The proper snap for any sidearm, including a hammer, is one where the plane of the hand stays aligned with the plane of the wrist. Most beginners will snap their wrist the same way they would a ball, resulting in a fluttery mess that flops over to the side before dying ignominiously short of the court. Controlling the nose is very important in variable wind conditions, or when throwing into a headwind. If it pops up, so does the front of the disc, and the disc will drift a lot more as it floats down. You can do that by making sure that your thumb stays aligned with the top of your wrist (specifically, your inner forearm bone, the radius) during the throw. Wind on top of the disc tends to drop it, minimizing that lateral movement.Īnother way to minimize lateral movement is to keep the nose of the disc down. A hyzer throw mitigates that by moving laterally. A flat throw has a lot of variation in how far it goes relative to small differences in speed and height. The main reason to throw hyzer is to control the depth of the shot. If the wind is from the right, throw a sidearm or lefty backhand hyzer. If you're right-handed and the wind is from the left, throw a backhand hyzer. When possible, throw any right-side-up throw with hyzer (skip angle) and the wind on top of it. It's a big advantage to be able to throw right-side-up shots with either spin, so you'll often see a backhand paired with a sidearm or a backhand with the other hand. It is especially important for a back player, who will be throwing most of the rally shots, where it's important to put it in the back half of the court. Most serves, leads, and rally shots are backhand throws. The backhand is the most common throw you'll see in a DDC game at any level. With the following two throws, you can become a high-level DDC player. Being able to not only throw in consistently but to make effective throws for a variety of situations is crucial to success. Throwing is the single biggest differentiator in DDC. Front play | Back play | Strategy | Glossary
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