distance and Predators for control hyzers.

    Avery doesn’t throw turnover shots with his sidearm and throws Firebirds and Eagles for short hyzers. Xcals for long hyzers I believe.

    Nate throws Orcs and Firebirds for most if not all of his sidearm shots, but is playing around with an XCal.

    Colin throws Orcs, Firebirds and a Destroyer for maximum distance.
    How do you generate spin? The best way I've found is by "snapping" my wrist at time of release.

    That's some good stuff, by the way.


    • #17
      Doesn't more spin also translate to more "glide," whatever that is? I know that if I have to get a midrange or putter to really fly with very little arm motion (for example, if I'm stuck under some tree branches but want to make a run at the chains from 6 inches off the ground), I give it some extra spin, and the throw is all wrist.
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