Wednesday, November 30, 2011

Disc Golf Tips For Beginners


Grip
Gripping the disc happens before you even step up to throw. There are some general rules of grip, although later on in your game you may feel the need to modify it, here are a few basic tips to get you started. You should be using a grip that has all 4 fingers under the disc. Your grip should be firm and the disc should rip out of your hand rather than slip out. If you are trying to let go of the disc, a consistent release is near impossible. Your grip should be loose enough to let your forearm and wrist move freely before the disc rips out. When people talk about a very tight grip they are referring to tightening the grip right when the disc should rip out of your hand. Your thumb should as close to the edge of the disc as possible while still being over the soft part of the disc.


Footwork
Footwork and balance will dictate the success and failure of your throw. If you are off balance and have a poor center of gravity a consistent and accurate throw will be very difficult to achieve without compensating in other ways. While it is possible to do, the most efficient techniques are those with good balance throughout the throw. You should be throwing with the X-step. If you use an extra run-up or stutter step, the X-step will be the last 3 steps of your throw. Try to stay light, quick, and smooth on your feet. Heavy steps will lead to mistiming and make shifting your weight more difficult. Make sure you get your weight over your front foot when you plant and start your throw. If your weight is behind your foot it will affect your throw in negative ways and also risk injuries to your knee and ankle. Use the explosion of your hips to start your body rotation. The direction of your feet will lead your hips, your hips will turn your torso, your torso will turn your shoulders, and your shoulders will lead your arm.

Reach Back
There are mixed philosophies on the reach back part of your throw. There are however a few things that are consistent between the various techniques. Your reach should only be as far as you feel comfortable with and can maintain good balance. You should reach in a straight line rather than swinging the disc back on an arc. You should also plan your intended throw during this time. For a flat line drive your hand should be on the same plane as the disc. For a hyzer, your hand should be under the disc and for an anhyzer, your hand should be above the disc.

Pull Through
The pull-through is where you begin to generate the power needed for a long throw. For maximum power and speed your shoulder rotation should pull your arm through. Don't try to muscle or trong arm?the disc it won't be nearly as powerful or fast as a whip driven by the shoulders. Also, keep the disc as close to your chest as possible and let your elbow bend. The extension of your elbow during the latter part of your throw will be your main power source. You should also have your off arm close to your body during the throw in order to let your body rotate as fast as possible. Also of importance, try to be as strong as possible at the point the disc will leave your hand rather than at the beginning of your throw. This should give you maximum snap as the power is focused on getting the most force on the disc at the release rather than during the pull.

Follow-Through
A good follow-through is important for both a clean throw and to avoid injury. Although you should be smooth and loose during the first part of your throw, concentrate on finishing strong during your follow-through. A clean pivot is also good to avoid knee injury, as your body will continue rotating after the disc leaves your hand.


And most importantly, go out and have fun. Don't let more experienced players intimidate you with their distance and accuracy. Throw an easy to control disc and focus on accuracy. Distance will come with time and experience so focus on putting your disc down in the middle of the fairway. Keep it simple and don't try advanced techniques until you have some basic form and control down. Throw with 1-step rather than trying to attempt a run up. Try to keep the disc close to your chest and keep it as flat as possible. Wait until you feel you are consistent and accurate before trying to add to your throw. Remember to have fun.

Tuesday, November 29, 2011

New Website!

You might have noticed our new tab on top of the blog linking to our beautiful new website.  It has all of the info you could possibly want regarding our club.  Let us know what you think in the comment section or on Facebook and Twitter!

Wednesday, November 16, 2011

Scoring

Medal play is the most common scoring method but there are many others, including match play, skins, speed golf and captain's choice, which in disc golf is referred to as "doubles" (not to be confused with partner or team play). In every form of play, the goal is to play as few throws per round as possible. Scores for each hole can be described as follows:


Term on a scoreboardSpecific term Definition
-3 Albatross(or double-eagle) three throws under par
-2 Eagle(or double-birdie) two throws under par
-1 Birdie one throw under par
0 Par throws equal to par
+1 Bogey one throw more than par
+2 Double bogey two throws over par
+3 Triple bogey three throws over par


Doubles play is a unique style of play that many local courses offer on a weekly basis. In this format, teams of two golfers are determined. Sometime this is done by random draw, and other times it is a pro-am format. On the course, it is a 'best-disc' scramble. Meaning both players throw their tee shot, and then decide which lie they would like to play. Both players then play from the same lie, again choosing which lie is preferable. The World Amateur Doubles Format include best shot, alternate shot, best score(players play singles and take the best result from the hole) and worst shot (both players must sink the putt).

Disc Golf Terminology!

If this sport isn't relevant enough for you, here are a few terms to get you started on the disc golf lingo!!

Snap - A term used to describe the arm speed and power a player gets into their throw. More snap will generally make the disc fly faster and further.
Roller - A type of throw where the disc is turned over so far that it lands on its edge and rolls.
S-Curve - A term used to describe the flight of a disc when it begins by turning to the right and then "flexes" out and glides back to the left.
Stall Out - A term used to describe the flight of a disc when it peaks in height and drops off to the left without much glide. This generally occurs when the disc is thrown with the nose up. 
Nose Up - Releasing the disc with the front end of the disc higher than the back end                    

Nose Down - Releasing the disc with the front end of the disc lower than the back end. Certain discs will fly better when thrown nose down.
Turnover - The term used to describe the flight of a disc that curves to the right when thrown flat or at hyzer. A less over stable or under stable disc will generally be easier to turn over.                      
Understable - A term used to describe a disc with relatively low resistance to high speed turn and less low speed fade. 
Overstable - A term used to describe the relative resistance to high speed turn and amount of low speed fade of a disc. A more over stable disc will generally have higher resistance to turn and greater low speed fade.
Low Speed Fade - The natural tendency of a disc to tail left as it slows down at the end of its flight. 
High Speed Turn - The characteristic of a disc to curve to the right at the beginning of its flight when thrown hard.
Anhyzer - Releasing the disc with the outer edge at an higher than parallel to the ground. This will cause the most discs to curve to the right. 
Hyzer - Releasing the disc with the outer edge at an angle lower than parallel to the ground. This will cause the most discs to curve to the left. 

These terms assume you use a right-handed backhand throw. If you're left-handed, flight paths will be opposite to the ones described here. Remember to have FUN! Don't let the experience of other players intimidate you.  Focus on accuracy first, distance will come with time!!

Top 10 Collegiate Disc Golf School Rankings


According to the National Collegiate Disc Golf Championships (NCDGC), the top 10 colleges that are ranked to be the best at disc golfing are:

1. Oregon
2. Alabama-Huntsville
3. Purdue
4. Arkansas
5. San Diego State
6. Clemson
7. North Carolina State
8. South Carolina State
9. East Tennessee State
10. Iowa State


The new Titan Disc Golf Association at CSUF will have to work really hard to make its way into the collegiate championships. As of right now, the CSUF Disc Golf Association is currently looking for members who are interested in joining, practicing, and competing in the disc golf collegiate championships.

Thursday, November 10, 2011

Hyzer vs. Anhyzer

Ever throw a disc that curves to the far left or right even though you released it at the right time?  Most likely, the disc was tilted when it left your hand.  This will effect the aerodynamics of the disc and cause it to curve.  By being aware of the angle of the disc when it leaves your hand, you can not only have a more consistent throw, you can tweak it to curve the disc around trees or other obstacles.

When throwing backhand, you can tilt the outside edge of the disc in in one of two different directions.

When tilting the outside edge down, it is called Hyzer.



When the outside edge is up, it is called Anhyzer.


If you are right handed, throwing Hyzer will cause the disc to curve to the left and throwing Anhyzer will cause the disc to curve to the right.  In either case, the disc has a natural tendency to level itself out and has a natural "S" curve.  This all might sound complicated, but when you get out on the course, it will become obvious.